George:
Glad you find our tips helpful.
If you feel now like you’re beginning to get the hang of getting cities to function, I’ll give you a little more advice.
First, regarding terrain: you can think of each type of terrain as possessed of certain amount of power. Different kinds of terrain can be ranked in terms of how much power they possess. To determine a terrain’s power rating, simply add up what it produces when unimproved. For example: an unimproved grassland tile produces two wheat. By comparison, an unimproved grassland tile beside a river produces two wheat plus one commerce (rivers generate commerce). The first tile has a power value of 2; the second has a power value of 3. Which one should you develop first?
The most powerful unimproved tile in the game is the grassland + shield + cow resource beside a river, which gives two wheat, two shields, and one commerce, for a total power rating of 5. If you’ve got one of those within your city radius, its gravy, baby.
Secondly, regarding city placement: unfortunately, Civ III favors extensive city production. There is even an infamous civ-building strategy know as Infinite City Sprawl (or ICS). Using this strategy the player simply pumps out settler after settler, and places cities in a very tight pattern, maybe one or two squares away from each other. You wind up with a small civilization of small cities, but the very large number of cities gives you an overwhelming population and production advantage, especially in the long run.
My advice to the beginner: place your cities 4 or 5 squares away from each other. Industrial civs can afford slightly more distant placements, because their workers improve tiles and connect cities faster. For other civs, I recommend 4 spaces. This will cause a certain overlap between city radii, but also reduces the number of tiles your civ must develop fully . Also pay special attention to rivers and lakes: cities built on sources of fresh water don’t require aqueducts to grow past size 6; they expand naturally to size 12, which is a tremendous advantage as the game progresses into the middle ages.
Finally, build order. Under despotism you can support 4 units per city. Even if you don’t play ICS, settler production (and defence) should be your first priority. During the early “expansion phase” of the game you’ll want to build as many cities and grab as much land as you possibly can, before your opponents block you off. This means doing some careful timing and planning.
I generally use my capital city as a kind of “settler factory“: to the extent it’s possible, I build nothing but military unit, settler, military unit, settler, military unit, settler….long after my other cities have built infrastructure, my capital is still pumping out settlers. Mind you, that’s just one possible approach, there are others. But you should focus on expansion, like this:
Warrior (sent out to explore, mark spot for next city)
Warrior (garrisons capital city)
Settler (when produced, city sinks to size 1)
Spearman
Warrior (sent out to found spot for next city)
Settler
Repeat….
And that’s how you kick butt in Civ III.