Fresol
Angry Halfling in Green
- Joined
- Jun 19, 2011
- Messages
- 2,278
Here's the promised Canada game. I'm certainly no expert on playing these new civilizations, and I'd appreciate it if you guys can give me some pointers on how the game can be better played.
The three historical goals for Canada are:
1. A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific port by railroad by 1920 AD
2. Great White North: Control all cities and 90% of the territory in Canada without ever conquering a city by 1950 AD
3. Peacekeeping: End twelve wars through diplomacy by 2000 AD
The first goal is clear and not hard. Acquire the only coal in Canada and then build a railroad to connect Montreal and Vancouver. Notice that you probably need to have all the railroad built within your territory.
The second goal provides challenges. 90% of territory labelled with "Canada" means you need some thought on city placement. Cities can't be built on tundra(exception: lakeside or coastal) and ice, so look for available spots.
The "without ever conquering a city" part provides two challenges, actually. The first is racing against America. America has some historical tiles in "Canada" so you need to beat them to those places. Don't open border with America, and settle cities along the US-Canada border ASAP to block them off.
All cities in Canada, except St. John's will flip to you 2 turns after the Canadian spawn. That's right, St. John's won't flip to you, you'd have to acquire it through a congress, or by other means. You'll fail the goal if you acquire any city through conquering. So shift your focus from training settlers and workers to
after the initial rush.
The third goal, peacekeeping, asks you to "buy peace" in the diplomatic interface for other countries, usually with technology or a handsome amount of
. When you find yourself unable to negotiate anymore peace deals, research a new technology or accumulate
. There's no shortage of war, and you can always create new ones with defensive pacts.
The three historical goals for Canada are:
1. A Mari Usque Ad Mare: Connect your capital to an Atlantic and a Pacific port by railroad by 1920 AD
2. Great White North: Control all cities and 90% of the territory in Canada without ever conquering a city by 1950 AD
3. Peacekeeping: End twelve wars through diplomacy by 2000 AD
The first goal is clear and not hard. Acquire the only coal in Canada and then build a railroad to connect Montreal and Vancouver. Notice that you probably need to have all the railroad built within your territory.
The second goal provides challenges. 90% of territory labelled with "Canada" means you need some thought on city placement. Cities can't be built on tundra(exception: lakeside or coastal) and ice, so look for available spots.
The "without ever conquering a city" part provides two challenges, actually. The first is racing against America. America has some historical tiles in "Canada" so you need to beat them to those places. Don't open border with America, and settle cities along the US-Canada border ASAP to block them off.
All cities in Canada, except St. John's will flip to you 2 turns after the Canadian spawn. That's right, St. John's won't flip to you, you'd have to acquire it through a congress, or by other means. You'll fail the goal if you acquire any city through conquering. So shift your focus from training settlers and workers to

The third goal, peacekeeping, asks you to "buy peace" in the diplomatic interface for other countries, usually with technology or a handsome amount of

