Post Short Single Player Tips Here

Are you sure you can still sell granaries after building the Pyramids? Or do you mean to say that you should sell them the turn before you build the Pyramids?
 
Originally posted by Lopex
Are you sure you can still sell granaries after building the Pyramids? Or do you mean to say that you should sell them the turn before you build the Pyramids?

You can sell granaries (that were handbuilt before the construction of Pyramids) after you've completed the Pyramids. The same goes for Sun Tzu's and barracks...
 
Never build artillery units in cities with barracks except when you got barracks in all of your cities.

Use the cities with barracks to produce combat units instead!
 
I play Civ 3, and I'm 99.9% sure Darkness is wrong about that. You have to sell them the turn before. I think.
 
You're wrong, Flavor Dave, and Darkness is right. Any granaries/barracks/research labs you had before the wonder is completed are still there and available for sale. Selling them gets you a bit of gold, but it doesn't help gpt because the maintenance on these buildings is free....

Arathorn
 
When building TOE, take science to zero as soon as the turns to your next tech is greater than turns to TOE. You will pile up coin, instead of science that is wasted when you get TOE.
 
Micromanage the start.

This isn't really a practical tip and many people, esp Cracker, have stressed it before, but it is important advice to any new player who really wants to improve. Micromanagement seems tedious but the gains are worth it. All the players struggling to improve from regent etc would find it a lot easier if they realised the huge gains achieved by improving the early game play.

In particular I want to mention that in an apparently paradoxical way it saves time. My total game time has approximately halved since I started taking twice as long on the first 50 moves.
 
PTW

Cuise missles are great for sinking enemy ships off your coasts when you have no navy to protect the coast.

When the enemy battleship comes in to bombard your shores and cannot get far off the coast. 2 cruise missles will sink it.
Sometimes it will take 3.

It's alot cheaper to build missles than battle ships.

Sometimes you can lure an enemy battleship into missle range with an old caravel or ironcald.
 
well, i just have one thing to say offence is the best defence
always have that in mind and you`ll do fine in every game you play :)
 
my brother discovered a "cheat": first you put your research to 100% even if you cant afford it. once your cash goes to zero, you still spend the "invisible cash" and basically free research. only works in Depotisim, communisim, and monarchy for Civ III and PTW.
 
Originally posted by Lamedon
offence is the best defence

this is exactly what the millitary advisor says
 
Originally posted by Flavor Dave
I play Civ 3, and I'm 99.9% sure Darkness is wrong about that. You have to sell them the turn before. I think.
I'm glad I left that .1% out.

I was wrong. You CAN sell them.
 
if you are in war and succeeding,trade teh enemies for some cities and a peace treaty
then abandon the cities
then go back in war with them
it works for me
 
Some tips for the early part of the game.

1) Despotism is a fine government during the early expansion phase. It is much underappreciated by many.

2) Any rapidly growing city (a city with food bonuses) can rapidly produce a lot of units by hurrying production.

3) A large army of horsemen can quickly blitz two or three unprepared enemy cities. Usually the enemy will agree to a humiliating peace within a few turns.

4) Foreigners are suspicious and smell funny. You want to kill them off by hurrying off improvements, e.g. a temple and further offensive units. Same goes for foreign workers. Make the lazy bastards join a city and immediately convert them to something useful.

5) Once you have broken the spine of another civ, make peace and finish them off later. Get as much tech and money as possible.

6) When a civ is very weak compared to you, try to make peace, trading newly conquered cities for other cities around the map. Then immediately retake the city that you just let go (have forces ready). If the civ is weak enough, they may be mad but they will make peace again.

7) If you want to launch a surprise attack against another continent that is shared between other civs, agree to a right of passage with one of them, stockpile units there, and invade across the border.
 
Originally posted by jodox
if you are in war and succeeding,trade teh enemies for some cities and a peace treaty
then abandon the cities
then go back in war with them
it works for me
It's a good idea to wait 20 turns, tho, unless you're at the point of the game when you're all powerful and don't need any friends. Of course, by that point, you don't need any tips. ;)

Seriously, most of the time it's a good idea to wait 20 turns. You'll be able to deal with AI civs later, plus, you get a chance to bring up reinforcements, and get temples built in the newly conquered cities.
 
1) If you expand faster than the AI in the expansion phase, you have already won the game.

2) Do not stop building settler until there is absolutely no more space to put down a city.
 
Couple here:

1. Use the terrain to your advantage. Make the AI pay for taking a hill or mountain by placing a good defensive unit or two there, particularly if it is in a key spot (like next to your city).

When attacking a city, move your troops onto a good defensive position and have some defenders protect your offensive units (this is assuming you can't move in to attack the city anyway).

2. In govs that use forced labor, you can instead build units in other places, move them there and disband to help speed up production/lessen the population cost.

3. Road networks are very important, particularly on defence and allow you to counterattack effectively.

4. Artillery in mass is great to conserve your attacking forces and also weaken an enemy before they attack a good defensive unit.

5. Using units that have the "assasinate" feature are very good for learning out many defenders are in an enemy city.
 
If you want to attack an opponent in the early game, take their capital first. It's not usually that well-defended (generally two spearmen), and makes their other cities less likely to culture flip. I also find the AI very willing to give you everything else they have for peace once you've taken their capital.

I usually wait to establish an embassy until I have the troops to attack, so I know exactly what they've got there and can immediately act on it. If they're a couple shields from finishing a Wonder, I'll wait, but otherwise, I'll usually take them down immediately after I know that yes, they only have two spearmen.

This works for me on Chieftain up to Monarch.
 
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