Having played Advanced Civ, Civ II, Civ III, CtP, CtP2 and Freeciv over the space of 15 years, I feel it's my responsability to make a few comments about strategy.
On large maps, the most important tactic is FLANKING. That means, while an army moves directly into the enemy, another army should move up the side of the enemy and if possible, get at the rear of the enemy.
This is true for armies in the field as well as for territory.
Flanking serves several functions,
it cuts off retreat,
it cuts off reenforcement,
it monopolizes zones of control,
it panics the enemy,
it turns the enemy (allowing you to pick off units, attack artillery, take defensive positions, and pillage roads to wreak havok on the enemies plans).
Secondly, for large campaigns, bring one or more settlers along to found cities just behind your lines.
This allows you to build roads to move your units quickly, is great for bringing damaged units back to health quickly and perhaps rush buying a few units where they are needed.
Third, decide on your objectives before you launch your attack. Be very sure that you have enough units to accomplish your objective. A rapid assault will almost always catch the enemy off guard. Once you have made your objective, quickly take up defensive positions.
Fourth, careful ORGANIZATION is utmost, when planning a large assualt on another continent. There are many factors to consider, most importantly: that all the invading units arrive at the right place, and if possible all on the same turn. If the other continent is a considerable distance for your ships to travel, make sure you have sufficent ships to carry your units, and then that you have more on the way, your landing party won't be successful if they have to wait 200 years for back-up. This all amounts to well thought out invasion plans. Set your invasion date fifty years later than you first plan, a failed large scale invasion could send your nation into a downward spiral.
Fifth, CIVILIZATION IS A GAME OF ECONOMY. A few gold per turn, a few units per century, a turn wasted here or there add up. Be very mieserly and cautious with your spending. Small change adds up into alot over 300 turns. This is esspecially true of city improvements. Disband needless units right away and be sure to disband them in a city to recover the production. Sell happyness impovement it they are not required, almost never build city walls. Don't use infantry men to impose marshal law in cities, use your outdated warriors and hoplites provided the city is not on the front lines. Plan everything well in advance, don't rush by anything if possible. Scrambling to deal with surprises is very costly.
Six. Take risks, if you're not sure, maybe your enemy has only one hoplite defending the city, planning is important, but taking considered risks can yield great rewards.
Seven. Invest everything in science. Recalling that population and gold will indirectly contribute to science.
Eight. DON"T WASTE production on a navy if you have a large continent to deal with.
Nine. THINK AHEAD geographically, outposts early in the game may seem expensive, but canals to short cut your ships through continents later and future bases for invasion should be grabbed early before it's to late to secure them.
Ten. Take pains to monopolize trade routes. Trade is one of the most important parts of the game. Take a small enemy city with a trade good before a big city without one, all other things being equal.
Eleven. Pester your enemy. Skirmishers were one of the greatest inventions of the French and American revolutions. CIV, BEING A GAME OF ECONOMY: pillage roads, mines and farms, pirate trade routes, destroy small units moving about the back roads of the enemy's empire. This harrasment wears the enemy down slowly and costs him big in the LONG-TERM ECONOMY GAME.
Twelve. ATTACK THE MOST POWERFUL PLAYER. Many people will tell you to attack the weakest players first. If you want to be number one, you need to stop the expansion of the hegemon, attacking weaker players is exactly what the most powerful player is doing, and probably faster than you can. Don't play at being second, within reason, the strongest player should be your primary enemy.
On large maps, the most important tactic is FLANKING. That means, while an army moves directly into the enemy, another army should move up the side of the enemy and if possible, get at the rear of the enemy.
This is true for armies in the field as well as for territory.
Flanking serves several functions,
it cuts off retreat,
it cuts off reenforcement,
it monopolizes zones of control,
it panics the enemy,
it turns the enemy (allowing you to pick off units, attack artillery, take defensive positions, and pillage roads to wreak havok on the enemies plans).
Secondly, for large campaigns, bring one or more settlers along to found cities just behind your lines.
This allows you to build roads to move your units quickly, is great for bringing damaged units back to health quickly and perhaps rush buying a few units where they are needed.
Third, decide on your objectives before you launch your attack. Be very sure that you have enough units to accomplish your objective. A rapid assault will almost always catch the enemy off guard. Once you have made your objective, quickly take up defensive positions.
Fourth, careful ORGANIZATION is utmost, when planning a large assualt on another continent. There are many factors to consider, most importantly: that all the invading units arrive at the right place, and if possible all on the same turn. If the other continent is a considerable distance for your ships to travel, make sure you have sufficent ships to carry your units, and then that you have more on the way, your landing party won't be successful if they have to wait 200 years for back-up. This all amounts to well thought out invasion plans. Set your invasion date fifty years later than you first plan, a failed large scale invasion could send your nation into a downward spiral.
Fifth, CIVILIZATION IS A GAME OF ECONOMY. A few gold per turn, a few units per century, a turn wasted here or there add up. Be very mieserly and cautious with your spending. Small change adds up into alot over 300 turns. This is esspecially true of city improvements. Disband needless units right away and be sure to disband them in a city to recover the production. Sell happyness impovement it they are not required, almost never build city walls. Don't use infantry men to impose marshal law in cities, use your outdated warriors and hoplites provided the city is not on the front lines. Plan everything well in advance, don't rush by anything if possible. Scrambling to deal with surprises is very costly.
Six. Take risks, if you're not sure, maybe your enemy has only one hoplite defending the city, planning is important, but taking considered risks can yield great rewards.
Seven. Invest everything in science. Recalling that population and gold will indirectly contribute to science.
Eight. DON"T WASTE production on a navy if you have a large continent to deal with.
Nine. THINK AHEAD geographically, outposts early in the game may seem expensive, but canals to short cut your ships through continents later and future bases for invasion should be grabbed early before it's to late to secure them.
Ten. Take pains to monopolize trade routes. Trade is one of the most important parts of the game. Take a small enemy city with a trade good before a big city without one, all other things being equal.
Eleven. Pester your enemy. Skirmishers were one of the greatest inventions of the French and American revolutions. CIV, BEING A GAME OF ECONOMY: pillage roads, mines and farms, pirate trade routes, destroy small units moving about the back roads of the enemy's empire. This harrasment wears the enemy down slowly and costs him big in the LONG-TERM ECONOMY GAME.
Twelve. ATTACK THE MOST POWERFUL PLAYER. Many people will tell you to attack the weakest players first. If you want to be number one, you need to stop the expansion of the hegemon, attacking weaker players is exactly what the most powerful player is doing, and probably faster than you can. Don't play at being second, within reason, the strongest player should be your primary enemy.
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