A strategy for peaceful win via space race.

Paxel

Chieftain
Joined
Oct 22, 2012
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39
Hello,
for all those people who don't like offensive wars here is my strategy. I use it at immortal level (all default settings: fractal, events, etc). Obviously it works at emperor and below. This guide is actually intended for beginners.

You'll need:
A) A creative leader.
B) Eight cities. On fractal maps / immortal you'll got them in 50% of your games, if you're boxed in 6-7 cities you'll need a quick war (horse archers) to get them. See below. If you have no horses, then you cannot use this strategy and you must prepare a cannons/cavalry game.
C) Cottage economy.

The beginning: you'll have to expand quickly (Creative helps). At emperor/immortal you'll have to defend from barbarian archers using warriors, that's not easy but it can be done. Barbarian cities will be very useful since you'll take them later (full fogbusting may be impossible).

Early research: all the basic techs (agricolture, HA, wheel, mining, bronze, pottery, writing). Creative allows very cheap Libraries so you'll make them in all cities, after or before barracks. With the +4 culture rate (2+2), in 25 turns all cities will reach a +40% defense bonus and they'll grab a lot of space. (The library will be your super-monument).
Then research aesthetics and wait until you can trade with alphabet with the first AI who get it. Meanwhile you may research misticism+meditation. At immortal/emperor you will have to research 1-2 turns into Alphabet to exchange it with your Aes.

Cities: all cities will be hybrid, no specialization at all, they will have cottages and mines. If a city has no mines (usually 1, sometimes zero) you may use slavery later to produce buildings. BTW slavery will not be very useful, because every citizen must work at cottages, also on plains.
No GP farms, all cities must go cottages. In the city with no mines assign a scientist to get the first great scientist in 33 turns. Use it to build the Academy in the capital, that's all for now.

Army: you should have always 1-2 cities which produce units (rotate them, since all cities will need the standard buildings too).

Diplomacy: play well, but don't worry if someone attacks you. The 40% bonus is enough to defend against a 3X stack, since catapults are not invented yet. On border cities build the first cottages in the side away from the border.

Religion: no religions, you'll get liberalism early and you cannot afford to lose two turns of anarchy just to have some minor bonus (at high civic cost..)

Research, first goal: win the Liberalism race for the 2K free tecnology. You'll now follow
two lines at the same time: Currency->CoL and Monarchy->Feudalism. Get the other techs via trading. When you get Monarchy make the first civic switch (Hereditary rule (+ Slavery if you like)) so that you'll get the +2 happiness bonus (every cities will have 2 units minimum) and you'll able to grow you cities to size 7-8, for further cottages. Feudalism is very important too, you'll get it when other civs will reach construction (e.g. catapults). Start building longbows (don't upgrade old archers, money is for research) and some catapults for defence.
Research now Civil service, Paper, Education, Philosophy, Liberalism. You will win the race without bulbing at all. I usually skip Literature and the Great library too, I make great people later. Get the other tech via trading. Donate some older techs to make friends. You may switch to Burocracy when it's available. When you get maces stop building longbows and switch to them. Build wonders if you have the right materials.

Research: Get Nationalism as free tech, swith to free religion for the 10% research bonus and research PrintingPress. Then get Gunpowder and research to rifles. You will not use them, but you cannot afford to continue building obsolete units.
Then.. the most important part of the strategy, research Constitution and Democracy, build the Statue of Liberty, and with the free specialist in every city, plus other 1-2 you may assign, plus the bonus from wonders, you'll start to receive a lot of great people, you may also switch a city to a GP farm. Use all that great people as you wish.
Switch to Universal Suffrage when available, you will need hammers for the space race. Then free market/state property.

That's all. If you can now win easily. For a space race I strongly suggest to build the internet so that no other AI will be able to steal your techs. Don't research mass media. Obviously continue to improve your army.

** If you're boxed in 6-7 cities and have horses, you must take 2-3 cities with a quick war, see the guides on this forum. The problem is that HorseRaiding is very costly (400 beakers) so you MUST trade it just like you did with Aesthetics, otherwise you will not be able to win the Lib race. This is dangerous, but you have no choice.
 
Yes, catapults are essential for defence when you're attacked in middle age (by other catapults):

the turn before you culture defense if going to zero, sacrifice them to attack the enemy stack. Most enemies will be seriously wounded. When they'll attack the next turn, they will be destroyed by your longbows.
 
I'm aware of using them against stacks, but I guess I see that as an offensive move since you are attacking the AI stack. No worries, just mixed up terminology.
 
Why not come to the forums and read everything about something you want to write about?
 
Hello,
That's all. If you can now win easily. For a space race I strongly suggest to build the internet so that no other AI will be able to steal your techs. Don't research mass media. Obviously continue to improve your army.

Huh? If you build the internet, then you just gifted all your techs to the whole world without them even having to research it.
 
I'm aware of using them against stacks, but I guess I see that as an offensive move since you are attacking the AI stack. No worries, just mixed up terminology.

If you can predict the AI attack turn patterns, you actually can smack them with a dose of collateral and they'll attack into fortified units anyway :rolleyes:.
 
You sure about that? My understanding is that the internet makes any tech known by at least two civilizations available to all civilizations.

You are confusing the Internet with the manhattan project. MP allows nukes for all players, Internet is for the builder only.
 
I think its interesting u mention nothing about emancipation. Im assuming its required to switch because of :-( but with an increased cottage growth im surprised u didnt mention it? Also with US im also going to assume u want us to hurry space production, u just menion something about more hammers? And on that note do u suggest building kremline?
 
I think its interesting u mention nothing about emancipation. Im assuming its required to switch because of :-( but with an increased cottage growth im surprised u didnt mention it? Also with US im also going to assume u want us to hurry space production, u just menion something about more hammers? And on that note do u suggest building kremline?

If I remember correctly, space ships parts cant hurry (still, you can hurry factories/power plant/laboratory to get production bonus)
But I run US also if I build Pyramids.. Wrong way of the game for fast win but right way if I want powerful empire in long term :D
 
Hello,
for all those people who don't like offensive wars here is my strategy. I use it at immortal level (all default settings: fractal, events, etc). Obviously it works at emperor and below. This guide is actually intended for beginners.

You'll need:
A) A creative leader.
B) Eight cities. On fractal maps / immortal you'll got them in 50% of your games, if you're boxed in 6-7 cities you'll need a quick war (horse archers) to get them. See below. If you have no horses, then you cannot use this strategy and you must prepare a cannons/cavalry game.
C) Cottage economy.

The beginning: you'll have to expand quickly (Creative helps). At emperor/immortal you'll have to defend from barbarian archers using warriors, that's not easy but it can be done. Barbarian cities will be very useful since you'll take them later (full fogbusting may be impossible).

Early research: all the basic techs (agricolture, HA, wheel, mining, bronze, pottery, writing). Creative allows very cheap Libraries so you'll make them in all cities, after or before barracks. With the +4 culture rate (2+2), in 25 turns all cities will reach a +40% defense bonus and they'll grab a lot of space. (The library will be your super-monument).
Then research aesthetics and wait until you can trade with alphabet with the first AI who get it. Meanwhile you may research misticism+meditation. At immortal/emperor you will have to research 1-2 turns into Alphabet to exchange it with your Aes.

Cities: all cities will be hybrid, no specialization at all, they will have cottages and mines. If a city has no mines (usually 1, sometimes zero) you may use slavery later to produce buildings. BTW slavery will not be very useful, because every citizen must work at cottages, also on plains.
No GP farms, all cities must go cottages. In the city with no mines assign a scientist to get the first great scientist in 33 turns. Use it to build the Academy in the capital, that's all for now.

Army: you should have always 1-2 cities which produce units (rotate them, since all cities will need the standard buildings too).

Diplomacy: play well, but don't worry if someone attacks you. The 40% bonus is enough to defend against a 3X stack, since catapults are not invented yet. On border cities build the first cottages in the side away from the border.

Religion: no religions, you'll get liberalism early and you cannot afford to lose two turns of anarchy just to have some minor bonus (at high civic cost..)

Research, first goal: win the Liberalism race for the 2K free tecnology. You'll now follow
two lines at the same time: Currency->CoL and Monarchy->Feudalism. Get the other techs via trading. When you get Monarchy make the first civic switch (Hereditary rule (+ Slavery if you like)) so that you'll get the +2 happiness bonus (every cities will have 2 units minimum) and you'll able to grow you cities to size 7-8, for further cottages. Feudalism is very important too, you'll get it when other civs will reach construction (e.g. catapults). Start building longbows (don't upgrade old archers, money is for research) and some catapults for defence.
Research now Civil service, Paper, Education, Philosophy, Liberalism. You will win the race without bulbing at all. I usually skip Literature and the Great library too, I make great people later. Get the other tech via trading. Donate some older techs to make friends. You may switch to Burocracy when it's available. When you get maces stop building longbows and switch to them. Build wonders if you have the right materials.

Research: Get Nationalism as free tech, swith to free religion for the 10% research bonus and research PrintingPress. Then get Gunpowder and research to rifles. You will not use them, but you cannot afford to continue building obsolete units.
Then.. the most important part of the strategy, research Constitution and Democracy, build the Statue of Liberty, and with the free specialist in every city, plus other 1-2 you may assign, plus the bonus from wonders, you'll start to receive a lot of great people, you may also switch a city to a GP farm. Use all that great people as you wish.
Switch to Universal Suffrage when available, you will need hammers for the space race. Then free market/state property.

That's all. If you can now win easily. For a space race I strongly suggest to build the internet so that no other AI will be able to steal your techs. Don't research mass media. Obviously continue to improve your army.

** If you're boxed in 6-7 cities and have horses, you must take 2-3 cities with a quick war, see the guides on this forum. The problem is that HorseRaiding is very costly (400 beakers) so you MUST trade it just like you did with Aesthetics, otherwise you will not be able to win the Lib race. This is dangerous, but you have no choice.

This is an interesting approach. I shall give this a try, but I suspect you are assuming a level of skill that I at least don't possess.

I assume you don't build any Great Wonders, but how about national wonders - which do you build and where?

It would be helpful if you could post a thread where you play through an example game.

As far as the creative trait is concerned, playing at Emperor, I don't usually have problems with barbs, and I can usually build at least eight cities. I can see that creative may give you access to an additional resource, or gain space for an additional city. I would normaly use a leader with spiritual (no anarchy), philosophical (more great people) or financial (extra commerce) traits for a peaceful space race. Choosing a creative leader means that I would have to give up one of these and at the moment, I don't see that the benefit is worth it.
 
This is an interesting approach. I shall give this a try, but I suspect you are assuming a level of skill that I at least don't possess.
I assume you don't build any Great Wonders, but how about national wonders - which do you build and where?
It would be helpful if you could post a thread where you play through an example game.
...

Hello,

1) The internet gives techs ONLY to its owner, so always build it.
2) I always build a great wonder if I have the 2X material, also when I know that I'll lose it, because after failing I get 2X gold for every hammer invested. I always make the Three Gorges Dam.
3) I always use emancipation.

Here are some saves from a game (I apologize, at Immortal I currently use the stronger William of Orange, which is Financial/Creative... At emperor/monarch I used Louis XIV, i liked wonders)

First part
-----------------------

2520 bc
Our capital: We need to expand west to block the AIs, but our goal is too far, so for the moment let's build a closer second city to double our production. We have copper, but there are zero happiness resources, and no horses.

2280 bc
Second city done. I usually make one city per food source, this means that I usually use the second food of the capital to feed another city. In this case we'll use the pigs for a possible city in the middle of the map where there is no food.
For food I use this rule of thumb: +3 food is usually enough for cottage economy. This means that if you have a "5" food, you're OK. If you have a "4" food you need also a farm on a grassland. All this implies that at some time I switch mines to windmills, but this is not a problem because most hammers come from towns + UniversalSuffrage, until Biology, where I can switch back to mines.

1000 bc
All is OK, our blocking city is done.

----------------------------------------

Second part in the next post.
 

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Part 2/3

325 ad
Almost done, we have 6 cities, we can make another one and we can take the barbarian one. Notice the huge culture of Rotterdam, our blocking city: we cannot risk to lose the clam and the copper.
At south we have two cities with little space so in this game I will make great scientists in both them, for some time (the first once will produce space ship parts at the end..)

660 ad
I have decided to make a small city north on the tundra, just to take the fur resource (for happyness, commerce and trading) but the only way to make builindings there is via extreme whipping.
Please notice the good income from cottages everywhere.

1230 ad
I made a bad mistake. All was doing so well that I chose to research Economics (after Liberalism) to grab the great merchant. Doing so I lost the Statue of Liberty by a few turns. By the way, I'm partially saved (by chance) by my initial choice to make great scientists in two cities at the same time.

The end in the next post.
 

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Part 3/3

In 1230ad I forgot to write that I created a chain to bring irrigation to the wheat in Nijmegen. This should always be done, and to avoid wasting tiles with farms, the city itself must be a part of the chain.

1852 ad
When tanks are available I stop building other units and I build only tanks, this saves a bit of maintenance costs, because you have more power with less units. I usually accumulate them in the middle of the nation.
Oh no.. as shown in the victory page the Kmers are going to win by culture. Their third city is 27000 yet and is growing fast. I have no choice, one of the cities must be destroyed, but I don't consider it a "war":
1) I don't conquest anything.
2) Our modern politicians would call it a chirurgical war for a better world.
3) In 6 turns it's all over and I can continue with the fun of micromanagement.
The tactic is very easy, bring 12 tanks and 2 spies near the border, declare and enter, use the spy to revolt the city, destroy. I did it with the capital.

1906 ad
Most cities are producing space ship parts at the same time. They all have factories, energy, laboratory, forge, etc. I limited the population to 14, since the map was very poor in resources and other AIs are closing all tradings every turn.
In the city of Centra I saved 3 forests which now provides 3 free engineers thanks to the Park.
Notice that half of base hammers are provided by cottages + UniversalSuffrage. The UB of William is useful too (one hammer on water tiles).

1934 ad
Two turns to victory, all cities are now building units for the final war, but nobody is attacking, maybe I built too many.

I hope that all this will be useful to people who like to play without conquest wars.
Merry Christmas! ;)
 

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