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(OT-a bit) CivIII- Has anyone...?
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<blockquote data-quote="Amrynn Moonshadow" data-source="post: 155034" data-attributes="member: 382"><p>both the links posted are good starts.</p><p></p><p>as for strategy, you HAVE to have a plan. it all starts with which civ you use. finding one which plays like your style is the most important thing. you're not going to send your wizard into melee; and likewise you're not going to conquor the world by military might as gandhi.</p><p></p><p>the greeks are a good civ for resources (they get +1 comerce and +1 science, don't they?)</p><p></p><p>additionally the romans are a good war race.</p><p></p><p>if you are a science peoples, don't say no to russia or babylon (sp?)</p><p></p><p></p><p>you're really going to have to work over your population if you are playing in a style which is counterproductive, in relation to the way the people in your civ think your civ should be run.</p><p></p><p>there's nothing like trading for luxuries though. early on you can cheat / rob / steal from the AI in diplomancy screen, then it gets harder and harder later on in the game, so take advantage of it sooner, rhater than later. but the key remains luxuries.</p><p></p><p>when i play, i usually end up winning with cultural victories. back in civ2 i wasn't much of a war monger, i'd rather build libraries and make my people happy than tanks. now that has it's own value, as other civs will want to join yours / and if someone takes over your town, they'll turn back and join you. if you have a strong cultural value, esp. in relationship to your neighbours, then one tactic to use is move down a settler towards a stratigic resource far out of your territory, and make a city. it helps to have a leader ready to hurry production of the small wonder "forbidden city" (or whatever the name is, that acts as a second capital), that way you'll reduce lost shields due to be far away from the heartlands of your people.</p><p></p><p>as with any new city, buying a temple after one turn of working on it (to get whatever meagre shields) helps. the sooner you start expanding your borders, the sooner you'll win the game. i find that with one of these cities i make which is close to other civs crapacular cities (you know, they run about making so many dumb units, while never making even a marketplace), that i really put alot of cultural improvements in, often starts a domino effect, converting any enemy city in it's way. this is good because you get the strategic resource / luxury (btw, diamonds are ultra important, almost as important as uranium), and that you have alot of space to build up to that city.</p><p></p><p>and you get free cities w/o ever having to start a war . . . who could ask for anything more?</p><p></p><p>military campaigns, though not something i am amazing at, don't seem to have changed much from civ2, save for some special abilities from special units (like planes and cannons). keep the science rates up, and you'll have better stuff than the next guy, then you can take them over with a smaller force or better units.</p><p></p><p>unfortunately, war, science and culture all are dependant on money. i don't know much about money problems because i usually play as the indians (comerce and religious), and it seriously hasn't come up. when you have 10+ cities that are big enough to need aquaducts, and they are all producing +1 commerce in each square you tend to make alot of money.</p><p></p><p>i'd have to change my game plan if i changed my civ.</p><p></p><p>so, it goes back to the civ.</p><p></p><p></p><p>find what works for you, that doesn't mean try out every civ, but look at how you play the game, and find a civ that'll either:</p><p></p><p>a) be able to augment your playing style, such that it will produce a large advantage for you in one of the things that are key to your gameplan (say, like getting a free tech each epoch, if you are relying on science)</p><p></p><p>b) offset a part of your game that is particularly weak. if you don't make alot of units, they better be good fighters (ie. at least veterans, plenty of civs, like the aztecs, usually produce stronger units who gain experience quicker than some bookworm civ)</p><p></p><p>oh yeah, then again, there are all those wonders to discuss still . . .</p><p></p><p>have fun, and keep playing it.</p></blockquote><p></p>
[QUOTE="Amrynn Moonshadow, post: 155034, member: 382"] both the links posted are good starts. as for strategy, you HAVE to have a plan. it all starts with which civ you use. finding one which plays like your style is the most important thing. you're not going to send your wizard into melee; and likewise you're not going to conquor the world by military might as gandhi. the greeks are a good civ for resources (they get +1 comerce and +1 science, don't they?) additionally the romans are a good war race. if you are a science peoples, don't say no to russia or babylon (sp?) you're really going to have to work over your population if you are playing in a style which is counterproductive, in relation to the way the people in your civ think your civ should be run. there's nothing like trading for luxuries though. early on you can cheat / rob / steal from the AI in diplomancy screen, then it gets harder and harder later on in the game, so take advantage of it sooner, rhater than later. but the key remains luxuries. when i play, i usually end up winning with cultural victories. back in civ2 i wasn't much of a war monger, i'd rather build libraries and make my people happy than tanks. now that has it's own value, as other civs will want to join yours / and if someone takes over your town, they'll turn back and join you. if you have a strong cultural value, esp. in relationship to your neighbours, then one tactic to use is move down a settler towards a stratigic resource far out of your territory, and make a city. it helps to have a leader ready to hurry production of the small wonder "forbidden city" (or whatever the name is, that acts as a second capital), that way you'll reduce lost shields due to be far away from the heartlands of your people. as with any new city, buying a temple after one turn of working on it (to get whatever meagre shields) helps. the sooner you start expanding your borders, the sooner you'll win the game. i find that with one of these cities i make which is close to other civs crapacular cities (you know, they run about making so many dumb units, while never making even a marketplace), that i really put alot of cultural improvements in, often starts a domino effect, converting any enemy city in it's way. this is good because you get the strategic resource / luxury (btw, diamonds are ultra important, almost as important as uranium), and that you have alot of space to build up to that city. and you get free cities w/o ever having to start a war . . . who could ask for anything more? military campaigns, though not something i am amazing at, don't seem to have changed much from civ2, save for some special abilities from special units (like planes and cannons). keep the science rates up, and you'll have better stuff than the next guy, then you can take them over with a smaller force or better units. unfortunately, war, science and culture all are dependant on money. i don't know much about money problems because i usually play as the indians (comerce and religious), and it seriously hasn't come up. when you have 10+ cities that are big enough to need aquaducts, and they are all producing +1 commerce in each square you tend to make alot of money. i'd have to change my game plan if i changed my civ. so, it goes back to the civ. find what works for you, that doesn't mean try out every civ, but look at how you play the game, and find a civ that'll either: a) be able to augment your playing style, such that it will produce a large advantage for you in one of the things that are key to your gameplan (say, like getting a free tech each epoch, if you are relying on science) b) offset a part of your game that is particularly weak. if you don't make alot of units, they better be good fighters (ie. at least veterans, plenty of civs, like the aztecs, usually produce stronger units who gain experience quicker than some bookworm civ) oh yeah, then again, there are all those wonders to discuss still . . . have fun, and keep playing it. [/QUOTE]
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