ManOfMiracles
Hogwarts Class of '86
![Civ3 Conquests [c3c] [c3c]](/images/smilies/c3c.gif)
Bombers can kill enemy units. Take one enemy city and fill it (re-base) with bombers. If any enemy units are threatening you, bomb them first. Then bomb away at the nearest cities. Once you have killed off all their units in the city, your masses of Ancient Cavalry or Crusader units (rather wimpy for attack at this point in the game) can just walk in and hold the city.
This one probably isn't approved for tournament play: If you know you are going to win the game before you can complete your next advance, set your science slider down to zero and max out your cash. For the remaining turns, pay to build everything that will make your citizens happy. Disband extra units or lolling workers if you are just starting production on an improvement (one unit per improvement is sufficient) so you won't have to pay as much. On the very last playable turn, set the luxury slider to 100%. Your final score will be increased for all your happy citizens. Note, I'm assuming government type of monarchy, democracy or republic here. Haven't tried this with others since you can't pay to complete improvements and rush-building by killing citizens has limitations.
If you have a tech lead, don't even consider using scientific great leaders for anything other than rushing wonders. Building a wonder in one turn gives you that many more turn of increased culture (thereby increasing your territory) and more gold for those wonders that become tourist attractions.
Plant spies when your opponents are in anarchy. You have a much higher success rate!
Attack with your elite forces first. It really stinks to have the last surviving unit in a stack produce a military great leader only to lose it on the enemy's turn when that last unit gets killed off. If the leader is produced early in your turn, you have a chance to either get it to safe ground with an escort, or ensure you will take the enemy city and build an army (and load units into it!!) on that site immediately. Also never trade resources that can be used to build military units to nearby civs, especially the highly warmongering civs since they will build up their military and then capture your resource-controlling cities ASAP to deprive you of the resource.
If you are in a government that rush-builds by killing citizens, use this to rush temples in all cities you capture as soon as you quell resisters. Then either build workers or starve the city down to population of one and it won't culturally revert. While the workers produced are slower (since they are culturally enemy units), they come in handy to repair any roads damaged by the war. I also reduce the population of any city that culturally flips to me to keep it from reflipping.
Do NOT sell your temples if your build the Temple of Artemis or you will have serious regrets when you complete Theology! Research Monotheism first in the Middle Ages, then go for Chivalry and Military Tradition before coming back for Theology so you have plenty of time to build Cathedrals in all your larger cities.
If you are territorially expanding under Republic or Democracy, make certain you have good gold production in addition to cranking out settlers. Pay to rush a temple in each new village on the turn after it is founded to expand the borders ASAP. You can choose to do a library for more culture-per-turn instead of temple (especially if you are a scientific civ other than Babylon as it is cheaper), but temples will keep those distant villages happier.
Don't underestimate the agricultural civ trait. Starting with pottery and the +1 food for your base city square really gives you a settler lead. You also have the leg up on building viable cities in the desert so you have a better chance of getting saltpeter and oil.