Civic Strategies

aarocks

Chieftain
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May 2, 2009
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As a still relatively new player to civ, I always find myself on the same civic patterns, HR until US or PS in wartime, Vassalage almost always until Free Speech, Serfdom as soon as I can until Emancipation, anything goes in Economy until I hit Environmentalism, Organized until Theocracy, which I will then sometimes go to Free Religion late game if I'm dominating. So, I would like to know the strategies for when to use which civics. I have already learned some, but I would still like to know when is the best situation to use what civics (and I'm not stupid, I don't go into many anarchies). I have BtS 3.19, so everything is up to date
 
There are some civic patterns that emerge. When i focus on specialists i run Representation, Bureaucracy, Slavery/Caste, Mercantilism->State Property/Free Market, All but Pacifism most of the time, but jump around little more based on teching vs war. When i run cottages its more one time transitions hereditary rule -> universal suffrage (eventually), Bureaucracy -> Free Speech (eventually), Slavery -> Emcipation, Mercantilism->State Property/Free Market, All but Free Religion most.

No matter how you get science (commerce vs specialists):
You might look into Bureaucracy in the legal line. Pretty much no matter what you do in the game the capital is going to be a dominant city, and Bureaucracy cements that for most of the important game deciding turns. You would switch out of it for specific needs.
Nationhood to draft or vassalage to build an army.
Free speech isn't a lock unless you have enough towns in your empire to out produce the +50% base commerce capital towns produce in Bureaucracy.

Government:
If you get science from specialists Representation is basically a whole game civic. If you don't have the pyramids to use it the whole game then Hereditary Rule is a placeholder until you get to mid-late game to unlock Representation.

If you get Science from Cottages then Hereditary Rule should dominate most of the game to grow cities vertically to work more cottage tiles. Eventually Universal Suffrage makes more sense when you can afford rush buy (might save up for or wait for Kremlin).

Labor:
Everyone but serfdom is good and has a use.
Slavery and whipping is the key to the early game and can be used the whole game, but tends to get in the way of running cottages and loses its efficiency on large cities 10+.
Serfdom, doesn't offer much benefit. More workers can also get the tiles improved faster.
Caste System is usually a dominant civic for specialist/food/hammer heavy economies, at least for those not addicted to slavery.
Emancipation i guess is what a cottage economy ends up in. If you have mostly towns anyway shouldn't you be running something else?

Economy Civics have an interesting affect on the game and tech rates.
Mercantilism is good for most of the game in a specialist focused economy.
Free Market boosts commerce for you and your trade partner, which can be good and bad. I usually only switch to this when i am ready to found a corporation or two.
State Property, almost always run this as soon as i get it. No matter what your economy is like usually the maintenance savings provide a large benefit. If you have workshops they become super strong at this stage.
Environmentalism, Rarely get to here and rarely need the health, so haven't used it. State Property or Free Market are usually better.

Religion, almost all useful and situational.
Organized Religion, good during early build out of infrastructure. Expensive to run, so usually switch out to something else. Often come back to it for Spaceship parts.
Theocracy, Run a lot of the game for heroic epic and iron works cities to pump out good units.
Pacifism, run early game and during most golden ages to pump out great people when they are important (early).
Free Religion, sometimes spend most of the game in this for diplomatic reasons.
 
Nationhood is a cheaper civic than Vassalage, even if you aren't drafting.

Frankly I'm more worried about him using serfdom :p.

But nationhood truly is a strong civic and if you're not relying on towns for a good % of your output then it might be the best in that civic-column after bureaucracy wears out its welcome ----> you get barracks supertemples, some nice espionage, and one of the most powerful mid-game unit massing options in the game.
 
I would never use rocks as AA.
 
First important switch -> SLAVERY

Second important switch -> HEREDITARY RULE (or if Pyramids Representation)

Third important switch -> BUREAUCRACY


Then mid-late game, Universal Suffrage for gold rushing, Emancipation for faster growth of cottages if needed and if you cant handle the unhappiness. Free Speech for +2 Commerce on Towns.

Theocracy and Vassalage or Nationalism for war. Police State can help here too for a prolonged war and/or for buildup.
 
Serfdom does have a use in some highly niche situations, like you're Spiritual or in a GA (especially the latter, since in that case you definitely don't want to whip), you neither want to whip at the moment nor are set up to milk Caste (e.g. you're cottage-heavy), you've just started settling new land, and you don't have a huge excess of workers due to a long boxed-in early game.

Well, actually, that's the only one I can think of. :) I wish Serfdom were better balanced - the more viable civic choices, the merrier. (If I had to balance it... maybe I'd move it to Monarchy?)
 
Yeah serfdom is one of those civics that boost Spiritual actually. Since they can really take advantage of it. Consider Aztecs, they can whip in every city, then switch to serfdom, work tiles, then switch back in 5 turns to whip again. :p
 
To add to my buddy with a space ;), I generally advocate the slavery <-> serfdom constant switch if spiritual (or own the Rententor -- but this wonder comes in so late it is unlikely for you to still be in slavery mode). The best thing about this is not you are in serfdom, but is you are not in slavery, hence no annoying slave revolt. Serfdom is the best choice to switch to, since it provides some benefit and is low upkeep.
 
I usually develop my economies with an eye towards pushing one kind of flatland improvement over the top:

Farms: Representation, Slavery. Excess food can be turned into anything else very efficiently.

Cottages: Universal Suffrage, Free Speech, Emancipation. Who needs production if I can rushbuy with the tons of $$$.

Workshops: Caste System and State Property. Watermills are even better, but on most maps I can't spam those. Research will probably come from Representative specialists for a good part of the game, but in the end Police State is an option if taking over the world is a higher priority than further research.

*

The choice between windmills and mines is mostly determined by the overall food balance of my cities; unless I have more food than I know what to do with I will use windmills.
 
@OP: I fall into similar patterns. This is natural, whether because we've found success with a particular strategy, or maybe we just find certain civics confusing or irritating. I find myself wanting to use the most liberal civics available -- whipping hurts, even against my poor pixelated citizens.

The civics I use the least:

* Police State -- Even with the Pyramids, it's kind of hard to use early in the game. At that stage, it's hard to walk away from the extra happiness that HR or Rep offer -- is the military production boost sufficient to overcome the extra citizens you'd be able to support under HR or Rep? That said, I can see it as a great civic if you are heavily drafting/whipping down your cities during a military build up and happiness is less of an issue. As a sustained civic, I view it as a pre-US strategy when you have a lot of extra happiness and want to warmonger. It's probably easier to justify this civic if Spiritual or using a Golden Age, and best to use Nationhood in tandem with Police State so you're getting some offsetting happiness from barracks.

* Vassalage -- I tend to get Civil Service before Feudalism in most games, so I typically go straight for Bureaucracy. If your capital is hammer heavy (rather than commerce heavy), Vassalage can be a better bet if you are fielding a large army.

* Nationhood -- I confess to not being much of a drafter. I need to use this civic more, but I am a shameless Free Speech proponent.

* Serfdom -- I am one of the weirdos that actually likes Serfdom. If you get Feudalism relatively early, you can really get the most out of increased worker speed, particularly when clearing jungle areas and developing calendar areas. This is definitely useful when in an expansion mode or when changing tile improvements.

* Mercantilism -- The extra specialist always seems to pale in comparison to the trade route income possiblities with Free Market, unless you're totally isolated or at war with everyone. I need to explore this civic more.

* State Property -- I know that many players on the boards sing its production praises, but SP is available AFTER the Emancipation cat is out of the bag -- so you better be drafting an army and/or have plenty of happiness at your disposal (or have the means to change others' civics ... ).

* Environmentalism -- This is an overkill civic IMO, but it does allow you to squeeze in some extra population in your mega-cities, provided you can get sufficient food. It's also fun to settle a bunch of great merchants (for the food bonus) in a forest city with the National Park and preserves, and just have an insane number of specialists ... but overall, it's hard to compete with Free Market's cash flow in a relatively peaceful game.
 
* State Property -- I know that many players on the boards sing its production praises, but SP is available AFTER the Emancipation cat is out of the bag

Hey, SP isn't Caste System!

I mean, the two do go hand in hand of course, but they aren't the same thing. :)
 
Hey, SP isn't Caste System!

I mean, the two do go hand in hand of course, but they aren't the same thing. :)

whoops. Wrong civic path. That's what I get for doing this at work. :p

Anyway, I tend to get locked into Free Market. I'd be curious to see a comparision of two large empires running free market and state property, at peacetime and war. I realize that SP's improvement bonuses need to be accounted for as well, for a fair comparison. I guess I'm looking for some guidance of when SP is clearly better than FM.
 
HR + Bur: Early commerce capital
Cast + Pac: GP Farming
Cast + SP: Workshop spam mid-to-lategame
Nat + Theo: Mass drafting
Rep + Cast + Merc + Pac: SE
US + FS + Eman: CE
PS + Vass + Theo: Experienced military production
Slav + OR: Whipping infrastructure
 
whoops. Wrong civic path. That's what I get for doing this at work. :p

Anyway, I tend to get locked into Free Market. I'd be curious to see a comparision of two large empires running free market and state property, at peacetime and war. I realize that SP's improvement bonuses need to be accounted for as well, for a fair comparison. I guess I'm looking for some guidance of when SP is clearly better than FM.

State Property is awesome... cheaper upkeep, the maintenace reduction and the production bonus alone would be fully equal to an additional trade route (the weakest one in every city). The bonuses to the improvements puts it far ahead if we can't establish powerful corporations or we have more important things to do.
 
Anyone have some saves?

Beelining representation can be very strong - if you have a bunch of production cities with farms so you can get at food poor tiles well at that point of the game you are waiting on better units. With representation if you can run 3 scientists in each of those cities perhaps after building universities for oxford.. thats a good 27 science per city that would normally give you 5 or 6 commerce. Jail can also kick espionage into gear for wars.

If someone posts a caste-state property save you can see for yourself how ridiculous it is.

The key is seeing the saves so when you see the right land and resources you know what you want to aim for to make the best use of the land.
 
to answer the questions about why i use serfdom, for some reason, I become too morally attached to my civic choices. I dont use slavery, SP, or PS often because morally, slavery is bad and so are communist things. Also, until very recently, I have thought that specialists are useless, which is why I never ran Caste System.
 
to answer the questions about why i use serfdom, for some reason, I become too morally attached to my civic choices. I dont use slavery, SP, or PS often because morally, slavery is bad and so are communist things.

What is best for the empire, isn't always best for the individual.
 
What is best for the empire, isn't always best for the individual.

yeah ik, as i said i get caught on morals with the civics for some reason. however, late game non-pyramids i will adopt police state just before/during/after wartime.
 
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