Post short tips here!

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This is what I do: (worked very well at "monarch" level)

I usually play very aggressive; I try to wipe a civ in the early age, just after the first mounted units appear. They retreat when in trouble, fast and great in attack - they are my favorites.
I gather about 7 or 8 and then I start my concentrate attacks, training continuously at least another mounted in my cities. (I usually play with Militaristic nations). If you are in war most of the time you don't have to worry too much about the wonders... great leaders will appear pretty soon and you can build a wonder in one turn. Great Library is a must, also Leonardo's WorkShop, J.S.Bach, Hoover Dam; always buy or exchange techs, never sell.
When a civ has lost the capital or lot of cities, ask in exchange for peace techs, cities, everything you can grab; than attack again, sometimes after less than 1 turn. :groucho:
NEVER attack more than one civ. If possible make MPP with other civs.

Later in the game, if you want to attack a the civ next to you, which BTW could be more advanced than you, build a very large no of your best attacking unit (mounted if possible), place your soldiers on the empire's borders (ROP if possible) and smash it in one turn with all you have. Attack 4 of 5 directions and overwhelm him by number. Capture the capital if you can; split their empire in two; conquer as many cities that turn before they can retaliate; hunt down all the attack units they might have outside the cities; don't pillage - you're going to need those improvements soon, when they will be yours; if a conquered city has temple or some culture improvement, destroy it!!! it gives culture points to the original civ; put to rest your harmed units in the your new cities - they won't defect that turn; later on, leave just one defending unit in the city, the cities will defect, you can be sure about that. Have no mercy! Hitler style. Conquer all you can! Make peace, ask for all they are prepared to offer for it and attack again. Don't let them even breathe. Destroy the whole civilization otherwise the cities will defect.
If you are in permanent offensive, your units will become elite in no time and eventually some great leaders will arise. If possible keep the peace with other guys, especially with those which seem to be strong.
If needed, set on mobilization (don't tell me it's useless or smth like that). The cities that are already building smth they will suffer no change, but the others will provide you a large army very fast. Of course, when a city building a civilian improvement will finish it, you will be able to chose only a militaristic one until the mobilization ends.

Tip:
When your culture is pretty strong you can make a huge profit like this: build a new city close to your capital, or somewhere in the heart of your empire. Immediately try to sell it to other civ. You will get a pretty nice price and the town will return to you in few turns, impressed, of course, by your high culture.

Bug:
Attack one civ. Conquer some cities. When they will ask for peace, demand 999999999 gold per turn in exchange. You will get the sum right away. Declare war in no more than 3 turns, otherwise you will lose the money.
I did that and it works, but I did not felt much better. It all become to damn easy. You can buy everything can be bought, spy, set the luxuries to maximum or pay for a civ to go to war to another civ. It's a bug, but I'll never use it again. It's just not fair.


Hope I help.
 
Hello !

I have found the following to be a an easy way to get lots of cities from rival civs.

At start I build lots of settlers and build cities around fertile plains or some area that is good grounds for a city. In the middle I leave fairly large amount of tiles for others to discover and a single route by which the area can be accessed.

Then I only have to wait and build up the culture, and eventually some idiot civ walks into my trap and starts building cities which are completely surrounded by my cities with higher culture. Then it´s easy to shut the trap with a well placed settler, cut the roads between enemy cities and wait until my culture does the job.

HEEHHEEE ! :D

The tip is a bit vague but I think you get the picture.
 
Maybe I missed the point here, it's possible.

But I don't get it, Steemu. You're making a lot of effort, put your workers to a hard labor for what? To trap a foreign settles? What's the trick? Build your own city there! Why wait for a civ to place a city there and than wait for it to depose? I don't get it !
You waste a lot of turns with your workers and also the improvements you're building are wasting. :confused:

Could you explain?
 
Hello again !

What I meant was that when I begin to explore in the beginning of the game and settle my first cities, I try to spread them out in a roughly U shape ( this takes maybe 8 cities ), sooner or later a neighbouring civ will come to settle the area that´s surrounded by my cities. Then I will build one more city to connect all my cities in to a circle/donut. As I build improvements my borders expand and unless the civ that has cities inside my circle of cities declares war, he has no resources in those cities I surround. I also take care with horsemen that he cannot build roads between those surrounded cities. Then I have only to wait until I culturally overcome the cities that I surround, transforming my donut shaped realm to a filled circle, voila, I have taken 2-3 cities from a neighbour without a shot.

Also, If I´m really mean I can sell those culturally won technologically cities to someone and after a few turns they come back to me, overcome again by my culture
 
Another addition.

I do not see what I am wasting here, I would build those cities anyway, they are now just positioned a little differently.

It´s not what I get, It´s what the other one loses.
 
An AI city that has been conquered by another AI Civ is ripe for cultural absorption, build your own city nearby rush build temple/library and they can't wait to join you. for the best rsults attempt this as soon as the city is captured.

When at war with AI, after capturing some of their cities, broker a peace deal, and if requesting a city from them, try for one they have captured off another AI, you stand a better chance of getting it, and it will also open up a new area to you, and give you a great bargaining tool with the cities founding civ.

Be careful of building to many units that can't be upgraded.

Avoid prolonged wars, plan well ahead, make sure your forces and settlers are ready, try to isolate a section of AI civ and finish them off, make peace, rebuild then start again.

ferenginar
 
Whe you are offering something to an AI country, ask the AI to tell you what would it give for it. It will give you the idea of what can you ask for it. Most times you can ask somethig more (or even quite a lot more); trust your advisor here and be patient, just 1$ per turn more may be a difference in the log term. However, I've found sometimes that the offer made initially by the AI is better than anyone you can try for yourself, even (and I think this is a bug), if you ask for yourself the same the AI has offered, your advisor tells you that's unacceptable and the AI doesn't accept:confused: . If this is the case, just delete your offer, ask again the AI, and it will offer just the same, and this time, it will accept:goodjob: .
Always deal very agressively with the other civs (especially if it's a peace treaty), every $ you get from them is a $ you can spend in research. If you do a good job you can go up to 90 or even 100% research in the late game.
 
I have seen it posted that many players are having difficulty keeping a conquered city from reverting back to the conquered civilization. Here is how I deal with the situation.

Fisrt of all, rush build Temple, Cathedral, and Library. Next, as you are rush building these make sure EACH TURN to take all city workers out of production and make them entertainers. This helps to calm the understandably upset citizenry of the conquered civ in addition to starving them out of existence(whoever thought genocide could be such fun?). New citizens will be of your nationality. Assuming that you didn't destroy much of the improvements surronding the city, you should be able to regain all of yuor pop points in no time.

I am not sure how this affects your score though. If anyone has any answers regarding the scoring of starving aliens, let me know.
 
Something else I wanted to mention. I am wrapping up a standard map playing the Iroquois (religeous, expansionist). In the early 1800's I was attacked unprovoked by the English. I was woefully unprepared. After losing two cities on the northern end of my continent on Englands first turn, I switched to Communism because I had many size 12 cities (medicine undiscovered at this point). Because I was a religeous civ Anarchy lasted 1 turn then next turn I rush built offensive and defensive units in almost all of my cities. 10 turns later, London Canterbury, and Dover had fallen. England sued for peace in which I gained all of their island colonies. I regrouped and finished off the English continent shortly afterwards and then switched back to Democracy.
 
Hi for all :)
Some tips:
1. In the beginning of game:
1.1. Try to find other civ's QUICKLY
After this - try to exchange your techs/gold/luxury/SOMETHING to their WARRIOR's
Example: I found 2 civ's ... and got 2 warriors.. After this I have 3 warriors .... English and Chinese have ZERO warriors :) -
And their cities become my :ninja:
1.2. Always build quick units (Chariot etc.) - you can capture cities which placed far from your capital
1.3. Always build 2 Spearmans in each of your towns... And at the end of the game you'll have about 100-200 Mech Infantry :)
2. Build MANY transports with 8 Marines in each transport - and all islands with enemy towns will by yours :rocket:
3. When you capture town - raze 2 or 3 other enemy towns near it... And this town don't back to enemy ;)

Sorry for bad english :)
 
Originally posted by Fierro1816
You can buy warriors? It´s in the patch!?!?!?
Oooooo! **** !!! :(
I'm forgot, sorry..
I change the rule "Captured Worker=Your Worker" to "Captured Worker=Your Warrior" in civ3mod.bic
 
Not sure if this is documented anywhere (if it is, I can't find it). But when you start a new game, if you select which opponents you want to face, rather than letting them be selected randomly, you can control which ones start out close to you on the map and which ones are far away. The civs at the top of the list will be the ones closest to you, and the ones at the end of the list will be the ones farthest away.
 
Be a cruel ruler. Really, it pays off big time! (at first, of course)

Wip those bastards to progress! :skull:
 
1:Monarchy isn't usefull if all you have is a bunch of towns, infact you may LOSE income from supporting a large army...

2:Dont be afraid of food plains, the occaisional disease event will be counter-acted by MASSIVE growth. Also, rivers extinguish the need for a aquaduct!

3:dont build chariots (even War chariots aren't useful for long) they just aren't worth the effort and you'll notice that the computer dosen't build them...

4:If it looks like someone will ally with the person your at war with just create a long-term agreement (like trading iron for 6 gold a turn) and they will stay peaceful.

5:If you want a versatile unit early on go for the Legion. If you want a cheap(no resource,low cost) defensive unit the Hoplite is for you. If you want a offensive unit, go with the Immortal.

6:If you have no chance to win, burn down EVERYONES capital, just to spite the B@sterds :D
 
I've had excellent success with this strategy using multiple civ's on multiple maps.

At the beginning of the game I build a worker first, then 2 warriors. I send the first warrior (and also a scout if I have one) to explore. When I find the first civ closest too me I almost invariably attack at least their workers. If they have a Spearman or Hoplite I back off as the Warrior would never beat either of them. If they only have Warriors for defence I can usually take the city with one or both of my Warriors, then I try to bid for peace as soon as possible.

I use this strategy for a couple of reasons:

#1 The obvious benefit of having an extra city so soon. With the low poulation & culture, I've never had the city depose. Even if I can't take the city and only get gold and technology in the peace bargain it gives me a big boost in the critical early game production.

#2 The effect on my nearest opponent sets them back a LONG way since they need to recoup the workers, the city, and the lost units. This gives me a huge advantage when I start my expansionist strategy immediately after achieving peace. With my nearest opponent set back so far it helps a lot later in the game when my borders meet theirs. They have no way to expand as far as I can and they are ultimately far easier to eliminate in the middle ages when I get Knights or Calvary.
 
One idea is to use a strategy of blocking your borders and ROP. I have a map where my civ (Amercians) are built up between two choke points. I blocked off both ends with spearmen and later pike men. Even if I grant the AI a ROP, they can’t get through. Works good until they get galleys and can sail around your land blockade
 
“Always deal very agressively with the other civs (especially if it's a peace treaty), every $ you get from them is a $ you can spend in research. If you do a good job you can go up to 90 or even 100% research in the late game.”

More importantly, every dollar you get from them is a dollar they can’t spend to upgrade units or on research. I have been doing lots of tech trading in my current game. Its amazing how much income I am getting. Yahoo!! I upgraded all of my spearmen to infantry in one turn, and the AI paid for it.
:cool:
 
I have not read through the 100+ tips, so forgive me if these minor tidbits have been posted before. I find a lot of tips depend on the size of map and level of difficulty, but the following apply to almost all difficulty levels.

With the 1.16 patch, tech research time ranges from 4 to 40 turns. So if you have more science than needed for 4 turns, lower it. If you have a small amount of research, lower it to zero and set one population in a backwater city to be a scientist. This gives one beaker for the entire empire but still yields 40 turns. Doing this can often save you 10 gold a turn or more as 10% science often translates to 10 beakers.

Galleys can sail over sea squares, but if they end their turn there, they may sink. A player can aggressive try to cross the open seas, but will probably lose some units. In certain situations it is worth losing a few ships.

Culture flips can be dealt with a variety of ways, but my favorite is to station troops just outside the city in danger. That way when it flips, I can usually take it back in one turn, losing only the small garrison. The counter argument is that a large garrison is needed to quell resisters, but this ignores the point that flipping is a minor event with troops just outside the city. I do not fear flips unless I am very low on troops.

If I am the one to start a war, I bribe the other neighbors to stay neutral. Early in the game, one free gold per turn is enough to do the trick. For 20 gold, having a peaceful border when I am attacking on the other side of the map is real cheap.
 
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