Newbie to Civ 3. Numerous Questions for perfecting early game play

I built military academy in Beijing and now have 3 calvary in Beijing but I cannot build an army. I thought you can build army without leader with military academy. No load buttons visible! Am I wrong? or Missing something?
You build an Army like you build any other unit - taking the requisite number of turns - and then load your units onto it.
 
Each army requires you have 4 towns. How many armies do you have and how many towns? Divide towns by 4 and that is the current limit on armies. If you are below that value, the build queue will not show the army.
 
Each army requires you have 4 towns. How many armies do you have and how many towns? Divide towns by 4 and that is the current limit on armies. If you are below that value, the build queue will not show the army.
Interesting ... I did not know that. I rarely get the Military Academy, and by that point I have had substantially more than 4 towns.
 
I built military academy in Beijing and now have 3 calvary in Beijing but I cannot build an army. I thought you can build army without leader with military academy. No load buttons visible! Am I wrong? or Missing something?
I figured it out. You can now build a leader. Leader is required. When I read the description 'city with military academy can now build armies without benefit of a leader' I misunderstood that leader was not need (must have been tired last night):sad:
 
The is it worth it do disband an army for shields?
Further to the question below, if you've run out of Army-slots (based on your current town-count), then it's almost certainly worth disbanding an Ancient Army to be able to build a more modern one.
Also what determines when a captured city will flip back to original. I had a medieval army (low health), 1 elite spearman 5HP, 2 riders 2 & 3HP and 1 resister. It flipped next turn after capture and I lost all my units.
I'm curious about this as well. A couple times I've had a captured city flip back even after the war is over and everyone is happy. Or even a culture counter-flip (i.e., back & forth).
There are multiple factors involved.

Off the top of my head: number of units garrisoned (in the late game, to reduce the flip-risk to zero, this may be huge — like 40+ units), number of resistors, number of unhappy people (riots), relative distance to the nearest capital, no. of tiles in the flip-risky town's FatCross which are under the control of a neighbouring Civ (this is a big one), but IIRC, the most important factor is the total (Civ-wide) Culture of the 2 Civs 'competing' for the flip-risky town.

There's a thread that details this somewhere...

*rummage*

https://forums.civfanatics.com/threads/culture-flipping-exposed.14337/

There's also a tool you can use to figure out the risk (I use CivAssist II, but that app doesn't play well with Win10):

https://forums.civfanatics.com/threads/html-culture-flip-calc.53228/

I figured it out. You can now build a leader. Leader is required. When I read the description 'city with military academy can now build armies without benefit of a leader' I misunderstood that leader was not need (must have been tired last night):sad:
No, the description in the 'Pedia is correct. The MilAcad allows you to build the 'Army' unit directly (costs 400 shields) — i.e. you can obtain an Army without first having an Elite-unit generate an MGL — but the Army can only be built in the MilAcad-town.

I think @vmxa has got it right: you simply didn't/don't have enough towns in your possession to build another Army (yet).
 
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No, the description in the 'Pedia is correct. The MilAcad allows you to build the 'Army' unit directly (costs 400 shields) — i.e. you can obtain an Army without first having an Elite-unit generate an MGL — but the Army can only be built in the MilAcad-town.

I think @vmxa has got it right: you simply didn't/don't have enough towns in your possession to build another Army (yet).
You build an Army like you build any other unit - taking the requisite number of turns - and then load your units onto it.
Absolutely! 'Pedia description is correct. What I meant to convey (which I did a poor job) was I misunderstood and expected that when MilAcad is built I can somehow magically create army without "leader/army" in that town. At the time I did not have clear distinction in my mind regarding leader and the empty Army (to me they were one and the same and was overlooking the fact that I was taking the leader and converting him to army). I was building Bach cathedral (getting ready for smith wonder) and Persians finished it first resulting in change to an army. This is when I realized my stupidity. :blush:

I had 2 armies and at that time about 28 towns. @vxma was also kind to remind me of the town limit which I had read about but forgotten.

Again Thank you All.
 
The is it worth it do disband an army for shields?

No. You get 100 shields, but none for the units inside. So there is only one good reason to disband it: To make space for another army. At 16 towns you can have only 4 armies, so this does matter.

I have noticed that clearing the jungle takes 16 turns with my industrious worker or captured enemy worker. But captured workers take "forever" to build improvements (road, irrigation etc) but with my workers roads (2T) irrigation (3T). So I have started using captured workers tc clear jungle and my workers to build improvements. Is there more to this that I am missing?

Yes, you are missing quite something. Workers of different nationality are slower, hence they should be used for cheap tasks like roading, while national workers should be doing expensive tasks like clearing jungle.

If you are a republic and have replaceable parts, then your nonnational workers(often refered to as slaves, but that can be imprecise) create 2 points per turn and national ones create 4 per turn. Without replaceable parts it is 1 point per nonnational worker and 2 per national one.

Being an industrious civ gives you a 50% bonus. It applies to nonnational workers just as well. So with replaceable parts it is 6 points per national workers and 3 for nonnational workers. Without replaceable parts it is 3 and 1, the later due to rounding.

https://wiki.civforum.de/wiki/Bautruppaufträge_(Civ3)
 
There's also a tool you can use to figure out the risk (I use CivAssist II, but that app doesn't play well with Win10):
CRp MapStat also gives flip risks and number of units needed to have no flip risk. It tells you a lot of what CAII does, and it seems to run okay on Win10.
 
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1080 AD and reached Industrial Age. I don't have Monarch, Music Theory, Democracy, Free Artistry. I was thinking of researching steam power first, then Industrialization. What should I prioritize? Does not seem like I need Democracy.
 
Steam, steam, steam. That gets you rails, and oh, you just wait until you get rails built from your core to the front lines of a war! No more of that 1-tile-trudge for 9 centuries to get to the front line. You'll eventually want to rail pretty much everything you own, but get your core connected to the war front first. That way units can get into battle much faster. Oh, and you're going to want lots of workers. If you haven't been buying/building/capturing them the whole game, you might want to raze a few cities to get some.

If a tech has a little circle and slash in the upper right corner of its box in the tech tree, it's optional. You don't have to have it to advance to the next age. I think all the ones you listed are optional. Get them if you want them, but you don't need them. Certainly not for conquest.
 
1080 AD and reached Industrial Age. I don't have Monarch, Music Theory, Democracy, Free Artistry. I was thinking of researching steam power first, then Industrialization. What should I prioritize? Does not seem like I need Democracy.
Agree with Steam Power first. The only reason I would have to get those others - preferably by trade rather than wasting research time & money - is going for a Cultural victory. Otherwise I have no use for them and would rather the AI waste its time & money on them - and it will, apparently even at Monarch level.
 
I was thinking of researching steam power first, then Industrialization. What should I prioritize?
I like to go Steam -> Electricity -> Rep Parts (for Infs + Arty + increased Worker speed) -> Medicine (if no-one can sell it to me) -> SciMethod (for Theory of Evolution) -> AtomTheory + Electronics (for free from ToE, so I'll also be prebuilding Hoovers somewhere if I can).

But I usually tend to play for Space or high-tech Domination.
 
I like to go Steam -> Electricity -> Rep Parts (for Infs + Arty + increased Worker speed) -> Medicine (if no-one can sell it to me) -> SciMethod (for Theory of Evolution) -> AtomTheory + Electronics (for free from ToE, so I'll also be prebuilding Hoovers somewhere if I can).

But I usually tend to play for Space or high-tech Domination.
Pretty much what I do, too, assuming I am able to build Hoovers at all (i.e., sometimes I have no river). This requires prebuilding ToE, too, or finishing it off with a SGL (which I did my last game, when I had 6 or 7 of them throughout the game - probably will never see that again...).
 
So, I decided to start another game with china. standard, continents.70%, restless on Monarch. I decided this time I am definitely not going to cheat (keeping my fingers crossed since now I think I have learned enough to apply everything taught to me by you guys).
I decided to move my worker first since I thought it was a coast. Should I build where I am or move to my worker?
Build: Pros - Later 4 hills available, deer now, river so no aqueduct needed, 1 grassland tile. Con: Lose 1 tile to coast.
Move and build: Pros - 4 Coast tiles and possible colossus. Cons - Deer in 10T, no river and no grasslands, lose 1T.

I am thinking not to move but wanted experienced thoughts. Thank you
 

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Definitely do not move one tile to the coast and settle. Losing the river is not worth it.
I'm not good at fog-gazing, so I'll not even try. Assuming there isn't anything hidden, I might settle in place, or I might go walking. I'd like some green to go with all those hills - this start doesn't have much in the way of food. (I don't see any grassland.)
It is monarch, so settling in a couple of turns isn't a big deal to me, but wandering aimlessly isn't appealing. Moving NW keeps the deer and the sugar (which won't be worked for 10 turns anyway), while trading coast for something unknown. We won't get much of a view, though.
 
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