Post short tips here!

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Originally posted by Askan
If u are crushing another civ and u have arrived with a lot of forces in front of their capital don't just rush in. First demand them the remaining cities so they won't move their capital then declare war again and take the city. This tactic will work only if they are close to total defeat. If u don't do this u'll have to run after their other cities after u take the capital.
Listen to me! I know what i'm saying!

and take the huge rep-hit associated with such wanton disregard for peace treaties? no way! You do this and you will never win that UN Victory. Also you'll find that luxury trade deals in the future will become exaggerated against you (like get 1 lux only if you give 5 lux). Alliances you have will easily break down since the civs you have alliances with don't trust you.

Instead take their capital. withdraw all forces to your border. Sue for peace. Take as much border cities (closest to you) from the peace treaty. Leave them in peace for 20 turns while you fix your economy. Then attack them again and repeat if they have enough cities to give you.
 
UN sucks big time.
Once you have a new military tech, you don't have 20 turns time to waste. Strike while the iron is hot, the early worm gets the worm, seize the day......., stab 'em in the back, rape, plunder... Firaxis will reward you with a better score. Peace is for losers in Firaxis manual. You don't get great leaders for peace mongering, there is no reward for being a statesman. Only Atilla the Hun types will do well.
:egypt:
 
Originally posted by Ozymandius
When you are about to build or capture the Pyramids don't forget to sell all your GRANARIES for 7 gold each. With the Pyramids you will get them back free. The same goes for BARRACKS: if you are about to build Sun Tzu' wonder. Sell your baracks for 5 gold and save the 1 gold per turn cost.:egypt:

You can sell them off if you want (no reason not to, unless you're worried that you'll lose the Wonder city) but the maintenance cost goes away once you have the Wonder.

And you can sell them anytime, even after you've built the Wonder. (You can't, of course, sell the "ghost" granaries/barracks that appear in all your cities after you have the Wonder built.)
 
Short tips for using half-efficiency foreign workers in full-efficiency worker ways:

1) Add a foreign worker to a city of pop 2 -- composed solely of native citizens -- then build a settler from the pop 3 city. The chance is 66% (more in my experience) that the foreign worker will be incorporated into the settler unit. The "pop-rushed" settler will be of your nationality and, once it creates a new city, will create a city composed of one citizen of your nationality.

2) Foreign workers from an eliminated civ that are added to one of your cities can work a tile just as well as a native citizen can and will never get mad at you for going to war with their homeland civ.

3) In trading, AI civs attach just as much monetary value to a foreign worker from a third party as they do to one of your native workers.

4) Stated once before -- foreign workers can form colonies that work just as well as colonies formed by native workers.

I find a great source of foreign workers to be AI civ settlers. Rep hits aside, by taking a settler you blunt your rival's expansion efforts and can augment your own as above. Taking settlers before they form a city nets you two produced foreign workers that can move out of danger. Taking settlers after they form a city nets you one angry immobile foreign citizen that needs defense and several prodcution turns to make a worker, or anything else. Attacking settlers works best in ancient times, when the payoff of boosting your own expansion and stopping your rival's is the greatest, and can be easliy accomplished with cheap groups of archers spread along the AI civ's borders, unless you're facing the Hoplite.
 
I assume then the AI won't agree to take gold per turn from you if you don't have the per-turn-income to support the offer. Anyone else tried this? [/B][/QUOTE]

No, it doesn't make difference if you are really (un)able to collect any money per turn. I experienced the same thing in a different situation: I was negotiating a peace treaty, I wanted a city and my advisor said "we are closing...", so I added my world map and then I heard from my advisor "they will be probably insulted"...
 
Originally posted by Moeniir
Ever get in the middle of a negotiation and then want to check something? Need to check with an advisor? Want to see what another civ is asking for the same tech? Can't remember the name of the city you want to demand?

If you are in the deal-building screen (lists of everything you have to trade), you can press enter to leave the negotiation - no goodbyes, you just leave. When you re-enter diplomacy with the same civ (during the same turn), you are brought right back to the deal screen... with the same deal-in-progress still on the table. This also works if another civ approaches you on their turn... hit enter. Play resumes, and during your turn, you can go back to them and pick up where you left off (perhaps after checking with some other civs or an advisor).

Pressing esc is enough to leave the negotation screen and when you return, even not in the same turn, everything will be as you left it. When I want to check some civ every turn (for instance when I expect some workers to buy) and I don't want to waste time, I just put something (no matter what) on the table before leaving and when I want to contat the same civ in the next turn I just click on the icon of their leader - I am automatically sent to negotiation screen.
 
Originally posted by tetley

Tip #12: If you have cities on two continents, you can also share resources by making your cultural borders bump into each other. No harbor/airport necessary.


I am not sure if it is enough... otherwise you wouldn't need roads on the same continent...
 
Originally posted by jedi rat
There are some tips:

Golden Rule- Save before each turn. The game does some really silly, frustrating things sometimes.

I played random games once and that is it – it is pointless. The only way to go is to make a scenario and edit some rules.
- change that stupid disappearance of resources to 0 – some serious idiot came up with it.
- AI’s early tactics – settlers, settlers, settlers!!! Usually it would have one developed city to build wonders and the rest just produces settlers till whole continent is full of cities.
- specific abilities, golden ages – RUBBISH!!! I played twice with on and off and I did not feel any difference. It just make you declare a war to get that useless golden age –GA- BIG DEAL!?
- game crashes from time to time so as I said save all the time.
- automated workers – not as good as I would wish for.
- units like: archer, chariot, longbowman are useless.
- upgrading (the way it is designed) is freaken stupid and waste of time – do not bother.

very, very strange thoughts you have presented here. Resources just disapear in the real world, too.
My games has never ever crushed, maybe because I have original copy.
You are right about automated workers, they act not very wisly. Archers, longbowmen, chariots are useless??? Are you sure you play Civ3? :))
Upgrading saves you lots of time!
 
I've been buying techs the turn before I finish researching them. Many times I can get them for 20-100 gold when I can generate 200-300 gold by setting science to 0% for a turn.

Another way to think about it is that by the end of the game you were able to spend 400-500 gold to run maybe 10 turns of research.


Another negotiation tip. Sometimes civs will say that they won't do a deal when you ask for a price, but if you give a price they might accept it, especially for the last-turn tech trades.

These have probably already been posted, but I have been surprised how well they work.
 
Maybe so, but i was going to attack them again aniway so why don't do it now, because if i don't do it, with the economy down after so much war i won't have the money to buy temple in the conquered cities and the next tour they'll take some of the cities i've captured with their culture. As far as the traid deals goes i've noticed that it is more imported how badly they need what u have to offer than your reputation. Diplomatic victory? i don't play for it, i try not to be defeated by diplomatic means by building UN first.
Now, i don't say u are wrong, and i'm not a barbarian but i think in this game, when the decisive moment comes u have to be ruthless, cause i've noticed that power counts more than reputation, and saving an enemy might cost money and time later.
 
So would this work...

You raze a city with the Great Wall, would you be able to build it in your own city now?

And, how much of a percantage point does a scientist add to your tech research?
 
Once a wonder is gone, it can not be replaced. A scientist adds 1 beaker which is not much and won't make a difference.
 
Did you know that specialists still work during anarchy?

So if you're heading for 5-6 turns of anarchy, start by going through the cities and hire specialists in those cities you don't really want to be growing anyway. Especially if you're working mountain or hill squares, that's a no-brainer.
 
Applicable usually some time after (nearly) everyone gets Banking - they start to have extra money. Maybe someone has posted that already, but...

Are you a tech leader and do you want to make AI's research much less profitable? Sell your techs just before one of the AI's gets them. It is quite easy to check: every turn ask AI's (at least the rich ones) what would they give for your techs. Let's say, Americans would offer 100 gpt for Steam Power. Next turn: 65 gpt, next one: about 30 or less - attention! It is a good time to sell it to everyone. Their money will go to you, not to Americans.

It doesn't work with civs that have no surplus money - they will always offer something like 20 gold + World Map and they also do their own research - so sometimes they will be faster than the rich ones. But if you see that they have 26 gold and they offer something like 9 + map - sell!


Best regards,

Slawomir Stachniewicz.
 
Total no brainer this one. Everyone likes democracy, by the time you get close to it you probably have a tech lead. Research printing press then trade (or give) it to everyone. Hey presto all the AIs waste their time researching democracy while you shoot up the tech tree. Into the next age and just steal democracy if you can't trade it for something useless.
 
Originally posted by Ozymandius
UN sucks big time.
Once you have a new military tech, you don't have 20 turns time to waste. Strike while the iron is hot, the early worm gets the worm, seize the day......., stab 'em in the back, rape, plunder... Firaxis will reward you with a better score. Peace is for losers in Firaxis manual. You don't get great leaders for peace mongering, there is no reward for being a statesman. Only Atilla the Hun types will do well.
:egypt:

:rotfl:

I sure hope you never lead any real nation

::rotfl:
 
jedi rat, you sure don't play a lot do you?

* Resources dissapearing is no garbage. It's funny :cool: it sure adds emotion to the game! I love it even though it always kicks me...I'd bet the game cheats there :mad:, but still: I love it!!

*Specific abilities and GA= rubbish?? Seriously: stop taking drugs. +1 shield/tile +1 commerce/tile is rubbish!!! Good Lord, I'm currently playing a hard game, and thanks to a GA my income rose from 100 gpt to 300!!! and that's rubbish.... :crazyeye: :crazyeye: :crazyeye: no comments. On abilities...mmm, if you don't feel the difference between a 6 turns anarchy and a 1 turn one, this game is not made for you.

* Longbowmen are definitevely NOT useless!! combined with muskets, you get 4 attack 4 defense!! and Longbows are only 40 shields. Sure, knights are easier to use but do not underestimate longbowmen.

*Upgrading is useless: well, I guess you have like 50 pikes dancing in the Modern Ages :P

Can't find the words to say what I think...
:rolleyes:
 
Sell ancient/middle techs to the civ with GL first. Hit F7 to check who has it.

I didn't realize this until now!
 
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