Communism is superb for large empires in C3C due to sheer production power and low corruption.
Republic is even better than in PTW due to some unit support. Democracy is usually a waste and not worth the Anarchy period, as high war weariness and low advantages over Republic make it not really desirable.
Use Dave McW's "Slingshot" Strategies -> try to research Philosophy first and get early Monarchy or Republic, or be the first to get into a new age. Works still on Demigod.
The Expansionist Trait is the stronger the harder your difficulty level.
Mine green, irrigate brown. Have always a lot of workers to improve your terrain. Learn to know the value of terrain squares and which to work first (crackers article in the War Academy)
Standard start: Warrior - Warrior - Warrior - Settler. Expansionist: Two Scouts, one Warrior, for garrison purpose and happiness. Always try to make contacts early, seafaring civs should build a Curragh early.
Artillery units and bombers are the great equalizers to kill in dozens to one ratios in your favor.
Do not automate workers before the late game and railroads. The governor is only good for mood management, and some players even then prefer to micromanage this. I personally play with Mood Management on most of the time Demigod level and it works.
Finally, there are exceptions to rules of thumb, and you still will need to understand them and think for yourself. But they are good and useful for learning how to play.
Republic is even better than in PTW due to some unit support. Democracy is usually a waste and not worth the Anarchy period, as high war weariness and low advantages over Republic make it not really desirable.
Use Dave McW's "Slingshot" Strategies -> try to research Philosophy first and get early Monarchy or Republic, or be the first to get into a new age. Works still on Demigod.
The Expansionist Trait is the stronger the harder your difficulty level.
Mine green, irrigate brown. Have always a lot of workers to improve your terrain. Learn to know the value of terrain squares and which to work first (crackers article in the War Academy)
Standard start: Warrior - Warrior - Warrior - Settler. Expansionist: Two Scouts, one Warrior, for garrison purpose and happiness. Always try to make contacts early, seafaring civs should build a Curragh early.
Artillery units and bombers are the great equalizers to kill in dozens to one ratios in your favor.
Do not automate workers before the late game and railroads. The governor is only good for mood management, and some players even then prefer to micromanage this. I personally play with Mood Management on most of the time Demigod level and it works.
Finally, there are exceptions to rules of thumb, and you still will need to understand them and think for yourself. But they are good and useful for learning how to play.
