BillChin
Prince
- Joined
- Jan 7, 2002
- Messages
- 494
Here are a few interesting quotes from:
http://apolyton.net/civ3/
>>>
From Soren Johnson
Pop rushing: Pop rushing has not been eliminated but... You can not sacrifice over half the population of your city anymore as city unhappiness can "go negative"
Number of units to supress cultural reversion: cities with 2 or 3 foreign nationals and full control of their city radius probably will be under no risk with 4 to 6 units
There have been a lot of improvements to the AI, most of which are not really appropriate for the readme (you wouldn't want us spoiling the surprise, would you?)
Odds for mobile units being able to withdraw: it is 50/50. Experience for the attacker and defender can skew these odds...
>>>
I have started a couple of games since patching. I really noticed the improved AI. In one game I was on a large continent with several neighbors, Emperor, standard size map. I dared not go to war at my usual time (around 700 BC to 10 BC). The French were my closest rivals and moved big stacks of swordsmen through my territory. Seeing those stacks and figuring there was little chance to get enough firepower to counter, convinced me that peace was the better option.
On pop rushing, you can sacrifice more than half the pop, just not all in one turn. I generally do not use this tactic, but wanted to test the new patch. I had a pop 3 city and rushed two citizens (one at a time) and then another one several turns later. However, happiness can go negative. In this case my city was left with one entertainer. Basically, it means the city becomes junk for the rest of the game (40 turns). With a size six city you can probably get four rushes out of it, though some citizens may starve before they get popped.
On culture flips, it means that it will be extremely rare to get an enemy city via flip because the AI puts several units in border cities.
On mobile units withdrawing, I have not noticed a big change. Under 1.16 sometimes the fast units would die before retreating.
http://apolyton.net/civ3/
>>>
From Soren Johnson
Pop rushing: Pop rushing has not been eliminated but... You can not sacrifice over half the population of your city anymore as city unhappiness can "go negative"
Number of units to supress cultural reversion: cities with 2 or 3 foreign nationals and full control of their city radius probably will be under no risk with 4 to 6 units
There have been a lot of improvements to the AI, most of which are not really appropriate for the readme (you wouldn't want us spoiling the surprise, would you?)
Odds for mobile units being able to withdraw: it is 50/50. Experience for the attacker and defender can skew these odds...
>>>
I have started a couple of games since patching. I really noticed the improved AI. In one game I was on a large continent with several neighbors, Emperor, standard size map. I dared not go to war at my usual time (around 700 BC to 10 BC). The French were my closest rivals and moved big stacks of swordsmen through my territory. Seeing those stacks and figuring there was little chance to get enough firepower to counter, convinced me that peace was the better option.
On pop rushing, you can sacrifice more than half the pop, just not all in one turn. I generally do not use this tactic, but wanted to test the new patch. I had a pop 3 city and rushed two citizens (one at a time) and then another one several turns later. However, happiness can go negative. In this case my city was left with one entertainer. Basically, it means the city becomes junk for the rest of the game (40 turns). With a size six city you can probably get four rushes out of it, though some citizens may starve before they get popped.
On culture flips, it means that it will be extremely rare to get an enemy city via flip because the AI puts several units in border cities.
On mobile units withdrawing, I have not noticed a big change. Under 1.16 sometimes the fast units would die before retreating.