Zones of Control ???

GI Josh

Chieftain
Joined
May 23, 2002
Messages
67
Two quick questions:

1. I'm used to ZoC from Civ2. How do they work in Civ3? I've been trying to use spaced fortresses with fast movers and arty to control mountain ranges and AI keeps passing by them with no damage.

2. What are the default numbers for the tipping point for corruption, i.e. how many cities at what map size before triggering catastrophic corruption?

FYI - One (minor) tip to pass along - the strategic defensive use of reforestation. Around the time of replaceable parts, road and plant forests in all uncultivated terrain of your empire. (I usually have many extra workers waiting idly by for pollution). By this time in the game, you often have several extra squares of depth around your outer borders. By transforming plains/grassland to forest, you drastically slow any attacking forces (with only a minor gain in their defensive values, particularly for the vulnerable fast movers). As the AI (or soon other human players) take an extra turn or two invading through the Ardennes, you can blast them from afar with arty. If you also place a decent defensive unit on all coast mountains, you're only vulnerability points are where your cities directly abut the boundaries of another civ.

BTW - I've seen a number of well-thought out strategies in these discussion forums - it inspired me to join! I can't wait until multi-player and the ever-unpredictable human element.
 
On ZOC they just allow the unit with it to take a pot shot at enemy units. However, they can miss. I don't know the answers to corruption off hand. Though I am sure that you can find you answer quite quickly (and the above one for ZOC) by using the handy search feature at the top of the page (It is how I found a few weeks back the thread with the post where the RNG was proved to statistically valid by running it though industry standard tests).
 
Originally posted by GI Josh
Two quick questions:
1. I'm used to ZoC from Civ2. How do they work in Civ3? I've been trying to use spaced fortresses with fast movers and arty to control mountain ranges and AI keeps passing by them with no damage.
Well, if an enemy unit moves between two squares that both are in the ZoC of a faster (or one inside a fortress) of your units, the enemy unit will be attacked. The important thing is that both squares must be in your unit's ZoC.

I've had it work great once, when I had two modern armour stationed with one square between them, and the AI moved a 10+ infantry stack in the open square to reach one of my cities. Most of the infantry went down to 1 or 2 HP. :)

2. What are the default numbers for the tipping point for corruption, i.e. how many cities at what map size before triggering catastrophic corruption?
I don't remember the optimal number of cities for each map zise, but check this thread for all you want to know about corruption:
http://forums.civfanatics.com/showthread.php?s=&threadid=19922

Thanks for the forest tip. I've never thought about it. It's not often it will be useful to me as I've seldom got unused space between me and enemies, but I'll remember it when I get some free squares.
 
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