As a Brit, it's funny hearing how non-English people pronounce our city names. Not that I'm judging, most of them are very difficult to read. Gloucester is pronounced more like "gluster", for example
Whether the Lighthouse is worthless or OP really depends on the map you're playing. On small Pangaea it's kinda worthless. On large archipelago it's very valuable and becomes OP if you're already seafaring because it magnifies an already good strength on maps like that.
I didn't emphasize this in the video, but one of the primary advantages is that it takes away from the AI the ability to cross sea tiles. Otherwise often on continents maps and archi maps, the great lighthouse civ will contact everyone and it accelerates the whole tech race by like, 25 turns or something.
I feel like putting outposts along the coastline is an exploit and should be avoided. If you want to prevent them from landing your island, you have an option of stationing troops there and paying unit support.
But that's just me, I also never build railroads longer than 6 consecutive tiles. To keep things more realistic and somewhat negate the huge advantage in the concentration of forces a human player gets with railroads.
hi, great videos. it has helped me a lot. I noticed you built outposts. Do they prevent units from landing on land tiles from the sea? Also is there any benefit from having two or more of the same luxury? I do not see a bonus of any kind but I am curious if there is any benefit from it.
Yes. An enemy unit can't land on an outpost unless it has amphibious assault (so nothing until marines). You can accomplish the same goal with units, but outposts cost no maintenance. 2 Luxuries: Not in itself, but you can trade them away.
Interesting that you seem to focus almost solely on what you can do rather than obsessing on your opponents (which is what I do as a lower level player and constantly adjust my strategy based on the relative strength of different foes). I would be interested in hearing why you pick an enemy Civ to attack etc. You don't seem to need to look at your stats or power/score graphs at all to have a sense of your strength relative to foes. This still looks like a completely lost game to me by losing Liverpool and the strong AI civs being able to get astonomy soon (but I'm sure that you will pull it out of the bag).
The game is generally going according to plan. Liverpool isn't an inherent necessity, worst case scenario I can trade for gems. As long I don't lose a bunch of island cities, or cities on my mainland, i'm fine. Eventually I will outpost everything so the AI can't land, and all of those cities will come online from the forbidden palace.
why does the AI just auto declare war everytime you refuse to give them something for free LMAO it's pretty damn unrealistic and funny at the same time
they consume the worker. They're supposed to give vision but they also block the AI from landing and cost no maintenance. So they're cheaper than keeping units in the city for defense.
Thanks for all the content :) One feedback for the mic, I think you need to turn down your gain a bit, since with higher volumes the voice is cracking. I don't know if you use EQ to the voiceover, that's a useful tool at least.
@@suedeciviii7142 Compression might help, but the most efficient fix is to lower the gain/sound intake a bit when recording. Then after you've recorded the voiceover with a lower gain/sound intake, you can turn the recording's volume up without cracking up the signal. You can of course try compressing the voiceover anyways, it might do good to the quality overall!
@@user-wx6vg7cq9d So for reference, the volume comes out quite low if I don't adjust it. Like, I have to set computers speakers to 100 just to get it at a reasonable volume. So I normally use amplify in VSDC when I edit it. Is there a better way to do things?
Only half way through but do you always play without AI respwan which could have happened in this case? What do they get when the spawn? A future challenge could be trying to win as a civ who at 1 AD :-)
CFC competitions say "standard rules" are all the defaults, with culturally linked start locations and respawn AI disabled. I agree with them on that. "who at 1 AD" respawns? That sounds like fun. Maybe a scenario where I wait 100 turns before playing lmao.
Suede CivIII Well I guess they have some advantage over waiting 100 turns ;-) As I understand they start with some tech advancement and gold? Do you know if they start with more units on the higher difficulties?
@@suedeciviii7142 Yes, a delayed start sounds like an interesting challenge and maybe modify it so you are guaranteed to be near some resources or good land and probably have to choose lower difficulty. Maybe start on an island or your own continent. Maybe get to start with some boats. Maybe get to see the entire map.
@@suedeciviii7142 so they start with normal ancient era techs? Guess it seems impossible for a respawned civ to win (only theoretically possible for Suede in a challenge 😁)
At 1:20:00 you built a city that won't benefit from the whales and will still be hindered by the other nearby cities... You should have built it one square northwest... Aghh!!!
Don't know why but this video is especially interesting. When I think about a remaster of Civ3 in these times of remasters I get such a boner Btw, is there any way to get that iron from that 4-mountains-tile island?
nope. Only thing it might be good for is ironworks if you could put a city on the mainland with the iron in its BFC (and you'd need coal too). Oh, and you'd still need another iron to appear in your resource box, but the island iron could count as you "res must be in BFC" iron.
You have no fucking clue hahah. The worst part is I play kinda sloppy when doing vids, because I don't have time to micro excessively, and I want to limit test and show the craziest stuff I can pull off. So in cases where I absolutely do my due diligence, and cover my ass, and I STILL get punished for it, it drives me crazy.
Currently playing some games (in part due to these excellent strong play vids) on CivIII original. There is (afaik) no option there to turn off conversions, but I discovered that flips are not part of the 'random seed' like battles. That is, if I lose a battle and reload, I will still lose the same battle every time. But if I reload an autosave at least 2 turns before the flip, the city doesn't (always) flip. So that's my way of cheating back on the AI now :D
Your way of playing is interessting but not quite mine. I prefer a more standard historical way of playing Civ. However, I'm buffled that you alway worry about your ships in high sea. I've never seen a ship sink the first time it crosses in high sea and that over a minimum of 5k hours of playing Civ since I play it and continue to play it since its release. Imo ships always survive the first encounter with high sea. But that might be because I only played Vanilla version of the game and I'm not a big fan of the expansion.
@@suedeciviii7142 Lol. Than I've been god damn lucky so far, I guess. Thanks for the info and for everything you do around Civ 3. You got me the vibes to install it again.
@@suedeciviii7142 with it, potentially thousands of shields in units may be lost to a bs mechanic. I think it's an apt comparison with the random events in Civ4 where the Bermuda triangle was a random event that could wipe an entire armada. With that city flip, you didn't lose many units but if you had some 50 catapults or bombers parked in the city, it would have been a different story.
@@Jose-jw6vi I agree. Thankfully there's counterplay (don't keep your units in the city, among other things). I know that's easier said than done, but it also helps for me to demonstrate how i manage it. Since I know a lot of my viewers play with conversions on because they like converting enemy cities.
And here I was, screaming into the phone "Do not abandon the city!" and you still did it, the absolute madlad.
RE:VonKrauzer. Me too. I was thinking better keep that second gem city. Ha, ha!
@@munsters2 thank
Tech trading simulator
Thank you for posting these, so informational getting to watch you play
Glad you enjoy it!
Thank you very much for sharing all these series. Your commentary is gold. These and a mix of Civ2/3 & Call To Power 1/2 OSTs is just God's work
As a Brit, it's funny hearing how non-English people pronounce our city names. Not that I'm judging, most of them are very difficult to read. Gloucester is pronounced more like "gluster", for example
Worcestershire
Whether the Lighthouse is worthless or OP really depends on the map you're playing.
On small Pangaea it's kinda worthless. On large archipelago it's very valuable and becomes OP if you're already seafaring because it magnifies an already good strength on maps like that.
I didn't emphasize this in the video, but one of the primary advantages is that it takes away from the AI the ability to cross sea tiles. Otherwise often on continents maps and archi maps, the great lighthouse civ will contact everyone and it accelerates the whole tech race by like, 25 turns or something.
I feel like putting outposts along the coastline is an exploit and should be avoided. If you want to prevent them from landing your island, you have an option of stationing troops there and paying unit support.
But that's just me, I also never build railroads longer than 6 consecutive tiles. To keep things more realistic and somewhat negate the huge advantage in the concentration of forces a human player gets with railroads.
Good thing you made that mistake of removing the harbor while in Anarchy.
I have to say, VERY catchy title.
I was worried it was a little long, but it works
When all the cities start burning because they don't have their gems anymore xD
hi, great videos. it has helped me a lot. I noticed you built outposts. Do they prevent units from landing on land tiles from the sea? Also is there any benefit from having two or more of the same luxury? I do not see a bonus of any kind but I am curious if there is any benefit from it.
Yes. An enemy unit can't land on an outpost unless it has amphibious assault (so nothing until marines). You can accomplish the same goal with units, but outposts cost no maintenance.
2 Luxuries: Not in itself, but you can trade them away.
@@suedeciviii7142 Viking Berserkers are amphibious.
@@suedeciviii7142 thanks for the info.
@@christheriault1307 Well they do provide extra commerce (food if its wines or shield if its furs) but you gotta work their tiles
@@TheWatchernator As long as they aren't in the game, this strategy works I guess :D
Interesting that you seem to focus almost solely on what you can do rather than obsessing on your opponents (which is what I do as a lower level player and constantly adjust my strategy based on the relative strength of different foes). I would be interested in hearing why you pick an enemy Civ to attack etc. You don't seem to need to look at your stats or power/score graphs at all to have a sense of your strength relative to foes. This still looks like a completely lost game to me by losing Liverpool and the strong AI civs being able to get astonomy soon (but I'm sure that you will pull it out of the bag).
The game is generally going according to plan. Liverpool isn't an inherent necessity, worst case scenario I can trade for gems. As long I don't lose a bunch of island cities, or cities on my mainland, i'm fine. Eventually I will outpost everything so the AI can't land, and all of those cities will come online from the forbidden palace.
Mate, can you please add this and part 3 to the "Rise of British Empire" playlist? Only parts 1, 4 and 5 are there right now.
Done. Sorry about that, I have no clue why that was the case.
@@suedeciviii7142 No issues, thanks! Could you re-order them as well?
@@arvindhmani06 Done hahah
@@suedeciviii7142 Appreciate it! Great stuff btw, you have a new fan!
why does the AI just auto declare war everytime you refuse to give them something for free LMAO it's pretty damn unrealistic and funny at the same time
It's based on military strength, and on this difficulty they have a million units.
I see you are using some sort of improvement you use to keep other civs from landing your small islands. Outposts? How do those work?
they consume the worker. They're supposed to give vision but they also block the AI from landing and cost no maintenance. So they're cheaper than keeping units in the city for defense.
@@suedeciviii7142 Can they be bombarded out of existence?
@@AdaDenali No, i'm pretty sure not.
Wow so they are safe all the way until civs get marines? That’s powerful
@@AdaDenali Yeah! Except against the vikings. Definitely worth it for small islands.
"I wonder if we should suicide at some point" (c) Suede
RE:Rosie McCattail. Said the Reverend Jim.
Thanks for all the content :) One feedback for the mic, I think you need to turn down your gain a bit, since with higher volumes the voice is cracking. I don't know if you use EQ to the voiceover, that's a useful tool at least.
I'll add a compressor, will that help?
@@suedeciviii7142 Compression might help, but the most efficient fix is to lower the gain/sound intake a bit when recording. Then after you've recorded the voiceover with a lower gain/sound intake, you can turn the recording's volume up without cracking up the signal. You can of course try compressing the voiceover anyways, it might do good to the quality overall!
@@user-wx6vg7cq9d So for reference, the volume comes out quite low if I don't adjust it. Like, I have to set computers speakers to 100 just to get it at a reasonable volume. So I normally use amplify in VSDC when I edit it. Is there a better way to do things?
@@user-wx6vg7cq9d How do I lower gain in OBS? Do I lower the volume slider at the bottom center of the screen?
@@suedeciviii7142 What kind of a mic do you have, and are you running the mic through an audio interface / amplifier, or straight to your computer?
Only half way through but do you always play without AI respwan which could have happened in this case?
What do they get when the spawn?
A future challenge could be trying to win as a civ who at 1 AD :-)
CFC competitions say "standard rules" are all the defaults, with culturally linked start locations and respawn AI disabled. I agree with them on that.
"who at 1 AD" respawns? That sounds like fun. Maybe a scenario where I wait 100 turns before playing lmao.
Suede CivIII Well I guess they have some advantage over waiting 100 turns ;-) As I understand they start with some tech advancement and gold? Do you know if they start with more units on the higher difficulties?
@@suedeciviii7142 Yes, a delayed start sounds like an interesting challenge and maybe modify it so you are guaranteed to be near some resources or good land and probably have to choose lower difficulty. Maybe start on an island or your own continent. Maybe get to start with some boats. Maybe get to see the entire map.
@@ulle85 They start with units but not bonus techs.
@@suedeciviii7142 so they start with normal ancient era techs? Guess it seems impossible for a respawned civ to win (only theoretically possible for Suede in a challenge 😁)
At 1:20:00 you built a city that won't benefit from the whales and will still be hindered by the other nearby cities... You should have built it one square northwest... Aghh!!!
1 northwest would be on a deer tile.
@@suedeciviii7142 then 2 northwest, the peninsula
I don't understand why you built a city next to a volcano o.o
Volcanoes aren't likely to go off once you reach the AD years
@@suedeciviii7142 let's hope it does not
15:13 "if you pop a ciggie"
Don't know why but this video is especially interesting. When I think about a remaster of Civ3 in these times of remasters I get such a boner
Btw, is there any way to get that iron from that 4-mountains-tile island?
nope. Only thing it might be good for is ironworks if you could put a city on the mainland with the iron in its BFC (and you'd need coal too). Oh, and you'd still need another iron to appear in your resource box, but the island iron could count as you "res must be in BFC" iron.
After Liverpool got culture flip I would turn off this game, I dont tolerate this kind of shit from this game
You have no fucking clue hahah. The worst part is I play kinda sloppy when doing vids, because I don't have time to micro excessively, and I want to limit test and show the craziest stuff I can pull off.
So in cases where I absolutely do my due diligence, and cover my ass, and I STILL get punished for it, it drives me crazy.
Currently playing some games (in part due to these excellent strong play vids) on CivIII original. There is (afaik) no option there to turn off conversions, but I discovered that flips are not part of the 'random seed' like battles. That is, if I lose a battle and reload, I will still lose the same battle every time. But if I reload an autosave at least 2 turns before the flip, the city doesn't (always) flip.
So that's my way of cheating back on the AI now :D
Why build so many outposts?
enemy can't land
@@suedeciviii7142 thank you, great videos
Your way of playing is interessting but not quite mine. I prefer a more standard historical way of playing Civ. However, I'm buffled that you alway worry about your ships in high sea. I've never seen a ship sink the first time it crosses in high sea and that over a minimum of 5k hours of playing Civ since I play it and continue to play it since its release. Imo ships always survive the first encounter with high sea. But that might be because I only played Vanilla version of the game and I'm not a big fan of the expansion.
50% chance of sinking for non-seafaring civs.
25% change of sinking for seafaring civs.
@@suedeciviii7142 Lol. Than I've been god damn lucky so far, I guess. Thanks for the info and for everything you do around Civ
3. You got me the vibes to install it again.
1:08:25 lmfao
Part 3
ruclips.net/video/0zIOpvSA4X8/видео.html
Given that it's such a broken and BS mechanic, why don't you play with cultural conversions turned off?
It's annoying but it's part of how the game is balanced. Without it sci/rel civs are undertuned, as well as temples in general.
@@suedeciviii7142 with it, potentially thousands of shields in units may be lost to a bs mechanic.
I think it's an apt comparison with the random events in Civ4 where the Bermuda triangle was a random event that could wipe an entire armada. With that city flip, you didn't lose many units but if you had some 50 catapults or bombers parked in the city, it would have been a different story.
@@Jose-jw6vi I agree. Thankfully there's counterplay (don't keep your units in the city, among other things). I know that's easier said than done, but it also helps for me to demonstrate how i manage it. Since I know a lot of my viewers play with conversions on because they like converting enemy cities.