Strategies with some of the Science based Civs.

A_Drunken_Scot

Chieftain
Joined
Jul 18, 2014
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So I just wanted to start this off by saying I have recently played a game with 2 other friends on the same team and I won a diplo victory with Venice, and our next game will be all 3 of us against eachother. So I just wanted to be prepared by asking some questions.

I was looking at trying one of the science based Civs, Korea, Babylon, Mayans etc. And just wondered what the best way to play them generally is as I have always tried for diplo victories but have never fully perfected a science victory. So I would be looking to go for a science/domination victory. I would go for a science victory but in this game my friends will probably go for me straight away, so I need to pump science while having superior units.

So I was just wondering if someone could perhaps give me a couple of tips on what to do with them type of Civs. Thanks.
 
Babylon has an easy science/domination victory. Beeline to writing at game start, plant your scientist. Get archery in a couple turns, then start spamming bowmen. You should be able to early rush with those bowmen no problem. Your science will be coming in so fast that I actually have to put off researching construction--that upgrades you to composite archers, and those are not nearly as cost-effective as bowmen.
 
Babylon: Your first two techs should always be Pottery followed by Writing to get the free Great Scientist. Form an academy.
At that point it's now generic civ tactics, you'll just get more GS faster. (Science is King so everybody should be founding NC before turn 100, and after having unlocked the tech for Colosseums, go to Civil Service and beeline to University, you always want to run all GS slots ...) In BNW, they are most suitable for both science victory and diplomatic victory. (For diplomatic, standard late game push for city state allies and starting in Atomic era the Globalism beeline)

Korea: Every time a science building or wonder in your capital completes, it's kind of like an RA, so add something to your tech queue the turn before so it goes towards the tech path you want. In addition, the UA gives science bonus from all specialists, including guild ones, so you may want to build the guilds somewhat earlier than normal even if not seeking a cultural victory. Note that the Turtleship that replaces the Caravel can not enter ocean so plan accordingly if this is a map type other than Pangaea. They are very suitable for all peaceful victory types.

Maya: Build their UB early and often. Also consider having the beeline to Education via Theology start even earlier than normal. They also have an advantage seeking a religion. Choose the free people wisely. Remember that the free ones for their UA increase costs of the next one just like a natural born one would. That exhausts the difference between them and standard civ. They are suitable for all peaceful victory types.
 
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