Poland strategy guide

In GOTM70 we have deity Poland and you got nowhere, while my liberty/patronage empire is thriving

this gotm is about conquering while this guide is for peaceful play mainly ...

also I doubt u know :)
actually i think i was doing pretty good in it aprt the one mistake to keep too many conquered city slowing tech a bit too much.

Balance in bnw is just a bit broken - early conquering hurt too much when trying to get a fast nondomination win. The 5% penatly was just not needed.
 
Hi tommy, I hope I'm not spamming with questions already answered(I'm on page 2 so far :) ),
some thoughts I had while trying your strategy:

1) Culture-wise: I like playing on continents, I think it's the most "balanced"(obviously arguably) setting since you can't ignore or half ignore the ocean like on a Pangaea or the opposite with archipelago.
anyways, the massive scouting yield is not as huge as on a pangea but I guess it's still strong enough.

If you don't get a monument and don't find a culture ruin->legalism isn't it a lil' painful(as tabarnak put it)?

EDIT:
2) A short gold problem: there were about 10-25~(don't remember) turns around 20t-50t where I had a gold problem(-1/-2). I guess the unit maintenance kinda killed my cash flow and also no one wanted to buy my wine from me. how do you deal with such a problem or do you just accept it and wait for it to work out?(I waited a lil', worked some goldy tiles and after about 20t I was earning decent money again)

3)Techs: assuming you won't need a shrine and you still a worker isn't it better sometimes to go for animal husbandry/mining(depending on the lux-unless you need calendar of course) instead of potery?

Other than that: the strategy to work quite well and I tried it just once, I could probably polish my execution of it.
It's also fun :) massive scouting and early 4 cities makes me happy :scan:

EDIT2:
4) Assuming it's not a Pangaea, and even if it is a Pangaea map: what about developing the sea capabilities? sea trade routes are very important in BNW and you might also have some sea lux in your city, or need to embark(even not across the ocean)?

5) I see some ppl talking in this thread about your micro-management. could you give some guidelines to what you generally do?

BTW - I don't aspect this opening strategy to silver spoon me what to do, in the game I'm playing I researched sailing before strating to climb my way up to education, but I just wander what's your take on these issues.
 
in every strategy you have to adopt to suroundings.

I agree that its pretty anoying not to pop a culture ruin, so one might build the monument after 2nd scout if no culture ruin till then, but generaly the early scouts are pretty much allways worth it espacially if u try steal a worker.

The main adjustment on a continent map are freighters - they are sooooo powerful.
Definatly try get them into bo asap or buy one

Not being able to sell a lux seems pretty uncommon, espacially on higher difficulty, but the fewer the tradingpartners, the ferwer are posibilities obviously.

But in fact thats the beauty of this strat - you arent dependent on ai gold as some other bo are.

Also i d allways tech pot 1. as you dont know IF u ll find these reli CS or pop a faith ruin, playing without a pantheon is never a good idea .. so get this shrine up asap - might even micro to prod tiles while building the monument and shrine - u definatly want the 2 buildings up fast.
 
General Qs
1) Can you give some micro-managements tips?(that's a technique I'm finding it hard to perfect, I'm never sure what's more important at any given turn)

2) In general, do you hold food and science as top priorities? science seems to be the key to pretty much everything and food seems like one of the keys for science and obviosuly for genral growth(working tiles, specialists etc.)

Strategy Qs
3) The 3rd scout doesn't always seem to be worth it on continents, some times I think there's more benefit to get a warrior/archer for protection or CS Quests (which are hard to get using 1-2 scouts) or maybe to speed up the monument.

4) what are freighters? (I'm guessiong a naval unit that has a different name in german)

5) Tech
How strictly do you stick to the tech order? there are Luxs, sea capabailites and archers which are all important. do you hold all of these off until after education?
sea trade routes are very important in BNW and you might also have some sea lux in your city, or need to embark(even not across the ocean)?

Thanks a lot for the help, ZBBZ.
 
This strat is pretty good. I never played a game building three scouts right away until this. Each time it worked out perfectly. The last time i was ready to throw in the towel and build the shrine as i had only found one religious CS... but the turn before i had found a wonder with a scout which fulfilled the religious CS quest.. pushed me from 8 to 10 faith and netted me the first pantheon.

I tried it three times so far and each time I founded a pantheon. There was plenty of gold from meeting the CSs so fast.. And so many so early... And always having someone available to sell your newly hooked up lux for 7gpt. The cash comes in handy to fill in timing holes for buildings.. Or if your worker needs protection from barbs.

This still works even without a ton of various resources floating around. Each map seemed to have a dominance of wine or ivory or citrus all over the place. It just makes the mid game a much more social setting as you need to trade to stay happy.

But in general the SP timing of it all really worked out well in my experiences... With notsogreat starts.
 
Hello

Thanks for the excellent guide. Helped me win on emperor.

I have uploaded the 485 turn save (i like to go for the long haul).The other is relatively early. Map is Continents .Keep in mind it's a team ai civ game with 6 teams.
The unpredictability of AI civs in your team prevents the slowdown during midgame.

Poland becomes a powerhouse and you eventually carry the entire burden on your shoulders.

I'll try immortal now but with my gimped settings shouldn't be too hard. Maybe i'll try a default game.

Thank you again. Any hints tips or critiques are always welcome.
 

Attachments

  • Casimir eldorado.Civ5Save
    1 MB · Views: 96
  • Casimir III_0485 AD-2042-July.rar
    1.6 MB · Views: 60
  • Casimir III_continen0000 BC-4000.Civ5Save
    692.1 KB · Views: 84
Guys,

Great job on this strategy for the great discussion.

I'm trying to make this strat work but I'm having some trouble with the technology and I can't figure out what I'm missing.

To get to Philosophy, I always have to research Calendar after Writing. Is that not normal? If I don't do Calendar then Philosophy doesn't show up for me as a research option.

Thanks for your help.
 
@DBuckner21 - That is normal, calendar and writing are both prerequisites for philosophy. Sometimes when people write out tech orders they don't include all the prereqs, but it's implied that you will have to research them.
 
General Qs
1) Can you give some micro-managements tips?(that's a technique I'm finding it hard to perfect, I'm never sure what's more important at any given turn)

2) In general, do you hold food and science as top priorities? science seems to be the key to pretty much everything and food seems like one of the keys for science and obviosuly for genral growth(working tiles, specialists etc.)

Strategy Qs
3) The 3rd scout doesn't always seem to be worth it on continents, some times I think there's more benefit to get a warrior/archer for protection or CS Quests (which are hard to get using 1-2 scouts) or maybe to speed up the monument.

4) what are freighters? (I'm guessiong a naval unit that has a different name in german)

5) Tech
How strictly do you stick to the tech order? there are Luxs, sea capabailites and archers which are all important. do you hold all of these off until after education?
Quote:
Originally Posted by ZooBooBooZoo View Post
sea trade routes are very important in BNW and you might also have some sea lux in your city, or need to embark(even not across the ocean)?
Thanks a lot for the help, ZBBZ.

1) micro management can be done in LOADs of aspects of the game:
city management: allways production focus and lock nonproduction tile, allways make sure that before a grow occurs u free a high prod/no food tile city can grow to
Trading: constantly check trade posibilities, nowadays u can trade strat res 1 by 1 to gain additional benefits
CS: constantly check posibilities to complete quests
Workers: try to never waste move, on routes between cities do 1/3 roads on tiles u want complete road later
Military units, move clever .. never loose units
city placement. Try allways settle either mountain or water spot if possible.
...
2) thats civ game concept ... but you also need manage your happynes very well, try never go below 0, plan happynes ahead, if no options to boost happynes when going towards 0 micro to prod tiles

3) yeah sure - if u feel u wont miss huts dont get this 3rd scout but get a archer later

4) sea equivalent of caravan .. naval food transport is totaly op - use it

5) not all all - if u feel u need a tech - get it, bronze for example is a nice tech, if u get religion without hagia - FAITH PANTHEON - tech Civil service before f.e.

delaying cheap techs is only really helpful when using gold caravans on higher difficulties, but espacially on lower difficulties food caravans are often better anyway.
 
"allways make sure that before a grow occurs u free a high prod/no food tile city can grow to"

Yeesh. As obsessive as I am, that's too much micro-management even for me. :lol:

I can see how that would, in the long run, net you a lot of hammers. Blech though. My games play slowly enough as it is. ;)
 
"allways make sure that before a grow occurs u free a high prod/no food tile city can grow to"

Yeesh. As obsessive as I am, that's too much micro-management even for me. :lol:

I can see how that would, in the long run, net you a lot of hammers. Blech though. My games play slowly enough as it is. ;)

It's not that bad. All you need to do is train yourself for a game or two to always look for cities every turn that are 1 turn from growth. And then it just becomes a habit. I think it's pretty impactful on gameplay in the early turns. There are more obsessive forms of micro mgmt than this! :)
 
Thx for the reply Tommy :).

About micro-management:
I meant city-management, the other aspects of micro-management are more strait forward,
but with the city management I'm never sure if I should go for food or production.

1)What's the benefit of a citizen growing right to a production tile? why is it so important?

2)How does production focus fit with the idea that food and huge cities are important? don't you focus mainly on farms for food during most of the game?

3) BTW - didn't get your tip about roads. 1/3 of road should be what? (Mostly when I build a road, I try to get as many workers on the job as possible, since the road tiles cost money, and I gain nothing until it's done and also be efficient as to where other roads might lead to).
 
1 & 2) You lock the food tiles, but set production focus. You still grow very fast, but when you pop, food is calculated before the pop, so all that food would go to waste. That's why one sets production focus, locks food tiles, pops, sets the needed tile after the pop.

Before Aqueducts you could also switch between tiles to get in the last turn before popping the smallest amount of food that makes the city pop.

Through this you get extra hammers/gold, and in the beginning that's quite important.

3) You have a few turns for completting the road, but roads become financially okay only after the population of a city is at least equal to the length of the road (if no other bonuses are involved). Still, at some point you will get roads, and if until that time your workers ever go idle, just starting building roads, but don't finish them. Just stop the workers and move to the next tile before the road is completed. When you actually want to build the road it takes a lot less.
 
1)

A. So basically it's a "trick" to get a lil more production instead of wasting a lil' food?

B. What about the big picture? do you guys focus on food almost completely? would you go for a true-production focus for a certain building or wonder? what buildings would you consider important enough to divert your food gathering to production gathering?
(I know these are just rules of thumb, and no advice is written in stone for this type of game, but I would like to know what experienced players think about this decisions in general)

3)

A. I thought roads give money and production whenever they connect the two cities, can you explain how exactly does this work and why it doesn't work as well with low-pop cities?

B. You mean being one turn away from every tile of the road being completed, so the road is "ready" but you don't pay the daily cost?

Thx a lot, ZBBZ.
 
In no particular order:

1. By pre-building road segments to within 1 turn of completion you can later complete the road quickly once it becomes economical to do so. Road/city connection economics haven't changed -- rule of thumb is target city has pop >= number of road segments and capital is at least 1 pop greater than that. If he target city is too small you lose money on the road.

2. Production focus -- the hammer "trick" does yield extra hammers and avoids unproduced food. When a city grows in pop it calculates food production first (to confirm pop should be increased), then assigns the new citizen to an open tile based on your city's focus and then computes other (non-food) tile yields. Best case, on the turn before pop increases you will make sure you are on production focus and that you have at least one pure hammer tile open (a mine tile is usually best). Getting an extra 3+ hammers every time pop increases, with no lost food production, has beneficial cumulative effects. Before that turn ends, assign the new citizen to a food tile. Rinse and repeat.
 
Thanks Browd.

Do you have any thuoghts about when to go with a true-production focus, are there buildings/wonders/units you rush? (obviously if I'm going for amphitheaters from legalism I might wanna rush monuments, are rush a certain important wonder, or archers if I'm being attacked etc. etc. but I would love to hear some more suggestions).
 
Top Bottom