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Mac > Strategy Games for MAc > Re: Civ 3-- wha...
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Re: Civ 3-- what am I missing?

by nebusj@[EMAIL PROTECTED] (Joseph Nebus) Dec 12, 2005 at 12:32 AM

bbottorff@[EMAIL PROTECTED]
 (Boyd Bottorff) writes:

>I'm doing better now, but... is there any point to going to war?
>Seriously?  I'm having such a difficult time actually getting anywhere
>at all with it.  How do you become a warmongering military powerhouse in
>this game?

	Um, hm.  Well.  Good question.  I tend to prefer the economic 
powerhouse model of world conquest, so I have to be dragged into war 
rather against my will.  But I do try to win it at least efficiently, 
where possible.  

	Some of the things I've found useful are:

	-- The automation panels let you choose production priorities.  
Setting a couple cities or even the whole empire to make military units 
`Sometimes' is a pretty good policy for keeping your standing army not 
too desperately far behind the neighbors.  

	-- Experience counts.  Build units only when you have a barracks, 
and it's worth sending new units out to battle barbiarns or whatever, to 
give them a taste of combat and maybe a promotion to Veteran or Expert 
units.  

	-- Strategy counts.  Whatever you do, you want to do it from the 
higher terrain.  And you want to start with a ranged weapon like the 
catapult or artillery first, then with units that can go twice or three 
times in one turn, like cavalry or mechanized infantry.  

	-- Resources count more than anything else.  Targeting a city 
by pillage-destroying its roads is a mighty good way to start, because 
that chops off its resources and luxuries (unless the target city has a 
harbor or air****t).  This means your target city can't build the unit 
you just know it was ready to do, and it makes the citizens that much 
more unhappy, making it easier to target.  

	-- Resources really do count more than anything else.  Send a 
squad into enemy territory to pillage its roads to its iron and coal 
and saltpeter; also it luxuries.  If the opponent is smart he'll fight 
you quite hard about this, because if he doesn't have any connected 
(say) iron mines, he can't build *any* new military units, not until 
a new road is established.  You'd be surprised how quickly this can 
make an army collapse.  And losing luxuries produces crankiness and 
instability in his whole empire, perhaps not quite so dramatic but a 
great way to mess up not just his empire but also trade agreements.  

	-- Strategy still counts.  A good target city has some immediate 
economic benefit (like a large population or surrounding resources), and 
some strategic benefit (it opens up natural attack routes to several 
distinct targets, or it governs a critical point like the isthmus between 
continents).  You won't always be lucky enough to have such a target city 
to go after, but it's a good ideal to keep in mind.  If your army can, 
credibly, get to any of three alternate targets from where it is in a 
turn or two, the opponent's got a tougher problem of where to concentrate 
his defenses, and that's good for your side.  

-- 
								Joseph Nebus
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 4 Posts in Topic:
Civ 3-- what am I missing?
bbottorff@[EMAIL PROTECTE  2005-12-11 03:28:53 
Re: Civ 3-- what am I missing?
nebusj@[EMAIL PROTECTED]   2005-12-12 00:32:04 
Re: Civ 3-- what am I missing?
rpg14@[EMAIL PROTECTED]   2005-12-19 10:54:59 
Re: Civ 3-- what am I missing?
robert underhill <rund  2005-12-22 20:54:06 

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