Quick Answers / 'Newbie' Questions

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I have never actually used communism, but the "which government is your favorite" discussion crops up regularly. Run a few searches in Civ 3: General discussions with keywords like "communism," "republic," "government," or similar. You'll see a bunch of threads discussing this.
I guess I should stop clinging to this thread. :lol:
 
...Pretty much, I just pump settlers, then workers, then barracks and offensive units....
An EXCELLENT general strategy for playing at least levels 1-5. (Defensive units are a waste of time, shields and money!).......Think Egyptian War Chariots (My favorite cheapo offensive unit), Horsemen & Cavalry.......Good enough to finish off just about any type of game! (Might need a stack of catapults/cannons/artillery at higher levels.) ;)

...By the way, do any of you go communist for the low corruption benefits? I know it's great for warmongering, but I found it really nice for having a large peaceful empire too.
Very good government for a Cultural 100K Victory type.....easier to produce City cultural improvements (viz. temples, libraries etc.) in ALL your cities. ;)

I guess I should stop clinging to this thread. :lol:
You ask very good, logical questions, you won't find the answers to in the User's Guide, readme.txt, or the Official Strategy(?) Guide. :)

...What is the difference between the heeling of a unit, in neutral territory, friendly territory, in a town/city/metropolis, in a town/city/metropolis with a barracks?
Also, FYI, Armies WILL heal inside enemy territory........Very Useful at high levels.

P.s. Did you know that the AI will not generally attack an (healthy) Army unit, even it has 20+ units, providing its strongest unit is not expected to defeat the Army unit?!.....Try it and see for yourself! ;)
 
The barb farming is a good idea, but I don't like to leave gaps in my territory. The AIs will grab at any tile left open. Hence I can't allow to leave unlit tiles in my territory. I guess I'll just omit this, not that it's a bad idea. How do you deal with the AIs when using this?

Well, the general "rule of thumb" wisdom is to expand TOWARD the AI, so you often have some tiles in your rear area to be settled after you can no longer settle forward. (If you're near the north or south edge of your map, this will often be tundra.) Those areas can't be settled by the AI until they have galleys and they usually fill in their core before moving out in boats. This rear area is the place to farm barbs...even if it's only large enough for a couple of unlit tiles.

Once you start seeing AI galleys, just a single warrior can be placed in that area to light it up until you can get a settler there.
 
By the way, do any of you go communist for the low corruption benefits? I know it's great for warmongering, but I found it really nice for having a large peaceful empire too.

You can have a large empire with republic too, just don't build any structures in your corrupt cities.

In conquest, a scientist specialist gives 3 beakers per turn.
Assume 21 grass tiles:

A single communist metropolis:
size 20 city all tiles with road, rail, and mine.
This city produces 21 base commerce, you can expect it to have about 20% corruption, but lest assume a rosy outlook and assume 10% corruption: that leaves 18.9 commerce after corruption.
This city will have a courthouse (1gpt) police station (2gpt) aquaduct (1gp) hospital (2gpt) market (1gpt) bank (1gpt) library (1gpt) university (2gpt). totaling 11gpt upkeep. (assuming you have all 8 luxes and don't need cathedrals)
And in modern times it will also have a factory (3gpt) recycling (2gp) mass transit (2gpt) Stock Exchange (3gpt) totaling 21gpt upkeep (I will assume you have hover dam, and the internet.)
To pay for its own upkeep you'll need to run 50% tax. base tax will then be 18.9*0.5= 9.45 and with the market/bank/SE this will become 23gpt income. and 2gpt will go to your stash.
you'll have 9.45 left over for science, the improvements make it 23 beakers per turn.
The shield output of this city will be 21 from mines, 21 from rails, 2 from the center (metro bonus) =44 shields, with the same rosy 10% corruption, that makes 39 shields. with a factory and hover, this becomes 78 shields. Good for pumping units, but you are not warring...
Lets say you build wealth, with economics tech, this will become 39 gpt.
you can now set the science slider to 100% your city will now output 47 beakers per turn, and 18 gpt left after upkeep. but you can only do this after you complete building all the improvements.
The city can also support 6 units for free.
The city will also need to gather 6*20+6*40+12*80=1320 food before reaching its max size.

Now lets look at a republic, if these 21 tiles are in a corrupt area, you'd build 7 towns very close to each other, all tiles with road, rail, and irrigation.
Each town will have 2 citizens working, and 3 scientist. Each town is producing 1 commerce per turn, 1 shield become 1gpt with wealth. support 1 unit for free, and 9 beakers from the 3 scientist.
In total, 63 beakers per turn, 7 free units, 7 gpt from wealth, and 7 commerce that could be added to either tax-income or science.
Each city will need to gather only 100 food to reach its max size.
And you will need to give them very little attention once set up.

Conclusion: The communist set up is only useful for pumping out units.

For 100K culture games, (where you want to use pop-rushing) you'd use feudalism in conquest, as its not an optional tech.
 
Hmm, you make a good point. But Generally I see much more than 10% corruption, even after courthouses it's very very high. In communism My center cities get a big reduction in commerce, but my outer cities are still undeveloped, and cannot compensate for this loss. BUT Communism allows me to finally have production in those cities. I produce improvements (not pump units), generally Temple -> Courthouse -> Factory -> Marketplace -> Bank -> Stock Exchange -> Harbor -> Commercial Harbor. I find that's much better than any Republic setup. The key here is that it's all very fast with all that uncorrupted production.
 
@btfx: It is true that with a large number of cities many of them will have 100% corruption & waste, with the exception of 1 commerce point (2 if We Love The ____ Day) per city.

However, luckily, food is never stolen (unlike in real life)! So, you can turn all your excess food into specialists. Scientists, Taxmen and Civil Engineers are all very useful, depending on whether you need to Discover Technology, Generate Cash or Accelerate Shield Production, respectively. I try to only use Entertainers & Policemen in occasional specialized situations.

Republic is a good all-around government, IMO....coupled with an Industrial civ for faster workers. :)
 
Hmm, you make a good point. But Generally I see much more than 10% corruption, even after courthouses it's very very high. In communism My center cities get a big reduction in commerce, but my outer cities are still undeveloped, and cannot compensate for this loss.

Exactly my point! In my example, I took a very rosy looking situation, much better than you'd get in a real game, and even then, the republic set up still out-research, out-unit-support, and outgrows (speed at witch maximum productivity is reached) the communist set up.

BUT Communism allows me to finally have production in those cities.

Good for pumping units...
Building wonders can be better done in a low corruption core in republic.
Building space ship parts can be better done in a low corruption core in republic. (you only need so many cities for building them anyway)

I produce improvements (not pump units), generally Temple -> Courthouse -> Factory -> Marketplace -> Bank -> Stock Exchange -> Harbor -> Commercial Harbor.

If you really want to build city-improvements in far away corrupt cities, you can use civil-engineer specialists, 2 shields per specialist.

But in corrupt cities, you shouldn't, unless there is some strategic reason for it.

I find that's much better than any Republic setup. The key here is that it's all very fast with all that uncorrupted production.
Where is the error in my calculations?
 
sorry if this has been answered/asked before

but i would like an experienced player's opinion on this matter:

I want to maximize my production and wealth per turn. I am using Democracy, have roads built on every available ground tile in my territory, and recently build mines everywhere possible. My question is whether it would be better to irrigate, mine, or mix up (let me know) my tiles to maximize my production and wealth (production first, wealth second).
 
Kinda hard to say, really. The most often used answer for any question in Civ is 'It depends.' If you upload a .sav file, we can look at your game and give you a much better answer.
 
I haven't looked at your .SAV file yet but as Turner says game strategy depends on a lot of things. Your planned Victory Condition will determine your overall strategy.

For example, if you are going for the highest scoring game on standard maps or larger, you would play for a Histographic Victory using a 60% water Archipelago. As far as working the tiles, to get maximum score, you would have to irrigate & railroad ALL possible tiles EVENTUALLY.....However, in the early and middle game you might well end up mining most of your grassland squares because you don't get a food bonus under Despotism if you irrigate grass....and you'll need the production for Aqueducts, Harbors, Marketplaces etc. ;)

However, for a quick, simple answer to your question:
In your next game, get to Replaceable Parts as quickly as possible, irrigate all possible tiles and then use Specialists out of excess food to enhance production (Viz. Civil Engineers).

You can always change the CE's to Taxmen on the fly if you want to generate more commerce and less shields.

Generalities: Get more land and build more cities in future. Beeline for tiles that show up with Luxury resources......they will make your people happier when connected to your capital. :)
 
Beeline for tiles that show up with Luxury resources......they will make your people happier when connected to your capital. :)

Rather, any city it's connected to. A luxury doesn't need to be connected to your capital for cities connected to the resource to produce happiness. If, however, you wish to trade an excess luxury, then yes it needs to be connected to your capital so it can be traded.
 
Where is the error in my calculations?
The error in my approximation was that I forgot to consider the use of the civil engineer.

By the way, a spearman just redlined (2 hp) my 3 veteran cavalry army (my first in the game, I needed a win for the Academy. I had heard plenty about this stuff... :spear: I just never thought it would happen to me... I guess it didn't, but gave me a glimpse of what can happen...
 
By the way, I have been playing the same game, and it has crashed twice. Once when I wiped out the Americans and asked to see the big picture, and once when I simply pressed F3 (coming from whatever is F2, Cultural adviser I think). It is infrequent, and not a nuisance, since I autosave, and it gives me a nice interval at which to check these forums. Just wondering if it's a known bug. If it only happens in THAT game, I could post a savegame if any bug people wanted it... Anyway, I am having a LOT of fun on a small map. It lets me try out difficulties, land mass types, and barbarian settings pretty well. <3 small.
 
Are you playing vanila (Original version). I remember when I was playing vanilla there was plenty of bugs. Even the patch didn't help for some. In conquest I have never had anything happen to me, never had any game close etc. They fixed nearly all the bugs. If you are playing conquest then that is weird. It could be some corrupt civ files.
 
To my knowledge, only militaristic makes harbors cheaper. I don't know about Commercial Docks, by the time you can build them, it no longer matters anyway.
 
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