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  • #46
    Just a a curiosity:

    REX
    1) Rapid Early Expansion
    2) In latin means "king"....

    Have fun....

    Comment


    • #47
      YABP: Yet Another Buggy Patch
      - Artificial Intelligence usually beats real stupidity
      - Atheism is a nonprophet organization.

      Comment


      • #48
        AU: 'Apolyton University'

        Check it out here, then come and join us. It's loads of fun, and educational too!


        Dominae
        And her eyes have all the seeming of a demon's that is dreaming...

        Comment


        • #49
          Many technologies can be abreviated:

          - MM: Map Making
          - MT: Military Tradition or Motorized Transportation
          - WC: Warrior Code

          I think you get the point here...

          There is also MA: Modern Armor (one of your best friends in the late game) and MI: Mechanic Infantry.

          --Kon--
          Get your science News at Konquest Online!

          Comment


          • #50
            PP strategy

            Perfect Peacenik strategy: diplomatic skills alone. You win the game if you never went to war (either provoked or attacked).

            Seems I'm the only one playing it
            The Mountain Sage of the Swiss Alps

            Comment


            • #51
              how that? i've never managed a game without being attacked. even if i pay every tribute, sign all ROPs, trade deals, etc.
              even in games with AIs with agression level 1 and two (france, india, etc.)
              - Artificial Intelligence usually beats real stupidity
              - Atheism is a nonprophet organization.

              Comment


              • #52
                Sabrewolf,

                I attached a saved game in the thread 'Overcoming Parity in the Medieval Age' at page 8. You might download it.

                Basically, you win thru diplomacy. You entangle all the other civs in a web of trades (techs, resources, luxuries, maps, whatever). You do't build any military, except for 2 miltary units/town during Despotism and some Galleys/galleons for exploration. Then you disband them or use them at ferries.
                Tip: playing on an archipelago helps a lot. Once you have control of your (small) island, the other Civs usually let you alone.
                It's not easy, I admit. I never play the PP for itself, but since I am a builder and usually play the French, I don't really need to go to war very often, if not at all. PP is often the result of having everything a need (a secure bit of land, resources, luxuries etc.) either myself or thru diplomacy.
                You might check the AU207 thread. I posted lots of screesaves about my play. I went to war only 2 times: the first to get rid of the Babylonians (really had to ) ad the second one I was attacked by the Zulus.
                Not a PP game, but it shows you don't have necessarily to go to war to achieve your goals.
                The Mountain Sage of the Swiss Alps

                Comment


                • #53
                  Arrian Deception:

                  Named after the famed Arrian who first reported such a tactic in the strategy forum (though it may have been known before him, he will always be credited with the Apolyton incarnation) which goes like this:

                  You can mistreat (i.e. break ROPs, gpt deals, luxury deals, declare war often, and anything else that hurts your rep) an AI and not have it affect your reputation or the attitude of the other AIs if you wipe out the AI you mistreat before that AI makes contact with the other AIs.

                  Any AI that made contact with the AI you mistreated will pass on their knowledge to other AIs.

                  The best use for the Arrian deception is to wipe out your entire continent before they make contact with the AIs on the other continent.

                  Ralphing:

                  Named after the famed Sir Ralph who created a pattern (see fig) of city placement which contains a very tight city spacing where cities called camps are placed inbetween an "optimal city placement" scheme. The camps will be disbanded in the later stages of the game once the "permanent" cities grow in size and are able to use more land.

                  Code:
                  o . . . . o . . . . o . . . .
                  . . c . . . . c . . . . c . .
                  . . . . . . . . . . . . . . .
                  c . . . . c . . . . c . . . .
                  . . o . . . . O . . . . o . .
                  . . . . c . . . . c . . . . c
                  . . . . . . . . . . . . . . .
                  . . c . . . . c . . . . c . .
                  . . . . o . . . . o . . . . o
                  O = permanent city
                  C = temprorary city or camp which will be disbanded later.
                  badams

                  Comment


                  • #54
                    IDGAFIYF:

                    Stands for "I Don't Give A **** If You Flip." The acronym coined by Jawa Jocky refers to the tactic of taking an AI city that has good chance to culture flip back to the AI and stacking a large number of units outside of the city so that you can take it back in one turn when it's easiest to retake if the city flips.

                    AAR: (sorry, no link)

                    After Action Report.
                    badams

                    Comment


                    • #55
                      As a topped thready, this glossary needs a clean-up. What we need is someone to put in the work. Any takers?


                      Dominae
                      And her eyes have all the seeming of a demon's that is dreaming...

                      Comment


                      • #56
                        OK, I'll do some clean-up, but then I'll take some credit
                        The Mountain Sage of the Swiss Alps

                        Comment


                        • #57
                          Oh, I'll also come with some acronyms for military units and wonders (to be confirmed by all of you, of course).
                          Anything left?
                          The Mountain Sage of the Swiss Alps

                          Comment


                          • #58
                            Please add more comments to some and fill in the gaps. Also let me know if you prefer it in alphabetical order.

                            MSC3OL




                            Game concepts:

                            AAR: After Action Report
                            AI – Artificial intelligence. The “brains” behind rival civs.
                            AU - 'Apolyton University'
                            AV – Attack Value
                            DV – Defense Value
                            CtP2 - Call to Power 2
                            FP – Forbidden Palace
                            GA - Golden Age.
                            GL – Great Leader. Can be used to rush a Wonder or form an army.
                            Hotseat - Playing with two or more persons on one computer
                            HP – Hit Points
                            MP – Multi-player. The fabled, someday element of Civ3. Some strategists are already theorizing for it.
                            PBEM - Play by email
                            SMAC – Sid Meier’s Alpha Centuri. Space-based relative of the Civ series.
                            UU – Unique Unit. Each Civ has one. (Greeks & Hoplite, etc.)
                            WLTKD - We Love The King Day. Also WLT*D where * is a variable for whatever your culture's Title of preference. Happens when ALL citizens of the city are happy. You get production bonuses from the citizens while it lasts
                            WW – War Weariness
                            XP - Expansion Pack




                            Game strategies and playing styles:

                            Arrian’s Deception - Named after the famed Arrian who first reported such a tactic in the strategy forum (though it may have been known before him, he will always be credited with the Apolyton incarnation) which goes like this:
                            You can mistreat (i.e. break ROPs, gpt deals, luxury deals, declare war often, and anything else that hurts your rep) an AI and not have it affect your reputation or the attitude of the other AIs if you wipe out the AI you mistreat before that AI makes contact with the other AIs.
                            Any AI that made contact with the AI you mistreated will pass on their knowledge to other AIs.
                            The best use for the Arrian’s deception is to wipe out your entire continent before they make contact with the AIs on the other continent.

                            BRAT - Beating up right after treaty

                            Client-State – A nearby civ that you have made war on in the early game and completely stifled his growth. The civ is now a smallish, backwater state. Not technologically advanced at all and the perfect customer for your older, unwanted resources (horses and saltpeter specifically, and any runoff luxury items that you can’t trade more profitably to a larger civ). These guys start off being furious with you (cos you attacked them early on), but with care and attention, you can change their minds. These are the civs you can carefully groom, nurture and grow into viable junior partners for yourself (perhaps even allowing them to “graduate” at some point by catching them up in tech—assuming you have found another civ to dump your horses and saltpeter on!). These are the real gems of the late game…sturdy, reliable allies you can count on when it’s down to you and a couple of other big sharks in the water. (Borrowed from Vel’s Strategy thread.)

                            DMS - Dodgidly Massacring Settlers. A tactic of creeping up to enemy settlers, waiting for them to build a city and taking it immediately (whether conquering it, or bringing in your settler instead).

                            FCC – Five City Challenge Win the game while limiting yourself to five cities

                            Infinite/Incrimental City Sprawl - ICS is where cities are founded very close together. ICS has a variety of translations, from the one you got above thru "Infinite City Strategy" to "Infinite City Sleaze." The translation varies with your style of gaming.
                            In Civ I, it was possible to build cities right next to each other. Because of the free road/railroad, and the free extra square of production, one strategy was to connect big cities with small cities of size 1, which pumped out settlers. Settlers were then pushed out, building more 1-unit cities, which built more settlers etc.

                            The strategy was so effective that abutting cities were not allowed in CivII. However, ICS lived on, as setting up a rolling wave of junk cities was still resource effective. The additional incentive was the ability of small cities to act as "home cities" for military units, spreading around the unhappiness burden. Large cities made big bad killer units, and then small cities would host 1. Improvements in the AI, the lessons of the OCC and better improvements made ICS a powerful, but not overwhelming choice.

                            In various multiplayer games that followed however, against other humans, ICS proved over and over again to be a lethal strategy. It was low maintenance, unlike many other strategies, there were fewer chances for one mistake to kill your game, it was effective against a variety of other strategies. In the end it became pretty clear that ICS could easily take over a game, and the most effective solution was to have an agreement among other players to immediately go after anyone who employed it, or even looked like they might be getting ready to employ it. In a sense, ICS was the default strategy of the MP games, and only concerted action would stop it. The best defense against ICS other than concerted action, was ICS. But, since many people liked playing other strategies than ICS, it was usually pretty easy to get people to simply stomp the first "virus" society to show up.

                            Enter the first release of CivIII with its flog hack of pop-rushing, and for a while ICS was back with a vengeance. Everything the Civ team had done to butt **** big city strategies, and there is no other term for it - such resource problems, worse corruption, harder unhappiness, more aggressive AI civs, less effective research for players than for AIs - made ICS ever more attractive. The new crocks didn't make it any harder to build a city and did not make it much harder to keep it happy enough to produce. ICS didn't care about corruption, since all builds were made with food. ICS didn't care about how hard it was to keep big cities happy, since all cities were death camps anyway, pushing out an endless flow of military units to crush other civs. In fact, the ability of a few squares to supply a whole civilization made it more attractive, since there was no drain on the economy. Rush builds of culture items held back the AI's attempts to Borg your society.

                            ICS allowed you to control important resources, and hold enough space so that new resources would be in your territory when they appeared. In other words, building ones civilization on bones was an end run around all the crocks. Each crock made the end run more attractive.

                            The new patch weakens ICS a bit, but on the top levels, it is just about the only strategy that works reliably. Your cities are garbage anyway, it will be ages before you can do anything about it anyway. Maybe you will get luck and find in enough Lux squares, but generally the AI knows where they are and sends unsinkable galleys right to them. So why not go with the flow and just have garbage cities with military defenders?

                            The recent patch is like a late Beta of a working game, the first release was like an Alpha. ICS is a good maker of how well play tested a civ version was. It is an obvious, easy strategy, like "imp" from corewars, that crushes more elegant and complex strategies. If it works too well, then the version hasn't been well thought out.


                            Metagame – intentionally doing what the other guy wasn't. See Vel’s description on this page

                            MPP – Mutual Protection Pact. A mutual defense deal struck with rival civs in diplomacy. Available mid-game.

                            OCC – One City Challenge. Win the game while limiting yourself to one city.
                            Largely a creature of Civ2, the One City Challenge began as a strategy inside an empire building thread - building a "Science City" Col,KO,SINC and ST - it would grow large, produce much trade, and much science. This evolved into the "One City Strategy". Because Civ2 was essentially a game won by reaching certain unbalancing technologies first, one way to win was just ot get to Robotics, and then begin a campaign to conquer the world. The One City Strategy was to stay at one city - surrounded by 4 special squares - until well into the modern age. Then, begin an aggressive war of conquest that would put the entire world under your boot.

                            What was realized not long there afterward was that with aggressive use of progressive building, it was possible to win the game with one city. That's right, build the starship and win. Hence the OCC was born, along with a few additional rules to make it more of a challenge. Maps were created to bring out different variations on it, until the "concentric mountains" map showed that, even without contact from anyone else, one could finish the starship by 1932 AD against almost any defense by the AI.

                            But the lessons of the OCC had a ripple effect - they helped large city strategists of all kinds against the AI. Progressive building, trade tactics and wonder selection gave alternatives to the tried and true - get crusaders, crush one enemy, get frigates, crush two more enemies, get artillery crush one more enemy, get robotics and kill the rest - pattern, the pattern of the "Roman" strategy of many mid sized cities with a bargain basement economy.

                            Oscillating War - Intentionally NOT focusing on a single civ to that civ’s destruction. Instead, fighting a series of “pruning” wars, taking each civ near you down a notch, one at a time. The end result is that you get big at everyone’s expense, everyone gets correspondingly smaller, and thus, easier to control (if you focus on just 1-2 civs and beat them down, sure, you’ll wipe them out, but while you’re busy with that, the civ you haven’t been messing with is building up his position….better to hit them all incrementally!) (Borrowed from Vel’s Strategy thread.)

                            Paired City Strategy - Using a "worker factory" in conjunction with 1 or 2 "unit factories"
                            Pruning - Attacking a Civ not to destroy, but merely to weaken. You grow at his expense. (Borrowed from Vel’s Strategy thread.)

                            Perfect Peacenik strategy - You win the game if you never went to war (including provoked and/or attacked).

                            Raplphing - Named after the famed Sir Ralph who created a pattern (see fig) of city placement, which contains a very tight city spacing where cities called camps are placed in-between an "optimal city placement" scheme. The camps will be disbanded in the later stages of the game once the "permanent" cities grow in size and are able to use more land.

                            o . . . . o . . . . o . . . .
                            . . c . . . . c . . . . c . .
                            . . . . . . . . . . . . . . .
                            c . . . . c . . . . c . . . .
                            . . o . . . . O . . . . o . .
                            . . . . c . . . . c . . . . c
                            . . . . . . . . . . . . . . .
                            . . c . . . . c . . . . c . .
                            . . . . o . . . . o . . . . o


                            O = permanent city
                            C = temporary city or camp which will be disbanded later.


                            REX – Rapid Expansion. A style of settlement in early stages designed to grab territory quickly. Grab cities at the far reaches of your first planned empire and back fill. In Latin it means "king"....


                            Rolling Invasion - Tactics for using the capture of a city to strengthen the attacker.

                            Of the tactics of Civ2 of the changes to CivIII have changed the way attackers have had to exploit captured cities. In CivII rolling invasion was fairly straight forward: move over his own road network, make sure the actual unit entering the city was badly damaged, so it would be fully repaired, assign this unit to the new city as "home" to shift the burden of upkeep. Sell off at least one useless improvement. Set entertainers to keep the city from being in disorder the next turn, and disband a cheap unit, then, use gold to build a new high powered unit - if short on gold, and able to wait two turns, using a progressive build strategy (buying a cheaper unit completely, then switching production to a more expensive unit and allowing the city to finish it in 1 turn with its own production). Another "rolling invasion" tactic was selectively buying cities with spies that were loaded with his best military units - a battleship or bomber being the prize of prizes. Rolling Invasion doctrine stated that one should put a spy in the captured city to prevent reversion, especially a purchased city since the former owner had one turn to retake it at 1/2 cost. It stated that one should move ones own forces in to a captured enemy barrack city and have 2 "lines" of attacking units. A line would attack one turn, move to be repaired the second turn, and then wake up refreshed the next turn to be ready to attack.

                            In Civ2 captured cities were basically part of your empire with 2 turns.

                            Other aspects of rolling invasion were the use of plundered gold to finance the attack - something even the AI was capable of doing, and was even expected in the WWII scenario - and instantly making use of captured wonders in ones own civilization. The classic example of this last is selling off cathedrals after getting Michelangelo, or granaries when getting the Pyramids.

                            The net effect of "rolling invasion" was that late on in the game, once one could crack the outer defenses of a large AI empire, the empire would implode quickly - the attacker would be gaining gold, the defender losing it, the attack would be spreading the burden of his military out, the defender contracting, losing defensive units not stationed in the city as well as the dead defenders, the attack would have a greater and greater thrust towards the enemy capital, which would be the target of the drive. Within 3 turns, most AI empires would succumb to rolling invasion. Similarly taking one AI empire in a rolling invasion would generally mean that within 5 turns, it was almost as integrated into your empire as cities that had been yours for generations.

                            It is very clear that the designers of CivIII wanted to get rid of rolling invasion at almost all cost. Rolling Invasion was part of what made Civ2 a game of "get to unbalancing tech, attack for all it is worth, wait" game, and reduced the number of strategies available, since it still all boiled down to who got Crusaders, Frigates, Battleships, and the modern war package: Artillery/Engineers/Espionage/Tanks and finally Howitzers.

                            The new rules on population loyalty - where former members of a city remember who they were - and on long term unhappiness, particularly when the former masters applied the whip liberally - and on road use change the way one views a captured city change all of this. While the game itself seems not to have stabilized - 1.17 is essentially a different game than the original Civ3, and it still doesn't work the way the programmers envisioned it, in that there is really only one strategy that works, albeit with a larger choice of how that strategy works - the outlines of Civ3 rolling invasion are becoming clear.

                            The problem with the original release was that pop-rushing was broken - one could capture a city, even a rather trashed one, and simply liquidate its population for military units. Instead of providing one repaired unit, one new unit next turn, and shifting upkeep for one unit - which saved either gold or shields, many captured enemy cities could provide 5 or six top quality front line units instantly. With no home city problems, there was no incentive not to do it, and with the amount of rebuilding that a bombardment required, there wasn't anything left to save anyway. Send in fresh settlers, scatter the inhabitants to the four winds to be conscripted or fed to the factories.

                            Another first release of CivIII rolling invasion tactic was to sell the city back in return for technology or peace. Again, with the new AI philosophy of "there are only two players, the AI and the human, and the AI controls all the other civs" this is less effective in a warlike situation.

                            With the new pop-rushing rules, this is less effective, but still a workable way to run a rolling invasion. Another viable tactic is to keep the shell of a city - one unit - and pop rush into it, disbanding it next turn.

                            But the most viable rolling invasion tactic left is new to CivIII - cultural imperialism. A city converts, and then the new owner goes to great lengths to make it a powerful cultural center, often going so far as to relocate his capital to improve cultural pull, and quickly building culture improvements in it. I have had games where a single defection allowed a tendril into the AI civ, and his heavily guarded border cities were then surrounded by unmilitarized converted cities, which then had military poured into them.

                            In brief - rolling invasion is what wins the game, the Civ designers have basically disallowed the old rolling invasion, but did not realize that that had left an opening. This opening now closed, new rolling invasion tactics are being developed.


                            ROP – Right of Passage agreement. Agree to let rival civ wander in your territory without repercussion and visa versa.

                            Rush building units - Despotic and Communist governments sacrifice the lives of their citizens (or at least they desert the city) to finish projects quickly. Democracies and Republics must pay cash.

                            SSC - Super Science City. A high producing city with two or three of the following: Colossus, Copernicus' Observatory, Newton's University.

                            Turtle – Build your civ to a point, then focus on passively building.

                            Unit Factory (Military Camp) - city dedicated to pop-rushing military units, later disbanded by building a settler

                            Vassal-State - A nearby civ that you beat up on in the early game to force them to give up techs and money. Commonly employed to achieve tech parity on Monarch and above. (You can safely assume that these guys will be none too fond of you up until the day you decide to end their lives! These guys are your punching bags!) (Borrowed from Vel’s Strategy thread.)

                            Worker Factory (Size 6 Strategy) - city with fresh water access and a granary, uses the doubling of the food box at size 6 to 7 to build a worker every turn.


                            (Military) units:

                            GL – Great Leader (sometimes used for the Great Library or the Great Lighthouse).
                            MW – Mounted Warrior (Iroquois UU)
                            SS – Space Ship


                            Technologies:

                            AW: Amphibious Warfare
                            HR – Horseback Riding
                            IW – Iron Working
                            MA - Modern Armor
                            MI - Mechanic Infantry
                            MM - Map Making
                            MT - Military Tradition, Motorized Transportation or Music Theory
                            RP – Replacable Parts
                            SP – Steam Power
                            WC - Warrior Code


                            Wonders:

                            BC – Bach’s Cathedral
                            CfC – Cure for Cancer
                            CO – Copernicus’ Observatory
                            GLib – Great Library
                            GLig – Great Lighthouse
                            GW – Great Wall
                            HD - Hoover Dam
                            HG – Hanging Gardens
                            LW – Leonardo’s Workshop
                            MP – Manhattan Project
                            MV – Magellan’s Voyage
                            NU: Newton’s University
                            SC – Sistine Chapel
                            ST – Shakespeare’s Theatre
                            STAW - Sun Tsu’s Art of War
                            STC – Smith’s Trading Company
                            ToE - Theory of Evolution
                            UN – United Nations
                            US – Universal Suffrage


                            Terrain and resources:
                            GG – Glowing Goo (pollution)
                            Goody Huts – Barbarian settlements in early stages that may contain techs, gold or units (or mean warriors).
                            IFE – Infinite Forest Exploitation. Lumberjack a square of forest to get the ten shields for the nearby city. Replant. Repeat. Not permitted post-patch.
                            LJ – Lumberjacking forests for the 10 shield bonus.



                            ‘To make a long sentence short’ (TMALSS):

                            AFAIK - As far as I know
                            BTW - By The Way
                            IDGAGAFIYF - Stands for "I Don't Give A **** If You Flip." The acronym coined by Jawa Jocky refers to the tactic of taking an AI city that has good chance to culture flip back to the AI and stacking a large number of units outside of the city so that you can take it back in one turn when it's easiest to retake if the city
                            IIRC - If I ReCall (or If I Remember Correctly)
                            IMHO - In My Humble Opinion (IMO just loses the humility)
                            FYI - For Your information
                            LOL - Laugh Out Loud
                            NTTAWWT - Not That There's Anything Wrong With That
                            OTOH - On the Other Hand
                            ROFLMAONICW - ROFLMAO Naked In Cheeze Whiz
                            RO(T)FLMAO - Rolling On The Floor Laughing My A*s Off
                            YABP - Yet Another Buggy Patch
                            YWNTPTGTFO - you will need to play the game to find out


                            Your faithfully, MSOAL
                            Last edited by Mountain Sage; June 18, 2003, 05:20.
                            The Mountain Sage of the Swiss Alps

                            Comment


                            • #59
                              KAI - Killer AI civs. One of the tangential goals of the AU Mod, to develop very challenging SP opponents.
                              The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                              Duas uncias in puncta mortalis est.

                              Comment


                              • #60
                                Another slightly modified version. It includes KAI and Zenning and takes out some typographical errors.

                                Enjoy it:


                                Part one:

                                Game concepts:

                                AAR: After Action Report
                                AI – Artificial intelligence. The “brains” behind rival civs.
                                AU - 'Apolyton University'
                                AV – Attack Value
                                DV – Defense Value
                                CtP2 - Call to Power 2
                                FP – Forbidden Palace
                                GA - Golden Age
                                GL – Great Leader. Can be used to rush a Wonder or form an army.
                                GW – Great Wonder. ‘A dramatic, awe-inspiring accomplishment’
                                Hotseat = Playing with two or more persons on one computer
                                HP – Hit Points
                                MP – Multi-player. The fabled, someday element of Civ3. Some strategists are already theorizing for it.
                                PBEM = Play by email
                                SMAC – Sid Meier’s Alpha Centuri. Space-based relative of the Civ series.
                                UU – Unique Unit. Each Civ has one. (Greeks & Hoplite, etc.)
                                WLTKD - We Love The King Day. Also WLT*D where * is a variable for whatever your culture's Title of preference. Happens when ALL citizens of the city are happy. You get production bonuses from the citizens while it lasts
                                WW – War Weariness
                                XP = Expansion Pack



                                Game strategies and playing styles:

                                Arrian’s Deception - Named after the famed Arrian who first reported such a tactic in the strategy forum (though it may have been known before him, he will always be credited with the Apolyton incarnation) which goes like this:
                                You can mistreat (i.e. break ROPs, gpt deals, luxury deals, declare war often, and anything else that hurts your rep) an AI and not have it affect your reputation or the attitude of the other AIs if you wipe out the AI you mistreat before that AI makes contact with the other AIs.
                                Any AI that made contact with the AI you mistreated will pass on their knowledge to other AIs.
                                The best use for the Arrian’s deception is to wipe out your entire continent before they make contact with the AIs on the other continent.

                                BRAT - Beating up right after treaty

                                Client-State – A nearby civ that you have made war on in the early game and completely stifled his growth. The civ is now a smallish, backwater state. Not technologically advanced at all and the perfect customer for your older, unwanted resources (horses and saltpetre specifically, and any runoff luxury items that you can’t trade more profitably to a larger civ). These guys start off being furious with you (because you attacked them early on), but with care and attention, you can change their minds. These are the civs you can carefully groom, nurture and grow into viable junior partners for yourself (perhaps even allowing them to “graduate” at some point by catching them up in tech—assuming you have found another civ to dump your horses and saltpetre on!). These are the real gems of the late game…sturdy, reliable allies you can count on when it’s down to you and a couple of other big sharks in the water. (Borrowed from Vel’s Strategy thread.)

                                DMS - Doggedly Massacring Settlers. A tactic of creeping up to enemy settlers, waiting for them to build a city and taking it immediately (whether conquering it, or bringing in your settler instead).

                                FCC – Five City Challenge Win the game while limiting yourself to five cities

                                Infinite/Incremental City Sprawl - ICS is where cities are founded very close together. ICS has a variety of translations, from the one you got above thru "Infinite City Strategy" to "Infinite City Sleaze." The translation varies with your style of gaming.
                                In Civ I, it was possible to build cities right next to each other. Because of the free road/railroad, and the free extra square of production, one strategy was to connect big cities with small cities of size 1, which pumped out settlers. Settlers were then pushed out, building more 1-unit cities, which built more settlers etc.

                                The strategy was so effective that abutting cities were not allowed in CivII. However, ICS lived on, as setting up a rolling wave of junk cities was still resource effective. The additional incentive was the ability of small cities to act as "home cities" for military units, spreading around the unhappiness burden. Large cities made big bad killer units, and then small cities would host 1. Improvements in the AI, the lessons of the OCC and better improvements made ICS a powerful, but not overwhelming choice.

                                In various multiplayer games that followed however, against other humans, ICS proved over and over again to be a lethal strategy. It was low maintenance, unlike many other strategies, there were fewer chances for one mistake to kill your game, and it was effective against a variety of other strategies. In the end it became pretty clear that ICS could easily take over a game, and the most effective solution was to have an agreement among other players to immediately go after anyone who employed it, or even looked like they might be getting ready to employ it. In a sense, ICS was the default strategy of the MP games, and only concerted action would stop it. The best defense against ICS other than concerted action was ICS. But, since many people liked playing other strategies than ICS, it was usually pretty easy to get people to simply stomp the first "virus" society to show up.

                                Enter the first release of CivIII with its flog hack of pop-rushing, and for a while ICS was back with a vengeance. Everything the Civ team had done to butt **** big city strategies, and there is no other term for it - such resource problems, worse corruption, harder unhappiness, more aggressive AI civs, less effective research for players than for AIs - made ICS ever more attractive. The new crocks didn't make it any harder to build a city and did not make it much harder to keep it happy enough to produce. ICS didn't care about corruption, since all builds were made with food. ICS didn't care about how hard it was to keep big cities happy, since all cities were death camps anyway, pushing out an endless flow of military units to crush other civs. In fact, the ability of a few squares to supply a whole civilization made it more attractive, since there was no drain on the economy. Rush builds of culture items held back the AI's attempts to Borg your society.

                                ICS allowed you to control important resources, and hold enough space so that new resources would be in your territory when they appeared. In other words, building ones civilization on bones was an end run around all the crocks. Each crock made the end run more attractive.

                                The new patch weakens ICS a bit, but on the top levels, it is just about the only strategy that works reliably. Your cities are garbage anyway; it will be ages before you can do anything about it anyway. Maybe you will get luck and find in enough Lux squares, but generally the AI knows where they are and sends unsinkable galleys right to them. So why not go with the flow and just have garbage cities with military defenders?

                                The recent patch is like a late Beta of a working game; the first release was like an Alpha. ICS is a good maker of how well play tested a civ version was. It is an obvious, easy strategy, like "imp" from core wars that crushes more elegant and complex strategies. If it works too well, then the version hasn't been well thought out.

                                KAI - Killer AI civs. One of the tangential goals of the AU Mod, to develop very challenging SP opponents.

                                Metagame – intentionally doing what the other guy wasn't. See Vel’s description on this page

                                MPP – Mutual Protection Pact. A mutual defense deal struck with rival civs in diplomacy. Available mid-game.

                                NCC – No City Challenge. You pop military units from huts, build no cities and destroy other civs’s cities.

                                OCC – One City Challenge. Win the game while limiting yourself to one city.
                                Largely a creature of Civ2, the One City Challenge began as a strategy inside an empire building thread - building a "Science City" Col,KO,SINC and ST - it would grow large, produce much trade, and much science. This evolved into the "One City Strategy". Because Civ2 was essentially a game won by reaching certain unbalancing technologies first, one way to win was just to get to Robotics, and then begin a campaign to conquer the world. The One City Strategy was to stay at one city - surrounded by 4 special squares - until well into the modern age. Then, begin an aggressive war of conquest that would put the entire world under your boot.

                                What was realized not long there afterward was that with aggressive use of progressive building, it was possible to win the game with one city. That's right, build the starship and win. Hence the OCC was born, along with a few additional rules to make it more of a challenge. Maps were created to bring out different variations on it, until the "concentric mountains" map showed that, even without contact from anyone else, one could finish the starship by 1932 AD against almost any defense by the AI.

                                But the lessons of the OCC had a ripple effect - they helped large city strategists of all kinds against the AI. Progressive building, trade tactics and wonder selection gave alternatives to the tried and true - get crusaders, crush one enemy, get frigates, crush two more enemies, get artillery crush one more enemy, get robotics and kill the rest - pattern, the pattern of the "Roman" strategy of many mid sized cities with a bargain basement economy.

                                Oscillating War - Intentionally NOT focusing on a single civ to that civ’s destruction. Instead, fighting a series of “pruning” wars, taking each civ near you down a notch, one at a time. The end result is that you get big at everyone’s expense, everyone gets correspondingly smaller, and thus, easier to control (if you focus on just 1-2 civs and beat them down, sure, you’ll wipe them out, but while you’re busy with that, the civ you haven’t been messing with is building up his position….better to hit them all incrementally!) (Borrowed from Vel’s Strategy thread.)

                                Paired City Strategy - Using a "worker factory" in conjunction with 1 or 2 "unit factories"
                                Pruning - Attacking a Civ not to destroy, but merely to weaken. You grow at his expense. (Borrowed from Vel’s Strategy thread.)

                                Perfect Peacenik strategy - You win the game if you never went to war (including provoked and/or attacked).

                                Ralphing - Named after the famed Sir Ralph who created a pattern (see fig) of city placement, which contains a very tight city spacing where cities called camps are placed in-between an "optimal city placement" scheme. The camps will be disbanded in the later stages of the game once the "permanent" cities grow in size and are able to use more land.

                                o . . . . o . . . . o . . . .
                                . . c . . . . c . . . . c . .
                                . . . . . . . . . . . . . . .
                                c . . . . c . . . . c . . . .
                                . . o . . . . O . . . . o . .
                                . . . . c . . . . c . . . . c
                                . . . . . . . . . . . . . . .
                                . . c . . . . c . . . . c . .
                                . . . . o . . . . o . . . . o


                                O = permanent city
                                C = temporary city or camp which will be disbanded later.


                                REX – Rapid Expansion. A style of settlement in early stages designed to grab territory quickly. Grab cities at the far reaches of your first planned empire and back fill. In Latin it means "king"....


                                Rolling Invasion - Tactics for using the capture of a city to strengthen the attacker.

                                Of the tactics of Civ2 of the changes to CivIII have changed the way attackers have had to exploit captured cities. In CivII rolling invasion was fairly straight forward: move over his own road network, make sure the actual unit entering the city was badly damaged, so it would be fully repaired, assign this unit to the new city as "home" to shift the burden of upkeep. Sell off at least one useless improvement. Set entertainers to keep the city from being in disorder the next turn, and disband a cheap unit, then, use gold to build a new high powered unit - if short on gold, and able to wait two turns, using a progressive build strategy (buying a cheaper unit completely, then switching production to a more expensive unit and allowing the city to finish it in 1 turn with its own production). Another "rolling invasion" tactic was selectively buying cities with spies that were loaded with his best military units - a battleship or bomber being the prize of prizes. Rolling Invasion doctrine stated that one should put a spy in the captured city to prevent reversion, especially a purchased city since the former owner had one turn to retake it at 1/2 cost. It stated that one should move ones own forces in to a captured enemy barrack city and have 2 "lines" of attacking units. A line would attack one turn, move to be repaired the second turn, and then wake up refreshed the next turn to be ready to attack.

                                In Civ2 captured cities were basically part of your empire with 2 turns.

                                Other aspects of rolling invasion were the use of plundered gold to finance the attack - something even the AI was capable of doing, and was even expected in the WWII scenario - and instantly making use of captured wonders in ones own civilization. The classic example of this last is selling off cathedrals after getting Michelangelo, or granaries when getting the Pyramids.

                                The net effect of "rolling invasion" was that late on in the game, once one could crack the outer defenses of a large AI empire, the empire would implode quickly - the attacker would be gaining gold, the defender losing it, the attack would be spreading the burden of his military out, the defender contracting, losing defensive units not stationed in the city as well as the dead defenders, the attack would have a greater and greater thrust towards the enemy capital, which would be the target of the drive. Within 3 turns, most AI empires would succumb to rolling invasion. Similarly taking one AI empire in a rolling invasion would generally mean that within 5 turns, it was almost as integrated into your empire as cities that had been yours for generations.

                                It is very clear that the designers of CivIII wanted to get rid of rolling invasion at almost all cost. Rolling Invasion was part of what made Civ2 a game of "get to unbalancing tech, attack for all it is worth, wait" game, and reduced the number of strategies available, since it still all boiled down to who got Crusaders, Frigates, Battleships, and the modern war package: Artillery/Engineers/Espionage/Tanks and finally Howitzers.

                                The new rules on population loyalty - where former members of a city remember who they were - and on long term unhappiness, particularly when the former masters applied the whip liberally - and on road use change the way one views a captured city change all of this. While the game itself seems not to have stabilized - 1.17 is essentially a different game than the original Civ3, and it still doesn't work the way the programmers envisioned it, in that there is really only one strategy that works, albeit with a larger choice of how that strategy works - the outlines of Civ3 rolling invasion are becoming clear.

                                The problem with the original release was that pop-rushing was broken - one could capture a city, even a rather trashed one, and simply liquidate its population for military units. Instead of providing one repaired unit, one new unit next turn, and shifting upkeep for one unit - which saved either gold or shields, many captured enemy cities could provide 5 or six top quality front line units instantly. With no home city problems, there was no incentive not to do it, and with the amount of rebuilding that a bombardment required, there wasn't anything left to save anyway. Send in fresh settlers, scatter the inhabitants to the four winds to be conscripted or fed to the factories.

                                Another first release of CivIII rolling invasion tactic was to sell the city back in return for technology or peace. Again, with the new AI philosophy of "there are only two players, the AI and the human, and the AI controls all the other civs" this is less effective in a warlike situation.

                                With the new pop-rushing rules, this is less effective, but still a workable way to run a rolling invasion. Another viable tactic is to keep the shell of a city - one unit - and pop rush into it, disbanding it next turn.

                                But the most viable rolling invasion tactic left is new to CivIII - cultural imperialism. A city converts, and then the new owner goes to great lengths to make it a powerful cultural centre, often going so far as to relocate his capital to improve cultural pull, and quickly building culture improvements in it. I have had games where a single defection allowed a tendril into the AI civ, and his heavily guarded border cities were then surrounded by unmilitarized converted cities, which then had military poured into them.

                                In brief - rolling invasion is what wins the game, the Civ designers have basically disallowed the old rolling invasion, but did not realize that that had left an opening. This opening now closed, new rolling invasion tactics are being developed.


                                ROP – Right of Passage agreement. Agree to let rival civ wander in your territory without repercussion and visa versa.

                                Rush building units - Despotic and Communist governments sacrifice the lives of their citizens (or at least they desert the city) to finish projects quickly. Democracies and Republics must pay cash.

                                SSC - Super Science City. A high producing city with two or three of the following: Colossus, Copernicus' Observatory, Newton's University.

                                Turtle – Build your civ to a point, and then focus on passively building.

                                Unit Factory (Military Camp) - city dedicated to pop-rushing military units, later disbanded by building a settler

                                Vassal-State - A nearby civ that you beat up on in the early game to force them to give up techs and money. Commonly employed to achieve tech parity on Monarch and above. (You can safely assume that these guys will be none too fond of you up until the day you decide to end their lives! These guys are your punching bags!) (Borrowed from Vel’s Strategy thread.)

                                Worker Factory (Size 6 Strategy) - city with fresh water access and a granary, uses the doubling of the food box at size 6 to 7 to build a worker every turn.

                                Zenning - If the ring of "core" cities is too far away, you are wasting too many tiles in that regard especially considering the odds of them getting rivers is not 100% and also that even if you have rivers, it'll take a while before they get over size 6 (and whether you actually want them to get over size 6 at the very beginning.)
                                You can play with a hybrid system; it's basically a 3-tile/4-tile/camp system.
                                The premise is this: on standard maps, Ralphing is not clearly superior to 3-tile. 3-tile on the other hand does not separate core cities from military cities. However, a camp system with 3-tile is impossible.

                                Thus, my solution was to make the first "ring" of cities around the capital with 4-tile spacing (notation note: 4-tile equals 3 spaces between cities). That allows 2 camp cities (perhaps even 3 if you're lucky) in the inner ring especially if you plan on using your capital as a settler-pump (what I usually do). However, after the inner ring is done, all other cities are pure 3-tile. Why? Defensive purposes. No other city placement offers the defensive benefits that 3-tile does (well 2-tile...) and in MP, you will NEED defense.
                                The Mountain Sage of the Swiss Alps

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