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I have found it helpful to make sure some areas on the fringe stay undeveloped. This way I have a constant store of barbarians to fight. I use them to upgrade my vetran units to elite units, then I move them closer to my next likely battle location. "Barbarian harvesting" has proven quite effective for me.
 
I guess we both have to try rushing Wonders again. :) It sure would be great if we could partial rush the dang Pyramids. Man, that hurts when you don't get those first.
 
Originally posted by 4Lorn
Unless it was a series of 4AM halucinations. What I saw was this. I can't rush wonders but I can rush normal improvements and then change production from a cathedral to a wonder and keep the shields in the production box. It only gets me about a quarter of the way to finishing my wonder but saved me many turns albeit while loosing population. To maintain production I added enough workers to recover the original city size.


you can't, at least not on the higher levels
 
Originally posted by 4Lorn
Unless it was a series of 4AM halucinations. What I saw was this. I can't rush wonders but I can rush normal improvements and then change production from a cathedral to a wonder and keep the shields in the production box. It only gets me about a quarter of the way to finishing my wonder but saved me many turns albeit while loosing population. To maintain production I added enough workers to recover the original city size.

I tried rushing a barracks and then changing it to the Oracle. Even at Chieftain level, the Oracle shows up in the production selection box, but it's greyed out and I can't select it.

If you can reproduce this and figure out how you did it, I'd be interested in knowing how it's done.
 
First of all, a reply to the victim of 4 am hallucinations .. you can't change production from a standard city improvement to a wonder. I tried that already :(

I've read a great set of tips here .. Firaxis should take these posts and add them as an appendix to their crappy, incomplete, and error ridden manual.

Here are a few more ideas that I've gathered in my games ... so far 5 wins in 5 tries at Regent, Monarch, and Emperor levels.

1)This applies to Greeks, Zulu, or any CIV with ancient (cheap) defensive special units.
Scenario? After building that new border city with that pitiful 1 shield production and you are in dire need of a good city defender immediately.
Rush the hoplite/impi. Cost: $80. Then upgrade the hoplite, impi or other special unit to your most advanced defensive unit. If you've Leo's Workshop (which you should) this strategy is even better.
I.E.: Let's say that you've discovered Replaceable Parts and can build the Infantry for $90.
Rush the hoplite: $80
Upgrade to infantry: (90 - 30) x 2 = $120.
Total = $200

With Leo's Workshop the total will be 80 + 60 = $140.
If you rush build that infantry right from the start the cost will be 4 x 90 = $360.

This doesn't work with CIVS that don't have a special defensive unit because older standard defensive units become obsolete and unavailable for production.

2) Never rush a unit or city improvement in its first turn of production. The total cost will be 8x original cost. Wait for the 2nd turn. This also applies in despotism. You'll sacrifice 2x the population then if you wait that 1 turn.

3) If you're a scientific CIV always choose the library as the first city improvement in cities close to other CIVS. This also goes for recently conquered cities. You'll get 3 cult points per turn for 2/3 of the temple cost. Your city borders will increase in one turn less.

4) After a blitz you find that all your artillery (catapults, whatever .. ) has been left behind, and all your units are fast attacking units. You obviously can't reduce city population by bombardment now.
a - Attack and capture the city if possible
b- abandon the city on the same turn
c - lose the city back to the enemy
d - attack the city on the turn after it switches back. The city pop will have reduced (usually by 2 or 3 points) due to the AI drafting crappy conscripts.
e - retake weakened city.
Now the city is much easier to hold on to and less likely to revolts and reverting back to the enemy.

5) The Middle Age is the age with the most wonders. If you plan on acquiring a majority of these wonders, and you should, keep at least 3 cities on Wonder/Forbidden Palace production. It doesn't even matter if that 3rd city has a high shield production, you'll snap up at least one of the wonders with it by first starting with the Forbidden Palace.

6) At higher levels it is a real challenge to keep your cities happy. Happiness ~ production, money, research.
Wonders that produce happiness are much more important. Aim for the Oracle, Hanging Gardens, Bach, and Sistine's Palace over other wonders.

7) Don't upgrade your defensive units in cities within your borders. It's an unncecessary cost. You shouldn't have any units at all in these inner cities. But be careful with the AI using a Right of Passage agreement to placing units close to these cities right before they launch a sneak attack (haven't seen that yet, but just in case). Don't agree to ROP agreements at all. They're a headache as soon as the AI starts tramping across your well tended gardens every turn.

8) A tip posted previously in this same thread mentions that you should decrease the research rate to the minimum necessary that will provide a certain number of turns per tech.
I.E.: a 50% or 100% research rate will provide discoveries every 4 turns.
This is not a bug, it seems that game developers wanted to place a limit to how fast you can research tech in this game. In Alpha Centauri, in a well advanced game with The University, I could research new techs every 1 or 2 turns.
Every age has its own limit to how fast you can research new techs.
BTW, this is not a tip. :)

9) Not a tip either, but by observation. The most useful special units are those that place you in a leading position early on. Thus, the best units are the Greek Hoplite (defense) and the Persian Immortal (attack). Cherish the Hoplite, its usefulness never ceases (see tip #1), and its upgradeable all the way to Mech Infantry.

10) Not a tip either haha. But its just plain stupid the way the game compares military power based on the number of units each CIV has (observation seen in this thread). Alpha Centauri, also made by Sid and Firaxis a couple of years ago, calculated military power based on the quantities and relative strengths of each unit as compared to the most advanced unit available, and even provided the equation for calculating a unit's relative strength.

11) Use the embassy effectively in determining when you have the possibility to start and FINISH a wonder by spying on other cities that are currently producing wonders. Never start a wonder you can't finish or switch to another (pretty obvious). Keep a record of AI cities with higher shield productions than your own. Even if you have a headstart on a wonder, they can beat you to it. See 11b.

11b) If you're ahead in the tech race of have a tech advance that leads to a Great Wonder which no other CIV has, don't trade or sell to any CIV while a Great Wonder race is going on. First wait for the CIV or CIVS (always sell or trade to all of them simultaneously) to loose the race and waste all those extra shields on some city improvement, THEN sell the tech. In this way, you have assured yourself of building that Great Wonder and the AI looses all that production.

12) Most important wonders in each age. Shoot for these first.
Ancient: Pyramids - more population = + production, $$$, science = +++ power
Great Lighthouse if you're on an island. Otherwise you're doomed.
Middle Ages: Copernicus and Newton U in the same city. Or if you're war inclined the go for Sun Tzu's Art of War.
Industrial: Hoover Dam, hands down.
Modern: U.N. unless you want to loose pronto!

13) At Monarch level and up the AI has a huge tech advantage. Set research to 0, you'll get no tech but tons of cash. Buy all your techs, the cost of buying a tech is a fraction of the research cost. Do the math.
You can do this until your ahead in production and $ capacity, then set a research pace that the other CIVS can't keep up with.

14) If the Forbidden Palace has been built and the Palace is grayed out, use Small Wonders as headstarts for Great Wonders.

15) The Theory of Evolution is buggy. It won't discover 2 consecutive techs. Leave 2 research branches open to get the 2 free tech advances.

That's it, I've just dedicated 2 hours of my life to you guys. Hope you appreciate it!!
Any feedback on these suggestions is welcome.
 
Originally posted by luisca
15) The Theory of Evolution is buggy. It won't discover 2 consecutive techs. Leave 2 research branches open to get the 2 free tech advances.

It's not buggy... it just works differently than Civ 2. Rather than letting you choose the techs, it simply gives you the two cheapest techs you don't have. That is, you get the two techs furthest down the chain, and I think it won't ever give you what you're already researching. So if you want to get the maximum benefit of it, make sure that as you approach its completion you aren't researching expensive stuff. Spend your research on the cheapest stuff, 'cause the wonder will give you the expensive ones.
 
Originally posted by Flynn
It's not buggy... it just works differently than Civ 2. Rather than letting you choose the techs, it simply gives you the two cheapest techs you don't have. That is, you get the two techs furthest down the chain, and I think it won't ever give you what you're already researching. So if you want to get the maximum benefit of it, make sure that as you approach its completion you aren't researching expensive stuff. Spend your research on the cheapest stuff, 'cause the wonder will give you the expensive ones.
I think you missed luisca's point. Basically luisca said that in order to get the 2 free techs you need to have 3 research paths. The one you are researching (since you can't get that as a free tech) and two more open paths. You cannot have only two or one path available. If you have only one path open (the one you are researching) then you would get no techs. If you have only 2 patchs open you will only get one free tech. the reason for this is that you cannot get the second tech if the first free tech is a requirement for it. I have not tried this out myself, I am only getting the information from your and luisca's posts.
 
One thing is for sure! You don't get the tech you're currently researching! ;)
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Portugal
Nation of: Magellan's (from Magellan's Expedition);
Vasco da Gama (Discoverer of the Maritime path to India);
and Pedro Álvares Cabral (Discoverer of Brazil in 1500)
 
Never, ever upgrade az ELITE unit. Even if its a Horseman and you have Modern Armor. There are always weakened units that can be taken out by lets say with your ELITE Cavalry, since if you deprived your enemy from resources all it can throw at you are longbowmen, right? Now if you pounded it with a little arty, you can always take 'em out with an obsolete BUT elite unit... and thus create leaders... :) I got most of my leaders from obsolete units in my recent anti-Greek campaign (I was Aztecs) and btw it was waged in modern times with armor and Mech. Inf...
I even got one from an elite Jaguar Warrior... :)
They started to die out but by that time I got sufficient number of Elite Armor...
 
Speaking of upgrading, I noticed that upgrading HEALS your unit!! My last game I had tons of 1/4 Horsemen, moved them via roads to a Barracks, and upgraded. They became 4/4 Cavalry THAT TURN!! Normally that would have taken 2 turns--one to stop in town, 1 more to heal.

So to the advice of never upgrading your Elites, I'd have to disagree. If you have a 1/5 unit, upgrade it. They lose their Elite status, but they're ready to join the fray again next turn--as upgraded units.
 
Allright, allright I give some credit. There can be cases when I upgrade a unit even if its elite. BUT I believe the possibility of a great leader outweights the positive effects of having a little more up-to-date unit most of the time.

[bOriginally posted by tetley [/b]
Speaking of upgrading, I noticed that upgrading HEALS your unit!! My last game I had tons of 1/4 Horsemen, moved them via roads to a Barracks, and upgraded. They became 4/4 Cavalry THAT TURN!! Normally that would have taken 2 turns--one to stop in town, 1 more to heal.

So to the advice of never upgrading your Elites, I'd have to disagree. If you have a 1/5 unit, upgrade it. They lose their Elite status, but they're ready to join the fray again next turn--as upgraded units.
 
If you border a rival nation are racing for a valuable resource at the border and they beat you to it by building a city, don't fret. Build a city next to it too, adjacent to the resource. Then, hurry production on a library (3 culture), and a temple(2 culture), in that order. Let your culture score push your boundary onto the resource, and leave him peacefully out in the cold.

Tim W. Ault
 
Build your city on the resourse title... that way there is only one way to take it from you...
 
Originally posted by Wondian


Also rubber does not ever run out. Other strategic resources run out according to a disappearance probability ratio and totally RANDOM. Not depending on whether you use it or not. You can check it at the editor, Rules, Natural Resources tab (Read help for disappearance probability).

I have a map where I have strategic resources all around me. I've played for several hundred turns. At no point has any of those resources disappeared. Why?

I think it's because I never leave them hooked up to a road from one turn to the next. It's my belief that a resource is only exhausted when it's hooked up, and that the calculation only happens at the beginning of each turn.
 
Originally posted by tetley
HUGE short tip I've learned:

Don't kill off the barbarians!! Fortify a spearman on some nice defensive terrain next to the camp and let him attack you every other turn. Produces Great Leaders like crazy (sometimes you get some long droughts, but in the end it balances out). Also it's a good idea to eventually settle next to a well-located barb camp, so the AI won't. Then you can build a city wall.

The game I'm playing now I'm Militaristic, and so far I've gotten 4 GL's on a standard map. 2 due to the barb trick, and 2 to me being a butthead. :) And I haven't researched Gunpowder yet.

Leader #1: Heroic Epic (didn't really need the Forbidden Palace yet)
Leader #2: Sistine Chapel (STILL didn't need the Forbidden Palace yet)
Leader #2: Forbidden Palace
Leader #4: holding out for Smith's or Bach's

I built a nice map that had 32 barbarian camps on it. MUCH too many, I can tell you! :) Anyway, I had spearmen, rifleman, and mech infantry fortified on the mountain chain that was between their camps and my continent. Sometimes I'd have 30 or more barbarians attacking a turn.

After several hundred turns of that, I didn't get a single solitary great leader. Bummer.....
 
I am playing my first successful game of Civ3 with the Iriquois at the moment. Took a while to unlearn Civ2 strats that don't work. But now that I have gotten over that hurdle I am enjoying a leisurely conquest of the annoying Aztecs. Due to the distance from my Capitol and some truly atrocious city sites I am razing about half their empire, just too expensive in time and money to matter. From this I am amassing huge numbers of workers.
One thing that I noticed is that the workers you capture also retain their citizenship as well as the people in the cities. Later in the game I noticed that this made a large difference in their abilities. As you advance government forms, especially to democracy your workers performance increases but the captured workers don't. This became obvious when improvements were taking forever even when there were 5+ workers in a square.
Newly conquered cities of all Aztecs abound and to get rid of some of the unhappy pop I decided to make a bunch of workers. What pops out is an Iriquios worker ready to go at full speed, not an Aztec worker. This is great if you have a couple of decent cities anywhere near the front. One that can make a worker in 1 turn can turn out a new Iriquois worker every turn, to be replaced in pop by a Aztec worker.
I have just entered the Industrial Age and gotten railroads built all the way to the front lines. First thing I do. So I expanded on this and sent the workers all over my empire and converted about 30 Aztec workers to Iriquois in one turn. Most have been assimilated but I'm not worried much about that. I have some truly multicultural cities from selling ones close to my capitol to various Civs, LOVE that Strat and now things are finally getting done.
This does not work with Settlers from all Aztec cities, they were Aztecs too.
 
Nice strat Quokka. I always figured to leave the foreign workers alone, because of their zero maintenance cost. But I guess that changes once you hit Democracy.

P.S. On my barb-harvesting strat to make GL's, I'm having trouble making it work myself now. I fortify the spearmen right next to the camps, but the barbs don't attack. :( I don't get it.
 
Small problem with the worker strat you mentioned Quokka. When you add a worker to a city, it maintains its nationality. So, if you are at war with whomever you are stealing workers from, you could inadvertantly put one of your cities into disorder.

Calypso
 
True the worker does retain his nationality and that can be problem if you mix the cities too much. What I was doing was having cities with pop all the same nationality(Aztec) as the worker(Aztec) produce the new worker(Iriquois). So no overall change in pop nationality but you get an improved worker.
Then when I got my rail network all hooked up I sent the workers all over my empire, one to each city that could make a worker in 1 turn. These are all big for me now, all 12's or higher, so one Aztec in among all the Iriquois is unlikely to cause much trouble. I am building Hospitals in every city now that doesn't already have one so they should become even more insignificant if not assimilated outright very quickly.
Also if the city looks like its going to go into Civil Disorder guess who becomes the entertainer. Did that a few times in less developed cities. He can be unhappy all he wants on his own time as long as he keeps my people happy during the day. I don't think its possible to have an unhappy or resisting entertainer is it? Later when my pop grows enough anyone not assimilated will become tax men and scientists.
 
Trick I used in a Monarch level ancient military rush game as the Persians.

Whas using the standard Despotit "extreme whip production" of immortals in large numbers , and when I capture aen enemy worker or raze a city I march the workers back to the closes city I hold , garrison them there and use then to add population to a city with 1 pop and 1 shield already put into the next immortal. So , even in the crappiest city with no pop growth of its own and only 1 shield production due to corruption you can still produce 1 immortasl every 2 turns if you can keep the forign workers coming in ! :rotfl:
 
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