Here's my two cents' worth. Just created a mod, here's the readme file:
Have made changes to the game that you might or might not agree with, but I'm putting the file up for you to try out. It is designed based on probably the best earth map available, kudos to Marla Singer. Civ placement tool is not included, however. New city names have been added, thanks to Sevorak for his mod, added a few more Leaders of my own. Thoughts from various postings on forums have been included; however, units, civilizations, governments and technologies have not been added. Feedback very welcome. Enjoy!
I love Civ3, but I do have a few pet peeves. These are, in order of peeve-ness: corruption, leading to slow growth of large empires, pollution, no matter how many recycling plants and mass transits you build, less than sterling combat experience on land, piss poor air power, near useless sea units, slow tech growth, slow gameplay especialy on big maps, and war weariness.
GENERAL, TERRAIN AND RESOURCE CHANGES
The optimal number of cities for this map has been boosted to 200, to reduce corruption. Which also means that your Forbidden Palace is available after the 101st city, about when you would have broken into the Euro-Asian landmass from the Americas, or vice versa. Incredibly, the original setting is only 50.
Tech rate has been boosted to 120, the setting for a standard map, from 180.
Diplomats can now initiate propaganda. Waiting for the Spy to come along is a bit too late to be of much use. Historically, dirty tricks in diplomacy is as old as diplomacy itself. Chance of successful propaganda has also been adjusted upwards very slightly.
Seems the best way to speed up the game is to reduce the number of cities that the AI will build. Deserts no longer produce any food or shields, instead of one each, and cannot be mined or irrigated. Tundra no longer produces one shield, nor can you plant forest or build mines. Cities are therefore viable only along the coast or near resources. This should also encourage the use of colonies, which is I think as the game intended.
Forests now produce one food more, hoping that the AI will keep more forests and stop building strip mines everywhere.
Uranium and oil have been increased by one commerce point, and gold by one shield. Better reflecting reality, I feel.
CITY IMPROVEMENTS AND WONDERS
Several of the improvements and wonders have been modified to reduce corruption, pollution and war weariness, as appeared sensible to do so. These are:
Barracks: Reduces corruption, war weariness
Temple: Reduces corruption - people more moral
Courthouse: Reduces war weariness
Bank: Reduces corruption
Cathedral: Reduces corruption - people more moral
Factory: 1, not 2 pollution
Manu Plant: 1, not 2 pollution
Recycling Centre: Reduces both popu and bldg pollution, not just bldg
Hydro, Nuke and Solar Plants: Reduces bldg pollution
Airport: 50% luxury increase. Airports don't do that much for their cost, and this benefit doesn't seem to be used by any other improvement or wonder. Go figure.
Police Station: Resistant to propaganda. Cops catchin' the malcontents.
Hoover Dam: Reduces bldg pollution with city.
Heroic Epic: Reduces war weariness within city.
Iron Works: 1, not 2 pollution
Forbidden Palace: Reduces war weariness within city.
Military Academy: Reduces corruption, war weariness within city.
Pentagon: Reduces corruption, war weariness within city.
Intelligence Agency: Reduces corruption, war weariness within city.
UNITS
Units have been tweaked to enhanced gameplay while balancing with historical reality:
Marines and Paratroopers now treat all squares as roads - which is more in line, I feel, with the physical performance of elite units. The drop range of paras has also been increased.
Rifleman and Infantry can now do amphibious attacks and have been oriented as offensive units. Historically, even Greek hoplites under Alexander were used as Marines, but I thought that was going a bit far for Civ3.
All units including UUs, have upgrade paths to modern units. My favourite Legionary, for example, becomes Rifleman - Infantry - Mech Inf. Your battle-hardened elite and veteran units now don't need to be disbanded but can trade in their spurs for tracks.
Several land and sea units now have ZOC, so expect to be fired upon more when you move. Hey, makes sense that if you move next to an enemy, they're gonna take a potshot.
The movement points of all sea units have been greatly enhanced. Makes no sense for sea units to take several turns to get anywhere. More of a gameplay issue to balance the speed of land units with railways.
Bombardment power of several units have been boosted. Air units should have something of the correct impact on especially pre-modern troops; in balance, the chance of a successful air intercept has been increased to 75%.
Battleships, Frigates, Men o War, and Privateers can now carry one foot soldier unit. Carriers can carry troops or aircraft (not sure if this one works as hoped yet). Privateers can also now bombard. Frigates, Men o War, and Privateers are now dangerous all purpose units. Should be interesting.
All sea units have enhanced fighting as well as blitz capability. Made no sense to get a Destroyer next to an enemy convoy, and only take out one ship per turn.
Some units like the Battleship and Radar Artillery, have longer bombardment ranges.
Radar Artillery now has two movement points. Hey, it's an MLRS after all.
The movement points of Tanks, Panzers, Mech Inf and Modern Armour have all been increased by one point each. Makes no sense that a Tank is slower than Cavalry, and with only two movement points, Tanks cannot carry out a proper blitzkrieg into enemy territory.
Changed unit statistics:
Marine: All squares as roads.
Paratrooper: All squares as roads. Op range 8, not 6.
Swordsman: Upgrades to Pikeman.
Horseman: ZOC.
Longbowman: Upgrades to Musketman.
Knight: ZOC.
Musketman: ZOC.
Rifleman: Amphibious. Offensive, not defensive. ZOC.
Cavalry: Upgrades to Tank.
Infantry: Amphibious. Offensive, not defensive. ZOC.
Tank: Moves 3, not 2.
Mech Inf: Moves 3. not 2. Offensive, not defensive. Blitz. Draft capability removed - too powerful a unit.
Modern Armour: Moves 4, not 3.
Catapult: ZOC.
Cannon: ZOC.
Artillery: ZOC.
Radar Artillery: ZOC. Range 3, not 2.
Galley: Moves 5, not 3.
Caravel: Moves 7, not 3.
Frigate: Moves 9, not 4. Attack Str 3, Defend 2, instead of 2 and 1. Carries one Foot. Bombard Str 5, not 2. ZOC. Upgrades to Ironclad.
Galleon: Moves 8, not 4.
Ironclad: Moves 10, not 4. Attack Str 5, not 4. ZOC. Blitz. Bombard Str 6, not 4. Upgrades to Battleship.
Transport: Moves 10, not 5.
Carrier: Moves 10, not 4.
Submarine: Moves 9, not 3. ZOC. Blitz.
Destroyer: Moves 12, not 5. ZOC. Blitz. Bombard Str 8, not 6. Bombard range 2, not 1.
Battleship: Moves 10, not 5. Bombard str 12, not 8. Bombard range 3, not 2. ZOC. Blitz. Carries one Foot.
AEGIS Cruiser: Moves 12, not 5. Bombard str 8, not 4. Bombard range 3, not 2. ZOC. Blitz.
Nuke Sub: Moves 10, 4. Attack str 12, not 8. ZOC. Blitz.
Fighter: Bombard Str 6, not 2. Op. range 6 not 4.
Bomber: Bombard Str 10, not 8. Op. range 8, not 6. Upgrades to Stealth Bomber.
Helicopter: Range 6, not 4.
Jet Fighter: Bombard Str 10, not 2. Op. range 8, not 6.
Stealth Fighter: Bombard Str 8, not 4. Op. range 8, not 6.
Stealth Bomber: Bombard Str 12, not 8.
Legionary: Upgrades to Rifleman.
Immortals: Upgrades to Rifleman.
Cossack: Upgrades to Tank.
Man o War: Moves 9, not 4. Attack str 4, Defend 3, instead of 3 and 2. Bombard Str 6, not 3. Carries one Foot. Upgrades to Ironclad.
F-15: Bombard Str 10, not 4. Op. range 8, not 6.
Privateer: Moves 6, not 3. Attack Str 3, not 2. ZOC. Carries one Foot. Now Bombard Str 3.
STRATEGIES
OK, now for two cents' worth of tips. The way I see it, the way to excel at Civ3, is to think laterally.
1. Capture as many enemy workers as possible. You can never have too many. They work for free. What else can they be used for? Trading with other powers, is one. Another is when you capture an enemy city, use a coupla workers, usually your own, to boost the population and reduce the chance of flipping. Eventually, it is very possible to play with no more workers of your own civilization, thus reducing your costs. During an offensive, use masses of workers to lay railway along your line of advance as you capture each city. This ensures that follow on units will be able to move forward without losing any movement points.
2. Build as many cities as possible, even in remote locations. Deny territory and resources to rivals. For some cities really far away that run the risk of being flipped, sell them to a rival. Cities command a premium price; I've had transactions where the other guy gave me all his money and all his tech for one lousy size one city! Here's another one. A city deep in enemy territory that is undefended, will draw hordes of enemy forces when you launch your attack. Time it such that just as the defenseless city is about to be taken, sell it or make peace. Sell too if ****, there's a barbarian horde just next to you that you didn't see earlier.
3. Keep your rivals happy with you by offering as trade first Territory Map, then World Map, every 5-10 turns. Depending on how much your map has changed, you will also get some money out of it. Sometimes all you get is just map for map, which is fine too. They like you more after each trade, however insignificant. Play your cards right and each power you attack will be happy with you until your panzer corps are crossing his border.
4. Always negotiate a peace as soon as you can, generally at the end of your turn, when all your troops have moved and no more conquests can be made - and before war werainess hits you. Hopefully, the victim is willing to negotiate all his wealth and several of his cities. Likely by this point, he is so weakened that you can get even more cities in trade by giving in return a batch of your technology. No worries; he isn't going to be in the game long enough to be able to use that new tech against you. And you've gained cities that are not resisting you.
5. It's OK to leave an enemy city deep in your territory. If there's an offensive unit in there, you'll see it in time. If your culture is strong enough, eventually that city will flip to you - with a nice, strong defensive unit as a bonus.
6. Wage subtle economic warfare. Drain your rivals' treasury as much as possible - the maps, trading resources, sell a lousy city every now and then. If the AL plays fair, this should mean he can't pop rush as much as you can.
7. Use leaders to pop rush a wonder in some remote city, to maximise the benefit in that region in terms of culture.
Ronald Hee
February 2002
ronaldhe@pacific.net.sg