btfx
Prince
- Joined
- Apr 17, 2007
- Messages
- 362
Hey guys, I've played a couple MP games with friends. Wanted to ask a strategy question from a different direction.
How do you deny the different victory types? How do you keep track of how close your rivals are to victory?
Some of these are pretty straightforward - for domination you can keep an opponent from fighting you with forts in your borders, harassing them by sneaking a mounted unit into their territory and pillaging[1]. Being allies with their neighbouring CSs is a good idea, if you DOW at the right time[2] the CS will be able to do some damage, especially with the help of units you might have stationed around it. Timing in general is important, keeping a couple of military units on the domination player's border[3] will make them nervous about going off to gain territory or capitols. Looking at demographics will give you a hint of their military strength - more so if you have a non-zero military for theirs to be compared to. A tech lead is a military multiplier, and a stash of gold plus a turn of advance warning means that you can upgrade your units suddenly to turn the tables on their military advantage. This cuts both ways so watching their gold in the diplo screen can give you advance warning of this situation. Be aware that rushing a wonder with a GE two turns before they finish the same one will give them a gold boost and reason to hate you, but again - this can turn into a double advantage if you can draw your adversary into a losing fight.
Can you tell that one of my friends likes the domination route... but isn't alone in that?
Anyway, I'm sure there is a lot more to keeping track of and denying domination progress, especially from spaceship and diplo victory players. And of course I want to see tips against the other victory types. In particular, I can't find a way to track how close other players are to culture victory, I know this is not common in MP CIV5, but I'd like to know if there is some tab on some advisor screen I've missed.
P.S. I've rarely had a SP game that was still "interesting" when ideologies come into play, and all my MP games seem to "gg" early on (so far), I'm curious to hear from players with different experiences - a game of civ5 is too long and can go too many different ways for me to learn everything from my own experiences.
[1] Pillaging heals units a little bit - I just noticed this last game. This means that if you're just getting bombarded by one city, it's not a big deal for a mounted unit - it can pillage twice.
[2] The "right time" is while your opponent's military is too far to fight back.
[3] Popping in and out of their "peripheral vision" - edge of their fog-of-war is probably more disorienting, but in MP with simultaneous moves this might go unnoticed, which in this case is not what you want.
How do you deny the different victory types? How do you keep track of how close your rivals are to victory?
Some of these are pretty straightforward - for domination you can keep an opponent from fighting you with forts in your borders, harassing them by sneaking a mounted unit into their territory and pillaging[1]. Being allies with their neighbouring CSs is a good idea, if you DOW at the right time[2] the CS will be able to do some damage, especially with the help of units you might have stationed around it. Timing in general is important, keeping a couple of military units on the domination player's border[3] will make them nervous about going off to gain territory or capitols. Looking at demographics will give you a hint of their military strength - more so if you have a non-zero military for theirs to be compared to. A tech lead is a military multiplier, and a stash of gold plus a turn of advance warning means that you can upgrade your units suddenly to turn the tables on their military advantage. This cuts both ways so watching their gold in the diplo screen can give you advance warning of this situation. Be aware that rushing a wonder with a GE two turns before they finish the same one will give them a gold boost and reason to hate you, but again - this can turn into a double advantage if you can draw your adversary into a losing fight.
Can you tell that one of my friends likes the domination route... but isn't alone in that?
Anyway, I'm sure there is a lot more to keeping track of and denying domination progress, especially from spaceship and diplo victory players. And of course I want to see tips against the other victory types. In particular, I can't find a way to track how close other players are to culture victory, I know this is not common in MP CIV5, but I'd like to know if there is some tab on some advisor screen I've missed.
P.S. I've rarely had a SP game that was still "interesting" when ideologies come into play, and all my MP games seem to "gg" early on (so far), I'm curious to hear from players with different experiences - a game of civ5 is too long and can go too many different ways for me to learn everything from my own experiences.
[1] Pillaging heals units a little bit - I just noticed this last game. This means that if you're just getting bombarded by one city, it's not a big deal for a mounted unit - it can pillage twice.
[2] The "right time" is while your opponent's military is too far to fight back.
[3] Popping in and out of their "peripheral vision" - edge of their fog-of-war is probably more disorienting, but in MP with simultaneous moves this might go unnoticed, which in this case is not what you want.