Basic Strategies
Empire Building
Expansionist Philosophy
Empire building is an expansionist's
mainstay weapon, but also its main vulnerability. Rule number one: If
you are planning on surviving in the upper levels(King and above), do
NOT forget about your core cities. No matter how many small cities you
have, or large your empire spans, every empire must have a core of
cities to build the "big ones", such as wonders, spaceship parts,
etc... Theoretically, your core cities should be your innermost and
least vulnerable, but it often turns out that you barely scrape by
building one when the terrain suits you. But, in the stray chance that
luck falls upon you, you should base your empire on a simple model:
Inner cities are the core, quality ones. Middle rim cities make the
expensive military units, like a navy, or cheap city improvements, like
libraries. Outer fringe cities should trot cheap little cannon fodder,
to throw in a relentless tide toward your opposition. As outer cities
become middle, middle become core, and the cycle continues. If you are
an expansionist at heart, but run out of room early, you can build up a
massive military and have a lot of fun taking over the AI's hard-built
cities!
Isolationist Philosophy
Isolationists tend to ignore empire
building because of the very nature of the phrase. This can be a
mistake! Remember, you can have a decent-sized nation and still remain
isolated; remember China. Work on making all your cities just perfect,
and on building up a huge military and large technology base while you
sit around. I prefer to think of it as waiting to pounce, as there is
little more satisfying than having a tiny enemy army stroll into your
defenses, get chewed up, and in the process divulge the approximate
location your next fleet should head if you have the whim.
Militarist Philosophy
The goal of a military empire-builder
should be, not to waste precious turns on building all your own cities,
but to sally forth and capture everyone else's. A nice thing about this
strategy is that you can concentrate on "only" a few goals. Another is
that it only gets easier; take down one AI and there's one less
grabbing for a piece of the pie. Also, needless to say, you have more
cities. I'm not going to take the time to explain the military strategy
to you, you should check that out in the Military Strategy - Militarist
chapter.
Technologist Philosophy
A technologist interested in empire
building can gain one distinct advantage in the technology tree;
exploration undoubtedly increases your advancement base. Not only does
an empire-based economy inevitably have a foundation in trade, and
therefore science, but captured enemy cities and goody huts can give
you a base of the "must have" technologies and allow you to concentrate
on the bigger and better. I have a few pieces of advice for an
empirical scientist. One: it is a common habit of scientists to ignore
the so-called military-only technologies, those that only lead to
better units. These are viewed as a kind of "dead end" on the
technology tree. Don't. The backbone of a successful empire civ is its
military, and while it is not vital to have a large quantity of units,
you might as well make them a few centuries ahead of the times. It'll
make your job a lot easier. For more info on this line of reasoning,
check out Domestic Policy - Technologist.
Domestic Policy
Expansionist Philosophy
Somewhat like isolationism and empire
building, expansionists tend to think that dosmetics "doesn't apply to
them", because of the very nature of their ideas. While you might
succeed thinking this on the lower levels of difficulty, get up into
the real world and you could get a nasty shock. As stated earlier, an
empire's size is its strength and vulnerability. The strength is
obvious, but what most people tend to overlook is just how long it
takes to move from one side of your massive civ to the other. If an
advancing army breaks through your perimeter defenses, your thirty
tanks or ten stealth bombers two continents away aren't going to do you
much good. Solution: the good old Department of Transportation. Build
roads & rails. That way, if the AI you broke seven peace treaties
with, and your Great Wall just expired, comes storming up to your front
door, you can muster some sort of defense even if it means pulling a
few other cities garrisons away. See also: Military Strategy -
Expansionist.
Isolationist Philosophy
For isolationists, internal policy is
what keeps them in the running. They get most of their revenue, trade,
and science from inside their own civilization, so consequently have
more time to spend on this vital section of their planning. Build roads
and rails everywhere. Not only do they help in defense, but they boost
the all-important trade flow. Always have a number of settlers or
engineers on reserve, especially in the modern eras, just in case of
the stray nuclear meltdown or detonation. The roads can also help with
transportation, obviously, carrying the settlers or engineers to
disaster areas. One of the engineers vital strengths is the ability to
virtually transform any terrain type to one more favorable. This is an
incredible strength, but one that is most often left unused in more
fast-paced strategies because it is very time consuming. If used
properly by an isolationist, though, engineers can place a city
anywhere and change even the most rugged terrain into farmland. Use
engineers and settlers to "perfect" your home continent, too, weeding
out the occasional swamp patch. I've made continents, when I've been
lucky, that, using a huge engineer corps, don't have a single bare
patch.
Militarist Philosophy
If you are a militarist, "internal"
should imply "defense". You cannot stage(at least for very long) a
successful offensive campaign without having a viable defense to be
able to fall back upon. You internal military strategy will not be
discussed here, look at Military Strategy - Militarist, but there are
several constants in civ design that should be followed. First, like
all other philosophies, a consistent road network is vital. Having an
excellent defensive system in half your country doeasn't do you any
good, as there are various laws of nature that require the next major
invasion to be launched at where you are least prepared. Build your
cities on the best terrain you can find; don't worry about finding
defensible city locations. You can build and man fortresses in those
locations. If you are in mountainous terrain, so much the better. Build
your roads on top of the mountains, if you can spare the time. This
should insure that your units are safe when on the move. If you really
are feeling rich, you can intersperse a network of roads, rails, and
fortresses on the tops of peaks. Voila! The Great Wall, Maginot Line,
and superhighway in one! There is another thing to do when stuck in bad
terrain: build airfields where it wouldn't be profitable to build a
city. Airfields are often overlooked, but they can be invaluable.
Technologist Philosophy
You would think there is little to
say about the internal workings of a technologist's civ, but there is
enough. One of the most frustrating things for a player who is
centuries ahead in technology is to have someone capture a city and
steal a key advancement. Because of this, a player who could have this
happen to them should take some of the militarist's advice to heart.
You should also build a lot of roads, increasing trade, and the obvious
city improvements. A city improvement that is often overlooked for an
advancer are city walls. They are cheap and you'll be glad you built
them later on. The bulk of a technologist's internal affairs should
stem from isolationist and militarist ideals.
Military Strategy
War is not a life: it is a situation,
One which may neither be ignored nor accepted.
-Eliot
-Eliot
Expansionist Philosophy
The battle cry of an expansionist
should be "Strength in Numbers." While an archer vs. a defended city
doesn't have the best chances, twenty archers are slightly more
formidable. My favorite is the elephant & catapult arrangement. A
huge number of elephants attack the city over the course of several
turns, forcing the defenders to hole up in the citiy. The slow
catapults then plod in and finish them off. Of course, the strategy
changes slightly over the advances in technology, but it still remains
useful for a long time. The main drawback to the strength-in-numbers
strategy is that large stacks present very easy targets; kill one, and
they all die. This is one of the reasons for using elephants, or
another two-moving unit: they can lurk just outside the boundary
squares of the city, staying just out of reach of the big guns like
catapults that are inside the besieged city. My choice of units are
just that, a mobile, fast unit such as a knight, and a lumbering
juggernaut such as the catapult or cannon. Keep your army mobile! As I
said before, the big numbers lead to big stacks, which leads to big
deaths. Another concept you should also take advantage of is to use an
enemy's forts against him. The AIs are obsessed with forts. They build
three times as many as they can man, and if you inhabit them your
stacks don't die all at once. A disadvantage to a big army is that it
takes a lot of ships to transport over water. Don't forget this, it
doesn't do you a lot of good to have a massive army that has to be
carried to another continent in one trireme! Obviously, galleons and
transports make the best cargo carriers. If you do have a lot of
transports, though, it is an impressive sight to see. Eight transports
with eight units each, pulling up to the shore and disgorging their
cargo. Think of the shock value! You should also read Military
Strategies - Militarist.
Isolationist Philosophy
Isolationists do not have an
impenetrable wall around themselves, they just minimize outside
contact; they are also seen as juicy targets for invasion, having no
allies. Therefore an isolationist must have a military, in fact
probably the second strongest of the four philosophies. The military of
an isolationist is mostly used for defense, so the unit types vary
depending on the size of the civilization. A big nation should have
several "response forces" comprised only of mobile units. If an enemy
invades, these forces rush to the spot and delay or drive off the
invaders. Once you are into the modern era, you should have several air
force divisions, but one centralized army(preferrably stationed in a
city with SDI!) using the rail system. A smaller nation should have a
fortress line, with fortresses manned by heavy units like archers and
cannons standing sentry on the borders. This defense simply waits for
the invaders to walk into it. One of the vulnerabilities of an
"isolated" nation is that all the cities are large, and therefore
vital. An isolationist leader cannot afford to lose cities. Because of
this, be wary of spies! You might as well have a spy of your own to do
counterespionage(reduces enemy's chances) in a few major cities. While
being in an "bribery-immune" government might help, you still don't
want to take the risk of your city walls or SDI Defense failing. SDI's
are another vital city improvement that you should have in each of your
cities. The AI's could care less if the world melts down because of a
few measly nuclear missiles. Look in the next chapter for more info on
nuclear war.
Militarist Philosophy
Attack is the best defense. Sometimes.
Ideas from here carry over to other philosophies, so you might as well read this chapter anyway. Well, you're a leader with dreams for military glory. How do you build the armed forces of your new-found country? Good question. It depends on what planet you're on, and your personal preference. If the planet has a lot of water, a superior navy is your abvious goal. It can allow you to expand out from your one island. It can stop other players from doing so. It can finally crack that coastal city that your army couldn't. If you make it wrong, it can also be your biggest mistake. The mistake many players make is simple; they fall for the flashy ships, and literally forget about the true workhorses. While submarines look great, they really aren't. Sure, one or two are good to have around just in case you need to sneak in and launch your load of missiles, but more than that and they just become a pain. They die easily(the computer has a knack for guessing which square your sub's on), and don't have the firepower to deal with the real threats, like battleships or AEGIS cruisers, if they run out of missiles. Another example is the good old battleship. Again, keep one around. It is the ultimate coastal city killer, but for the price of one battleship you can build two better-defended AEGIS cruisers. Your medeival navy should be made up of(surprise!) frigates. If you have Leonardo's Workshop, you should build a few galleons, but otherwise only build them when you need them. Don't get hung up on suddenly having ironclads, you should just wait for electricity and steel. The only exception is if you are getting slaughtered on the high seas. But an excellent navy doesn't do you much good if you are on a land-locked world. There are two items that would-be general trip on: mobility and terrain. Your units must be mobile! A bunch of slow units are just sitting ducks, but fast ones can attack first. Build knights and crusaders instead of catapults and legions. Legion are useful on defense, but that's about all. AIs are obsessed with legions, but don't follow that trait. The other item is terrain. Beginners and computers alike tend to pay little attention to terrain except when it apllies to movement, but that is a huge mistake. Don't literally make a line of units leading up to their death, trying to knock off a phalanx atop Everest. Use situations like that to your advantage, by making your phalanx the one on top of Everest first, and the computer the one throwing corpses up at you. The air is an area that only comes into play in the later stages of the game, and is thereofore somtimes forgotten. It can be very valuable to the player who controls it; try and make that player yourself. Helicopters can be useful, if you use them in places where there are few enemy fighters, for two reasons. They can capture cities, unlike the other air units, and they can fly almost indefinitely, even landing on water! One dreaded unit has sprung out of the air, though, that is very often misused; the nuclear missile. MAD(Mutual Assured Destruction) is very tempting to try, but don't unless you do the following:
1.Have lots of cities. 2.Build SDI in every one. 3.Build lots of missiles. 4.Obtain a complete map. 5.Shoot far. 6.Shoot fast. 7.Shoot first. 8.Destroy every one of thier cities and every one of their airports. 9.Have a lot of stupid, brave engineers in boats ready to clean up the mess you just made. 10.Hope that none of their cities have SDI. 11.Hope a lot that none of their cities have SDI. 12.Repeat steps 1-11 for every civilization on the planet, or you and your country will be promptly turned into a rather pitiful pile of slightly iradescent radioactive dust.
Cruise missiles can also be very useful in defense of conventional warfare.
Ideas from here carry over to other philosophies, so you might as well read this chapter anyway. Well, you're a leader with dreams for military glory. How do you build the armed forces of your new-found country? Good question. It depends on what planet you're on, and your personal preference. If the planet has a lot of water, a superior navy is your abvious goal. It can allow you to expand out from your one island. It can stop other players from doing so. It can finally crack that coastal city that your army couldn't. If you make it wrong, it can also be your biggest mistake. The mistake many players make is simple; they fall for the flashy ships, and literally forget about the true workhorses. While submarines look great, they really aren't. Sure, one or two are good to have around just in case you need to sneak in and launch your load of missiles, but more than that and they just become a pain. They die easily(the computer has a knack for guessing which square your sub's on), and don't have the firepower to deal with the real threats, like battleships or AEGIS cruisers, if they run out of missiles. Another example is the good old battleship. Again, keep one around. It is the ultimate coastal city killer, but for the price of one battleship you can build two better-defended AEGIS cruisers. Your medeival navy should be made up of(surprise!) frigates. If you have Leonardo's Workshop, you should build a few galleons, but otherwise only build them when you need them. Don't get hung up on suddenly having ironclads, you should just wait for electricity and steel. The only exception is if you are getting slaughtered on the high seas. But an excellent navy doesn't do you much good if you are on a land-locked world. There are two items that would-be general trip on: mobility and terrain. Your units must be mobile! A bunch of slow units are just sitting ducks, but fast ones can attack first. Build knights and crusaders instead of catapults and legions. Legion are useful on defense, but that's about all. AIs are obsessed with legions, but don't follow that trait. The other item is terrain. Beginners and computers alike tend to pay little attention to terrain except when it apllies to movement, but that is a huge mistake. Don't literally make a line of units leading up to their death, trying to knock off a phalanx atop Everest. Use situations like that to your advantage, by making your phalanx the one on top of Everest first, and the computer the one throwing corpses up at you. The air is an area that only comes into play in the later stages of the game, and is thereofore somtimes forgotten. It can be very valuable to the player who controls it; try and make that player yourself. Helicopters can be useful, if you use them in places where there are few enemy fighters, for two reasons. They can capture cities, unlike the other air units, and they can fly almost indefinitely, even landing on water! One dreaded unit has sprung out of the air, though, that is very often misused; the nuclear missile. MAD(Mutual Assured Destruction) is very tempting to try, but don't unless you do the following:
1.Have lots of cities. 2.Build SDI in every one. 3.Build lots of missiles. 4.Obtain a complete map. 5.Shoot far. 6.Shoot fast. 7.Shoot first. 8.Destroy every one of thier cities and every one of their airports. 9.Have a lot of stupid, brave engineers in boats ready to clean up the mess you just made. 10.Hope that none of their cities have SDI. 11.Hope a lot that none of their cities have SDI. 12.Repeat steps 1-11 for every civilization on the planet, or you and your country will be promptly turned into a rather pitiful pile of slightly iradescent radioactive dust.
Cruise missiles can also be very useful in defense of conventional warfare.
Technologist Philosophy
The technologist's military should be
almost opposite to the expansionist's, unless you are a playing a cross
between the two. The expansionist's is made up of large numbers of
mediocre units, and the technologist's is made up of small numbers of
excellent units. Again, the military depends on the world. If you find
yourself on a water-based world, go for the caravels. Triremes can't
even compare to caravels, which are also invaluable for exploration. If
you don't need a navy, there are several land-based units that can, in
comparison to slightly lesser technology, can give you a decisive edge.
One type is pikemen. The civs of the middle ages become obsessed with
mounted units, but these nasty fellows can render those useless against
your cities. Another is the knight. The main problem with the line of
mounts, chariot through crusader, is their defense; one. The knight is
essentially a legion with speed. They are useful in the attack and
defense. Don't think crusaders are better because they have more
attack, they aren't. In the air, the advantages are obvious. Get there
first, and it's bombers against cavalry. Happy target practice!