Carl v.
Chieftain
In CIV IV, the amount of information is so enormous that it is easy to get mixed up with a lot of minor issues and forget the grand strategy. Grouping information according to situation is a powerful tool that might prevent you from loosing the grip. Some of the grouping is a part of the game; other structures must be organized by the gamer himself.
There are different ways to see a game like CIV. In this text, I will use the terms strategic and operational level.
Strategy is decisions like what civ to choose, or: Do I go for religion or not? These will determine the framework of the whole game as they are made at the start. To make it easy, one can say that decisions that influence the rest of the game are strategic, but that does not mean they are irreversible.
Questions like where to settle, great people-factories, war and peace, tech-tree priority, economics, politics/diplomacy, and the organisation of your army are of strategic importance.
Operational level is where to build wonders, the production profile of a city (both input and output), reconnaissance, internal resources management and most military matters.
But how does such a planning make gaming easier? Let us assume you have settled in the middle of a big, green wood with one or two food-resources. You determine it is possible to make this town grow almost only by making cottages, and you make it your financial center.
In this town the commercial buildings have priority. You know that every time you see the city-screen or move a worker on one of the city's tiles.
Trees are chopped to give room for new cottages and help production. Market, grocer, bank and Wall Street must be built as soon as possible.
In the internal stages, every garrison is responsible for defending a specific town. The garrison can be seen as a single unit that should have capabilities to repel the initial blow of an enemy attack.
But you have a larger theatre; from the surrounding towns fresh units will come to aid, either to bolster against the enemys second echelon, or to retake the town before wounded enemy forces have gained strength.
So you should not only consider the military strength for each town. Think an operational theatre made up of areas considered to be a natural defense area (mostly of logistical reasons). Instead of nine cities, you might think of three defense-areas. Remember; on roads your units move at double the speed of the enemy.
Later on, you get fast units. This makes reinforcements quicker, and a squadron of horsemen can act as a garrison in being for a number of cities; If you are afraid of attack on a peninsula from the sea, your horsemen are in a position (in the middle) from where they can counterattack anywhere the enemy makes a landing.
Thinking in terms of tasks is a similar technique. Let us assume you will secure a resource with a city. Build escort/garrison force, settler and worker. The armed unit is finished first, and is deployed immediately to secure the route for the settler moving at double speed. With a worker ready, the town will soon be connected to the rest of your empire, the resource will be at your disposal in a short time, and the town will increase production as the tiles are worked.
Logistics on land is merely a question of roads or not. Sea-transport is more complicated; there must always be a ship available.
If you have settled on islands, see each strait as a part of the road. Unit transport might be urgent if you are attacked, and there is no time to wait for a ship to be built. For this reason, a transport vessel and its escort should be kept in a town by the waterway with no other task than being ready.
The organization of task forces can synchronize the utilizing of land and sea units. If a new island is discovered, and you want to colonize, you might issue an order like: Sea units A and B to town X, build a settler in town Y and a garrison unit in town Z. Transport both to town X when ready. Get a worker from the fields. Do not depart before all units are in town X
Organizing this way, means that some units will have to wait for others. But you know they are there when you need them.
I have used these examples from the operational level because the organization materializes on screen.
In short: Have a plan, need a settler. Not: Have a settler, need a plan.
There are different ways to see a game like CIV. In this text, I will use the terms strategic and operational level.
Strategy is decisions like what civ to choose, or: Do I go for religion or not? These will determine the framework of the whole game as they are made at the start. To make it easy, one can say that decisions that influence the rest of the game are strategic, but that does not mean they are irreversible.
Questions like where to settle, great people-factories, war and peace, tech-tree priority, economics, politics/diplomacy, and the organisation of your army are of strategic importance.
Operational level is where to build wonders, the production profile of a city (both input and output), reconnaissance, internal resources management and most military matters.
But how does such a planning make gaming easier? Let us assume you have settled in the middle of a big, green wood with one or two food-resources. You determine it is possible to make this town grow almost only by making cottages, and you make it your financial center.
In this town the commercial buildings have priority. You know that every time you see the city-screen or move a worker on one of the city's tiles.
Trees are chopped to give room for new cottages and help production. Market, grocer, bank and Wall Street must be built as soon as possible.
In the internal stages, every garrison is responsible for defending a specific town. The garrison can be seen as a single unit that should have capabilities to repel the initial blow of an enemy attack.
But you have a larger theatre; from the surrounding towns fresh units will come to aid, either to bolster against the enemys second echelon, or to retake the town before wounded enemy forces have gained strength.
So you should not only consider the military strength for each town. Think an operational theatre made up of areas considered to be a natural defense area (mostly of logistical reasons). Instead of nine cities, you might think of three defense-areas. Remember; on roads your units move at double the speed of the enemy.
Later on, you get fast units. This makes reinforcements quicker, and a squadron of horsemen can act as a garrison in being for a number of cities; If you are afraid of attack on a peninsula from the sea, your horsemen are in a position (in the middle) from where they can counterattack anywhere the enemy makes a landing.
Thinking in terms of tasks is a similar technique. Let us assume you will secure a resource with a city. Build escort/garrison force, settler and worker. The armed unit is finished first, and is deployed immediately to secure the route for the settler moving at double speed. With a worker ready, the town will soon be connected to the rest of your empire, the resource will be at your disposal in a short time, and the town will increase production as the tiles are worked.
Logistics on land is merely a question of roads or not. Sea-transport is more complicated; there must always be a ship available.
If you have settled on islands, see each strait as a part of the road. Unit transport might be urgent if you are attacked, and there is no time to wait for a ship to be built. For this reason, a transport vessel and its escort should be kept in a town by the waterway with no other task than being ready.
The organization of task forces can synchronize the utilizing of land and sea units. If a new island is discovered, and you want to colonize, you might issue an order like: Sea units A and B to town X, build a settler in town Y and a garrison unit in town Z. Transport both to town X when ready. Get a worker from the fields. Do not depart before all units are in town X
Organizing this way, means that some units will have to wait for others. But you know they are there when you need them.
I have used these examples from the operational level because the organization materializes on screen.
In short: Have a plan, need a settler. Not: Have a settler, need a plan.