Notes from a Tiny Island

timski

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This is a guide to playing Tiny Island maps in Civ 4. These are the most "extreme" forms of Archipelago map. Most of this guide will also be appropriate to Archipelago maps. This is written for the (patched) vanilla game. Hopefully the general strategy won't change significantly in other versions.

This guide aims to help intermediate players adjust to Tiny Island maps, by highlighting how and why conventional play styles need to change. Arguably the absolute optimum strategy for such maps is primarily Cultural. Culture is discussed as an advanced strategy, towards the end, because Cultural players still need to understand the quirks of Tiny Island maps.

Tiny island gameplay is genuinely different from standard large land masses. Tiny island maps:
  1. Emphasise careful settlement and financial planning. With so little land, finding locations which can be turned into viable colonies can be challenging. That land tends to be separated from your Palace by sea, so distance greatly raises maintenance costs.
  2. Emphasise non-standard strategies. Prioritise technology and wonders that can seem almost irrelevant on other maps. New approaches emerge, like powerful one-tile island specialist cities, which we probably wouldn't consider if land wasn't scarce.
  3. De-emphasise huge militaries. Production is poor, so armies are hard to build and must be used more strategically. Unfortunately, the computer AI uses ships poorly and struggles to mount offensive actions over sea, which can make warfare feel somewhat trivial.

Veterans may find these maps too easy, because the AI isn't a strong opponent. Newer players, especially those inclined to follow "standard" strategies, may be frustrated by the extra economic and naval management. However, for intermediate players, I think tiny islands can be a great place to learn: A chance to understand aspects of Civ IV that don't seem important to the beginner, but are important to understand on harder difficulty settings.

Guide structure:
  1. Map Concepts
  2. Setup and Traits
  3. Early Game
  4. Early Wonder and Technology
  5. Medieval Game
  6. Late Game
  7. Advanced Strategies
  8. Learn More


1. MAP CONCEPTS

Before you play, consider what makes tiny island maps unusual, likely challenges, and optimum starting traits.

Most larger-land mass maps are production rich, and initially food and commerce poor. Tiny island maps are production poor, but food and commerce rich in the early-to-mid game. A biologically-farmed or fully-cottaged (towned) conventional map city will ultimately produce more food or commerce, but won't be doing that until quite late in the game. Tiny island maps allow cities to develop strong food and (especially) commerce earlier, with less need for worker improvements.

You'll need that financial advantage to offset increased maintenance costs: Your second or third cities may not even be on the same island as your Palace. Oceans may force expansion in one direction away from your Palace, rather in an area geographically around your Palace. Early-to-mid game expansion will be far more expensive than on a larger-land mass map.

Hills are almost as important in settlement location as resources, but still need to be carefully balanced against food, so that a city has enough excess food to be able to work those hills. Every settlement will be on the coast, with likely half of its productive tiles being water. With a Lighthouse, every one of those tiles will produce 2 food. Working those tiles will sustain the citizen, but won't ever grow the city. Fresh water is rare, so almost the only tiles to produce more than 2 food will be improved food resources. With 1 improved food resource (and especially with 2), excess food will be available, which is essential for serious production: Initially either by working mines, running a Specialist production economy, or using Slavery to complete production. Later Workshops or Lumber Mills can also contribute.

Since likely every city is a port, trade does not need roads (except to connect land-based resources to the nearest port city). This makes it much easier to share resources between your cities, and trade with AI civs. Religions also seem to use easier travel to spread more virulently across the map. While profitable for the religion's founder, rapid spread can make it harder to control religions for diplomacy.

Land-based resources are naturally confined by the lack of land. This creates unexpected quirks in geography. Normally common resources, like Corn, may now be rare. Other resources may be clustered on only 1 or 2 islands - it is not uncommon to find 3 or 4 identical plantation or camp resources (Sugar, Furs, etc) on a single tiny island. Copper tends to appear on the ice-caps, which often means that civs do not have access to it until after they discover Iron. All these quirks open up interesting diplomatic and miltary strategies. And start to demonstrate the importance of boats:

Boats are your scouts, your best defenders, your settler and invasion transports, maybe your workers. On other maps boats are almost irrelevant. Here, the ability to manage boats well is likely to be what wins the game. Naval technology has an especially high priority, because of the very dramatic improvements in the strength (and movement) of subsequent naval units: Frigates devastate Galleys, Destroyers sink Frigates. Promotions, strategy and sheer volume of ships are irrelevant. Even a defensive player will need ships to protect their economy.

Unfortunately for your enemies, the AI doesn't handle boats well. It settles land much slower than in comparative difficulty games. On Monarch or Emperor difficulty, perfectly good city locations can remain untaken until late in the late. The AI also has no effective strategy for defending its empire: Remote colonies are defended by small garrisons, often allowing a well-planned war to be executed and peace sought before the AI has managed to find a boat to transport a counter-attacking army. Indeed, even the most aggressive AIs have a habit of launching half-hearted wars that finish with the sinking of their first Galley! While such combat may sound easy, it is only easy because you are managing your boats better.


2. SETUP AND TRAITS

I dislike rigid recommendations on starting Civs - a good player should be able to make the most of any start, adjusting their strategy accordingly. That said, some starts are better than others. And in the original game, Washington was almost perfectly suited to the core strategy outlined in this guide: The 2 best traits, decent starting technology, and an ideal special unit...

Technologies are unlikely to be critical. Fishing is ideal because of the immediate Work Boats, guaranteed coastal start, and immediate Sailing research. Starting technology is most likely to influence early Wonder choice (discussed later).

Special units are not important. Pre-Medieval special units are difficult to use effectively on island maps, because you can't rush without boats. Gunpower units may be slightly more useful, especially the American Navy Seal (improved Marine). Even India's (non-military special) Fast Worker isn't as useful as it might seem, because there isn't much land to be improved.

The 2 easiest traits to play (based both on personal play, and from watching the AI play) seem to be:
  1. Financial: On other maps, Financial civs often start slow, and become powerful in the later-game. Here they start fairly powerful, and so often remain powerful. Especially if they build a key wonder (such as The Great Lighthouse or The Colossus). Tiny island maps have the potential to generate more income in the early-game, giving a winning technological lead by the middle of the game.
  2. Organised: Everywhere will build a Lighthouse and likely everywhere will build a Courthouse. The bonus to civic costs doesn't hurt either. Slow expansion or use of State Property (no distance maintenance) in the later-game may make other traits more attractive.

Other traits are potentially advantageous, but less universally useful than the first 2:
  • Expansive's health bonus is less useful on tiny island maps because Harbors (with seafood) help in the mid-game, while city size is generally capped by food production in the late-game. Almost everywhere will eventually want a Granary and a Harbor, but perhaps not as much as they will want a Lighthouse and Courthouse.
  • Industrious' Forges are clearly helpful on maps with so little native production. The Wonder production bonus opens up possibilities for building several key wonders (notably both The Great Lighthouse and The Colossus). But overall, Wonders aren't so important on a tiny island map: Lower overall map production means longer production time, means increased risk of getting beaten. Wonders with continental benefits are almost always worthless.
  • Creative's instant culture bonus is useful when establishing colonies on isolated islands, especially in the early-game, where key resources are 2 tiles out and Culture cannot be "built". The building bonuses tend to be quite situational - and in the mid-game it is often easier to focus on gaining happiness resources, which are automatically distributed across your empire.
  • Aggressive is hard to recommend because the military bonuses are partly negated by the need to ship units overseas. Early rushes are slow! However, if you can get a small army moving, the free unit promotion makes that army fairly deadly, especially in the Medieval period.

Philosophical and Spiritual are interesting to play, but only fit advanced strategies (described towards the end):
  • Philosophical's extra Great Person bonus is valuable if running a Specialist Economy. There are plenty of locations suitable for "Great Person farms" (endless water, plus a few improved food resources). Clearly this requires very focused strategy, as discussed later.
  • Spiritual is similarly interesting because it allows rapid shifts between key production civics: Notably Slavery and Caste System, but also Nationhood or Bureaucracy. For example, a research city might normally run with lots of researchers. But when a new building, like a University, needs to be finished, switch to Slavery briefly and sacrifice. Again, your strategy needs to be very focused, but avoiding Anarchy makes this possible.

I don't see that the expansions would change this analysis dramatically (although they clearly nerf Washington, and therefore make tiny island maps more balanced).

Finally, longer length games will allow more time to move boats around the map. Settlement and warfare generally take longer on island maps, however ships always move at the same speed.


3. EARLY GAME

This section describes your early moves and settlement, roughly until conflict breaks out - typically near the start of the medieval period. The fourth section below describes Wonders and technology during the early game.

Archipelago maps guarantee a coastal start. Indeed, with tiny islands it is often physically impossible to build an inland city! You will almost always start on a separate continent (islands) from other civilizations, but this is not guaranteed. This guide assumes separation - the early land grab and military would become considerably more important if there was no separation. Similarly, isolationist starts are theoretically possible, but unlikely. This guide assumes early contact is possible with most other civilizations via a combination of coastal tiles and territorial borders.

Before you engage autopilot and build a Warrior or Worker or Scout or Settler or whatever you normally do, stop and take a look around: Chances are you starting island is almost explored already. Surrounded by water, with no (or almost no) fog-of-war tiles on your island, you are perfectly safe until the Barbarians start spawning in boats. There may be no tiles a Worker can improve until you've research a few techs, so why prioritise the Worker? Don't be afraid to start building something that doesn't get completed until much later (like a Barracks) while you let the population grow and wait for the first technology to research.

On this map scouting means either Work Boats or Galleys used to explore. You will normally be able to reach most areas of the map while remaining in coastal (or territorial) waters, but the route won't be direct. Work Boats can be used to scout, but can't defend themselves. Galleys take slightly longer to build, but can often survive a Barbarian Galley encounter. Barbarian Galleys will not appear immediately, so Work Boats make excellent Scouts at the very start, when you need them the most.

The most important scouting objective is to be the first to circumnavigate the globe, which gains the permanent +1 naval movement speed. This is a huge boast in the early game, when otherwise ships only move 2 tiles per turn. It remains useful later - from faster troop travel to chasing down enemy shipping. Another civilization will beat you to this bonus if you delay. Ideally, build 2 Work Boat scouts as soon as you have researched Fishing, sending one east and one west. With luck, each will navigate half of the globe, which is good enough (the 2 boats don't even have to meet, merely reach the same longitude). Theoretically circumnavigation might not be possible until Caravels, but at least you'll discover that fact quickly, and know to prioritise Optics research.

While circumnavigating, you are likely to contact most of the other civilizations. Such early contact allows you to plan diplomatic alliances before the AI civs have contacted one another. This helps survive a potentially hostile map. At worst it gives you an advantage in any conflict: Often you will know where the enemy's cities are on the map, but the enemy will not have discovered your cities. Early contact and scouting (of their city locations) also helps establish trade routes. Trade routes are especially profitable on these maps, because almost every city is on another "continent".

Depending on the map, you may need to prioritise Writing research, for Open Borders agreements, allowing easier exploration and mapping trade routes. Of course, negotiating Open Border can be difficult (even impossible) if you have already converted to a "heretic" religion. Note that unless you have a relatively isolated starting position, it is rarely possible to stop other civilizations exploring and settling land by "blocking off" territory and denying Open Borders agreements. Also be aware of locations that can only be reached by moving Galleys through ocean tiles within territorial waters: Suddenly losing an Open Borders agreement can cut off supply lines in ways you probably weren't expecting.

Ideal settlement sites generally have a double-food resource, or a food resource and hills, or a food resource and another useful early resource (such as Iron). Food resources are important: Without at least one, you're likely construct a city that can do nothing except feed itself - a poor choice when so many thriving locations are available to be settled.

However, the distance maintenance penalty can become crippling. 90%, 80%, maybe even 50% research might be viable if it means you are expanding. But it's also easy to get into such terrible financial difficulty that the first genuine financial shock (like a war) might kill you. Colonising land close to the AI and then back-filling later settlements (in the gaps around your Palace) doesn't work well here: Water means that even cities which are on islands close to your Palace gain significant maintenance burdens. And if you leave those sites empty, the AI will often sail right round and settle them: Even well-developed cultural borders tend to leave gaps on a tiny island map.

Build order will vary by location. But Lighthouse (to quickly maximise food output) and Courthouse (once available) are recommended. A Granary is especially important in cities where production will be based on Slavery, since it speeds population growth. Harbors also have great health and trade benefits (once researched). Beyond those 4 will probably depend on what role the city is intended to perform.

In a larger-land mass games you might aim to build 1 or 2 Workers to improve every city. Here, 1 Worker will comfortably serve 2 cities. Indeed, if you wage war early you'll probably capture all the Workers you need. Instead of Workers, you should prioritise Work Boats. Ideally these can be sent out with new Settlers, and used to improve seafood tiles the same turn the city is founded. Remember, each Work Boat is a single-use improvement, but they cost half the price of a Worker and don't stop population growth while being produced.

On a tiny island map you can get away with almost no city defenses at the start. A single (ideally City Defense-promoted) Archer is normally adequate in the early game, mostly to avoid the unhappiness created by having no garrison! This minimalist approach to defense works because the AI doesn't scout water effectively (so is unlikely to discover many of your cities in the early game), nor does it launch war effectively over water (early wars tend to involve a single Galley), nor does it have the economy to produce enough units to contemplate serious warfare. Ultimately you will need slightly stronger defenses, and don't completely neglect garrison upgrades. But ideally use boats to intercept invaders before they land.

Lumber or Workshops? Unimproved forests provide an extra hammer when worked. Instead of chopping, it is tempting to work these tiles unimproved, and much later add Lumber Mills to them. Unfortunately, Lumber Mills appear relatively late in the game. When first researched (Metal casting) Workshops are only for the desperate (-1 food, +1 production) - consider them on an flat open terrain, if you have food to spare. However, Workshops slowly gain production bonuses with subsequent technology, and become very well suited to cities on this map. Remember, you normally can't irrigate fields, while Cottages are replaced by coastal water. With the State Property civic, the -1 food disadvantage is lost, and Workshops become better than Lumber Mills. As discussed later, it is highly likely you will beeline to, and run, State Property for its financial benefits alone. By the time we can build Lumber Mills, we'll have have Workshops which are broadly as good as Lumber Mills, why spare the trees? Forests are certainly useful very early in the game, but don't adopt the AI mindset that trees are too valuable to chop.


4. EARLY WONDERS AND TECHNOLOGY

Fishing, and then Sailing should be early research priorities, but not necessarily the first technologies to be discovered. Also consider technologies that allow you to exploit your starting position, especially to improve resources or exploit a (leader's) trait. Beyond that, initial technology research should be dictated by Wonders.

There are 2-and-a-half wonders that can radically change the outcome of the first half of the game (and consequently, the second half). You should aim for at least one:

1. The Great Lighthouse - +2 trade routes in all cities - on a map where likely every city is a coastal city, available very early. Research up to Sailing (and then build a normal Lighthouse), then research up to Masonry. Obsoletes with Corporation, however Corporation research can be avoided until you want something like Mass Assembly. You will need to beeline straight for The Great Lighthouse, especially on harder difficulties. That will almost certainly slow initial expansion.

2. The Colossus - +1 gold all water tiles - on a map where probably half the workable tiles are water. Research to Metal Casting, which also requires Pottery. Beelining may not be essential, because although the AI prioritises Metal Casting, it rarely goes there immediately due to the cost. Unfortunately The Colossus obsoletes with Astronomy, which cannot be avoided without immediately losing naval supremacy.

2.5 The Oracle - 1 free tech - then build The Colossus. While the free tech may be useful to you, completing The Oracle is often more beneficial because it prevents an AI civ picking Metal Casting quickly, and immediately going on to build The Colossus! For players founding early religions, The Oracle into Metal Casting into The Colossus is a solid strategy.

Both The Great Lighthouse and The Colossus provide very substantial financial bonuses, which should become obvious moving into the medieval period. An extra pair of trade routes can add over 5 (base) commerce to a large city. Same for water tiles. The Great Lighthouse is the clear winner for its potential longevity, and is also less restrictive - all cities trade, but not all cities will be dominated by working water tiles. However, The Colossus is less of a gamble. The ideal is to build both The Great Lighthouse and The Colossus. If you fail to complete both, consider military options to "acquire" them. Especially if they were built by Financial civilizations, who are otherwise very likely to power ahead technologically.

Unless you have a very specific strategy that benefits from them (such as a Cultural or religious approach), other pre-Renaissance Wonders can be ignored. Technology to focus on includes Compass (huge trade and health benefits of Harbors - far more useful than Aqueducts), Currency (more trade, more commerce), and Codes of Law (courthouses). Our aim is to build a robust economy, without which we can't effectively expand or develop. Don't be afraid to ignore technologies you may not be able to immediately use, like Agriculture, Horseback Riding, or some of the religious technologies.
 
5. MEDIEVAL GAME

The Medieval period is interesting. It can feel like "nothing much" is happening, yet solid performance here will win the game:

1. Wars flare up, that often are neither won nor lost. Decent offensive armies are in play, but absolute production capability is still low, and transport capability is still lower.

Actually getting a decent-sized army up to the front gate of an enemy city is an achievement! So, while declarations of war may be unavoidable, your defences will rarely be tested. Equally, for every 2 army units you take against your opponents, you'll need a Galley to transport them. That's (roughly) 50% more build, on a map where it was already twice as hard to build anything.

Modest stacks of pre-Gunpowder units still work well, because AI civs normally don't defend their outlying islands effectively, and rarely manage a counter attack - especially if you sue for peace after 10 turns. Focus on targets close to your home territory - for both ease of transport and manageable maintenance costs for captured cities. This is a great time to steal resources, and to develop some experienced units: Macemen with a few ranks of City Attack become almost invulnerable as upgraded Grenadier or Infantry (units which can otherwise not be promoted with City Attack). Stealing completed Wonders is also possible, although early Wonders are almost always built on the enemy civilization's home island, where battles are normally much tougher than outlying islands.

If you attack another civ's city, don't be afraid to raze it and rebuild it. Perhaps more so than other maps, the AI makes some terrible errors positioning cities. For example, building on hills, when hill tiles are most valuable. Or occupying an island to secure a resource, with not way for the city to grow rapidly or build anything. Sometimes moving the city location one tile (by razing and resettling) can turn a poor location into a great location. It's worth analysing production potential carefully before attacking.

2. Expansion becomes more expensive and competitive. This is the time to expand, but your economy can still be crippled by trying to settle on the other side of the planet.

Civil Service's Bureaucracy can help propel a small empire into a slightly larger empire. By the end of the Medieval period you'll have Grocers and Banks available. However, if you managed at least one on the early game Wonders (The Great Lighthouse or The Colossus), this is the period when your economy - and consequently research - should be powering ahead. Or, at the very least have caught up with the leading civilization.

Be warned: It is really easy to over-stretch yourself in the Medieval period, then hit the Renaissance, promptly lose most of your financial advantages, and find yourself permanently behind. So aim for expansion, but also ensure you are also building up a solid underlying economy.

3. You're primarily beelining for the Renaissance era. The really critical naval technologies are in the Renaissance and Industrial periods. Having Pikemen or Knights won't mean a thing if the enemy is able to sink your transport Galleys with Frigates, then pillage your primarily-maritime economy unopposed.

There are 3 key technological inflection points:
  • Optics - A veteran Galley can still defeat a Caravel, and Caravels cannot transport troops. So Optics is certainly useful, but not automatically essential early.
  • Astronomy (requires Optics) - Alone, Astronomy allows Galleons, which make troop transport vastly more effective, and makes serious wars a real possibility. Galleons also perform reasonably well against Galleys in combat.
  • Chemistry (with Astronomy) - Frigates destroy any earlier naval unit, almost without exception. Plus they can bombard coastal cities, pillage very effectively, and generally rule the waves.

Astronomy is found quite deep in the research tree, and hence is not cheap to discover. But Astronomy can be researched much earlier than other Renaissance technology - it requires just Optics and Calendar. This means it is hard to predict when the opposition is going to start sailing Galleons. It's also hard to know whether to beeline Astronomy, or take a steadier route through the tech tree:
  • Using a pair of Great Scientists to research Astronomy is the ultimate beeline solution, but you would need to be selective about which other technologies you research first, so that Great Scientists can be used to discover Astronomy (for reference - http://www.civfanatics.com/civ4/strategy/greatpeople_tech.php ). And gaining 2 Great Scientists so early may be challenging.
  • If you can lead the tech race, beelining towards Philosophy and taking Astronomy as the free discoverer's technology is very research beaker-efficient.
  • An alternative (or variation) is to beeline towards Chemistry, and likely trade for Astronomy once it becomes available - prioritise the far more lethal Frigates. That's only sensible if your are friendly with the technology leaders, so the discovers of Astronomy are likely to trade it to you before it is used against you.
  • Having built The Colossus makes the decision to research Astronomy even harder: Astronomy obsoletes The Colossus, which will put a very significant dent in your finances - typically a 20% reduction in GNP ("gold production").

While naval technologies are crucial, commercial technologies (Banking, Guilds) should not be neglected either. Fortunately rapid expansion by your opponents tends to slow their research, so if you remain focused on your economy, leading the tech race (or at least having techs to trade) shouldn't be impossible.


6. LATE GAME

As you move into the Renaissance and Industrial eras, the financial advantages of the earlier game wain: Technologies that bolster the traditional Cottage Economy (Printing Press, Democracy) have no impact on your water-based economy, so you won't have as much financial freedom as you might expect. Meanwhile the impact of early Wonders fades. Other civilizations adopting Emancipation can cause even more pain, as Slavery or Caste System-based cities suddenly become unhappy. This is why you need to have built up a strong economy during the Medieval period, and ensure you capitalise on that advantage as quickly as possible in the later stages of the game.

Communism - and the State Property civic - is a key early research priority during this period, unless your empire is very small and compact. State Property removes the distance penalty from city upkeep. Even with Courthouses everywhere the upkeep saving will be dramatic - often adding over 20% to your GNP - more than any other economic civic, even Free Market. After Communism, refocus on naval technology again: Combustion! Destroyers devastate Frigates. Hell, even Transports kill Frigates... This is another technology you simply cannot afford to reach late.

After Combustion, Flight is an excellent choice. The +1 trade route bonus of Airports is great for the economy, but the true benefits are military: Airports at your main troop production centres allow new land units to be dropped into any of your cities. Very useful for dispatching reinforcements on maps where it isn't always obvious where the next war will occur. Flight eventually (via Radio) leads to Bombers, which are incredibly useful when attacking enemy on this map: Bombers can rapidly be re-deployed to different parts of the map, can break down defences, and half the strength of defenders. If you war a lot, you'll establish a wide range of bases across the map, so often you'll have a city within range of your enemy. Finally, air superiority is useful against enemy navies.

But we're getting ahead of ourselves: We haven't decided how we're going to win yet.

If you've reached Chemistry first you'll have Frigates and Grenadiers first. Certainly before your weaker opponents, who probably still have Galleys and Longbows. Once the enemy's shipping is sunk your home territory will be safe, and you can wade through the enemy's cities - Frigates flattening defenses, Grenadiers cleaning up defenders. Remember, this is a short-term advantage, so needs to be used quickly. I find it works best against the militaristic civilizations, who tend to prioritise Medieval units over research. It can also be used to knock-back financial civilizations, before they start to become really powerful militarily.

Conquest victory are very achievable: Late-Industrial/Modern era warfare is surprisingly manageable on tiny island maps: Notably the smallish (compared to conventional games) stacks of troops and the ease of amphibious warfare. The tendency for enemy civs to settle remote land requires constant scouting or (probably better) spying. War unhappiness can also be a significant drain, and not running Emancipation (it has almost no advantage to your economy) will eventually cause even more unhappiness. Consider Mount Rushmore and Jails. But you'll probably be forced to use the Cultural slider. Fortunately rapid city capture also means a constant stream of looted gold.

Other victory options:
  • The space-race is slowed dramatically by the low production capability of the map. Less production allows a conquering military to be produced and used sooner.
  • Domination can be painful, because you'll require a lot of fairly useless settlements to cover the many very small islands.
  • Diplomatic victories are plausible, but can be difficult to secure unless you're almost won by conquest anyway. Much like the space race, the time taken to (especially) build the United Nations means outright conquest may occur before a vote has been called.
  • Cultural victories should be very viable because low production slows down other civilizations, and de-emphasises military, yet all the key technologies and Wonders for a Cultural win are available in the first half of the game. Generally the decision to attempt a cultural victory will be taken much earlier, because you cannot retrospectively gain Culture. Some discussion on cultural victories can be found below.


7. ADVANCED STRATEGIES

The main guide has assumed a fairly standard tech-build-conquer approach. However there are some far more interesting strategies for advanced players, which this final section will briefly highlight:

Religion can be a powerful form of economy, because the map will be characterised by many small settlements. Establish as many religions as possible, spawn Great Prophets, build each religion's shrine, profit from every city that religions spread to. Early religions require a lot of focus and technology beelining, so on harder difficulties you won't also be able to build wonders like The Great Lighthouse or The Colossus. Shrine income will build more gradually across the game, and won't suddenly obsolete in the Renaissance era. For an introduction to religions, see TheDS's Religious Experience - http://www.civfanatics.com/civ4/strategy/religious_experience.php .

Specialist Economies can also be powerful on tiny island maps because these maps are food rich, production poor. Food is what allows specialists to be supported. Place a lot of emphasis on scouting at the start of the game, and try and identify city sites with at least 2 food resources - especially Fish. Pay attention to the polar ice caps: While those sites may be terrible for everything else, sometimes you can get 3 food resources in the fat cross. Your empire will be (even more) geographically spread, so keep the number of cities low. Fortunately, the computer AI rarely prioritises locations with nothing but food, so even at extreme difficulty you should be able to find plenty of locations. As hinted earlier, using a combination of Slavery and Caste System is especially useful, but constant switching is only really viable with the Spiritual trait (no anarchy). For more details on the Specialist Economy, read zizzeus' Advanced Guide - http://www.civfanatics.com/civ4/strategy/se_emperor.php .

Cultural victories are often ignored by players, but should be useful on tiny island maps because the low production capabilities of the map delays the rate of progress of production-centric strategies. Conventional cultural strategies involve building a few key wonders, a lot of Temples and Cathedrals, and then running the Culture slider very high. Jesusin provides an excellent review - http://www.civfanatics.com/civ4/strategy/culture_victory.php . However, Cultural victories can also be achieved with slightly more emphasis on Specialists and Great People, which may be better suited to tiny island maps.

Perhaps the optimum strategy is a mix of all 3: Use early religions to finance a specialist-based economy, which researches and builds enough to allow a Cultural victory. The challenge is to maintain just enough emphasis on naval technologies and economy to not lose the game, while still managing to build cultural and religious Wonders and buildings.


8. LEARN MORE

 
Excellent guide, timski :thumbsup:

Reading this has inspired me to try a tiny island map, in spite of the significantly greater amount of micromanagement needed. I've been playing some more unusual map scripts lately (I had a couple of fun games on Fantasy Realm, for instance ;)) and this seemed a good fit.

A couple of general things I'd suggest for people looking to play this map type:

- Archipelago maps are considerably larger for the same "size" than Pangaea, since the map generator increases the map dimensions to compensate for the low land:water ratio. Unless you want an extremely long game, play at least one map size down. So you know what you're getting yourself into terrain-wise, take a look at the relevant post in Mortac's Guide to Map Creation.

- AI is exceedingly poor at naval logistics. I know this has been mentioned, but I'm not sure this guide does it justice. I've never had such an easy game since I moved up to Monarch (Sushi helps too - see below). On a small map, I founded over 30 cities and there was still about 10% of the land unclaimed by t250. I suggest playing one level above what you normally play, and also adding an extra civ or two.

- Two new map scripts in BTS, Big&Small and Medium&Small, combine tiny islands play with the more standard large continents. This makes for a decent "transition" of sorts between Pangaea/Continents and Tiny Islands.


Now as I'm sure you're aware, most people on this forum play BTS, which has some different gameplay mechanics to Vanilla for this type of map. Some notable changes:

- "Standard" map scripts, such as Pangaea, Continents, and indeed Archipelago, guarantee at least three hills in your capital if you settle in place (IIRC this isn't the case in Vanilla). This means early wonder builds are always at least viable, even if not ideal. Also, this further increases the value of Bureaucracy.

- Trade routes between cities on different landmasses get a significant bonus. Once you have a couple of cities on separate islands to your capital, every domestic route is worth 2:commerce: instead of 1, and foreign routes give a minimum of 3:commerce:. This makes the Great Lighthouse even more powerful than before.

- Cities on separate landmasses to your capital incur extra costs for "colonial maintenance". I forget exactly how this works (do you need 2 cities on an island before this kicks in?), since I play with Vassal states disabled and this removes the colonial maintenance feature. If you do enable Vassals, there is an option to turn cities over to a Colony (creating a Vassal for your civ), but it's generally not recommended.

- Corporations allow you to turn your stockpiled resources into extra yields for cities. Since most resources on these maps are seafood types, the one you want is Sid's Sushi. Even with a modest empire, you can produce an ungodly amount of culture from Sushi - and a nice chunk of food on the side. This makes Culture victory all but trivial. Found Sushi, win the game (or disable Culture victory). Also, for this reason, State Property is a total no-go, whereas pre-BTS SP was king.

- The Apostolic Palace victory vote will likely come into play, since religions spread like wildfire from the very start. Watch out for this - or turn Diplo victory off ;)

- One of the more recent patches increased the appearance rate for Barbarian Galleys by four times. Also, once you discover Metal Casting, you can build Triremes, which are a hard counter to Galleys, however Metal Casting is very expensive early on. This is a rather unfortunate set of circumstances, and quite possibly the primary reason why people don't play this map type - even more so then the heavy micromanagement. Your options are to:
a) Turn off barbs or mod the files so galleys don't appear so much
b) Build hundreds of galleys and be prepared to lose over one third of them in their first battle (since you can't get them promotions until they sink some boats). Also, take at least one empty galley with every settlement party, otherwise it likely won't reach its destination.
c) Say goodbye to all your seafood (not recommended)
d) Build 2345692869278 work boats and spawnbust (also not recommended)
e) Oracle Metal Casting and build triremes. And while you're at it, you may as well build the Colossus :p

So without bending the rules, there's really only one way to play. And if you play high difficulties, large maps, or Marathon speed, I might even go as far as to say it's a case of "Oracle MC, win the game" (or in the case of high difficulty, "...avoid losing the game right there and then" :lol:). For anyone looking for a Tiny Islands (or Big/Medium & Small) game that isn't completely one-dimensional, I recommend option (a).


Now for some of my own thoughts on strategy:

- You need to be organised when settling new cities. On land maps, it's easy to get "some workers" and "some soldiers" that can go with your settlers to new sites, because, chances are, you need more workers and soldiers for your existing cities anyway. On Islands, this is just too inefficient. You need to make sure your new cities get what they need, when they need it, and no more (otherwise you're wasting hammers). So what I came up with is:
When you queue a Settler in one of your cities, mark the proposed location on the map and queue everything else that the new city needs at the same time. You need a galley for the settler + garrison, a second galley with a worker if there are improvable tiles (for a one tile island with land in the second ring, this can wait a bit), an extra galley or trireme to defend against barbs, and work boats for every seafood tile (again, second ring tiles can wait). Galleys, triremes and workers can and should be reused when possible, but as your empire grows you will need to build new ones as well. Also remember that you'll need to move units and defend against barbs at times, so you should leave some galleys and triremes (at least one of each) idle within a few turns' movement of all islands under your control. One pair per 3-4 islands seems about right, in peacetime at least.

- I would rate Industrious as a top-tier trait on this map type. The aforementioned wonders (plus Stonehenge and Hanging Gardens, IMHO) are all extremely valuable, and Industrious lets you get them with much less cost to early expansion.

- About the new traits in Warlords/BTS:
Charismatic is good as always, since more happiness is never a bad thing. Ships earn promotions a little sooner, which is nice for fighting off barbs, but not hugely significant until later on. Extra promotions on other units are unlikely to help until lategame.
Imperialistic cuts the hammer cost of new settlements, but not by as much (relatively) as on land maps since you need boats too. The bonus Great General points really stack up with Privateer battles though.
Protective gets a slight economic boost, as overseas trade makes castles for the extra trade route become a more viable build - especially since you need Engineering to unlock Chemistry. If you find you need the Economics merchant for Sushi though then this falls flat. The military side is even more of a dud than usual - if a decent AI stack lands next to your city, it's probably toast anyway.
 
Thanks for the BTS strategies, Clam Spammer. It sounds like Sid's Sushi changes the end of the game, and Barbarians are more of an issue at the start.

At higher difficulties (with vanilla, tiny islands), wonder production depends a lot more on starting location than traits. For example, in my current (Immortal) game, Tokugawa started with 5 hill tiles, one of them with Marble, and had Stone on his second island. In contrast, most of the other civs were struggling with either 0 or 1 hill tiles, and no Wonder-building resources. The result was that Kyoto completed Stonehenge (2020 BC), The Oracle (1810 BC), The Pyramids (790 BC), The Parthenon (145 BC) and The Hanging Gardens (200 AD)... You won't see that happen in many games.
 
I did mention that the BTS map generator ensures that your capital (if you settle in place) has 3 or more hills. Also, it's likely to add more forests to start locations than in Vanilla, so your starting location is always at least passable for wonder-building.
 
I tried a tiny island game after reading this. A lot of good stuff, although I was unable to achieve any victory conditions just due to the map itself.

I did an 8-civ game on a standard map. I figured the only way I was going to get a victory condition was conquest, so I focused on building my navy/army as much as possible.

I slowly but surely took out as many civs as possible, fighting 1 at a time until totally eliminating them. It was generally a long process because every city was the same: build enough units and boats to attack with, sail all the way over to an island, unload, spend some time lowering defenses with catapults (it was so good to finally get frigates!), attack and capture the city, wait a few turns for everyone to heal and to build new units to replace the ones lost in the attack, load up the boats, sail over to the next island, repeat... this was bad enough near the middle of the game when civs only had 3-4 cities, but as the game went on, the ones that I was not currently fighting were able to continue colonizing, and it just got to the point where the remaining ones were too big and there just wasn't enough time left to fight them.

For example, I finally eliminated the 5th opponent around the year 2010 or so. But now the remaining 2 civs each had around 12-14 cities each and there was no way I could possibly take out that many cities in such a short amount of time (40 turns).

I was also nowhere even close to other victory conditions. By this point I now had 58% of the global population (requirement was only 47%) but only had 38% of the land (with a requirement of 62%!) - so domination victory was out. I was really trying to take as much land as I could, but the cost was just getting enormous that after taking over the first 3 civs I had to start razing cities in wars #4 and #5 because I just couldn't afford to keep them (I was running 10% science slider for most of the 1800s and beyond to avoid going bankrupt).

Also due to all the wars and just general lack of resources, we're all way behind in techs. I didn't even reach artillery until 2013 or so. So space race and even diplomatic victory were not possible (mass media wouldn't be possible to get in time, lol). Culture was also not possible due to spending most of my time fighting wars, so I hardly had any cultural buildings. My highest cultural city was 6800, and that was the only one that was above 5000! lol

So for the rest of the game I had literally nothing to do. I couldn't conquer them (besides it being time consuming to fight each island individually, they had also caught up techwise and had both riflemen and frigates, which were what my best units were, so it was't going to be easy even if I wanted to try to "beat the clock"), I couldn't achieve any of the other victory conditions. I had the high score by a long shot (3800-2200-2100 or so), so I had to just spend the last 40 turns building random things in my cities and waiting for it to hit the year 2050.
 
@ Zeek
Feel free to post a save in the S&T section if you want to learn to put this article (and more) into practice quickly
I tried a tiny island game after reading this. A lot of good stuff, although I was unable to achieve any victory conditions just due to the map itself.
Having read your post it sounds like just general inexperience more than the map itself, which tends to have a bad reaction to unfamiliar situations. Tiny island games tend to be much easier due to weak naval AI, but in order to take advantage of this weakness its vital to know things like how to generate production without hammer tiles (Slavery excels even more on watery maps!), and how to build an economy under those conditions (mostly going to be specialists (food) and trade route based in most cases).
I did an 8-civ game on a standard map. I figured the only way I was going to get a victory condition was conquest, so I focused on building my navy/army as much as possible.
On this specifically, why did you think conquest was your only option? The liklihood of this actually being the case on such a map seems completely implausible to me!
And how early did you decide it?
 
True, I wasn't really complaining, just sharing my experience.

I kind of started the game thinking I was going to have to win with conquest or domination because it was going to take so long to meet other civs (no one could meet until after astronomy) that we were going to be so far behind in techs, since there would be no trading before that point, that space race wouldn't be possible. And a culture win is never possible for me - I posted in another thread that even when I feel like I'm producing tons of culture and using great artists for +4000 I still end games with my cities in the 20,000 range - nowhere near the 50,000 needed).


But after I took over the first 2 civs, I quickly realized that dom wasn't going to be possible either since I only had like 18% of the land despite having taken out nearly half of my competition. And then, the other civs got to the point where they were producing tons of settlers and putting them all over the map, so it really made conquest impossible too because they were just so spread out.

I guess I should have followed my normal strategy and went for diplo victory, but like I said, by the time I realized conquest was going to take too long, mass media was too far away and we wouldn't be able to get it in time.

The timeline for eliminating opponents was:
-1110 AD: I circumnavigate the globe
-1560 AD: I destroy the first opponent civ
-1820 AD: I destroy the second opponent civ
-1931 AD: I destroy the third opponent civ
-1965 AD: I destroy the fourth opponent civ
-2010 AD: I destroy the fifth opponent civ

and as I said, I just didn't feel like there was enough time to take out TWO more civs before 2050, especially since they had caught up and also had rifles like I did now. Also I was struggling to produce more units because the war weariness was killing my production due to so many unhappy citizens (even though I had changed to a police state) since I had basically been at war non-stop since the late 1700s. lol
 
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