SwAeromotion
Posts: 6600
Joined: 9/10/2005
Status: offline
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Here's some Civ tips/strategies, etc. Some have been taken from general strategy of Civ games over the past 15 years and some are unique to this game that I have developed. I have tried Deity just twice and both times I get bogged down in endless war and fall behind in the other areas. I need to tweak my strategy on that difficulty level somehow. Before you even start a game, read up on the Civ you are going to use and become familiar with the era bonuses they have and (if applicable) the advantages to their Civ-specific units. For example... both the Greeks and English have an early defender with a defense value of 3 (Hoplite and Longbow Archer) rather than the standard archer value of 2 defense. Some civs have balanced out era advantages while other Civs have their era bonuses heavily geared toward one type of progress (military, trade, etc). The Germans, Arabs, and Zulu are probably the best Civs for military advancement (Domination Victory). For Tech, definitely the Egyptians and Japanese are great, but so too can the Greeks. Economic Victory is not too terribly hard by any Civ, but the Americans excel by having 2% interest on gold reserves from the very get go (every 50 gold in the bank earns you +1 gold per turn.. Cultural Victory is done extremely well by the French and Romans, but can be done by anyone. Some Civs seem to excel the best in certain eras vs the rest of the world. The Arabs are excellent early on for war, while the americans seem very average and plodding until the latter half of the game when they explode into this unstoppable production and Economic force. To answer your question I will approach it like MOMO did, but interestingly enough you will find quite the different strategy I generally (note: generally, not always.. like MO says, each particular game and Civ can cause you to play differently) take fromt he start. 1) I have never saved right from the get-go. I will play any game until the year 0 (should only be about 30 minutes max for that) and by then I will know if it is worth continuing. 2) This particular Civ game will ALWAYS start you on a square that has access to two apple producing squares, 2 production squares, and 2 trade squares. I ALWAYS want to settle on the very first turn. It may not seem like much, but waiting a turn or two does start you behind. Remember that settlers can move one square and then settle a city on the same turn, so if a resource (one that I can use EARLY in the game) is one step out of reach of my immediate 8 square box around my settler I will move over a step and then settle (still in 4000BC). I am pretty sure you are always next to water, but to emphasize the point... ALWAYS settle next to water on your first city. 3) I micro-mangage what tiles my city works. Especially early on. Starting off at size two I will work a 2-apple square and (hopefully) a 2-hammer forest square. When I grow to size 3 I will ALMOST always work the sea for the two trade and start my scientific research. 4) I build 3 warrior units most every time (sometimes just two) and I send them off in different directions. I want those goodie huts (teepees) and to capture the barbarian villages before my opponents do. The first economic milestone of 100 is very important as it gives you a free settler unit. This is basically a free city and I want it as early as I can possibly get it, so I explore all around with my 3 warrior units. 5) Bronze working is usually #1 tech I research as I want archers to defend my cities. Once I have that tech I want to put an archer army (3 archer units together) in my city, so I start building archers. The galley is extremely important as you can explore the rest of the world with it and find those important artifacts. IMMEDIATELY after I have by bonus settler for 100 gold I rush a galley in my capital then continue on until I ger my archer army stationed and fortified. 6) Founding city #2 I look for excellent spots and resources to settle by. I do not pay attention to how close my cities are to each other. I don't mind that when both have courthouses they overlap squares they can work. This game is probably the biggest proponent of that thinking because the map area is so SMALL. 7) Continuing on the tech tree I try to get to Code Of Laws to form Republic government. Now I can produce settler units with minimal loss to my current cities' population. I want many cities. Oodles of em. 8) After the archer army is built and my galley is exploring I usually have time to build one building before I get the tech up to Code Of Laws. Sometimes I go with a temple, but more than not I build a library to speed up research. 9) If you can find a single-unit wide line of land between yourself and another Civ, it would be wise to fortify a unit at the closest point to the other Civ that blocks their progress over land towards you. This prevents them from expanding and lets you expand into the area where they can't get to (without a galley anyways). Forests are 50% defense bonus for a unit on them, but the true champion is hill as you get 50% defensive AND offensive bonus on it. Founding a city on a hill square is a great way to ensure it is tough to uproot by other Civs. 10) Not only having a defensive army in your city is good defense, but having a catapult unit (or better yet catapult army) in a city will keep other Civs you are at war with from fortifying units adjacent to your cities. 11) Speed kills. Legions are somewhat worthless to me when I could have a horseman unit with the same stats (2A/1D) that moves twice as fast. 12) Try to limit sending offensive units out alone without a defensive unit backing it up. An alternative is to build 3 and make an army out of that offensive unit. They will have decent defensive values to go along with that outstanding attack capability. 13) Try to not fight multiple front (opponents) wars. Concentrate your wars on one opponent at a time when possible unless you have an obvious technological and unit superiority. 14) Steal Great People with spies! Great People are invaluable in this game. The best are great builders (anytime) and humanitarians (later in the game). Great Scientists are always nice and so are great artists. The Economic great person is still nice, but is the least helpful IMO. There is also a great leader you can settle so that all your units are (I believe) elite produced from that city. 15) Put a powerful naval fleet outside a city you are attacking. They provide added bombardment bonuses. 16) Try best you can to stay ahead on the tech tree. Those bonuses for being first to discover a tech are awesome. 17) BUILD FACTORIES!!!!!!!!!! This is probably the most important building as it doubles production hammers in that city. The American factories TRIPLE production. This means anything and everything is cheaper. 18) Some of the more important wonders for me are Hanging Gardens, East India Company, Leonardo's Workshop, Magna Carta, Internet, Shakespeare Theatre, and if I can spare the hammers early on.. Colossus. There is lots more I can talk about, but know that anything you get to first your opponenet can't get. Branch out quickly. Use hills and forests wisely in war-time. And above all else, learn as you go.
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Rosa sat so Martin could walk Martin walked so Barack could run Barack ran so our children could fly Dignity: http://www.youtube.com/watch?v=bss6lTP8BJ8
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