The Other Worlds Shrine

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  • New Civilitation III Expansion on the way, includes various multi-player modes, 8 brand new Civilizations, new single player features, and new maps and scenario's...

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #28143  by Gone to Shakers
 Sun May 05, 2002 4:18 pm
<div style='font: 12pt ; text-align: left; '>One thing I definetly hope they fix is the non-military conquering thing, if you station an army of 15 units in an enemy capital after taking it, the next turn, the city could revolt, and you will lose all those military units, it gets really annoying. I wish at the very least that whenever a city is taken by culture or something that all of the military units within it would be returned to the capital city of the last owner. This feature that civ 3 has makes the game more frustrating than fun.

Another thing, if a civilization does not have access to Iron, then they are almost always left behind as they can't really get any military units of power for most of the game. Iron in the real world is not nearly as rare as it is in civilization III.

Another thing I noticed, on the Monarch difficulty or higher, it seams that every time a war breaks out, within 3-4 terms, every civilization within contact of civs involved in the orriginal war will somehow enter the war, and then in the next 4-5 turns it expands until everyone is at war with everyone else except the people they are actually allied with. It is way too easy to gain military Alliances in the game, this has to be fixed, it should cost cities or several technologies to get military Alliances.

The AI needs to be adjusted, if a civilization has a technology that no other civ has, they should only give it away for an enourmous price. As it stands, civilizations will give away rare techs at a similar price to techs that nearly everyone has. Or at least that's how it seams, there is a difference, but it's not much, it's like, instead of 300 gold pieces, it will cost you 450 gold pieces for the rare tech.

Lastly, certain governments and civs are over powered. Particularilly the Religious civilizations, it's just too powerful that not only do they get religious buildings for half price, but they also only have one turn of anarchy between government changing. In this way, all they have to do is build a new city, put some defense in there and get a temple up for relatively cheap. Democracy is WAY overpowered, they should take the +50% production and give it to Communism, as it stands democracy is the best government in every aspect, even for militaristic civs because even though no military units are supported for free, the boost to income more than makes up for it. Despotism should be made so that each city supports 8 military units for free, because as it stands, the government type is nearly useless. Some units are overpowered, particularilly the Medieval civ specific units, like the Indian Elephant and the Japanese Samurai's, this causes the Indians and the Japanese to easily win any wars until the discovery of Military Tradition; the fact that the Indians and Japanese are both religious usually guarantee's that these two will be top civilizations anyways, and the Japanese almost always seam to end up with armies. Every single game I have played which includes one of these civilizations (Japanese or Indians), they are always ranked near the top. Of course, all of these factors can be balanced using the editor, but when the multi-player feature comes along there will be problems.


Anyways, the strategy that I always use is that I head for Republic and Currency technology in the early game (or Monarchy), but I do so through trading, I always keep my Science tax at 0 or 10% in the early game. I focus on getting up temples in all my border cities, and then getting up Marketplaces when I can in all cities with a population of 4 or higher, I trade for all the techs that I need. If I start off VERY close to a civilization, I will normally go for the early advantage and build Barracks and start pumping out Archers and then go take their cities ASAP. The next building I go for is Libraries in all cities with market places, due to a high income, I ususally end up buying most of them. Next, I'll build courthouses in the cities that need it and trade for all techs that I don't yet have. Last I pump up my Science as high as I can and go for Military Tradition, usually when I get it no civilization has it yet, as they usually go off and explore othr techs that yield wonders. Next I'll build a lot of Cavalry and then conquer as much as I can (all this assuming I own just a small portion of the continent I'm on, if I'm one of 2-3 civs on the continent, I'll head for navigation instead and use Knights to conquer my enemies). If I am playing the Romans, I will head to Iron working, and just conquer everything with Legions; if the Japanese, then with 4/4 Samurai's. This strategy practically guarantee's success.</div>