Super secret master level tip: Building roads within your territory that don't go anywhere or putting mines on grasslands that don't have any special resources is pointless. Your main priority in the early game should be to build cities near flood plains, and irrigate them. This is how ancient empires like the Egyptians, Sumerians, and Harappans became so successful.
I hadn't thought about walling off a Civ after it had passed me with their hordes to fight someone. I often get destroyed when they make peace with their enemy, start marching back through my territory and start daydreaming about looting and pillaging me. It was also a delight to hear someone mention culture and high level victory tactics in the same video. Culture is useful in military campaigns, it's just hugely underpowered relative to the alternatives in vanilla. In terms of other topics, since you mentioned espionage - I'd be interested in a video on that. I've halved the cost of espionage and brought the intelligence agency into early medieval, but both the AI and myself rarely use it despite these huge buffs. Other than space race espionage is there any credible use for espionage given the appalling risk of causing war just by attempting to plant a spy? I appreciate that it the answer is 'no' then a full video on the topic is pretty unviable!
Espionage got used heavily in a Sid succession game over a decade now on the forums. I think the math implies that it's less expensive to steal technology, and it's possible to get more commerce out of tax multiplying buildings than science buildings. Wars with more technologically advanced AIs aren't necessarily a death sentence, because of the inferiority of AI military tactics. I remember Suede a while back lost some Monarch variant game (think something like starting 50 turns later). I remember suggesting that he start stealing technology. He didn't. I don't think stealing technology is quite as bad you believe. Especially if you steal from a civ off of your home continent or island.
You can also surround a large army of theirs. I use 8 captured workers to trap them. It is also great for when you are strong enough to go on the attack. If you have 80 of their units trapped in 3-4 different squares a good artillery barrage then mop them up with attack units can instantly change the balance of power.
I would have made the mistake of putting the 2nd city South, not Southwest where you had Osaka was. You make very valid points. Thank you for these videos
The chain slave concept is new to me and I've been playing on and off for almost 20 years lol. Recently began higher difficulty and after peace treaty my cities keep flipping back. Will try this next time
Honestly just disable cultural conversions. It's a broken mechanic. I forswore it forever after I had like a 20pop city flip across the map to a 3 pop remnant because something like 3 of those 20 were of their civilization. I had culture aplenty and everything ofc, it was completely and utterly BS. HOWEVER, as Suede points out culture without culture flips is an almost useless mechanic. You make this balanced again by NOT settling BS cities like Suede does where he plants two tiles away from their city and steals their lux or resource by rushing temple before them. If you only plant "fair" cities that don't stick their nose into AI borders you do not cheat but also don't suffer from bad game design. If you want to make it even more just you can rush culture buildings in conquered enemy cities to simulate protecting them from a flip but I feel that is unnecessary.
@@nekotamo5154 Agreed. I've taken cities of 3, had 20 military units in it and then the 3 locals manage to destroy my 20 battle-hardened warriors. Ridiculous!
I don't play demigod but it's good on later stages of emperor also. They might not have 100 unit doomstacks but 40 unit doomstacks are bad enough. I felt elation when i wiped out 3 such stacks, composed mainly of infantries with my 60 unit arty stack and cavalries. Then split the arty stack to 3 parts and proceeded to methodically wipe out the most powerful civ in that game (wiped out the Iroquois runaway civ with the Hittites). Still i tend to build too few workers (1/2 per city) and i know that i wouldn't be able to rush them with archers on start on demigod or out-research them.
Artillery is a huge bonus when going up against a much stronger foe. One winning tactic is to lure the enemy to a bottleneck, bombard the crap out of them, pick off all the wounded units and then make sure your defense for the single square all your units are in will withhold their counter-attack. Rinse and repeat. Using this method you can easily destroy 200 Modern armour within 2 rounds at almost 0 cost to your own army, as long as you have 3 artillery for every attack unit you have (Tanks?) and enough defensive units in the fortress (or city). This is only good for when you are within your own borders.
100% agree on more workers. In fact, after observing the top scoring spot of all time even more convinced me of that long held belief among civfanatic forums veterans of the supreme utility of workers. And when I looked into things more, I found that if you had some bonus grasslands, setting up a 1 turn worker pump in the industrial era is viable on many maps even without a cow, wheat, or deer bonus. That could be extremely useful for transfering population from a high food location to a much weaker location, and with railroads, that seems like all sorts of useful, even if not going for score, since it can mean more specialists earlier. And I don't even use outposts, and am not so convinced that they have the best value... though I haven't looked into that so much (I have seen you blocking landing spots with outposts, which does seem useful for sure to some extent... oh warriors would need upkeep while outposts wouldn't need upkeep?). Interesting analysis about city placement. I might have missed you saying it, but getting a worker to Osaka seemed like it would happened more quickly than getting it elsewhere. Walls are nice. But, I remember thinking that my wall was once enough and then seeing an AI put a city in some blocked off spot by walking via one of their ships. So, they can fail for some plans. Artillery? Emperors not using artillery deserve a coup. Of course, I'm joking, but still... It's hard to imagine how on Earth not using artillery would be optimal (staying peaceful with everyone for a diplomatic victory? but you can force the win by knowing your opponent, if you trade reputation is intact.) Even in 20k games artillery units can be fantastic for generating a leader (the AI apparently will try to land units near an empty capital if it can... even on pangea maps as I learned in some AW games... an empty capital seems like a high value target ready for capture... of course it's not if you have a sufficient fighting force nearby to deal with invaders... a fighting force including artillery). For the future, play some 20k island map where you let the AI land units right next to your capital without any units inside of the capital. Trust me, it can be very useful, since I only said units not inside the capital square.
Thanks for proof-watching! There's some tactics I didn't do an entry on here (like armies) because I know I understand the exploits nearly as well as single player pros. I think right at the end I mention the tempo aspect of having Osaka almost connected by worker moves. There's more to it too. I think you could argue that the second best city choice would be the the bg spice to the north, in terms of yields. but my close AI rivals are SW and SE, so I have to settle in that direction to secure land. Yes, outposts cost no maintenance, units do. Essential on island maps but I found it very useful to have a big wall on my southern shore in my sid continents games, which is not something I felt was worth it on lower difficulties. Although they're fixed in the spot. With units you can move them around and bait the AIs pathing. Yes I should have mentioned intentionally baiting war declarations in the diplomacy section!
@@suedeciviii7142 The value of workers (you can never have enough) is why I disagree with you rating the Javelin Thrower as the worse unique unit. Slaves are an absolute god-send. Yes, they only work at 50% but they don't cost unit support and in Republic especially, the unit support needed to support the amount of native workers you really should have is crippling (ICS helps, but not until you've expanded quite a bit). I try to buy slaves from AI civs everytime I get the chance (usually 90-110 gold in the ancient era), but that usually only nets you a handful. It's hard to get them early on from stomping another civ early on as most towns are too low pop to build/raze. But Javelin Thrower allows you to farm barbarian camps, in some cases getting 10+ slave workers per camp. And with careful manipulation, you can farm them again later. Yes, you lose the ability to archer rush early, but I think that is a reasonable comprise for their enslave ability. I still think that only pushes them to middle of pack in terms of UU value, but a lot better than the truly bad stuff like F-15, Conquistador, Carrack, Chasqui Scout, etc.
@@tornadoofsoles Can't agree more. In games where I am not going full domination I see capturing slave workers sometimes more important than taking cities for that exact reason.
My priority at high level single game is to get fast to at least the 1st luxury. It is something that I noticed in your videos that is not highlighted. That 1 happy face can save you A LOT, giving also a lot of flexibility. Personally I don't like spending my resources on the happiness bar. I do the same with artilleries. Than kyou for your work, nice content overall and I have improved some elements in my gameplay.
I usually focus on it in the middle part of the expansion phase. Early on, food and shields is more important. Like, you might secure a luxury at the cost of the food/shields needed to secure more luxuries in the future.
Im quite happy to say that I’ve been walling off enemies for many years, but there is something I noticed, and have learned to exploit. Yes, the ai sees the whole map and won’t try to get past a wall it already knows is there, but in some small way they do understand the concept of a blockade. What do I mean? My favorite style of play is not Pangea, unlike many others I prefer big ocean maps because in my opinion they are more fun. So when I find my island has another civilization on it I try to give them the least amount of space and more to myself, looking for obvious choke points to block there settlers. But I’ve found that if my wall entirely blocks from sea to sea with no way around, they will many times quickly become very agitated and declare war on me to fight their way through. Also, if my blockade of ships is not ready they will just sail around my land wall. So I’ve found that what keeps them occupied best is to leave a hole in the wall and when they approach close it up and open a different one where they have no units, then they will (almost) endlessly send their troops back and forth wherever you make the holes. This works until 1, I build everywhere and successfully cut them off so the wall isn’t needed. 2, they declare war and ultimately get through anyways. Or 3, build the great lighthouse and just sail around my ships. Im very happy to see something I’ve been doing shows up in your advanced tips video, as well as small details I’ve learned from hundreds of hours of gameplay like the importance of workers and good early game city placement based on food/shield output during despotism.
5:00 I think the optimum point for early snowballing is in somewhere between A and B. A) Putting out settlers as fast as we can. Pop goes down 3 to 1. Pop goes down 3 to 1. B) Keeping all tiles with extra food yield worked at all times. e.g. If we have 3 cows irrigated on grass (4) or plains (3) between Kyoto and Osaka; then we should keep some population inside the city to maximize the yield. In short words, if we are not milking a cow we have; then we must be doing something terribly wrong. For this case, roughly speaking, Kyoto should be pumping out 4 to 2. Not 3 to 1. p.s. Maybe, the exception is Agricultural tribes like Maya. In that case, the town center would produce 3. So, leaving a tile with 3 food yield might be tolerable.
@@suedeciviii7142 Since I think we have the same approach, I can only see the different results as learning opportunities. I learned a lot from you about civ 3. And for that I am grateful. Let me put some numbers to what I find worth discussing. TC: a citizen as TC. 2 yield, 0 consumption (+2) GL: a citizen on grasslands. 2 yield, 2 consumption (0). COW: a citizen on an irrigated cow on grass. 4 yield, 2 consumption (+2). SET: 2 citizens moving. 0 yield, 0 consumption (0). What I want to emphasize is; One of the main reasons we keep adjusting our settler production pattern from pop3 to pop1 is to get the +2 surplus the TC provides asap. In this regard, COW already equals TC. Another point is; We need to focus more on the voyage cost of SET. In other words, we should pay attention to the opportunity cost here. In many cases, we leave 2 GL for 1 SET, because we pay nothing as voyage cost. But if we leave a COW + GL for 1 SET, the voyage cost is 2 foods per turn. And this means 0,1 population wasted per turn, since a citizen costs 20 foods.
Hey, have you ever played "El Justo" Mods for civilization 3? If not, I recommend giving them a try, I remember enjoying the Colonial empires one and the cold war one, being obsses with the cold war one scenario myself back in the day, it was a world map, with the us, NATO and usar factions, very cool unique units and all. I remember when I was a kid people respected this El Justo guy in the civ forums. I was trying to find if anybody did a gameplay video playing those mods, but couldn't find anybody playing and documenting it
What's the first thing you should do if someone attacks you and you're not ready? Look for allies. They will help draw off attacks and give you a chance to prepare for a fight. It's best to choose someone strong enough to make a difference, but not so strong that they gobble up your opponent and you don't a crumb when (if?) the original opponent is beaten. However, if your ally is struggling, be prepared to lend them some non-military help - right of passage, money, resources, or tech. You can prop up a losing side like this even if you're not even in the war, just to prolong the conflict and keep the two sides busy. The AI might be more efficient, but does not understand this sort of cynical manipulation.
There are 4 icons above the right bottom corner window. With the 2nd left you can mark all active units, with the 3rd you can mark all same type as in the window.
I'm trying to get the most balanced experience possible with Civ 3, and with a variety of civs. What would you say is the most "fair" rule set would be? Wincons, settings, rules, map modifiers/types, difficulties, that sort of thing.
Standard rules on CFC for challenges is everything default. So for example, all wincons on except wonder victory. The exceptions are culturally linked start location turned off (because it is broken, the feature doesn't work) and respawn AI turned off (because it's really really dumb) I'd say standard map, continents, 70% water. For civ, I'd recommend France or Greece if you want something plain. If you want something interesting, with more strengths and weaknesses, but still very well balanced, I'd recommend Arabia.
And disable cultural conversions, if you don't do BS plants like Suede here when he steals their lux by planting two tiles away and rushing a temple and only plant "fair" cities that don't stick their nose into AI borders then the game is better balanced with them turned off since the mechanic is wildly overtuned ;)
Suede I just experienced a crazy glitch. An enemy GALLEY attacked my city! Wtf happened???? Literally a galley, not a unit inside the galley but the galley itself attacked my city. It then retreated when it got to its last hitpoint. I've never seen that ever before in my thousands of hours of this game They randomly declared war to me for no reason and their first move was to attack my coastal city with a galley
Huh uber weird, no offense but are you sure you did not dream it or otherwise imagine it? I had a case where I was absolutely certain one city of mine had two cattle, like put my head in a guillotine over it certain. Aaaand as you can guess when I later looked it had one cattle. To this day I am unsure if I imagined it or if the game bugged and I lost a cattle between one save and the next load. Probably imagined it but I just can't shake it so at least I know your feel.
@@nekotamo5154 I was playing TEturkhan Test of Time preset world that is found in the "Civ content" menu option. Maybe it had something to do with it? But I tested myself if it was a special rule but no my galleys could not attack a city
@@nekotamo5154 I understand you but I literally couldn't imagine that. The camera centered on an attacking galley, its not like a side eyed for a second and lost my focus and imagined it. (Maybe you build the city on top of the other cattle?)
At what point do you have too much workers? I have the opposite problem of getting the to points where early on i need to lower my research percent because of unit upkeep or later where all my workable tiles are upgraded, all useful roads are roaded and i have this stack of dudes that i sort into stacks of 10 and put to sleep until there is something useful to do.
Hi. I have been playing CIV II since I was a little kid, then I played CIV III like 20 years ago. Recently I discovered your channel and NEXUS 2021 mode(expansion) for CIV III complete. What do you think about Nexus 2021, I see it as very good rebalancing mode for CIV III. There are few extra units, few tweaks in A.I and few rebalances in units, (like air units) , some wonders and government types and nations as well. And interestingly in new Nexus 2021 you can not build cities so close, you have to respect some minimal distance. I think that would made your game play much harder, so please check that mode, and try to win a high difficulty game with new Nexus 2021 expansion.
I know this wasn't mentioned but how long should I keep iron disconnected so I can build warriors? I arbitrarily connect iron around when I can build pikemen then let my new cities produce warriors and walk them back to my main land for military police and other random functions. (When playing monarchy) when in republic I don't need em as long. Basically, how long should I produce warriors
Warriors are really good. But you need to disband them once you switch to republic, so often a couple archers can be good to have on hand by the time you're on 7 cities or so.. More the solution is just don't waste worker moves hooking iron.
Till end of expansion. 2-3 warr per city. Road on iron, upgrade to sword and rush. Capture 3-5 cities, pease for 2-3 tech + cities. Kill completely and go to next one
Great video. I went to the map editor and made the largest map possible. I played on that map and was able to build 150 cities. When I tried to build city number 151, it wouldn't let me. Is there a way to fix this?
Interesting, you'd think the actual limitation would be 128 or 256 (powers of two), like pop. is capped to (255). If it can be changed it will be in the rules, so open your map in the editor, enable rule changing, and then look for any such constraint. But fair warning there is a good chance it's hardcoded... though it might just be a bug too I am pretty sure I had empires with more cities than you and definitely worlds that had,
Use to play Civ3 back in the day. Was recently looking at installing it again. I see multiplayer may still be functional through steam? Can anyone confirm this? How do you play multiplayer?
Yes, multiplayer is definitely functional through steam. That's where ladder play is done, we have about 10 ranked games a day. You can also play MP through direct IP if all the players have non-steam copies. So CD, pirated, or GOG. Let me know if you have any other questions, or if you want to join the MP discord :)
Ah damn. This one's +7 on gain in editing. I don't want to do too much more because then it might sound muddy or clip during some parts. It's partially just my hardware. I use a dynamic mic and can't talk directly into it while I'm looking at a script. I can look for other workarounds, but in the meantime using headphones should let you get the volume higher.
@@bowenflob8036 Yeah through my laptop speakers this one is fine at 80% volume. But some of my streams are definitely too quiet (I can edit them) and so I'm sympathetic.
??? The majority of games I ever played were done before bombers or would shortly be done after they were. Even when I did advanced space races, I remember having a sizeable artillery force before bombers were available.
@@Spoonwood why slug through the game with artillery when you could take 6 cities per turn with bombers and cavalry. Just rush universities and out tech AI even on Emp very easily. It ends up being like less than 2 hour game instead of crawing at 1-tile per turn. U can basically hit enter, trade, and wait till flight right after ur expansion. Artillery only needed when defending on a high lvl. Ground assaults on high difficulty just means long weary wars.
Ironically bombers aren't as useful on deity/sid because it's hard to tech that far without the game becoming unplayable. Arti do 90% of the same thing, are cheaper, can't be shot down, and are available before the AI gets any defensive unit better than infantry.
TLDR:
1) Be a sweat
2) Just be good at the game idk
3) Be a super sweat
4) Be a sweat
5) Be a sweat
It's interesting to think of workers as not only essential units for fleshing out your empire, but also as on-demand population reserves
Secret master level tip: Build a courthouse in your capital to reduce corruption.
🤣🤣🤣👍
Super secret master level tip: Building roads within your territory that don't go anywhere or putting mines on grasslands that don't have any special resources is pointless. Your main priority in the early game should be to build cities near flood plains, and irrigate them. This is how ancient empires like the Egyptians, Sumerians, and Harappans became so successful.
I love those Civ 3 videos...
Who's still playing this game in 2023? I recently got back into the game with modified units/added units :D
I reinstalled it about a week ago!
Just beat Regent for my first time!
I'll never stop playing this game lol
I've been circling back to it regularly since I first played it on my step dads computer in late 2001,or early 2002.
Guiltyyyyy
I hadn't thought about walling off a Civ after it had passed me with their hordes to fight someone. I often get destroyed when they make peace with their enemy, start marching back through my territory and start daydreaming about looting and pillaging me.
It was also a delight to hear someone mention culture and high level victory tactics in the same video. Culture is useful in military campaigns, it's just hugely underpowered relative to the alternatives in vanilla.
In terms of other topics, since you mentioned espionage - I'd be interested in a video on that. I've halved the cost of espionage and brought the intelligence agency into early medieval, but both the AI and myself rarely use it despite these huge buffs. Other than space race espionage is there any credible use for espionage given the appalling risk of causing war just by attempting to plant a spy? I appreciate that it the answer is 'no' then a full video on the topic is pretty unviable!
Espionage got used heavily in a Sid succession game over a decade now on the forums. I think the math implies that it's less expensive to steal technology, and it's possible to get more commerce out of tax multiplying buildings than science buildings. Wars with more technologically advanced AIs aren't necessarily a death sentence, because of the inferiority of AI military tactics.
I remember Suede a while back lost some Monarch variant game (think something like starting 50 turns later). I remember suggesting that he start stealing technology. He didn't.
I don't think stealing technology is quite as bad you believe. Especially if you steal from a civ off of your home continent or island.
You can also surround a large army of theirs. I use 8 captured workers to trap them. It is also great for when you are strong enough to go on the attack. If you have 80 of their units trapped in 3-4 different squares a good artillery barrage then mop them up with attack units can instantly change the balance of power.
It’s always nice to come across a new upload when binging your vids lol
I would have made the mistake of putting the 2nd city South, not Southwest where you had Osaka was. You make very valid points.
Thank you for these videos
The chain slave concept is new to me and I've been playing on and off for almost 20 years lol. Recently began higher difficulty and after peace treaty my cities keep flipping back. Will try this next time
Honestly just disable cultural conversions. It's a broken mechanic. I forswore it forever after I had like a 20pop city flip across the map to a 3 pop remnant because something like 3 of those 20 were of their civilization. I had culture aplenty and everything ofc, it was completely and utterly BS.
HOWEVER, as Suede points out culture without culture flips is an almost useless mechanic. You make this balanced again by NOT settling BS cities like Suede does where he plants two tiles away from their city and steals their lux or resource by rushing temple before them. If you only plant "fair" cities that don't stick their nose into AI borders you do not cheat but also don't suffer from bad game design. If you want to make it even more just you can rush culture buildings in conquered enemy cities to simulate protecting them from a flip but I feel that is unnecessary.
@@nekotamo5154 Agreed. I've taken cities of 3, had 20 military units in it and then the 3 locals manage to destroy my 20 battle-hardened warriors. Ridiculous!
I don't play demigod but it's good on later stages of emperor also. They might not have 100 unit doomstacks but 40 unit doomstacks are bad enough. I felt elation when i wiped out 3 such stacks, composed mainly of infantries with my 60 unit arty stack and cavalries. Then split the arty stack to 3 parts and proceeded to methodically wipe out the most powerful civ in that game (wiped out the Iroquois runaway civ with the Hittites).
Still i tend to build too few workers (1/2 per city) and i know that i wouldn't be able to rush them with archers on start on demigod or out-research them.
Even when I first started out I naturally built a lot of workers because I didn’t understand food and I just hated not everything being roaded
i love this channel's niche, you keep filthyrobot's spirit alive
Artillery is a huge bonus when going up against a much stronger foe. One winning tactic is to lure the enemy to a bottleneck, bombard the crap out of them, pick off all the wounded units and then make sure your defense for the single square all your units are in will withhold their counter-attack. Rinse and repeat. Using this method you can easily destroy 200 Modern armour within 2 rounds at almost 0 cost to your own army, as long as you have 3 artillery for every attack unit you have (Tanks?) and enough defensive units in the fortress (or city). This is only good for when you are within your own borders.
100% agree on more workers. In fact, after observing the top scoring spot of all time even more convinced me of that long held belief among civfanatic forums veterans of the supreme utility of workers. And when I looked into things more, I found that if you had some bonus grasslands, setting up a 1 turn worker pump in the industrial era is viable on many maps even without a cow, wheat, or deer bonus. That could be extremely useful for transfering population from a high food location to a much weaker location, and with railroads, that seems like all sorts of useful, even if not going for score, since it can mean more specialists earlier. And I don't even use outposts, and am not so convinced that they have the best value... though I haven't looked into that so much (I have seen you blocking landing spots with outposts, which does seem useful for sure to some extent... oh warriors would need upkeep while outposts wouldn't need upkeep?).
Interesting analysis about city placement. I might have missed you saying it, but getting a worker to Osaka seemed like it would happened more quickly than getting it elsewhere.
Walls are nice. But, I remember thinking that my wall was once enough and then seeing an AI put a city in some blocked off spot by walking via one of their ships. So, they can fail for some plans.
Artillery? Emperors not using artillery deserve a coup. Of course, I'm joking, but still... It's hard to imagine how on Earth not using artillery would be optimal (staying peaceful with everyone for a diplomatic victory? but you can force the win by knowing your opponent, if you trade reputation is intact.) Even in 20k games artillery units can be fantastic for generating a leader (the AI apparently will try to land units near an empty capital if it can... even on pangea maps as I learned in some AW games... an empty capital seems like a high value target ready for capture... of course it's not if you have a sufficient fighting force nearby to deal with invaders... a fighting force including artillery).
For the future, play some 20k island map where you let the AI land units right next to your capital without any units inside of the capital. Trust me, it can be very useful, since I only said units not inside the capital square.
Thanks for proof-watching! There's some tactics I didn't do an entry on here (like armies) because I know I understand the exploits nearly as well as single player pros.
I think right at the end I mention the tempo aspect of having Osaka almost connected by worker moves. There's more to it too. I think you could argue that the second best city choice would be the the bg spice to the north, in terms of yields. but my close AI rivals are SW and SE, so I have to settle in that direction to secure land.
Yes, outposts cost no maintenance, units do. Essential on island maps but I found it very useful to have a big wall on my southern shore in my sid continents games, which is not something I felt was worth it on lower difficulties. Although they're fixed in the spot. With units you can move them around and bait the AIs pathing.
Yes I should have mentioned intentionally baiting war declarations in the diplomacy section!
@@suedeciviii7142 The value of workers (you can never have enough) is why I disagree with you rating the Javelin Thrower as the worse unique unit. Slaves are an absolute god-send. Yes, they only work at 50% but they don't cost unit support and in Republic especially, the unit support needed to support the amount of native workers you really should have is crippling (ICS helps, but not until you've expanded quite a bit). I try to buy slaves from AI civs everytime I get the chance (usually 90-110 gold in the ancient era), but that usually only nets you a handful. It's hard to get them early on from stomping another civ early on as most towns are too low pop to build/raze. But Javelin Thrower allows you to farm barbarian camps, in some cases getting 10+ slave workers per camp. And with careful manipulation, you can farm them again later.
Yes, you lose the ability to archer rush early, but I think that is a reasonable comprise for their enslave ability. I still think that only pushes them to middle of pack in terms of UU value, but a lot better than the truly bad stuff like F-15, Conquistador, Carrack, Chasqui Scout, etc.
@@tornadoofsoles Can't agree more. In games where I am not going full domination I see capturing slave workers sometimes more important than taking cities for that exact reason.
My priority at high level single game is to get fast to at least the 1st luxury. It is something that I noticed in your videos that is not highlighted. That 1 happy face can save you A LOT, giving also a lot of flexibility. Personally I don't like spending my resources on the happiness bar. I do the same with artilleries. Than kyou for your work, nice content overall and I have improved some elements in my gameplay.
I usually focus on it in the middle part of the expansion phase. Early on, food and shields is more important. Like, you might secure a luxury at the cost of the food/shields needed to secure more luxuries in the future.
Im quite happy to say that I’ve been walling off enemies for many years, but there is something I noticed, and have learned to exploit. Yes, the ai sees the whole map and won’t try to get past a wall it already knows is there, but in some small way they do understand the concept of a blockade. What do I mean? My favorite style of play is not Pangea, unlike many others I prefer big ocean maps because in my opinion they are more fun. So when I find my island has another civilization on it I try to give them the least amount of space and more to myself, looking for obvious choke points to block there settlers. But I’ve found that if my wall entirely blocks from sea to sea with no way around, they will many times quickly become very agitated and declare war on me to fight their way through. Also, if my blockade of ships is not ready they will just sail around my land wall. So I’ve found that what keeps them occupied best is to leave a hole in the wall and when they approach close it up and open a different one where they have no units, then they will (almost) endlessly send their troops back and forth wherever you make the holes. This works until 1, I build everywhere and successfully cut them off so the wall isn’t needed. 2, they declare war and ultimately get through anyways. Or 3, build the great lighthouse and just sail around my ships.
Im very happy to see something I’ve been doing shows up in your advanced tips video, as well as small details I’ve learned from hundreds of hours of gameplay like the importance of workers and good early game city placement based on food/shield output during despotism.
5:00 I think the optimum point for early snowballing is in somewhere between A and B.
A) Putting out settlers as fast as we can. Pop goes down 3 to 1. Pop goes down 3 to 1.
B) Keeping all tiles with extra food yield worked at all times.
e.g. If we have 3 cows irrigated on grass (4) or plains (3) between Kyoto and Osaka; then we should keep some population inside the city to maximize the yield.
In short words, if we are not milking a cow we have; then we must be doing something terribly wrong.
For this case, roughly speaking, Kyoto should be pumping out 4 to 2. Not 3 to 1.
p.s. Maybe, the exception is Agricultural tribes like Maya. In that case, the town center would produce 3. So, leaving a tile with 3 food yield might be tolerable.
Interesting philosophy. I agree high food tiles shouldn't be unused. But often i'll plant a little denser to take advantage
@@suedeciviii7142 Since I think we have the same approach, I can only see the different results as learning opportunities. I learned a lot from you about civ 3. And for that I am grateful.
Let me put some numbers to what I find worth discussing.
TC: a citizen as TC.
2 yield, 0 consumption (+2)
GL: a citizen on grasslands.
2 yield, 2 consumption (0).
COW: a citizen on an irrigated cow on grass.
4 yield, 2 consumption (+2).
SET: 2 citizens moving.
0 yield, 0 consumption (0).
What I want to emphasize is;
One of the main reasons we keep adjusting our settler production pattern from pop3 to pop1 is to get the +2 surplus the TC provides asap. In this regard, COW already equals TC.
Another point is;
We need to focus more on the voyage cost of SET. In other words, we should pay attention to the opportunity cost here. In many cases, we leave 2 GL for 1 SET, because we pay nothing as voyage cost. But if we leave a COW + GL for 1 SET, the voyage cost is 2 foods per turn. And this means 0,1 population wasted per turn, since a citizen costs 20 foods.
@@BenBilmem19 Seeing the way you think about food yields, I will say: If you have not already tried multiplayer Civ 3, you would really like it :)
Hey, have you ever played "El Justo" Mods for civilization 3? If not, I recommend giving them a try, I remember enjoying the Colonial empires one and the cold war one, being obsses with the cold war one scenario myself back in the day, it was a world map, with the us, NATO and usar factions, very cool unique units and all. I remember when I was a kid people respected this El Justo guy in the civ forums. I was trying to find if anybody did a gameplay video playing those mods, but couldn't find anybody playing and documenting it
In the future? We need QC content baby!
i got big problem with city defection have u ever speak about it in your videos ? Thanks for your work !!
Yeah check out this video. ua-cam.com/video/xLjQyZGI9a0/v-deo.html
@@suedeciviii7142 Thanks man :)
What's the first thing you should do if someone attacks you and you're not ready? Look for allies. They will help draw off attacks and give you a chance to prepare for a fight. It's best to choose someone strong enough to make a difference, but not so strong that they gobble up your opponent and you don't a crumb when (if?) the original opponent is beaten.
However, if your ally is struggling, be prepared to lend them some non-military help - right of passage, money, resources, or tech. You can prop up a losing side like this even if you're not even in the war, just to prolong the conflict and keep the two sides busy. The AI might be more efficient, but does not understand this sort of cynical manipulation.
It depends. Alliances are a 20 turn commitment. Often it's better to grit your teeth and wait for peace.
Dude you are making me wanna start a new campaign in Civ3!!! That said, have you played Humankind? :)
Great videos Suede, I saw you can select multiple units, how are you doing that?
There are 4 icons above the right bottom corner window. With the 2nd left you can mark all active units, with the 3rd you can mark all same type as in the window.
Oh, great, exactly the content I need right now. Thanks a lot!
I'm trying to get the most balanced experience possible with Civ 3, and with a variety of civs. What would you say is the most "fair" rule set would be? Wincons, settings, rules, map modifiers/types, difficulties, that sort of thing.
Standard rules on CFC for challenges is everything default. So for example, all wincons on except wonder victory. The exceptions are culturally linked start location turned off (because it is broken, the feature doesn't work) and respawn AI turned off (because it's really really dumb)
I'd say standard map, continents, 70% water.
For civ, I'd recommend France or Greece if you want something plain. If you want something interesting, with more strengths and weaknesses, but still very well balanced, I'd recommend Arabia.
And disable cultural conversions, if you don't do BS plants like Suede here when he steals their lux by planting two tiles away and rushing a temple and only plant "fair" cities that don't stick their nose into AI borders then the game is better balanced with them turned off since the mechanic is wildly overtuned ;)
Suede I just experienced a crazy glitch. An enemy GALLEY attacked my city! Wtf happened???? Literally a galley, not a unit inside the galley but the galley itself attacked my city. It then retreated when it got to its last hitpoint. I've never seen that ever before in my thousands of hours of this game
They randomly declared war to me for no reason and their first move was to attack my coastal city with a galley
Im just so flabbergasted. Everything is a lie. I got an existential crisis from that galley
Was it an Aztec galley?
Huh uber weird, no offense but are you sure you did not dream it or otherwise imagine it? I had a case where I was absolutely certain one city of mine had two cattle, like put my head in a guillotine over it certain. Aaaand as you can guess when I later looked it had one cattle. To this day I am unsure if I imagined it or if the game bugged and I lost a cattle between one save and the next load. Probably imagined it but I just can't shake it so at least I know your feel.
@@nekotamo5154 I was playing TEturkhan Test of Time preset world that is found in the "Civ content" menu option. Maybe it had something to do with it? But I tested myself if it was a special rule but no my galleys could not attack a city
@@nekotamo5154 I understand you but I literally couldn't imagine that. The camera centered on an attacking galley, its not like a side eyed for a second and lost my focus and imagined it. (Maybe you build the city on top of the other cattle?)
Costal fortress does nothing since it is bugged.
Legitimately fell over laughing at the tip box at 0:44
Looking for more deity / sid plays on your channel :)
At what point do you have too much workers? I have the opposite problem of getting the to points where early on i need to lower my research percent because of unit upkeep or later where all my workable tiles are upgraded, all useful roads are roaded and i have this stack of dudes that i sort into stacks of 10 and put to sleep until there is something useful to do.
When I have the same problem I use them to grow pop of minor cities, then build them all again when needed (usually for railroading)
Thank you
Hi. I have been playing CIV II since I was a little kid, then I played CIV III like 20 years ago. Recently I discovered your channel and NEXUS 2021 mode(expansion) for CIV III complete. What do you think about Nexus 2021, I see it as very good rebalancing mode for CIV III. There are few extra units, few tweaks in A.I and few rebalances in units, (like air units) , some wonders and government types and nations as well. And interestingly in new Nexus 2021 you can not build cities so close, you have to respect some minimal distance. I think that would made your game play much harder, so please check that mode, and try to win a high difficulty game with new Nexus 2021 expansion.
omfg Suede content
Demigod is so hard.
I know this wasn't mentioned but how long should I keep iron disconnected so I can build warriors? I arbitrarily connect iron around when I can build pikemen then let my new cities produce warriors and walk them back to my main land for military police and other random functions. (When playing monarchy) when in republic I don't need em as long.
Basically, how long should I produce warriors
Warriors are really good. But you need to disband them once you switch to republic, so often a couple archers can be good to have on hand by the time you're on 7 cities or so.. More the solution is just don't waste worker moves hooking iron.
Till end of expansion. 2-3 warr per city. Road on iron, upgrade to sword and rush. Capture 3-5 cities, pease for 2-3 tech + cities. Kill completely and go to next one
Great video. I went to the map editor and made the largest map possible. I played on that map and was able to build 150 cities. When I tried to build city number 151, it wouldn't let me. Is there a way to fix this?
Interesting, you'd think the actual limitation would be 128 or 256 (powers of two), like pop. is capped to (255). If it can be changed it will be in the rules, so open your map in the editor, enable rule changing, and then look for any such constraint. But fair warning there is a good chance it's hardcoded... though it might just be a bug too I am pretty sure I had empires with more cities than you and definitely worlds that had,
I think this is a bug. What exactly does it say when you try to build 151 cities? I built more and had no problems
Use to play Civ3 back in the day. Was recently looking at installing it again. I see multiplayer may still be functional through steam? Can anyone confirm this? How do you play multiplayer?
Yes, multiplayer is definitely functional through steam. That's where ladder play is done, we have about 10 ranked games a day.
You can also play MP through direct IP if all the players have non-steam copies. So CD, pirated, or GOG.
Let me know if you have any other questions, or if you want to join the MP discord :)
As usual I can't hear what you are saying. I hope you will update the subtitles so I can read what you are trying to say.
Ah damn. This one's +7 on gain in editing. I don't want to do too much more because then it might sound muddy or clip during some parts. It's partially just my hardware. I use a dynamic mic and can't talk directly into it while I'm looking at a script.
I can look for other workarounds, but in the meantime using headphones should let you get the volume higher.
It's fine for me *shrug*
@@bowenflob8036 Yeah through my laptop speakers this one is fine at 80% volume. But some of my streams are definitely too quiet (I can edit them) and so I'm sympathetic.
1. Bombers
Its like every game is a race to bombers
??? The majority of games I ever played were done before bombers or would shortly be done after they were. Even when I did advanced space races, I remember having a sizeable artillery force before bombers were available.
@@Spoonwood why slug through the game with artillery when you could take 6 cities per turn with bombers and cavalry. Just rush universities and out tech AI even on Emp very easily. It ends up being like less than 2 hour game instead of crawing at 1-tile per turn. U can basically hit enter, trade, and wait till flight right after ur expansion. Artillery only needed when defending on a high lvl. Ground assaults on high difficulty just means long weary wars.
Ironically bombers aren't as useful on deity/sid because it's hard to tech that far without the game becoming unplayable. Arti do 90% of the same thing, are cheaper, can't be shot down, and are available before the AI gets any defensive unit better than infantry.
@@GrannySoupLadle @spoonwood is correct. We're not talking about emperor here.
I feel like these are the top things the AI does against me
I'm a little confused about how chain slaving works?
I'm streaming in a couple minutes, ask me there and I'll show you