View Full Version : WoundedKnight's Strategy Guide (Revised)


WoundedKnight
Nov 18, 2005, 12:50 PM
LEARN THE RULES
The best-spent two hours for my CIV strategy skills was spent pouring over the civilopedia to understand the rules, the tech trees, improvements, units, etc. It's much easier to do well if you have a clear strategy and know where you want to go. For example, some techs offer bonuses to the first discoverer: a free great person, a free great tech, or starting a religion. Obviously these techs are generally a priority to get first, while others with benefits that are not time-sensitive can wait.

CIV SELECTION
The decision as to which civilization to play as is an individual one. Traits have various strengths and weaknesses:

Philosophical: Fabulous at +100% GP, one of my top two favorites (with financial) . Synergistic with the religious civics (Pacificm - +100% GP rate) and the national epic (+100% GP in the city of your choice), as well as mercantilism etc.

Financial: My other favorite. Once you get cottages and watermills working, this will gain you +1 extra gold for almost every being worked in your city radius. This is a huge advantage and allows me to stay at 90-100% tech funding from the middle ages onward even with expensive civics, a large army, and a large empire.

Industrious: A nice trait, as the wonders you get with +50% build speed can duplicate many other civ traits. Half-price forges are great also because they increase your productivity, and for non-industrious civs they are quite expensive. However, the ability of any player to quickly build wonders by "chop-rushing" (described later) undermines some of the value of the industrial trait.

Expansive: Not bad, the health is nice, but I find that happiness is much more limiting than health in the early game, although it may be more useful on very high difficulty levels. Cheap granaries while also nice are of dubious value as granaries don't cost many hammers anyway.

Aggressive: A great trait for the warmonger. While experience can be given by buildings, civics, and wonders, a free extra promotion is great -- especially for barracks-trained units with a couple of levels to boot. More and more experience is required to get more bonuses (2/5/10/17/etc), and so having a free promotion that doesn't set you back at all in the XP quest is good. Since the promotions become more and more powerful the higher in level you go (+20% city attack, +25%, +30% with an extra +10% vs gunpowder units, etc...cumulative!!!), having an extra promotion can result in a huge amount of extra military power, especially if you have planned well to take advantage of other sources of experience. If you want an early domination or conquest victory, aggressive is an excellent choice.

Spiritual: One of the weakest traits IMO. No anarchy, while nice, is of little benefit as I only change civics 5-6 times in a game (I try to change 2 or 3 at a time at times when several important civics are discovered in close time proximity). Cheap temples? Temples are cheap anyway and have fewer benefits than many other buildings.

Creative: +2 culture has significant benefits in the early game, but few in the late game when cities have more culture than they know what to do with. How many times have I conquered a city only to have it flip to a closely adjacent neighbor? How many times have I built cultural improvement (theater, library, etc.) in a conquered city for the exclusive purpose of generating culture (and, sometimes failed), when a creative civ would not have had to worry at all? The automatic expanding cultural radius can be very valuable in expanding in the early game and blocking off large amounts of territory for your later development. While cultural's benefits are mainly in the early game, the benefits can be substantial. I prefer to get industrious instead and build stonehenge for your early culture (although this expires -- soon -- with calender), the benefit of creative is still significant.

Organized: One of the worst traits, with few exceptions. Only gives a bonus when you have expensive civics, and most of the good civics have little upkeep anyway. Get financial instead; you will be many times ahead economically. Lighthouse and courthouse are the real benefits of organized IMO, but still weak ones.

My favorite civ is English (Elizabeth) - Philosophical/Financial. Other great picks include Chinese (Qin Shi Huang) - Industrious/Financial and English (Victoria) - Expansive/Financial.

LEVERAGE YOUR STRENGTHS
It's important to make the most out of your advantages by drawing upon the synergy of civ traits, civics, improvements, and buildings and wonders. For example, it would be silly to get the aggressive civ trait and fail to build barracks. Synergy can be very powerful when you combine substantial bonuses in the same area from multiple different sources. Aggressive + barracks + pentagon + theocracy, + West Point and Heroic Epic in same city = megapowerful national military (come to think of it, it is still extremely powerful even *without* the aggressive trait or theology -- there are better traits and civics IMO). Philosophical + Pacifism + National Epic = 300% great people points, with 400% in the city with the national epic. And so forth.

It is also important to try to compensate for your disadvantages. For example, if I am not playing an expansive civ (or even if I am), I try to build cities on rivers as much as possible for the +2 health bonus, even at a slight productivity hit.

RELIGIONS
As in the real world, religion can be one of the most uniting or dividing things in CIV. While gifts or insults have only minor benefit on relations (+/-1, rarely more than +/-2; religion can have a huge impact on relations -- seeing +/-4, +/-6 from religion are common. Religion is by far the biggest factor in relations in most games. It seems to be something in the range of +1 relations for every city of your religion in your opponent's land, +1 or 2 if your religion is their state religion. Therefore, pumping out missionaries to convert your neighbors in the good times is as important for the security of your empire as maintaining a powerful military. I try to keep one city pumping out missionaries of your religion the entire game, providing both relationship and economic bonuses.

Consider getting an early religion (Hinduism or Judaism) or, if going for a chop-rush settler push, one or more of the later ones (Confucianism, Christianity, Taoism, Islam). In any case, try to pick up as many of the later ones as I can in order to keep friends friendly. A friendly neighbor who has previously converted to your religion but subsequently discovers Islam can suddenly decide that you are a pagan who must be cleansed from the earth. Besides some of the techs (like Divine Right, Islam) offer cool wonders.

CITY PLACEMENT
The placement of cities is always one of the most important strategic decisions for me in the early and mid game. I will gladly place a city at significantly further distance from my capital if it results in acquiring special resources or monopolizing a location that is of prime strategic or production value. Many specialty resources offer benefits for your entire civilization, and so the race to control luxury, health, strategic, and bonus resources is a key factor in city placmeent. Whenever possible, I build cities on rivers, and try to get at least on special resource (of any kind) within range. Of course this is not always possible (especially on unusual or specialty map types), but if you repeatedly find that you are having trouble making your cities happy and productive or are failing to acquire important resources, perhaps it is time to reevaluate your city placement. Controlling strategic passes or "choke points" with cities is also valuable -- if you can block off your enemies from chunks of unsettled land and then fill it in later, that is a bonus, although the geography doesn't always accommodate this.

WoundedKnight
Nov 18, 2005, 01:00 PM
Buildings

Some buildings I like to build everywhere, whereas others I build only in specialized cities, or in any city when there is a natural opening. Buildings I like to build as much as possible include:

First Tier
granary
lighthouse (for coastal cities)
library
aqueduct
forge

second tier:
harbor (if applicable)
temple
theater
market
grocer
factory

The build order of course varies depending on the needs of each city, but generally I get granaries and forges as early as possible everywhere, and theaters first in conquered cities (to prevent culture flipping), and others as the situation dictates. It is hard to go wrong with a library almost everywhere because of the commerce bonus and the culture to expand your borders.


Commerce, Research, and Gold

squares with or without improvements produce *commerce*. This commerce can then be used to fund research, culture, or turned into gold. Improvements (towns etc) and the financial trait actually give you commerce, not gold.

Then the benefit of city improvements depends on both your base commerce and your sliders. Say you have a small city producing 10 commerce, and your research slider is on 80%, with 20% going into finances. A library (+25% research) will give you an extra 2 beakers (base research = 80% of 10 = 8, 25% of 8 = 2 more). A grocer, however (+25% gold) would seem not to have any benefit to an economy this small (base gold = 20% of 10 = 2, and 25% of 2= 0.5, rounded down to zero).

Now of course there is some gold *outside* of the commerce system: namely, gold generated by religious buildings. I think that specialist gold also goes directly to finances and is not general "commerce" that can be converted to research.

In other words, the benefit of the improvements depends highly on the position of your sliders. If you played with research on 20% and money on 80%, obviously the financial improvements (market, grocer, bank, etc) would be more valuable. Since in most games however research plays such an important role, science improvements tend to offer greater benefits.


Inflation

Inflation is not covered anywhere in the civilopedia or manual that I can find, but it is an important expense. Inflation can go up but never seems to go down over the course of a game. Inflation increases over time at a steady rate, regardless of spending breakdown. Inflation cannot apparently be controlled; it inevitably increases as the game progresses.

Inflation adds an additional percentage to your expenses, including:
civic upkeep
city maintenance (distance and city number)

This percentage can get quite high. If your expenses are 100 per turn and your inflation is 30%, your final cost is 130 gold. The organized trait has at least some advantage here, because it is saving "pre-tax" rather than "post-tax" dollars. In other words, if your civic upkeep were 50 and inflation were 0%, the organized trait would save only 25 gold (50% of final upkeep), but if inflation were 40%, your real savings are 50+20 (40% of 50) = 70/2, or 35 gold. I still don't think organized is a great trait, but it is something to consider for individuals who like expensive civics.

WoundedKnight
Nov 18, 2005, 01:02 PM
CIVICS GUIDE

I try to change civics as little as possible since I don't play as Spiritual. I will do 2 or 3 switches at once, when possible. If you do too many changes at once (4 or occasionally 3), it can result in 2 turns anarchy. You cannot change state religion and civics on the same turn.

Government Civics

Hereditary rule: medium upkeep, + 1 happiness per military unit in a city. Since most cities will have at least one military unit for defense, this tech can be a real benefit in the early middle ages when you are still developing your luxury resource network and constructing happiness buildings.

Representation: low upkeep, +3 research per specialist, +3 happiness in 5 largest cities: A pretty good bonus, especially for a philosophical nation with many specialist. The largest cities are the most likely to get unhappy, so this civic gives you the happiness bonus where you need it.

Police state: high upkeep, +25% military production, -50% war weariness. Great for the warmonger or for wartime defense, but the high cost makes it undesireable in peacetime.

Universal Suffrage: moderate upkeep. The +1 production boost to towns and ability to complete production with gold (units/buildings, not wonders) makes this my preference in the late game; however, it is of little use in the early and mid game when cottages have not yet developed into towns. Don't get snookered into getting this in the early game with the pyramids, as upkeep is high and you will have no towns to provide the productivity bonus.

Legal Civics:
Vassalage: high upkeep, +2 experience per unit, lower unit support costs: a good tech for a warmonger, but the high cost makes it prohibitive for others. Consider this temporarily while in a war.

Bureacracy (+50% production/gold in capital, medium upkeep) is good in the early game, but liberalism is close enough around the corner from civil service that often I hold off for free speech. As the slider is usually set heavily to research, the primary benefit of this civic is usually production rather than gold.

Nationhood: low upkeep, can draft 3 units per turn, barracks +2 happiness. Also a good civic for a warmonger that is better sustainable long-term than vassalage because of its low cost, in addition to adding happiness benefit.

Free Speech (no upkeep, +2 gold from towns, +100% culture per city) is my favorite for the late game, but won't do you much good if you don't have towns. I like to get bureaucracy for the production boost while towns are developing, and then switch to free speech once I have enough towns to justify it. At no upkeep cost, the price is right, and this one can provide a great boost to your economy.

Labor Civics:

Slavery (low upkeep) -- can sacrifice population to finish production. But in the early game while cities are small and slow to grow, before granaries, lighthouses, etc., why would you want to? I haven't found much use for slavery yet as it seems to offer short-term gain at the expense of long-term productivity and growth.

Serfdom (low upkeep) -- workers build improvements faster. I usually have a large enough army of workers building improvements and clearing jungles that this one isn't as attractive as the others.

Caste system (medium upkeep) -- unlimited scientists, artists, merchants in cities. A good choice if you have food to spare, don't yet have enough town improvements to allow specialists otherwise, and can afford the upkeep. Still a good choice for philosophical or great people focused civs.

Emancipation (no upkeep) is great for mid to late game. It doubles rate of cottages -> towns; a big synergistic economic boost when combined with appropriate techs, free speech, and universal suffrage.

Economic Civics:

Mercantilism (medium upkeep) - 1 free specialist per city, no foreign trade routes. Getting this civic is like having the statue of liberty wonder and is a huge boost for philosophical or GP oriented civs. It is moderately expensive, and shuts down foreign trade (which can also hurt, or at least won't help, your relations). Nonetheless very valuable in synergy.

Free market (low upkeep) - +1 trade route per city. A nice financial or research boost, although only modest in size. However I rarely use this as state property is only a few techs away.

State property (no upkeep) is great (no distance maintenance costs, +1 food from watermills). I find that with my tendency to build many cities, it saves me as much or more than I would earn from the extra trade route, plus upkeep is free, plus you get extra food. As I tend to build watermills along almost all river tiles because of their boost to productivity (+2 with appropriate techs), food (+1), and economy, a river city may be able to support a couple more citizens that can be made specialists to boost your GP generation. My most-used economic tech.

State property eliminates the city distance maintenance cost entirely, which for a large empire typically represents about 50% of your total city upkeep (this rough rule of thumb varies depending on both the number of cities and the distances involved). This can be quite a substantial savings. For a nation with a well-developed state religion, adopting state property frequently allows one to move the tech slider from 70-80% to 90-100%. This faster tech speed has many benefits: quicker availability of new buildings and units, faster tech bonuses, and getting sooner to techs like electricity that increase the value or productivity of your existing city improvements. The extra food can allow you to support extra specialists or larger city growth if you have many river cities and have built watermills. With no civic upkeep cost, the price is right. In most games, the state property civic alone is far better in terms of your financial bottom line than the organized trait, as city distance upkeep costs often well exceed 50% of the civic upkeep costs discounted by organized. My tests suggest that the Versailles wonder, like the Forbidden Palace, reduce only distance upkeep costs (Versailles seems to be like a second Forbidden Palace). If you are using the state property civic and plan to stick with it long-term, don't waste city production on these wonders. Forbidden Palace and Versailles offer only a modest location-dependent decrease in distance costs, while state property abolishes distance costs altogether. With city upkeep virtually cut in half by state property, you will also find less of a necessity for courthouses until your civilization is extremely large.

Once state property becomes available, you have a choice that will be hard if you are a philosophical civ, or easy for most other civs. Mercantilism is such a valuable trait for a philosophical civilization that the decision of whether to keep mercantilism and pay full city distance upkeep plus civic upkeep costs vs. whether to switch to state property is a tough one that requires individual decisions based on your game situation, upkeep costs, and tech rate. If not playing as a philosophical nation, I always grab state property ASAP.

Environmentalism (high upkeep) is nice at the very end of the game when you get ecology (+6 health, +1 happiness from forests and jungles). Unfortunately I've harvested most forests and jungles long before the ecology tech comes around (and jungles are so unproductive why would you want to keep them), and find that my cities already have good health and happiness well before then and are more limited by food. The expensive upkeep is also a drawback, so I tend to use state property more frequently. Rather than getting environmentalism, I prefer to research future techs (+1 health and happiness each for your entire civ), since ecology is already near the end of the tech line), rather than paying the fat environmentalism upkeep fees. At least that part of environmentalism is realistic.

Religious civics:

Organized religion (moderate upkeep, +25% building and wonder construction) is great when you are in a building mood and only requires monotheism. Think of this as essentially a forge in every city, excepting of course that the bonus does not apply to unit builds. The +25% is also a big advantage in the wonder race: even if your civ is not industrious, it can make it a lot more competitive. I have verified in-game that organized religion DOES boost wonder speed, which makes it a terrific civic, especially considering how early it is available. This is usually the first civic of the game I adopt.

Theocracy (medium upkeep), +2 experience points for units created in cities with state religion, no non-state religion spread) -- okay for a warmonger, but expensive.

Pacifism (no upkeep, +100% GP) is phenomenal as it can essentially bestow the philosophical trait on a non-philosophical civ, or make philosophical civs even better. Since I like philosophical civs and enjoy having more great people, I frequently employ pacifism. The no upkeep is counterbalanced by the +1 gold per military unit, so this tech can be cheap or expensive depending on your military size.

Free religion (low upkeep): I never get free religion as losing all the state religion bonuses really hurts, as well as losing line of site to all converted cities in other nations. At end-game usually I have plenty of luxuries and am not so desperate for a few more happy faces that I would want to deal with the hassle of having to get 4 or 5 religions in each of my cities to make this civic worthwhile. The +10% tech bonus -- while meaningful -- doesn't seem to make much of a difference for me this late in the game, plus you have to pay fixed upkeep (albeit low) to boot.

Some players attempt to get free religion as soon as possible to pacify aggressive neighbors with different religions. However, I have had war declared on me so many times in the early game when I had no state religion at all that I know that simply removing state religion is no panacea to diplomacy. Dropping a state religion can pacify opponents, but it can also make former close allies lukewarm or even hostile. And if you are still deeply afraid of your neighbors by the late time of game that organized religion becomes available, perhaps it is time to assess your strategy in other areas.

Theology civics include some of the best benefits in the game (+100% GP from pacifism, +25% building and wonder construction speed), and I generally like these bonuses far too much to sacrifice them for free religion, which seems to offer little in return. Nevertheless, if you are in a situation where you are walking on eggshells -- playing diety level with far more powerful AI players, perhaps -- free religion may be something to consider. Otherwise, skip it.

WoundedKnight
Nov 18, 2005, 01:05 PM
City Improvements

I tend to manually control workers (at least until very late in the game) as the computer automation leaves much to be desired and lacks strategic foresight.

Cottages: I build a huge number of cottages -- often more than all other improvements combined. Cottages make up the foundation of economic and research productivity of your civilization. Especially if you have the financial trait, cottages produce great bonuses when they grow into towns, with full techs and civics: commerce +7, production +1. Cottages can be built anywhere, but their production bonus comes late (after full growth into towns) and only with the correct civic.

The downsides of cottages include that they take a long time to grow: cottage->hamlet 10 turns, hamlet ->village 20 turns, village ->town 40 turns. This can be cut in half with appropriate civics, but still it takes 35 turns in the best possible case to grow from a cottage to a town. In a game that lasts only 400 or 500 turns (and may be decided long before then), that is a big chunk of game time. Also, cottages can be easily pillaged by an enemy. Cottages are particularly valuable around your core research cities, but think twice about building cottages on frontier cities close to aggressive neighbors. In any case, the long maturation time of cottages requires that they be built as early as possible to maximize their benefits. Having cottages that have grown into towns while your neighbors are still dealing with hamlets and villages can prove decisive.

Watermill. An immediate +1 production boost, with final bonuses of +1 food, +2 commerce, and +2 production with full techs and civics (requires state property for the food bonus). These are very helpful in increasing the production of plains, grassland, or flood plains adjacent to rivers that have little innate production capability. And once you have the correct techs/civics, the bonuses are immediate and do not require the maturation that cottages do. You can only build watermills on one square or the other to the side of a river, but I build watermills everywhere I can.

Windmill. An immediate +1 food, with final bonuses of +1 food, +2 commerce, and +1 production with full tech (replaceable parts, electricity). Very useful if you need more food, have limited river access, and want something that offers more substantial and well-rounded benefits than farms. Windmills can be placed on hills which makes a nice alternative to mines, giving production and commerce benefits while allowing the square to provide at least some of the food supply required to work it. For these reasons, I am coming to prefer windmills to mines on hill squares, which you might not be able to otherwise work without some extra food.

Farms. +1 food initially, +2 food (total) at end-game when you have biology. The benefits of windmills and watermills are available earlier than biology, so I generally go with those when possible. In most pangaea and continent games with abundant river and grassland, I build few or no farms. However, if your cities are built in less fertile locations -- on plains and mountains and away from rivers, as is the case on some specialty maps (great plains, highlands, etc) or are simply badly positioned, you may find yourself needing to build far more farms.

The danger of farms is that, especially on higher difficulty levels, extra food supply will quickly bring your cities over the happiness and/or healthiness levels they can support, resulting in revolters and no "we love the king day" events. Farms offer no benefits beyond food supply, and I prefer to get food -- when needed -- from improvements like water and windmills that offer other benefits. Farms do have some uses, but automated workers tend to overdo farming. If you do find a need to build farms, be careful that they don't push your cities into unhappiness or unhealthiness.

Lumbermill. Chopping down the trees doesn't add any more food production (unlike C3C), and so lumbermills are a prime consideration for productivity in the late game. That is, in areas where you still have trees. With max +3 production (Base +1 from trees, +1 from lumbermill, +1 more when railroad comes around) and +1 commerce for squares adjacent to rivers, lumbermills are the best late-game productivity improvement. They don't have the economic benefits of cottages, watermills, or windmills, but offer a more substantial production boost without sapping your food supply (unlike workshops) or without requiring a specific civic to keep from doing so. The late benefits of a lumbermill must also be weighed against the benefits of chopping in the early game for benefits that can be quite substantial at a time when your civilization's productivity is very low: chopped trees can result in a much faster start, extra cities, or more wonders. I chop trees in the early game for chop-rushing settlers or crucial wonders, but by the mid-game when instant productivity is no longer urgent, I prefer to preserve any remaining trees for future lumbermills.

Workshop. +1 production, -1 food. With max upgrades they can offer up to +3 production, and with state property, no food penalty. This allows the same +3 production as lumbermill, without requiring you to keep trees around until the late game. The food penalty early on makes this a poor choice in the early middle ages, but once you have state property, workshops represent an excellent improvement for production. However, if you depend on workshops and state property, you will largely be obliged to stay with that civic through the rest of the game -- or see your cities starve when you change, unless you have a large food surplus from other sources.

Yes, you can have large, productive, growing cities with abundant specialists while building few or no farms -- if properly situated, of course:

http://limhi.com/remote/civ10.jpg

http://limhi.com/remote/civ11.jpg

http://limhi.com/remote/civ14.jpg

http://limhi.com/remote/civ15.jpg

However, I don't hesitate to plop in a farm or a windmill (or a few) if cities are stagnating or the geography is poor.

WoundedKnight
Nov 18, 2005, 01:08 PM
[space reserved]

WoundedKnight
Nov 18, 2005, 03:14 PM
SPECIALIZATION
Since you can only build 2 national wonders in a city and because GP points accrue according to specialties, it makes sense to have specialized cities in CIV. I am for a science city (oxford university + great library), a military city (pentagon + heroic epic + west point), a culture city (hermitage + globe theater), an economic city (wall street), and will put the national epic in the city with the most wonders (and most GP points).

In general, keeping a flow of military units from at least one city will keep your cities happy (large cities get upset without protection) and defended. I also try to keep one city pumping out missionaries throughout almost the entire game, occasionally switching production to another city to construct buildings in the city. In my first couple games when I did not continue to produce both military and missionary units in peace time and war time, it caused major problems for me in spite of large leads in other areas.

Specialized cities

CIV rewards the creation of specialized cities. I try to create at least 2 cities of each speciality because of the need to build infrastructure buildings in between building military or religious units, wonders, etc. Specialist cities make sense because you can't build every building in every city, and specialization helps you to leverage your city placement by putting buildings in the cities where they will do the most good.

The first step in deciding the division of labor between specialized cities is to evaluate the surrounding land. A city in an area with luxury resources could be a great trade/science city, while one in an area with many mines and high production would likely make a good military city for creating units, or for rapidly building wonders. A city with abundant food supply would make a good specialist city to increase great people generation.

MILITARY CITY
Build in: productive area with high hammer yield (mines, watermills, etc)
Buildings
Barracks
Forge
Factory
Power source (coal, hydro, nuclear)
Granary
Aqueduct

National wonders:
first city: Heroic Epic (+100% military production in city), West Point (+4 exp/military unit)
second city: Red Cross (free Medic I promotion), Ironworks (near iron or coal) -- consider designating this one a military city from the time iron appears on the map.

World Wonders
Pentagon (+2 experience for units trained in any city, can be built anywhere)

Discussion: You will need many military units during the game, so why build them from just anywhere when you can build them quickly in a specialized city and get free experience points to boot?

SCIENCE CITY
Where to build: area with abundant commerce
improvements: focus on cottages ->towns
Buildings
Academy (+50% research, requires great scientist)
Library (+25% research)
Observatory (+25% research)
University (+25% research)
Laboratory (+25% research)
Monastery (+10% research, but becomes obsolete - may skip this one)

National wonders:
Oxford University (+100% research)

World Wonders:
Great Library (+2 scientists, expires)

MERCHANT CITY
Where to build: area with abundant commerce
improvements: focus on cottages ->towns
Buildings:
Market (+25% gold)
Grocer (+25% gold)
Bank (+50% gold)
Airport (+1 trade route)

National Wonders:
Wall street (+100% gold)
GP focus: great merchant

CULTURE CITY
consider combining with science city as many science improvements also generate culture. I don't generally build a culture-only city for that reason, I go for culture/science. But here are the culture listings for those interested in culture victory, not including science improvements.

Buildings
Temple (+1 culture)
Monastery (+2 culture)
Cathedral or equivalent (+50% culture)
Theater (+3 culture)
Broadcast tower (+50% culture)

National Wonders:
Hermitage (+100% culture)
Globe theater (+6 culture)
GP focus: priests?

World Wonders:
Hollywood (+50% culture)
Rock n' Roll (+50% culture)
Broadway (+50% culture)
Sistine chapel (+2 culture per specialist in all cities)
(if going for a culture victory, consider balancing your national and world culture wonders between 3 cities to allow each to achieve legendary culture).

GREAT PEOPLE CITY
Obviously this one should be combined with another city of your choice, as the world and national wonders built in other cities contribute GP points. I like to make my GP city one that focuses on GP types that I find to be the most valuable (great engineers -- can rush wonders, or perhaps scientists -- can create academy, rather than prophets, artists, or merchants)

National wonder: National Epic (+100% GP birth rate in city)
World Wonders:
parthenon (+50% GP birth rate in all cities)
great library (+2 scientists in city, but expires)
Statue of Liberty (+1 specialist in all cities)
synergistic civic: pacifism (+100% GP rate, no upkeep)

WoundedKnight
Nov 18, 2005, 03:16 PM
Wonders

It is rarely possible to get every wonder, and so some prioritization is in order of which wonders offer the greatest benefits. Some wonders offer considerable early benefits, but expire. Others offer mediocre benefits that expire regardless (the Hagia Sophia is infamous for frequently becoming obsolete only shortly after it is constructed). Still others offer great gamelong benefits.

This is a list of wonders that I make priorities, keeping in mind that the wonders different players favor will vary widely depending on their play style and tactics.

PRIORITY EXPIRING WONDERS
Stonehenge (obelisk, +1 culture in every city, expires @ calendar). Interestingly, unlike CivIII, wonders seem to expire when YOU get the expiring tech, not when your neighbors do. So I sometimes try to hold off on trading for the calender tech until all my cities have experienced border expansion from stonehenge,

Great Library -- +2 scientists is a big deal at a time when many of your cities can't dedicate the pop to specialists, especially if you build this in your great people focus city. Unfortunately the GL expires.

Parthenon -- +50% GP birth rate in all cities. Fabulous for philosophical civs, but unfortunately doesn't last forever.

NON-EXPIRING WONDERS
Hanging Gardens (+1 pop, +1 health in all cities) -- this is a huge early wonder that can catapult your civ ahead, especially if you have many small or modest-sized cities. Adding an extra pop and health point to every city boosts your economy, your research, your productivity, etc.

Notre Dame - +1 happiness for all cities on continent

Versailles - reduces maintenance in nearby cities

Statue of liberty -- a free specialist in every city. Absolutely fabulous, especially for philosophical civs. Probably my # 1 wonder in the game.

Pentagon - +2 experience points for units trained in all cities

Three Gorges Dam - power for all cities on continent located near a river

Eiffel tower (free broadcast tower in every city) gives a big culture boost

WoundedKnight
Nov 18, 2005, 06:46 PM
Great People

Now one of my favorite topics -- maximizing great people. This is one where you can really get some great synergy between traits, civics, wonders, and improvements. If you want a lot of great people, get as many of these as possible.

Note that all bonuses are additive, not multiplicative. For example, 2 100% bonuses on top of a 100% base produce a 300% rate (100% base +100% x2), not 400% (they only add their bonus to the BASE rate, not to the final rate after other adjustments). Also, all fractions in the game are rounded DOWN (i.e. a 25% bonus of 7 is rounded down to 1, a 25% bonus of 8 is necessary for +2)

Great people bonuses:
Philosophical trait : +100% GP generation civ-wide

Civics:
labor - caste system: unlimited scientists, merchants, artists in all cities
economy - mercantilism: +1 free specialist per city; or (in games with many rivers) state property for the watermill food bonus, allowing higher POP and thus more specialists
religion - pacifism: +100% GP birth rate in cities with state religion

National wonders:
national epic - +100% GP in city where built (only)

World Wonders:
parthenon: +50% GP generation civ-wide, expires with chemistry
Statue of liberty: +1 free specialist in all cities
great library: +2 free scientists in city where built, but expires.

A civ with max upgrades (not including great library) would have:
- a 300% great people rate (100% base + 100% philosophical + 100% pacifism) + 50% from parthenon (before expires) + 100% more in city with national wonder
- 2 free specialists in all cities (mercantilism statue of liberty). At 300% return on a 3 GP base per specialist x 2 specialists, this would provide 18 GP points *per turn* even in your least developed cities with no wonders.
-unlimited ability to allocate scientists, artists, and merchants in all cities.

Note again that the wonder bonuses expire when YOU get the tech in question, not your neighbors...therefore a philosophical civ with the parthenon may want to push back getting chemistry as late as possible.

Of course some great people types are more valuable than others. Great engineers allow you to rush wonders which can incur key benefits for your civ in a close game. And great scientists can allow you to build an academy (+50% research) in every city. great merchants, artists, and prophets, while still valuable, have effects that are generally somewhat more modest in terms of long-term gameplay. Since the chance of getting a great person of different types depends on the wonders and specialists in each city, I like having separate cities focus on great engineers and scientists without mixing with the other types as much as possible (you don't want to have your city with engineering wonders drowned out by large numbers of merchant, artist, or priest specialists pushing the GP probability towards other types). Merchants, artists, and prophets I don't have a strong preference between, and so will build wonders generating all 3 in the same city.

Bonuses allowing you to turn citizens into engineers are generated only by:
forge (allows 1 engineer)
factory (allows 2 engineers)
ironworks (allows 3 engineers)

engineer GP points are generated by:
west point (+1 GP)
hanging gardens (+2)
pentagon (+2)
pyramids (+2)
three gorges dam (+2)

as you can see, your military city is the most natural choice for an engineer GP city (forge + factory + ironworks + west point + pentagon).

since forges eventually go almost everywhere, I like to make sure that the engineer slot is filled in every city with a forge.

WoundedKnight
Nov 18, 2005, 06:49 PM
Chop-Rushing

Chop rushing is a great way to jump ahead in the early game. The first mention I know of was in this thread by AlexFrog:

http://forums.civfanatics.com/showthread.php?t=137292

I prefer a somewhat modified version of the strategy. The strategy involves founding initial cities in areas with a large number of trees within their "fat cross" area. The player researches bronze working immediately while building a worker in the capital city before building any other units or buildings. One the worker is done (12-15 turns) and bronze working is researched, the worker immediately goes to work chopping trees around the capital. Each tree chopped results in 30 hammers, which can rocket a level 1 city that may have only 1, 2, or 3 hammers far ahead.

The most logical initial use of "chop-rushing" is for settlers and workers, since your cities are normally stagnant (do not grow) while these units are being produced, and because these units are vital to the growth and productivity of your civilization. I save trees to chop-rush settlers, workers, or wonders, since the construction of buildings or military units allows your cities to grow during the production phase, while production of the former two does not, and the third category (wonders) is a race. Chop-rushing typically allows me to plant 2-3 times as many cities as my closest AI competitors on noble level.

Of course, settlers must never be sent out undefended, so I like to first build at least one (possibly two) warriors, sending at least one out to explore and pop goody huts (in addition to the starting warrior) while the second will act as your settler escort. I periodically build warriors during the rapid expansion phase to ensure that my cities and settlers are adequately defended.

Because of maintenance costs increasing with both distance and city number (and I will place cities at long distances from my capital when necessary to secure important resources), it is impractical to build a civilization by the exclusive virtue of chop-rushing. There must be a balance. Once I get three or four cities, I let one or two grow and develop -- building a granary or military units to increase in size and to defend the borders, while the others chop-rush. I also assign some workers to build improvements very early -- cottages in particular, in addition to improvements required by special resources -- in order to ensure that city commerce, on average, is in excess of upkeep costs, allowing continued rapid research and continued growth. As a rough rule of thumb, on noble level, if my research percentage falls below 70%, that is a warning sign to me that I need to better develop the city economic base by building more cottages and letting cities grow to a larger size before expanding.

Chop-rushing can also be a terrific way to get wonders, especially when you have special resources that speed wonder building. For example, stonehenge costs 120 hammers, but if you have stone, every forest chopped will give double (not 30, but 60) hammers. Therefore, you only need to chop two trees to build stonehenge in a city with stone -- as opposed to the many turns it would take to build it without chop-rushing. This is a great way to get key wonders as a non-industrious civ, and the ability of any civilization to do this really waters down the value of the industrious trait.

WoundedKnight
Nov 18, 2005, 06:50 PM
TECHNOLOGY
Great variability comes in here. Depending on your civilization traits and technologies, your level, and your play style, you may have different technologic priorities.

I favor chop-rushing for early expansion, going straight for bronze working. Then I go for pottery (to build cottages ASAP) and from their to alphabet (to trade techs). After alphabet, I trade with the AI as much as possible. I go for mathematics (to get hanging gardens) and then try to grab a religion -- confucianism or, if I miss that, one of the others.

If you are playing as a civ with early religious technologies, you may wish to shoot straight for an early religion. I prefer the path that leads to Hinduism/Judaism since if you are beaten to hinduism, Judaism is right around the corner, while Buddhism is a dead end (at least for a while) and the AI seems to go for it quickly. Monotheism also has the benefit of offering the organized religion civic, which at +25% building construction (including wonders!) can prove to be an enormous benefit to your civilization's development. This, as well as the early spread of religion from your cities (with happiness etc), can make an early religion very, very worthwhile. From there, you can go for bronze-working and chop rush, or you can go straight for alphabet, trade for bronze working (which is typically readily available once alphabet is discovered), and chop rush.

Either way has advantages and drawbacks, but both playing styles can be viable. There undoubtedly others as well, but the above two are my favorites.

Summary of crucial early-era techs:

Bronze Working = chop rushing. 'nuf said.

Monotheism. For the organized religion civic, as well as to give you 1 (possibly 2 - Judaism and Hinduism) religions. Sometimes I just pick up hinduism, go for alphabet, and then come back for (or trade for) monotheism, as you won't be building too many buildings in the very early game -- mostly units (warriors, settlers, workers), and the upkeep cost isn't worthwhile until your civ becomes more financially secure.

Alphabet. Once you get this, you can trade techs with your neighbors. Being a tech broker can save you a lot of trouble and time so that you don't have to research most of the other ancient age techs yourself.

Pottery. Being able to build cottages early and often is key to jump-starting your economy and to give your cottages the time they need to develop into towns to really rake in the dough in the late game.

Iron Working. Not as high priority, but clearing unhealthy jungles is also important, depending on your local terrain.

Middle ages:

Mathematics. Hanging Gardens -- + 1 POP and +1 health in all your cities is huge, especially when you have a lot of small and moderate-size cities. The hanging gardens can really explode your productivity when you have a large empire from a chop-rush settler rush.

Music (free great artist)
Philosophy (pacifism)
Military tradition (cavalry rule the middle ages)
Divine Right (Versailles/Islam)
Metallurgy (watermill)
Democracy (emancipation & universal suffrage).
Communism (state property)
Then to any other techs that improve the benefits of your improvements (i.e. electricity).

I also try to pick up the techs that offer free great people or free techs. These techs obviously represent a priority, as only the first discoverer gets the bonus.

pris
Nov 18, 2005, 07:11 PM
well, its been a week and im still on number 1

WoundedKnight
Nov 18, 2005, 07:34 PM
ANTICIPATION AND PREPARATION

The computer will attack suddenly and in force in CIV. It is not unusual for the computer to DOW someone and raze their city with a stack of units in the same turn. The AI, like human players, is an opportunist. If you happen to build a city right next to enemy military units, or if AI players see a poorly defended city near their military units, they are more likely to declare war than if your cities were defended and settlers were escorted. Close borders also spark tensions. Different religion is also a major cause of hostility. The AI can and does declare war even when there are mildly positive relations, so don't be too smug at your relationship score. You must defend your cities and resources. Even if you are not a warmonger, build a credible defense force. If your military is much weaker than your neighbors, you will soon find yourself in war. Anticipate attacks in advance. Is your neighbor massing catapults and swordsmen near your border? What are the stacked archer and warrior doing near your cities? Assume the worst, be observant, and be informed. Judge your enemy by their capability, not their words or relations.

BORDER CITIES
Beware of border cities without a large cultural buffer between other civilizations. In one game I had a brilliant idea to build the forbidden palace in a border city. Then while I was engaged in a war against the Mongols on the other side of my empire, Saladin declared war and conquered the city instantly with hordes of catapults, knights, and crossbowmen. Of course expensive cultural improvements are lost once a city is conquered. Don't put anything too critical in border cities, especially those without a significant buffer zone, and don't get too involved in constructing major buildings in border cities until you have them well-defended with strong contemporary units. Don't leave your back side exposed. And don't let success in the tech race come at the expense of national security.

STRATEGY
When starting a war, consider your objectives. What are your goals? Acquisition of specific resources or cities? Capturing a wonder? Total annexation? Or, if caught by surprise, would you be happy to get away with a white peace? Once you have determined your goals, come up with a strategic plan to get there. Make sure that your unit mix is balanced and well-thought out. More than once in my early games, I found myself besieging cities with large stacks of units but no catapults -- bad idea. What are you going to do about city defenses? Are their resources you can deny your opponent? Will you create a two or three pronged attack and exploit vulnerabilities? Will you land a horde of cavalry and catapults by his capital for a sneak attack after shipping them behind enemy lines? It is much easier to achieve objectives if you know what your specific objectives are and have a viable plan to achieve them. It's far more effective to have a plan and fine-tune it as needed while in process than to fly by the seat of your pants and make it up as you go along.

Also take time to consider your opponent's strategy...*especially* if playing a human. Look at your own empire and assess your own vulnerabilities. Is YOUR iron supply undefended? Could an enemy wreak havoc with a few knights shipped in to attack rear cities? Do you have rows of cottages in a border city ripe for plundering? If you were your enemy, what would you do? If your vulnerabilities are lost on you, be assured that they will not be lost on a competent opponent.

RESOURCE DENIAL
When planning a war, aim to take out key military and civilian resources. The resource screen shows you exactly what resources your opponents have. Some of the resources, like copper and iron, are essential for war. If you enemy has one source of iron and you fortify on that square with good defenders and pillage it, your enemy will instantly lose the ability to make swordsmen -- and many other units, unless he has a copper supply as well. No copper, iron, or horses? Suddenly your formerly formidable medieval opponent is back in the stone age and is able to produce only warriors and archers. A few strategic moves of this nature can turn the tide of a war.

Other special resources are worth pillaging also. If your opponent has large cities that are marginally happy or healthy, pillaging a few luxury or health resources can catastrophically damage commerce, tech speed, and productivity across his entire empire. Pillaging of specialty resources in this way has a far greater effect than the pillaging of cottages, since the effects are felt in every connected city.

TO PILLAGE OR NOT TO PILLAGE
Some argue for pillaging as many of your opponents cottages as possible in order to cause long-term damage to his research and economy. Against a superior or closely-matched opponent, this can be a good idea. However, it can be shortsighted if you have the upper hand.

If I am convinced that I have superior force and can take a city, I don't pillage cottages, mines, or watermills. Given how long cottages take to develop, I pillage them ONLY when I think that I am unable to take a city outright during the current war. As attractive as the quick gold from pillaging seems, it is trivial compared to having a long-term free revenue source that your opponent built for you -- adding insult to injury. Conquered cities will often have high maintenance due to their distance from your capital and the incremental augmentation of city number, and if they can pay their own expenses right off the bat, your warmongering will be much more economically sustainable.

DIPLOMACY
When evenly matched or over-matched, diplomacy plays an immense role. If the Mongols catch you by surprise and burn a couple border cities, what better way to pay them back than bribing their neighbors with tech or gold to declare war on them? Sure, they may have thought they were smart to exploit a momentary vulnerability when their keshiks found a lightly-guarded city...but finding themselves in a war on two or three fronts will wipe the smile off their faces and take the pressure off you. If I am caught by surprise in a war for which I am not fully prepared or do not want, I do not hesitate to trade prime techs to bribe allies to join on my side.

WoundedKnight
Nov 18, 2005, 08:42 PM
RELIGION - Continued

Founding cities of religion can become real cash cows in the mid and late game, IF you build the religion-specific wonder in the founding city. In a recent game where I aggressively spread Confucianism, over 30 40 cities were converted by the late of the game. I also discovered Taoism and subsequently captured the founding cities of Buddhism, Hinduism, and Judaism, giving me five of the seven world religions. Did I ignore my non-state religions, even though I planned to stick with Confucianism throughout the entire game? Of course not. I sent a great prophet to each city to build the religion-specific wonder. This accomplishes two purposes. First, it gives you free bonus income equal to the number of cities with that religion each turn. Second, it causes the autonomous spread of each religion from its founding city without even requiring missionaries. While I continue to aggressively spread my state religion with missionaries, the other religious capitals function as cash cows with progressively increasing revenue without requiring any other input or management.

Since founding religious cities generate a large amount of income, *regardless of the position of your financial sliders*, these are the best cities for building banks, markets, and grocers. I find that the Wall Street wonder is typically best built in the founding city of my state religion for an extra and substantial economic boost, since this will typically be the largest religion by the mid to late game (and thus the largest city economy).

As previously mentioned, I keep pumping missionaries out from 2-3 cities almost continuously through the entire game. This improves relations with neighbors, creates LOS to other cities, and generates money.

The financial and diplomatic benefits of missionaries are well-known, although the espionage benefits are rarely mentioned. When I am contemplating war with a nation, I will send a wave of missionaries to as many of their key cities as possible before my missionaries cross the border. This accomplishes two things. First, it provides invaluable intelligence information and allows one to assess which cities represent priority acquisitions as well as to get some idea of the strength, location, and composition of enemy armies. Equally importantly, missionaries of your state religion provide an instant cultural benefit to captured cities. After conquering a city that is not your state religion, you might contemplate building a library or theater -- which could take 50+ turns -- in order to expand the borders and to prevent the city from flipping back to an adjacent neighbor with strong cultural boundaries. However, if the city is already your state religion, it will automatically generate +1 culture/turn in addition to a +1 happiness benefit, expanding your borders within 10 turns and making your city much less likely to flip or revolt. The pre-attack missionary wave essentially adds the benefits of the creative trait to non-creative civs, in addition to its income, happiness, and espionage benefits.

GREAT PEOPLE - Continued

As the cost for great people increase throughout the game, diminishing returns are eventually reached. Later in the game, the cost of great people goes up and up, while the benefit of great people often declines, since the earlier you get great people, the longer they will benefit your civilization. However, your civilization should also increase in its capacity to generate great people over time, civics are chosen, as wonders are built and citizens are assigned as specialists. With appropriate tactics, many great people can still be generated even in the late game.

Every great person can cause either an instant benefit, provide a tech bonus, or add a long-term bonus to cities. The benefits must be carefully considered. In *most* cases, I prefer to use great people in a manner that augments the long-term productivity of my cities, although there are exceptional cases where great people are best used to rush a tech or a wonder.

Two types of great people present no-brainers for their use:

1. Great prophets. Before using great prophets in any other way, make sure that you have created the religion-specific wonder in any founding religious city under your control. If you have made any attempt at all to spread the religion, or of you are conquering the founding city of a religion that is widely accepted, this can produce massive financial benefits that dwarf virtually any other use of great people.

2. Great scientists. Use them to create academies in all of your top science cities. Which would you rather have -- an extra +6 or so science per turn in the city of your choice, or a 50% increase in science in a city that is already generating 50, 75, or 200 beakers per turn? Although the increase acts only on the base number of commerce points applied to research (before other modifiers are applied), a great scientist can result in massive research output for cities, especially in conjunction with other science improvements (library/university/observatory/Oxford University/etc).

For other great people, I usually prefer to join them to a city, with occasional exceptions as previously acknowledged.

Great artists. If you are going for a cultural victory, great artists are your friend. A very nice strategy for cultural victory on Monarch level, using great artists either by joining to a city or as "culture bombs" to titrate legendary culture among three cities is presented by walkerjks here: http://forums.civfanatics.com/showthread.php?t=138647

If you are not going for a cultural victory, I find that in most cases it is preferable to join great artists to border cities or captured cities instead of invoking the "culture bomb." Great artists produce +12 to +15 culture per turn, which is the equivalent of many cultural buildings (library = +2 culture, theater = +3, etc) and will quickly expand the city's borders -- in addition to any cultural multipliers the city may have (cathedrals, hermitage, civics, etc). In this way, you still continue to receive the commerce benefits of the great artist throughout the game, speeding your research and filling your coffers.

Great merchant. The great merchant is the ONLY great person that offers a food bonus (+1 food, +6 commerce appears typical). I prefer to join great merchants to high-commerce cities that focus on great people creation (the city with the national epic is often a great choice), since more food allows you to allocate more specialists, further increasing great people output.

Great engineers. As for great prophets, the surplus productivity is welcome. These often go in my capital or most productive city or cities. A city with ironworks makes a great choice for great engineer placement in the late game.

WoundedKnight
Nov 18, 2005, 08:44 PM
Relevant Screenshots

A few screenies from a recent pangaea/noble game using this strategy. The player is on the verge of a domination victory which could have been achieved far earlier, except that expansion has been limited to allow demonstration of specific points of mid-game strategy.

99 great people points per turn in the capital city with philosopical, pacificism, parthenon, mercantilism, national epic, and great library. This is still mid-game: not a single citizen has been allocated as a specialist beyond those automatically granted by mercantilism and the great library, and the statue of liberty has not yet been built. All of these except the last two apply to every city, so great people are popping up from around the empire every 3 turns or so.

The city is healthy, productive, and growing.

http://limhi.com/remote/image2.jpg

Allocating just two more specialists increases GP production to 153/turn, although the city would need more food supply to sustain this (I subsequently added 2 farms -- and biology).

http://limhi.com/remote/image4.jpg

A view of the founding city of Confucianism. The Kong Miao (sp?) is generating 44 gold per turn (i.e. 44 cities have adopted Confucianism) -- and then this gets a +200% modifier from economy buildings in the town (grocer +25%, market +25%, bank +50%, wall street +100%) With the financial slider on only 20%, the city is generating 189 gold per turn. If the financial slider were set on 0% (100% research), the city would still be raking in 144 gold/turn (132 from the Kong Miao + 12 from the great engineer, after building bonuses) This alone pays almost the entire city upkeep cost for the entire empire.

http://limhi.com/remote/image10.jpg

A picture of Thebes, which I captured from the Egyptians because it is the founding city of Buddhism. 27 cities have adopted Buddhism, so the Mahabodi gives +27 gold per turn -- plus a 100% modifier from a bank, market, and grocer, for +54 gold/turn.

http://limhi.com/remote/image9.jpg

A shot of York (founding city of Confucianism) and London (capital) shortly before Wall Street is completed in York.

http://limhi.com/remote/image5.jpg

World View

http://limhi.com/remote/image1.jpg

playshogi
Nov 20, 2005, 11:09 AM
Anybody still need to buy the strategy guide? ;)
In your 1st screenshot in post 14, I see two forest outside the city boundaries. You know, you can chop these, too, and get hammers. I always chop outside the boundaries first, especially on monarch, you need the health bonus for your city to grow.

Prince David
Nov 21, 2005, 05:47 AM
Excellent introductory guide. My only addition would be in the improvements section - farms are neccesary to get access to grains (rice, corm, wheat) and yield +2 food. I too am leaning away from farms in favor of cottages or later watermills.

Cottages can be "addicting" though - I thought I might put them up as a temp build until watermills/windmills came along, but by that time thay had grown and I couldn't afford to.

LeSphinx
Nov 21, 2005, 07:25 AM
Woo. researching Fibre Optics in 1790AD and only 3 turns to achieved !!
It's seems you have around 40 cities ?
What the ratio cities construct / cities conquered ?

LeSphinx

LeSphinx
Nov 21, 2005, 07:40 AM
Another question is seeing the screenshot uplink:
I see that the Orable is generating 16 Culture ?????!!!! The manuels says the oracle is generating only 8 culture.....
The same fort StoneEdge ....

Maybe as civ3 the cultral effect doubles after 1000 years... I do not know ?
Someone has an idea?
LeSphinx

Bunion
Nov 21, 2005, 01:48 PM
Excellent post, I used this strategy to win on Prince for the first time. I sort of got hemmed in early so I couldn't expand as much as I wanted to. I lucked on in my set up though, I had a small part of the continent to myself linked by a single tile wide hill to the rest of the continent so I built a fort and parked some troops on it and never had to worry about the computer.

You don't build as big of cities this way, but you never have to worry about money. By the end of the game I was making 100 gold with 100% research. Fast building city improvements is huge as near the end of the game you are researching techs far faster than you can build the various improvements they allow. Except for a couple of the earlier wonders I got them all, except hollywood and managed to found 3 religions.

wayneb64
Nov 21, 2005, 02:20 PM
A great piece of work here. One suggestion that would help me out greatly
is if you would reference the technology(s) needed for the improvement
upgrades and civics you reference early in the guide. The tech tree is rather
large and my biggest problem is figuring out what to research next.

i.e.
Windmills (requires blah) +1 Food, +1 Commerce
With blah civic (requires blah) +1 food
etc...

I realize the research path is very situational, but a nice order of the
'economy' path would be good to reference while going for the military
techs to stay alive.

I am midway thru a Noble game, kicking the computers butts with almost
double the best ones score, but still dont have State Property, and it seems
very important economically. My eyes glaze over every time I look at my
choices of what to research next. I want to see where all the key resources
are so I target, those, and I cant get behind militarily so those call out to me.

ChiefMatt
Nov 21, 2005, 03:07 PM
Great article WK, I have one question though about your suggested city specialization. What's the purpose of the culture specialized city? If you're going for a culture victory wouldn't it make more sense to spread those buildings out to the 3 targeted cities?

WoundedKnight
Nov 21, 2005, 09:57 PM
>I always chop outside the boundaries first, especially on monarch

Thanks for the tip; I didn't know this. Very useful.

>Woo. researching Fibre Optics in 1790AD and only 3 turns to achieved !!

The research you see here is actually slower than it would be because, playing as a philosophical civ, I canned state property and went back to mercantilism for the great people. Even with the Forbidden Palace and Versailles built, this added 127 in city distance maintenance, in addition to paying the relatively civic high upkeep of mercantilism and losing some trade revenue from the absence of any foreign trade routes. After inflation, I was paying between 220 and 250 a turn for the privilege of mercantilism. If I were to revert to state property, the tech rate would climb 10-15% -- but it's kind rather a mute point as the AI players are all about 15 techs behind. Plus I'm maintaining a large army that may be rather excessive: about 90 military units, which cost extra upkeep since I have pacifism.

>It's seems you have around 40 cities ?
>What the ratio cities construct / cities conquered

Let's see -- I have eliminated the Germans and Aztecs and conquered most of the Spanish (all but 2 cities) and all of the Egyptians but 1 city. 18 or 19 of the 40 or 41 cities have English names, so this suggests that the ratio of constructed: conquered is nearly 1:1. As I have nearly eliminated 4 rival civs, you can see that I constructed far more cities than any of my rivals -- putting my score at 2.5-3.0x theirs before the first war hit. Now after the wars it is approximately 5x.

>I see that the Oracle is generating 16 Culture ?????!!!! The manuals say the >oracle is generating only 8 culture..... Same for Stonehenge

Excellent observation. You are probably correct that it is likely an ancient wonder/tourist attraction like in Civ3. It does appear to be a real effect and is not related to cultural multipliers buildings as other wonders show their base cultural values while only the oracle and stonehenge have an increase. Probably an undocumented effect of CIV which other players will undoubtedly corroborate in time.

>One suggestion that would help me out greatly
>is if you would reference the technology(s) needed for the improvement
>upgrades and civics you reference early in the guide.

Thank you. Will try to get this in the next update.


>What's the purpose of the culture specialized city?

Specialist cities are generally not unique; I try to have about 3 military cities, several great people cities, etc. If you want a cultural victory, you need 3 cities. For a detailed strategy of how to consistently achieve a cultural victory on Monarch level, I recommend the thread of walkerjks here:

http://forums.civfanatics.com/showthread.php?t=138647

>farms are neccesary to get access to grains (rice, corm, wheat) and yield
>+2 food

I haven't commented on improvements needed for special resources, as I assume that the player will always build plantations for bananas, pastures for horses and cows, camps for deer, farms for rice, corn, wheat, without special note in the strategy guide.

I have noted that the yield of farms is +1 food, which increases to +2 with the biology tech...very late in the game. In the mid-game (pre-biology), windmills and watermills (only if you have state property for watermills) are a better alternative to farms as they offer the same +1 food bonus while also providing production and commerce (depending on your other techs).

LeSphinx
Nov 22, 2005, 02:17 AM
Thanks WoundedKnight for your replies.

Indeed, the privilege of mercantilism is at a very big cost! The bad thing is you can not have foreign trade routes. Have you check the difference with Free market. as you have around 40 cities, one foreign route for al your cities can boost your commerce and then indirectly your research /culture or gold according to your allocated rates.

I do not remeber which kind of victory you achieved with this game ?

Seeing the screenshot of your big great people factury, I generaly used (as describe in the forum the thread of walkerjks here: http://forums.civfanatics.com/showthread.php?t=138647) a mix of this strategy with only one kind of specialis in each cities PLUS some appropriate wonders generating same great people type of the specialist type you have in your city. THe effect is huge and you are not link with the lucky factor. If you want a Great artist, you will have a 100% chance of getting one!

LeSphinx

LeSphinx
Nov 24, 2005, 04:19 AM
WoundedKnight, I've played another game using a biggest empire as I almost do.
So I expand quickly by attacking my first neigboord.
I had a big problem with maintenance and distant costs. I suppose you build Versailles and Forbidden Palace verzy quick ? around which dates?

LeSphinx

Simetrical
Nov 24, 2005, 09:30 PM
If you are not going for a cultural victory, I find that in most cases it is preferable to join great artists to border cities or captured cities instead of invoking the "culture bomb." Great artists produce +12 to +15 culture per turn, which is the equivalent of many cultural buildings (library = +2 culture, theater = +3, etc) and will quickly expand the city's borders -- in addition to any cultural multipliers the city may have (cathedrals, hermitage, civics, etc). In this way, you still continue to receive the commerce benefits of the great artist throughout the game, speeding your research and filling your coffers.But say the GA produces +30 culture after everything's taken into account, a very generous estimate. It will take 134 turns for it to surpass the 4000 culture you could get instantly. Using more realistic estimates for (presumably less-developed) border cities, it will take 200+ turns for it to surpass the instant bonus. It thus seems to me that the culture bomb is almost always going to be preferable.

WoundedKnight
Nov 25, 2005, 10:50 AM
But say the GA produces +30 culture after everything's taken into account, a very generous estimate. It will take 134 turns for it to surpass the 4000 culture you could get instantly. Using more realistic estimates for (presumably less-developed) border cities, it will take 200+ turns for it to surpass the instant bonus. It thus seems to me that the culture bomb is almost always going to be preferable.

Remember that culture is just ONE aspect of great artists in a city. If your exclusive goal is culture, then do a culture bomb...but joining a great artist to a border city will adequately serve the goal of protecting your border of workable space and provide some buffer. Joining the great artist also adds a large ongoing commerce boost to a city (read: faster tech speed and more money) that is further augmented with specialty buildings (libraries, banks, etc). Border cities also often are high-maintenance (high distance maintenance and often high city number maintenance) and a GA can push them from balance-negative to balance-positive. For these reasons, I almost always prefer to join the great artist to a city rather than use culture bomb, UNLESS you are going for cultural victory or have an urgent need to get a huge amount of culture instantly (for example, a key strategic resource just beyond your city's reach that would come under your control with a "culture bomb").

>I do not remember which kind of victory you achieved with this game ?

Domination. This strategy is effective for most victory types: domination, conquest, spaceship (because of very fast tech and high productivity), etc. A culture victory requires some modifications that are addressed in walkerjks' thread previously cited.

>So I expand quickly by attacking my first neigboord.
>I had a big problem with maintenance and distant costs. I suppose you build >Versailles and Forbidden Palace verzy quick ? around which dates?

I often go for state property which makes both Versailles and FP irrelevant, but I build them in ASAP games when I play philosophical nations that want mercantilism (as in the screenshots I posted). These both affect only distance maintenance, not city number maintenance, and the effects are modest. In best cases, they only reduce my total city maintenance by about 25% (cutting distance costs to roughly half prior but leaving city number costs alone).

A more important part of the strategy is ensuring that economic development is commensurate with geographic expansion, allowing cities to grow in size and building as many cottages and other improvements with economic benefits (esp. watermills) so that your cities will pay for themselves and more.

If you expand suddenly and absorb a large number of AI cities, these cities of course will probably not be as well-developed with improvements like cottages and watermills as cities you have developed yourself. Therefore these cities may at first cost more than they bring in, until you have fixed them up with the appropriate improvements and the cottages have had time to develop.

Early war also poses some challenges for any strategy. If you insist on swallowing large neighbors very early -- before cottages in your home territories have become lucrative and before obtaining the techs and civics that increase their output have been discovered and adopted -- be aware that you may experience a big tech slowdown and some financial hard times.

While early war can offer some real benefits of productivity, it can hurt your tech and economy if your own economy is not sufficiently advanced. For this reason I am cautious about early war (My warmongering goes into full swing in the late middle ages -- as soon as I can get my hands on cavalry), although there are of course times when an early attack is too good to pass up.

I typically send workers in right behind my army in order to get cottage improvements growing ASAP. I also try to expand at a measured pace that allows development and economy to keep up. If you are absorbing a civilization nearly as large as yours, that will dent your expenses much more than absorbing one a half or a quarter of your size. It is also much easier to absorb cities later in the game than earlier.

Gunner10
Nov 27, 2005, 08:08 PM
Wonders

Interestingly, unlike CivIII, wonders seem to expire when YOU get the expiring tech, not when your neighbors do. So I sometimes try to hold off on trading for the calender tech until all my cities have experienced border expansion from stonehenge,



WoundedKnight, that is INCORRECT. I'm positive that in Civ III it only mattered when YOU got the tech that made your wonders obsolete. You're thinking of Civ I, where that was definitely the case, and (maybe) of Civ II.

Otherwise, absolutely terrific guide - my hat goes off to you!

One other question: I've come across a couple of mentions that railroad increases production of tiles in some cases, i.e. lumbermill. However, none of that is mentioned in the manual or civilopedia. Could you please confirm the exact details on that?

Riothamus
Dec 08, 2005, 07:49 PM
WoundedKnight, that is INCORRECT. I'm positive that in Civ III it only mattered when YOU got the tech that made your wonders obsolete. You're thinking of Civ I, where that was definitely the case, and (maybe) of Civ II.

Otherwise, absolutely terrific guide - my hat goes off to you!

One other question: I've come across a couple of mentions that railroad increases production of tiles in some cases, i.e. lumbermill. However, none of that is mentioned in the manual or civilopedia. Could you please confirm the exact details on that?

Nah, I'm pretty sure that in Civ III, it mattered when any civ got the tech.

But yeah, nice guide WoundedKnight.

Lullaby
Dec 09, 2005, 04:31 AM
Nah, I'm pretty sure that in Civ III, it mattered when any civ got the tech.

It was definitely when you got the tech. Else the usual Great Lib slingshots wouldn't have worked.

Civthing
Dec 10, 2005, 02:06 PM
I've also seen the "tourist attraction" part pf the culture on regular buildings as well. Either that or I'm missing something big in the culture department :blush:

107052

There, you see the Library producing 4 culture when it should make 2.

The Temple, Temple of Soloman, Kashi, and Stonehenge are also all making double culture.

Civthing

DaviddesJ
Dec 10, 2005, 02:12 PM
One other question: I've come across a couple of mentions that railroad increases production of tiles in some cases, i.e. lumbermill. However, none of that is mentioned in the manual or civilopedia. Could you please confirm the exact details on that?

All of that information is in the terrain/improvements guide, in this same forum:

http://forums.civfanatics.com/showthread.php?t=144029

lastchance
Dec 11, 2005, 02:22 AM
A few things I would like to point out:
Slavery is incredibly underrated here. That happiness cap can be hit very early and very quickly in the early game, where warring is also the most effective, and Caste System + Emancipation aren't going to be there yet. Food + Granary + Slavery = war machine, which is enough to win the game right then and there.

Religion is important because of the happy and culture, plus Temple + monastary for priests and prophets, not because of relations from neighbors. You only need one or two real friends, and you don't need to have same religion, if they're not that type of evil religious civ.

Also, there should be a section on trade routes. In the early game, it's about 1 or 2 commerce per turn, per city, but once you meet neighbors and get astronomy for trade through seas, you can get about 2 or 3 trade routes each pumping 4-5 commerce per city, which pretty much pays for your research. Also, your yield will be much higher in coastal cities with harbor.

DaviddesJ
Dec 11, 2005, 04:33 AM
Slavery is incredibly underrated here. That happiness cap can be hit very early and very quickly in the early game, where warring is also the most effective, and Caste System + Emancipation aren't going to be there yet.

But isn't enslaving your citizens just going to make your happiness problem even worse? I haven't used Slavery enough (not at all) to know exactly how much unhappiness it generates, but, I was under the assumption that it would be a big problem.

lastchance
Dec 11, 2005, 05:05 PM
It's -1 for 10 turns, and it's a decently big problem, but when you already have hit your happiness cap or exceeded it, it's a nice way to gain troops/needed infrastructure.

Also, I'm a big fan of the BW rush with Axeman, and Slavery + Chopping greatly increase the strength of any early game rush.

It's much more situational than chop is, but I think it's a very strong rush.

DaviddesJ
Dec 11, 2005, 05:36 PM
It's -1 for 10 turns, and it's a decently big problem, but when you already have hit your happiness cap or exceeded it, it's a nice way to gain troops/needed infrastructure.

Is it -1 for each population sacrificed, or -1 for a single rush regardless of how many population it costs?

lastchance
Dec 11, 2005, 11:08 PM
I believe it's -1 per rush.

Kaleb
Dec 13, 2005, 06:45 AM
One other question: I've come across a couple of mentions that railroad increases production of tiles in some cases, i.e. lumbermill. However, none of that is mentioned in the manual or civilopedia. Could you please confirm the exact details on that?

Railroad gives +1 production on squares with a mine or a lumbermill.

Early war also poses some challenges for any strategy. If you insist on swallowing large neighbors very early -- before cottages in your home territories have become lucrative and before obtaining the techs and civics that increase their output have been discovered and adopted -- be aware that you may experience a big tech slowdown and some financial hard times.

too right!

am busy fighting a war of attrition with my neigbours the Aztecs. I am the Persians and wanted to see if Immortals were as effective at the early rush as some people say they are.

After making some quick early progress I got slowed down taking Monty's second city and am now after his capital. Got his last unit down to 0.0 health (!!!!) but he survived, and has managed to re-garrison a few more archers. So annoying.

I am sure to beat the Aztecs but it is taking much longer that I had wanted and I am having to miss out on organised religion or drop my tech to 50%! I am not losing out too badly compared to the Germans and Mongols who are next to me but I am worried about civ's further afield who may be bounding ahead of me.

what I would say is: only do an early rush to take a specific city/resource near your empire. or wipe out an opponent that you can destroy quickly (it normally takes longer than you think!).

I have found that the key to being able to win a war quickly is CATAPULTS (which I am only just now producing and really missed) they enable you to reduce city fortifications and one you've done that thrown them in like sacrificial lambs to do some collateral damage and soften them up for the rest of your troops.

This means your hard-hitting troops (especially swordsmen) are more likely to survive and gain experience, making them progressively more effective as you go on to further cities.

It is also worthwhile bringing in cavalry with flanking upgrades as they can often be good at softening up defenders without getting themselves killed in the process...

otherwise wait for middle ages!!

Nero's Wraith
Dec 14, 2005, 04:58 AM
Solid and comprehensive strategy guide, WK. This is very similar to the style I play, and I have a few comments.

1) The Bureaucracy civic gives +%50 percent commerce, not gold, and I value it highly and think you should too. Because your capitol is usually your most well developed city with the most commerce, I find that it is not until the late game that I have enough towns in other cities that free speach is better for commerce. The hammer bonus are not a big consideration for me on when to switch, it is nice but not the reason to stay Bureaucratic.

Aside: rather than counting town #s in a large empire, multiplying by 2 and comparing that to my 1/2 my capitol's comerce (times building bonuses) and making the decision to switch, I save, change, compare and reload (if uneeded). I know this is lazy and may be considered cheating by some, but it's quick and easy, and if you do it during peace time is unlikely to give you "cheat gain."

2) I think it is usefull to think of the cottage-spamming that is central to your strategy in terms of the city specialization concept that is so widely discussed. You are essentially specializing almost all of your cities as comerce cities. You only need 1-3 GP generating cities generally, so everything else is production or commerce. Which is better? In single player (at least at levels monarch and below), research >> production because the advances that research gets you trump obsolete units or an extra building or wonder.

3) I think you have undervalued early war. Of course, everything CivIV is situational, and if you have a lot of land to settle then forgoing the Ancient Era war is fine. But, if you start close to 1 or 2 opponents or on the same continent, an early war or two can get you cities at a cheaper production cost than settlers. This is particularly effective with the Inca's UU, but I have used early axmen with other civilizations (obviously dependant on copper, though chariots or chariot UU could be used if you have horses) to the same effect.

Treat your Axmen or UUs as cheaper settlers, chop-rushing a barracks and then 5 or more to go take your neighbor's stuff. At prince and noble he may not even have a 2nd city if you are fast. As long as you keep a 2+ to 1 ratio of attackers to defenders you should be able to win without trouble against a computer, and as long as it's cheaper than settling cities yourself is a good idea. Often, I will be able to destroy 2 civs completely(gaining 2 capitols, maybe a couple of smaller cities that made it to 2 population, and some workers) before it becomes more profitable to settle.

War wearines appears to have an inflation factor, though I have yet to figure out how this works, but as long as you take a break between wars (if fighting more than 1), these early wars tend to go quick enough that there is *no* happiness effect (again, at least on levels monarch and below). There are a number of consequences to this quick warmongering which effect strategy:
A - Bigger capitol and early cities, as they grow while making units. Value of slavery up, as is importance of luxery resources, religion,etc.
B - Bad relations with neighbors you didn't finish off. Usually not a big deal because you still have a big army, and the computer knows it. No relations with civs you destroyed. May be harder to tech trade, so decreases value of Alphabet.
C - Don't get to place captured cities. While the capitols you capture will usually be in prime spots, as a whole may differ from a "perfect" divying up of the land.
D - More maintainence earlier. This is the biggest impact. On noble this can mean a momentary dip in your research lead and at higher difficulties longer until you reach tech parity (and then tech superiority). You will be running at a lower research % (often even into the mid and mid-late game), but you will have a bigger empire and will still research as fast or faster once your cities start to develop. Code of Laws for courthouses increases in value, as does Alphabet for profitable tech trading.

This is getting long, so I'll leave it at that. WK I'm interested to hear more about your tech prefrences, particularly when to go military vs. economic, for a building/wonder tech vs. improvement/increase tech(lots of overlap, but Electricity, Replacable Parts for example), and depth vs. breadth issues.

jsol5
Feb 16, 2006, 05:03 PM
Tagged for future reference.
In the 'thread tools' menu, choose 'subscribe to thread' rather than spam in it to 'tag' it.

qwestion2
Feb 18, 2006, 09:14 PM
I love yur tips staategy thingy but u fergot ms koo is an important resource!

Kenji
Feb 19, 2006, 09:22 PM
LEARN THE RULES
Philosophical + Pacifism + National Epic = 300% great people points, with 400% in the city with the national epic. And so forth.


how to build 2 national epic ? :P

Dick Fosbury
Mar 14, 2006, 12:07 AM
Thanks for keeping me up AFTER playing. Just what I needed.

mikezang
Mar 14, 2006, 07:18 PM
Hi, WK, do you plan to put your guide in doc file? I think it is cool strategy guide for civ4.

RemoWilliams
Mar 21, 2006, 09:23 PM
I'm surprised you didn't even use the word "Kremlin" in your guide. I've found Universal Suffrage + Kremlin + Towns to be pretty much unbeatable, on Noble. You can build units and buildings for less than their hammer cost, after the first turn.

It's just unfair to be able to build a tank in every city every 2 turns. The tradeoff, of course, is that you have to turn down research to be able to pay for it. One good solution is to go kill anybody who is ahead on tech with all your tanks.

Of course, that's if you like to keep the game going for a while, like I do.

Anyway, having said that, your strat guide is <b>very</b> solid! I've read it several times now, because I didn't really get everything when I first started playing, and as I've gained experience I've read through it again, and picked up more useful info each time.

One small critique: maybe you aren't giving enough credit to the Spiritual trait? I think it's an all around good trait. For diplomacy, you can switch to rivals' civics, get them to declare war, and switch back. For warmongering, you can switch to the expensive war friendly civics for awhile, and switch to something else while at peace. You'll never use strategies like this if you don't have Spiritual, because you can't afford the anarchy, which might make you miss out on how good it can be when used to its full potential.

migthegreek
May 26, 2006, 03:13 AM
In the Wonders section, you said 3 Gorges Dam gives power to all cities on the continent near a river... it gives power to all cities on the continent, but you can only build the Wonder in a city near a river.

The Tyrant
May 27, 2006, 01:40 AM
Does anyone know where WoundedKnight is? His profile shows his last post was almost four months ago. Three weeks ago I PM'd him and still haven't received a response. I think his strategy guide is great, and it should be included in the War Academy (http://forums.civfanatics.com/showthread.php?t=172188). It needs only a little updating to be current with the latest patch, but if WoundedKnight has left the forums it looks like it won't be updated. Anyone know him well enough to contact him outside the forum?

WoundedKnight
May 31, 2006, 07:25 AM
Sorry. I've moved and have been out of town a lot, and had stopped playing CivIV for a while. I have just installed the latest patch and need to get up to speed. Will certainly try to get out an updated version. Thanks to everyone for the feedback, suggestions, and tips. -WK

Arithmomaniac
May 31, 2006, 08:22 PM
Hi, WK, do you plan to put your guide in doc file? I think it is cool strategy guide for civ4.

How about that, and a PDF version too?

Word File (http://www.civfanatics.net/uploads11/civguidedoc.zip)
PDF w/pictures (http://www.civfanatics.net/uploads11/civguidepdf.zip)

WoundedKnight
Jun 01, 2006, 06:49 AM
Thanks, Arithmomaniac. Very cool. How do you put a document in PDF format?

It looks like the patch will require some minor revision of strategies.

Perhaps the most significant patch change relevant to this guide is that chop rushing is no longer as effective - down to 20 hammers per tree, with the number you get further decreasing based on distance from the city, and mathematics adding +50%.

Many of the civics have been extensively tweaked - especially with regard to upkeep cost. For civ attributes, financial has been slightly weakened (no bank building bonus - not a major drawback overall) while expansive has been scaled up (+3 health bonus, making it a big asset on higher difficulty levels).

I'm going to have to do some play-testing to assess what strategy modifications may be needed. It will probably take me about a month from start to finish.

MazX_TheDog
Jun 01, 2006, 08:43 AM
Very helpful thread, I can't wait for an update.

Arithmomaniac
Jun 01, 2006, 01:53 PM
Thanks, Arithmomaniac. Very cool. How do you put a document in PDF format?

Depending on which word processor you ue, there are two ways. if you use Openoffice Writer (http://openoffice.org), open a document, and go File>Export to pdf.

If you use regular word, try PDFCreator (http://sector7g.wurzel6.de/pdfcreator/index_en.htm), an open-source project that creates a virtual printer on your hard drive that, instead of printing pages, "prints" PDFs.

WoundedKnight
Jun 08, 2006, 09:06 PM
After many hours of playtesting with the new patch, here is an extensively revised version of my strategy guide. I haven't proofed this extensively, and apologize if there are any typos or errors.

The reader will note some rather dramatic changes from my initial guide. Some of the key changes include, but are not limited to:
1. Upgrading the organized trait, and downgrading philosophical
2. increased use of farms and focus on growth, in addition to judicious use of cottages
3. Civics: Upgrading representation, organized religion, state property. Downgrading caste system and pacifism.
4. Wonders: upgraded pyramids (for representation), great library
5. Starting strategy: downgraded chop-rushing slightly with greater emphasis on local resource development as competing or complementary strategy due to weakening of chop-rushing in patch.



WoundedKnight's Civilization IV Strategy Guide (Revised)
Revised PDF and DOC Version by Arithmomaniac using OpenOffice
(Updated 6/8/06 by WoundedKnight)



Table of Contents Page
2
Learn the Rules 2
Civilization Selection 2
Leverage Your Strengths 3
Religions 3
City Placement 4
Civics Guide 6
City Improvement 8
Specialization 10
Wonders 12
Great People 13
Chop-Rushing 15
Technology 16
Military Strategy 17

LEARN THE RULES

The best-spent two hours for my CIV strategy skills was spent pouring over the civilopedia to understand the rules, the tech trees, improvements, units, etc. It's much easier to do well if you have a clear strategy and know where you want to go. For example, some techs offer bonuses to the first discoverer: a free great person, a free great tech, or starting a religion. Obviously these techs are generally a priority to get first, while others with benefits that are not time-sensitive can wait or be picked up in trade.

MAP CHOICE

The choice of maps can have a major impact upon gameplay, and therefore upon the strategy you may choose to adopt. For example:

Continental and archipelago maps promote early isolation of civs into 2-3 large groups (continents) or even individual civs (archipelago). Your continent or island may not have access at all to key resources like stone, marble, horses, and iron, which can make your construction or military plans more difficult. It is also more difficult to keep your population happy, as your island or continent may contain only 2 or 3 luxury resources. Your tech rate will also be slower, because there are fewer partners to trade with. On continent maps, I often find myself having to research mundane techs like archery or animal domestication because there are not enough proximate AI players to become a reliable tech broker. On the plus side, these maps can provide for a more interesting late game than Pangaea maps by allowing longer buildup of your competitors and preventing them from being weakened or destroyed in early-game rush. Naval combat adds an interesting element that Pangaea or large land-mass players do not fully experience. The early isolation makes it easier to stay at peace throughout the early era, or to isolate and crush enemies on your starting island without other players interfering.

Maps with a large amount of land and little water (oasis, highland, lakes, etc) pose major long-term barbarian challenges. There is so much land that the barbarians continue to arise from territory covered by the fog of war until late in the game. Defending your cities requires extra effort on such maps. On the plus side, you may be able to capture a city or two from the barbarians.

Pangaea and other land-mass maps offer predictable early availability of all tech-appropriate resources, although you may have to fight for them. However, such maps can be less interesting if the player becomes very dominant in the early or mid-game.

Maps with strange geometric land arrangements like inland sea result in high city upkeep costs for an expanding civilization, as distance arrangements between your cities are often not optimal due to geographic constraints.

Large land mass games provide more competitors, and therefore reduce the player’s chance of winning the religion, tech, or wonder race. On a standard map or smaller on balanced (noble) difficulty, a player without religious techs can often still beat the AI players to Hinduism and/or Judaism. On large and huge maps, chances become slimmer. There are few things as frustrating as spending 20 or 30 turns working on constructing a wonder in your most productive city only to have the AI finish it 2-3 turns before you do.


CIVILIZATION SELECTION

The decision as to which civilization to play as is an individual one. Traits have various strengths and weaknesses:

Financial: All-time favorite. Once you get cottages and watermills working, this will gain you +1 extra gold for almost every square being worked in your city radius. This is a huge advantage, when combined with appropriately widespread cottage building, allows the player to maintain a high tech rate even with expensive civics, a large army, and a large empire. Nonetheless, these benefits are not experienced until you have developed a certain city infrastructure and developed your terrain, usually in the classical or late ancient era.

Organized: The recent patch has done much to enhance the value of the organized trait. Many civics have become significantly more expensive. I find that civic costs now typically cost 33-66% of city maintenance costs depending on civic settings, averaging about 50% for me. In the late game, after a player changes to state property civic to eliminate distance maintenance costs, civic costs are often double city maintenance costs. Because of inflation that increases in the late game, the costs are often even more than they appear. Organized offers a huge benefit by reducing these costs in half. Organized is especially useful because the player receives its benefits throughout the entire game without any effort or development, and the significant savings are always welcome. This can easily add at least 10% if not 20% to the tech rate. Cheap courthouses help you to reduce expenses even further.

Philosophical: +100% GP. Synergistic with the religious civics (Pacifism - +100% GP rate) and the national epic (+100% GP in the city of your choice), as well as mercantilism, national epic, statue of liberty, etc. Optimal utilization of the philosophical trait requires a heavy wonder-building play style. The high costs of wonder construction consume the resources of your most productive cities that could otherwise be devoted to conquest or expansion. This is therefore not an ideal trait for warmongers. On harder difficulty levels, philosophical may be less useful than on noble, as it will be difficult to utilize the benefits unless you are able to win the wonder race. The philosophical trait received a substantial, although indirect, bonus from the patch, as wonders continue to give GP points even after they expire. If you have philosophical trait, you will get twice the points from your expired wonders as non-philosophicals.

After playing with the philosophical trait extensively, I have found it to be much less useful than I initially believed. Unfortunately, double the GP points does not mean double the number of GPs. A point of diminishing returns is encountered with each GP costing more and more points (5 GPs = 1,500 points, 10 GPs = 5,500 points, 15 GPs = 12,000 points, 20 GPs = 21,000 points, 25 GPs = 32,500 points, 30 GPs = 46,500 points, 35 GPs = 62,000 points, 40 GPs = 82,000 points). I find that it is still possible for a non-philosophical civ to do quite well in the GP race, because there are many ways for non-philosophicals to enhance GP generation making the advantage of the philosophical nation even more tenuous (national wonder, Parthenon, statue of liberty, pacifism, mercantilism). Philosophical is definitely a fun trait, but I think that stronger traits are available.

Expansive: +3 health per city in the patch. With the exception of cities located in flood plains, happiness is initially more limiting for city growth than health at almost all levels, but as the game progresses, numerous wonders, civics, buildings, etc. increase happiness, but there are relatively few ways to increase city health. Cheap granaries are one of the most useful building bonuses and offer early and predictable benefits across all difficulty levels. Expansive is useful only at specific times during gameplay, namely, when your city growth is limited by health, or while building granaries. As these are relatively narrow circumstances (although very important ones), I tend to prefer traits that offer more consistent benefit. If you find you continue to run into problems with city health, pick expansive. However, many of these issues can be remedied with good city placement, resource development, and construction of appropriate buildings.

Industrious: A nice trait, as the wonders you get with +50% build speed can duplicate many other civ traits. Half-price forges are great also because they increase your productivity, and for non-industrious civs they are quite expensive. However, the ability of any player to quickly build wonders by "chop-rushing" (described later) undermines some of the value of the industrial trait. Considering philosophical vs. industrious? Industrious makes it easier to get wonders, while philosophical makes the ones that you have more valuable. Industrious is particularly useful on higher difficulty levels when the player needs a more compelling edge in order to have any real chance of beating the AI to wonders.

Aggressive: A great trait for the warmonger. While experience can be given by buildings, civics, and wonders, a free extra promotion for melee and gunpowder units is great -- especially for barracks-trained units with a couple of levels to boot. More and more experience is required to get more bonuses (2/5/10/17/etc), and so having a free promotion that doesn't set you back at all in the XP quest is good. Since the promotions become more and more powerful the higher in level you go (+20% city attack, +25%, +30% with an extra +10% vs gunpowder units, etc...cumulative!!!), having an extra promotion can result in a huge amount of extra military power, especially if you have planned well to take advantage of other sources of experience. If you want an early domination or conquest victory, aggressive is an excellent choice. Aggressive provides no bonuses to many key unit types: archery, cavalry, tanks, aircraft, and ships, and so the aggressive trait requires an early attack style to flourish.

Spiritual: One of the weakest traits IMO. No anarchy, while nice, is of little benefit as I only change civics 5-6 times in a game (I try to change 2 or 3 at a time at times when several important civics are discovered in close time proximity). Cheap temples? Temples are cheap anyway and have fewer benefits than many other buildings.

Creative: +2 culture has significant benefits in the early game, but few in the late game when cities have more culture than they know what to do with. How many times have I conquered a city only to have it flip to a closely adjacent neighbor? How many times have I built cultural improvement (theater, library, etc.) in a conquered city for the exclusive purpose of generating culture (and, sometimes failed), when a creative civ would not have had to worry at all? The automatic expanding cultural radius can be very valuable in expanding in the early game and blocking off large amounts of territory for your later development. While cultural's benefits are mainly in the early game, the benefits can be substantial. I prefer to get industrious instead and build Stonehenge for your early culture (although this expires -- soon -- with calender), the benefit of creative is still significant.

In sum, I think that spiritual and creative are the two weak traits of CIV. The other six traits are all good in the appropriate situation, with financial and organized representing excellent traits with wide utility across many playing styles, and the others offering specific benefits that require specific playing styles to shine.

My favorite leader for a standard (noble) game is Washington (American) – Financial/Organized. Other great leaders include English (Victoria) – Expansive/Financial, English (Elizabeth) - Philosophical/Financial, Chinese (Qin Shi Huang) - Industrious/Financial, Peter (Russia) - Expansive/Philosophical. If you are playing on a higher difficulty level, traits that offer immediate, consistent benefit like expansive, aggressive, and industrious may serve you better than traits that bloom only with cultivation like financial or philosophical.


LEVERAGE YOUR STRENGTHS

It's important to make the most out of your advantages by drawing upon the synergy of civ traits, civics, improvements, and buildings and wonders. For example, it would be silly to get the aggressive civ trait and fail to build barracks. Synergy can be very powerful when you combine substantial bonuses in the same area from multiple different sources. Aggressive (free combat I promotion for melee and gunpowder units)+ barracks (+4 experience for all new units)+ pentagon (+2 experience to all units civ-wide) + theocracy (+2 experience for all new units), police state (+25% military production speed), + West Point (+4 experience for all new units) and Heroic Epic (+100% military production speed) = +125% military production speed pumping out units starting with 12 experience points (3 promotions) in addition to combat I in the city with West Point/Heroic epic, and 8 experience points + combat I at a 25% bonus production speed in all other cities with barracks. An initially mediocre unit with 3 city attack promotions (+20%, +25%, +30%) receives a +85% bonus against cities – a massive boost against even strong defenders of technological parity. Philosophical + Pacifism + Parthenon = 250% great people points, with 350% in the city with the national epic. And so forth.

It is also important to try to compensate for your disadvantages. For example, if I am not playing an expansive civ (or even if I am), I try to build cities on rivers as much as possible for the +2 health bonus, even at a slight productivity hit.

RELIGIONS

As in the real world, religion can be one of the most uniting or dividing things in CIV. While gifts or insults have only minor benefit on relations (+/-1, rarely more than +/-2; religion can have a huge impact on relations -- seeing +/-4, +/-6 from religion are common. Religion is by far the biggest factor in relations in most games. It seems to be something in the range of +1 relations for every city of your religion in your opponent's land, +1 or 2 if your religion is their state religion. Therefore, pumping out missionaries to convert your neighbors in the good times is as important for the security of your empire as maintaining a powerful military. I try to keep one city pumping out missionaries of your religion the entire game, providing both relationship and economic bonuses.

Consider getting an early religion (Hinduism or Judaism) or, if going for a chop-rush settler push, one or more of the later ones (Confucianism, Christianity, Taoism, Islam). In any case, try to pick up as many of the later ones as I can in order to keep friends friendly. A friendly neighbor who has previously converted to your religion but subsequently discovers Islam can suddenly decide that you are a pagan who must be cleansed from the earth. Besides, some of the religion techs (like Divine Right, Islam) offer cool wonders.

Founding cities of religion can become real cash cows in the mid and late game, IF you build the religion-specific wonder in the founding city. In a recent game where I aggressively spread Confucianism, over 30-40 cities were converted by the late of the game. I also discovered Taoism and subsequently captured the founding cities of Buddhism, Hinduism, and Judaism, giving me five of the seven world religions. Did I ignore my non-state religions, even though I planned to stick with Confucianism throughout the entire game? Of course not. I sent a great prophet to each city to build the religion-specific wonder. This accomplishes two purposes. First, it gives you free bonus income equal to the number of cities with that religion each turn. Second, it causes the autonomous spread of each religion from its founding city without even requiring missionaries. While I continue to aggressively spread my state religion with missionaries, the other religious capitals function as cash cows with progressively increasing revenue without requiring any other input or management.

Since founding religious cities generate a large amount of income, *regardless of the position of your financial sliders*, these are the best cities for building banks, markets, and grocers. I find that the Wall Street wonder is typically best built in the founding city of my state religion for an extra and substantial economic boost, since this will typically be the largest religion by the mid to late game (and thus the largest city economy).

As previously mentioned, I keep pumping missionaries out from 2-3 cities almost continuously through the entire game. This improves relations with neighbors, creates LOS (line of sight) to other cities, and generates money.

The financial and diplomatic benefits of missionaries are well-known, although the espionage benefits are rarely mentioned. When I am contemplating war with a nation, I will send a wave of missionaries to as many of their key cities as possible before my military units cross the border. This accomplishes two things. First, it provides invaluable intelligence information and allows one to assess which cities represent priority acquisitions as well as to get some idea of the strength, location, and composition of enemy armies. Equally importantly, missionaries of your state religion provide an instant cultural benefit to captured cities. After conquering a city that is not your state religion, you might contemplate building a library or theater -- which could take 50+ turns -- in order to expand the borders and to prevent the city from flipping back to an adjacent neighbor with strong cultural boundaries. However, if the city is already your state religion, it will automatically generate +1 culture/turn in addition to a +1 happiness benefit, expanding your borders within 10 turns and making your city much less likely to flip or revolt. The pre-attack missionary wave essentially adds the benefits of the creative trait to non-creative civs, in addition to income, happiness, and espionage benefits.


CITY PLACEMENT

The placement of cities is always one of the most important strategic decisions. I will gladly place a city at significantly further distance from my capital if it results in acquiring special resources or monopolizing a location that is of prime strategic or production value. Many specialty resources offer benefits for your entire civilization, and so the race to control luxury, health, strategic, and bonus resources is a key factor in city placement. Whenever possible, I build cities on rivers, and try to get at least one special resource (of any kind) within range. Of course this is not always possible (especially on unusual or specialty map types), but if you repeatedly find that you are having trouble making your cities happy and productive or are failing to acquire important resources, perhaps it is time to reevaluate your city placement. Controlling strategic passes or "choke points" with cities is also valuable -- if you can block off your enemies from chunks of unsettled land and then fill it in later, that is a bonus, although the geography doesn't always accommodate this.

Buildings

Some buildings I like to build everywhere, whereas others I build only in specialized cities, or in any city when there is a natural opening. Buildings I like to build as much as possible include:

First Tier
granary
lighthouse (for coastal cities)
library
aqueduct
forge

Second Tier
harbor (if applicable)
temple
theater
market
grocery
university
laboratory
factory

The build order of course varies depending on the needs of each city, but generally I get granaries and forges as early as possible everywhere, and theaters first in conquered cities (to prevent culture flipping), and others as the situation dictates. It is hard to go wrong with a library almost everywhere because of the commerce bonus and the culture to expand your borders.

Be careful with buildings that harm city health. In particular, avoid building coal plants, as this subtracts two health and seemingly cannot be removed, even if the city develops alternative power sources. The three gorges dam wonder provides power to all cities on the continent, and cities along rivers can use hydro power. While laboratories increase research by +25%, they also detract from health (-1), and you may not need laboratories everywhere at the very late stage in the game at which they become available – constructing them in a few top research cities may suffice.

Commerce, Research, and Gold

Squares with or without improvements produce *commerce*. This commerce can then be used to fund research, culture, or turned into gold. Improvements (towns etc) and the financial trait actually give you commerce, not gold. The distinction between “commerce” generally and “gold” specifically is somewhat confusing as they sometimes use the same gold coin icon.

Then the benefit of city improvements depends on both your base commerce and your sliders. Say you have a small city producing 10 commerce, and your research slider is on 80%, with 20% going into finances. A library (+25% research) will give you an extra 2 beakers (base research = 80% of 10 = 8, 25% of 8 = 2 more). A grocer, however (+25% gold) would seem not to have any benefit to an economy this small (base gold = 20% of 10 = 2, and 25% of 2= 0.5, rounded down to zero).

Now of course there is some gold *outside* of the commerce system: namely, gold generated by religious buildings. Specialist gold goes directly to finances and is not general "commerce" that can be converted to research.

In other words, the benefit of the improvements depends highly on the position of your sliders. If you played with research on 20% and money on 80%, obviously the financial improvements (market, grocer, bank, etc) would be more valuable. Since in most games however research plays such an important role, science improvements tend to offer greater benefits.

Inflation

Inflation is not covered anywhere in the civilopedia or manual that I can find, but it is an important expense. Inflation can go up but never seems to go down over the course of a game. Inflation increases over time at a steady rate, regardless of spending breakdown. Inflation cannot apparently be controlled; it inevitably increases as the game progresses.

Inflation adds an additional percentage to your expenses, including:
civic upkeep
city maintenance (distance and city number)

This percentage can get quite high. If your expenses are 100 per turn and your inflation is 30%, your final cost is 130 gold. The organized trait has at least some advantage here, because it is saving "pre-tax" rather than "post-tax" dollars. In other words, if your civic upkeep were 50 and inflation were 0%, the organized trait would save only 25 gold (50% of final upkeep), but if inflation were 40%, your real savings are 50+20 (40% of 50) = 70/2, or 35 gold.

WoundedKnight
Jun 08, 2006, 09:07 PM
CIVICS GUIDE<