Schalke 04
Knappe
Article information
- This article is a mixture of building-style (in terms of REX) and (mid early) warmongering
- It's nothing new, but a compilation of different articles and concepts (ie "magic triangle", REX, settler factories, massive upgrade rush, Ision's Maya revision, republic slingshot)
- Therefore I imply that the reader has knowledge of these concepts and the basics of C3C
- The strategy fits perfectly up to emperor (my comfort level). I don't know how it suits higher levels, but with little adjustments it
may be still good
- All is done with C3C v1.22 of course
- Have a look at the screenshot to understand the "magic triangle"
CIV Traits
- must be agricultural (for +1 food)
- works best with industrious (for quicker terrain improvement due to fast settling) (Maya, other non industiral-tribes are possible
though, eg Iroquois / Celts)
Terrain requirements (close to your capital, in range of ~5 tiles)
- normally a non archipelago map - the bigger the better
- fresh water
- 2 food bonus (wheat or cattle)
- at least 3 or 4 bg
- at least 1 forest
- enough room to expand
Overall Strategy
- establish your "magic triangle" cities (Look at the screenshot!)
- settle all good spots with the other settler, improve all the tiles, and guard your cities with one warrior each
- research for the republic slingshot and trade for military techs
- revolt, stop research and accumulate cash
- trade for missing techs with your monopoly techs (writing, code of laws, philosophy, republic) or "capture" them later
- massive uprading of your units (ie warriors to swordsmen)
- once the continent (or a huge portion of pangea) is cleared you can concentrate on infrastructure without a threat
- build up your empire and concentrate on the needs for your whished VC
- Due to the ongoing worker factory and possible slaves you may go for Cracker's woodplanting strategy when discovered engineering to rush Mid-MA buildings
- You may disband the worker factory once enough worker were being produced for a more productive capital core
Science Slider
- research at the max for government tech: eg beeline alphabet - writing - code of laws - philosophy - republic slingshot
- trade for military tech: warrior code (Mayan UU) - bronze working (Spearman) - iron working (iron / Celts UU) - the wheel (horses / Iroquois UU)
- high lux till MP - lux spending won't hurt as empire grows, because having more cities generally means better income and research
Military
- two capital warriors do map-clearing and contacts, one remains for defense / MP
- continued producing of vet warriors in factory
- when the military factory reaches 7spt a switch to spearman may be reasonable if enough warriors for upgrading are at hand
- after researching republic: science slider to zero to accumulate cash
- upgrade warriors to swordsmen and go whacking
- if no iron available look for horses
Empire
- settler pairs with warrior from the two factories will go settling on good spots every four turns (after establishing the "magic triangle")
- first: other cites will produce a worker first, or go directly to a barracks; after that they produce military
- later: when currency / literature / construction available: build marketplace / library / aquaeduct (whatever is most important)
- first three cities will contribute to the growth of the empire, while the rest can concentrate on infrastructure / military
- incoming workers will improve all of the empire's terrain
- when terrain is fully improved, all workers merge into the cities up to size 12 or whatever is reasonable
Explanations / adjustments
- mined grassland can be substituted with irrigated plains or irrigated desert (if agricultural)
- irrigated wheat can be substituted with irrigated cattle, which makes one more spt
- mbg = mined bonus grassland - fpt = food per turn - spt = shields per turn
- for more detailed information regarding settler factories please read the appropriate threads
- 4-turner for settlers / 2-turner for worker are optimal, however terrain may force to go for 6-turner / 3-turner
- more combinations for a factory are possible. I tried to suggest terrain situations with the minimum number of bg/forests.
- Worker/Warrior-factories are calculated with 6spt, allowing 1spt lost to corruption (indicated in brackets)
- forests in the factory cities have two purposes: continuing shield bonus when growing or a one time bonus shield to rush a builing
- spare forests will contribute 2 shields to the city when it grows while having the city governor on emphasize shields
- Due to the agricultural trait it is unlikely to establish a 6-turn-settler factory when settled on fresh water
(with food bonus = 4 turner, if not = no factory) --> "all or nothing"
- Military strategy depends on iron due to the massive warrior build-up. However, it is possible to switch to Horses
or Archer if resources are visible early on (trade for military techs!)
- strategy works best if there is enough room to expand while avoiding very early wars
- as it is just a guide, you always have to adjust your strategy to the given situation
- Optimal settings: Maya (at least agricultural), needed terrain, room to expand, less aggressive Civs,
no AA (defensive) UU for opponent Civs
- Overlap with your capital (one-sided ICS) is fine, when it means for the worker factory to have access to fresh water and to another food bonus
Advantages
- strong UU with the Iroquois and Celts (but resource depending)
- making use of the three (agricultural) Civs that are commonly considered as one of the "best" Civs in this game (Maya, Iroquois, Celts)
- possible to avoid early despotic GA, because of the late AA warmongering after republic (or monarchy)
- allows to use the very strong AA UUs (MW/GS) in sheer numbers at an appropiate time (before feudalism)
- REX of your empire, and having most of your cities close to size 12 at the beginning of MA
- despite the early high number of cities, they will have MP / defense and improved terrain generally, which leads to a high powergraph
- requirements are not utopistic, however you need some luck or good strategical adjustments
Disadvantages
- weak UU with the Mayas, no need for slaves
- danger of despotic GA, but still manageable with a very small portion of luck
- needed terrain for your main core must be matched
- susceptible to raging barbs and aggressive Civs, especially in the first turns till your warrior factory is established
- maybe too peaceful for AW games and highest difficulty levels? (I don't know)
Last comment
What distincts a good CIV player from a bad one?
1. Knowing many of the strategies explained in this forum
2. Knowing HOW to implement all these tricks in the current game
After reading a lot in this forum I would state that I am doing very well in the first point.
However, I recognised that theory and practice is absolutely different and need a lot of skills and experience which I don't have (yet).
This perfectly suits to this article. Therefore the last thing I want to say is: have fun, practice and whack the hell out of the AI
Post Scriptum:
Many players may consider this article as repetitive. It surely is, as all the things were written down in seperate articles.
However I wanted to write down a starting guide for myself. I thought it might be useful for some players and would at least
prove that the CIV III community is still alive
PPS: Any comments / critics are greatly appreciated
- This article is a mixture of building-style (in terms of REX) and (mid early) warmongering
- It's nothing new, but a compilation of different articles and concepts (ie "magic triangle", REX, settler factories, massive upgrade rush, Ision's Maya revision, republic slingshot)
- Therefore I imply that the reader has knowledge of these concepts and the basics of C3C
- The strategy fits perfectly up to emperor (my comfort level). I don't know how it suits higher levels, but with little adjustments it
may be still good
- All is done with C3C v1.22 of course
- Have a look at the screenshot to understand the "magic triangle"
CIV Traits
- must be agricultural (for +1 food)
- works best with industrious (for quicker terrain improvement due to fast settling) (Maya, other non industiral-tribes are possible
though, eg Iroquois / Celts)
Terrain requirements (close to your capital, in range of ~5 tiles)
- normally a non archipelago map - the bigger the better
- fresh water
- 2 food bonus (wheat or cattle)
- at least 3 or 4 bg
- at least 1 forest
- enough room to expand
Overall Strategy
- establish your "magic triangle" cities (Look at the screenshot!)
- settle all good spots with the other settler, improve all the tiles, and guard your cities with one warrior each
- research for the republic slingshot and trade for military techs
- revolt, stop research and accumulate cash
- trade for missing techs with your monopoly techs (writing, code of laws, philosophy, republic) or "capture" them later
- massive uprading of your units (ie warriors to swordsmen)
- once the continent (or a huge portion of pangea) is cleared you can concentrate on infrastructure without a threat
- build up your empire and concentrate on the needs for your whished VC
- Due to the ongoing worker factory and possible slaves you may go for Cracker's woodplanting strategy when discovered engineering to rush Mid-MA buildings
- You may disband the worker factory once enough worker were being produced for a more productive capital core
Science Slider
- research at the max for government tech: eg beeline alphabet - writing - code of laws - philosophy - republic slingshot
- trade for military tech: warrior code (Mayan UU) - bronze working (Spearman) - iron working (iron / Celts UU) - the wheel (horses / Iroquois UU)
- high lux till MP - lux spending won't hurt as empire grows, because having more cities generally means better income and research
Military
- two capital warriors do map-clearing and contacts, one remains for defense / MP
- continued producing of vet warriors in factory
- when the military factory reaches 7spt a switch to spearman may be reasonable if enough warriors for upgrading are at hand
- after researching republic: science slider to zero to accumulate cash
- upgrade warriors to swordsmen and go whacking
- if no iron available look for horses
Empire
- settler pairs with warrior from the two factories will go settling on good spots every four turns (after establishing the "magic triangle")
- first: other cites will produce a worker first, or go directly to a barracks; after that they produce military
- later: when currency / literature / construction available: build marketplace / library / aquaeduct (whatever is most important)
- first three cities will contribute to the growth of the empire, while the rest can concentrate on infrastructure / military
- incoming workers will improve all of the empire's terrain
- when terrain is fully improved, all workers merge into the cities up to size 12 or whatever is reasonable
Explanations / adjustments
- mined grassland can be substituted with irrigated plains or irrigated desert (if agricultural)
- irrigated wheat can be substituted with irrigated cattle, which makes one more spt
- mbg = mined bonus grassland - fpt = food per turn - spt = shields per turn
- for more detailed information regarding settler factories please read the appropriate threads
- 4-turner for settlers / 2-turner for worker are optimal, however terrain may force to go for 6-turner / 3-turner
- more combinations for a factory are possible. I tried to suggest terrain situations with the minimum number of bg/forests.
- Worker/Warrior-factories are calculated with 6spt, allowing 1spt lost to corruption (indicated in brackets)
- forests in the factory cities have two purposes: continuing shield bonus when growing or a one time bonus shield to rush a builing
- spare forests will contribute 2 shields to the city when it grows while having the city governor on emphasize shields
- Due to the agricultural trait it is unlikely to establish a 6-turn-settler factory when settled on fresh water
(with food bonus = 4 turner, if not = no factory) --> "all or nothing"
- Military strategy depends on iron due to the massive warrior build-up. However, it is possible to switch to Horses
or Archer if resources are visible early on (trade for military techs!)
- strategy works best if there is enough room to expand while avoiding very early wars
- as it is just a guide, you always have to adjust your strategy to the given situation
- Optimal settings: Maya (at least agricultural), needed terrain, room to expand, less aggressive Civs,
no AA (defensive) UU for opponent Civs
- Overlap with your capital (one-sided ICS) is fine, when it means for the worker factory to have access to fresh water and to another food bonus
Advantages
- strong UU with the Iroquois and Celts (but resource depending)
- making use of the three (agricultural) Civs that are commonly considered as one of the "best" Civs in this game (Maya, Iroquois, Celts)
- possible to avoid early despotic GA, because of the late AA warmongering after republic (or monarchy)
- allows to use the very strong AA UUs (MW/GS) in sheer numbers at an appropiate time (before feudalism)
- REX of your empire, and having most of your cities close to size 12 at the beginning of MA
- despite the early high number of cities, they will have MP / defense and improved terrain generally, which leads to a high powergraph
- requirements are not utopistic, however you need some luck or good strategical adjustments
Disadvantages
- weak UU with the Mayas, no need for slaves
- danger of despotic GA, but still manageable with a very small portion of luck
- needed terrain for your main core must be matched
- susceptible to raging barbs and aggressive Civs, especially in the first turns till your warrior factory is established
- maybe too peaceful for AW games and highest difficulty levels? (I don't know)
Last comment
What distincts a good CIV player from a bad one?
1. Knowing many of the strategies explained in this forum
2. Knowing HOW to implement all these tricks in the current game
After reading a lot in this forum I would state that I am doing very well in the first point.
However, I recognised that theory and practice is absolutely different and need a lot of skills and experience which I don't have (yet).
This perfectly suits to this article. Therefore the last thing I want to say is: have fun, practice and whack the hell out of the AI

Post Scriptum:
Many players may consider this article as repetitive. It surely is, as all the things were written down in seperate articles.
However I wanted to write down a starting guide for myself. I thought it might be useful for some players and would at least
prove that the CIV III community is still alive

PPS: Any comments / critics are greatly appreciated