Post Short Single Player Tips Here

dunno about C3C, but in the vanilla version I was able to do this. I knew this trick is possible, because I had read something about in the "zero science rate" topic in the War Academy and made my own strategy.
Most of the technologies I was researching, got researched by other civs before me, but I was able to get one or two (which is better than none) and sell and/ or trade them for other technologies.
I did this until the discovery of economics because I had already rush-built a lot of libraries, marketplaces and banks and had just completed smiths trading co. which gave my economy an extra boost...
 
other tip: prollly mentioned before. if a worker action takes for example 4 turns to finish, send 4 workers to that specific tile (especially if you already have roads or railroads on that tile). all of your workers will be available the next turn and the tile is already improved in the same turn.
 
Fuzzz said:
other tip: prollly mentioned before. if a worker action takes for example 4 turns to finish, send 4 workers to that specific tile (especially if you already have roads or railroads on that tile). all of your workers will be available the next turn and the tile is already improved in the same turn.

And very espescially DON't do that when there are no roads yet, or you are wasting worker turns.
 
Hmm, I don't know if this is a bug, but whenever an AI makes a demand of you, you can click on the foreign advisor face in the top right corner and get to your diplomacy screen. Then you can check on the AI's foreign relations and also go take a look at your other advisor screens too. You won't be allowed to contact another AI while doing this though.
 
Okay, after twenty pages of reading here's one I don't think I saw: strategic resource strikes.

You have to be able to get a ranged unit--bomber, battleship, such like--in range of a key resource you know the enemy has only one of. Often it's on a mountain. Great: bombard the square until the roads are destroyed. They no longer have access to the resource until they re-road it. For awhile their new build choices may be lower-tech units.

Another good use is to destroy the roads through a chokepoint, or at least knock out the railroad. That might provide a lull in their reinforcement flow to the front. You might also use bombardment to knock out roads to their bonus and luxury resources, causing their trade agreements to flop. Maybe those other countries should be trading with you instead.
 
Sima Qian said:
Hmm, I don't know if this is a bug, but whenever an AI makes a demand of you, you can click on the foreign advisor face in the top right corner and get to your diplomacy screen. Then you can check on the AI's foreign relations and also go take a look at your other advisor screens too. You won't be allowed to contact another AI while doing this though.

I was a mistake, that should have been fixed.
 
Siege is cats in the AA. Archers have an attack of two and that works well on defenders of 1 such as warriors, barbs, horses and other archers. They have bombardment in C3C as well.
 
upgrading units
it looks like units movement points are refreshed after research and 'building' phase at the beginning of your turn, thus going to the military advisor screen (after some discovery) or city screen (also after complete building in one of cities) you can upgrade units. and they will be available the same turn.
technically they will loose turn, but it will be instantly reseted.

two things : unit must have some movement left from last turn and of course be in city with barracks.

found it very useful during war, e.g. when upg horses to knights, or knights to cav. but most of all with repl parts and artillery.

haven't read anything about it before.
exploit?
 
Hi people! New user here with a small tip:

When at peace with a civ whose progress you'd like to hinder without compromising the treaty, pillage all their roads outside of their borders. You can sometimes cut a few cities off of their supplies with just one well placed pillage before their borders expand!

If you want you can even fortify a unit there for future pillaging if they keep coming back with workers to repair the damage you've done

Beginner tip:

Don't forget to defend your colonies if you build any.
 
Welcome to CFC, Asphinx! :)

I've cut the roads before their borders expanded a few times, and that hurts them badly because the AI generally builds too few workers.
 
I do not like to cut roads in neutral land, if that land is going to be mine fairly soon. I do like to do in a war with lots of units, to slow down the incoming.

Here I am talking about mostly AW where the combined civs are able to send in enough units to keep you very busy.
 
Do not use the Governer!
automate workers!
In anarchy, micromanage your cities for food i.e. pop growth!
Reduce science on the last 1 or 2 turns while not increasing turns needed to complete research!
Install a mod pack putting tiny mood badges on citizens in city view!
 
What is the equation for determining anarchy length? I searched but could not find the reference.
 
^^^ I think it's random, unless you're religous, I could be wrong though. I do recall something about the bigger you're civ is the longer you're in anarchy.
 
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