Civilazation 3 conquests manual
It runs perfectly, except for when I have to load a manual save. When I go to the main menu to load the game, the manual saved game file is not showing up. When I look in the Conquests folder with the saved games, the save is there, but when I load the game, it's missing. Anyone know how to load the save? Thanks in advance. Showing 1 - 3 of 3 comments. Nevermind, found the problem. Thanks anyways! Mandrake View Profile View Posts. Pillage [P] Hold Spacebar Wait [W] or [Tab] Air Missions Game Menu Info Screens Menu Map Menu City Display General Info Resource Map Population Roster The City Production Bars The Luxuries Box Food Storage Box Production Box Improvement Roster Empire Info Box Pollution Box Domestic Advisor Trade Advisor Military Advisor Foreign Advisor Cultural Advisor Science Advisor Replay Screen Keyboard Shortcuts Unit Movement Unit Orders Units Chart Terrain Charts Consumable Goods Luxury Resources Technical Support U.
Infogrames Web Sites License Agreement In the beginning…the Earth was without form and void. It will stay that way until you install the game and start playing. How much you need depends on how much of the game you choose to install. The minimum required is MB plus an additional 50 MB for the swap file.
If you think you have all of this, but still have a problem running the game, please contact Technical Support for assistance. To do so, follow these instructions:. That means that just putting the disc in the drive for the first time starts up the AutoPlay program. The installation program should begin. If you change your mind at this point,click Exit instead. You can accept the default or use the Browse button to select a different folder.
The default is Civilization III. Click Next to continue. You have the option of doing a Standard installation or a Minimum one. If your hard drive space is limited, use Minimum. To begin:. There is no single driving force behind the urge toward civilization,no one goal toward which every culture strives.
There is, instead, a web of forces and objectives that impel and beckon, shaping cultures as they grow. In the Civilization III game, five basic impulses are of the greatest importance to the health and flexibility of your fledgling society. An early focus in the game is exploration. You begin the game knowing almost nothing about your surroundings.
Most of the map is dark. Your units move into this darkness of unexplored territory and discover new terrain;mountains,rivers,grasslands, and forests are just some of the features they might find.
In either case, a chance meeting might provoke a variety of encounters. Adjusting the tax rates and choosing the most. By setting taxes higher and science lower, you can tilt your economy into a cash cow.
You can also adjust the happiness of your population. You can establish trade with other powers to bring in luxuries and strategic resources to satisfy the demands of your empire. On the flip side of your economics management is your commitment to scholarship. By setting taxes lower and science higher, you can increase the frequency with which your population discovers new technologies. With each new advance, further paths of learning open up and new units and city improvements become available for manufacture.
Some technological discoveries let your cities build uniqueWonders of theWorld. Perhaps your taste runs to military persuasion. The Civilization III game allows you to pursue a range of postures,from pure defense through imperialistic aggression to cooperative alliance. One way to win the game is to be the last civilization standing when the dust clears. Of course,first you must overcome both fierce barbarian attacks and swift sorties by your opponents.
When a civilization becomes stable and prosperous enough,it can afford to explore the Arts. Though cultural achievements often have little practical value, they are frequently the measure by which history—and other cultures—judge a people.
A strong culture also helps to build a cohesive society that can resist assimilation by an occupying force. The effort you spend on building an enduring cultural identity might seem like a luxury, but without it, you forfeit any chance at a greatness other civilizations will respect.
A winning strategy is one that combines all of these aspects into a flexible whole. Your first mission is to survive; your second is to thrive.
It is not true that the largest. In fact, a balance of knowledge, cash, military might, cultural achievement, and diplomatic ties allows you to respond to any crisis that occurs, whether it is a barbarian invasion, an aggressive rival, or an upsurge of internal unrest. There are now more ways of winning the game.
You can still win the Space Race with fast research and a factory base devoted to producing spacecraft components. You can still conquer the world by focusing on a strong military strategy. If you dominate the great majority of the globe, your rival may well give in to your awesome might. Finally, of course, is perhaps the most satisfying victory of all—beating your own highest Histographic Civilization Score or those of your friends.
See Chapter Winning the Game for an in-depth analysis of the scoring system. The folks who make computer games know that most players never read the manual.
When a problem does come up, this type of player wants to spend as little time in the book as possible, then get back to the game.
For those of you who are looking for a quick fix, Chapter Reference: Screen by Screen is the place to go. Due to printing and binding time, the manual has to be completed before final tweaks are made.
Last but not least, the Civilization III game continues the tradition of including a vast compendium of onscreen help. Click on the Civilopedia icon the book near your advisors or on any hyperlinked text in the game to open the Civilopedia. This handy. The entries are hyperlinked so you can jump from one to another with ease. You play the Civilization III game using a combination of both mouse and keyboard. Many people find that the shortcut keys significantly speed up their play.
The Map: The game uses an isometric grid. This means each terrain square also called a tile is roughly diamond shaped,as if you are viewing it from an angle. Movement proceeds along the eight points of the compass up, down, left, right, and the diagonals. This outlines each map square with a thin border. Shortcut keys: Almost all of the orders and options have a shortcut [R] for Roads, for example. Pressing this key or combination of keys has the same effect as clicking the order or option.
Cursors: The mouse pointer,or cursor,has a few different shapes in the game,depending on your current game task.
Your normal cursor is usually visible. You use this just like you normally do—to click on options, buttons, and so on. A flashing highlight around a unit indicates that this is the active unit. Use the number keypad on your keyboard to order this unit to move—or you can click an order to give the unit other orders.
When you give a unit the order to Bombard,your cursor changes to crosshairs. Use the cross-hairs to select the target of the bombardment. Only certain units have this ability; check the Civilopedia entry for a unit if you suspect it might be capable of bombardment. A number and a trail leading back to the active unit indicates that when you release the mouse button, the active unit will begin moving toward the indicated square.
When you give a unit the order to Paradrop,your cursor changes to a parachute. Use this to select the target square for the drop; a crossed-out chute indicates that the square your cursor is over is not a valid target. Some text in the game contains hyperlinks to the Civilopedia. Click with the hand icon to jump to that entry.
Dialog box buttons: When a dialog box is onscreen, click the circle icon for OK or the X icon for Cancel. When you launch the game, the opening animation begins. You can watch it through, or you can click the left mouse button or press any key to cut it short.
Beginning a game means choosing the circumstances in which you want to play. Setting up a game means making easy decisions on a series of options screens. The first menu is where it all begins. New Game: Begin an entirely new game. Choosing this option means going through the pre-game options screens, which we explain below. Quick Start: Start a new game using the same game settings as the last New Game played. Tutorial: Start a new game,with a random civilization,on the easiest difficulty setting.
Load Game: Load and continue a previously saved game. A dialog box lists all of the saved games available. Choose the game you wish to load. Load Scenario: Load a scenario. You can create your own game scenarios or play scenarios your friends have constructed to challenge you. Older scenarios from other Civilization games are not compatible.
Hall of Fame: See the standings attained by the most successful rulers in previous games. Audio Preferences: Set volume levels for audio options. If you choose New Game, the next two screens allow you to set up the game the way you want it to be.
The first of these gives you control over all the important aspects of. When you are happy with all your choices,click the O button to continue to that screen. To return to the Main menu, click the X button. By choosing the size of the map, you determine how much territory there is and, to a large degree, how long the game takes to play.
Tiny: This size map leads to short, intensely contested games. Tribes find each other quickly. Small: These games are slightly less intense than those on tiny maps. Large: This sprawling map takes longer to explore and exploit. Consequently, games go on longer. Huge: Games played on this size map allow plenty of development time before tribes meet one another. Wars tend to be prolonged and tough. This option sets the percentage of terrain squares that are water versus land, as well as the form of that land.
There are three Water Coverage settings, each with three potential Land Mass settings. Archipelago: This option produces large numbers of relatively small continents. Continents: This option yields a few large land masses and a few smaller ones.
Pangaea: Choosing this gives you one large supercontinent. This parameter sets the relative frequency with which particular terrain types— especially Desert and Jungle—occur. Arid: Choosing this option gives your world a larger number of dry terrain squares, such as Plains and Desert. Normal: This option yields about equal numbers of wet and dry terrain squares.
Wet: This option produces a larger number of wet terrain squares, such as Jungle and Flood Plain. Random: Use this option if you want the Climate setting chosen for you. This parameter determines how long erosion,continental drift,and tectonic activity have had to sculpt your world.
This parameter determines the relative frequency with which particular terrain types occur. Cool: This option produces larger numbers of cold and cool terrain squares,likeTundra. Temperate: Choosing this option gives your world an average number of each terrain type. Warm: This option yields a larger amount of tropical terrain, like Deserts and Jungles.
Random: This option selects a Temperature setting at random. Villages: Players who really hate barbarians can choose to play in this ideal world. Barbarians are restricted to their encampments. The surrounding terrain is free of their mischief. Roaming: Barbarian settlements occasionally appear,but less frequently and in smaller numbers than at higher levels.
This is the standard level of barbarian activity. Restless: Barbarians appear in moderate up to significant numbers, at shorter intervals than at lower levels. Raging: You asked for it! The world is full of barbarians,and they appear in large numbers. Random: This option randomly selects a Barbarian setting. You can also customize the way the game works. When you are happy with all your choices,click the O icon to begin the game. To return to the World Setup screen, select the X icon.
Select the tribe you want to rule from the options available. Every tribe has different strengths, weaknesses, and one special unit, as listed in the following chart. Commercial: Cities with large populations produce extra commerce. Levels of corruption are lower. Expansionist: Begin the game with a Scout. Barbarian villages are more lucrative. Industrious: Workers complete jobs faster.
Cities with large populations produce extra shields. Militaristic: Military city improvements like Barracks and Coastal Fortresses are cheaper. Unit promotions to regular, veteran, and elite occur more frequently. Religious: Religious city improvements like Temples and Cathedrals are cheaper. Anarchy lasts one turn for Religious civilizations. Scientific: Scientific city improvements like Libraries and Universities are cheaper.
Gain a bonus civilization advance at the start of each new era. Along the right of this screen are slots for the other civilizations that will be in the game. Using these,you can control how many competitors you face and—within limits—who they are. You can set each slot to one of three states:. If you want to play against fewer than the maximum number of competitors, close a few slots. This guarantees that the tribe you chose will be in the game when it starts. The game will choose an opponent for you.
Choose the level of difficulty at which you wish to play. There are a number of new features and adjustments that will not be familiar to players of previous versions. If you are used to playing the Civilization game at a particular level, we recommend that you start your first Civilization III game one or two levels of difficulty easier.
A number of factors are adjusted at each difficulty level, including the general level of discontent among your citizens and the average craftiness and intelligence of the AI leaders. Chieftain: This easiest level is recommended for first-time players. Prince: At this difficulty level, everything comes much less easily and your rivals are significantly better at managing their empires.
You need some experience and skill to win. Monarch: Experienced and skilled players often play at this level, where the crafty enemy leaders and the unstable attitude of your citizens combine to present a significant challenge. Emperor: This level is for those who feel the need to be humbled. Good luck! Tweaking the parameters of the game can change the whole flavor of the challenge.
The custom rules offer several different possibilities. If you mess up, you can reset to the default standards by clicking Standard Rules. Allow DiplomaticVictory: Unless this option is unchecked,leaders can win by purely diplomatic means.
To be successful, a ruler must be elected Secretary-General through a vote of the United Nations. Allow Cultural Victory: Make sure this option is checked, and any civilization can win the game through overwhelming cultural dominance. For success, a nation must have achieved a certain level of cultural advancement. Allow SpaceVictory: When this box is checked,players can build spaceship parts and win the game by being the first to launch a spaceship bound for Alpha Centauri.
Allow MilitaryVictory: If this box is checked,players can win by eliminating all rival nations. Allow Civ-Specific Abilities: This option controls the diversity factor. Turning this off is handy for leveling the playing field. When you are satisfied with your settings,click the O icon to start your game. A box pops up welcoming you to your position as leader and detailing the accomplishments of your culture. When you finish reading the screen, press [Enter] or click the O icon to begin ruling.
Like it or not, there comes a time when you have to take a break from the game. To leave the game, press [Esc] or click the Menu icon and select Quit from the Game menu. Remember,unless you save it first,your current game will be lost when you quit. If you want to resign as well as quit,press [Ctrl]-[Q] or select the Resign option instead. Unless you save it first, your current game will be lost when you quit. Unless you save it first,your current game will be lost when you load another game.
Keep in mind that this is a simple introduction to the game, and it only touches briefly on game concepts. If you want more information on anything, detailed descriptions can be found in the other sections of this manual. The game starts on the first turn, in BC. Your civilization consists of a band of wandering homesteaders,a Settler,and their industrious companions,aWorker.
You could also have a Scout, but not in this imaginary game. Your first task is to move the Settler to a site that is suitable for the construction of your first city. Finding suitable locations for cities, especially your first, is one of the most important decisions you make in the game.
In order to survive and grow,each city must have access to all three resource types: food represented by bread , production represented by shields , and income from commerce represented by coins. Each terrain type yields the three resources in differing amounts.
A good city site provides a variety of. Normally,the lines dividing the map squares are invisible. To see how the terrain is divided, turn on the map grid by pressing [Ctrl]-[G]. Easy, no? The AI cheats. Changing the rules around will allow you to even the playing field even on Deity. If you want a fair fight, play on Regent. Want something bent to your will?
Use the editor. Make Diplomats more powerful, or Spies less so. Screw around with it as much as you like depending on just how much you miss the dirty tricks in Civ2. A bit of idle semantics, really. Mystics, Sooth Sayers, Scientists…define who researches when here.
Big fat whoop. Whatever…perhaps this is best left to the modpack designers who actually NEED to change the flavor. Mars Now! John Possidente should be commended for his brilliant design scheme on that one. Remember, all these mods and changes to the rules will only affect the map you created or loaded into the map editor.
My favorite way to screw around with this one involves finding the World Map BIC file in the Civ3 directory and making my changes directly to it.
If this bothers you, tough. You can learn a LOT from some of the bloodthirstier readers. These are arranged in chronological order as they arrived in my Hotmail inbox. Well,before I go rambling about my own discovery and experienmentation of the game, let me first congrate you on faq well written. Even though I consider myself a veteran of Civ3 by now, I still managed to read through all of your works.. Well, allow me to fill you in on diplomatic victory. I had the chance of getting a diplolamtic victory in my first game not by choice of course.
The computer built UN first and I had little clue how voting works and by the time he finish building it I was too late to retrieve an earlier save. And I was on my way of killing China.
When Egypt finishing building the UN. I was pushed to vote. Guess myself was the obvious choice. Greece, English, and Germancy voted for me. China obstined his vote because all of us were attacking it. I have no clue what happens if there is a tie, probally select again the next turn I presume.
I will cover my hypothesis on how to effective reach a diplomatic victory later. Let me sneak an personal finding in bartering and dealing with other civilizations or my following expeditions may not make any sense. Diplomatic Gestures. I have yet find a way to cancel my trade lest attacking that bloody nation.
During my 2nd actualy game those small ones which I quit to enrich my leaning curve or lack of patience not counted , I picked Germany in a 16 nations Huge map with average on most of the settings. Though I struggled a bit, I believe I might have found the emprical formular in breaking the game at least in a 16 player huge map. Here is the break done I only performed most of the tasks followed, but I believe the following is the bare bone of what I had performed.
After you found your first city, you should immediately build a skirmish partyj. After you find 2 or 3 cities around your capital, you should move out your skirmish party to scout a civilization and pound on it. Spend all your research on Monarch. By now you should be half way killing the single civilation you have picked on.
With the rest of your settlements, try to settle them far and secure either limited resource or luxories. Try to fomulate a circular formation with your culture pattern. Make peace with all other civilization and if you can trade map.. If any one wish to butt in and settle among your land, by all means allow them to do so.
They are simply giving you a free settlement by settling in the culture trap you planned for them. You have researched Monarch and your civilization is under transition to Monarchy for those of you did not choose religious civilizations Try to finish off that nation, if it plead for peace treaty, let it by all means have it after giving you the proper technologies.
Now it is time to kick some butts. Start trading and trade like a mad man. Building more settlers now and start a colonizing race with your neibhors you want to secure a big base for your empire. If you done this right you should get at least 1 advance for you while selling one more to ALL other civilizaions. It grows exponetially. Keep your eye on the diplomatic tap every 5 or 6 turns or so. Traded it to everyone so he has no one to market it to.
The only one is suppose to make money is you and your only. Keep in mind if you trade rapidly, you will bring every one to industrialization before the turn of if not sooner. If I had not sacrificed some technologies for luxories, I would have ended up with more gap between myself and others civilization besides a puny 4 technologies gap from Babylon the leader of the race. You should realize you are the top of the histograph now. Money do wonderous in the world, you can hurry almost one production per turn with that much per turn and can make your once back water cottage into a power house in no time.
At , I had vaulted gold in my treasury and net gain a turn with from tributes. My score is only on the scale and I went into modern era 25 turns later. Here are what one can perform to obtain those six goals from this point. Too simple. When you are rampaging Panzer through homelands of pikemen and riflemen, when you are sending stealth bomber through when they bearly have fighters and bombers, when your battleships rain terros upon galleys. My friend, if you are having a problem with this..
See above. What is the difference between conquesting a small portion of the world and the entire world? Use those diplomatic tips I have given and you should be able to take out your opponents out one by one. If diplomacy fail, then race through to modern era and pound on those infantry with modern armors.
Two things to watch out. Two, patience. The game become very slow……………….. AI governor suggested to speed through. Space Race. I have confidence that some of you will be launching spaceships anywhere between to if not sooner. If would be funny to see that one of your more under developed brother Middle Age saw your shuttle going away to alpha centuri.
My approach has always been if you build a wonder then I will go and still it. And if you have a culture city better than mine, then heh heh…. I think this should be cake, since you are constantly trading with all other civilizations. They love you! Odds are they would be more than willing to select you as the appropriate chair person. So long that you expand once you get the technological gap between you and your rivials, you should be fine.
Spy Game. This is not really a winning condition. Well, that wraps about most of my finds for now. I think I am going to take a break of couple days for now. Oh, here is my personal opinion on the wonders one should have. Colossus 5 Probably one of the best wonders. Cheap to complete and its effects stays for more than half of the game. The 3 culture value adds up pretty fast.
Copenicus Obsevatory 4 You might call me crazy on this, but it is just too darn expensive to build. The effects of it is good, but by then your colossus is racking up at least 5 culture a turn. Cure for Cancer 3 Good Wonder but way too late. Unless you are going for a Histograph victory through the bitter end, by the time you can build this, you should be winning already. Your temple should bringing more CP than this. The only drawback besides the cost to build it is its effect goes away shortly once you get into the middle age.
I much rather just expand 2 more cities during the span of building this joke. The Hanging Garden 4 Great effect and early avalailbility. Hoover Dam 5 In my opinion one of the best. But I have k! Longevity 4 Greate GW if you plan on have a late conquest victory. It helps you to rebuild your cities back to their feet faster. Yes it is somewhat early and kind of cool. No I really hate sea combat no leaders. The Manhattan Project 1 Since I am always the one who is tech crazy.
Why do I want to someone esle be able to build nukes in the stone ages? The Oracle 3 If you can built it, it is good. The Pyramids 4 The only ancient era GW what will stand through the ages of history. Though its effect is a bit weak, it can guanrantee the growth of all your cities early on.
Sistine Chapel 5 It is like a Oracle, only with power beyond your imagination, seize this will guarantee your success through the hardest difficulty. One of my favorite biltz is after my landing party has seized the city, build an airport or buy one then ship all my forces from main land to that city.
All you need are just a few. The United Nation - Only avaliable if you had turned on Diplomatic victory in the beginning. But if you had been a bully the whole time… then, the effect may be be what you expected.
When i finally made contact with the rest of the world, i found that they had totally covered every other piece of the world. I also saw that i was the biggest. I guess I must be real tired. It might only work for sceintific civilizations with Babylonion, Persia and Germany been my top three choices.
You have to attack at least 1 or 2 civilization in the beginning and bum off the ealier technology advances by forcing a peace treaty on him. That way, you can get gold from the big guys. The Jaguar Warrior is actually the first mobile infantry 1.
While the expansionist are running around with scouts, you would be running around with Totem Warriors. You will hit Golden age about the time when others are still quibbling over meagly trades of infant technologies. Current my favorite civilization in use to get a conquest in either Emperor or Diety difficulties.
Even though I played only a little bit with them, they are strong. Their bowmen are probably the best militant unit in the ancient era due to avaliability and strength. England tend to get at least 3 coals no matter the size of map I picked once Steampower is researched.
Which guarantees your success in the industrial age as you need not wait on others to start building railroads. The special unit of England is weak in my opinion as men-o-war will quickly be replaced by ironclad. You WILL enter the golden age the first shot your musketeer fires, so you might wish to strategicly place your troops in its participation. Please confirm this with me. With me going to industrial age three times with France, not once did I get coal despite the fact I have a huge empire consisted mainly of mountains and hills.
The same seems to be true for AI as well. You can really catch up in 20 turns with an army of Panzers. Besides, what more can you ask for panzer Greece starts out with the best defensive unit in the game as Hoplites are just, how do I put it, godly in the ancient and half of the middle ages. But I continued to get slaughtered over and over again in the higher difficulties.
Totem warriors are cool but by the time I get to it… Maybe you can give me a second opinion on them in higer difficulties. I noticed a few things. First, I was never allowed to trade strategic resources. My warehouses were full of all kinds of extra strategic goods, but that option never came up on the diplomatic screen, only luxury items.
I also noticed that upon completion of the final piece of my spacecraft, I was taken to the spacecraft screen and forced to launch. I had no choice. Frankly, I had hoped to be given the option of waiting, if I wanted to, and perhaps pursue another avenue of victory.
Now knowing that I just have to hold off on the last piece. Seems kinda silly to have to do that. Same idea with diplomatic victory. I created the U. What the worst that could happen? Quite sudden and unexpected. Also, I had no idea who would vote for me or how to determine that, other than by checking their attitudes about me.
But then what guarantees me a yes vote? Also, the question about selecting a Secy. Genl every turn after the UN is built is quite annoying.
Also, the problem with inability to sort cities for more than a second or two on the domestic advisor screen. It would also be sweet if we could find cities in civil disorder through any means other than hunting around the screen. Even just putting them in red on the domestic advisor screen would be nice. Lets say I want to upgrade all my hoplites to infantry. As I understand it, I have to find a hoplite military advisor screen is easiest , activate one, press shift-U.
This should appear in both the advisor and main screen right click options. Then I have to spend 5 minutes next turn refortifying them all. Better yet, in addition to that option, we could select with a single click on a unit in the military advisor screen multiple units for group instructions.
This way we could select certain, but not all infantry to fortify all at once. Or we could select certain workers and assign them all to automated pollution clean up.
Also, it would be nice to have buttons or right click choices for all of the specialized worker activities. Same issue with shift-U group upgrade. Just one incidental mention in the manual. Nothing in the TOC or index. Both would be monumental in removing micromanagement. Maybe I just missed those…. I noticed that building a railroad in an irrigated square increases the food production by one.
I could not find any documentation anywhere civopedia, manual, strategy guide to that effect. Its a nice result and makes fully developed desert squares have 2 food and 1 shield thus making late development after railroad of desert cities quite viable. This fact should be publicized. I sure wish there was a way to display the top 5 cities throughout the game.
The demographics would be nice too. They both only show at the end of the game. From the histograph page, it would be swell if when we switched to power and culture, we were shown comparable stats explaining numerically not just graphically our relative ratings.
Somewhere along the way, my palace, after being build up with about 4 or 5 improvements, reverted to beginning stage. Then, it would never advise me when it was due for an upgrade.
However, I would periodically check and it would let me do one, two, sometimes three upgrades all at once. I still never fully caught up to where I had been though. Thanks for your consideration. I look forward to the first and hopefully last patch. Also, I won my first game on Chieftan via the Diplomatic method.
I built the UN and decided to try the vote… I had never been in any wars throughout the entire game and my relations with the other Civs were pretty good. I lost miserably 4 to 2 I think. I reloaded, paid off every Civ but my opponent the English with gold, and this time I won the vote 4 to 2. So there you go, I became the diplomatic ruler of the earth through sheer bold-faced bribery. Rodriguez juliorodriguez cableonda. Hey, I just wanted to drop you a line and say kudos on the walkthrough!
Lots of good information in there. I saw that you were having problems with the walkthrough for the diplomatic victory. I only attacked one city outright. I was playing on a Pangea map, and my capital and Tenochticlan were way too close for comfort.
I beat them before their city was at 3 and then just beefed up my defense. I was keeping my cities and my neighbors happy with cultural improvements, luxuries, and wonders. My culture was waaaay off the charts compared to theirs, but my power was, at best, equal. I set up one mutual protection pact with the Germans, and that got me into a war, but I never attacked, only defended, and as soon as I was able to, I signed a peace treaty with the attacking country.
I kept 2 to 3 of the most up-to-date defense units garrisoned in each city, which kept the hoardes at bay. I was only attacked once, and they were coming at me with horsemen, so results may vary in a higher difficulty mode. I was almost finished with the improvements for the space race all that I had to get was the discovery for the space lounge or whatever and some uranium but I was running out of time.
I got the UN and we held a vote, where everybody but France who was at 1, scorewise voted for me. So short version, I think that UN votes are counted mainly on culture, but the power probably has to be at least comparable to others. I hope this helps! Thanks again for writing the walkthrough! I just read your FAQ on gamefaqs. Excellent work for the most part. Your writing actually made me smile, a rarity in this age of dry, purely informative FAQs.
Thanks for the entertainment. One important variable in the early game you neglected to mention are the minor tribes that initially dot the land. I have yet to get gold or have hostiles spawn from a minor tribe in Civ3, but I have only played 4 games as of yet. Fox — a strategy based on your mention of using a strong culture to make border towns join your civilization.
When building your civilization expand your borders first, leaving terrain in the center of your land free of cities unless of course it is too good a spot to ignore. Later, sign a Right of Free Passage agreement with one of your less culturally strong neighbours.
No need to invade — most cities created in situations like this will come over to your side in a fairly short space of time. I soaked up no less than 5 cities from 2 neighbours in the space of 10 or so turns doing this. Been playing the game for just a week but have a couple of comments about it.
They all come from my own experience and maybe not true to your playing style. Lincoln declared war almost immediately one turn after and took the city back. And we were in good peacy before that. I one time had like gold per turn from other Civs in exchange for techs. The contrary is true when offering goods.
Always prefer gold per turn than lump sums this helps avoiding war, because the other civ will not want to risk their supplies. Finally I got a question not directly answered in your FAQ of course : I always end up with 6 to 8 metropolis but never more in consequence I never win the game before , but I do win the space race 20 years later how do you manage to build cities?
How do you play the first 2 millenniums? Because after that there is almost no room left to build new cities. Also when do you build granaries?
I think he may have run out of space because his world was too small and his enemies too numerous…and it goes against my nature to recommend that someone go to war. I am actually playing very well — however, how do you begin espionage?
Your options will be open to you there. Just remember where you built the Intelligence Agency! Hey is there any way to get the game not to end at ? I have searched the manual and all over the internet and have heard nothing. It frustrates the heck out of me when I have one advance in the modern age and that screen comes up telling me that game will end in 20 turns.
Please help I know I am over looking something. All I can say is try to work faster. The developers threw the limit in there as just one more challenge. All you have to do is 1 turn before the UN gets built, you do whatever necessary to make over half the civilizations gracious toward you.
I do this by raising my tax rate about 10 turns before, and then just sending gold aid like MAD. Piece of cake. Fuller victor reuters. Learnt a lot from it.
This is one clear mistake I found you will want to correct. And then, if someone seems more powerful than you, pay everyone whatever to declare war on them just before the UN is built.
Another thing I noticed is you give no credit to the best ability of leaders: hurry improvement. They can cause any improvement, even wonders, to be instantly built. What I did to get a one city culture victory is to just throw all my leaders as a militaristic civ ummm, Aztecs I think back at my capital to build wonders. If you can build any wonder in one turn, it really helps, plus an early Heroic Epic helps as well.
Hope that helps. Happy gaming. Some minor hints and strategies: Railroads are your friend. This can be repeated yet again when very fast troops are available and the cities are close enough together. Ditto for Hoover Dam. Because they give a boost for ALL your cities on a single landmass, their effect is much greater than would otherwise be expected. One wonder I like to wait into late in the game to build is Forbidden Palace.
Once my empire is far-flung enough, I am supremely grateful to have its corruption-reducing properties at a great distance from my home city. Another take on this is to make FP early and somewhat close and then leapfrog it by moving the main palace to a more congenial and distant location. Once a portion of a continent is already built up and pumping out culture, you can transfer the palace to a new locale and watch the corruption plummet in an otherwise useless batch of cities.
This is somewhat expensive since you are moving the palace to a place with LOUSY production, so have some gold stockpiled! Good FAQ. I would add one warning about diplomatic victories. If your civ is not popular for whatever reasons, build the UN just so you can prevent a vote for Sec-Gen.
This was a quick-start world, and medium size I guess, with 7 other civs. I played as the Americans, but I used the Civ3 editor to give them the advantages of the Babylonians. Anyway, I built up a huge culture lead, but got no points for it, so about , I cranked my economy into war mode, and halfway through the war I was taking out two cities per turn with my modern armor defeating their pikemen and musketmen.
I can send you the save-game if you like, but it ended about , when I was only 1 turn form building the United Nations, and 2 turns from completing my Space Launcher. This one took 2 days Thanks again for the excellent FAQ and advice.
Yes, I felt dirty for doing the Dippy Victory, and will never do it again. What I did was a sort of schoolyard bully tactic: I found the weakest civ near me, surrounded him, wailed on him, burned his cities to the ground until only his capital remained, and then let a peace treaty happen, he re-expanded, I smacked him down, lather, rinse, repeat.
I would try to keep him stripped of strategic resources that he could use if he stayed stone age, there was no sense playing keep away with saltpeter unless I needed it , and just occassionally attack him at my leisure, yielding leaders like they were going out of style.
Meanwhile, this massive standing army whose only purpose was making the Greeks miserable also dissuaded others from being mean to me. You can get crazy amounts of gold and stuff from civs who just want you to stop laying the smack down on them. That is, if they have it. This is a tactic I use whenever I get cavalry: isolate, attack, sign a one-sided treaty, and so on.
Appropriate description. I like it. Re: strategic resources: In my current game, I am able to trade them. In my prior game, my opponents and I must have just the same things. Anyway, it works fine. Its happened in a couple different games. Re: railroad benefits: I reread the manual and did find a non-specific mention that railroads improve the food situation on squares where they are located. Likewise, the exact benefits of railroads are not in the manual appendix charts.
They show the benefits of roads, irrigation, etc. I was disappointed in the Limited Edition I purchased with respect to the tech tree foldout.
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