jarred!
King
Care to post a save?
*Pssst*I had deleted all the saves but luckily auto saves were available.
Did not know that, Thank you! Please see the new attached files.*Pssst*
Civ III autosaves are uncompressed; manual saves are usually about 75-80% smaller (100-250 kB, rather than >1 MB). Not that it really matters in terms of download speed these days, but uploading autosaves does take up that much extra space on the CFC-server(s).
For uploading, it's better to reload an autosave(s) and then resave it as a manual save.
This has also happened to me (losing my FP-town to a flip), but not for a long time. And yes, it sucks, but there's some lessons there!Also: I had conquered pi-ramses Egyptian city, build temple in 2 turn, built forbidden palace in 1 turn and controlled for 5 turns. Population was reduced to 5 and forgot to reduce population further. When I moved by horseman out, they revolted and became Egyptian again. Even though I had read the article that there was 1 instance of FB palace and revolt, I forgot and it happened to me as well.
If the only Coal is on the other Continent, you might want to consider gifting/selling techs to the owners, up to SteamPower, so they can sell 'their' Coal — to you.Yes. That is exactly how I know that there is only 1 coal on the entire map. Although there is few dark areas on the continent with coal (not my continent) that is what I am convinced of currently. I had rushed to steam power without benefits. lol.
Is this still the Chinese game you posted the screenie of over the weekend?I must say that map had a great start, I moved my settler 1W(I believe) and had access to 3 cows in BFC. Other problems not withstanding.
I took a look at your 1255 AD save. Those 'few dark areas' cover a significant part of the map, including an entire civilization. I don't want to spoil anything, but I will say that there's more coal on the map. Buy Smokey's world and territory maps for a small lump sum of gold, then use your boats to establish contact with all of the remaining civs. This will open up trade opportunities. You may or may not be able to buy coal, but it will open up something.Yes. That is exactly how I know that there is only 1 coal on the entire map. Although there is few dark areas on the continent with coal (not my continent) that is what I am convinced of currently. I had rushed to steam power without benefits. lol.
No. I restarted because I wanted I had made several mistakes on that one that I decided to restart and try to keep my cheating to a minimum, since I still am not building enough mil units before starting a war (then I complain to myself that AI is unfair knowing that is how AI is - I hate losing even a single unit (I know I need to get over it)).Is this still the Chinese game you posted the screenie of over the weekend?
...your earliest Settlers should found a town there.
In Conquests, the FP doesn't strictly "act as a second Palace" to create a second 'core' like it used to in Vanilla/PtW.What is the advantage of it in 1st and 2nd ring? I thought you wanted it to be far enough away to make more cities be productive.
Answering the first question second (and assuming that you're accessing CFC through a standard web-browser):I don't now how to show/hide spoiler so I am trying to be discreet in my wording.
quote-,
programming-code,
Since the FP-town will likely be your second-best town, and because you want the corruption-reducing effects to start as early as possible,
Makes sense. Then what do you guys use early military leaders on?Indeed. The net effect amounts to about 10 shields(and commerce, too) per turn for your entire empire. So that is a nice to have, but nothing one should waste a leader for. Simply building it by regular means in the first or second ring is wise.
This probably won't come as a surprise, but: Armies. Even a sword army can wreck an AI civ, if used properly.Makes sense. Then what do you guys use early military leaders on?
I try not to trade Writing until I have to, because Writing is the gate to both CoL and Philosophy. Once the AI gets Writing, it can jump straight to Philo, which could cost me the Republic slingshot. That usually means that I appear to fall behind in tech until later in the AA. That said, I can usually hold off the AI until I can get WC &/or BW.Also I have been thinking of adjusting my early research priorities. Currently, 4000 BC and I am researching Alphabet and bee-lining to philosophy with Republic the goal from free tech. I usually trade all tech to the 1 or 2 AI's I meet early to obtain other early techs including writing.
I'll trade for Chivalry, but it's rarely a priority for my own research. I'd almost just head straight for MT. Knights are 70 shields for 4 attack, IIRC. That's not a great bargain in the "shields spent per attack point" category.Then during medieval times go directly to chivalry (if I have Iron and horses) followed by bee-line to military tradition. I don't usually build great library (even though I know it to be a great wonder for higher than emperor but not much benefit on Monarch to my way of thinking). By the time I have reached military tradition I am doing ~ 4T and find myself forced to research education making great library obsolete (that is why don't bother with it on monarch). What do you guys prioritize?
Unit support for Rep is 1/3/4, so the sweet spot for that is size 7-12 cities. You won't get above 12 until much later in the game, but you can rock along with a bunch of size 7+ cities for a good long while. That's one of several reasons that settling on fresh water is so important. No need to build an aqueduct, city already prepped to jump to size 7, and a commerce bonus. What's not to love?The reason I am asking is I find republic not as useful by 1000 BC (great for everything but I run into unit limits quickly and have to disband all my warriors) since my cities have not grown enough. So may be if I try to get literature --> currency and then bee-line to republic? But if AI get philosophy then I am out of free Republic!
Please let me know what do you guys usually do that early?
Armies, of course! Building an Army and winning a battle with it unlocks Heroic Epic, which improves the chance of spawning additional MGLs. Having had a victorious Army (at some point in your Civ's history) is also a prereq for building MilAcad later.Makes sense. Then what do you guys use early military leaders on?
If your civ isn't providing enough income to cope with your military support, yes, that's usually a problem of growth (towns too small).The reason I am asking is I find republic not as useful by 1000 BC (great for everything but I run into unit limits quickly and have to disband all my warriors) since my cities have not grown enough.
I generally try and beeline towards Republic (I usually play All-Random starts, though, and don't always make the Philo + CoL slingshot at Emp — and have never yet made it at DG), then revolt.So may be if I try to get literature --> currency and then bee-line to republic? But if AI get philosophy then I am out of free Republic!
Please let me know what do you guys usually do that early?
Same here. I'm generally careful about selling Alphabet or Writing too quickly, so as to avoid losing the Republic slingshot.Also I have been thinking of adjusting my early research priorities. Currently, 4000 BC and I am researching Alphabet and bee-lining to philosophy with Republic the goal from free tech. I usually trade all tech to the 1 or 2 AI's I meet early to obtain other early techs including writing.
Indeed, I hadn't built it for a long time until my current game, because I wanted to catch up on tech - and was probably a mistake. I did get 2 or 3 free techs, but mistakenly put off researching Education to get maximum use out of the GL, which delayed Astronomy - I got Copernicus', but missed out on Newton's by a few turns, which would not have happened but for putting off Education. Didn't even get Leo's out of it.I don't usually build great library (even though I know it to be a great wonder for higher than emperor but not much benefit on Monarch to my way of thinking).
The reason I am asking is I find republic not as useful by 1000 BC (great for everything but I run into unit limits quickly and have to disband all my warriors) since my cities have not grown enough.
I'll add that if if you've saved some cash for cash-rushing items, disbanding an obsolete unit is a good way to start the process. Shields cost (IIRC) 8 gold per shield to cash rush if the production bin is totally empty. If there's at least 1 shield in it, the gold cost drops to 4 gold per shield. So it costs 320 shields to rush a 40 Shield Medieval Infantry, if the box is empty. If you disband a regular Warrior for 2 shields, that cost goes down to 152 gold. (Yes, I know you could upgrade the warrior.)Those need to be disbanded anyway, so best disband them where the 2 shields per disbanding are most useful(usualy towns expected to be low on production). This should happen when you enter republic. While still in anarchy they are of use as a deterrent, but they should move to their place of disbandment. Once a republic no further delay in disbandment should occur if that is possible without undue risk.....