Sid Meier's Civilization Revolution Tactics Guide
Written by Loughi the Boy Wonder
----------------Conent----------------
1. [Intd]: Introduction to guide.
2. [Civs]: The Civilizations
a. [arb] Arabs
b. [amr] Americans
c. [atc] Aztecs
d. [chn] Chinese
e. [egt] Egyptians
f. [egl] English
g. [frn] French
h. [gmn] Germans
i. [gce] Greeks
j. [idi] Indians
k. [jpn] Japanese
l. [mng] Mongolians
m. [rme] Romans
n. [rsn] Russians
o. [spn] Spanish
p. [Zlu] Zulu
3. [Cabd]: Cities and Buildings
a. [typc] Type of Cities
b. [ctym] City Managment
c. [ctyl] City Locations
d. [wndr] Wonders
e. [gpep] Great People
3. [Tcts]: Tactics and guides
a. [domT] Domination Tactics
-[dCRSt] Crusader Tactic
b. [ecoT] Economic Tactics
c. [tecT] Technology Tactics
-[tTRTt] Turtle Tactic
d. [cltT] Cultural Tactics
-[cPSAt] Passively Aggressive Tactic
e. [civt] Civilization-Specific Tactics
4. [Askf]: FAQs
5. [Cntc]: Contact Information and Submission
--------------------------------[Intd]--------------------------------
-----------------------------Introduction-----------------------------
This guide is for those either new to the game, or having a
slow start. Civilization has always had a lot of unused or misused
items that, when used correctly can pull you from 4th place, to 1st.
Tactics may be submitted to me, scroll down to the contact
information and all submissions will be credited to the person who
sent me the guide.
--------------------------------[Civs]--------------------------------
-----------------------------Civilizations----------------------------
-What Civilization suits you?
This is the key question to ask yourself everytime you
play the game. With the right Civilization in your hand, you can
win with a strong victory. Now what does a strong victory mean? A
strong victory is one where you stand out far above the other
civilizations. This guide is here to help you accomplish that.
-Tips to choosing your cilivization.
Pay attention to the bonuses that each civilization
recieves. You don't want to go for a fast economic victory and
choose a faction based on technology. Now I know this is common
sense, but you'd be surprised how many people I've seen using
someone like the Romans to beat the Chinese in a technology
victory. I'm not saying it's not possible, but if the Chinese
play their cards right they have a much larger technology
advantage.
---------------
A. [arb] ARABS
Starting Bonus: Knowledge of Religion
Ancient Bonus: Caravans Recieve an extra 50% in gold
Medieval Bonus: Knowledge of the Mathematics technology
Industrial Bonus: Calvary get a +1 to attack
Modern Bonus: Gold reserves receive a 2% interest rate every
turn
---------------
B. [amr] AMERICANS
Starting Bonus: Begin game with a great person
Ancient Bonus: 2% interest on gold reserves
Medieval Bonus: Rushing units cost 1/2 price
Industrial Bonus: +1 food from Plains
Modern Bonus: Triple Production from Factiories
---------------
B. [atc] AZTECS
Starting Bonus: Begin game with extra gold
Ancient Bonus: Units automatically heal upon a battle
victory
Medieval Bonus: Temples produce 3 science
Industrial Bonus: 1/2 cost of roads
Modern Bonus: 150% Gold production in cities
---------------
C. [chn] CHINESE
Starting bonus: Knowledge of Writing
Ancient Bonus: New cities gain +1 population
Medieval Bonus: Knowledge of Literacy
Industrial Bonus: 1/2 cost of Library
Modern Bonus: Cities not affected by Anarchy
---------------
e. [egt] EGYPTIANS
Starting Bonus: Gain a random Ancient Wonder
Ancient Bonus: +1 trade and food on desert tiles
Medieval Bonus: Knowledge of Irrigation
Industrial Bonus: Rifleman movement increased by 1
Modern Bonus: 50% Caravan money increase
---------------
f. [egl] ENGLISH
Starting Bonus: Knowledge of Monarchy
Ancient Bonus: Longbow Archers gain a +1 to defense
Medieval Bonus: Naval units gain +1 to defense/attack
Industrial Bonus: Add 1 Production from Hills
Modern Bonus: 2x effect from naval support
---------------
g. [frn] French
Starting Bonus: Cathedral in capital
Ancient Bonus: Knowledge of Pottery
Medieval Bonus: 1/2 price of roads
Industrial Bonus: Cannons gain a +2 to attack
Modern Bonus: Riflemen movement increased by 1
---------------
h. [gmn] Germans
Starting Bonus: Units with an elite upgrade get upgraded with
the technology
Ancient Bonus: New warriors start as veterans
Medieval Bonus: Forest Squares recieve 1 extra production
Industrial Bonus: 1/2 cost of Barracks
Modern Bonus: 2% interest on gold reserves
---------------
i. [gce] Greeks
Starting Bonus: Capital starts with a Courthouse
Ancient Bonus: Knowledge of Democracy
Medival Bonus: Gain great people faster
Industrial Bonus: 1/2 Cost of libraries
Modern Bonus: +1 food to sea squares
---------------
j. [idi] Indians
Starting Bonus: All resources are available to be harvested
Ancient Bonus: Cities unaffected by Anarchy
Medieval Bonus: Knowledge of Religion
Industrial Bonus: 1/2 cost of settlers
Modern Bonus: 1/2 cost of courthouses
---------------
k. [jpn] Japanese
Starting Bonus: Knowledge of Ceremonial Burial
Ancient Bonus: +1 food to sea squares
Medieval Bonus: Samurai Knights gain a +1 to attack
Industrial Bonus: Cities unaffected by Anarchy
Modern Bonus: New defensive units start off with the Loyalty
upgrade
---------------
l. [mng] Mongolians
Starting Bonus: Captured cities gain 150% trade
Ancient Bonus: Barbarian Villages join your civilization instead of
giving a bonus
Medieval Bonus: Calvary movement increased by 1
Industrial Bonus: Mountain squares recieve an extra 2 production
Modern Bonus: Knowledge of Communism
---------------
m. [rme] Romans
Starting Bonus: Begin as a republic and knowledge of Code of Laws
Ancient Bonus: 1/2 price of roads
Medieval Bonus: 1/2 wonders' cost
Industrial Bonus: Gain great people faster
Modern Bonus: New cities gain +1 population
---------------
n. [rsn] Russians
Starting Bonus: Begin game with map of surrounding area
Ancient Bonus: +1 food to plain squares
Medieval Bonus: New defensive units start off with the Loyalty upgrade
Industrial Bonus: 1/2 Riflemen cost
Modern Bonus: 1/2 Spy cost
---------------
o. [spn] Spanish
Starting Bonus: Knowledge of Navigation
Ancient Bonus: 2x Cash from exploring
Medieval Bonus: Naval units gain +1 to defense/attack
Industrial Bonus: 150% Gold production in cities
Modern Bonus: Hill squares recieve an extra 1 production
---------------
p. [Zlu] Zulu
Starting Bonus: Overrun Advatage is lessed to 4 times stronger instead
of 7
Ancient Bonus: Warrior movement increased by 1
Medieval Bonus: City Populations Grow
Industrial Bonus: 150% Gold production in cities
Modern Bonus: 1/2 Riflemen cost
---------------
--------------------------------[Cabd]--------------------------------
-------------------------Cities and Buldings--------------------------
The purpose of this section is explain the buildings, wonders,
and types of cities you should look to build. City placement and
management are important in making your civilization the top of the
crop.
---------------[typc]---------------
---------- Types of Cities ---------
One thing you need to know other than how you plan to win is what
kind of cities you plan to build. This part of the guide will
explain the types of cities you can build to help your city. By
planning your cities well enough you can benefit from a strong
support system.
__ Construction Sites __
(aka the production cities)
Construction sites are your wonder builders. These cities are usually
best built in mountainous/hilly areas. Early game they might do as
well but later on buildings such as iron mines make these cities
produce even the most expensive wonders in a single turn.
These cities should also be your primary form of military production.
A well-placed Construction Site can create multiple units every turn,
which allows you to heavily fortify your cities, and build your forts
to their strongest.
__ Forts __
(Choke Points and Blockades)
Forts are your defense-based land blockade cities. Building Forts on
choke points to block off enemies from getting into your other cities
by land allows you to place all of your defensive focus on a single
spot, allowing your other cities to focus on their purposes. Forts
become less effective as time passes because of more advanced ships
and air units, but in early game these cities are your prime form of
keeping enemies at your front door.
Forts can also help you reach enemy cities easier by building roads
and placing the cities near the enemies'. After a while of the
enemies beat on your fort, they should get a lot of bonuses, which
can help you get some engineer units for your other cities.
If you're lucky enough to get a choke point with a river around it
you have one of the best possible fort positions as rivers give a
-50% penalty to attackers.
__ Labs and Goldmines __
(aka the trade cities)
Labs and Goldmines are your cities that provide a significant
supply of science or money. Most people prefer to make goldmines
and let all of their other cities provide the science. But if you're
going for an economic victory it's also ok to do the reverse. Good
spots for these trade cities are usually lone islands. The Japanese
have a real easy time with these cities becuase they start off with
the ability to get food from water.
__ Palaces __
(also known as your capital)
You have to have a palace, in fact you start with one or you start
with settlers to build one. Your palace is your central building so
make sure you pick a good spot for management. A good palace spot
has at least 2 spots for production and 2 spots for food.
---------------[ctym]---------------
---------- City Management ---------
Your city management depends on your type of city. When a city
begins, it's a good idea to and build your population up. When you
want to build something, or make unit, you obviously choose the
production squares. I probably don't have to say it, but for your
trade cities, you obivously want to maximize the amount of trade
square use.
In the early game it's easy to manage your city squares, but as the
city population grows it gets a little more difficult to choose the
squares manually, which is why they made the ability for you to
choose what you want the city to focus on. Don't take the ability
to change the production of your cities lightly, they let you do it
for a reason.
The buildings in your city help with certain land and materials.
Try to choose the best buildings for your city. if you have one
tile of desert and 3 plains, build a granary before a trade post.
---------------[ctyl]---------------
---------- City Locations ----------
You obviously want to pay attention to the landscape before placing
a city, don't just place it in a random spot because you need a city.
Place it where you need a city. In otherwords if you have a fort,
you have a production city, and your palace, then you will need a
trade city. Don't place it in the first possible place you see,
instead, look for a nearby island to explore. You might find an
artifact and a perfect place for a trade city, it's a win-win.
---------------[wndr]---------------
-------------- WONDERS -------------
The 21 wonders of the Civilization world can help you in many ways.
There are many common misuses of wonders and this part of the
guide should help you figure out when and where you should build
your wonders.
__ ANCIENT TIMES __
Colossus of Rhodes (Bronze Working)-
Doubles trade sqaures' efficiency
Strategy: The Colossus is very helpful not only to your trade
cities but your regular cities as well. It's best to build it in
a production city because in the ancient times you will want your
focus more on building up your civilization.
---------------
Great Library (Writing)-
Gain knowledge of technologies researched by at least two other
civilizations
Strategy: This isn't that good of a wonder for the ancient times.
Unless you're having a horrible start you probably won't have to
worry about other civilizations technology, chances are if you're
not #1 in technology you're probably 2 or 3 because NPC's seems to
study technology to a certain point then their research slows down.
In the case you do fall far behind, this wonder can help you catch
back up.
---------------
Great Pyramid (Ceremonial Burial)-
Gain access to all governments
Strategy: This wonder could be a waste of time, unless you have a
very good Construction Site. Democracy early on can be an
extremely helpful boost. Not to mention you would have access to
Fundamentalism when you need to go to war. This eventually becomes
obsolete, but in an early game, gaining this wonder could help
you jump ahead of the other civilizations.
---------------
Great Wall (Masonry)-
Forces all other Civilizations to be at peace with you
Strategy: This wonder, as most ancient wonders should only be
built in production cities, and if you can afford the time it
takes to make it. It doesn't last very long but the effect can
give you enough time to build an army, an economy, or just
give you time to do whatever you need to get your
civilization to the top of the list.
---------------
Hanging Gardens (Pottery)-
Increase a city's population by 50%
Strategy: The problem with this wonder is that it only requires you
to have pottery. It may not sound bad to you, but it doesn't sound
that bad to your enemey either. The longer you wait to build this
wonder, the bigger growth you will have, but the less chance you
will have to build it. You can hold off as long as you want, but
hope that your enemey doesn't gain it before you.
---------------
Oracle (Alphabet)-
This wonder warns you when you will loose a battle
Strategy: Unless you have nothing left to build, don't bother
with this wonder. It becomes obsolete extremely fast and it's
powers only help if you're going for an early domination.
---------------
Stonehenge-
Temples produce an extra 50% more culture
Strategy: If you're going for a cultural victory, this wonder can
obviously help you a lot, but it's powers are limited to only help
your cities for a few turns before someone makes it ineffective.
---------------
East India Trading Company (Navigation)-
1 Extra trade for sea squares
Strategy: The East India Trading Company can extremely help your
trade cities, especially after they gain a courthouse. Don't feel
like you have to build it, like all wonders, only build it when
you have a chance, don't let it waste too much of your production
time. Though if you have a well-placed Construction site you can
make this wonder build quite fast.
---------------
Himeji Samurai Castle (Monarchy)-
Adds 1 damage per unit
Strategy: Soem misunderstood effects of this wonder, and effects
of Fundamentalism are this. They add +1 damage to units, not
armies. Since armies are made of 3 units, the army as a whole
gains a +3 to damage. Combinding this wonder with the power of
Fundamentalism, a person can easily dominate enemy cities.
This wonder puts the wonder in wonderful. You also have to watch
out for your enemies building it before you have the chance to.
---------------
Leonardo's Workshop (Invention)-
Upgrade all units to their modern versions
Strategy: A great wonder, Leonardo's Workshop. But the problem
is, I've seen many people build it way too early. Granted it
does prevent the most technologically advanced from upgrading
their units. I have always waited until I at least gain the Mass
production technology until I build this wonder so I know a great
portion of my units and not to mention my defensive unit will all
be updraded to their best. It's always good to save a great
builder for this wonder if you manage to get one.
Also if you have built a lot of cannons/catapaults it wouldn't
hurt to wait until you research the automobile.
---------------
Magna Carta (Democracy)-
Your Courthouses provide culture
Strategy: Save this for later in the game when you have a good
amount of cities. Saving it for just the right moment can give
you a good amount of great people fast. Make sure your cities
have courthouses though, I would not know why they wouldn't
though considering their great usefulness.
---------------
Oxford University (University)-
You recieve an advanced technology
Strategy: The Oxford University picks a random technology
from the list of ones you haven't discovered yet. This could
be good or bad, depending on the one it chooses. A good idea
is to save this for when you need Space Flight and
Globilization, that way you knock out one of the last few
technologies you need, and either gain an extra 500 gold
(that is if you discover it first) or work your way for
SDI defense if you don't have the nuke.
---------------
Shakespeare's Theater (Literacy)-
Double cultural production in a city
Strategy: This is obviously a wonder that will boost your
culture for a cultural victory. It's up to you on whther you
want to build it or not. This wonder can help you gain a
cultural advantage, or prevent someone who has that advantage
from getting a much bigger one.
---------------
Trade Fair (Currency)-
Doubles a city's gold production
Strategy: It's obvious where you should build this wonder.
You heaviest gold mines will double their wealth. This wonder
has made me many money from a single city, some go up to 2000,
even 5000 to 6000 gold a turn. Of course that's mixed with a
lot of other gold producing buildings and great people, but
still this wonder helps a great amount.
---------------
Apollo Program (Space Flight)-
Research all remaining technologies
Strategy: This wonder helps to a certain point. If you are
going for a technological victory then chances are your
cities are producing enough technology to get the few remaining
technologies fast enough. Building this would probably only
stall the building of other wonders. This wonder comes from
one of the final technologies so you'll probably only have one
or two more to research, which in the time or money it would
take to make this you could have a much better wonder.
---------------
Hollywood (Mass Media)
City walls no longer prevent a cultural takeover of cities
Strategy: If you can get way ahead of everyone, this wonder
can allow you to takeover enemies without leaving the comfort
of your own palace. This wonder is a good way to not only get
some culture, but also to capture those enemey cities your
land has consumed but been unable to convert. Only build it if
it will help you really. If the enemy is more advanced in
culture, then stay away from it.
---------------
Internet (Networking)
Wealth gained per turn is doubled
Strategy: This wonder is not only a good economic victory tool,
but even if you're going for another type of victory the internet
can help tremenously. Nothing really more needs to be said, the
effect alone speaks for itself.
---------------
Manhattan Project (Atomic Theory)
Gain a nuclear Weapon
Strategy: This wonder not only helps prevent other civilizations
from gaining a victory, but it strikes fear within your enemies.
That is if you're online, NPC's feel no fear. The nuclear weapon
is one frustrating tool though. A Democracy won't let you launch
it, and if you wait too long it'll be ineffective because of SDI
defenses. The best time to use it is to etiher completely destroy
an enemy city that has been bothering you or when going in to
dominate a captial. Be careful that you do not have any units
on the outskirts of the city you bomb, or they will die as well.
---------------
Military-Industrial Complex (Corporation)
Reduce the cost of military units
Strategy: Build this in a very productive construction site.
Not because it only effects one city, but because it has a
pretty high cost. I've been able to build it in a single turn,
and it helps an extreme amount, not only do you produce units
faster, but the cost of rushing goes down as well.
---------------
United Nations
Strategy: If your enemy has a nuke, either build an SDI defense
in your most productive city, or attempt to build it in your
weakest city. When your enemey recieves the city's name, this
will allow you to keep your better cities and hopefully your
enemy will fall for the bait. You cannot use a great builder
contrary to what you might think to build this building faster,
unless they are settled within your city.
---------------
World Bank
Strategy: If your enemy has a nuke, either build an SDI defense
in your most productive city, or attempt to build it in your
weakest city. When your enemey recieves the city's name, this
will allow you to keep your better cities and hopefully your
enemy will fall for the bait. You cannot use a great builder
contrary to what you might think to build this building faster,
unless they are settled within your city.
---------------[gpep]---------------
----------- Great People -----------
When building great people always keep in mind that spies can
steal settled great people. Always build spies where your great
people are. If you get a Great Leader, build like 2 or 3 rings
of spies because they're an invalueable asset to your military.
---
Great Builders
---
INSTANT- Great Builders can instantly produce one thing in a
city.
SETTLE- When settled Great Builders can reduce the production
cost of future items in a city.
Great builders are obviously great to be settled in your
construction sites. Sometimes you may need something to be
built before someone else, such as the Apollo Program. You can
pretty much use these to rush any building except the United
Nations or the World Bank.
---
Great Sceintists
---
INSTANT- Great Scientists can instantly research a technology.
SETTLE- Great Scientists can increase a city's science trade
output by 50%.
Great Scientists should be used according to your situation.
If you're going for a technology or even a cultural victory,
always settle before using instant power. If you're looking for
defense and that democracy power is 11 turns away, well you
don't need me to tell you what you should do.
---
Great Humanitarians
---
INSTANT- Great Humanitarians can instantly add 1 population
to each of your cities.
SETTLE- Great Humanitarians can be settled in a city to
increase it's growth rate by 50%.
Like great scientists, great humanitarians should used according
to your situation. If you have 2 cities, a +2 population isn't
going to help you much. But if you have 8 cities, it can really
increase your productivity all around by using the instant power.
---
Great Thinkers
---
INSTANT- Great Thinkers can instantly convert an enemy city.
SETTLE- Great Thinkers can be settled to provide an extra 50%
to culture.
Converting an enemy city is a risk. This could anger your enemy
into attacking you and you usually convert their worst city, which
means a poorly made, poorly defended city surrounded by them. A
settled Great Thinker can also help converting cities through the
land your civilization's culture would consume. If you need the
city and feel you can defend it quick enough, don't think it a bad
idea. On the other hand if the city is surrounded by the enemy, it
would probably not be wise to take the city, or it would just be a
waste of a great person.
---
Great Explorers
---
INSTANT- Great Explorers can instantly supply some money.
SETTLE- Great Explorers can be settled to provide an extra 50%
gold production to a city.
It's obvious you would make a lot more money with a settled
explorer, but this doesn't mean that an advance on cash is a bad
thing. The instant power can help early in game, but later on you
might find that in a single turn you can earn more wtih the 50%
bonus. Most people don't have many gold producing cities, but
these are a definite aid whether you're going for an economic
victory or not.
---
Great Leaders
---
INSTANT- Great Leaders can instantly upgrade all units to a
verteran status.
SETTLE- Great Leaders can be settled to provide an upgrade to all
units created in that city.
If you get one of these, NEVER use the instant power. The settled
power is possibly the best bonus you can recieve for your units.
Think of it like an advanced barracks. When building defensive units,
always build them in the city with a leader, defensive bonuses can
provide you with an invincible city.
--------------------------------[Tcts]--------------------------------
--------------------------Tactics and Guides--------------------------
Once again, this section is open to submissions, look at the contact
section for more information.
---------------[domT]---------------
--------- Domination Tactics -------
<<<<<<<<<<<<[dCRSt]>>>>>>>>>>>>
<<<<<<<<CRUSADER TACTIC>>>>>>>>
Submitted by: Loughi Boy Wonder
This tactic is a very powerful and quick way to a domination victory.
When I refer to an "Early Domination" this is a tactic that will help
you achieve that.
Two technologies you need to focus on are monarchy and religion.
Monarchy allows you to build the Himeji Samurai Castle Wonder, and
religion gives you the Fundamentalism government. These two combind
gives all of your units a +6 to attack.
While working for those two technologies, build at least 3 cities,
one for producing units, one for producing science, and a third for
producing gold. With these three cities you should have enough
production to get you a steady supply of units. If you have enough
room, build a fourth city for more unit production. Worry less on
defenses, I'm not saying ignore your defense, but focus less on
them since you will be pushing the enemy back. You bonuses from
both Fundamentalism and the Samurai Castle will give you a big
enough offense to push in multiple directions if you seem to be
surrounded by enemies.
Once you start getting naval technologies, use naval units to get
around faster and as a support for land units sieging cities.
Since most people build near water for trade squares, you can
usually have an extra attack bonus by placing your boats in the
right spots.
A good way to practice is to go against the computer and stay at
war with everyone possible. It forces you to build up your offense.
Anytime they offer peace, reject and stay at war.
Suggested Civilizations:
**-Arabs-**
Arabs are the prime choice for this plan. Not only do you start
with Fundamentalism, but you also get Mathmatics in the medieval
age. Go straight for monarchy as soon as you can so you can build
the Samurai Castle wonder right off the bat. The 50% caravan
bonus helps with the caravans you recieve from the villages and
barbarians.
-Aztecs-
Aztecs start with 25 gold and this allows them to rush a single
unit of warriors while everyone else has to wait. This is also an
easy way to capture a nearby enemy capital right off the bat. They
also have an auto-heal bonus which allows the units to continue
fighting without delay.
-Germans-
Germany warriors are automatically built as veterans. This lets
you waste less time with a barracks, and focus more on spamming
out warriors in the begining. When those units become elite,
they get upgraded to legions when you get the iron tech. This
lets you worry less about getting new legion units to the bases
faster.
-Japanese-
Calavry is a bit underused. With Samurai Knights gaining a +1
per unit, that all adds to a +9bonus with Fundamentalism and
the Samurai Castle Wonder. Calvary move around fast and get to
enemy cities before catapaults can. With their higher defense
they can also survive a better than catapaults can.
-Mongolians-
Cities are created by killing barbarians, this is a significant
way to build up a good empire for producing units. Calvary
recieving + movement means much faster domination. This lets you
get to enemy cities before they can research defensive
technologies.
-Zulu-
The Zulu have the ability to move warriors around quickly so
you can get behind the enemy warriors and head straight to their
defenseless capitals. A good Zulu trap is to fake peace until you
reach their city and then attack them. Their overrun advantage
works well with the Fundamentalism and castle wonder power to
allow faster takeover of enemies.
---------------[ecoT]---------------
---------- Economy Tactics ---------
<<<None for the time being>>>
---------------[tecT]---------------
-------- Technology Tactics --------
<<<<<<<<<<<[tTRTt]>>>>>>>>>>>
<<<<<<<<TURTLE TACTIC>>>>>>>>
Submitted by: SpectralEssence908
This is a very common and very basic tactic. This tactic utilizes
civilizations that can build cities fast to create a defensive-
based win.
Technology is a time based win, the faster you can research, the faster
you can win.
Depending on your starting position depends on how effective the tactic
will be. I will give a basic idea.
You want to try and work in a square/rectangular area.
|Brrrrrrr rrrrrrrB|
| r r |
| rr rr |
| C |
| rr rr |
| r r |
|Brrrrrrr rrrrrrrB|
B- Base
C- Capital
r- Road
This is an example setup of a defensive setup. You have your Capital
in the middle with 4 other bases. This is a setup if you happen to
have a lot of space to work with. But sometimes you won't be so lucky.
Sometimes you start on narrow land.
| B |
| r |
| r |
| r |
| C |
| r |
| r |
| r |
| B |
B- Base
C- Capital
r- Road
This is an example of a narrow land setup. I'll explain further as to
how you want your cities set up.
Your bases should be trade-based and defensive cities. Build building
based to increase science trade.Your capital should be your production
city. Place buildings based on production and make this your main form
of producing units. Since walls usually take a long time to build,
your capital should be your place to dish out archers, pikeman,
riflemen, etc.
Try and build your bases on spot where your enemy can't pass through.
This further protects your Capital so you won't have to worry too
much about trying to defend your capital.
If you have enough space you can build more than 5 cities. Don't feel
limited to what I'm providing. This is your base plan. I've won using
this strategy with just 3 bases. It all depends on how well you can
work.
Using this defensive strategy should keep enemies at bay and allow
your bases to produce enough science to gain a huge advantage over the
enemy.
Your Capital can also help you provide culture. Since culture can help
you gain great people, this can provide a good bonus to other parts of
your civilization, especially if you gain a leader or some scientists.
Reccomended civilizations for this are the China, Greece, Japan, Rome,
or Russia.
---------------[cltT]---------------
---------- Culture Tactics ---------
<<<<<<<<<<<[cPSAt]>>>>>>>>>>>
<<<<Passively Aggressive >>>>
Submitted by: PlatinumFox
The key is to use your capital for science (library and university)
and production (workshop, iron mine, factory, oak, etc....) and to set
up other cities nearby that focus on gold and/or culture, depending on
what you want to go for.
Cultural:
1. Capital should be used for Science and Production of defensive units
build library and university as soon as possible, and be sure to utilize
your hammer resources well
2. Build bases as close to your enemies as possible without crippling
your city or theirs. The idea is that you will build up your culture
with temples, cathedrals, and the Magna Carta/Courthouse. This will
flip their nearby cities. You must be prepared for the city flip
though, be sure to have your cities (all but the capital) making gold
so that you can rush a wall or at least a temple in the city you flip.
After all, its no good to flip a city if you lose two turns later.
I recommend rushing a wall as this will also help defend it from units.
3. Resist the urge to use a monarchy, the boost to culture is nice,
but democracy is the way to go, the big part of this strategy is that
you are crippling your enemies by taking their cities, remember that
a flipped city is worth just as much as a wonder or a great person,
and a city with a temple and cathedral is going to bring in more
culture than a boost to your palace culture; so why democracy? so you
get more gold (the added science is great too) and rush walls in the
cities you flip, that is huge!
4. Techs to research are: masonry (try to get it first so you get a
bonus wall in your capital, this is way more valuable in the beginning
than an archer. then bronze, so you can get veteran archers, alphabet,
a library in your capital is worth a lot early in the game. Obviously
ceremonial burial is key here, but dont worry about having it right
away, all the culture in the world wont save a city from a legion
army, Then go for democracy as soon as you can, this is
really important as it gives you pikeman and the right govt. type
Dont worry about reasearching currency, I know that it sounds crazy,
but by the time you've got your walls built and your workshops and
granaries and courthouses, and everything else you need your cities
to have just to stay alive you will have gotten currency as a bonus
from economic production, (250 gold I believe, and that may be a lot
in the beginiing of the game, but resist the earge to rush
everything and you'll get it soon enough.
5. Hollywood is an awesome wonder, but really its usually not worth
it, if you are close enough to flip a city with a wall, usually you
are close enough to destroy thier walls with a couple of spies;
I usually just make a ring of spies and two single spy units, go
up to the city with some defensive units and the spies and once the
spy ring has cleared out thier defensive spies you "leave quetly"
with the ring and use the much more cost effective single spies to
go and do the dirty work, after all you dont want to waste a whole
ring to destroy a granary.
6. Spies!!!!! the fastest way to boost your number of great people
is to steal them. Its easy, just do what was just described for the
destruction of walls, only kidnap a great person. The top cities
screen is a great way to quickly see who's got a lot of people
without even exploring. Keep in mind that it works both ways! Keep
a spy or spy ring in any city you have with a great person in it.
If I have more than two in a city I have two spy rings defending it.
Also, spies get the bonus from fortification and great generals so
keep that in mind.
7. The last part of the strategy may be the most important. It can
mean the difference between watching some jerk's space station arrive
at Butthole Centauri while you build the UN or sweet victory. This
strategy is not a fast one, I dont know of a fast Cultural vicory,
but with the right deffenses (keep in mind that all the offensive
units you would have wasted on attacking and seiging can now be
deffensive instead) no one can beat you with a domination.
Furthermore, if you are stealling all the great people (and gold if
someone is too near an economic win) no one else can beat you to
the cultural or economic victory, so you simply have to beat the guy
who is going for the tech victory. The best way I know to shave a
lot of time off of this win is to rush the UN; you cant rush it with
gold, but you can do some math. Just add up how many
people/wonders/flips you need to win if your culture production
looks like it will get you the UN go ahead in 15 turns pick a city
with high production and good defenses (probably your capital) and
start building a high cost wonder (500 or higher) then adjust your
tiles to get this build complete in around 15 turns. So if you think
you will be able to get the UN in 15 turns I aim my place holder
wonder for 17 or 18 just in case, and then as soon as I can build
the UN I just switch to it in that city, all the production will
transfer and you can usually up the production in that city by
reasigning tiles. If done correctly and no one messes you up, you
will win in a couple of turns instead of 15. Makes a big difference!
If you are going for the Economic win instead do the exact same
thing with just a few changes.
Build your cities with trade in mind as a priority instead of
proximity to enemy cities you want to flip. focus less on temples
and cathedrals and build markets and banks first, though a high
culture city with high gold production is awesome anyway; flipped
cities produce gold just as shiney as the ones you build.
build up your navy if you are able, keep it near your city, this
will help defend it with a naval bonus, and it will allow you to
keep your enemy ships from blocking your trade tiles; nothing is
worse than a city with a market/bank and three of its sea squares
are blocked up with enemy ships! Last difference is that you should
focus your spy attacks on kidnapping explorers (look at enemy city
flags to tell you the type of great person they have) and stealing
gold. The key to stealing a lot of gold is to be patient. Dont
waste a spy on 100 gold, wait until you're close to the end of the
game and bring a boat with some spies and some defensive units to
the next richest civ's capital. The ideal drop off is a hill that
is two squares away from the capital, and keep the boat nearby so
it can provide naval support. Then after the inital turn waiting
for them to recover, you bring the spies in (two squares is just far
enough for the spies, but too far for a lot of units to get to your
landing party before they are active) to the capital, ring first of
course, and steal gold, I have seen this yeald over 8000 gold in one
turn (3000, 2500, 2000, 1500 per spy!!!!) from an enemy who thought
they were close to economic victory! And the best part is that you
get the gold instantly, so even if they manage to kill off the rest
of the landing party its not that big of a deal!
Suggested Civilizations: It depends on if you are going for econ or
cultural, anyone with high gold, culture, defense, or democray
works just fine
---------------[civT]---------------
----Civilization-Specific Tactics---
<<<None for the time being>>>
--------------------------------[Askf]--------------------------------
-----------------------Frequently Asked Questions---------------------
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Q: What is the best Civilization?
A: There is no "best" civilization. The civilizations are very
balanced. The civilization you should choose should be based on
what kind of victory you want to shoot for.
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Q: Why are my cities falling behind everyone else's?
A: Well there are multiple reasons for this. Make sure you always
build the right buildings in the right cities. You don't want to
build a bank in a city made just for science. Make sure that you
also keep an eye on your city management. If you don't keep an
eye on it your cities might not pick the right tiles for the best
city output.
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--------------------------------[Ctnc]--------------------------------
-------------------Contact Information and Submission-----------------
To send questions email me at
[email protected]
For tactic submissions please follow the following template to make
my job easier.
Name: Your name here (this will go under the "Submitted by")
Name of Tactic:
Guide:
Suggested Civilizations:
Please provide a clear and accurate description of the tactic. I
won't accept anything under 100 words.