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Top Five Milestones in a Typical Game -
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1> Monarchy-best early government for growth and expansion.
2>Leonardo's workshop-unit upgrades are very, very, very helpful in da smokes opinion.
3>gunpowder- with leo's workshop, this is the most monumental advance that grants a unit upgrade to that point.
4> discovery of space flight- pretty apparent why.
5>2019 AD- the last scoring turn of the game. best bet is to crank the luxury rate up to 100% for the happy people score. (like one final weed smoke out right before the game ends).
"our words are backed by nuclear weapons"
"oh, yeah. well, our nukes are backed by 100%money back guarantee, so there."
I like to generalize. It's good to generalize I think, especially when wonders are involved, because if you don't get the wonders you want, you're in trouble.
For me, it's (and not necessarily in this order)
1. Getting out of Despotism.
2. getting what I need for a viable defensive strategy
3. Getting wonders I most need for my chosen line of play. (HG if I want to expand early, SSC wonders if tech superiority is my focus, etc)
4. getting the techs, infrastructure or units to prepare to implement my strategy (lots of boats if trade is my focus, some 60 warriors and horses if I'm going to do Leo magic, (I don't try this in double production any more.) etc.
5. Successful and decisive implementation.
The camel is not a part of civ.
THE CAMEL IS CIV !!!!
SAVE THE CAMEL !!!!!!
Good point by IamSlowwHand. Initial location can be a game-breaker.
I just completed a Deity, 7 civs, raging horde game in which I had a starting position on a slew of rivers and grasslands with plenty of specials. I built my first 5 cities on rivers. The powergraph at the end of the game indicated that I was on top from 3900 B.C. and increased my lead thereafter.
Glad you found it helpful.
One thing I left out, which your situation illustrates, is that if you find one river it's acts as a road. If you can find connecting rivers, you have the effect of an interstate highway.
1) I agree with previous poster on this one. Whether I go for Monarchy or Republic depends on a number of things. Level, SP or DP, map size, number of opponents and who they are and so on. Early rep is nice if it's a normal/large map at king level with DP.
2) Getting barb leaders early. 150 gold once or twice (or more! ) is a big help.
3) Discovering Trade early.
4) Getting a desired wonder.
5) Conquering (and holding on to) or destroying a key city from the opponent.
I haven't rated these events in any particular way.
quote:
Originally posted by IamSlowwHand on 11-03-2000 07:19 PM
The very first milestone, IMHO, happens very quickly.
It's when you build your first city, and the location of it. The first city can make or break you.
I like to build first turn if at all possible, but beyond that, I think you need to build on a science helpful sight.
Obviously I also prefer a good city site to a lousy one and if it's real bad I wander until I get a decent one. But sleazing is also an ok way of dealing with bad terrain, so I tend to be less picky nowdays. Popping a few huts wandering doesn't hurt either.
Science is important for your first city, but so is production. Building a city by a couple of fish (my least favorite special) will hurt you in the long run: although the city will produce decent science and food, its lack of shields will cripple your early expansion.
My milestones:
1) Monarchy
2) Hanging Gardens
3) Sun Tzu
4) Leo's Workshop
5) Statue of Liberty
My games hardly ever last long enough to build Adam Smith...
I have always had a little nervousness about the overwhelming effects of Leo's Workshop. Mind you, I always try to make sure I get it, but it seems more than a little unrealistic to me. Suddenly, overnight, all your units get upgraded to the most modern?
Seems to me that any reasonably competent player, if he gets Leo's, could stomp all over anybody else.
Leonardo's Workshop is somewhat unrealistic, but think of it as a way to offset the AI's production cheats (oops, I mean advantages). The human player has a larger advantage with the Goody Huts, which the AI never seems to handle well (they often iqnore them). Both of these features just add another element to the game, invariably to the human player's benefit.
In a multi-player game, there are diplomatic strategies that may decrease the advantage that a player with LW enjoys. For example, several players may form an alliance to contain him, coordinating their military actions - after all, everyone has to hate the guy with LW. And eventually LW expires, so it's a matter of hanging on until that happens.
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