Post Short Single Player Tips Here

You have a point, but you know to guard your border towns with enough defensve units to make them avoid your border towns, giving you time to counterattack with your mobile troops. You can get some nice war happiness out of distant declarations and make peace if serious threats arrive.
 
Really sucks the first time though. It happened to me and their medieval infantry destroyed all my spearmen. :/
 
I thought that building a Forbidden City (via Great leader Rush) would prevent Cultural Flip. Wrong!
Took a foreign capital I wanted to keep, and immediately used a GL to build the FP. A few turns later it flipped! Guess I should have pre-built for an FP back home, then used GL to build new Palace in captured city.
 
But what I have found is that the Forbidden Palace doesn't remove all of the corruption in the city it is in, unlike the palace. It removes a lot, but then you lose shields in the more develpoed part of your empire, the part around the palace.

Can a capital not flip? I always thought there was a possibility.
 
Yes as you have seen an FP can flip. It is also not corruption free, just improved.
 
Just a tip,
say theres a civ that has a furious attitude with you, and you want to do something really naughty to him.:nono:
Take 3-5 workers and put them near his capital city,then make them plant forests wherever they can, especially in places where there are lots of improvements because your forests will not only remove all that food which he needs to feed his city but they will also destroy the mines/irrigation which he put there.if you make enough forests, his city may even starve!And the best part, he cant even declare war on you or chase you out!:mad:There is a risk of him capturing your workers,though.

This tactic works best if his cap.city barely has enough to feed itself and youve already researched replaceable parts.

sorry for the long sentence:blush:
 
Hey that sounds really cool. Can't he tell you to get out of his territory though unless you have an RoP with him? But if you do have an RoP, this sounds like a fun tactic.

Nice bump by the way.

Oh yeah, welcome to CFC!!! [party]:band:[party]
 
Just a tip,
say theres a civ that has a furious attitude with you, and you want to do something really naughty to him.:nono:
Take 3-5 workers and put them near his capital city,then make them plant forests wherever they can, especially in places where there are lots of improvements because your forests will not only remove all that food which he needs to feed his city but they will also destroy the mines/irrigation which he put there.if you make enough forests, his city may even starve!And the best part, he cant even declare war on you or chase you out!:mad:There is a risk of him capturing your workers,though.

This tactic works best if his cap.city barely has enough to feed itself and youve already researched replaceable parts.

sorry for the long sentence:blush:

But this will only work with ancient versions of Civ3. In Vanlla 1.29f it is no longer possible (and probably isn't several patches earlier). In Conquests it probably was never possible to begin with. What would just happen if you attempted to plant forests over existing improvements in AI territory would be that are prompted if you really want to declare ware or not. I believe you can always add terrain improvements, including forest though, you just cannot replace.
 
Ah well youve proved my tactic obsolete,lord emsworth:bowdown:

Anyway i also have multiple tips for those chieftains and warlords who are un-lazy enough to read the short singleplayer tips but too lazy to read the war academy.

1.At the beginning of the game mine grassland, dont irrigate it until you switch govts ,otherwise that irrigate doesnt work because of that tile penalty.
Also avoid mining hills and mountains before switching because as i said the tile penalty wont make it that useful (only one extra shield for no growth) and because you should be using the workers for more important stuff!!!

2. A lot of newbs are probably scared to rush during despotism,:cry::whipped: however your people wont be mad as long as the citys size does not excess size 2.
AND it only takes 20 turns for the people to calm down ;)

So if your city is size 2 and you desperately need that spearman to defend your city
or that archer to show those persians whos boss, you rush it.
Ur city will lose one citizen , then take ten turns to grow to size two.(USUALLY)
Then it'll take ten turns to get to size three (USUALLY), right when the people forget about all that whipping (Probably because you brainwashed them:crazyeye:)

Of course, if your laborer is working on a grass-cattle your city will grow earlier but no worries just convert the extra citizen to a taxman

So dont be scared to despotism-rush, your people will forget your bad deeds later:)
 
Once you have a foothold on another continent in the industrial age, you'll never have to use Transports again. Airbases will only send one unit a turn, but there's no limit to how many they'll receive. In other words, transports of Tanks are expensive and there's a chance they'll get killed. Fly all your invasion force in instead.
 
Adding on that point by dhokarena56, if your empire is heavily industrialized and every tile has a railroad, don't be afraid to allocate a portion of the useless railroaded terrain in your empire (railroaded tundra) to build a massive airport (usually 6-7 tiles of pure airport). If your cities can support sending all these unis to the new continent, then one airfield on the other continent can gather them all. Viola! Now the 7 tanks scattered around your empire that would normally have taken 5 turns to cross the ocean are now ready next turn.
 
The problem with pop rushing is not the unhappy, it is that pop is what makes things go. You have no business needing to pop rush a spear on Chief and Warlord. Far as that goes, you should not even need spears.

Airfields are great, but you cannot send many things by air. Settlers, Armies, artillery so a few transports would still be useful in most games.

I would not bother looking for dead tiles to use for my airfileds. You probably have a nice stack of slaves. Put down the airfields in the core, the places that will be making those units. Use the slaves to restore whatever improvement was destroyed by the airfield.

Now you do not have to move units all over the place to get them on those airfields.
 
The other problem with airfields is that it uses up the movement of your unit. If you use transports and start and end in cities, your units won't use up their movement. If the voyage is short or you don't have issues with ship chaining, this is a big advantage over air travel.
 
I would not bother looking for dead tiles to use for my airfileds. You probably have a nice stack of slaves. Put down the airfields in the core, the places that will be making those units. Use the slaves to restore whatever improvement was destroyed by the airfield.

Now you do not have to move units all over the place to get them on those airfields.

But then you have to destroy and create new airfields every turn, which can cut down your worker count pretty darn fast. That is of course if you plan on an ongoing war that requires your cities to be working at full capacity for a long time, instead of sending over your first wave of 6-7 tanks and then stopping.

Plus, if you have railroads, then moving your units really isn't that hard, especially if you ulitize the "Global Rally point" and "Rally Point" tools.

Use the slaves to build airfields intsead of your nice, homegrown workers.
 
Why would you have to rebuild airfileds? I never have. In games like GR on 250x250, I play that size maps at times, it can be a pain to figure out where the airfileds are.

If they are in the core, you hit H and there you are. I drop anairfields down and irrigate or rail or whaever was there originally. In Rat40 playing CCM they stuck them near the coast and some places had rally points and some did not.

It was a pain to drag them to the airfields. Granted, solo would not have that, but in an SG you forget the map. Anyway airfields do not have to be be rebuilt.
 
Don't airfields destroy the terrain improvement underneath? The improvement also can't be built back without destroying the Airfield, correct? I thought that was what you meant.
 
Here is how it works. Say you have a hill with a road and a rail and a mine. If you send over workers and make an airfield, you destroy the mine. The workers then make a mine, it does not destroy the airfield.

If it was say an grassland and it was irrigated, you make an airfield. You irrigate it and then you are back where you were, but also have an airfield.

That is why I said, if i have a bunch of workers doing nothing, which I often have that stage. I drop down as many airfields as I think I need and put back any improvement that was lost.

As they are near my capitol, I can quickly jump back to them with the H key and send the new units flying.
 
Back
Top Bottom