213 lines
12 KiB
Plaintext
213 lines
12 KiB
Plaintext
|
|
Episode: 4110
|
||
|
|
Title: HPR4110: Playing Civilization III, Part 2
|
||
|
|
Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4110/hpr4110.mp3
|
||
|
|
Transcribed: 2025-10-25 19:42:20
|
||
|
|
|
||
|
|
---
|
||
|
|
|
||
|
|
This is Hacker Public Radio episode 4,110 for Friday the 3rd of May 2024.
|
||
|
|
Today's show is entitled, Playing Civilization 3 Part 2.
|
||
|
|
It is part of the series' computer strategy games.
|
||
|
|
It is hosted by Avocad, and is about 15 minutes long.
|
||
|
|
It carries a clean flag.
|
||
|
|
The summary is, we continue to look at the details of playing this game.
|
||
|
|
Hello, this is Ahuka for Hacker Public Radio, and inviting you to join me in another
|
||
|
|
exciting episode in the series I've been doing on strategy games, and continuing our
|
||
|
|
look at Civilization 3.
|
||
|
|
So I want to start with today is the early game, and this is the first 100 turns or so.
|
||
|
|
And if you want to be successful in playing Civilization 3, mastering the early game is really
|
||
|
|
important.
|
||
|
|
This is where attention to detail can really pay off.
|
||
|
|
After this early sequence, you start off with a settler unit, and one or two other units
|
||
|
|
depending on your civilization type.
|
||
|
|
Expansionist SIVs would start with an explorer, for instance, while all SIVs start with
|
||
|
|
a worker.
|
||
|
|
You may want to look around and see if the tell you're on is the best place for a city.
|
||
|
|
Now my own rule is that unless I see a clearly better site within one tile of where I am,
|
||
|
|
I settle in place by pressing the B button, B is for build a city.
|
||
|
|
You don't want to spend a lot of time wandering around looking for the perfect spot while
|
||
|
|
the other SIVs are already settled in building units.
|
||
|
|
Some people say you should never not build in place because you lose a turn of production
|
||
|
|
by doing that, but I think that's a bit extreme.
|
||
|
|
I think missing one turn to get a city that will do better is a good bargain, because
|
||
|
|
you'll get the benefit of the better city for hundreds of turns.
|
||
|
|
In any case, by the end of turn two, you have your city in place.
|
||
|
|
Now what?
|
||
|
|
Well, since you have a worker, you can begin developing your city.
|
||
|
|
Your ultimate objective is to turn out another settler unit, but that won't happen right
|
||
|
|
away.
|
||
|
|
Your city right now has a population of one, and producing a settler unit uses up two units
|
||
|
|
of population.
|
||
|
|
That means you have to get to size three before you can pop one out.
|
||
|
|
Meanwhile, you have no time to waste.
|
||
|
|
First take a look at your city.
|
||
|
|
At this point, it is a three by three square with eight workable tiles.
|
||
|
|
Now the center tile is automatically worked by the game, so you don't need to worry about
|
||
|
|
that.
|
||
|
|
And for your eight workable tiles, you have one worker, one civilian population unit, and
|
||
|
|
we're going to be careful here because there is a unit called the worker that goes around
|
||
|
|
building roads and irrigation and so on, and then your citizens that will work the tiles.
|
||
|
|
So we need to be careful looking at that.
|
||
|
|
So what should that citizen be working on?
|
||
|
|
If you just let the game, in other words, the governor, we'll talk about the governor later,
|
||
|
|
decide at this point, it will probably make the right choice, but you want to be sure.
|
||
|
|
Which tile has the highest food yield?
|
||
|
|
If you have a grassland or floodplain tile, or maybe a tile with a special resource
|
||
|
|
like wheat or cattle, that will give you the most food.
|
||
|
|
And at this point, none of your tiles is developed.
|
||
|
|
When you think that you know what it should be, open up the city screen by clicking on
|
||
|
|
the city and see what the game picked.
|
||
|
|
Did you agree?
|
||
|
|
If not, what do you think the game was trying to do?
|
||
|
|
Do you miss something?
|
||
|
|
Your center city square, for instance, is the one that's automatically going to be worked
|
||
|
|
and you don't have to worry about it.
|
||
|
|
And that will, for your first city, always produce two food, one shield, remember, shields
|
||
|
|
designate production, and three gold.
|
||
|
|
So you'll be able to start producing units or buildings, though with only one shield
|
||
|
|
it may take a while.
|
||
|
|
A bonus grassland is the perfect tile in this situation since it gives you one added
|
||
|
|
shield, doubling your production, plus two food, which means you are building population.
|
||
|
|
For one citizen consumes two food, but you get that from the city center.
|
||
|
|
So the two you get from the bonus grasslands tile go right into the food box to grow
|
||
|
|
a new citizen.
|
||
|
|
Now let's consider government type.
|
||
|
|
At the start of the game, your government will automatically be despotism.
|
||
|
|
So we're talking about ancient Samaria kind of level.
|
||
|
|
And you cannot get out of that until you've researched other governments further in the
|
||
|
|
tech tree.
|
||
|
|
Now, don't worry about that too much right now.
|
||
|
|
We're still talking about the early game, but one of the parameters for being in despotism
|
||
|
|
is that any yield above two is reduced by one.
|
||
|
|
So if you put your citizen to work on a flood plain tile, you don't get three food.
|
||
|
|
You only get two food.
|
||
|
|
And if you irrigate a grassland tile, you similarly only get two food.
|
||
|
|
So irrigating a grassland tile is a waste of your workers time.
|
||
|
|
Now this leads to the rule for the early game, mind green irrigate brown.
|
||
|
|
Why do you mind the green because you're going to get the two food anyway?
|
||
|
|
And by putting a mind there, you're going to get an additional shield.
|
||
|
|
Irrigate brown, you know, with the brown, you're only going to get one food.
|
||
|
|
But if you irrigate it, you'll get two.
|
||
|
|
In other words, what we're trying to do is get as much food as possible as our first priority.
|
||
|
|
And that is because the food is what will give you more citizens and more citizens means
|
||
|
|
you can work more tiles and so on.
|
||
|
|
So it's a very important concept.
|
||
|
|
Now let's say this is what you do in the early game.
|
||
|
|
In the late game, you could have your workers go around and change things.
|
||
|
|
But if you've played your game well, by the time you get to the late game, tile yields
|
||
|
|
are not your biggest problem anyway.
|
||
|
|
Now let's see how this works with two tiles.
|
||
|
|
One grassland, the other plains, in an early game where you have two citizens.
|
||
|
|
If you do nothing, you have the plains gives you one food and one shield for a total of two.
|
||
|
|
This land gives you two food and one shield for a total of three.
|
||
|
|
Total from both tiles, five.
|
||
|
|
Now if you irrigate the grassland and mine the plains, which you might be tempted to do,
|
||
|
|
your plains tile, with a mine on it, one food plus one shield plus one shield from the
|
||
|
|
mine for a total of three.
|
||
|
|
Grassland, two food plus one shield, and then plus zero food from irrigation because you're
|
||
|
|
in despotism and you can't get more than two.
|
||
|
|
So the total now for both tiles is six.
|
||
|
|
Now if you mine the grassland and irrigate the plains, the rule mind green irrigate brown
|
||
|
|
you get from plains, one food, one shield plus one food from irrigation for a total of
|
||
|
|
three.
|
||
|
|
Grasslands, two food, one shield plus one shield from the mine for a total of four and
|
||
|
|
now the total from both tiles is seven.
|
||
|
|
So you get a net of one additional shield from following the mine green irrigate brown rule
|
||
|
|
and that is one additional shield every turn, which could mean up to double the speed
|
||
|
|
on building your first units.
|
||
|
|
In the early game this is really important.
|
||
|
|
Now the next concept we want to look at is revenue.
|
||
|
|
Now remember going back to the very early first version of civilization said, Myers always
|
||
|
|
said it was always about the money.
|
||
|
|
That's still an important concept in Civ 3.
|
||
|
|
So we've seen how we can improve our production on tiles through micro management.
|
||
|
|
But we've only looked at two of the three things that tiles can give you.
|
||
|
|
What of the third?
|
||
|
|
Gold?
|
||
|
|
Or also known as commerce?
|
||
|
|
Now there are two types of tiles that produce gold without any improvement.
|
||
|
|
Coast tiles and sea tiles.
|
||
|
|
Gold that coast is immediately adjacent to land and sea is roughly equivalent to the continental
|
||
|
|
shelf, shallower water in a lighter color.
|
||
|
|
Now sea tiles produce one gold and coast tiles produce two.
|
||
|
|
But what about land?
|
||
|
|
Your city center will generate some amount of gold which can vary but it will be at least
|
||
|
|
one.
|
||
|
|
And like all city center yields, that comes automatically without any citizen being assigned
|
||
|
|
there.
|
||
|
|
Now to get more gold though, you need to build roads.
|
||
|
|
For each tile that has a road and which has a citizen assigned to work it, one additional
|
||
|
|
gold will be added to your revenue.
|
||
|
|
Now that said, in general gold is not your first priority, particularly in the early game.
|
||
|
|
In a new city, I would first move my worker onto a tile that I can irrigate since that
|
||
|
|
adds food and you need food to generate more citizens.
|
||
|
|
But once I've done the irrigation, I would build a road before doing anything else because
|
||
|
|
it uses up a turn for your worker to move.
|
||
|
|
And since you're already on the tile, it is most efficient to build the road right away
|
||
|
|
before moving.
|
||
|
|
Once I have done that, my next priority would be to build a mine to get increased shields
|
||
|
|
and again as soon as the mine is completed, I would put a road on it.
|
||
|
|
So the suggested rule here, never let a worker leave a square without building a road in
|
||
|
|
it.
|
||
|
|
It wastes worker moves and you will want to put roads on all of your squares eventually
|
||
|
|
anyway.
|
||
|
|
Now the third thing we want to look at here is resources.
|
||
|
|
Okay, there's more than just food shields and gold to think about.
|
||
|
|
There are also tiles that contain special resources of one kind or another.
|
||
|
|
And you will want to grab those resources whenever you can.
|
||
|
|
Now there's a list of all these resources at the Civilization Wiki site, but the short
|
||
|
|
version is that there are three kinds of resources, strategic, luxury and bonus.
|
||
|
|
Strategic resources are the ones that enable you to build certain kinds of military units
|
||
|
|
and they're revealed at different times in the game when you discover a key technology.
|
||
|
|
For example, when you start you only have warriors as military units and they have the one
|
||
|
|
comma one, common one designation, which means they have an attack strength of one.
|
||
|
|
The first number is always a attack strength.
|
||
|
|
A defense strength of one because the second number is always your defense strength and
|
||
|
|
a movement of one because the third number is always your movement.
|
||
|
|
So this is the bottom of the military tree.
|
||
|
|
To move up, particularly in terms of mobility, you need horses.
|
||
|
|
And to get horses, you first need to discover the wheel.
|
||
|
|
Now as soon as you discover the wheel, then you will see horses appear on certain tiles
|
||
|
|
on the map.
|
||
|
|
But for you to have those horses, you need to build a road that connects them to your
|
||
|
|
cities.
|
||
|
|
Do this successfully and you will get a pop-up message congratulating you for doing so.
|
||
|
|
Note that the horses do not need to be within the BFC of a city, but they do need to be
|
||
|
|
within your empire.
|
||
|
|
So in other words, getting horses, you don't have to work a tile to get horses.
|
||
|
|
You simply need to connect whatever tile the horses are on to your city.
|
||
|
|
The next major strategic resource is iron.
|
||
|
|
And you need to discover iron working first.
|
||
|
|
Once you do that, it will appear on the map.
|
||
|
|
Now for this, you do need to have the tile within your city build a mine on it and assign
|
||
|
|
a citizen to work it.
|
||
|
|
Now these resources continue up until finally you get to aluminum and uranium.
|
||
|
|
So there are always new ones to find as you progress.
|
||
|
|
Now the next key resource type is luxury resources.
|
||
|
|
These have two effects.
|
||
|
|
They can add happiness in your cities, always a key consideration.
|
||
|
|
And also add commerce, in other words, gold.
|
||
|
|
Like horses, they need to be within your empire, but not necessarily within the BFC of a city.
|
||
|
|
You can also access these by building a road to connect the resource to your cities.
|
||
|
|
And examples of these include dyes and wine.
|
||
|
|
Last category is bonus resources, which adds to the yields on a tile.
|
||
|
|
Examples of these include wheat, which adds to food.
|
||
|
|
And whales on sea tiles, which adds one food, one shield, and two commerce.
|
||
|
|
To gain the benefit of these bonus resources, they do need to be within the BFC of a city
|
||
|
|
of yours, and you need to put a citizen to work on the tile.
|
||
|
|
And these bonuses are added to any other yields.
|
||
|
|
So if you have wheat and also add irrigation to a plain style, you can get four food.
|
||
|
|
And because it's a plain style, one from the irrigation, and two more because of the wheat.
|
||
|
|
So that's a good deal of stuff to cover in one episode.
|
||
|
|
So this is Hookah for Hacker Public Radio, signing off, and is always encouraging you to
|
||
|
|
support FreeSoftware.
|
||
|
|
Bye bye.
|
||
|
|
You have been listening to Hacker Public Radio, as Hacker Public Radio does work.
|
||
|
|
Today's show was contributed by a HBR listener like yourself.
|
||
|
|
If you ever thought of recording podcasts, you click on our contribute link to find out
|
||
|
|
how easy it really is.
|
||
|
|
Hosting for HBR has been kindly provided by Anonsthost.com, the Internet Archive and
|
||
|
|
R-Sync.net.
|
||
|
|
On the Sadois status, today's show is released under Creative Commons, Attribution, 4.0,
|
||
|
|
International License.
|