Ways to Win

dylanmeditates

Warlord
Joined
May 14, 2012
Messages
260
There are many guides for specific strategies out there that are invaluable learning tools, but n3wbs such as myself are always looking for an answer to that eternal question: So... um... What should i do? How do i win? This collaborative guide seeks to begin to answer that question.

Look at the land, look where your opponents are, look at the resources available, and focus everything on the best strategy at the time with just a little leeway for sitting back on plan 2. We will compile a list of all possible specific strategies for winning or at least grabbing large swaths of land in order to win easily later on, or even just simple little tricks for gaining an upper hand, and indicate what kind of situation is conducive to those strategies. This is for emperor+, normal type maps because that's what i like to play :) I want this guide to be helpful for learning highest-level play but accessible even for the beginningest of the beginning! That is my quest. To my n3wb friends: These strategies will beat prince 95% of the time.

Note that I am not the expert, I intend to edit this repeatedly as more experienced players offer their ideas. I'm sure that some responses will be scathing because that's how the internet is, heh. That's just life, the mountains would not be beautiful but for their dangerous heights and sharp crags, the oceans would not be breathtaking without their skull-crushing waves and drowning depths.

Let's get started. Note that the details of each victory strategy are best left for the guides specifically written for those strategies, which you can probably find on this site. For that very reason I'll try not to be too wordy but brevity is not my strong suit...

1. Elepult (elephants and catapults) rush
If you see:
  • high commerce to zip right along to construction
  • elephants nearby :goodjob:
Maybe you could try the elepult rush. I do this whenever I can because it's fairly reliable IF you get it early. Don't rely on this strategy if your economy is sluggish because AIs are apt to have their own elephants/pikes/maces (emperor+, or even monarch if you are lacking some key economic concepts) by the time you attack. Longbows are ok to go up against if you bring a bunch of catapults.
How to do it:
Balance two things: 1. Keeping research up beelining to construction 2. Expanding into a tasty production base.
You can do it with two cities! You can do it with 6 cities! If you are getting boxed in, be happy with two excellent high-food cities, I hope with some gold mines or non-jungle gems or financial cottages or something sexy like that to speed you to construction. If you have plenty of time and space for expansion, don't be tempted to expand too fast and wreck your economy which will slow your construction date. An early great scientist can make an academy, probably in your capital but just do yo thang grrl, maybe you could put it in a city with some gold mines or lots of cottages, wherever you have most beakers at the time I suppose :).
Build:
1. Workers, fog-busting warriors 2. Granaries all around for tasty whipping/library in capital 3. Maybe monuments for border pops 4. Barracks 5. Defenders to not get backstabbed by Montezuma :) 6. Hopefully you are up to construction by now... Go catapults until you finish Horseback Riding. 7. Build a stable or two in your best production cities (perhaps highest food cities because of whipping) 8. Elephants. Throw an axe and a spear in your stack if you're up to it. Chariots are fun as well so you can pillage as you go.
Research:
1. Worker techs 2. Math>construction 3. Horseback riding
Note regarding oracle: This strategy can work well with oracle. I'd pick up Code of Laws because then you can put up courthouses in all your new real estate, and this works as your trading chip for alpha/backfilling everything for a while/bribing AIs in on each other.
Now... do the rush. Do it on a close neighbor who doesn't like you. Do it on an easy target to grab some quick land and get out of war fast. Do it on a big behemoth target who is apt to get unbeatable sometime in the near future. Do it on someone who you insulted your mother. Whatevs.

2. Bulb Liberalism (for a military tech, for nationalism, economics, I dunno)
If you see:
  • High food city for bulbing scientists
  • marble for great library would be hot and tasty :)
  • no way to do an elephant rush or horse archer rush :)
This is good if there is no good military resources because you can always get a solid tech lead up to rifles... rifles+catapults, anyone? But it's also good for anytime you just failed to already dominate already and now it's your time with cuirassiers, or maybe cannons (and muskets). Don't be lame and go for liberalism, focusing on science and some big push for later if there is the possibility of attacking earlier.
How to do it
Get libraries up and bulb scientists. First scientist is for an academy. You can put one in the capital or you can put it in the city that will be running all its population on scientists until biology. You are going to want caste system most likely. All other scientists are for bulbing. You easily beat AI to liberalism by bulbing philo>paper>education>liberalism, though you don't need to use 6 scientists (you need 2 for education and lib) because you can self-research the rest of those beakers. But hey, maybe you have many extra scientists so you can afford to just tech all of liberalism line w/ no gold whatsoever. That's chillin. Use other extra scientists for printing press.
Building 'Great Library' is pretty cool for this... be warned it takes hella hammers. That's lots of hammers. Sometimes I think I could have just bulbed liberalism faster if I had been just focusing population on scientists from the beginning instead of putting them into mines to build the damn great library. I definitely don't even try without marble or industrious trait.
Tech:
1. worker techs 2. aesthetics. 3. Now it gets tricky. Are you going to build the super-duper library? Go literature. Maybe you have to trade aesthetics for alpha, then pick up polytheism somehow, or maybe you can afford to self-tech polytheism. Sometimes if I'm pretty comfortable with my oracle outlook, I go mysticism> polytheism> priesthood for this reason. 4. drama so you can bulb philosophy, unless you oracled Code of Laws :) 5. Currency/code of laws (or if you are comfy and want to get music first for the great artist, go for it) 6. Civil Service. 7. Start bulbing to lib. 8. Probably turn research off and try to pick up feudalism from AIs, guilds wouldn't hurt too... make sure you are going to be comfortably getting to liberalism first before you start trading paper and education away...
Enjoy your cuirassier rush/cannons+muskets rush/free great merchant from economics/easy taj mahal from early nationhood/tons of trading beakers from astronomy (though you won't be happy to turn off Great Library sooner once you get to Scientific method)

3. Oracle
If you see:
  • some players do it most games...
  • high commerce helps to push towards priesthood
  • high food helps to get workers faster
  • marble helps to build oracle faster (but this deserves further discussion... see below)
  • pretty much any 'good' (lots of food, decent production, maybe some good moneymaking potential) start can get you oracle for that juicy free tech... and oh, how juicy it is. who said there's no such thing as a free lunch? 'Um, yes, I'll have one Code of Laws, please. Can you supersize that for me?'
I know this is not a 'strategy', this is a building... but I figure it deserves a mention because some experts go for it whenever possible. Use it to gain a big tech lead to keep things competitive when you are playing at the higher levels. Popular techs from oracle are Code of Laws or Metal Casting. Pretty simple. Some people have achieved oracle>construction on deity, so you can definitely do that on prince or what have you. But most people at that level like to go oracle>civil service, I think for early bureaucracy. Whatevs.
By the way, here is a Strategy and Tips forum thread regarding oracle strategy, the construction gambit on deity, and other fun ideas about oracle http://forums.civfanatics.com/showthread.php?t=492226
build: (something like this)
1. worker 2. warrior 3. settler/worker 4. warrior or settler(if you haven't built first one yet) 5. workers and fog-busting warriors. 6. maybe a granary or starting a library before you build the... 7. oracle. build it in capital if you have big time better production there, or build it in second city if it's a pretty good production city and the culture would be a big help in that city.
worker actions:
I think this is important to mention because this is very early game and it all happens so fast. get trade routes up fast to not drain commerce to much. then you can tech your way up to priesthood more easily. You don't need marble hooked up if you have a group of 3+ workers chopping trees. But, you can also get to priesthood faster if you skip Bronze working. go for bronze working if you have lots of trees around, go for hooking up marble if you have less trees and more commerce for masonry and/or an early oracle construction beginning date, some thought process like that i guess...
tech:
1. food tech/s for your land. note that plains sheep and plains cows do not impress many higher-level players as far as food is concerned so animal husbandry may not be advisable, then again you could take advantage of its double use as putting you towards writing so that you can oracle code of laws... 2. wheel to get trade routes up 3. mining 4. masonry or bronze working (see above regarding worker actions) 5. tech writing while you build oracle to get code of laws immediately after, unless you don't have bronze working yet and want to get metal casting
Now you got oracle... Code of Laws is nice for courthouses and caste system. Also the free missionary can be used to get AIs pissed at each other (send it to the capital of an AI without a religion and watch the tension begin). Metal casting is good for forges and is also worth more beakers, plus you're closer to crossbows which can be fun. Use your new tech lead to bribe AIs in on each other or get them to stop trading with one another.

4. Cultural Victory
If you see:
  • stone for pyramids
  • space for at the VERY LEAST 6 cities (unless you can war your way to more?)
  • I hope soon you start seeing lots of religions pop up in your cities or else it's time to move on to plan 2...
You can do the cultural victory. I learned everything I know about the cultural victory by watching this video http://www.youtube.com/watch?v=sg50zduT-Ec and reading this guide http://forums.civfanatics.com/showthread.php?t=171130. One thing about cultural victory is for sure: as long as you don't get attacked, you will definitely beat the AIs to it. So just don't get attacked :)
build
1. worker 2. warrior 3. settler or worker 4. warrior 5. settler (if this is your first) or worker 6. in second city, build warrior>worker 7. build pyramids 8. put up libraries and granaries 9. you are going to need those temples. more about this later... you may end up buying those hammers in the later cities...
tech:
1. worker techs. get that quarry up. 2. aesthetics (for a trading chip) 3. get yourself to liberalism for free speech and then turn off that research and turn on 100% culture (unless you don't have pyramids... then you are definitely going to want democracy for universal suffrage... then you can turn research off)
basic how-to (but you should just read the aforementioned guide and watch the video):
Turn on caste system and use your 'great person farm' (A high food city that only works 2-4 food tiles and uses the rest of its population for running specialists to birth great people) to get lots of artists. You can get a dozen or so by the time you're ready to pull the trigger, maybe more. that's 48,000 culture right there. Hold onto them until the bitter end so you know exactly where to put them. Figure out where your three culture cities are going to be and start building cultural buildings there. At least one other city focuses on unit production because you don't want to get backstabbed. Be very friendly to AIs. Just don't get attacked. Try to keep open borders with people because you really want those missionaries. Now, you need at least 6 cities to build the cathedrals for each religion. What I do is build at least 6, then when I'm ready, I build 3 more crap cities in the margins (there will be plenty of margins because your cultural borders will be nice and plump) and just rush-buy more temples there so I can build more cathedrals. Build good artist wonders, always beelining to the required techs, in your three culture cities (sistine chapel, taj mahal etc.) but note that I have done this victory without any of these. Get all religions in all your cities and build temples in all of them, get those cathedrals up. At the end, most cities will be building wealth to support 100% culture while the culture cities just build culture. Until you are ready to go all out with this, don't worry about building a little culture here and there, because you will just be getting heaps of it now. Keep building units somewhere so you don't get attacked and just wait. It's coming. When you're ready, just plop down all your artists for the rest few-dozen thousand culture you need and there you have it.

5. chariot rush
if you see:
  • horses :goodjob:
  • enemy too close for comfort
  • plenty of early production
  • lots of trees for-a-choppin doesn't hurt
  • an enemy without metal!
I don't like to have to do this because it's sketchy. you lose a lot of chariots in the process and that's hammers gone to heaven. but you got to do what you got to do. what if Mr. Justinian has 3 cities out (oh... and they are all visible from your borders) and you are are still building your first settler? Maybe you should go settle near some horses, friend :)
build:
1. worker 2. warrior 3. settler or worker 4. warrior 5. settler (if this is your first) or worker 6. put up barracks. you will be building a lot of damn chariots 7. build 3 chariots per archer you want to take out in a city with little culture, or 4 chariots per archer you want to take out in a city that already has high culture. know your enemy 8. more chariots because you will need many to take all their archer-ridden cities. it is a bloody mess for those chariots.
After all your worker techs, go for aesthetics so you can trade for alpha or just backfill everything you need. This can be harder than it sounds because you are apt to start attacking before you finish aesthetics and you will put a massive drain on your economy (on higher levels) when you take all those troops outside your borders. For that reason, build a big freakin stack and THEN attack with it.
You are going to want to get your economy online quick so you can do something a little better than chariots now. You can hold onto aesthetics to make sure you can trade for currency, or use your city capture gold to research it. Code of Laws wouldn't hurt either for courthouses.

6. Horse Archer rush
If you see:
  • horses :goodjob:
  • lots of trees for chopping
  • decent commerce potential/food for running scientists (got to push, push towards horseback riding)
you could do a horse archer rush. you only need 2 cities, and may want to limit yourself to that if commerce is tight. only build a third if there is really absolutely nothing left to do.
build:
1. worker 2. warrior 3. settler or worker 4. warrior 5. settler (if this is your first) or worker 6. granaries, libraries (to push towards horseback riding), barracks, horse archers
Usually after I tech horseback riding I just turn research off and sit with it for a while. yes, other AIs will get it but you will eventually be able to get it for alpha or use it to backfill stuff. or you can use city capture gold to tech aesthetics. whatevs.

7. axe rush
do this if you see:
  • copper
  • a close neighor
  • you NEED to prevent getting boxed in
I have heard absolute zero say on a let's play vid that axe rush doesn't work on deity because the AI has too good production, but I have heard other players allude to doing deity axe-rushes, so, do what you feel. They definitely work on emperor and below. (If you are on noble and reading this, get very excited. Axe rushes were my favorite thing back then. The good old days when war didn't bludgeon my economy's head...) I would like to hear people's thoughts on the feasibility of axe-rushing on immortal+.
build: (in only 2 cities)
1. worker 2. warrior 3. settler or worker 4. warrior 5. settler (if this is your first) or worker 6. fog-busting warriors and worker 7. barracks, granary if time 8. 3 axemen per archer in low-culture city, 3.5 per archer in a high culture city (wherever your first target city is. It's not a bad idea to take the capital first thing)
workers should have build roads out to the edge of your territory towards your target, if not all the way to the target itself by now. WHIP lots of axemen. you must get axes out fast, fast fast to make this work. read up on whipping. it's worth the time. now, go and take what's yours. maybe you'll pick up the pyramids, or perhaps a holy city. don't expect a shrine to be there though, it's a bit early for that.
your economy will plummet once you send your army out the door so i usually turn off research after i get aesthetics, if I even get there. i may need to use city capture gold to finish it.

8. space race
do this if you see:
  • well, from the beginning it may be hard to tell. if you have a 'good start for space race', chances are you have a good start for whatever the heck you want...
  • if you can only expand to 8 cities or so but they are damn good cities, you can do space race
  • aluminum is pretty important
This comes so late, it's not like you start the game thinking 'oh, clearly my best strategy here is to go for space race.' you can usually win earlier than that. basically get a lot of land and go for the space parts techs. stop trading before too late unless you are severely behind, in which case you're probably not going to make it anyway. building the internet can be a life saver to catch up for the race.

9. Diplomatic
do this if you:
  • have tons of population (50% or more of the world population)
  • have lots of very friendly friends
If you have tons of lands and close friends sure to vote for you in elections, by all means, go for united nations win. start gifting techs, etc. to get your homies to like you even more just to make sure.

10. in general, build a lot of cities, get a solid military tech advantage, build hella units with good promotions and kick ass to grab a bunch of land, then decide which victory you'd most like to post on your 'hall of fame' list
do this if you:
  • well, this is a pretty damn good strategy in general, i suppose. the game kind of rewards military domination strategies
  • if there is no other way to win. i give credit to going for builder (peaceful) wins for maintaining tighter risk-management. but you often only afford that comfort once you've taken over lots of land... you can only settle so many cities on higher difficulties before you're boxed in or your economy is ruined.
You've got to fight for your right to party. Use some combination of the civics: police state, nationhood, slavery, theocracy to create some freaky units and fast.
know your enemy. scout territory, take out resources, take out production cities, take out roads. bring in other AI on your target to distract your enemy (but be careful you don't miss out on taking over all the cities you want). read the war academy stuff on this site.

11. xbow rush
I've never done this but I've heard it works. Anyone want to write a little section to add?

12. what other winning strategies?
 
Nice article. :) The topic is a little ambitious and the contents need some tweaking, but it's good to have a simple and approachable guide for beginners.

I think your aim is to present certain basic game winning strategies that consistently work under the right circumstances from Monarch ---> Deity. Chariot and Axe rushes are incredibly efficient on lower levels, but very difficult to use on Immortal+. So I would suggest omitting these sections entirely.

The Liberalism route should probably explain in greater detail which three military techs provide 'ways to win,' and how to follow up after winning the free tech. For instance, rushing with Cuirassiers works best with a pre-built stack of Horse Archers or Elephants and enough money with which to pay for upgrades. Rifles work best when the player lacks Iron or Horses, can switch into Nationhood, and has a food rich Globe Theater spot.

A section on overpowered UUs would be useful. Quechas (Inca), War Chariots (Egypt), and Praetorians (Rome) are the three obvious examples that spring to mind because generally you should not rush with the equivalent base units.

An Engineering bulb is also very strong under the right circumstances.

You may want to cross-link to vicawoo's guide to Horse Archer rushes for #6, and jesuin's guide to cultural victories for #4.
 
If you list Oracle, you might as well add GLH, Pyramids with stone and such.
I know many "experts" like saying Pyramids are not that good, but if you can build them fast they open some of the safest strategies you can get.

You are far less dependant on commerce tiles (no rivers, but much food?), happy resources, unit whipping potential (Cuirs for example are easy 2 pops with PS + forges, as if you would make HAs earlier), you can skip pre-building and spending lots of gold like Doshin writes..

your strategy would work around not worrying too much about land after you have some core cities, but letting your current cities grow so you can run specialists, bulb some techs, and then use your improved unit whips for some fun.
This will make you forget that "huge early game investment".
 
Great idea & great guide :goodjob:

I like the concept with your short summups instead of a 30-page on every detail.

If someone wants to read more, you can link to the guides that Doshin mentions and also to Sisiutils guides:
Early rush: http://forums.civfanatics.com/showthread.php?t=244075
Strategy for beginners: http://forums.civfanatics.com/showthread.php?t=165632

I'm very new to the game, but if I would give any advice to another beginner it would be to make a plan and go through with it. That is much more likely to lead to success than trying to do everything at once.
 
thanks for the feedback guys, i am having lots of fun with this. i need to wait until i have a good chunk of free time before i can go through and make all the changes mentioned, read those guides mentioned and post them up, etc.

also, regarding using great merchants (or just hella gold in general) to update armies (doesn't have to be cuirs! anything), i have seen this strategy on AZ let's play games but have never done it myself. i suppose i could just write up what i saw done but it may not be accurate to the t. well i'll write it and see what people say!

i've also never built the great lighthouse so i don't know the strategy behind it, maybe someone can give me a quick rundown of this... maybe back when i was playing noble i built it a couple times but i didn't understand what i was doing. i have been playing pangea only for so long! maybe i should do some more fractal games. i just hate getting lonely starts :mad: but perhaps i should put a section about that up as well.

see, i'm not a superstar at this game yet, i am only playing emperor, but i figured i would start a guide like this and other people might chip in if interested. so far so good!
 
I agree that the Oracle section should be turned into a 'wonders' section, with sub-sections devoted to the Oracle, Pyramids, GLH, and AP.

You may want to reconsider the organizational principles that underpin the article. For instance, 'Elepult rush' is #1 and 'Horse Archer rush' is #6. Why not group these two together? Similarly, 'Cultural Victory' #4 would do better next to Space Race and Diplomatic (#s 8 and 9).

Perhaps you could rearrange along the lines of:

1. Ancient/Classical-era rushes.
A. Catapults.
B. Elephants.
C. Horse Archers.
D. Unique Units.

2. Medieval warfare.
A. Xbows. (how to bulb? with whom?)
B. Trebuchets. (how to bulb? with whom?)

3. Post-Lib warfare.
A. Mounted Units.
B. Siege Units.
C. Air Units.
D. Naval Invasions.
E. Nukes.

3. Liberalism.
A. Targets.
B. Bulb paths.
C. Aftermath (war/bribes/economic/tech trades etc.).

4. World Wonders.
A. The Oracle.
B. The Pyramids.
C. The Great Lighthouse.
D. Apostolic Palace.

5. Great People.
A. Generation.
B. Great Scientists.
C. Great Merchants.
D. Great Engineers.
E. Great Prophets.
F. Great Artists.

6. Civics.

7. Peaceful Victory Attempts.
A. The Apostolic Palace (cheese or non-cheese).
B. Culture.
C. Diplomatic.
D. Space.

----

Write and arrange the sections that you know, and if you do not know why (e.g.) the Great Lighthouse serves as a good 'way to win,' or how to best use Great Merchants, think of this as an excuse to learn. :)

Culture, space, and diplo tend to be more specialized victory types in my experience, and often depend upon an earlier, successful war. This is why I would personally devote less space to these in a general guide regarding 'ways to win.' I don't mean to suggest that they are less complex or somehow inferior.
 
Cultural, Diplomatic, and Space Colony Victories can all be done without war of any kind. Implying that one needs to rush before pursuing these victories is incorrect. Certainly, one can gain an earlier victory of these types via early rushes, but it is not required. One can take pride in winning these peaceful (not conquest or domination) victories by never submitting a DoW. Even better is handling diplomacy so well, that no one DoWs you. Some would say that a game without offensive or defensive combat is ideal; it often takes more skill to win without combat than it does with combat.

Thus, a section on totally peaceful strategies may be desireable for those players that prefer peaceful wins.

Sun Tzu Wu
 
Culture, space, and diplo tend to be more specialized victory types in my experience, and often depend upon an earlier, successful war.
.....
 
@doshin maybe you could share w/ me a few sentences regarding the xbow bulb strategy and the engineering bulb strategy? i don't really know anything about that

also... i realize that axe+chariot rushes are not necessarily feasible on imm+. what about if you are boxed in after just 3 cities or something? seems like it could be the only option sometimes. i will add something to that effect
 
details about Engineering rush can be found here http://www.youtube.com/watch?v=vWlUyanBEZw

Basically you avoid fishing, because Sailing, Calendar and i think Compass are higher on the bulb list.

Build 2 early libraries for 2 great scientists, and bulb Machinery and Engi later.

You will need Aesthetics, Alpha and Maths as well to open up bulb paths, often you can tech Aest. yourself and trade for the others.
 
Fippy is right. It's easiest to pull off with a Philosophical leader, and more powerful with a Protective leader.

A Great Engineer can also bulb Machinery, which leads to some interesting variants. Most notably, Sitting Bull has incredibly strong Xbows thanks to being Protective (= Drill I) and his Totem Poles giving +3XP to archery units (= Drill + 5XP with a Barracks). He is Philosophical, which grants quick Great People, but also starts with Fishing, which rules out a Great Scientist bulb.

A Great Engineer gets around this. The quickest, 100% safe way is to build the Oracle in one city, take Metal Casting as your free tech, and on the same turn chop a Forge in a different city. Then run a Great Engineer to generate your first specialist. This is produced at twice the speed thanks to the Philosophical trait. With Metal Casting, the Machinery bulb is then wide open.

---

If you are boxed in with 3 cities and have Horses, Horse Archers are the way to go. If you lack horses, it is be better to wait for Catapults.

A non-protective Archer fortified in a city has a higher base strength (5.25) than Axes (5) or Chariots (4). Things get even worse when you start to factor in cultural defenses, Walls, and the AI discounts. Both rushes can work, but they're really hard to do well.
 
Real ways to win: Kill/vassal all AIs for Conquest/Domination, be the first person to achieve 3 Legendary cities, get voted for Diplo/religious victory, be the first person to reach Alpha Centari, have the highest score at 2050 AD.
 
The main pre-reqs for culture:

1. Six cities, allowing 2 to have cathedrals.
2. At least 2 religions, 3-4 is more helpful.
3. Two respectable :commerce: cities out of your 6.
4. One city with enough :food: to run artists.

Pyramids are a BAD wonder for culture. You want your multipliers in your good :commerce: cities and to bomb the 3rd one up with artists, using any extra to speed up the other 2. Getting a great engineer or anything other than an artist (exception: use caste to grab a few scientists for lib) is painful and slows down your win.

The #1 read for a culture game is "how likely is it for someone to declare on me". In relatively peaceful worlds, worlds where you can get defensive pacts with 1 runaway, or religious group-hugs you can easily go 200+ turns without eating a DoW; this allows you to set up the :culture: win and then hit end turn an oh-so-exciting 50-75 times until you win.

also... i realize that axe+chariot rushes are not necessarily feasible on imm+. what about if you are boxed in after just 3 cities or something? seems like it could be the only option sometimes. i will add something to that effect

Early rushes are situationally possible up to and including deity. One of the forum games here a while back we started as Toku near the tundra on deity. I *SWORD* rushed hatty, took a decent chunk of cities, and won culture on that map. Yep, culture with AGG/PRO for traits following an extremely unorthodox rush.
 
The main pre-reqs for culture:

1. Six cities, allowing 2 to have cathedrals.
2. At least 2 religions, 3-4 is more helpful.
3. Two respectable :commerce: cities out of your 6.
4. One city with enough :food: to run artists.

Pyramids are a BAD wonder for culture. You want your multipliers in your good :commerce: cities and to bomb the 3rd one up with artists, using any extra to speed up the other 2. Getting a great engineer or anything other than an artist (exception: use caste to grab a few scientists for lib) is painful and slows down your win.

Early rushes are situationally possible up to and including deity. One of the forum games here a while back we started as Toku near the tundra on deity. I *SWORD* rushed hatty, took a decent chunk of cities, and won culture on that map. Yep, culture with AGG/PRO for traits following an extremely unorthodox rush.

i understand the list you have there, but not really the paragraph underneath, at least all i can ascertain is that getting engineers slows you down. but what does having pyramids have to do w/ having good multipliers in commerce cities?

and looking at the last paragraph there... you seem to emphasize the SWORD bit, are you suggesting that sword rushes work even less than axe rushes? I used to LOVE axe rushed on prince/monarch but i stopped trying when i read that they weren't really good strategies on deity (i more or less try to play as if i am practicing for deity). just wondering, are you suggesting that they are at the very least more likely to be effective than sword rushes? i am guessing that is because you are so much more likely to catch AI off guard w/ only archers?
 
There are many ways that a strategy can be used to gain advantage over the AI. Most will involve taking advantage of the fact that despite designer's attempts to use RNG to randomize AI behavior, it is still largely very predictable.

A very common way to do this is gain a quick technological advantage via The Oracle, bulbs (usually Great Scientists) and Liberalism. The goal is often Steel to build Canons with Iron or Military Tradition and Gunpowder with Horse to build Cuirassiers or Military Science to build Grenadiers without access to either strategic resource.

Other rushes are possible, but often require a better than average map where there is more than average Food, Hammers, Commerce and/or Happiness/Health resourses.

Sun Tzu Wu
 
The goal is often Steel to build Canons with Iron or Military Tradition and Gunpowder with Horse to build Cuirassiers or Military Science to build Grenadiers without access to either strategic resource.

Other rushes are possible, but often require a better than average map where there is more than average Food, Hammers, Commerce and/or Happiness/Health resourses.

Sun Tzu Wu

Thank you so much for your input. I have gathered different ideas on the forum about strategy for maps that are significantly good and significantly bad. when you say 'other rushes are possible with a better map' do you imply that these are rushes coming earlier, such as HA rush or axe rush or metal/catapult rush, or are they 'rushes' coming around the same time as a normal liberalism rush, but with more advanced tech like... i don't know, artillery. you could probably get that if you combo great library, NE, philosophical, pacifism, parthenon, caste system in a city with triple wet food resources or something and just pump out like a dozen scientists. but actually i am asking you the question, not giving myself my own answer, ha.

i wonder about this because in other posts i have seen it indicated especially that crappy land necessitates much earlier rushes, which makes sense. so, does great land imply earlier rushes as well, or does is it more conducive to later, more unstoppable campaigns?
 
By other rushes, I meant mostly earlier ones like Axeman, Swordsman and especially Horse Archer rush (particularly on Quick and Normal speed when mounted 2 move units are especially important).

Indeed, early rushes (Axeman ... Horse Archer) can allow one to get an earlier win regardless of the initial land. Especially when that land is poor. I only meant one should play to the strength of the land one has or is near enough to:

1) Commerce/Science focus: Get an early technological edge with land with better commerce potential like cottaged floodplains/riverside grassland or food excesses to support scientists (optionally with caste system).

2) Hammer/Food focus: Build huge stacks with hills and enough food to work mines, cows, or food excesses via whipping, striking enemies before they can unlock strong counter units.

Mediaeval Era rushes are also often needed with Conquest or Domination Victory goals and can be optionally employed for other victories as well. When starting without Fishing, it is possible to open up a Scientist bulbing line to get Machinery and Engineering after teching Aesthetics and trading for Alphabet and Mathematics, possibly Construction too. This can set up a very early Crossbowman and Trebuchet rush (use Landsknechts with Charlemagne).

There's much more that could be said on this topic, but I'm out of time at the moment. Sorry about any overlap you have already mentioned, as I'm a bit rushed to make an adequate reply

Sun Tzu Wu
 
i understand the list you have there, but not really the paragraph underneath, at least all i can ascertain is that getting engineers slows you down. but what does having pyramids have to do w/ having good multipliers in commerce cities?

They push you into rep, which might actually reduce available :) in some cases (and police state isn't something you'd use in a culture push), but more importantly they put a crimp on expansion and pollute your GPP. It's a solid wonder sometimes, but when you don't need it whatsoever for the VC you're pursuing that's a ton of hammers to give up early.

and looking at the last paragraph there... you seem to emphasize the SWORD bit, are you suggesting that sword rushes work even less than axe rushes?

Against foes with metal, sword rushes are quite bad; games where one would use them on immortal or deity w/o being rome are very rare. Axe rush being worth anything on deity/normal is rare too (marathon is more plausible). Chariots are probably best, but any early rush is tough there.

I did it in that toku game because we needed more land, we didn't have copper, and I gambled on iron and went for it as a last resort. It worked, and I won on a map that several players who are better than me on average failed. AGG helps sword rushes, but they are still very unreliable on deity.
 
They push you into rep, which might actually reduce available :) in some cases (and police state isn't something you'd use in a culture push), but more importantly they put a crimp on expansion and pollute your GPP. It's a solid wonder sometimes, but when you don't need it whatsoever for the VC you're pursuing that's a ton of hammers to give up early.

hm i guess i thought rep was valuable because of the bonus from all the great artists. If you had all the research multipliers in your great person farm and put on caste system, in a city with 3 tiles working 15 food or something like that, rep would give you a bunch of bonus beakers from that city, and since you were in caste system you could have similar cities elsewhere, with the bonus that you'd also be getting ahead in culture in from the great artists. i'll definitely be experimenting with no pyramids now, i suppose expansion is really the most valuable thing so you can get a good number of cities. it seems like many of the upper level players build extremely little military power for this win and that's what becomes the problem. my only culture win is on emperor so i don't know how it is on deity yet. but if i give my hammers from pyramids to settlers/workers i'll have a higher probability of getting 3,4+ religions in my civ. you say you only need 2 religions, that's intense. i think i had 5 when i got a culture victory. with such low standards (well, you do need some food for the great artists) but such high risk, it seems almost like a last resort strategy... or are there certain indicators you use to determine if cultural will be the most effective victory approach?
 
A good primer for the early rush (getting rather old now, but the content is still almost always completely valid):

http://forums.civfanatics.com/showthread.php?p=5966344

It covers the early rushes (before Catapults), but excludes the Horse Archer rush for Horseback Riding taking too long to acquire. It is a great resource primarily for the middle difficulty level up to Emporer or Immortal. It can also work for Deity, but usually only at Epic/Marathon speeds.

Sun Tzu Wu
 
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