The first half hour
Most experienced players will agree, as in chess, the opening moves prove to be crucial in civ.
The vast majority of civilization games are decided within the first half hour of playing. It is very important to expand ASAP and as broadly as possible to cover up as much land (=key strategical resources, luxuries) and even more so the higher the echelon of difficulty.
It is true that you might be trapped in a small island with 8 cities at Deity and still reach a diplomatic victory, ok. But I am referring to other winning conditions such as space race, domination, conquering, Wonder building…
By this, I do not want to disencourage players who after the first half hour see it all lost and hit the reset. You must always play until the bitter end no matter if it is pretty straight forward that you are going to lose. You learn more out of defeats than from victories, and you never now the outcome no matter how bad are the odds… You play for the fun of it and for the challenge the game poses you. Imagine the British quitting after Dunkerque in WW2 ? Where would we now be here in Europe ? (And thanks also to the yanks for all their sacrifices in D-Day).
There are many good articles on strats for the first moves in internet forums. A must, at least for me, is usually building a granary (having a warrior or spearman to defend) and then pumping out as much settlers as you can all over the screen, even in deserts, you never know (saltpetre, petrol..). I usually do: warrior, worker, settler, granary, settler, settler….The beauty of the game is that remaining the same basically it is always different. So there are no fixed strats to win any given game. It is very dynamic, and what might be a superb strat on one, might be fatal on another. The more you play, the more experienced you are, duh, and the more you challenge yourself to react before a changing environment.
Those civs who stand the Sands of Time are the ones who have learnt to adapt themselves better to their surroundings. Much like Neanderthals, extinct but perfect for the Ice Age, and Cromagnon (our ancestors, better for a hot climate) in their day.
“If you fail to plan, you plan to fail”
Most experienced players will agree, as in chess, the opening moves prove to be crucial in civ.
The vast majority of civilization games are decided within the first half hour of playing. It is very important to expand ASAP and as broadly as possible to cover up as much land (=key strategical resources, luxuries) and even more so the higher the echelon of difficulty.
It is true that you might be trapped in a small island with 8 cities at Deity and still reach a diplomatic victory, ok. But I am referring to other winning conditions such as space race, domination, conquering, Wonder building…
By this, I do not want to disencourage players who after the first half hour see it all lost and hit the reset. You must always play until the bitter end no matter if it is pretty straight forward that you are going to lose. You learn more out of defeats than from victories, and you never now the outcome no matter how bad are the odds… You play for the fun of it and for the challenge the game poses you. Imagine the British quitting after Dunkerque in WW2 ? Where would we now be here in Europe ? (And thanks also to the yanks for all their sacrifices in D-Day).
There are many good articles on strats for the first moves in internet forums. A must, at least for me, is usually building a granary (having a warrior or spearman to defend) and then pumping out as much settlers as you can all over the screen, even in deserts, you never know (saltpetre, petrol..). I usually do: warrior, worker, settler, granary, settler, settler….The beauty of the game is that remaining the same basically it is always different. So there are no fixed strats to win any given game. It is very dynamic, and what might be a superb strat on one, might be fatal on another. The more you play, the more experienced you are, duh, and the more you challenge yourself to react before a changing environment.
Those civs who stand the Sands of Time are the ones who have learnt to adapt themselves better to their surroundings. Much like Neanderthals, extinct but perfect for the Ice Age, and Cromagnon (our ancestors, better for a hot climate) in their day.
“If you fail to plan, you plan to fail”
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