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  • My Strategy

    I've been using the following strategy on Monarch level, with great success. Using this strategy, I not only win on monarch level, I have been able to absolutely dominate. By the middle ages, I have a dominating tech lead, which I can use to roll the nearest AIs or parlay into a more dominating tech lead. I normally use the Chinese for Industrial/Financial.

    Step 1: Turn 1-15: Build Worker. Use Initial Warrior to run in a circle 3 tiles from the "workable tile" cross at the initial city. I immediately bee line to pottery. Everytime I make a cottage, I manually switch to that tile to be worked, unless there is more productive unworked resource. With the financial bonus (even better if on a river), the cottage is producing 3 coins in no time. The early techs cost so few beakers, that the extra 6 coins from 2 tiles makes a world of difference.

    Step 2: Turn 15-35: After I build the worker, I beeline to Bronze working. I have my initial city build warriors (usually 4, 3 to scout 1 to hold the home city). At this point, I'm usually at population 3-4. I next take whatever techs are most useful for working tiles (usually animal husbandry to look for horses/work pigs & sheep). I have my worker chop out 2 settlers and 2 workers. I have found it is not necessary to use your warriors to "escort" your settlers tile for tile. Just make sure that your warriors are positioned to eliminate the fog of war between your initial city and prospective new city site. Hills help for visibility. Keeping your warriors on hills is important, as the more fog of war you uncover, the lesser the probability of barbarians. As long as I optimize my warriors line of site after I output the settlers, I never really run into a barbarian problem before I get to the next step.

    Step 3: Upon founding my next two cities, I have them immediately produce the most advance unit I have available (usually axeman, sometimes chariots... if I get unlucky, I will take archery next for archers). I also have my initial city produce advanced units until I have 1 advanced unit and 1 warrior in every city. This is usually enough to mitigate any barbarian threat. Again, I have the workers focus on upgrading resources, and then cottages at the new cities. I will manually make sure that the cottages are being worked.

    Step 4: Next I beeline for alphabet, taking writing on the way. I have all 3 cities build libraries and granaries (I chop forests both inside and outside my culture border to expedite this process). I will make two scientist specialists in the two cities with the most food, which makes alphabet fly. I also will get two great scientist rather quickly, and make the science academy at my two cities with the highest science. Once I get two great scientists, I put the specialists back to working tiles.

    I immediately trade with my neighbors (including alphabet, which is often my only option). If any neighbor gives me the option of sending them to war for tech, I choose that option. This is VITALLY important. The computer hates to have a war on two fronts. Sending the computer to war with another AI means there are 2 computers that will not attack you. Moreover, these early wars severely stunt their growth, and limits their ability to trade techs. Trading techs freely is how the computer kicks your rear in the tech game. Formenting wars is more important to winning the tech race than trading for techs. AI's I can't send to war, I trade my techs in order to fill in what I am missing. After Alphabet, I'll usually grab forges and build them in every city. The health reduction is normally moot as unhappy people are the limiting factor. I will pop rush buildings/units once I get an unhappy person (might as well, they aren't working a tile and are theoretically useless).

    When the computer goes to war, I will only trade with the AI closest to my borders. I will also change to my neighbor's religion. This makes your neighbor trade you techs for cheap, and you don't have to worry about the other AI, as they will not attack someone who is located at a distance while they are at war with another AI.

    Next Step: In my 3 cities, I have the highest production city build whatever wonders haven't already been built, the second highest continually kick out military units, and the third highest production kick out settlers. You will find formenting war also keeps the AI from building any wonders; in many cases I wind up taking all the wonders except for one or two (I've rolled the table on wonders on a number of occasions). I find I can also usually found at least 3 more cities in less than ideal locations. If necessary, I take 8 units or so and take 2-3 cities from my neighbor and immediately make peace. As I am his religion, the brief diplomacy hit I get for stealing some cities is inevitably offset within 10 turns by the large bonus I get for being the same religion.

    Beeline for Civil Service, and use Beuracracy to make your initial city into a wonder building machine. Continually trade techs with the AI to keep them at war. I find by using this strategy, I very consistently am at calvary while all AIs are at longbow men. At this point, you can choose your victory condition (Science, Domination, Population, Culture, etc...).

    The lead you get at monarch is so dominating, I would be shocked if this strategy doesn't work well on emperor. I'm halfway through a game at emperor, and am solidly dominating. At immortal and diety, the computer tech bonuses may be so dominating that even using this strategy you'll rarely have the ability to trade tech to forment war. I'll have to check it out, as this strategy is based heavily at beeling to tradeable techs in order to forment war.

    Note: If you wind up on an Island, Beeline to Optics after civil service and send out 3 caravels. You'll generally find you''ll still have a few tradeable techs to forment war at this point, and the extra turns the AI had without fighting is offset by a lesser need for a standing army. In these cases I still win by a fair bit, but normally with a Spaceship Victory in 1930 or so. I find it difficult to win a domination victory when isolated on an island early. By the time you are at optics, the space race is so close that building an army and sending them overseas to wipe everyone out takes too much time.
    Last edited by Wild Pig UK; December 13, 2005, 12:34.

  • #2
    Nice post, I've never thought to check whether a civ would make war for tech before unless I was specifically in need of military assistance. I'll give this idea a try in my next game!

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    • #3
      I love the instigator idea. I've fomented war before to balance power or keep a civ off my back, but never just to stunt both civs. I'll try it.

      I always seem to have problems with cottages in that whenever I force a citizen on a cottage it usually means I'll starve.

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      • #4
        A very powerful strategy for china indeed.

        I'd think it'd work great for Mali too, since they are financial and start with wheel and mining.

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        • #5
          Cottages

          In general, in the early stages I only place the cottages on flood plains or green tiles. This usually prevents food shortages. On monarch, you usually run into happiness and health problems problems at a population of 5-6, and there are almost always enough resources/flood plain/pasture tiles to get you to 5 or 6 in your initial city.

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          • #6
            So, you start quite late to build any wonders, right? And religion is also neglected to found?

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            • #7
              You trade Alphabet? I'm surprised at that, seeing as how your strategy is to stop them trading. I know it can be the only one available at first, but with those academies you could go snag something else to trade 'em, surely?

              I like your grand plan of sending them to war without being involved yourself, and using a tech lead to do so. Different tech / expansion / build plans to the ones you use could still allow 'Instigator' play as long as there is a tech lead.

              Seeing as AI-AI tech trading is a big challenge on Monarch, this looks to address that problem, but does it get diplomatically messy?

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              • #8
                Yep... religion is almost completely neglected in the early stages. Moreover, wonder building is neglected in the very early stages. I always build 3 cities, 3 workers, 2 units per city before attempting a wonder. Depending on my set up at that point, I will consider building the Pyramids over a library or granary immediately in my main city. I usually find it is not necessary to build a granary in my main city until later, as I have let it grow to 3-4 before producing workers/settlers to make the early techs fly with cottages. Moreover, having 4 workable tiles in your main city after kicking out 3 settlers and 3 workers puts you in a strong position to use your main city to make wonders without losing many turns in production.

                I find that its pretty easy to grab the late 3 religions using this strategy. Moreover, I find it is not really necessary to build any of the early wonders. Libraries (which are made very early with this strategy) add enough culture to make stonehenge moot. The 1 tech bump of the oracle is offset by setting everyone else back hugely in the tech game by formenting world war, along with intelligent use of cottages/science specialists early. The pyramids only add an extra 3 beakers per specialist (plus the 3 happiness), so are only useful to science when using specialists. With a financial civ at 90-100 percent research, the pyramid bonus per specialist by the time you get pyramids isn't even as strong as one cottage-worked tile. By the time you get pyramids and writing, cottages created ASAP that have been worked as early as possible are producing 4-5 coins (and therefore 4 beakers) using a financial civ.

                More importantly, I've found that if I cause World War I early, I can still build the Pyramids in my main city 90 percent of the time (Industrial Civ helps here). I routinely get every wonder besides the oracle and stonehenge, and a large percent of the time I can still get the oracle or stonehenge on Monarch.

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                • #9
                  They will get Alphabet soon enough, so that hoarding Alphabet doesn't really set back their tech trading. Trading Alphabet to cause war, however, severely sets back their ability to produce techs, and their ability to trade for techs. Going to war not only kills their standing with whoever the AI went to war with, but causes huge diplomatic negatives for whatever AI trades with the opposition.

                  Most importantly, causing war does more to limit tech trading long term than limiting early access to the Alphabet. Causing one early war between two AI opponents generally splits the AI into two factions that will not trade with each other. Causing a second early war almost completely abolishes AI tech trading. I have found it is pretty easy (as long as you use cottages/libraries/science specialists intelligently early) to have enough tradeable techs to guarantee every AI is at war with at least one other AI. This also virtually guarantees your safety, as the AI almost never starts a second war while engaged in a first war.

                  Instead of being 7 on 1 for the tech race, you've made the race a bit more fair.

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                  • #10
                    I also have found it that early on, it is useful to switch to your neighbors religion to have at least one-two very solid friends (also negating the border tension diplomatic hit). Having 1-2 AIs pleased with you is better for fair tech trades (and causing war) than having 6 at cautious. Cautious AI only makes trades that are in their favor beaker for beaker. After I establish the dominating tech lead (usually early middle ages), I find I can usually maintain cautious or better relationships with all AI.

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                    • #11
                      Which maps do you play this out on, WP? Does it depend on early warfare beween all the AI's or can you can come from an isolated / semi-isolated spot and get 'em all at each others throats in the Renaissance?

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                      • #12
                        Out of interest what do you do when the AI's, especially your religion buddies, ask you to join in a war?

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                        • #13
                          I usually play this out on either continents or terra. Again, If I end up isolated on an island, I beeline to optics after alphabet or civil service, and send out 2-3 caravels. At this point, I've always still had enough tradable techs to cause World War I and stunt everyone's tech growth.

                          If asked by my religion buddy, I do not go to war. The religion bonus offsets the diplomatic hit for not aiding the war effort.

                          Although this is a general strategy that works well, I do not follow it like a complete cookbook. I will go to war if asked if I also want to grab a few cities, etc. Moreover, I might grab stonehenge or Oracle early if I get the techs through trade and stone/marble is available. If they only take 10 turns to get at my initial city (Industrial+1/2 Resource), I may put off making a library until afterwards.

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                          • #14
                            I tried this strategy last night and everyone's "Declare War On" was redded out. Come to think of it, it's redded out most of the time in most my games. How do you get around that?

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                            • #15
                              Declare war on option "redded out" means you don't have enough to trade to make it happen.

                              This will happen for a number of reasons:

                              1. An AI will not declare war on a second front if already at war for just about any reason. If the AI is already at war with someone else, your goal is already accomplished.

                              2. You don't have enough available techs/money to make it worth the AIs while.

                              This is why it is imperative to work cottages/create libraries/make superspecialists as early as possible. Moreover, it is important to beeline to higher tier techs after filling in the resource gathering techs (Alphabet, then Forges, then Code of Laws/Civil Service). This strategy is based on accumulating enough tradeable techs early to removed the "red" on the declare war option.

                              It is also easier to get someone to declare war for you early on if you convert to their religion. As noted earlier, I like to convert to my nearest neighbor's religion, and then send that neighbor to war with a 2nd AI. If at anypoint you decide you would like to take a few of their cities, their forces will already be attacking another AI and greatly depleted. In addition, they will be technologically stunted already due to their constant wartime status. Moreover, the same religion bonus offsets the border tension diplomatic hit and even the "you've attacked my cities" hit after 10-20 turns.

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