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.
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.