After almost a month of 8 hour a day play I figured I would post some of my observations on the game... feel free to give some feedback. Almost all games were played on Standard Map, 8 civs, random everything, and Monarch. Just turned up the difficulty to Emperor this week, although I do have a Space Race win on Deity.
Civilizations
At first I was drawn to the Greeks, as my style in Civ2 was extreme passive (due to the unreal amount of unhappiness caused by absent units, and the need for shield upkeep). They remain one of my favorite civs, but I have also played a few others extensively.
The Greeks start with two of the best starting techs in the game. Bronze working allows them to build their UU off the bat, and Alphabet is on a direct course for Literacy, which you will want asap to quickly take advantage of your cheap libraries. Hopalites are of course excellent defenders, but if you so choose, iron working and mathematics are quick gets for the Greeks. An attacking mass of catapults, swordsmen, and hopalites are almost unstoppable in the ancient era. I try to crank out a few extra warriors for quick swordsmen upgrades.
Coming in a close second on my favorites are the Persians. You are one tech away from iron working off the bat, and with double speed workers and masonry at the start, you stand a very good chance at grabbing the Pyramids. My standard opening is Warrior, Warrior, Settler, Spearman, Settler, Temple, Pyramids. It varies sometimes... if I have an outstanding food supply in my capitol, I will continue to crank out the settlers with it, and go with Spearman, temple, Pyramids on my second city. As with the Greeks, I find catapults to be highly effective when combined with spearmen and the outstanding Immortals.
The Chinese are an extremely effective civ. Although your starting techs are not as good as with either the Greeks or Persians, and Iron Working is two techs away, the Chinese stand a good chance of grabbing both the Great Library and Pyramids with a little luck. In fact in half my games with this Civ I manage the double due to the high probability of an early leader. The Rider is probably the best UU in the game. Chivalry is usually where I make my play for the continent, and this civ's unit is perfect. No need for defenders except to garrison your conquered cities, and I generally relegate the catapult to defense once the knights and riders arrive on the scene. I don't mind a slow crawl, but the knight's era of dominance is a short one, and there is no time for a plodding, low casualty offensive. I like to overwhelm a few cities, crush the counterattack and then charge for the capitol.
The last of my most played civs is the Babylonians. My current high score and my lone OOC victory were both accomplished with the Babs, the former with a bowman rush and the latter with a 20000 culture city. I've attempted to win through civ-wide culture, but inevitably I end up with a space race win before my culture is high enough. I will probably turn off space race at some point to accomplish this, but as of yet I have not been able to reach 100k culture despite building 5 of the ancient wonders in one game. I feel the Babylonian's hidden strength lies in their weak UU. I don't build a lot of bowmen, as they don't upgrade (I've never owned a longbowman) well, and I haven't been in a position without either horses or iron with them. What I like is that since the UU is so quickly obsolete, you can save it to trigger your golden age during the early middle ages, and help grab as many of those great midgame wonders as you can. The cheap temples and libraries are nice, but I don't think you really need both of them cheaply. The Babs are a nice well balanced civ, but they aren't up there with my big three.
Lately I've been playing the Egyptians, and they are definately solid. Industrious, cheap temples, quick pyramids, and a quick fast army. Although a strong civ (and the one I hit my second highest score with), I don't like them as much for a few reasons. Firstly, your chariot army does not stand up well to two of your most likely neighbors. Hopalites and legionares are not great matches for your chariots, and although I did manage to crush them, the chariots were not as overwhelming as they would have been against 2 defense defenders. I took a lot of losses, and It cost about 120 gold to upgrade them to knights which slowed me down a lot when knights hit the scene. I'll play them again, but I don't think they fit my style.
Wonders
As I stated above, I feel the pyramids are the most important wonder in the game. This is pretty well consensus on these boards so I won't rehash what has already been discussed. In the ancient era, I like to go after the Collosus as my second wonder. The AI does not seem to place a high priority on it, and it's pretty cheap. Stacking the collosus with the two tech wonders in the middle ages can give you an incredible tech city for eons. Although I would like to grab the Library as well, it is almost impossible to get both the Pyramids and Library without a leader. If I get one, I'll build the Pyramids and rush the Library the same turn. Otherwise I won't even bother with any others. Occasionaly I will build the Hanging Gardens, but I don't rush Monarchy anymore, as I've started climbing the currency/construction tree instead as it meshes with my swordsmen-and-catapults strategy better.
In the middle ages I try to build them all . They are all good, but unfortunately the best three are all around the same time. Sistene Chapel is the clear favorite for me, although Sun Tsu's makes upgrading a lot easier. I'll try to get two of Sistene Chapel, JS Bach's, Copernicus' Observatory and Sun Tsu's. If I land three, that's great, but as long as I get the chapel, any one of the other three as my second wonder is fine. I usually head straight for cavalry after researching Astronomy (I always trade for Music Theory), but I will try to get one of the late wonders, preferably Newton's. Any leader I am fortunate enough to get in this era is saved for my Forbidden Palace.
By this time I'm usually well on the way to winning, and get almost all the modern wonders. Occasionally I'll lose out on Suffrage as I like to build my factories first. I never bother with coal plants, as I shoot for Evolution and Electronics after getting Industrialization and Sanitation. If I have a bad corruption problem I will occasionally hit communism early to pop rush out those factories, but usually only if I haven't been able to score a leader for my FP or are generally in a bad position.
Tactics
After Replacable Parts. the cavalry in my army are quickly turned into factories and hospitals. Unlike many posters in this forum, I will absolutely build an army with the first leader I get after my FP is built. The people who complain about armies don't understand how to use them. My armies are used for one thing, and one thing only... escorting my artillery. At this point in your game you should have control of your continent. Assuming you are going to continue warring and not simply sit back and build your spaceship, I believe the most effective weapon in the industrial and early modern age is the artillery. Not only are they great on defense for both repelling those pesky bombarders, but they are great for pounding away at your opponent's cities, units, and infrastructure.
My continental invasion invariably starts by dropping off an army of three infantry and as many artillery as I can manage. Park them on a mountain somewhere and you can start securing your beach-head. Those infantry and artillery are almost invincable sitting there in the mountain (you do have Battlefield Medicine built don't you?). Usually I'm attacking oil or rubber, so once the second wave lands and takes the city with the resource in it's radius, I'll park the army (and a few artillery) along with a worker or two in the resource square to make sure it does not get cut off. Infantry aren't the greatest attackers, but until armor, they are the best you have. Keep landing infantry and artillery (you can never have too many! 20 is good!) and form as many infantry armies as you can crank out of your Military Academy. You are gonna take losses, but unless you are satisfied to sit around waiting for tanks, it's the only way. Cavalry suck. Same attack rating as the infantry and only 3 defense. Once battleships show up, they make great mobile artillery to support your army/artillery combos that are happily destroying infastructure, temples, barracks, and units.
The modern units come quickly. Destroyers show up first, so build a ton of those for defense. As soon as tanks show up, your opponent is so weak from artillery and trying to break up those infantry that you should be able to roll to victory easily. Amuse yourself by building armies of three modern armor and one mech infantry while you roll to conquest victory .
It's getting late so that's all for now. I meant to put a lot more in, but hopefully this helps some... Thanks to everyone in this group, especially Vel for helping me get better.
Blitz
Vancouver, Canada
Civilizations
At first I was drawn to the Greeks, as my style in Civ2 was extreme passive (due to the unreal amount of unhappiness caused by absent units, and the need for shield upkeep). They remain one of my favorite civs, but I have also played a few others extensively.
The Greeks start with two of the best starting techs in the game. Bronze working allows them to build their UU off the bat, and Alphabet is on a direct course for Literacy, which you will want asap to quickly take advantage of your cheap libraries. Hopalites are of course excellent defenders, but if you so choose, iron working and mathematics are quick gets for the Greeks. An attacking mass of catapults, swordsmen, and hopalites are almost unstoppable in the ancient era. I try to crank out a few extra warriors for quick swordsmen upgrades.
Coming in a close second on my favorites are the Persians. You are one tech away from iron working off the bat, and with double speed workers and masonry at the start, you stand a very good chance at grabbing the Pyramids. My standard opening is Warrior, Warrior, Settler, Spearman, Settler, Temple, Pyramids. It varies sometimes... if I have an outstanding food supply in my capitol, I will continue to crank out the settlers with it, and go with Spearman, temple, Pyramids on my second city. As with the Greeks, I find catapults to be highly effective when combined with spearmen and the outstanding Immortals.
The Chinese are an extremely effective civ. Although your starting techs are not as good as with either the Greeks or Persians, and Iron Working is two techs away, the Chinese stand a good chance of grabbing both the Great Library and Pyramids with a little luck. In fact in half my games with this Civ I manage the double due to the high probability of an early leader. The Rider is probably the best UU in the game. Chivalry is usually where I make my play for the continent, and this civ's unit is perfect. No need for defenders except to garrison your conquered cities, and I generally relegate the catapult to defense once the knights and riders arrive on the scene. I don't mind a slow crawl, but the knight's era of dominance is a short one, and there is no time for a plodding, low casualty offensive. I like to overwhelm a few cities, crush the counterattack and then charge for the capitol.
The last of my most played civs is the Babylonians. My current high score and my lone OOC victory were both accomplished with the Babs, the former with a bowman rush and the latter with a 20000 culture city. I've attempted to win through civ-wide culture, but inevitably I end up with a space race win before my culture is high enough. I will probably turn off space race at some point to accomplish this, but as of yet I have not been able to reach 100k culture despite building 5 of the ancient wonders in one game. I feel the Babylonian's hidden strength lies in their weak UU. I don't build a lot of bowmen, as they don't upgrade (I've never owned a longbowman) well, and I haven't been in a position without either horses or iron with them. What I like is that since the UU is so quickly obsolete, you can save it to trigger your golden age during the early middle ages, and help grab as many of those great midgame wonders as you can. The cheap temples and libraries are nice, but I don't think you really need both of them cheaply. The Babs are a nice well balanced civ, but they aren't up there with my big three.
Lately I've been playing the Egyptians, and they are definately solid. Industrious, cheap temples, quick pyramids, and a quick fast army. Although a strong civ (and the one I hit my second highest score with), I don't like them as much for a few reasons. Firstly, your chariot army does not stand up well to two of your most likely neighbors. Hopalites and legionares are not great matches for your chariots, and although I did manage to crush them, the chariots were not as overwhelming as they would have been against 2 defense defenders. I took a lot of losses, and It cost about 120 gold to upgrade them to knights which slowed me down a lot when knights hit the scene. I'll play them again, but I don't think they fit my style.
Wonders
As I stated above, I feel the pyramids are the most important wonder in the game. This is pretty well consensus on these boards so I won't rehash what has already been discussed. In the ancient era, I like to go after the Collosus as my second wonder. The AI does not seem to place a high priority on it, and it's pretty cheap. Stacking the collosus with the two tech wonders in the middle ages can give you an incredible tech city for eons. Although I would like to grab the Library as well, it is almost impossible to get both the Pyramids and Library without a leader. If I get one, I'll build the Pyramids and rush the Library the same turn. Otherwise I won't even bother with any others. Occasionaly I will build the Hanging Gardens, but I don't rush Monarchy anymore, as I've started climbing the currency/construction tree instead as it meshes with my swordsmen-and-catapults strategy better.
In the middle ages I try to build them all . They are all good, but unfortunately the best three are all around the same time. Sistene Chapel is the clear favorite for me, although Sun Tsu's makes upgrading a lot easier. I'll try to get two of Sistene Chapel, JS Bach's, Copernicus' Observatory and Sun Tsu's. If I land three, that's great, but as long as I get the chapel, any one of the other three as my second wonder is fine. I usually head straight for cavalry after researching Astronomy (I always trade for Music Theory), but I will try to get one of the late wonders, preferably Newton's. Any leader I am fortunate enough to get in this era is saved for my Forbidden Palace.
By this time I'm usually well on the way to winning, and get almost all the modern wonders. Occasionally I'll lose out on Suffrage as I like to build my factories first. I never bother with coal plants, as I shoot for Evolution and Electronics after getting Industrialization and Sanitation. If I have a bad corruption problem I will occasionally hit communism early to pop rush out those factories, but usually only if I haven't been able to score a leader for my FP or are generally in a bad position.
Tactics
After Replacable Parts. the cavalry in my army are quickly turned into factories and hospitals. Unlike many posters in this forum, I will absolutely build an army with the first leader I get after my FP is built. The people who complain about armies don't understand how to use them. My armies are used for one thing, and one thing only... escorting my artillery. At this point in your game you should have control of your continent. Assuming you are going to continue warring and not simply sit back and build your spaceship, I believe the most effective weapon in the industrial and early modern age is the artillery. Not only are they great on defense for both repelling those pesky bombarders, but they are great for pounding away at your opponent's cities, units, and infrastructure.
My continental invasion invariably starts by dropping off an army of three infantry and as many artillery as I can manage. Park them on a mountain somewhere and you can start securing your beach-head. Those infantry and artillery are almost invincable sitting there in the mountain (you do have Battlefield Medicine built don't you?). Usually I'm attacking oil or rubber, so once the second wave lands and takes the city with the resource in it's radius, I'll park the army (and a few artillery) along with a worker or two in the resource square to make sure it does not get cut off. Infantry aren't the greatest attackers, but until armor, they are the best you have. Keep landing infantry and artillery (you can never have too many! 20 is good!) and form as many infantry armies as you can crank out of your Military Academy. You are gonna take losses, but unless you are satisfied to sit around waiting for tanks, it's the only way. Cavalry suck. Same attack rating as the infantry and only 3 defense. Once battleships show up, they make great mobile artillery to support your army/artillery combos that are happily destroying infastructure, temples, barracks, and units.
The modern units come quickly. Destroyers show up first, so build a ton of those for defense. As soon as tanks show up, your opponent is so weak from artillery and trying to break up those infantry that you should be able to roll to victory easily. Amuse yourself by building armies of three modern armor and one mech infantry while you roll to conquest victory .
It's getting late so that's all for now. I meant to put a lot more in, but hopefully this helps some... Thanks to everyone in this group, especially Vel for helping me get better.
Blitz
Vancouver, Canada
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