Newbie startup strategy needed!!

noni

Chieftain
Joined
Sep 18, 2001
Messages
53
Location
Germany
Hi there,

I am playing it on the easiest level. But it seems that al my millitary units got no power though the´re ELITE. I am also using hills and forests for mor defense strenght. Is there any Civilization which has a really powerfull unit.

My catapults are blind machines, the hit percentage is 10%. The science is very very slow going, though i am doin everything to let it be fast. I need a startup strategy, How to start.

"You don't really want big cities in the early game, so killing your citizens is fine, especially to get the important buildings out there."

How to do that? Where must i click.- sorry for the dumb questions but i dont know. I was doin middle good with civ1 and civ2, but with 3 on the easy i am doin very bad.

Must i find an iron or horse resource to build knights and others, it seems to be so? I had the improvement but i dont came in the list of city improvements. When can or schoul i build colonys??

How can i trade? really sorry but i dont know how to..
In civ2 i was taking enemy cities with my spy, where i started a revolt for money. Can i do something like this in civ3?

It is importand at the start to build temple and these earlier things or should i build workers settlerls and archers.

A startup strategy with some details would be very helpfull. At the moment after some time, the enemy come and i am not able to defend or to attack. I think i am to 65% a military or spy like civ and to 35% others..

very very thank for helpin.......
noni
 
1. Hills are good if you are being attacked, but if your launching the attack it doesn't matter what terrain your on, just what terrain your opponent is on. It is good though to maybe prepare an assault from a hill in case you get attacked first. Unique units (UU) depend on when you want to attack and when you want your golden age. If you like attacking in the middle ages then pick a civ that has a UU in that era. If you like a very early war then pick a civ that has a UU much earlier. Immortals for the Persians is a good choice.

2. Trade for techs, send out scouts or warriors to look for goody huts. Build libraries in your cities.

3. That's called using the despot whip. By telling the city to hurry improvement (right click on the city), the job gets down fast, but with the loss of citizens, and unhappiness in your city. I wouldn't use it very often with v1.17f, though because the unhappiness stays for 40 turns.

4. Yes, iron and horses are needed for knights. Must have the tech for them, have the icon in your territory and have a road connecting the icon to your capital. Colonies you need to build a road from your capital all the way to the resource then your worker can build a colony on the resource. You get to use the resource without using a settler, but usually better to put a city there, because someone else can plop a city right next to it and your colony disappears.

5. Right click on a unit from another civ. Or hit the little 'd' in the lower right hand part of your screen (if you had met anyone yet). The spying stuff doesn't happen until the industrial age.

6. Most strategies depend alot on what size map your playing. If you are real close to other civs (like on standard maps and smaller) you need to be more prepared militarily, either to defend or to possibly launch an attack of your own.

Lastly, if you click on the civlopedia icon ( the middle one in the upper left hand of the screen), you can learn alot about the game.
 
build city at initial location (usually OK on chieftain level) or only one tile away if you must

build 3 warriors one after the other and go looking for goody huts

research wheel and iron working asap. find iron and build swordsmen. these will protect against most attackers early on. if the AI turn up with swordsmen and you aint got any, then you are toast.

keep your number of military units somewhere near the max for depotism = 4 per city..this will deter any attacks and if they are foolish enough to attack, you will win the battles. check out F3 the military advisor regularly to see your max allowed without cost

build enough cities to give yourself a production capability..you might want to dedicate particular cities to particular tasks..eg build a barracks in one and use it to churn out veteran unts..use the capital to build wonders...use a city with much food to build all the settlers etc. This has worked well for me on lower levels but you need to adjust it depending on map size etc

trade techs when you meet other civs

this should give you a foothold from which you can build according to your taste for bloodlust/culture or whatever
 
Thanks so far,

where can i regulate the tax, i dont have seen it yet maybe under any advisor??

Science.. on which percentage is it going good and is also realistic??

Can i change citizens in scientist or others?? If yes How??

till which date you would say its an early war??

thanks for answering
noni
 
Originally posted by noni
Thanks so far,

where can i regulate the tax, i dont have seen it yet maybe under any advisor??

Science.. on which percentage is it going good and is also realistic??

Can i change citizens in scientist or others?? If yes How??

till which date you would say its an early war??

thanks for answering
noni

Press F1 for tax and luxury sliders. Some players like 90% research early, then 10% later. A lot depends on difficulty level and map size. On the two easy levels, luxury money is not necessary so keep the second slider at zero.

To change citizens, zoom to city, click on the citizens or the tiles and watch the changes. Scientists are not worth it until you get a large empire with high corruption and waste.

On a Standard size map, Regent difficulty and above, 700 B. C. to 100 A. D. is a good time window for an early war.

I wrote an article with three basic starting strategies. They are for Regent, Monarch and Emperor difficulty, but you may find some useful information:
http://forums.civfanatics.com/showthread.php?s=&threadid=15439
 
Originally posted by Bamspeedy
1. Hills are good if you are being attacked, but if your launching the attack it doesn't matter what terrain your on, just what terrain your opponent is on.

This isn't true at all. During a battle you use both your attack and defense numbers as well as any terrain adjustments. If an archer (2.1.1) attacks a spearman (1.2.1) then when the archer attacks it is 2 attack vs 2 defense, then the spearman counter-attacks and it will be 1 attack vs 1 defense.

If the archer is sitting on top of a mountain when it attacks then the situation will be 2 vs 2 during the archer's offensive turn and 1.5 vs 1 during the spearman's offensive turn. The mountain does always help, it doesn't matter who starts the fight.
 
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