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More info?)
Resource and Luxary frequency are moddable.
But in the case of luxaries, it's noteworthy that each major version
(Vanilla, PTW, Conquests), the stock rules all reduced luxaries. Oil
might be slightly more common and all the other stregic resources very
slightly less so with the new "Mash" and "volcano" terraign types.
(Would also have a side effect of reducing all luxaries)
I forgot to mention to govt choices:
Non-religious: Decide ASAP if your going to spend the late ancient era
/ early middle ages in a very long offensive war(s) or else in internal
development. (The internal development plan can contain wars as long as
they are short.) Note that pre-conquests, non religious anarchy for
humans was random range between 4 and 8. Post Conquests, it's
semi-random between 5 and 9 turns. Size of empire will determine
weather 5, 6, or 7 is your base. And the RNG will determine weather to
add 0, 1, or 2.
Peaceful route (w optional short wars to aquire luxaries / resources):
Go to Republic as soon as your economy can support this. Under stock
rules, Pre-Conquests, this is a function of roaded worked tiles + a few
market places for the military support costs. Post-Conquests, this is
also greatly dependent upon number of size 7+ cites, which in turn
means that # of cities with their own free aquaduct matter, especally
when non-agricultural. In either case, you also need access to luxaries
in Republic to maintaign order. I'd recommend wars to take direct
control over more luxaries if you have only one type or none from
REXing regardless of how the strategic resources came up. At three plus
types, I'd be more incliended for minimum military needed to discourage
AI aggression and be peaceful assuming I had Iron + strong possibility
of Coal, and resonable quality land. And at two, I'd be indifferent on
the basis of luxaries alone and when decide based on stregtic resources
and/or general quality of land.
Big wars (conquering entire civs / wars to aquire techs at a major
discount): Pre-conquests: Go Monarchy ASAP. Be on a war footing up thru
discovery of Democracy, since it's way too much anarchy when non
religious to go thru something else on the way to Republic.
Post-Conquests, much of the same applies, except in some cases you may
want to choose Feudalism instead. (Such as virtual lack of fresh
aquaducts in your core) In this case, bypass most of the optional techs
including both govt ones to get to middle ages (and your Fedulaism)
govt ASAP.
Religious civs are free to switch govts frequently. (One turn anarchy
pre-conquests, two turns anrchy post-conquests)
How much luxaries to get: 3+. which is the minimum that Market Places
also help happiness. 4 and 5 would clearly help, so trade for those if
you don't have them naturally. Starting with 6 though, trading for it
may not be worth it. Depends highly upon how many additional cities
would be in WLTPD. There are definately cases where a 6th luxary does
your empire no good unless you also have a 7th because no city in your
empire would be in either WLTPD or disorder at 5 luxaries or 6
luxaries, but at 7 there would be several cities with WLTPD.
Note that all my guideless above apply to stock rules. The indivual
Conquests within conquests have their own unique settings that call for
different action.
Meopotiania: Building of wonders highly rewarded. Non-Religious govt
plans. One switch : Despotism
Rise of Rome: Lots of land grabbing needed to win. (Both from building
new cities and conquering your oppoents.) Non-religious govt plans.
One switch : Imperalism
Fall of Rome: Time is initally on the Barb side for them to build up,
get better barb units. But evenually the culture from the Romes starts
mattering, and time becomes on Romes side. Don't change govts.
Middle Ages: Rewards conquests. (Both direct and also the aquiring of
other treasure units and conquering Jersuleum to deliver them.) Already
in best govt.
Meso America: In this conquest, Achiving the one city culture victory
is helped along by fighting with your UUs! Non religious: one switch :
Monarchy.
Age of Discovery: European: rewards aquiring tresure units, both by
building your own, and by stealing your oppoents. Native Americans:
achiveing one city culture victory is helped along by fighting!
Japan :Extremely Japanese tribe dependent due to extremes in starting
conditions.
Napoleonic : Wars, but use diplomancy so that your major oppoent is the
one facing several enemies at once instead of you.
WW II Pacific : No settlers able to be built by anyone. -> war