Rise and Rule for Civ3:Conquests

RAR is a great feature, I cant ever think at playing C3C again. However, beeing a big builder type and late warmonger I had to modify it to get the game I am dreaming. In my RAR, all terrains produce +1 shield and every mine is +1 shield. I am playing at deity usual and the tech goes too fast and the buildings are too expensive. With this +1 shield I can build my dream empire.


Another change is that I remove all polution from buildings. Is not that I cant handle it but I think polution is a very annoying aspect of the game, mass transit comes VERY late and its hell poluting and the lenght of turns is consequent.


Cure of cancer, IMHO, comes a bit too late. It is very strong but by that time I have already severs every city and so does the computer. (the sewers doesnt get destroyed when you conquer a metropole).



Also I play on modded maps where I have to add lots of gold ressources for the AI. I noticed that the high cost maintenance cripples them a lot and I like to keep them rich to give a challenge.


One thing CIV related i discovered in my actual game is that the submarine bug makes YOU declare war, despite the message you get. My sub was hit by greeks, they declared and my cities were rioting same turn under social democracy. Very annoying bug if YOU have to declare also. Usually Social democracy, well handled , allows some 20 turns of war if you are the victim.


It is the greatest gouvernement type, it allows you to handle 1000+ units and still have every tech in 2 turns. So beeing religious is a must in RAR. In my games I use only two gvmts late game, keeping switch between absolute Monarchy , which is decent , and S Democracy, which is fantastic. The no maintenance cost rocks for builder type.

Thank you guys, I hope you still here when Civ 4 gets out, and make us more and more mods like that.
 
Counsellors speed up the other builds, that's why they get some priority. The only other TSI is the Wiseman, and this doesn't help with culture, and doesn't bring many beakers in corrupted cities.
I do build them everywhere, of course, but not that early.

Slingshots: Nothing like ToE/Hoover. But, you don't really need such a thing.
If you feel unconfortable, go the safe route and build the GLib and GLib2 (Encyclopede). GLib cannot be prebuild; for Encyclo, the Estates General if you're in Absolute Monarchy is a safe prebuild even on Deity.
The neat thing about both "Science Cheats", though, is that they're a huge distraction on the research path.
The techs towards the GLib are good trade fodder, ok. But, I'm now completely ignoring them. Once you're really familiar with the tech tree and the AI research priorities, they're no longer worth it.
Good techs to reseach since the AI largely ignores them: Poetry, Drama, City Planning, Compulsory Education. The Matchlock/Theory of Warfare path can safe your neck as well; if the AI Civs do well, you probably won't be first there - but the weaker ones will had to Map Making and Absolutism first, so you still get some trade opportunities AND crucial techs.
Oh, and Realpolitik is better researched - that one costs insanely much to buy.

Traits: Completely depends on your start and goal. If you reroll until you see several food boni anyway, EXP is possibly the weakest trait. And Korea the strongest Civ at all, for more peaceful games.
Personally, I think Mali, Arabs and Mongols are among the strongest Civs as well - great UUs, and traits that complement well.
And I for one utterly dislike Republic; but, to really benefit from Democracy and Absolute Monarchy, you need to adapt your playing styles (Partial rushing or lots of fighting). In the upcomng 1.04, Feudal Monarchy is strong as well. Republic is the "easiest" Gov, still.
REL is a useful trait, since you will for sure revolt more than once. But, UUs amtter a lot. IMHO there is no uber-UU except for the ultra early Jags - but the timing is crucial; Knight/Cavalier/Horse Archer UUs are best, since that time allows you to build lots of production boosters during GA.
 
Turner_727 said:
CivAssistII, link in my sig, will tell you when there is enemy units in your territory.

Cool, I'll check it out when I get a chance. My home computer isn't online, so I'll need to d/l it here at school then transfer it to CD-R, but it looks worth it. Can I assume that the program will work with RAR as well as standard Civ3 -- and any future/other mods?

-- WC
 
Thanks for the tips Doc!

Now Ive got a game with the Arabs/Emperor/Huge/Continents and have been researching the techs the AI doesnt for trade - Pottery, Compulsory Ed, ect. and Im the tech leader going into the Middle Ages! Im usually way behind and have to use some strategic wars to get back to tech parity, but all thats over now.

I have some more questions if you dont mind....

1. What is your build order for your 1st and 2nd cities? Specifically when do you build your next settler? You mentioned you like the Monument/Shrine/Granary/Forge path (if I remember correctly) what about warriors, workers, and settlers?

2. You said republic is the easiest. Do you feel it is too "crude" for an experienced player? When are the other govts better than Republic? I find that it works for almost all my situations. Are you able to handle the war weariness in Democracy? Absolue Monarchy is good for war mongering but isnt your civs overall production lower compared to Republic - Im thinking shields and cash. One could make a beeline for Republic and be done with it.

3. How can I get tribute from the AI? Everytime I try to jack the AI they refuse and I take the relationship hit. In the early game the AI is always trying to hustle techs from me - luckily I have a source of Iron and my Arabian Swordsman killed the few Spearmen sent over - most of the time I refuse and deal with the consequent war.

4. Do you build catapults or wait for the other stuff?

5. When do you build your first Army? Do you automatically throw in the Imperial Guards when you do?

6. What do the bazzar and marketplace do? I thought the marketplace would increase happiness from luxuries but each luxury still makes 1 citizen happy.

thanks to everyone for your replies!
 
I am a by far less competent player than doc, but I can give some advice on the last three questions.

I usually build catapults, if I want to attack before I get the heavy cavs (cataphract and beyond). Swordsmen just aren´t able to deal with a solidly fortiyfied city. Catapults are not a big help, but every little bit counts.
Once you have heavy cav you can attack cities directly.
However, sometimes the defenses are just too tough. I besieged London for some 50 turns, even with 30 catapults and swordman armies I wasn`t able to take it. If I was lucky, I killed one defender, wich was replaced the next turn at the cost of one pop. I had to get med inf to take the city. That was crazy frustrating.
Catas have one more thing in their favor: They cost 20 shields. for a good city, 20 shields per turn are possible at that time, so you can have a cata every turn without losses, or a sword every other with 10 shield wasted.

I usually never build armies. By "build" I mean building in cities. I do transform my leaders into armies. In RaR armies are nice, but not the invincible superunits they are in Conquests. Still, it`s better to have them than not. The only small wonder I would rush with a leader is the international port - that one is crazy expensive. Sometimes a palace if you want to push a really remote city, but since palaces are rather cheap in RaR most cities that you want a palace in can build it alone in reasonably time.
If I have armies, I usually put offensive infantery in. I tend to besiege cities, and so I have little use for a fast moving army if I have to wait for the artillery anyway. But if you like to blitz the cities, putting cav or imp guards in surely is no mistake. That is really mostly a matter of personal preferrences.

Bazaar and marketplace increase tax income by 50%. Marketplace adds one happy face to the city.
The bonus to luxuries comes with the shopping mall, wich is a modern age improvement.
 
I just noticed that Republic doesn't get the trade bonus in the editor, but it's listed as getting it in the civilopedia.

I'm playing 1.03.

Also, Marxism, an optional tech, is a requirement for Unionization, a required tech. But I think this one has been reported before.
 
Turner_727 said:
I just noticed that Republic doesn't get the trade bonus in the editor, but it's listed as getting it in the civilopedia.
I'm playing 1.03.
Also, Marxism, an optional tech, is a requirement for Unionization, a required tech. But I think this one has been reported before.
Can't be. Republic is supposed to have the bonus, and I just checked, in "my" 1.03 it indeed has. Marxism and some more Tech screen errors are know. Thanks nevertheless.

To answer the questions:

1) My first build is a Scout (I do play with Barbarians, of course). Then, something trait specific:
SEA-Curragh
EXP-another Ranger
SCI-Wiseman
IND-Worker Housing.
With Civs that are neither of those, I start a Guard.
Note I do switch immediately to a TG if an AI is closeby or approaching!
After that, I usually build 2 Warriors/Champs before a Settler. Simply because opne cities are bad, and I prefer 2 escorts for the Settler in case Barbs show up.
For the second city: Depends if high growth or high shields.
In general, RAR isn't that much about ultra-early expansion.

2) Republic: If WW is a problem, Republic is not the best choice - better stay in Monarchy and head for 1.03 Feud Monarchy. Cash-rushing is crucial; but, you need to partial-rush. If you aren't familair with using this extensively, Republic is indeed superior to Democracy.

3) Simply forget it. You never get tribute from the AI. You can get some if you're strong and renegotiate peace, but not from demands.

4) I occasionally build Cats against Barbarians. On Deity, you better avoid wars before Trebs anyway; but, if you're forced, some Cats are always fine. Agree with Zorn here.
Note Math is the very best early tech and one of the biggest advantages for SCI Civs - no other 2nd tier tech has such a high trading potential.

5) Unless I really need to fight a lot, or lack Horses, I don't bother with the Small Wonders; thus, I normally use my second leader for an Army (#1 ends as International Port).

6) Aside from the obvious (increase your income): Markets give one happy citizen (like a Shrine). More important: Both increase luxury trade - but, to notice that, you of course need at least 10% lux tax!
Ports and Toll Houses don't do that, that's why they don't help with happiness at all.
 
I checked in mine, and it doesn't have it. I may have inadvertently changed the setting, but I usually don't mess with the government tabs.

Since it is indeed supposed to have it, I'll change it for my next game. :)
 
hi
Whats the latest RaR version. Is it 1.02, somewhere people are talking about 1.03 but I dont know where to download that.
 
this may have been covered already
Does anyone build the slave trade wonder? I don't due to the unhappiness caused by the slave markets. I once captured a city that had the slave trade built. I was already struggling with war weariness and then boom, tons of unhapiness from slave markets in all my cities and I couldn't sell them since they were being generated by the slave trade.
I now raze the city at capture time if the little pop up says "we now control the slave trade"
 
Does RaR 1.03 supersede the 1.10 mod? I would like to install the fix to the worker bug and get any new graphics files to replace "?" and duplicate unit graphics. I'm comfortable with the flavor units however and I'd like to keep them. What is the best route to accomplishing all of this. I am currently using Rar1.02 (Which is beyond words!) with C1.22 and the PTW units. (I had to move the file for Heavy Frigate from PTW to the Conquest/RaR scenerio folder manually in order to avoid "missing... .ini file" message but that has been my only trouble with the mod)
Looking for continuous improvement to an already awsome experience.
 
Not sure what you mean by 1.10 mod...

1.03 is the latest for the worker fix(I believe). I think it would have been on the front page by now if they knew that 1.04 was going to take this long...

I believe that they are continuing to work on 1.04 and hopefully it will be full of civ goodness...
 
Thanks for quick response. I was refering to the 1.10 mod "redux" posted by R. T. Firefly (RaR Graphic Patch thread) The thing I don't like is that he has eliminated the flavor units. (I like seeing a larger variety of units. For example in battle it is nice to see some other kind of unit graphic than your own as your enemy. (In the RaR1.02 version for instance the Aztec Infantry have big sombreros(hats) and the Soux horseman have a feathered head dress)
I'm going to install the 1.03 patch today, thanks for the help. I guess I'll mod the missing buildings and Civpedia pics individually.
 
OOPS , just realized that the problem I stated in my previous thread about the "Heavy Frigate .ini" file was really "Ship_of_the_Line .ini." SORRY if anyone was confused or investigated for nothing. I simply moved the file from PTW to C3C RaR scenerio and problem solved. Installed ver 1.03, haven't played though.
 
thanks for the replies Zorn and Doc! ill put your answers to work and see how it turns out. also with the wide range of Great Wonders out there - i was wondering which ones you guys like to build.
 
Wonders?
Ancient: Oracle, Pyramids, Colossus. Oracle for an ultra-early SGL; the others aren't that great - but you do have a chance. The most important early wonder are the Palace Gardens.
Mid: Smith's, East India. Good chances for both. And the intPort.
Industrial: Newtons since chances are high (AI doesn't have that many universities in the wonder cities). Supreme Court. League of Nations. Crystal Palace. ToE. The Collossus clones. Echelon.

Still, the AI is pretty competitive on Deity for wonders. I really aim for Smith's, and I've never seen the AI to build the Supreme Court.
 
mikehunt said:
this may have been covered already
Does anyone build the slave trade wonder? I don't due to the unhappiness caused by the slave markets. I once captured a city that had the slave trade built. I was already struggling with war weariness and then boom, tons of unhapiness from slave markets in all my cities and I couldn't sell them since they were being generated by the slave trade.
I now raze the city at capture time if the little pop up says "we now control the slave trade"

I've rarely built the slave trade *wonder*, but I do build slave markets in most of my cities. (Contrary to the Civilopedia, you can do that.) It is possible to manage the unhappiness without too much difficulty, at least in a "Low" war-weariness government.

The key in RaR is that when happiness becomes a problem, you need to set your Luxury slider at least on 10%. Coming from vanilla Civ3, I had rarely used my Lux slider at all; in RaR, it is very useful. As another recent post pointed out, certain improvements (Bazaar, Marketplace, etc.) increase the Luxury output in a city by 50%; it works exactly like a Library does for Science, or a Forge does for shields.

Since a marketplace in Rar does *not* capitalize the luxuries (but does add 1 happy face), for me it's almost mandatory to put 10% in Lux and build a few Lux-enhancing buildings in the larger cities.

If you manage the happiness, I've found that slave markets can provide a definite boost to productivity that often gives an edge over the AI. Though come to think of it, I have (once or twice) gotten rid of slave markets in cities that were becoming really big, in order the keep the happiness manageable; it's easier to control in smaller cities.

-- WC
 
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