Condensed tips for beginners?

I found this in the wikia quoted from the Pre*BTS Civilopedia

"If a mission is successful, the target civilization will not know who performed the mission; thus that civilization's opinion of you will not change. If the mission is a failure, the target civilization will know exactly who is responsible for the outrage and will adjust its opinion of you appropriately. It is quite possible for a failed spy mission to cause the victim civilization to declare war on your civilization! "

It mostly addresses 2a above

SmallBrain
17.April.2016
 
@SmallBrain, when you see the missions absent from the list, it probably means you have used up too many espionage points against that civ in other missions? Also, there is a cooldown time with some missions, like you cant poison already-poisoned water until the effect disappears
 
Is SmallBrain playing BTS or Vanillia? The espionage system is very different pre-BTS. Tip for beginners: Don't use pre-BTS guides for espionage answers in BTS.
 
2. If you don't have enough points for the mission it will not show. So if your first spy completes a mission there aren't enough points left for some of the others.
 
My favorite guidelines for:

Military
Diversify. Within a stack, there should be a mixture of primary-fighters and primary-healers, and there should be different stacks tailored for

Invading cities
Defending cities
Battling away from cities

Great People
Have one city devoted to Artists, one devoted to Prophets, one devoted to Scientists... so you always know what you're going to get and when you're going to get it. Once you have one of each, you can start mixing and matching different specialists within other cities.

Great Artists should always be used for making tiny cities gargantuan
 
My favorite guidelines for:

Military
Diversify. Within a stack, there should be a mixture of primary-fighters and primary-healers

Healing effects don't stack so all you want is one healing unit (if at all), preferably Woodsman III and/or Medic III.

Great People
Have one city devoted to Artists, one devoted to Prophets, one devoted to Scientists... so you always know what you're going to get and when you're going to get it. Once you have one of each, you can start mixing and matching different specialists within other cities.

Great Artists should always be used for making tiny cities gargantuan

On the contrary, I would advise to get ONLY the Great People that will benefit you the most. For most games that will be Great Scientists and maybe a Great Merchant, unless you plan to chain Golden Ages (not so good in the early to mid game). You only need a Great Prophet if you have a holy city and you will usually not need a Great Artist if you don't go for Culture victory.
 
My favorite guidelines for:

Military
Diversify. Within a stack, there should be a mixture of primary-fighters and primary-healers, and there should be different stacks tailored for

Invading cities
Defending cities
Battling away from cities

Great People
Have one city devoted to Artists, one devoted to Prophets, one devoted to Scientists... so you always know what you're going to get and when you're going to get it. Once you have one of each, you can start mixing and matching different specialists within other cities.

Great Artists should always be used for making tiny cities gargantuan

If you play it correctly I think you can usually be in a position where you can choose where and when battles take place. That means what you really want is stacks for attacking cities. Or if you can manage it, mounted or gunpowder units which are equally good for taking cities and killing off enemy stacks in the open field. What you need to pay attention to is defending your stack while moving through enemy territory. Say you're in an engineering war and you got Trebuchets and Macemen for taking cities in mass, it might be good to have a few Crossbowmen and Pikemen to defend your stack against enemy attacks with mounted units or other Macemen, as your highly promoted City Raider Macemen don't receive any bonusses for defending, should they be the best unit to defend.
As for healing AbsoluteZero has taught me to put my first Great General on a Scout/Explorer. Those guys will almost never be chosen as the defender, so they don't die if you play carefully. They have two movement from the start and you can easily stack up healing promotions and if you're lucky whatever the +1 movement promotion is called, so you can have a three movement guy to easily get to where you need a medic most.
In case you're charismatic that might change as you can try to get all the medic promotions as well as Woodsman Three for even more healing if you use your medic to finish off wounded guys for easy experience. But its sort of unlikely to get that in time anyways.

Having multiple great people farms I think is counter productive as they enlengthen the time it takes for you to get the great people that you urgently need at times in terms of building an academy or bulbing key techs (usually Great Scientists for that) or in terms of getting quick money to upgrade troops for war (Great Merchants on trade missions, if possible in the city that has the Temple of Artemis which I believe nets you an extra 200 gold per trade mission). You can for example stack up on War Elephants and then right after getting Liberalism and choosing Military Tradition upgrade those to Cuirassiers to have a strong army without needing a lot of turns to build those after getting the necessary technology.
 
Best advice I received here is don't go for religion. You make better friends by adopting theirs, the more the merrier. This way you never get a Great Prophet mucking up your GP benefits. Give me GS, GA, or GE. Especially GE to knock out a fast GW. GA in a small remote city can explode the area outside it, even push another civs borders back. Go for BW and IW as soon as possible to find where the resources are. Concentrate on your UU and exploit it's advantages. I had a lot of fun with the double barreled cross bow, with several promotions. A real killer.
 
Perm Alliance isn't something you can negotiate tho - it's set up at the beginning of the game. (e.g, teams )
unless u turn on the perm alliance, have some kind of defensive pact for a long time, or share war for a long time, be friendly, u'll have
 
Do you take vassals or don't?

(A little longer: Getting closer to domination victory, quite tedius on marathon and large. Just qonquerres 50% of Joao...and he capitulate. Should i accept, or should i keep going and take the rest also?.How about early in the game, do you take vassals that ask nicecly?)
 
Do you take vassals or don't?

(A little longer: Getting closer to domination victory, quite tedius on marathon and large. Just qonquerres 50% of Joao...and he capitulate. Should i accept, or should i keep going and take the rest also?.How about early in the game, do you take vassals that ask nicecly?)

As with much about this game, it depends. What are you trying to achieve? If Domination, you should consider that a vassal counts toward 50% of your land requirement. So if you are just trying to win DOM as fast as possible that is something to consider. Maybe capping Joao right now will win you the game right now...not sure since I don't see the game. But other things to consider is the time cities take to come out of revolt and expand borders vs. a vassals land not having that issue. In fact, you might just give back some or all of his cities. So you could cap him now and just move on to the next target...or cap now and win..again not sure.

Otherwise, my main consideration on vassals is Space vs. something else. Generally, optimal Space games means more land..land that you own. However, a good vassal or two can be nice as well. Vassals that have a sustainable economy and can tech stuff for you (you can control what a vassal techs via the dialogue by the way). So when conquering a foe and determining whether to vassal someone or take their land, I ask myself a) is that land better under my control b) is the vassal viable, i.e., will he contribute to my space game. If the latter, I will usually make sure that vassal has some decent land and cities - probably gifting back some cities that I took.

For Conquest, vassals can make conquest faster simply as you cap them as soon as you can and move on to the next target, as opposed to just grinding out the rest of their cities. Some with Domination to an extent, but one has to consider the land percentages that factor in there. Note that if taking cities that would be burdensome one way or another, you can always just have some settlers build and settle them near the end.

For Diplo, we use a term Diplomation..that is going toward a Diplo win via a Domination route. In other words, take some vassals as they will vote for you.

Vassals pretty irrelevant for Culture games, as a culture game is generally very focused from Turn 0 and combat is usually avoid except maybe very early to grab some good cities nearby.

As to you last question, which appears to relate to what we call "Peace Vassals" or AIs that voluntarily capitulate, I generally always accept a peace vassal unless I already had specific designs are their land and wonders.

Lastly, one thing I do consider in the fairly early parts of the game with my first target or two, is likely just taking all their land since it can be put to good use since it is earlier in the game. That is, more time to develop the land and get infra in the cities. Also, makes later wars and capitulations easier. However, that may depend on how well that particular war is going...sometimes I just want out and capping is the better option. Of course, the higher difficulty one plays the harder these wars become.
 
As always on this forum, a really good answer. Thanks! :)

Its diversity is what makes this so great a game. Its so many ways to play the game. I am quite boring, though....always domination.
 
I love forests.
I tend to leave them standing because they give me far more hammers over the long run than the 30 I would get from chopping them, and they don't respawn that fast.
Convince this chronic Noble player that deforestation is really as great as everyone says it is.

~first post :blush: ~
 
I think your problem is that you don't whip enough. Population working tiles as weak as forests are not worth keeping. You make more hammers by whipping them out.

Also, immediate large gain>>>>>small gain over time. By speeding up early settlers, workers and conquest, you earn massive amounts of production over the course of the game.
 
chronic Noble player

~first post :blush: ~

welcome!

I think this is the answer to your question. As elite said, it's about getting more stuff early. Whipping and chopping is one of the keys to moving up levels. You can learn a lot here on how to better play the game.
 
I love forests.
I tend to leave them standing because they give me far more hammers over the long run than the 30 I would get from chopping them, and they don't respawn that fast.
Convince this chronic Noble player that deforestation is really as great as everyone says it is.

~first post :blush: ~

I think your problem is that you don't whip enough. Population working tiles as weak as forests are not worth keeping. You make more hammers by whipping them out.

Also, immediate large gain>>>>>small gain over time. By speeding up early settlers, workers and conquest, you earn massive amounts of production over the course of the game.
It's an economic game. Think opportunity costs.

Hardly my first post, but I still have trouble chopping (all) my forests although I know it is the thing to do.

With slavery, food is better than hammers.
First forests to chop:
grass hill - mine it (1 food, 3 hammers > 1 food, 2 hammers)
grass riverside - put a cottage there (even a farm is 3 food, 1 commerce > 2 food, 1 hammer)

sometimes it is better to wait for Math to chop most forests
sometimes pre-chop forests, then complete the chop to finish a wonder
 
LOL

I used to make the same mistake when I first started. The game told me that chopping away a forest would net me 30 (or 20 pre Maths) hammers but I would lose that 1 hammer bonus on the tile pretty much forever (unless the forest regrows by chance, which only really happens if said tile is at least somewhat surrounded by other forests). What I understood after a while (like 5 years later when I found AZs LPs on Youtube) is that the forest basically blocks the tile and you can't build most of the tile improvements when the forest is still there. Most tiles are only good to work if they are improved (exception being oasis in some cases, lakes or coast tiles in some cases, especially as a Financial leader, or some other niche situations). So you chop the forest away and then build a cottage/farm/mine (or later in the game other stuff) that suits your needs, whether that be more food, more commerce or more hammers (or a combination).

Just in case that's your problem, because when I learned that I was far away from understanding anything about whipping or fast production boosts by chopping.

Like others said: welcome to the greatest strategy game in existence and if you have any other questions, feel free to ask here or make a new topic.
 
I think your problem is that you don't whip enough.
Once I understood the concept of whipping (converting food into hammers) I started doing it. That's helped my game a lot, though since it's new tactic for me I need to just remember to do it more. I still have trouble kicking my Civ 1 habits (expand expand expand grow grow grow :hammer2: )

Population working tiles as weak as forests are not worth keeping. You make more hammers by whipping them out.

THIS is the perspective I needed! I'm all like, "well what happens when I'm left in 1000BC with no production tiles left for the rest of the game?" With slaves, you ALWAYS have production. :evil: Until the next revolution, of course.
 
Also: Long time lurker, first time poster. I've been playing the game off and on since it came out, but only recently venturing beyond Noble where I needed these counter-intuitive strategies. Thanks for the welcomes, folks.
 
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