r/civ3

Building Great Library in 600AD is pretty funny.
â–² 79 r/civ3

Building Great Library in 600AD is pretty funny.

Ai rushed tech so fast on sid difficulty that no one ever built the great library. So I waited till they were in the modern era to build it😂

u/ArthurMorgan303030 — 2 days ago
â–² 8 r/civ3

weird glitch(?) still early game, no foreign contact yet, but showing places on the minimap that aren't actually visible when i scroll to them

harmless of course, just thought it was interesting

u/Odd-Paramedic-3826 — 1 day ago
â–² 51 r/civ3

A sweaty guide to C3X Districts

Intro

  • C3X (https://github.com/maxpetul/C3X) is a popular mod for civ3 that adds a cool new "Districts" feature that shakes up the gameplay
  • Districts are new tile improvements (like mines, irrigation, etc.) with some interesting mechanics:
    • Cities generally cant build improvements without the appropriate district in their work radius (e.g. holy site for a temple, commercial hub for a marketplace, etc.).
    • Once an improvement is built in a district, the improvement is shared with all other cities that have this district in their work radius.
    • District tiles cant be "worked" by cities, instead they provide their yields to all cities that have them in their work radius (e.g. a holy site provides 2 culture to all in range cities).
  • Playing normally, Districts are a fun addition that adds some more decision making to the civ3 gameplay loop (e.g. during the expansion phase you may decide to place cities closer together to benefit from overlapping districts).
  • BUT they also present an opportunity for sweatlords to hyper-optimise them to stupid levels, that's what were going to take a look at in this guide!

Options

  • The settings / options for C3X are controlled via config files (default.c3x_config.ini & custom.c3x_config.ini).
  • This guide is written for C3X release 27 (C3X_R27) and assumes all default values set in the config file except for:
    • enable_districts = true (the setting that controls if districts are enabled. Its false by default so we just need to set it to true to turn them on)
    • city_work_radius = 3 (this setting controls the range of a cities work radius. Its 2 by default but the developer recommends setting this to 3 if districts are enabled)
    • work_area_limit = cultural-min-2 (another setting that affects a cities work radius. Setting this to cultural-min-2 basically means you need to grow a cities culture first before its work radius will expand out to 3 tiles)

City Placement

  • We can do some disgusting things with districts when we plan our city placement in advance
  • This cheat sheet is going to be your holy grail. Its probably worth having open on a second screen so you can reference it while playing.

https://preview.redd.it/15nal7aiekah1.png?width=1552&format=png&auto=webp&s=e62620de30d9ce160436e45c72fe0f3d544577f2

  • The general idea is that we want to have as many districts and overlapping cities as possible.
  • This layout achieves this with 6 cities each benefiting from about 20 tiles worth of districts.
  • But its probably a little hard to wrap your head around at first glance, so lets unpack it:
    • The Blue squares are cities, simple enough. Because we set city_work_radius to 3 in the config files, each city has a range of 3 tiles.
    • The 5 squares in the middle of the diagram labelled "C" are your Core Squares. With this layout all 6 of your cities can benefit from any district built on a core square.
    • The squares labelled with "S" are your Secondary Squares. With this layout 5 out of the 6 cities can benefit from a district built on a secondary square.
    • "N" is for Neighbourhood (which is a specific district that cities need to grow past a certain size). With this layout each city has 6 neighbourhood districts in range, so can grow to a max size of 24.
    • The rest (A1, A2, B1, B2, X1, X2, Y1, Y2, Z1 & Z2) are Paired Locations. Essentially if you build the same district in both locations (e.g. a holy site in Z1 and Z2) then all 6 cities will benefit from it.

What Districts to Build

  • Now that we've covered city placement we can get to the spicy stuff. What districts to build in each of these slots!
  • To start with any city improvement that you can replicate to multiple cities is good (e.g. one city uses its shields to build a library and from smart district placement that library is shared with all the other cities)
  • BUT there are a couple options that REALLY broken:
  • Commercial Hubs
    • Commercial Hubs are INSANE. They provide 2 Gold by default. +2 Gold if they're on a river and +1 Gold for each money related city improvement (i.e. Marketplace, Bank, Stock Exchange).
    • That might not sound too impressive at first glance but think about it: one Commercial Hub, placed on a Core Square that has a River, provides 4 Gold to ALL of your 6 cities. Thats 24 Gold from one tile!
    • Place your cities so that all (or as many as possible) of your Core Squares are located on a river, build 4 Commercial Hubs, a Marketplace + a Campus /Library and your looking at 180 Gold a turn from just 5 tiles!
    • If you focus on getting this setup early it guarantees a massive tech lead over the AI, even on higher difficulties (I've personally achieved an Emperor space race victory with this setup where the AI were all still in the late middle ages)
  • Encampments
    • Encampments are also pretty busted if abused early. They provide 1 Shield by default and +1 Shield if you have a Barracks.
    • Again, at first glance that doesn't really sound broken but think about it: an Encampment with a Barracks provides 2 shields to all cities in range and it doesn't require the cities to "work the tile".
    • This can be stupid powerful in the early game when most of our cities are under size 6 because we're focusing on expansion, so we dont have much shield production. Slap down 5 encampments in our Core Squares and thats 10 extra shields in each of our cities.
    • Heck why stop there, put encampments down in all the Core Squares, Secondary Squares and the Neighbourhood Squares and now you've got at least 28 shields in each of your cities. That essentially a warrior every turn! You know what wins games? 6 cities producing a warrior every turn!
  • Wonders
    • Obviously wonders can be powerful but there's some quirks to them, so I'll save that break down for Part 2.
u/captJSS — 5 days ago
â–² 74 r/civ3

Is this too cheesy of a strat? Is there real downside of this?

I'm blocking the Celts from getting out of their spot.

Will they get mad of this over time?

Do you guys do this sometimes?

u/drloz5531201091 — 7 days ago
â–² 6 r/civ3

Is there a penalty for attacking after moving?

I don't know where I get this idea from, I have always considered that attacking after moving (units with 2 or more movement, units on roads). I can't find this in Civilopedia. Do you know if this is true or am I just imagining a rule?

reddit.com
u/damn_daniel_4_20 — 6 days ago
â–² 51 r/civ3

Just saved his ass

I was witnessing how china was being destroyed by portugal. Before Henry attacked the last city I gift Mao one of my islands. Now I have to protect him from Henry who is very persistent in destroying China.

u/el_cachi_ — 7 days ago
â–² 63 r/civ3

Early game settlement question

I'm on 4 cities on a pretty sketchy continent. My only source of Iron available to me is this and one of my 2 luxuries is also near there. The land is not ideal and I'm struggling on these sitation how to actually settle my land when it's not obvious (well not to me at least)

I circled where I think would be the best way to settle this part of my contient after way too long of a think.

Is this good?

u/drloz5531201091 — 9 days ago
â–² 13 r/civ3

Does it ever make sense to research with the Great Library?

I am playing an emperor standard sized arch game with the Vikings. I was able to keep the tech lead by trading until I got the Great Library, at which point I turned off research completely. I have since destroyed my island neighbors America and taken the whole next island over, leaving England and Persia extremely weak. Meanwhile, Zulu destroyed China and France has mostly taken over Byzantine.

France is now my largest rival and in the tech lead by far. When I look at their tech's available to trade to me, I see Printing Press, Education, and Engineering, but who knows what else they have. Invention? Gunpowder?

I'm building a bunch of archers and hording gold in anticipation of upgrading all of them to Berserks, so I don't think I'll have a problem taking them down once I finally get Invention, but it's killing me watching them run away with the tech lead.

Does it ever make sense to start investing in research with the GL when there's a single civ that's far outstripping everyone else?

Edit: I used espionage and learned that they're building Magellan's Voyage, meaning that they have Navigation already!

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u/coole106 — 7 days ago
â–² 8 r/civ3

Science Eras

How far behind is too far behind when playing?

I got really behind in the Middle Ages and somehow caught up in the industrial age. I had 0 luxuries because Spain was hoarding them on our continent. I struggled to get my citizens happy enough to build my cities up. I had to start building a bunch of temples, cathedrals, and colosseums to keep my people happy. I almost gave up on the game but someone I caught up in techs.

Anybody ever experience this? Anything to do in the future I could do better or help myself. No idea if what I did was right but it worked. Playing Monarch difficulty

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u/MrCoachD — 9 days ago
â–² 15 r/civ3

Is there some kind of limit on settlers you can have at a time? Or like based on number of cities that exist or something?

In post-tech regicide game, decided it's time to ICBM my neighbor into nonexistence. In preparation, I set up 70 settlers to be built next turn, when I will drop the bombs. Come next turn, only 7 are built. I reload and try again, only 6 build. The cities that did actually build them do lose the pop, while the ones that didn't gave the "x city builds settler" overlay as turn starts, lost no population, but shields wasted and the build changed to whatever the governor default wants to build, as if they had been built from a production standing.

So uh, does anybody have any idea what this is? I assume it's a bug since I got 7 first time and 6 on reload, but I'm curious what the cause is and if I can work around it

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u/JudasCrinitus — 8 days ago
â–² 55 r/civ3+26 crossposts

The Dawn Of Empires NRP

Welcome to a new Nation roleplay! In this server, it wi be a long term project where we explore history for several several hundred years. You'll be able to colonize, declare war on other nations, experience the protestant reformation, reform your nation, and survive the awfully turbulent time that is the era. It has a start date of 1508, and there's literally hundreds of potential nation options you can pick from. Have fun, and good luck!

​

​

​

​

https://discord.gg/dRFJUDmAAN

u/_Electro-_ — 12 days ago
â–² 23 r/civ3

Industrial regicide siege

If anyone is playing the regicide mode... Here how an attempt to take down an enemy king in industrial looks like, 14 Riflemen in defense of the king and it would be worse if i didn't take their rubber in time.

I believe most players trying regicide just wait for ICBMs to wrap it quickly.

u/Hopeful-Status-6256 — 10 days ago
â–² 87 r/civ3

The new terrain building set has been uploaded - link in the thread.

You can download them here.

Replaces the terrainbuildings.pcx file and includes all-new mine,fortress,barricade,colony and barbarian camp.

Made with Blender.

Instructions for installing: unzip the file, take the .pcx in it and paste it into the terrain folder of the mod you wish to play - if it is the vanilla civ3 game, use the terrain folder of that.

u/KyriakosCH — 13 days ago
â–² 7 r/civ3

TETurkhan: Test of Time Question

If there is anyone that still plays with the Scenario, i have a question. Is there a version, Cities, Regular, Start Position only, or With Cities, that has the Iroquois, Aztec, or Inca that allows them to have navel units?

reddit.com
u/MageDA6 — 12 days ago
â–² 16 r/civ3

Are Feudalism and Fascism better than their reputation?

Disclaimer: I currently play at monarch-level and I acknowledge that things change a lot at higher difficulties, but the observations I'm about to list should generally still apply I think.

TLDR: Feudalism and Fascism seem to be a lot more viable to me as most people make them appear. They require you to deviate a lot from the "normal" republic playing strategies to make use of them though. Forced labour plus military police is pretty strong, and these govs allow you to use fewer workers and build huge zerg-style armies.

I've been lurking in this sub a lot, reading lots of opinions on the goverment types (and watching Suede's videos ofc) and the gist I'm getting is: "republic and communism are op, democracy would be awesome if it wasn't such a hassle to unlock it, despotism is very good apart from high corruption and the despotism penalty, monarchy is kinda weak, feudalism and fascism are absolute trash"

I've played around with all governments and I understand all of these points, republic into communism has been my favourite strategy so far because it's by far the fastest way to get a huge empire that's a scientific and military powerhouse. Republic especially is so strong because the ~50% commerce buff is so versatile, as it can be used to offset the weak unit support, boost your tech research or just buy you lots of happiness and rushed production. I can't help but notice though that feudalism and fascism still seem to be very effective alternatives if you adapt your playstyle to them:

Feudalism

As far as I'm concerned, feudalism is just despotism with 50% more unit support, lower corruption and no despotism penalty - which already makes it sound pretty good, right? Since feudalism gives you +2 unit support and 2 military police, it effectively works like a buffed despotism with a free colosseum in every city. Rushing the great library is a must, but then the slower teching compared to republic isn't an issue anymore. I find that getting pottery asap (or building the Pyramids) is also very necessary because having granaries in your first cities is crucial.

Since you have to keep all of your cities below 7 population permanently (and thus can't ever work all of the tiles within their range), you can place them very densely with only one or two tiles of space between them, which is awesome if you have limited space to work with. Most of your cities will be terribly corrupt, but since you'll strongly rely on forced labour and food isn't affected by corruption, this is fine. You also need fewer workers, because you only really need to improve your core cities and connect the rest of them with roads for luxuries - everything you do revolves around "quantity over quality".

As soon as your expansion phase is over and you maxed out your military police in every city with warriors, you build barracks in all cities (and maybe also harbours in your coastal ones), use as much forced labour as your cities can handle (irrigated grasslands and luxuries really help with this) and keep pumping out massive hoardes of shitty military units for the rest of the game, extorting the shit out of the AI (which will think you're way more powerful then them bc of your massive army) and zerg rushing one opponent after another. As long as you can get your early expansion done and manage the unhappiness from forced labour and war weariness, you should end up with a very strong empire by the time your great library expires. If you can't win before the industrial age, switching into communism later on gives you a nice production boost.

Fascism

This is very much a "late-game" gov and much more situational. Since it punishes you for switching by killing a chunk of your pop, I feel like it's mostly useful for religious civs to switch into from republic. The weak commerce means you should definitely wait until you've at least researched replaceable parts, but any later point in time also works. Similarly to Feudalism, this gov relies heavily on using military police (a free temple plus cathedral in all cities!) and killing your population (in this case through drafting) to turn food into production and get a huge zerg army, although you need to pay attention to keep your cities big enough to sustain your unit support.

Unlike any other gov, this gives you ridiculously fast workers however (building roads and railroads on grasslands is instantaneous now!), so you use your artillery, bombers and nukes to destroy all enemy infrastructure to kill their mobility and production, take their ruined cities and rebuild them in real time as your army progresses. This also allows you to skimp on workers in general, which boosts your unit support even further compared to communism. Since most of the conquered cities will be shrunk to 1 pop from the bombardments and fascism penalty, culture flipping is almost a non-issue. Just like in feudalism, you can use your massive military to extort the AI to give you cities and tech in exchange for peace as well.

What are your thoughts on this? Have you experimented with playing these govs and figured out how to make them work (especially on higher difficulties)? I still think that republic is better in most circumstances, but I believe that these govs can still be effective if used well (and I really enjoy how they force you to break out from the usual meta playstyles).

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u/NovoIcar — 13 days ago
â–² 12 r/civ3

Railroad graphics

20 years ago, I used a railroad mod that made them look in straight lines.

Now, I cannot find that mod. Is there any? (For Steam version of Civ3.)

reddit.com
u/anarmasimov — 11 days ago