Yeah, I know, an awfully grandiose title… I lifted it from T.E. Lawrence’s biographical account of his time in Arabia (and he got it from the Book of Proverbs: “Wisdom hath builded a house; she hath hewn out her seven pillars.”)
Q: Theseus, what the heck are you talking about?
A: A new strategic framework for playing Civ3.
Q: Why bother?
A: Well, there are a couple of reasons.
First, I’m want to try to point out how I think success in Civ3, at higher levels, is fundamentally different from Civ2, and, interestingly, different from the approach programmed in the AI civs, and even different from what “common sense” might be for a world game. Yeah, we all know that, but I think I can verbalize it… and it ain’t just warmongering versus building.
Second, there have been a bunch of concepts thrown around over the last month or two that just hit me as, hmmm, non-optimal. The one that really triggered this line of thinking was 1) my own mistake (I think so, at least) in AU 106 of betting the ranch on the GLib, but I’ve also been chafing at the strats of 2) 0% research and buying all tech, 3) gasp, the ‘traditional’ approach of a REX land grab to the geographic limit, followed by infrastructure building, resulting in a productivity crossover and then a military build-up and attack, and 4) the FLAMING that has been going on since PTW came out, which, for SP at least, I suspect is due more to a lack of understanding how to play than anything else. To label the group of concepts that I take issue with, I’d say they are mostly “Catch-Up Strategies.” Especially at Emperor and Deity, they make me very uncomfortable.
Also, in a way this relates (I think) to Vel’s earlier discussions about the “meta-game” and “cracking the code” of how to win. I’ve always thought that he gave up a little to soon in fleshing out his ‘worldview’ of Civ3, having developed a fairly rote approach to winning typically standard games (I know, I know… HERESY!! But I’ve made this point before). It also relates to Aeson’s SVC, which I continue to consider the most sophisticated game I’ve seen.
The whole point of AU, for me at least, has been to explore non-standard situations, and understand the different strategic levers that can be used to take control of the game (e.g., when, for instance, military strength is non-relevant in the early game, or how important it can be to properly manage your own reputation and the AI civs’ attitudes). I also see this in the discussions of OCC games, as well as in the dissections of certain of the game mechanics.
So, coming out of all that playing, thinking, and discussing, here’s my view of the Seven Pillars: the 3 Strategic Advantages, the 2 Key Enablers, and the 2 Infrastructure Requirements.
Q: Theseus, what the heck are you talking about?
A: A new strategic framework for playing Civ3.
Q: Why bother?
A: Well, there are a couple of reasons.
First, I’m want to try to point out how I think success in Civ3, at higher levels, is fundamentally different from Civ2, and, interestingly, different from the approach programmed in the AI civs, and even different from what “common sense” might be for a world game. Yeah, we all know that, but I think I can verbalize it… and it ain’t just warmongering versus building.
Second, there have been a bunch of concepts thrown around over the last month or two that just hit me as, hmmm, non-optimal. The one that really triggered this line of thinking was 1) my own mistake (I think so, at least) in AU 106 of betting the ranch on the GLib, but I’ve also been chafing at the strats of 2) 0% research and buying all tech, 3) gasp, the ‘traditional’ approach of a REX land grab to the geographic limit, followed by infrastructure building, resulting in a productivity crossover and then a military build-up and attack, and 4) the FLAMING that has been going on since PTW came out, which, for SP at least, I suspect is due more to a lack of understanding how to play than anything else. To label the group of concepts that I take issue with, I’d say they are mostly “Catch-Up Strategies.” Especially at Emperor and Deity, they make me very uncomfortable.
Also, in a way this relates (I think) to Vel’s earlier discussions about the “meta-game” and “cracking the code” of how to win. I’ve always thought that he gave up a little to soon in fleshing out his ‘worldview’ of Civ3, having developed a fairly rote approach to winning typically standard games (I know, I know… HERESY!! But I’ve made this point before). It also relates to Aeson’s SVC, which I continue to consider the most sophisticated game I’ve seen.
The whole point of AU, for me at least, has been to explore non-standard situations, and understand the different strategic levers that can be used to take control of the game (e.g., when, for instance, military strength is non-relevant in the early game, or how important it can be to properly manage your own reputation and the AI civs’ attitudes). I also see this in the discussions of OCC games, as well as in the dissections of certain of the game mechanics.
So, coming out of all that playing, thinking, and discussing, here’s my view of the Seven Pillars: the 3 Strategic Advantages, the 2 Key Enablers, and the 2 Infrastructure Requirements.
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