Post short tips here!

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One thing that i find useful is to check the scientific rate every turn. Sometimes you are able to move the percentage down without changing the number of turns left to discovery.

I have found that toward the end, like when there is just one or two turns left, you can sometimes get this as low as 10%, meaning a more healthy bank balance:cooool:

Remember to crank it back up the next turn though!
 
Research rates are set to a minimum of 4 turns and maximum of 40. Discoveries occur no quicker than 4 turns regardless of how high your science rate and no slower than 40 turns regardless of how low your science rate.

If you are completing a research project every 4 turns, lower your science rate to the lowest point that still completes the research in 4 turns. If you cannot research faster than 40 turns, set your science rate to 0 and set one of your citizens to a scientist specialist.
 
A good tip on how to build one turn wonders - if you are trading your tecnology properly, on a large map you should be getting 400-500 gold at monarch each turn. Now if you want to build a wonder quickly set production in any city other than capital to palace, rush it i.e pay for it, and then set production to wonder. This will cut the production time considerably.
 
Originally posted by CCCP
A good tip on how to build one turn wonders - if you are trading your tecnology properly, on a large map you should be getting 400-500 gold at monarch each turn. Now if you want to build a wonder quickly set production in any city other than capital to palace, rush it i.e pay for it, and then set production to wonder. This will cut the production time considerably.

Unfortunately, this doesn't work. You can't rush the palace. Also, once a project has been rushed by any means (including forest cut down) the build can no longer be switched to any wonder.
 
If you sell a tech, sell it to everyone, for the most you can...

And sell the tech that belongs to the wonder that has only 1 or 2 turns to go. AI tends to pay more for a tech if there is an unbuilt wonder belonging to it....

And a remark! Yes you can have only on leader at a time, but...
... there is no restriction how many you get in one turn. I got three in one turn :) So just use it up as soon as you get one :) You will get another soon. Just keep ALL the elite units and keep getting leaders....
 
When you have a large empire, especially with mountain ranges, finding pollution by scrolling the map every turn can become tedious and time-consuming. Instead, every turn hit F11 to see if you have any pollution (measured in tonnes), 1 ton = 1 tile of pollution.

This method doesn't find the pollution, but it saves time looking for it if there is none.

Hope this helps.
 
I like the new Upgrade feature in Civ3, but there are times when I have more shields than gold. Here are two tips for those odd spearmen and chariots that are bouncing about in the modern era:

1. Before disbanding them, march them to cities engaged in big projects. They are converted into shields when disbanded. (Thought: I did not actually check to see if the shields went into the current production, but I assume this is so. Have to look tonight..) This can be used to hustle along a Wonder if you have extra production - crank units, march them to the wonder, and disband.

2. If you are currently fighting someone, use expendable units to surround his cities. Either his production will be cut, or his units will have to fight yours, hopefully leaving his units outside the city and unprotected.
 
Originally posted by Stjohn42
...1. Before disbanding them, march them to cities engaged in big projects. They are converted into shields when disbanded. (Thought: I did not actually check to see if the shields went into the current production, but I assume this is so. Have to look tonight..) This can be used to hustle along a Wonder if you have extra production - crank units, march them to the wonder, and disband....

Are you playing the same GAME as me? ther only way to 'rush production' on a wonder is to start building any other improvement/unit/wonder and switch over later to the desired wonder without adding any other shields then what is reaped from the land. any trees you chop down, any units you disband will NOT BE CONVERTED TO SHIELDS if it is in a city where a wonder is being built. period. and if you try to be smart and do that to whatever you were building BEFORE you switch to the wonder, the game will not allow you switch the production in that city to a wonder.
 
Agreed Magnus. The only way I found tht works is to build a palace and switch. I find I am always building a new palace to stockpile shields to use for wonder production. I Do what ever I can in terms of science research and trading to get the skills needed to build a wonder. It sucks :aargh3: big time when you miss and your palace moves, or you are one day away from getting the Hanging Gardens or Bachs Cathedral and an AI beats you to it leaving you to pay 550+ shields for a university, but it is part of the challenge!
 
if u are one turn away from completing a wonder u probably get it. its usually more than one turn for the above situation to happen.:crazyeyes
 
try to get all the wonders that gives u golden age if u are more warlike. i am playing a militaristic civ, the chinese. a early golden age in ancient era(sun tzu), and a later one in middle age(leonardo) oredi put me in the winning position. defend is no problem now and i just need 1 more to start a counter attack. i think india is probably broke now and sending its troops across the japs to my border...;)
 
Attack is the best defense: that was always my policy in Civ I and II and I still follow it. In Civ II I never ever builts city walls, I might have one spear unit but mostly I defended with an attacking unit, maybe legionary but preferably mounted. Defending cities with 'slow' attack units is no longer good since units now move out of the city if they win the combat. You need the mounted to get the return move. But if your cities are joined by a good internal road system (which is a must!) mounted are better anyway since you can shuttle them around to defend; its much cheaper.
 
did you really get two Golden Ages, holyman? I didn't think that was possible.
 
Originally posted by skywalker
NEVER SIGN MPP's!!!!!!!!!!:suicide:
Strong example: I was America, tiny map, 4 civs. I had an MPP with Greece. I had won a cultural win in 1900, and it was now 2000. Greece attacks Rome, who has an MPP with Egypt. Rome and Egypt counterattack, drawing me into the war. I fortify my eight tile border with Rome as follows: each tile has one army, with a modern armor and three mech infantry, 3 radar artillery, 4mech infantry, and 2 modern armor. This war lasts 500 years, at 1 year/turn, after which I just quit out of boredome. I continuously try and mke peace, but as soon as I do, they attack the Greeks.

Look, who says you're tied in to an MPP for 500 years at 1 year/turn?!

Simply cancel (deactivate) the MPP with Greece after 20 years and make your own peace with Rome and Egypt! You're not his right-hand man for life, you know! :rolleyes:

Happy civving! :goodjob: :die!:

ApolloE
 
Originally posted by Beard Rinker
Research rates are set to a minimum of 4 turns and maximum of 40. Discoveries occur no quicker than 4 turns regardless of how high your science rate and no slower than 40 turns regardless of how low your science rate.

If you are completing a research project every 4 turns, lower your science rate to the lowest point that still completes the research in 4 turns. If you cannot research faster than 40 turns, set your science rate to 0 and set one of your citizens to a scientist specialist.

Actually, this is untrue. You can research faster than every four turns. The point about not researching slower than 40 turns is a very useful tactic, though.
 
My Tips for peaceful strategies (part 1):

1) Revenue from other CIVs can be very profitable for you, whilst slowing them down at the same time ;) Here's how...

1.1) Early on in the game, explore and build cities close to as many luxury/strategic resources as you can :scan: . They are a constant source of income for you throughout the entire game. If far away, don't forget to try and build it next to a costal square... You need the harbour to be able to trade it. If not, build a second city that IS on the coast, and connect them by road. You obviously need to build a harbour in this second city. This is a worthwhile endeavour for a constant income later.

1.2) Trades last 20 turns, but don't forget to review them at that time! If you become a more powerful CIV, the other CIVs will (usually) offer to pay MORE for that same luxury you traded 20 turns ago! of course, other CIVs with larger bank balances will pay more. :santa: I never used to do this in the beginning, but I found it a very porfitable endeavour.

1.3) When you have a high bank balance, other CIVs will review their trade with you after 20 turns, and expect you to be able to pay more for their luxuries/SRs. In my game, Fine German Dyes went up.. and up.. and UP! :confused:

1.4) If a CIV is annoying you by consistently attempting to move through your territory in order to get to other cities in their territory... Rather than constantly telling them to withdraw (and thus provoking a negative twist in attitude), offer a Rights of Passage agreement in return for GOLD-PER-TURN! It's unlikely they will ever drop this trade too. :)

(By the way, does anyone know how to stop them doing this? My stupid Indian friend is always every so polite, but I have to KEEP TELLING HIM to withdraw them. Then, the next turn, he just tries to move em all back again! Infuriating!!!)

Back with more tips later...

ApolloE
 
Originally posted by Beard Rinker
Research rates are set to a minimum of 4 turns and maximum of 40. Discoveries occur no quicker than 4 turns regardless of how high your science rate and no slower than 40 turns regardless of how low your science rate.
Originally posted by Ionhead
Actually, this is untrue. You can research faster than every four turns. The point about not researching slower than 40 turns is a very useful tactic, though.


The minimum of 4 turns is absolute but is adjustable in the editor. So is the max of 40.
 
ionhead, i got it on my second game...but didnt get it this time round. i think multiple golden age is possible, just not sure about the criterial. i had a feeling culture pts do help. cos this time round my culture pts is quite low, not over 1000 at 100ad i think.
 
try to put 2 or 3 workers on the same square to get something done real fast. a 2 turn road appear immediately if 2 workers work on it at the same time, and is sometimes useful when barbarians suddenly appear and ur troops are far away. i usually concentrate square by square so that the city get the best production result from the square fast.
 
I've had several Golden Ages while playing Civ, but i'm fairly sure that it isn't possible to have two in a game. Can anyone confirm if its possible or not?

Generally, i'd like to have a GA in the mid stages, around the time of industrialisation. Playing Babylonia, does anyone know what the best combination of wonders to build to acheive this is (i like to play peacefully mostly, so would prefer not to try and trigger one with my UU).

I know you have to build one wonder for each of your civ-attributes, say Isaac Newton's for Scientific, and JS Bach's for religious, but are you then guaranteed a GA, or only a chance, as Holyman suggests?

If there's only a chance, then is your chance based on Culture, or average score, or happiness, or approval rating etc.?
 
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