I forgot to save my last game as Portugal. So you get this instead! I'm really enjoying this play through, it's very different from most games of civ 3 that I've played.
Persia is screwed. There is only room for the AI to build two cities, and he is going to use the Deity bonus to build a massive unit stack and he will be too impoverished to research Map Making and build galleys to expand before you and the Incans have filled your continent.
Suede, not sure if this has been mentioned in your other streams (I'm relatively new to your channel) but: you should disable "culturally linked start locations" in your game setup. There's a bug with Civ III Conquests / Gold that was never fixed in which the Inca are ALWAYS present if you leave other civs randomized. Unchecking 'culturally linked start locations' ensures you get a truly random assignment of rival civilizations.
1 question - I know in civ 5 that if your worker needs 1 turn to finish an improvement, you can do it at the start of the turn - by selecting the worker and then clicking on the improvement he began - and he improves the tile 1 turn faster (like you get the benefits before the turn rolls over), is that not a thing in civ 3?
It is. Let's say a road takes 3 turns. If you have 3 workers on it, it will instantly complete, instead of completing at end of turn. Only really useful for roads/rails. For mines/irrigation, you'd get the benefit at end of turn anyway.
@@suedeciviii7142 No, that's not what I meant. I haven't played Civ 3 since like I was a child like 8-10 or so years ago, so I might be rusty, but - your worker has put 2/3 turns on the road, he has a green circle (full move) on him, like at: 11:50, if you click on him, does it stop + cancel his automation? Or does the progress for the road building stay? (If the progress stays and you have 1 turn left for the road, let's say you wanted to move your settler over that road - you can 1st complete the road to get the extra movement tile the settler can cover?) This is the thing I don't remember about Civ 3. In Civ 5 you can - (assuming both mines and roads take same amount of turns to complete on the same tile) put 1 turn in to a road, put 1 turn in to a mine, put another 1 turn to a road, etc. and the game saves the construction progress of that improvement for the tile. It's hard to explain in text, but in Civ 5 there used to be a competitive player - FilthyRobot, he has 400+ Civ 5 multiplayer games on his RUclips channel and what he (and all good Civ 5 players) do in the early game with workers is - set them to do an improvement like farm that takes them 3 turns, their movement gets completely used out, but then they click on the worker to disable the automation, and repeat it the next 2 turns in a row, so the farm get's build at the 3rd turn, not at the 3+ turn. (That might be a bug / oversight from the developers side that when the turn ends 1st the game collects your food/production/gold and then adds the extra improvements on top - so at that turn yuo don't get the extra yields Xd) P.S. - great content, I can't wait for part 2. Try to give more of your videos thumbnails however, so it's easier to understand which are individual videos and which are part of a series. Also if possible try to edit out the start / end of going into obs to start / end the recording. (I understand you don't have 2 screens, but when I record my OBS is on screen 2) P.S.S. - I know civ 3 is an old game but your zoom cuts off like a few pixels on the bottom. If you can fix that without making the resolution explode, that'd be great! :D
@@guest273 I've watched some of filthy robot's stuff. That trick doesn't work in civ 3. If there's no workers working on a project, all progress on it will stop. But, fun fact: there is a trick he uses that does apply in civ 3. He sets his city to emphasize production so that when the city grows, the new citizen is assigned to a high production tile, and you get those shields in the interturn. Then you can immediately switch back to a high grow tile. That works in Civ 3 as well! And it's very handy in multiplayer mods. I'm glad you like the thumbnails! You're right, it would make it easier to find videos in the same series. I do try to edit out OBS but I often forget at the start and end of my videos. Like, my narration will continue until after I switch to OBS. I'll keep trying to fix that. As for me alt tabbing in the middle of my videos, I have an issue where very occasionally, the audio will completely cut out. So I check for it every now and then. I have no clue what's causing the lost pixels, they're there in game! They just aren't recorded.
@@suedeciviii7142 Hey, I did 1 test match on Civ 3 to get myself re-familiarized with the game. I have questions: 1) How much corruption ---> shields / commerce does the courthouse reduce? Easiest way how to know if it's worth actually building? (I want to look at it as a production increase building.) 2) Are temples actually built as priority culture buildings over libraries? I mean if you don't have happiness issues. Libraries take 20 less shields, give the same culture, cost the same in maintenance + if you're tech-ing 50%+ they also funnel extra commerce into science. 3) What is the hotkey to show tiles (without improvements and cities) ? Can you rebind hotkeys for civ 3? 4) Do you play without sound because you also get audio issues otherwise? (This is noticeable for me when contacting with other civ leaders, the music cuts out and I have distortion sounds.) Or do you play a patched version with a fix? 5) Why is Republic in your opinion better than Monarchy? In my game I played as Russia and I had rough neighbors war declaring on me frequently - The Zulu, England, Egypt form their private island etc. War weariness was starting to affect even my core big cities, which is a big NO NO for me. + On Monarchy I'd be able to support more units (pay less upkeep). It's a continental 70% water game but feels like archipelago. Is Monarchy maybe strong on Pangaea maps?
@@guest273 1) The absolute minimum waste/corruption reduced by the courthouse is 10%. So if you're losing 9/10 shields to corruption, you'd be losing 8/10 with a courthouse. But sometimes it's more than that. 2) No. Temples give 1 happy face (which has a value of about 1gpt). And they cost 1gpt in maintenance. So libraries are just straight up better buildings. Generally, you should only build temples if you need the culture, and you need it cheap. If you need happiness, prioritize other sources, especially luxuries. Libraries only cost less for you because you chose a scientific civ. Generally temples are cheaper. 3)ctrl-shift-m. You can't rebind, at least without modifying the game code. 4) Nah steam bugs so that there's no music. I still get some sounds. But if I'm just playing by myself for my own sake, I'd listen to my own music. There's a patch for the bug you're talking about. See here: steamcommunity.com/app/3910/discussions/0/1291817837623762065/ 5) The gold bonus from republic is absolutely bonkers. All the other downsides can be managed or played around, but if you play a government without the commerce boost, you just lose 40% of your commerce from the get go. In terms of reducing war weariness, you can take the following steps: -Appeasing enemies (Like giving into their demands, letting them walk through your land) -Improving AI relations by trading resources and gold per turn, and not breaking 20 turn commitments -luxuries + marketplaces. -Minimizing war score when you end up in a war
Wall Street is a small wonder. There is absolutely no reason not to build it, and it provides pretty guaranteed value, so go ahead! The only reason not to is if you were going to win another way rather soon.
Philosophy gives a free tech to the first civ to reach it! The real question is, "should I make Map Making my free tech if I'm going for the great library." And the answer is, it depends on the map. I wouldn't have done that on a pangea, since I get everything free with the great library anyway, and I wouldn't need map making in the meantime. On this map I needed map making asap.
@@suedeciviii7142 wait my wording was bad I was trying to say was I built both of those wonders on one city in my Sumeria game and it counted in one of the wonders
@@paulhunt505 but it didn't count of my Newton's University bonus of beakers and it's only at 100 after the university was built so I didn't get 150 or somewhere along the lines
I was almost screaming when you planted a city on furs. Just one tile to the north west and you'd have all furs and wheat. And seriously, why didn't you build an arvher in the first place to deal with the camp? You've dumped almost a 100 shields into warriors to no awail. Oh well. It's sad that you lost a safe file of the previous campaign. Do you have its seed though? I'd like to try it.
I do like to optimize to get the most coast/sea tiles possible. Do you know how planting on resources works? You actually do get bonus commerce and bonus shields if you plant on them. Sometimes only when you hit size 7, but in the case of furs on plains I do get the bonus shield in the city center immediately. Planting next to the camp would have worked, I guess I just had a particular placement in mind. Although the "next to the camp" placement would have given me a canal, which would have been handy.
@@davidhonigmann2563 Carriers are expensive. I'd much rather have 29 bombers than 20 bombers on 5 carriers. They're a lot easier to sink or bomb out. There's perks to airbases. If the AI takes the city next to the airbase, your planes get teleported home. You can place them on a mountain for an insane defense bonus. And planes are untargetable from bombardment/bombing while in an airbase (this is NOT true for cities)..
@@suedeciviii7142 I see. I am playing Iroquois and am attacking the Japanese on another continent so air bases are not really feasible. I'm doing a policy of bombing the enemy while my ai ally does the ground work. I'm trying for a space race victory.
@@davidhonigmann2563 Do they have the whole continent to themselves? If not, get a military alliance. Have them declare war on each other. WHen they conquer cities, the culture is removed and there should be spaces outside of cultural boundaries. They you drop an airbase.
i got stuck; everyone had coal except me; game over.. oh well a) also it's "useful" when the AI wages war on you, if you survive then they get off your butt afterwards? c) if you reach "monarchy" first.. you get a little "smart person"... (like a leader type)? ^^
hey, Suede! Tell me please, in a situation where i have 50+ cities on a huge map, i can use only communism ? just corruption is so big. Thank you for what you are doing!!!
It's a good thing that barbs don't gain experience.
Persia is screwed. There is only room for the AI to build two cities, and he is going to use the Deity bonus to build a massive unit stack and he will be too impoverished to research Map Making and build galleys to expand before you and the Incans have filled your continent.
54:34 alright this threw me a curveball i was not expecting to laugh that much
DoodleNoodle26 I know lol
Always a cliff hanger😫 I miss the 4 hour marathon videos😂😂
I might need to update my wonder tier list lol
The original tier list was solid, but I'm all in for more civ III content.
@@TheWatchernator I now hate the Mausoleum even more! /s
No I didn't even consider tourism gold before, so I need to take that into consideration.
The Mausoleum is actually nice if you want to grow one big city for building wonders. I always disagreed with you for ranking it so poorly.
@@Live01Legends yeah civ 3 is such a nice little game.
attacking with one warrior time after time is some high level play
Suede, not sure if this has been mentioned in your other streams (I'm relatively new to your channel) but: you should disable "culturally linked start locations" in your game setup. There's a bug with Civ III Conquests / Gold that was never fixed in which the Inca are ALWAYS present if you leave other civs randomized. Unchecking 'culturally linked start locations' ensures you get a truly random assignment of rival civilizations.
It is turned off in this video, and most others I do, for the reason you mentioned.
Curragh rhymes with thorough.
Sad to see there was no stream this week. Re-watching this instead.
30:16 Nooooooooooo!!!! RIP WHEAT TILE!!!!
You think I would forget about it? :P
@@suedeciviii7142 ofc not!! Just this city would be a bit better with it
I like mega cities. I like this :^]
😍😍😍😍😍😍😍😍😍😍😍 I am crying this is amazing 😍😍😍😍😍
1 question - I know in civ 5 that if your worker needs 1 turn to finish an improvement, you can do it at the start of the turn - by selecting the worker and then clicking on the improvement he began - and he improves the tile 1 turn faster (like you get the benefits before the turn rolls over), is that not a thing in civ 3?
It is.
Let's say a road takes 3 turns. If you have 3 workers on it, it will instantly complete, instead of completing at end of turn.
Only really useful for roads/rails. For mines/irrigation, you'd get the benefit at end of turn anyway.
@@suedeciviii7142 No, that's not what I meant.
I haven't played Civ 3 since like I was a child like 8-10 or so years ago, so I might be rusty, but - your worker has put 2/3 turns on the road, he has a green circle (full move) on him, like at: 11:50, if you click on him, does it stop + cancel his automation? Or does the progress for the road building stay? (If the progress stays and you have 1 turn left for the road, let's say you wanted to move your settler over that road - you can 1st complete the road to get the extra movement tile the settler can cover?) This is the thing I don't remember about Civ 3. In Civ 5 you can - (assuming both mines and roads take same amount of turns to complete on the same tile) put 1 turn in to a road, put 1 turn in to a mine, put another 1 turn to a road, etc. and the game saves the construction progress of that improvement for the tile.
It's hard to explain in text, but in Civ 5 there used to be a competitive player - FilthyRobot, he has 400+ Civ 5 multiplayer games on his RUclips channel and what he (and all good Civ 5 players) do in the early game with workers is - set them to do an improvement like farm that takes them 3 turns, their movement gets completely used out, but then they click on the worker to disable the automation, and repeat it the next 2 turns in a row, so the farm get's build at the 3rd turn, not at the 3+ turn. (That might be a bug / oversight from the developers side that when the turn ends 1st the game collects your food/production/gold and then adds the extra improvements on top - so at that turn yuo don't get the extra yields Xd)
P.S. - great content, I can't wait for part 2. Try to give more of your videos thumbnails however, so it's easier to understand which are individual videos and which are part of a series. Also if possible try to edit out the start / end of going into obs to start / end the recording. (I understand you don't have 2 screens, but when I record my OBS is on screen 2)
P.S.S. - I know civ 3 is an old game but your zoom cuts off like a few pixels on the bottom. If you can fix that without making the resolution explode, that'd be great! :D
@@guest273 I've watched some of filthy robot's stuff. That trick doesn't work in civ 3. If there's no workers working on a project, all progress on it will stop.
But, fun fact: there is a trick he uses that does apply in civ 3. He sets his city to emphasize production so that when the city grows, the new citizen is assigned to a high production tile, and you get those shields in the interturn. Then you can immediately switch back to a high grow tile. That works in Civ 3 as well! And it's very handy in multiplayer mods.
I'm glad you like the thumbnails! You're right, it would make it easier to find videos in the same series.
I do try to edit out OBS but I often forget at the start and end of my videos. Like, my narration will continue until after I switch to OBS. I'll keep trying to fix that. As for me alt tabbing in the middle of my videos, I have an issue where very occasionally, the audio will completely cut out. So I check for it every now and then.
I have no clue what's causing the lost pixels, they're there in game! They just aren't recorded.
@@suedeciviii7142 Hey, I did 1 test match on Civ 3 to get myself re-familiarized with the game.
I have questions:
1) How much corruption ---> shields / commerce does the courthouse reduce? Easiest way how to know if it's worth actually building? (I want to look at it as a production increase building.)
2) Are temples actually built as priority culture buildings over libraries? I mean if you don't have happiness issues. Libraries take 20 less shields, give the same culture, cost the same in maintenance + if you're tech-ing 50%+ they also funnel extra commerce into science.
3) What is the hotkey to show tiles (without improvements and cities) ? Can you rebind hotkeys for civ 3?
4) Do you play without sound because you also get audio issues otherwise? (This is noticeable for me when contacting with other civ leaders, the music cuts out and I have distortion sounds.) Or do you play a patched version with a fix?
5) Why is Republic in your opinion better than Monarchy? In my game I played as Russia and I had rough neighbors war declaring on me frequently - The Zulu, England, Egypt form their private island etc. War weariness was starting to affect even my core big cities, which is a big NO NO for me. + On Monarchy I'd be able to support more units (pay less upkeep). It's a continental 70% water game but feels like archipelago. Is Monarchy maybe strong on Pangaea maps?
@@guest273 1) The absolute minimum waste/corruption reduced by the courthouse is 10%. So if you're losing 9/10 shields to corruption, you'd be losing 8/10 with a courthouse. But sometimes it's more than that.
2) No. Temples give 1 happy face (which has a value of about 1gpt). And they cost 1gpt in maintenance. So libraries are just straight up better buildings. Generally, you should only build temples if you need the culture, and you need it cheap. If you need happiness, prioritize other sources, especially luxuries.
Libraries only cost less for you because you chose a scientific civ. Generally temples are cheaper.
3)ctrl-shift-m. You can't rebind, at least without modifying the game code.
4) Nah steam bugs so that there's no music. I still get some sounds. But if I'm just playing by myself for my own sake, I'd listen to my own music.
There's a patch for the bug you're talking about. See here: steamcommunity.com/app/3910/discussions/0/1291817837623762065/
5) The gold bonus from republic is absolutely bonkers. All the other downsides can be managed or played around, but if you play a government without the commerce boost, you just lose 40% of your commerce from the get go.
In terms of reducing war weariness, you can take the following steps:
-Appeasing enemies (Like giving into their demands, letting them walk through your land)
-Improving AI relations by trading resources and gold per turn, and not breaking 20 turn commitments
-luxuries + marketplaces.
-Minimizing war score when you end up in a war
19:27 I bet you SEA something, eh?
Why do you change away form settlers before poping a hut?
You can't pop a settler if you have one under your control, or in construction
Hey suede, I'm playing a map with Iroquois and I was wondering if wall street is a good wonder
Wall Street is a small wonder. There is absolutely no reason not to build it, and it provides pretty guaranteed value, so go ahead! The only reason not to is if you were going to win another way rather soon.
@@suedeciviii7142 so it basically gives more gold per turn?
@@davidhonigmann2563 Yes. Between 0 and 50 gold per turn depending on how much is in your treasury.
Did you only go for philosopie before litterature because of the concept of the serie or is it just optimal on all cases ?
Philosophy gives a free tech to the first civ to reach it!
The real question is, "should I make Map Making my free tech if I'm going for the great library." And the answer is, it depends on the map. I wouldn't have done that on a pangea, since I get everything free with the great library anyway, and I wouldn't need map making in the meantime. On this map I needed map making asap.
@@suedeciviii7142 an if you know more people by exploring with boat, you can trade your techs with more people i guess
@@hubertpelletier5197 Yes exactly.
Maybe you should have a tile ranking video also Suede :-D
For some reason i built both Copernicus observatory and Newton's University on both cities and it only counted one for the wonder
Are you sure? I'll try to test it this game.
@@suedeciviii7142 wait my wording was bad I was trying to say was I built both of those wonders on one city in my Sumeria game and it counted in one of the wonders
I’ve gotten triple bonus in one city (SETI+Newton’s+Copernicus)
@@paulhunt505 but it didn't count of my Newton's University bonus of beakers and it's only at 100 after the university was built so I didn't get 150 or somewhere along the lines
I was almost screaming when you planted a city on furs. Just one tile to the north west and you'd have all furs and wheat. And seriously, why didn't you build an arvher in the first place to deal with the camp? You've dumped almost a 100 shields into warriors to no awail. Oh well. It's sad that you lost a safe file of the previous campaign. Do you have its seed though? I'd like to try it.
I do like to optimize to get the most coast/sea tiles possible. Do you know how planting on resources works? You actually do get bonus commerce and bonus shields if you plant on them. Sometimes only when you hit size 7, but in the case of furs on plains I do get the bonus shield in the city center immediately.
Planting next to the camp would have worked, I guess I just had a particular placement in mind. Although the "next to the camp" placement would have given me a canal, which would have been handy.
Oh, and the seed is 97635281. 3 enemy seafaring civs in case you want them in the same spot.
How did your curragh cross non coastal tiles?
50% chance of dying for non-seafaring civs.
25% of dying for seafaring civs.
That's for every turn you end with a galley or curragh on ocean or sea.
@@suedeciviii7142 How did you come by those stats?
Hey swayed what is the best escort for an aircraft Carrier inside 3
battleship I guess? But just use airbases.
@@suedeciviii7142 I use destroyer cause its cheap and has the best mobility but why airbases? I would think carriers are better because of mobility.
@@davidhonigmann2563 Carriers are expensive. I'd much rather have 29 bombers than 20 bombers on 5 carriers. They're a lot easier to sink or bomb out.
There's perks to airbases. If the AI takes the city next to the airbase, your planes get teleported home. You can place them on a mountain for an insane defense bonus. And planes are untargetable from bombardment/bombing while in an airbase (this is NOT true for cities)..
@@suedeciviii7142 I see. I am playing Iroquois and am attacking the Japanese on another continent so air bases are not really feasible. I'm doing a policy of bombing the enemy while my ai ally does the ground work. I'm trying for a space race victory.
@@davidhonigmann2563 Do they have the whole continent to themselves? If not, get a military alliance. Have them declare war on each other. WHen they conquer cities, the culture is removed and there should be spaces outside of cultural boundaries. They you drop an airbase.
i got stuck; everyone had coal except me; game over.. oh well
a) also it's "useful" when the AI wages war on you, if you survive then they get off your butt afterwards?
c) if you reach "monarchy" first.. you get a little "smart person"... (like a leader type)? ^^
Conquer or trade for coal.
c) this happens randomly if you're the first to discover a tech. Not just monarchy, could be any tech.
@@suedeciviii7142 💯🎁
hey, Suede! Tell me please, in a situation where i have 50+ cities on a huge map, i can use only communism ? just corruption is so big. Thank you for what you are doing!!!
Communism's great in that spot, but republic and democracy will work fine too. Just know that the farthest away cities will be corrupt.
mooooooooooo
“K” 🤡