View Full Version : England Tactics


bhavv
Sep 19, 2010, 08:55 PM
I love ranged combat, and I love navies, so In Civ V England is going to be my favorite Civ.

Well, I also love Wonders too, who doesnt? But Ramesses seems a bit lame to me.

In Civ IV, I used to mainly play as Hannibal with the Great Lighthouse and rapid coastal rexing. In Age of Empires II, I used to love playing as the British and using those powerful Longbowmen. England in Civ V combines both of these playstyles into one Civ, its about time that a strategy game finally did this.

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England - UA - Sun Never Sets - +2 movement for all Naval Units. UUs = Longbowman and Ship of The Line.

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Tactics for England

Firstly, the Great Lighthouse is YOUR wonder. It will help to vastly improve your navy even more, adding +1 movement and +1 sight for all naval units.

The Commerce social policy tree is the most important for England. The key bonuses are +25% gold in your capital, another +1 move and +1 sight for naval units, and +3 production for coastal cities.

Great Merchant Economy

(Adapting from my Civ IV tactic with Hannibal - This was just hax in Civ IV because each GM gave +1 food and +6 gold when settled in your capital. After you popped and settled a bunch of GMs, you would end up with a tonne of surplus food and capacity to run lots of Merchant specialists giving you a super food and gold city).

In Civ V however, great merchants will be vastly different. They can no longer be settled to provide that food and gold boost, and have three functions - construct a customs house on a tile for +4 gold, create a trade mission to a city state for a huge gold boost, or start a golden age. To synergise with commerce's +25% gold in the capital, you could try surrounding London with custom houses, and also add a market, bank, and stock exchange as soon as they become available. Alternatively, you can send them off into city states to conduct trade missions and earn large lump sums of gold.

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How do you get Great Merchants?

Build a Market, Bank and Stock Exchange in London, run as many Merchant Specialists as you can.

The Great Lighthouse starts you off towards your Great Merchant economy by giving you +1 GM point. Big Ben reduces hurry costs in cities by 25%, and produces +2 GM points. The Pentagon reduces upgrade costs by 50% and provides another +2 GM points. These are your three crucial wonders to guarantee naval superiority and to generate lots of Great Merchant points for your economy (cheaper rush buys and upgrades for your Navy and infrastructure!!!). However, Big Ben and Pentagon are later game wonders, so you will want to consider building other wonders to boost GM points in London:

Colossus: Another ancient era wonder that gives +1 GM point, and +1 gold per water tile. While this doesnt seem as powerful as other wonders, it helps lots when implemented into a GM economy. The extra gold from water tiles along with a lighthouse helps towards paying maintenence costs early on, and the extra GM point will add towards your GM farm.

Notre Dame: +5 happiness and +1 GM point. Happiness is the backbone of your economy in Civ V. Adding Notre Dame to your GM farm in London will not only provide you with more GM points, but also increase happiness across your empire. Prioritize this wonder very highly.

Eiffel Tower - +8 happiness, and +2 GM points. This is Notre Dame on Steroids. BUILD IT IN YOUR GM FARM!!!!!

United Nations - +2 GM points, enables diplomatic victory. This is the last GM wonder, so you may as try to build it as well, though you might not be going for a diplo win so its not too important.

Dont forget to add National Epic to your GM farm to add +25% towards Great Merchant spawn rates.

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Military:

You have two significant advantages as England. Obviously, your navy is just completely Imba, especially with the Great Lighthouse (if you dont get the great lighthouse built as England, /quit and start again). Build ships, make sure to get the navigation bonus, and use them as your main defence and attack force throughout the game. Keep some stationed on the edges of your borders, and explore with others.

But what do you do if you get attacked on land? Easy answer - LONGBOWMEN!!! Prioritize getting to whichever tech unlocks these and spam them. They are the most powerful ranged units in the game with 12 ranged strength and 3 range. Plus you can upgrade them to get an extra attack per turn, and an extra point of range allowing them to shoot up to 4 hexes away. No one else will have this much ranged strategy until artillery, so use them well.

How do you to make Longbowmen better? Be sure to take social policies that boost combat and defense within your borders. Have some Pikemen on the edges of your borders at strategic choke points with longbows behind them. Build the Great Wall in a city other than London (probably in City 2). This will slow enemy units down by 1 movement point in your territory. Later on add Himeji Castle (+25% combat in your borders) and Kremlin (+50% city defence) to this city too to vastly boost your defence and combat within your borders. All your land strategies should remain fully within your own borders where you are strong. Never march units outside your borders as England, your UA will handle that much better (more on this further down).

Turtle with your longbows. Hide behind your pikemen and shoot the enemy units. Every turn as they advance, do not attack them first, move your units back one tile and then fire. Most enemy units will only be able to move 1 tile per turn in your borders. If they get mounted units in, thats what your pikemen are for. With the 1 UPT and hex grid, you should be able to shield your longbows well with pikemen.

How do you attack enemies and capture cities? NOT VIA LAND!!!. Your opponent will have coastal cities, or cities near enough to the coast, and you have a superfast navy that can also bombard land tiles. Your navies movement bonus also applies to embarked units. While your enemies are busy attacking you by land and being thwarted by your great wall and longbows, you send a bunch of ships and amphibious units along the coast to their cities. Both your extra moves and sight over water will easily allow you to outmaneuver the pitiful enemy fleets, and you can strike them down easily if they are too close. Never march by land, your navy will be 3x faster (Embarked units have 2 base movement, +2 from Sun Never Sets, +1 from great lighthouse, and +1 from the commerce policy for 6 moves per turn!). Bombard and blockade away, and then land your embarked units and keep them supported with ranged attacks from your ships.

Turtle on land, death by sea. lots of gold from Great Merchants for rush buying and upgrades.

Polobo
Sep 19, 2010, 09:33 PM
I guess the trick is not dying before the Medieval Era given all the hammers you are going to be putting into early Wonders.

You can get to their shores faster but you will still need to deal with their navy. Also, your target selection will be limited since most cities will be inland where your navy will not helping you. Also, no matter how fast your ships are they still have to stop and end their turn when they attack. Navies are great but they are situational in their usefulness. Compared to cIV at least, though, your target cannot just hide their ship inside their city where they cannot be attacked when overmatched.

If you are relying on turtling then your ability to get the range/logistics promotion is going to be severly hampered; plus your longbows only get 2XP per attack as opposed to 4/5 for your melee units.

To each their own but recommending that you quit and restart if you miss The Great Lighthouse isn't the best advice for a serious strategy guide.

Overall well thought out and written.

bhavv
Sep 19, 2010, 09:40 PM
To each their own but recommending that you quit and restart if you miss The Great Lighthouse isn't the best advice for a serious strategy guide.


Its England. The official strategy guide says 'Never let England build the Great Lighthouse'.

I would suppose the opposite is also true if you are playing as England, 'Never lose the Great Lighthouse' :)


You can get to their shores faster but you will still need to deal with their navy.

You have 3 more movement and more sight then they do with the Great Lighthouse, thats what makes that wonder so important for England. Outmaneuvering enemy navies will be very easy, as will landing any embarked units if you need to avoid attacks (6 movement for those).

We dont know how it will work out yet until we get the game anyway.

I guess the trick is not dying before the Medieval Era given all the hammers you are going to be putting into early Wonders.


Other than the Great Lighthouse, Big Ben and Pentagon, the other suggestions are completely optional, they can be skipped if you need to. Though I would assume it to be easy to manage seeing that in Civ 4, I could easily pull off Stonehenge, GLH and Oracle without any difficulty at all up to Monarch. Diplomacy will help a lot in keeping you alive too.


You can get to their shores faster but you will still need to deal with their navy. Also, your target selection will be limited since most cities will be inland where your navy will not helping you.

Well, if most of their cities are inland, then they probably wont have a very good navy to match yours :p

Zhahz
Sep 19, 2010, 10:57 PM
Also, your target selection will be limited since most cities will be inland where your navy will not helping you.

Kinda depends on the map type and size. In a great deal of the preview screenies, videos, and what not, the "continental" landmasses seem to involve a great deal of water and many coastal cities. Naval "artillery" could actually work out pretty well, with the bonus movement allowing for rapid harassment/assistance.

Cyberian
Sep 19, 2010, 11:00 PM
I think when playing England you usually will be playing on Archipelago or on snakelike Continents so there should be always coastal cities.

pi-r8
Sep 19, 2010, 11:50 PM
Why do people always want to put all their eggs in one basket?

Just because England get's a naval bonus doesn't mean you have to focus exclusively on their navy. In fact you could probably focus even less on it than usual, and get by with a smaller than normal navy.

Shafi-is-back
Sep 19, 2010, 11:57 PM
The colossus is actually a very good wonder in my opinion, its cheap and you can build it early. If you have a lot of caostal cities, which is what this startegy is all about, then the amount of extra gold you generate through the rest of the game compared to the hammers you put in ... SIMPLY AWSOME :goodjob:

Other than that as England i would build The Great Lighthouse for sure. The rest of the wonders, pick and choose what you need. just dont build wonders for GM points. YOu can build the required buildings and generate GM's by running merchant specialists.

bhavv
Sep 19, 2010, 11:59 PM
Why do people always want to put all their eggs in one basket?

Just because England get's a naval bonus doesn't mean you have to focus exclusively on their navy. In fact you could probably focus even less on it than usual, and get by with a smaller than normal navy.

You could also play as Persia and never trigger a single Golden age, or play as Japan and never go to war or use a single Samurai, yet you wouldnt be using your civ to the best of its abilities.

England is a civ for people who want to use navy, if that doesnt appeal to you then you should play a civ that plays to your tactics.

The thing is that normal units move 2 spaces per turn on land. Englands embarked units can move up to 6 turns. Thats a huge advantage that you wouldnt want to miss out if you can use it well.

. The rest of the wonders, pick and choose what you need. just dont build wonders for GM points. YOu can build the required buildings and generate GM's by running merchant specialists.

Of course you can build any wonders you like, but a GM farm is a very good tactic that gets you lots of gold to pay for aything you need.

DalekDavros
Sep 19, 2010, 11:59 PM
I disagree with the "quit if no GLH" meta-strategy. You'll still have at least a +1 MP advantage over every civ, and a +2 MP advantage over most of them. The GLH has good synergy, but you don't need it and you'll never play well if you're dependent on it.

And, I'd say that Colossus is actually going to be much more important. To leverage the UT effectively, you need coastal cities, and from what we've seen so far, water tiles without Colossus will be effectively worthless. (Even with Colossus and Commerce bonuses, they still don't look great.)

Shafi-is-back
Sep 20, 2010, 12:00 AM
Why do people always want to put all their eggs in one basket?

Just because England get's a naval bonus doesn't mean you have to focus exclusively on their navy. In fact you could probably focus even less on it than usual, and get by with a smaller than normal navy.

True but generally its always (even in life or in the business world) about utilising your strengths, mitigating your weaknesses and of course exploiting oppurtunities that present themselves.

So whilst, you can play differently, conventional wisdom (referring to it in a general sense as in life) usually points towards playing to your strengths.

DalekDavros
Sep 20, 2010, 12:05 AM
The colossus is actually a very good wonder in my opinion, its cheap and you can build it early. If you have a lot of caostal cities, which is what this startegy is all about, then the amount of extra gold you generate through the rest of the game compared to the hammers you put in ... SIMPLY AWSOME :goodjob:


Not especially. You have to build the wonder and build a lighthouse in every coastal city in order to get some tiles which are no better than Grassland TP and eventually worse (once some SPs kick in). It'll work well on Archipelago, where you don't have a choice about building on the coast, or in a strategy that delays building workers, but other than that you'll probably be better off building inland unless you need lots of naval unit production.

bhavv
Sep 20, 2010, 12:06 AM
I disagree with the "quit if no GLH" meta-strategy. You'll still have at least a +1 MP advantage over every civ, and a +2 MP advantage over most of them. The GLH has good synergy, but you don't need it and you'll never play well if you're dependent on it.

It also gives an extra sight as well, which I would rather have as England that let another Civ take it :)

You can keep on playing if you like, but I would quit and start again if I didnt get it with Englang.

Shafi-is-back
Sep 20, 2010, 12:06 AM
And, I'd say that Colossus is actually going to be much more important. To leverage the UT effectively, you need coastal cities, and from what we've seen so far, water tiles without Colossus will be effectively worthless. (Even with Colossus and Commerce bonuses, they still don't look great.)

You are comparing tile yields to CIV IV. In civ V terms they look good enough. Prolly not as good as a trading post on a riverside grassland but even in CIV IV coastal tiles with the colossus couldnt match up to riverside cottages.

But i agree. I think if you are going coastal, Colosuss is more important in my book.

bhavv
Sep 20, 2010, 12:10 AM
Not especially. You have to build the wonder and build a lighthouse in every coastal city in order to get some tiles which are no better than Grassland TP and eventually worse (once some SPs kick in). It'll work well on Archipelago, where you don't have a choice about building on the coast, or in a strategy that delays building workers, but other than that you'll probably be better off building inland unless you need lots of naval unit production.

And why wouldnt you be building coastal cities with lighthouses and naval production as England? :)

You want to play a Civ to utilize its UA and UUs / UB. England is Civ V's coastal Civ, like Hannibal and Willem were in Civ IV.

Shafi-is-back
Sep 20, 2010, 12:11 AM
Not especially. You have to build the wonder and build a lighthouse in every coastal city in order to get some tiles which are no better than Grassland TP and eventually worse (once some SPs kick in). It'll work well on Archipelago, where you don't have a choice about building on the coast, or in a strategy that delays building workers, but other than that you'll probably be better off building inland unless you need lots of naval unit production.

I agree 100% that riverside trading posts are stronger.

However since the OP has decided on a coastal stratergy the colosuss becomes very powerful. What i'm saying is if you have lots of coastal cities, the colosuss gives you a lot of gold through the game for a very small hammer investment.

bhavv
Sep 20, 2010, 12:16 AM
What i'm saying is if you have lots of coastal cities, the colosuss gives you a lot of gold through the game for a very small hammer investment.

That it does. But I'm not sure at this point if it affects every city, or just the one its built in.

If it does affect every city, then you dont need to build trading posts for gold, you can farm all the land tiles, and use the coastal tiles for gold.

pi-r8
Sep 20, 2010, 12:27 AM
You could also play as Persia and never trigger a single Golden age, or play as Japan and never go to war or use a single Samurai, yet you wouldnt be using your civ to the best of its abilities.

England is a civ for people who want to use navy, if that doesnt appeal to you then you should play a civ that plays to your tactics.

The thing is that normal units move 2 spaces per turn on land. Englands embarked units can move up to 6 turns. Thats a huge advantage that you wouldnt want to miss out if you can use it well.




At least with persia it's a %increase, making each golden age a lot more valuable. With england it's just a fixed bonus. That's why I don't understand why you want the great lighthouse so much. You're ALREADY getting a super fast navy... getting 1 extra movement will probably not do much more for you. You'd be much better off getting, say, the great library for a more advanced navy, or the ironworks for more units.

Let's put it this way. Suppose England's bonus was +1 million to range and sight, and the great lighthouse did the same. Would you still find it necessary to build the great lighthouse? Of course not- You've already got more range and sight than you could ever effectively use. The larger your range, the less useful another bonus is.

Nothing wrong with using a navy, but you can't rely on that 100%, and at some point you're getting really diminishing returns by investing in your navy instead of something else.

DalekDavros
Sep 20, 2010, 12:31 AM
And why wouldnt you be building coastal cities with lighthouses and naval production as England? :)

I would be. I meant in general. As I said above, for England specifically I'd say that Colossus is probably even better that GLH.


You want to play a Civ to utilize its UA and UUs / UB. England is Civ V's coastal Civ, like Hannibal and Willem were in Civ IV.

Definitely. Just finished a game as Willem earlier today, in fact. Financial trait + Lighthouse + Colossus + Moai + Dike on a peninsula. Beats just about anything. :)

bhavv
Sep 20, 2010, 12:32 AM
At least with persia it's a %increase, making each golden age a lot more valuable. With england it's just a fixed bonus. That's why I don't understand why you want the great lighthouse so much. You're ALREADY getting a super fast navy... getting 1 extra movement will probably not do much more for you. You'd be much better off getting, say, the great library for a more advanced navy, or the ironworks for more units.

With the great lighthouse and navigation, you end up with +4 movement and +2 sight for naval units. Without it you only have +3 and +1. The larger that bonus is, the better your UA becomes. Also, you definately wouldnt want Songhai to get the GLH instead of you, or they would end up with 4 movement on their embarked units which can also defend themselves, as opposed to 5 on you.

This also applies to embarked units. You can read that in this thread:

http://forums.civfanatics.com/showthread.php?t=380010


Let's put it this way. Suppose England's bonus was +1 million to range and sight, and the great lighthouse did the same. Would you still find it necessary to build the great lighthouse? Of course not- You've already got more range and sight than you could ever effectively use. The larger your range, the less useful another bonus is.


Except its not 1 million. its +3 movement, and +1 sight max bonus without the GLH, and +4, +2 max bonus with. Also you deny another Civ from getting a navy comparable to yours.

I disagree with the "quit if no GLH" meta-strategy. You'll still have at least a +1 MP advantage over every civ, and a +2 MP advantage over most of them.

Please dont also ignore the view range bonus. Without the GLH, England will only get +1 naval view range from the commerce tree, whereas the person that does build it will have +2. GLH is 130 hammers, with that every naval unit gets the same as an extra mobility and visibility promotion for free.

adrianj
Sep 20, 2010, 02:18 AM
Could you explain your idea about the Great Merchant Economy a bit more?

I'm failing to understand the great thing about all the GM points. A GM lets you build a Customs House for +4:gold:. It sounds just a like a glorified Trading Post, except you won't be able to get +2:science: from the Free Thought Social Policy. Granted, it does tie in nicely with the +25% :gold: bonus in the capital from the Commerce SP.

Most likely, a Trade Mission is a good return for the GM (I don't know exact numbers of course). BUT... there is an opportunity cost to a Great Merchant - it's not a Great Scientist! GP points work differently to Civ4 of course (different types accumulated independently) but one fact remains: Great People get progressively more expensive. So if a GM is born, it will make your next GS more expensive.

Why do I think a GS is worth more than a GM? The ability of a GS is to give you an entire tech (any tech you can currently research, your choice) for free! I'm pretty sure that synergises with any strategy.

Although, now I think about it, the GM sounds like an excellent tool for diplomatic victories: Trade mission to a city state for massive amounts of gold and some influence with them. Spend the gold on MORE influence with all the other city states. But still... compare that to a GS learning all of Globalization so that you can build the UN...

King Jason
Sep 20, 2010, 02:22 AM
And why wouldnt you be building coastal cities with lighthouses and naval production as England? :)

You want to play a Civ to utilize its UA and UUs / UB. England is Civ V's coastal Civ, like Hannibal and Willem were in Civ IV.

No. It isn't. Hannibal and Willem were costal civs because their economy reaped benefits from the sea. England in civ5 doesn't need a coastal empire to utilize it's advantage. Are all of your cities going to be building your military? No. England simply needs a couple of good coastal production cities so it can construct it's Navy appropriately. Say this number is 1-3 on a regular map. Every other one of England's cities could be inland and it'd suffer no loss.

There is no synergy to be found in having a primarily coastal empire as England. No more than any other civ, really.

Bear in mind I'm not discouraging the use of the collossus or anything like that... Just dispelling the notion that England at it's base somehow "benefits" from keeping most or all it's cities on the coast.

It doesn't, and the reason why Willem and Hannibal did were due to buildings that enhanced the performance of the sea.

DalekDavros
Sep 20, 2010, 03:11 AM
King Jason: I mostly agree. However, with a strong navy that moves fast, England will be better at protecting its coastline, which does give it a slight advantage in building coastal cities over the other civs. Not big enough that you can't choose to ignore it if you want to (especially if you end up missing Colossus), but probably enough so that taking steps to make a coastal economy work is worthwhile. Plus, if England gets the Colossus, most other civs are going to stay off the coast for the most part, which makes blockading the few coastal cities that they do build a potentially devastating strategy.

bhavv
Sep 20, 2010, 06:43 AM
Could you explain your idea about the Great Merchant Economy a bit more?


Commerce gives +25% gold in the capital. Using custom houses around the capital only is to boost this bonus further to create a mega gold output city that can feed much of your maintenance costs. You can specialize however many other cities you want for Science, also bear in mind that trading posts only give +2 Science under Rationalism, and from what it seems, Piety is actually a lot better for the extra happiness. Rationalism will really only be used temporailly in most games, I think a lot of players will be switching out of it for Piety later on when the tech advantage from Rationalism becomes too small.

With Commerce, plus a Market, bank, and stock exchange, each customs house around your capital will output 8.32 gold. That is still a lot more Gold with the multipliers in place that a trading post would output even under Rationalism with both Gold and Science combined (4.32 Gold and 2 science from Trading posts = 6.32 total vs 8.32 from custom houses).

You should still use somes GMs to conduct trade missions. They gold you recieve should be spent on either rush buying some infrastructure or military (whichever is needed), or on upgrades. The amount of gold you can get from GMs can put you very far ahead of other Civs that dont have that much Gold, it worked very well in Civ IV with coastal rexing and paying for increased maintenence, and this is trying to adapt on from that tactic.

No. It isn't. Hannibal and Willem were costal civs because their economy reaped benefits from the sea. England in civ5 doesn't need a coastal empire to utilize it's advantage. Are all of your cities going to be building your military?

There is no synergy to be found in having a primarily coastal empire as England. No more than any other civ, really.


You are right that there is no advantage to be had from building all of your cities on the coast as England, I dont think I suggested building every one along the coast, but they quote that you responded to was a reply to another query about having to waste production on Lighthouses.

I think it would have been better to say 'Why wouldnt you build lighthouses in coastal cities?'.

You should still build inland if there are better city spots, but if you do build the Colossus, you can settle as many coastal cities that you can with good spots.

Also, dont forget that with map bias on, Englan will start off near the coast anyway, and might have more chance of finding better coastal sites.

Feyd Rautha
Sep 20, 2010, 08:56 AM
One strat I would use to exploit England's strengths would be to beeline sailing and rush the GLH, backfill some techs for terraforming, and then go for Optics to allow my units to embark. By then hopefully I'd have some good ideas of acceptable islands nearby to which I could send a settler and relocate my capital. Use my superior navy to ensure a domination victory (even though I might lose a super capital I'm much more secure on an island [just like England has been through history])
I disagree with the "quit if no GLH" meta-strategy. You'll still have at least a +1 MP advantage over every civ, and a +2 MP advantage over most of them. The GLH has good synergy, but you don't need it and you'll never play well if you're dependent on it.
Scroll the map. Find the guy with the big lighthouse in his harbor. Send your superior navy there accompanied by some invasion forces. The lighthouse should be yours hell or high water.
And, I'd say that Colossus is actually going to be much more important. To leverage the UT effectively, you need coastal cities, and from what we've seen so far, water tiles without Colossus will be effectively worthless. (Even with Colossus and Commerce bonuses, they still don't look great.)

I agree 100% that riverside trading posts are stronger.

However since the OP has decided on a coastal stratergy the colosuss becomes very powerful. What i'm saying is if you have lots of coastal cities, the colosuss gives you a lot of gold through the game for a very small hammer investment.
The problem with the Colossus is that it expires as soon as ANYONE researches Navigation. It isn't like in Civ IV where you could hold off on the tech to get a longer benefit period. It's so cheap because it could have a very short shelf life.

Polobo
Sep 20, 2010, 09:23 AM
By then hopefully I'd have some good ideas of acceptable islands nearby to which I could send a settler and relocate my capital. Use my superior navy to ensure a domination victory (even though I might lose a super capital I'm much more secure on an island [just like England has been through history])


I do not believe you can relocate your capital; especially given the fact that first-cities cannot be destroyed and the fact that if you lose your first city and reclaim it the capital (Palace) gets moved back to that city for free.

Polobo
Sep 20, 2010, 09:25 AM
The problem with the Colossus is that it expires as soon as ANYONE researches Navigation. It isn't like in Civ IV where you could hold off on the tech to get a longer benefit period. It's so cheap because it could have a very short shelf life.

Please link or reference source on this as this is the first time I've heard of ANY World Wonders expiring

King Jason
Sep 20, 2010, 09:45 AM
King Jason: I mostly agree. However, with a strong navy that moves fast, England will be better at protecting its coastline, which does give it a slight advantage in building coastal cities over the other civs. Not big enough that you can't choose to ignore it if you want to (especially if you end up missing Colossus), but probably enough so that taking steps to make a coastal economy work is worthwhile. Plus, if England gets the Colossus, most other civs are going to stay off the coast for the most part, which makes blockading the few coastal cities that they do build a potentially devastating strategy.

Upon waking up this thought actually popped into my head (strange I know)... If the movement bonuses apply to embarked units (do we know this for sure yet?), then the coastal empire strat for england would have slight synergy due to the fact that you could keep your defensive forces at sea and hone in on whatever area may come under attack upon a declaration of war.

Further, such a possibility, with all cities (and thus all possible targets for the enemy) being coastal, almost eliminates the purpose of roads, which means all cities could instead have harbors ~ giving you all the benefits of a trade network without any of it's costs (roads).

Feyd Rautha
Sep 20, 2010, 09:55 AM
The source for the expiration date is the strategy guide. I can't copy it presently as I'm at work, but it definitely said as much (and noted how it was a bit of a disappointment as a wonder).

Ahriman
Sep 20, 2010, 10:49 AM
I agree with Jason in general, with one exception: there is a synergy between focusing on a large navy and giving preference for coastal cities, in that your coastal cities will be easier to defend because you can use your large navy for fire support.

Shafi-is-back
Sep 20, 2010, 12:07 PM
The source for the expiration date is the strategy guide. I can't copy it presently as I'm at work, but it definitely said as much (and noted how it was a bit of a disappointment as a wonder).

That definitely changes the value of the wonder. Theres no mention of it in the manual :mad:

Feyd Rautha
Sep 20, 2010, 01:46 PM
We will have to see tomorrow. There have been other reports that the guide is wrong (although it disses on the wonder through the entire "strategy" entry for it). Maybe 2k didn't edit the guide or had a very last moment change of heart.

bhavv
Sep 21, 2010, 12:37 AM
If your cities are coastal, then you just keep one or two ships nearby to bombard any attackers. Also with Englands UA, it will be easier to move your ships to where they are needed. A melee unit attacking a coastal city will be within a ships 2 tile bombard range.

Zen.
Sep 22, 2010, 09:25 AM
I did this for my first civ 5 game, and it has worked wonderfully well. I'm now addicted to being a seafaring nation. ><

Feyd Rautha
Sep 22, 2010, 12:22 PM
BTW, I checked in the Civilopedia. The Colossus DOES expire when any player researches Navigation.

Zen.
Sep 22, 2010, 01:55 PM
Yeah, having colossus expire does suck, but I think it is quite helpful for getting your economy rolling in the early stages. Especially since Civ 5 production levels seem to be much lower.

bhavv
Sep 22, 2010, 05:49 PM
Yea the collosus sucks, I dont build it now.

With England, I am building Pyramids / Stonehenge / GLH instead, completely skipping Colossus.

And the great merchants arent that great, trade missions only get you around 400 gold, so a great merchant farm isnt really that important.

Just get GLH, Big Ben and Pentagon, and whatever else you want. Great Merchant economy is a waste of time.

I actually started playing babylon now and I much prefer them for Great Scientist farming.