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Old December 20, 2001, 16:13   #1
Thomas Paine
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For Sale: Helicopters, unused, mint condition
Has anyone a use for the Civ3 whirlybird? I've never even produced one, nor has any of my computer opponents.

The helicopter option only appears in the tech tree right about the time mechanized infantry neuters the viability of standard troops. One can only transport one infantry unit at a time, so.....what roll do they play in the civ3 universe?

The only strategy I can think of which could possibly make use of helicopters would involve a series of strike-and-run sabotage missions. Fly in five helicopters loaded with five infantry deep into enemy territory for the sole purpose of pillaging the countryside.
Can anyone share any alternate suggestions? Or is the Civ3 helicopter a developmental dead end?

(I wonder what Firaxis had in mind... ?)
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Old December 20, 2001, 17:32   #2
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Nothing. They didn't finish the game before it was released. There wasn't the playtesting necessary to figure out the whole last quarter of the game.
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Old December 20, 2001, 18:48   #3
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Quote:
Originally posted by jimmytrick
Nothing. They didn't finish the game before it was released. There wasn't the playtesting necessary to figure out the whole last quarter of the game.
That was a very helpful comment.

I'd comment myself, except that I've never built one either. Can helicopters carry artillery? That could be useful.
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Old December 20, 2001, 18:53   #4
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I built a few, and never figured out what to do with them except re-base them for no apparent reason. Units in the same town as them didn't seem to have a load option, and they have no combat abilities. I think you take them with your reciept within 30 days back to comp USA and get a copy of Empire Earth. Yep, that's what you do with them.
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Old December 20, 2001, 19:06   #5
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this is one of the few things from civ2 that made it to 3.
They were just as useless in that version also.
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Old December 20, 2001, 19:14   #6
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Quote:
Originally posted by Smash
this is one of the few things from civ2 that made it to 3.
They were just as useless in that version also.
Actually, I found them pretty useful in Civ2. They may only move six spaces, but they don't run out of fuel and they are the only air unit that can capture cities. I once conquered a 20+ city civ using nothing but bombers and helicopters. The enemy was across an ocean and I didn't have any transports or many offensive ground units, but I did have an enormous airforce and some carriers, so I improvised.
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Old December 20, 2001, 19:18   #7
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Just wanted to say that this thread's title wins:

Yin's 'Wittiest Way to Raise a Critical Topic' Award. Congratulations, and excellent work!
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Old December 20, 2001, 19:40   #8
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civ3 has helicopters?
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Old December 20, 2001, 19:53   #9
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The only way transport whirlybirds would actually prove useful in this game is if they could extract as well as insert. If you could use the 'copter to evacuate badly damaged elite units or great leaders deep behind enemy lines and return them to your cities than they might be worth building.

As it stands now they are a complete joke...
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Old December 20, 2001, 21:50   #10
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THey are completely useless and stupid, like many things in Civ3.
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Old December 20, 2001, 23:14   #11
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they have very limited range
and are stuck to a city as a base of operations.

This kinda defeats the real purpose of helicopters.
The fact that you can't move your force on same turn as it was dropped, defeats the purpose of being a rapid reactionary force.

So far, the best use i have found for helio..is to discover if there are enemy fighters about.

and ya..nice title
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Old December 21, 2001, 10:47   #12
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helicopters could be useful if:

they could carry artillery and radar artillery

they could carry mech inf too (not realistic, but better for gameplay because right now researching computers could be self-defeating)

they could extract units

they had a range of 5


the increased carry capabilities and range would allow me to land artillery and mech inf on the AI's iron resource mountain, pillage RR, bombard serrounding RR's and not let them get the iron to rebuild their RR's
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Old December 21, 2001, 11:20   #13
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Quote:
Originally posted by yin26
Just wanted to say that this thread's title wins:

Yin's 'Wittiest Way to Raise a Critical Topic' Award. Congratulations, and excellent work!
Yin, you seem to be upbeat lately. What gives?

And yes, the thread title is a hoot!
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Old December 21, 2001, 17:08   #14
Thomas Paine
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(I love positive reviews...!)

Just thank Firaxis for providing us all with plenty of comedy material.
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Old December 21, 2001, 18:18   #15
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I find helos frustrating due to their lack of real range and carry ability. The only things I can think of are:

Helicopters can insert forces into the AI's frontier easily and quickly and cut off / destroy colonies. In this manner they can hold land and vital roads in the beginning of a major offensive on your part (like the Allies did early on D-Day) until forces can break through and link up.

Keep some "light" infantry as an airborne cavalry division - don't upgrade them ALL, maybe keep half of your infantry non-upgraded and build more mechs to compensate (if you have enough $$)
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Old December 21, 2001, 18:56   #16
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I've actually seen the AI use helicopters, although it emphasizes how stupid they are (both the AI and 'copters).

The Indians had a small, single city sized island off the coast of a small continent I had captured (I was racing to wipe out the Chinese before the Indians, got all but 2 cities including the one on the island) after the Chinese were wiped out I started to rebuild the continent and move out the armor to position them for a blitz on the Russians when I noticed the Indians moving infantry over my border. The very next turn two Indian 'copters landed an infantry unit and longbow (why?) from that small island and declared war; needless to say the modern armor I had around before wiping out the Chinese made quick work of them.
I had never even considered the possibilities of 'copters before seeing that (actually forgot they were in there) and having seen the Indians use them I can't imagine what use copters would have to a human player. An AI transport full of modern armor (which I’ve also seen) is considerably scarier than a copter with infantry and longbows.

Having said all that I have to admit that the graphics/animations of the copters are pretty cool and I was a little unsettled by those graphics as they made me afraid the attack was more serious than it ultimately was. I wouldn't be the least bit surprised if ‘copters were left in simply because the graphics were too cool to leave out!
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Old December 21, 2001, 19:34   #17
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Terser says:

Quote:
The only way transport whirlybirds would actually prove useful in this game is if they could extract as well as insert. If you could use the 'copter to evacuate badly damaged elite units or great leaders deep behind enemy lines and return them to your cities than they might be worth building.
This would actually be really cool...I can see it now...

"Oh no, our infantry cannot get past those spearmen...we gotta get outta here!"
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Old December 21, 2001, 19:53   #18
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Quote:
Yin, you seem to be upbeat lately. What gives?
LOL! Well, I've got all the criticism regarding things as they stand out of my system (I hope!) until the Gold Edition. I'm really, honestly trying to just enjoy the community until then. Wish me luck!
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Old December 21, 2001, 22:09   #19
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I think if they had a range of 8 and could carry two ground units it might be worthwhile to have 2 or 3 for your whole empire, but their value in either case is dependent on the terrain. As they are now, you're better off to build a few paratroopers if a quick way to get at some resource or something to pillage.

As terser said, the ability for helos to do a removal operation would make them very handy as well.
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Old December 21, 2001, 22:17   #20
justjake73
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It would be OK if they had the ability to load marines at sea while on a carrier.

Maybe someone could create a mod for an amphib attack ship like the USS Tarawa??

I'll cut and paste this in the Files forum now!
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Old December 21, 2001, 22:19   #21
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Are you veterans that stupid that you can not figure out for the life of you, how to use the civ iii whirlybird? If you really are that dumb, just look in the PRIMA strategy guide, p. 164:

Helicopter:
The helicopter's role has changed quite a bit since Civilization II. Whereas they used to be powerful attack units, they are now useless in that capacity. Their new role, however,is nearly as important. Helicoeters now act as transports. That's right-- now, you can transport ground units by air rather than by sea. There are only a couple of drawbacks. First, a Helicopter's range is limited. Second, Helicopters cannot carry mechanized units (Tanks, Mech Infantry, and so on). Even so, Helicopters can be extremely useful.

Muppet Transalation of Prima Text:
The Helicopter's role has changed dramatically since Civilization II. Whereas they used to be powerful attack units, they are now useless in any capacity. Their new role, however, is not nearly as important. Helicopters now act as transports. That's right-- now you can transport 1 infantry unit by air rather than 8 by sea. Even so, Helicopters can be extremely useful! If you ever accidentally build one, just re-home it to your most corrupt city and disband for the shields.

Muppet's observations:
1. Rules/Statistics in Prima guide should have been included free of charge in the civ iii instructions manual.
2. Descriptions in Prima guide should have been deleted to save a forest or two.
3. Strategy in Prima guide is either incorrect, detrimental to you success, or obvious that a size 1 city does not require an aqueduct.
4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.

Editor's Recommendations:
There are cheaper sources of fuel for you fire place this Christmas.

Happy Holidays people!
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Old December 21, 2001, 22:50   #22
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"Strategy in Prima guide is either incorrect, detrimental to you success, or obvious that a size 1 city does not require an aqueduct.
4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.

Editor's Recommendations:
There are cheaper sources of fuel for you fire place this Christmas."


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Old December 21, 2001, 23:54   #23
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Maybe with the editor...
can units attack the same turn they are dropped? If so then the only real problem against the helo is the fact that infantry suck by this period. Marines are pretty good if you give them 14/12/1 stats with no increase in cost.

Prima Guides certainly are lacking in important tactics, that should be a given, I had to come to this forum and the one at civfanatics before I was able to play above cheiftan in civ2, Now that i know all the tricks however... And i have their guide. It didnt discuss ICS/WLTKD pop booming/caravan wonder building/trade/spys and diplomats... Anything about Pop rushing in their guide? or MPP traps? or retreat capable units as being absurdly powerful? or tech whoring?

Now some day, when you are really bored, you will be thankful you have that guide it may have something interesting to read in it.
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Old December 22, 2001, 02:14   #24
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Quote:
Originally posted by muppet
just look in the PRIMA strategy guide, p. 164:
Ack! You used the "P" word. Thats a no-no.
Sic im Vel!

[And very amusing it was too. ]
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Old December 22, 2001, 02:54   #25
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Quote:
4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.
The guides come out BEFORE the game is released...that alone should tell you something.

You are right, Prima guides are of little use beyond costly kindling. 99.99% of their "tips" fall into the "well no s--t sherlock!" category
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