champ82
Immortal Ruler
Uh
I did it. I won a game on immortal. Thing is, Im not exactly sure how. The stone nearby helped for pyramids. But besides that, I dont know, I just took care of one problem at a time. When I jumped from monarch to emperor, I felt like I had all this advice to give. Now not so much. Still, I do have some.
1.) Take care of one problem at a time.
2.) City specialization is very important, but sometimes rules need to bend. If it will take too slow for 6 commerce cities to build libraries and unis and you want Oxford up and running, build some in production cities.
3.) Diplomacy is crucial. Know if any of your neighbors are reasonable (wont DOW on pleased/friendly) and get them that way, and keep them that way until/if you want and are capable of invading.
4.) Dont panic. Its easy to panic if your slider is under 50%, or at least it was for me. Chill out, especially if you are at war. As long as you have a plan to get out of it and execute it, youll be fine. As a sidenote, in one of the 10-15 Immortal games that I lost, I won liberalism with only 4 cities! I wasnt in winning position, but I knew that sometimes your civs situation may be better than it appears.
5.) Consider bulbing techs to trade for other techs, but consider building academies as well. If you build mids and are running rep, your GPF could probably use an academy as well as a future Oxford city.
6.) Dont be afraid to lose. Try to learn something from your defeat. It could be something that seemed very small but turned out to be huge (took a detour at artillery when you should have B-lined computers for internet.) If you didnt learn anything from defeat, and I didnt maybe half the time, still, chill out, brush that dust of your shoulder. Dont expect to win when going up a level, expect to learn.
7.) If a building will not help you soon, postpone building it.
Moving on, SPI really is a hell of a trait. Im just thinking of when I started to get behind with espionage. Well I had just discovered rifling. Boom, theocracy, nationalism. Standing army and I caught up in espionage, then when back to my organized religion/whatever else it was I was running.
Attached are the beginning and one turn till victory saves.
1.) Take care of one problem at a time.
2.) City specialization is very important, but sometimes rules need to bend. If it will take too slow for 6 commerce cities to build libraries and unis and you want Oxford up and running, build some in production cities.
3.) Diplomacy is crucial. Know if any of your neighbors are reasonable (wont DOW on pleased/friendly) and get them that way, and keep them that way until/if you want and are capable of invading.
4.) Dont panic. Its easy to panic if your slider is under 50%, or at least it was for me. Chill out, especially if you are at war. As long as you have a plan to get out of it and execute it, youll be fine. As a sidenote, in one of the 10-15 Immortal games that I lost, I won liberalism with only 4 cities! I wasnt in winning position, but I knew that sometimes your civs situation may be better than it appears.
5.) Consider bulbing techs to trade for other techs, but consider building academies as well. If you build mids and are running rep, your GPF could probably use an academy as well as a future Oxford city.
6.) Dont be afraid to lose. Try to learn something from your defeat. It could be something that seemed very small but turned out to be huge (took a detour at artillery when you should have B-lined computers for internet.) If you didnt learn anything from defeat, and I didnt maybe half the time, still, chill out, brush that dust of your shoulder. Dont expect to win when going up a level, expect to learn.
7.) If a building will not help you soon, postpone building it.
Moving on, SPI really is a hell of a trait. Im just thinking of when I started to get behind with espionage. Well I had just discovered rifling. Boom, theocracy, nationalism. Standing army and I caught up in espionage, then when back to my organized religion/whatever else it was I was running.
Attached are the beginning and one turn till victory saves.