'k....in the interest of getting this new thread up and running, I decided to go ahead and post the notes "this way" rather than via file upload....will plan to do that for next time, but for the moment, allow me to present the current body of knowledge....
<center>OoO</center>
<b>Topical Index</b>
Notes on the Civs
Growing your Empire
Corruption
Battle Strategies and Notes
Metagame and Other Essays
Game-Engine Exploits
Unsolved Mysteries
<center>OoO</center>
<b><I>The following material has been culled from previous “Vel’s Strategy Threads” and has been compiled here to prompt further discussion on the growing body of work which will serve as the genesis for the eventually emergent 1.0 version of the Strat Guide. Please download, print, read, and discuss! The only way they’ll get hammered into fully refined shape is through our continued discussions!</b></I>
<center>OoO</center>
<b>NOTES ON THE CIVS
****************
The Civs (Factions) – A closer analysis (Part One)</b>
Before we can begin picking apart the factions (and that’s in the works as I type this….it’s just that the article wound up taking far longer to type than I had originally anticipated, and I wanted to get something out today), it would be insightful to take a close look at one of the key aspects that define Civs. Their tendencies, and the advantages of those tendencies. With that in mind, here’s a quick survey of the strengths and weaknesses of the various tendencies that define Civs:
<b>Expansionist</b>
Starting Tech = Pottery (Granary)
Free Scout at game Start (2 Move/ 0 Attack Exploration Unit)
Goody Huts = More good stuff & no barbarians; can easily dominate the diplomatic scene via controlling early contacts
The usefulness of this trait is directly tied to world size and the amount of water you have selected for your planet. Small worlds, or worlds without much land will GREATLY disadvantage this trait’s strongest points. Conversely, the larger the planet/more land to be had, the stronger this trait becomes.
Keep in mind too, that this is an almost entirely early game trait. It’s only useful as long as there are huts to be “popped,” and land to be explored. After that, it becomes largely useless (save for the fact that you start with the tech for granaries, which essentially allows you to double your growth rates in cities, thus expand even faster!). The lesson here: Expansionist Civs live and die by their early game! A strong opener will set you up for an even stronger mid-game. Falter once during the Ancient era though, and you’ll spend the bulk of your time playing catch-up.
<b>Militaristic</b>
Starting Tech = Warrior Code
Military units gain morale faster, higher chance of generating a leader, Barracks, Coastal Fortresses, Walls and SAM batteries are half price.
A good trait, but not a great one. Even with a militaristic civ, it’s frustratingly hard to generate leaders, and with even moderately active barbarians milling about, most civs will not have any great difficulty in training elite warriors of various stripes, thus limiting the impact of two of the strongest selling points of this trait.
Armies too, are a good bit weaker than they should be, further limiting the power of the Militaristic trait.
Still, it does have its advantages. Long-term, you WILL gain more Great Leaders than your non-militaristic rivals, which is essentially a free pass at wonder-building (and don’t bother to build a small wonder with a GL….save them for major wonder-building to steal a juicy wonder out from under a Civ that has been hard at work on it for half a century or more!). And Armies, while not the powerhouses we initially envisioned them to be, are still useful in certain situations, and the creation of your first army (actually, the army’s first victory) leads to minor wonders that cannot be created otherwise.
To a lesser degree than Expansionist Civs, Militarism’s usefulness is tied to world size in reverse. Cheaper barracks means faster barracks, and on Tiny maps, the several turns faster barracks construction can make or break your game. As world size increases, and with it, the distances between Civs, this ability begins to diminish in impact, though not nearly to the extent that Expansionistic Civs suffer under tiny maps.
In all, the Militaristic trait is a collection of decent abilities, none of which truly stand out, but when combined, make a sturdy-enough Civ Trait.
<b>Commercial</b>
Starting Tech: Alphabet
Less Corruption in cities
1 Extra Gold in each 7+ City
A powerful trait by any definition, for a couple of reasons. First and foremost, with Corruption such a killer to city productivity, ANY means of combating it is a good thing, and Civs with this trait come with a built-in advantage. Thus, you can expect to see Commercial Civs with larger, more productive empires on the whole. Larger Empires = More production centers. More production centers = more territory controlled, more access to resources, and more places that units can be built in a reasonable amount of time.
As you might expect then, the Commercial trait doesn’t really come into its own until the mid-game.
After all, when you’ve only got two or three cities, and they’re all pretty close together, corruption isn’t an issue at all! But, as your Empire matures and grows….as you expand and begin to flex your muscles a bit, you’ll find this trait moves from “helpful,” to “invaluable” in its overall value.
As an added benefit, the Commercial Civ starts with a VERY attractive tech, along the path toward Republic and the Great Library!! This fact simply cannot be overstated, and is hugely important in planning your Civ’s future!
<b>Scientific</b>
Starting Tech: Bronze Working
Free Tech advance as you enter each new age, lab-enhancing infrastructure is half price.
By itself, the free tech is a NICE boon for this ability to have, but when added to the fact that everything that enhances your labs (libraries, universities, research centers, etc) is half price for you, and you’ve got yourself an EXTREMELY attractive Civ trait! (mostly because there are actually quite a number of lab-enhancing facilities!).
No matter how you look at it, “Scientific” is a tough act to follow, but they have yet one more ability that the casual player may not have thought of, and it relates to their starting tech.
No…the ability to build Spearmen from the get-go isn’t it! LOL…true, that’s a nice boon, but even MORE important is the fact that the Scientific Civs are exactly one tech out from Iron Working.
He who discovers where the iron deposits are first can play a resource denial type of game with regards to city placement and find himself in an absolutely unbeatable ancient-era position very quickly! (How hard do you suppose it would be to defeat your opponent KNOWING that you had a monopoly on your continent’s iron supply, or at the very least knowing that your opponent had no iron at all for the foreseeable future?).
The proximity to Iron Working is what makes the Scientific trait a true gem….the free tech and cheaper facilities are just a wonderful bonus!
<b>Industrious</b>
Starting Tech: Masonry
Double-speed Workers
Extra production shields in large cities (1 in ea. 7+ City)
The production bonus is minor, and though it’s impact will be felt for the better part of the game, it is not this trait’s strongest selling point by any means.
First and foremost is the double-speed worker ability. This simply cannot be overstated! And the first time you have to clear out jungle tiles, you’ll be eternally grateful for your industrious workers! In the early game, those workers can really be a godsend, allowing for lighting quick road construction to speed your settlers on their way, and bulking up your mineral counts at selected bases faster than you’d ever have believed possible! Worker speed alone would be reason enough to favor this Civ trait, but that’s not all you get!
Have a look at your starting tech, and the GREAT early game wonder that comes with it! (and with rapid expansion, your Civ can be working on this project well before the others even THINK about starting it!) No matter how you look at it, Industrious is one of the strongest traits in the game!
<b>Religious</b>
Starting Tech: Ceremonial Burial
Happiness-producing builds are half price, anarchy only lasts one turn.
This trait is all about control of your citizens. You get a LOT of city improvements for half off, and they ALL help keep the masses content. When you want to switch from one form of government to another, forget decades of turmoil. One measly turn, and you’re back in charge and churning along like nobody’s business.
Considering that most Civ’s will make 3-4 government switches during the course of a game, and that a city totally shuts down when unhappy citizens riot, and the advantages of this trait become clear.
It’s all about turn advantage here. Your cities will be among the happiest in the world, and switching government types is a piece of cake, enabling you to take advantage of mid-game political situations, declare war (switching to communism and using population to rush….well, anything you want), then switching back when your objectives have been reached, and reaping the benefits of instant Democracy!
And, considering how many happiness-enhancing buildings there are, you can all but guarantee that you’ll be one of the leading contenders in the Culture war!
Your starting tech is on a direct path to Monarchy, which is good….the more government types you have to choose from when you go to make a switch, the better for you, and playing to your natural strength in starting tech, you’re fairly well-suited to go ahead and beeline for Monarchy in any case.
The next installment of this piece will take a look at the various factions in the game, in terms of their Civ-Traits and Special Units, and offer up specific in-game strats for getting the most out of each.
<center>OoO</center>
<center>OoO</center>
<b>Topical Index</b>
Notes on the Civs
Growing your Empire
Corruption
Battle Strategies and Notes
Metagame and Other Essays
Game-Engine Exploits
Unsolved Mysteries
<center>OoO</center>
<b><I>The following material has been culled from previous “Vel’s Strategy Threads” and has been compiled here to prompt further discussion on the growing body of work which will serve as the genesis for the eventually emergent 1.0 version of the Strat Guide. Please download, print, read, and discuss! The only way they’ll get hammered into fully refined shape is through our continued discussions!</b></I>
<center>OoO</center>
<b>NOTES ON THE CIVS
****************
The Civs (Factions) – A closer analysis (Part One)</b>
Before we can begin picking apart the factions (and that’s in the works as I type this….it’s just that the article wound up taking far longer to type than I had originally anticipated, and I wanted to get something out today), it would be insightful to take a close look at one of the key aspects that define Civs. Their tendencies, and the advantages of those tendencies. With that in mind, here’s a quick survey of the strengths and weaknesses of the various tendencies that define Civs:
<b>Expansionist</b>
Starting Tech = Pottery (Granary)
Free Scout at game Start (2 Move/ 0 Attack Exploration Unit)
Goody Huts = More good stuff & no barbarians; can easily dominate the diplomatic scene via controlling early contacts
The usefulness of this trait is directly tied to world size and the amount of water you have selected for your planet. Small worlds, or worlds without much land will GREATLY disadvantage this trait’s strongest points. Conversely, the larger the planet/more land to be had, the stronger this trait becomes.
Keep in mind too, that this is an almost entirely early game trait. It’s only useful as long as there are huts to be “popped,” and land to be explored. After that, it becomes largely useless (save for the fact that you start with the tech for granaries, which essentially allows you to double your growth rates in cities, thus expand even faster!). The lesson here: Expansionist Civs live and die by their early game! A strong opener will set you up for an even stronger mid-game. Falter once during the Ancient era though, and you’ll spend the bulk of your time playing catch-up.
<b>Militaristic</b>
Starting Tech = Warrior Code
Military units gain morale faster, higher chance of generating a leader, Barracks, Coastal Fortresses, Walls and SAM batteries are half price.
A good trait, but not a great one. Even with a militaristic civ, it’s frustratingly hard to generate leaders, and with even moderately active barbarians milling about, most civs will not have any great difficulty in training elite warriors of various stripes, thus limiting the impact of two of the strongest selling points of this trait.
Armies too, are a good bit weaker than they should be, further limiting the power of the Militaristic trait.
Still, it does have its advantages. Long-term, you WILL gain more Great Leaders than your non-militaristic rivals, which is essentially a free pass at wonder-building (and don’t bother to build a small wonder with a GL….save them for major wonder-building to steal a juicy wonder out from under a Civ that has been hard at work on it for half a century or more!). And Armies, while not the powerhouses we initially envisioned them to be, are still useful in certain situations, and the creation of your first army (actually, the army’s first victory) leads to minor wonders that cannot be created otherwise.
To a lesser degree than Expansionist Civs, Militarism’s usefulness is tied to world size in reverse. Cheaper barracks means faster barracks, and on Tiny maps, the several turns faster barracks construction can make or break your game. As world size increases, and with it, the distances between Civs, this ability begins to diminish in impact, though not nearly to the extent that Expansionistic Civs suffer under tiny maps.
In all, the Militaristic trait is a collection of decent abilities, none of which truly stand out, but when combined, make a sturdy-enough Civ Trait.
<b>Commercial</b>
Starting Tech: Alphabet
Less Corruption in cities
1 Extra Gold in each 7+ City
A powerful trait by any definition, for a couple of reasons. First and foremost, with Corruption such a killer to city productivity, ANY means of combating it is a good thing, and Civs with this trait come with a built-in advantage. Thus, you can expect to see Commercial Civs with larger, more productive empires on the whole. Larger Empires = More production centers. More production centers = more territory controlled, more access to resources, and more places that units can be built in a reasonable amount of time.
As you might expect then, the Commercial trait doesn’t really come into its own until the mid-game.
After all, when you’ve only got two or three cities, and they’re all pretty close together, corruption isn’t an issue at all! But, as your Empire matures and grows….as you expand and begin to flex your muscles a bit, you’ll find this trait moves from “helpful,” to “invaluable” in its overall value.
As an added benefit, the Commercial Civ starts with a VERY attractive tech, along the path toward Republic and the Great Library!! This fact simply cannot be overstated, and is hugely important in planning your Civ’s future!
<b>Scientific</b>
Starting Tech: Bronze Working
Free Tech advance as you enter each new age, lab-enhancing infrastructure is half price.
By itself, the free tech is a NICE boon for this ability to have, but when added to the fact that everything that enhances your labs (libraries, universities, research centers, etc) is half price for you, and you’ve got yourself an EXTREMELY attractive Civ trait! (mostly because there are actually quite a number of lab-enhancing facilities!).
No matter how you look at it, “Scientific” is a tough act to follow, but they have yet one more ability that the casual player may not have thought of, and it relates to their starting tech.
No…the ability to build Spearmen from the get-go isn’t it! LOL…true, that’s a nice boon, but even MORE important is the fact that the Scientific Civs are exactly one tech out from Iron Working.
He who discovers where the iron deposits are first can play a resource denial type of game with regards to city placement and find himself in an absolutely unbeatable ancient-era position very quickly! (How hard do you suppose it would be to defeat your opponent KNOWING that you had a monopoly on your continent’s iron supply, or at the very least knowing that your opponent had no iron at all for the foreseeable future?).
The proximity to Iron Working is what makes the Scientific trait a true gem….the free tech and cheaper facilities are just a wonderful bonus!
<b>Industrious</b>
Starting Tech: Masonry
Double-speed Workers
Extra production shields in large cities (1 in ea. 7+ City)
The production bonus is minor, and though it’s impact will be felt for the better part of the game, it is not this trait’s strongest selling point by any means.
First and foremost is the double-speed worker ability. This simply cannot be overstated! And the first time you have to clear out jungle tiles, you’ll be eternally grateful for your industrious workers! In the early game, those workers can really be a godsend, allowing for lighting quick road construction to speed your settlers on their way, and bulking up your mineral counts at selected bases faster than you’d ever have believed possible! Worker speed alone would be reason enough to favor this Civ trait, but that’s not all you get!
Have a look at your starting tech, and the GREAT early game wonder that comes with it! (and with rapid expansion, your Civ can be working on this project well before the others even THINK about starting it!) No matter how you look at it, Industrious is one of the strongest traits in the game!
<b>Religious</b>
Starting Tech: Ceremonial Burial
Happiness-producing builds are half price, anarchy only lasts one turn.
This trait is all about control of your citizens. You get a LOT of city improvements for half off, and they ALL help keep the masses content. When you want to switch from one form of government to another, forget decades of turmoil. One measly turn, and you’re back in charge and churning along like nobody’s business.
Considering that most Civ’s will make 3-4 government switches during the course of a game, and that a city totally shuts down when unhappy citizens riot, and the advantages of this trait become clear.
It’s all about turn advantage here. Your cities will be among the happiest in the world, and switching government types is a piece of cake, enabling you to take advantage of mid-game political situations, declare war (switching to communism and using population to rush….well, anything you want), then switching back when your objectives have been reached, and reaping the benefits of instant Democracy!
And, considering how many happiness-enhancing buildings there are, you can all but guarantee that you’ll be one of the leading contenders in the Culture war!
Your starting tech is on a direct path to Monarchy, which is good….the more government types you have to choose from when you go to make a switch, the better for you, and playing to your natural strength in starting tech, you’re fairly well-suited to go ahead and beeline for Monarchy in any case.
The next installment of this piece will take a look at the various factions in the game, in terms of their Civ-Traits and Special Units, and offer up specific in-game strats for getting the most out of each.
<center>OoO</center>
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