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Multiplayer Strategy Guide 2nd Version
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This is a sticky topic.
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“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
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Me either... lol“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?
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I keep wanting to click that "show me" button up there.
I guess I'm from Missouri.
A slaver attacks a phalanx. I want that kind of slaver.
Particularly if he could win the battle.
I guess it could happen if the slaver was in a stack, and the stack took out all but the last sliver of health from that Phalanx. Then the slaver would have just enough left to do in the Phalanx?If it ain't broke, find a bigger hammer.
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I like to play big map 1v1
At first try to get citys with 3 or 4 of the same goods. For Exampe bievers.
I mention very often that people have the opportunety to built a city with 2 or 3 of the same goods but they dont do it.
Look for elefants, bievers, tabacco or something like that.
Let this citys grow use the 2 or 3 goods as early as possible and built a market in the city or a bank.
Than let 2-4 citys grow to produce caravans. Or more
Built a granery and a aqueduct before (you know with a mill it work better)
When you explore your land look for the goods you need for your monopolys but there are ways to get monopolys work with just 3 citys. Look for triple monopoly of goods on poor land there are often triple aligator or karibu monopolies. Try to find a city with 3 aligators (terraform some swamp to plains if needed) and you will get a 500$+ city wich will help for science.
Everyone knew this lol
If you are on a 20%-60% land game and you have no mountains try to get big coast citys with big nets. 10 ten point citys give alomst 1000 lamps (later markets...).
On river and mountain citys you built markets etc.
On Big coast citys (or grassland) science buildings.
Make sure that the science citys grow.
But later when you terraformed hills at the grasslandcity you built markets of course.
If you have no mountains at the beginning try to get a big civilisation. 41 citys in theo and 70 in commi.
If you have mountains it might be good to built not much more than 40 citys and try to atack early.
After mills or factories produce pw if you dont have troubble.
I want to thank all the brilliant players I learned this from.
Email me for a gameLast edited by filix; October 22, 2004, 13:23.
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Originally posted by checkMate
I keep wanting to click that "show me" button up there.
I guess I'm from Missouri.
A slaver attacks a phalanx. I want that kind of slaver.
Particularly if he could win the battle.
I guess it could happen if the slaver was in a stack, and the stack took out all but the last sliver of health from that Phalanx. Then the slaver would have just enough left to do in the Phalanx?Hi, I'm RAH and I'm a Benaholic.-rah
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6. ALWAYS make sure to produce a granary first. If you don't it WILL take twice as long to grow it from size 2 to 3. Rush buy granaries in cities that have 1 turn left before it grows and more than 1 turn left on granary production. this is the ONLY thing you should spend your gold on until 40th city has a granary secured before it grows to size 2.
The above statement is from a few days ago, and I am wondering how/why you back up this claim. Please explain!! (it seems like it would be important and I like kicking civ butt early---hopefully this will assist me in that regard)---Thanx
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on the granary issue again:
a granary is only required if you plan to let the city grow. which is usually the case when cities + settlers + settlers in production equals your city limit (40 under theocracy).
however, a granary in a city that will produce more settlers is virtually useless. the following will happen:
1.) the city grows from size 1 to size 2, half the food is kept, the next growth would be much sooner.
2.) the city produces a settler before it grows to size 3. the food is reset to some value close to 0. (i assume it is set to 0 first, then the food for that turn is added)
that is about the same effect you would have had without the granary. but you just spent the same production on a granary as a on a would-be settler.
moreover, i dont think a granary needs to be the first thing you produce after reaching 40 cities. a few examples:
- you see a war coming. defending your cities is certainly more relevant than growing them, as an early defense unit costs much less than a granary and a small city under your control is more relevant than a granary-grown city that your enemy conquers.
- your cities, settlers and upcoming settlers equal 40, but you see communism/fascism on the horizon. no war coming, much territory, so it may be best to continue building settlers for that communist/fascist regime in 10-20 turns.
- you discover a double/triple monopoly on a food-producing tile (plains, grassland, ocean) and got caravans available or at least caravans coming soon. you build farm/fisheries to grow the city faster and rather produce/rush buy marketplace/bank as soon as possible to work that monopoly to maximum effect.
i can only repeat my suggestion of specializing cities.
if you have a spot with mountain/ocean/river you should start with granary/aqueduct/mill earlier than reaching your 40 limit.
if you have a city in a spot where there is but one or two forests and a lot of food tiles, you might want to have that city churn out settlers forever.
if you have a triple monopoly, you should make it a trade center ASAP.
if you have a city on a strategically relevant spot that is far off any support lines, you should build units there to keep your foot in the door.
it can be quite tiresome to make those decisions each turn in each game, but i think it is the superior strategy. of course, the best basic strategy remains the rabbit strategy. i just plead for a little variety in your game when it makes sense.Last edited by Mathemagician; December 14, 2004, 11:50.Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
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another issue on slavers:
my experience tells me that you really cant plan much ahead when slavery will be useful and when not. it is best decided on a case-by-case basis. if you know a couple of barbarians are roaming a specific part of your border, a slaver should be sent there soon. if no barbarians show up, slavers are probably not necessary. any strategy where i planned to use slavers in advance has proven ineffective so far.
you cant even rely on that AI neighbour to always send units to enslave, although having 1 or 2 slavers around the border is usually a good idea.Baal: "You dare mock me ?"
O'Neill: "Baal, c'mon, you should know ... Of course I dare mock you."
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