Post short tips here!

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When you want to declare war, contact the civ and propose a deal. Click on 'active' at the bottom of the screen and make sure you don't have any current deals with that civ. If you have no ongoing deals, then click on 'peace treaty' to renegotiate peace. Just click on 'nevermind' and this will declare war. Also make sure you don't have any units in their territory when declaring war! Otherwise it will be viewed the same as a ROP rape.
 
After you make peace with the civ, don't declare war for 20 turns after you made peace. You can see this in the active deals (as above) or if you have PTW, go to your foreign advisor and click on the third tab (I don't know what it is called).
 
well some may sign an RoP even if u've abused it before (depending on the importance of such a trade to them) but their demands do go up exponentially for the deal.
 
When a city's growth is limited (i.e. it is at size 6 and doesn't have an aqueduct yet, or at size 12 without a hospital), zoom to the city and adjust production to maximize shields and commerce.
Especially if the granary and food storage are already full, any excess food produced each turn is totally wasted, and lost forever! Move your citizens to forests or hills, or turn a couple into specialists. You might be able to trigger a WLTKD, or increase science/commerce output. A few turns before building the needed growth improvement, check back and make sure that your granary and food storage are full so that the city will grow as soon as it is able. When the growth improvement is completed, zoom to the city and adjust production for food (growth).

You can also control happiness near the beginning of the game by adjusting production to zero growth and keeping a city at size 5 or 6. If you aren't connected to luxuries yet and need to be spending your income on science output, you can keep cities from going into disorder by controlling size. This works especially well at lower difficulty levels where you automatically get 3 or 4 content citizens.

One last thing, remember that each citizen needs two food. If you see that a city is "growing" by producing just one excess food per turn, be sure that there is a tile for the next citizen to work that produces at least one food, or as soon as the new pop is created the city will experience food shortage. This can get really annoying when a city flips back and forth between one-food growth, shortage, losing one pop to starvation, and then one-food growth again. If this happens you may have to change a mine to irrigation or vice versa, place or pillage a strategic railroad, or plant a forest to get it to where you can have zero growth (a stable pop with just enough food for everyone.)

:king:
 
Make sure to put units with two or three movement into armies, because PTW has the blitz flag checked for armies now.

Thus armies are more powerful now since horsemen and so on can now blitz if in armies.

I don't think it was so in the original civ3.

I don't know if cavalry armies will allow you to attack three times.
 
Yes, before blitz units are available later, armies are great. Cavalry armies are a rifleman killer, and they can take down an infantry or two if your enemy is more advanced than you.
 
Originally posted by MummyMan
OT, but how do you look at other civs not shown in the F4 view?

shift-right click on one of the leaderheads in the F4 screen. If there are civs you have met and that are not shown in the F4 screen, you can now choose to view their leaderheads....
 
Quick Question...I am reading submissions for GOTM and wondering how the players managed to get more than one palace built in their empire? I was under the impression that only one palace could exist...
 
A good idea is to move your palace, and put the Forbidden Palace where the original was. That way, the huge city that usually is your capital remains productive, and you can continually move your palace to where it is needed the most.
 
When you are about to build the Pyramid don't forget to sell all your graineries for 7 gold each. With the Pyramid you will get them back free. The same goes for barracks: if you are about to build Sun Tzu, sell your barracks for 5 gold and save the 1 gold per turn cost.
 
Here's a tip i haven't seen mentioned.

When the large message box appears at top right, announcing conquest of a city, and asking if you want to install a new governor or raze the place, sometimes it's obscuring part of the map that i want to see, to check if the town is in a good location.

Click carefully on the thin border of the box, and holding the mouse button down, you can drag and move the box around.
 
Originally posted by Quillan

I wish that the AI was better so they didn't have to give them the advantages they do on diety. Thats all.

Amen! I agree 100%.

I'd rather play against intelligent opponents than artificially boosted dumb ones.
 
If you sell contact with a civ right before you destroy it, the civ you sold it to will be mad that you cheated them and will come to you next turn demanding a ransom payment (or else WAR!) Neato :D

If you are 1 turn away from building a wonder, you will always get it no matter how many other Civs also have only 1 turn left on it.

A city touching a source of fresh water (or an irrigated square) acts like an irrigate square itself, so you can run the irrigation straight through to the other side, even in squares not touching irrigation.

stacking workers to build roads and RR's is always more efficient than building one tile at a time for a couple reasons: first, each tile of road makes it quicker for the workers to get to the next. Second, if a worker pitches in to work on a road already being built, and his work finishes the project, you "reclaim" the turns of all those other workers working on it and get to move them on to the next tile in the same turn.

Remember the defender always gets a combat bonus! The absolute minimum is 10%. I believe this is why the computer seems to do so well despite units being evenly matched... as it is rarely the aggressor.

The absolute maximum defensive bonus that can be attained is 200%, which is awarded to any unit fortified in a fortress in a mountain across a river. The next best bonus is 150%, awarded to a fortified unit in a fortress in a hill across a river, or a fortified unit in a city (or town with walls) on a hill across a river.

An obvious one...make sure that no city ever grows (i.e. fills its food box) if a granary is about to be produced in that city, or if you are about to finish the pyramids. In most cases, you'll be better off going with zero growth for a few turns than letting the city increase before the granary is built, since if the growth occurs before the granary is built the food box will go empty (instead of half full). This saves a bit of growth time.

I saw a lot of (maybe old) posts telling you to build a city inside your rival's cultural borders. AFAIK this is not allowed in the latest version.

If your rivals are getting aggressive but you can't afford a war yet, try giving them Per-Turn payments of 1 gold. That way they won't declare war on you unless they REALLY want to...

Periodically giving them lump sums also keeps them from getting annoyed.. if you really want to play without beating them up :)
 
Originally posted by Taxi Driver

stacking workers to build roads and RR's is always more efficient than building one tile at a time for a couple reasons: first, each tile of road makes it quicker for the workers to get to the next. Second, if a worker pitches in to work on a road already being built, and his work finishes the project, you "reclaim" the turns of all those other workers working on it and get to move them on to the next tile in the same turn.


Sorry TD, that's incorrect with regards to roads or any worker task where a road is not in place. I won't comment on some of your other suggestions. :)

Let me demonstrate this case.

You have a city with 3 workers. You want to road 3 tiles of grassland next to your city. Standard rules and conditions, it takes the worker 3 turns to build a road.

Your method: Sure 3 workers finish each road in one turn but it takes one turn to get to the square. So it takes 2 turns per road including movement, 6 turns to make those 3 roads.

Faster method: Move each worker to a separate square and road it. Roads are done in 4 turns. Just saved 2 turns.

I can make a similar case for any kind of work from jungles to mines. If you do want to use gangs effectively for things other than roads, put the road in first then use gangs later, you'll can save tons of worker movement turns.
 
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