Newbie seeks advice

Jay600

Chieftain
Joined
Aug 13, 2008
Messages
8
Hello, I have Civ3 for years but have only recently become an addict :) I seem to win regularly at Warlord level so started playing at Regent but I keep losing.

I have attached my most recent loss, playing as Romans with the Egyptins and Iroquois both having declared war on me leading to a loss of several cities and probably doom for me.

Any tips would be welcome.
 

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I got an I/O error, so I am guessing it is not patched. If C3, it needs to be 1.29F. If C3C it needs to be 1.22.

In any event the most common issue is workers and their use. Make sure you have enough to be able to improve any tile that is being worked.

Try to keep movement of workers to a minimum. You do not want them going back over tiles doing nothing.

Stay off mountains with workers, unless it is a critical function. That is to say, a resource or a lux or a road connector that is a must.

The same for hills as both take more worker turns to complete a task.

Manage workers and towns. Check on pop to see that it is working the best tile for your needs. That may not be the best tile over all. If you need food more than shields or the other way around. It may be you need gold, just keep an eye out and watch out after a town grows.

Try to build only buildings that you need and only when you need them.

Build fewer defenders and more attackers. At Regent, you do not need spears. Build only in barracks towns after the initial warriors.
 
I got the same error that vmxa got. Perhaps you could post some screenshots for us to look at?
 
Same error :(
You can download patches from >>here<<.

Build atleast 1 worker per town.
Do not "Automate" workers, you can do much better job than AI can.

Easiest rule to follow is "Mine green and Water brown" or Mine grassland and water plain" - always water cow and wheat tho.

Do not build military units in towns without barracks (expt. in begging of game until like 1000 BC). Build military units in town that has barracks, that 1+ hp might not sound as 'big deal' but it can make difference between life & death.

Try to expand as much as you can.

Not every town needs improvements.
Examples:
*Town that produces 5 commerce per turn does not need library and marketplace.
*Town that produces 20 commerce and 4 shields per turn does not need barracks

I would recommend you to read:
Cracker's Opening Plays Site
Tutorial: Babylon's Deity Settlers

Bolth of these are about Rapid EXpansion phase (thanks to vmxa& others for teaching me that) and they have pictures.

Few players would disagree with me but The Four Rules of Wonder Addiction By Ision should be must_be for players having trouble, sure wonders are great but overbuilding or excess building them can slow down or cause serious trouble for new players.

All of these guides are from Civilization III: War Academy, that's basically notes and strategy advice by many civilization III players, might be a long read, but certainly very, very, very useful.

Post few screens or patch your game and start new map & repost your save.

Also note, most players on CF, play Civilization 3:Conquest version as main version, so if you are playing different version (Play the world or standard (aka vanilla) civilization 3 version) please let us know.
 
Excellent advice has already been given and the only thing I would add to the suggestions is that you go to the Stories and Tales section and read some of the Succession Games and even the single player games to see how others have done what they have done.

Keep an eye out for Training Day Games (TDG) and read those through as well. In a training game, the team members have to talk about what and why they do what they do. Very instructive for the rest of us.

This link will take you to the page where you can click on the legendary stories or legendary games for some great reading. I always recommend "Theodora's Excellent Sid AW Adventure" and "Basketcase's first deity win". Lots of fun and lots of info there.
 
You could join training game, what I am in Myth01, it is on regent level, we are currently in mid medieval age playing as china, in continents map. Don't worry about making mistakes - this is training game.

In Succession games, you play 10 turns(usually) a row, write a log what you did.


Training game Idea is this: If you make mistakes others can say what you did wrong, what can be improved. You can ONLY play 10 turn at a time, then post the save, so make each turn count - thinking 10-20 mins for turn, if you have to, not push enter like you prolly do in normal games. Training games also discuss more planning and strategy.

Time period is long enough (if you can play once a week it is enough).
 
Thanks Guys, this is really helping.

I am currently on a new game CIV3 regent still as the romans it is about 350AD and I AM IN THE LEAD - at least on our continent - 4 civs. Workers are all doing better. I had too much food and little gold previously - if a green tile showed food 3 and gold 1, I would always try to irrigate.

I noticed that I was maxing the science slider and that you can reduce it and the next tech still arrives in the same or similar turns. This did a lot for gold reserves to trade techs.

I am also staying in despotism since going straight to republic has not seemed to work for me ( the sling shot ? ).

I think I will have to start a war with someone since city flipping has always been a problem - really irritating ( I am average / low on culture ). On power the histograph shows me to have about 40% on our continent so hopefully it will work.

How can you get at least one great wonder ? The AIs seem to have a monopoly on these.

I will try to update to the patches so that next game I can post.
 
Honestly, try to get out of despotism ASAP

1) Despotism has huge penalty on food, any tile producing 3 or more food gets cut down by 1 food, if you got tile producing 4 food, in despotism you get 3 food, thats BAD tradeoff

2) Despotism has HUGE corruption eg further away your city is from your capital(city w/ palace improvement) more shields & commerce(that is converented into science and money) you lose in each town.

3) Despotism only allowes small amount of units, you need many units, other governments have better unit support (check civilopedia by pressing ctrl+c and choose governments

Workers are all doing better.
good, remember you need atleast 1 worker per city you got, recommended is 2 workers per city if non industrious(depends of your civilization), and 1.5 when industrious.

Manage by hand, connect your cities with each other first (primary thing).

Then follow mine green, water brown strategy. - That is most simple to follow.

If a green tile showed food 3 and gold 1, I would always try to irrigate.
mining one green (grass tile) has effect of boosting shield production from that tile by one. Shields are used to produce units or city builds.

Irrigating boosts grassland(green tiles) from 2 food per turn to 3 food per turn. Each citizen eats 2 food per turn, if there is any extra food it goes into storehouse. One storehouse is full, it is emptied and one more citizen is added to town.

Irrigating grass tiles is usually done to boost city's growth speed (more extra food per turn) or to allow more citizens(more shields/commerce per turn) or to allow work some tiles that do not give you food (like hills or mountains). Irrigating needs some planning.

Also Irrigating is done around "Farms" - Farms are towns so far away from capital that they suffer huge corruption (above 50% of everything but food is wasted). So people just max food production and grow farms to size where they can remove some citizens from working fields and turn them into specialists - that gives more, much more gold or science that those corrupt towns could ever support.

Trying to get towns to size 6, then build aquaduct or, if city has fresh water (river/lake) touching it, allows city to grow up to size 12.

I am also staying in despotism since going straight to republic has not seemed to work for me ( the sling shot ? ).

Republic Slingshot is Alphabet->Writing-Code of Laws ->Philosophy->republic
In this order. It is usually done from the begging of the game.
Philos. allows you to pick one free tech, if you are the FIRST one discovering philosophy. Republic needs most time to be researched so using cheaper tech. to get much, much more expensiver tech is good.

Republic boosts commerce per turn, on tile by 2, commerce is changed in each city to science points and gold, so getting republic allows you to get more money and research.

Rep. has it cons, it can be quite long 'transfer' period as its unit support is high (check F3 for military advisor). Each unit over the limit will cost you much. But getting towns above size 6 will quickly bring huge cash in (and increases unit support limits). It is complicated, and My english is not so good enough to explain, also I might insolt someone by accident, so I'll let better players than me lto answer that question.

I think I will have to start a war with someone since city flipping has always been a problem - really irritating ( I am average / low on culture ).

City flipping- It happens if you have lower culture than enemy and his towns are near your town. Building culture buildings, like library (boost research too), temple(makes 1 people from 'angry' to 'content'), great wonders, small wonders and similar buildings.

Other way to deal with these 'traitors' is more violent, just smash their cities.

There are players here who prefer to keep peacful empire, those are called builders. They manage their cities and keep people happy, build culture etc.

There are players here who prefer to keep err get larger empire, those build mostly military only.

There are people in between those two extremes, who do bolth.
I can't say what is correct way to deal with flips, but I prefer having research boosting buildings in core, for culture.

Core is capital and cities surrounding it in a "circle", those cities can't be too far from capital, and they have low corruption.

On power the histograph shows me to have about 40% on our continent so hopefully it will work.
So your strong! Good for you, bad for them!

How can you get at least one great wonder ? The AIs seem to have a monopoly on these

Well wonders are issue: Some players say: Those have to be built in my empire, I can't play without Art of War (gives free barracks in every city), Pyramids (gives free granary) and [enter wonder name here]

Others say that: 1-2 wonders, like hoover dam (boosts production of cities that have factory by 50%) and similar wonders is enough.

Some say: No wonders.

I prefer 2-3 wonders myself, but I am against telling people to build them, Instead I tell the opposite, if you don't know game very well/are new/are having problems skip wonders. Wonder costs differ but for an example 300 shields for 1 wonder you would get 10 swordsman instead.

But now onto issue, you said you want(ed) wonders, so here are few tips:

Choose town with highest production(shields), (you can sort towns in F1 screen), w/highest production usually is capital.

Prebuild for wonder - This requires thinking ahead, plan for wonder. Open civilopedia by pressing ctrl+c and look at civilization advancements. or press f6 and right click on tech pic. choose one wonder you like, lets take Sun tzus Art of War, comes w/ tech (medieval tech, eg once you have learned most ancient age techs you enter medieval age) - "Feudalism".

Now we start prebuilding some building that needs lots of shields (right click to see what needs most shields to be built, if you chose town other than capital use 'palace' as prebuild. If in capital choose whatever needs most shields.

Let say we chose courthouse for prebuild.

Timing should be: You still got few ancient age techs to learn, lets say you still need currency and polysynte-thingy.

You start building this building, before getting thec you need for wonder. Once you have entered ancient age, you try to get "feudalism" tech, once you get it you switch build from courthouse to wonder.

Things to note about this strategy are:
Prebuild(courthouse in this case) should not be completed before switching to wonder. If it is, all shields are lost and prebuild gets built.

If AI is in tech lead he might start building wonder much, much earlyer and Ai might get wonder faster.

You MAY NOT RUSH prebuild, rushing is:

Chopping woods around town - wood gets added to production and you can't switch to wonder.

Using either population or gold to rush prebuild.
Disbanding units on town square.

If you rush, you can't change production to wonder.

3) You need your wonder city to produce many, many shields, minimally 12 shields per turn, even that is less, good timed prebuilding might get that wonder tho.

So plan ahead which wonder you want.

I'm not best one to explain.


I will try to update to the patches so that next game I can post.
great, then post save here and we can give more advice, Pictures can help also, so people at work (who are supposed to work, not read forums) could give advice too.

Sorry for long text, and sorry if I insulted anyone, also sorry for bad English.

Also note on regent, AI is equal to you, that means same research cost, same build cost everything is same(expt. intelligence), on warlord AI gets longer build and research times and suffer corruption(I think), in monarch (level above regent) ai gets building bonuses (less shields to build unit) and you suffer higher corruption.
 
Couple of suggestions from what you said:

I AM IN THE LEAD - at least on our continent - 4 civs.

Build some boats and go meet the other continent. This may require sending boats out into the ocean before you have the tech's that will allow you to survive, so some of these boats may sink, but it is still worth it. If you make contact with the other continent early, this will give you wonderful contacts for trading techs.

I am also staying in despotism since going straight to republic has not seemed to work for me ( the sling shot ? ).

Have you downloaded CivAssist2? It is available on the forums at http://forums.civfanatics.com/showthread.php?t=118540 It allows you to compare your economy with different forms of government. In the early game, when your towns are small, your economy can look pretty weak in Republic, but once you've got some larger cities, and you disband units that only do Military Police duty, Republic will far outshine other governments, economically...unless you have a lot of war weariness.

CivAssist2 does way more than just compare economies, though. It will also alert you to towns that are about to riot, trades that are now possible, and a wealth of other things.
 
Thanks for the tips. I am on vacation for 3 wks and then will pick up this thread.
 
Hello all,

I started a war with a weaker civ - the French - and won reasonably quickly. I kept all their cities and even got Magellans voyage.

Then came a gift - the Egyptians started a war on the Greeks. I declared war on the greeks to acquire three cities that were in my "sphere of influence" and then made peace.

The Greeks lost to the Egyptians so that only they and me - the Romans remain on our continent. A brief, scrappy war with them resulted in me taking four cities before peace. Three cities flipped right back after peace - really annoying.

The second continent showed China and Germany. It is about 1400 AD.

Approx Score: China 1400, Romans 1000, Egypt and Germany about 700.

Thinking that there would probably be a war between Germany and China I decided to trade techs generously to Germans to help them in any future war with China.

I kept the peace for a while up to refining and guess what - NO OIL !
All the other civs have oil except me so I tried trading - no luck. So I have been forced to start a war with Egypt for oil. This battle is going better - I am discovering that artillery is great to bombard a city before sending in the troops. Also, I will raze cities mostly- except is there is a useful wonder. I have also not seen any Egyptian tanks - maybe they have no rubber ?

ca 1900AD. Germany is at war with China! Later, Chairman Mao demanded teritory map and gold - I refused and he declared war next turn.

One problem, my ships are being attacked at sea by an unseen enemy. Is this a bug ? I thought even subs showed themselves before attacking.

Next moves are to get oil both on continent and on a small arctic island, beat the Egyptians - should be straightforward - and then build tanks asap to hold off Chinese who have already started the SS program.
 
Sounds like you have figured a lot out! Looks like you are doing pretty well now...

Subs don't show themselves even when attacking, at least in my patch. To see them you need another sub or AEGIS cruiser (which don't come along until robotics waaaaay at the end). Usually I stack a sub in with several battleships and/or destroyers for peak effectivness. That way, if you come across a sub, you can see it and bombard it before it has a chance to attack you.
 
Just a note to thank all for their help. I came second in this game, but started a new one which I won!!!! Playing Romans Regent CIV3 with the 1.29f patch, this was almost continuous war to outright victory. Pls feel free to comment on the file saved near to the end. Hope you can see the file this time.
 

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I read an article from Zerksees about a "runaway AI" with interest and decided to revisit the game above that I had lost to China after their successful SS program.

While China may not be "runaway" it is strong.

It is 1520AD, Romans Regent Civ3 with 1.29f patch.


Scores are China 1167, Rome 704, Egypt 621, Germany 570 & Greece 457. France & England are out.

What would be the best strategy to turn this around given that I "know" I have no oil - need to take it from Egypt.

How best to reduce the appalling levels of corruption in the captured French cities and get them contributing to science?

What government would be best?

Any other tips on my play would be appreciated.
 

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I do not know when you discovered Steam, but no rails are started and workers are scattered. I try gather worker prior Steam, so they can work in gangs.

You have seen the world, so scrap those ships. You don't need them till after you take over your land.

Scrap any regular units.

No point in a court house in the capitol. No further need for it to have a granary.

Pare down your maint cost. You should never have build a colosseum and I would not have built any cath either. Use the lux slider. Those shields could have make troops to boot Cleo out.

Some places making cath and do not have a market.

What is the palace build for? The town is to weak to make a wonder.


26 workers and what 30 cities?

NO and I mean NO troops without a barracks. Switch Marsel to worker and get irrigation and rails up in those places and make beakerheads. Yes they are not much, but better than nothing. That is how you deal with corruption, you roll with it.

No structure and no harbor in Chartres. Do no add to your cost. Eventually get one tile irrigated and gain a scientist. Leave it small.


You cannot afford to keep adding to your maint cost.

Do not build where it will take 80 turns. This is not AW, so you do not need to make units in those places.

A 100 turn aqua is not a good plan imo. Shut it down, get a worker out and put some pop on specialist duty.
 
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