Civ 5 MP Strategy & Tactics

morikahn

Chieftain
Joined
Jan 15, 2012
Messages
28
Hi, my first post here, though I've been reading the site here and there.

I'd like to discuss MP strategy and tactics in Civ V. Though the devs screwed up MP in Steam so that its almost impossible to get a game going with strangers, private games run usually well, and I've had a lot of fun playing Civ V MP with friends.

As a side note, I've noticed there are some of you that don't like this game, and take every opportunity you can to express that fact: please don't do that here.

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So, I've found Tradition to be superior to Liberty in MP. Large empires are hard to maintain, as you probably will not be able to trade for luxury resources from other players easily. Monarchy easily outweighs Meritocracy for much of the early game.

Aristocracy gives you more of an edge on Wonders than Republic and can be obtained earlier.

Most importantly, however, is the increased rate your borders grow from taking that first Tradition policy. Besides the obvious reduction in time to capture distant resource hexes, your borders are your range of sight and gives nice combat/healing bonuses (based on what wonders/policies you have).

Games where I have not taken any Tradition have always ended up with me getting ambushed more often and forcing me to spend more resources on scout units patrolling my borders.

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It is always a mad rush for wonders in the early game.

In the very beginning its a rush for the Pyramids, Great Library, and the Hanging Gardens. You'll probably never get more than one of them.

If you think you got a shot, go for one of them 100% as fast as you can. The gold you get for wasting 12 or so turns trying to make it isn't worth it if someone else beats you to it.

If you are worried about wasting your time, build Stonehenge. Its usually a safe wonder to go after. The Colussus and The Great Lighthouse are situational. I'd definitely take the later if the game is gonna be sea power intense, the former otherwise.

Always have a city that is focused on production that is devoted to making wonders when they pop up. Nothing is more frustrating than being beaten to the punch over and over. Pick and choose what wonders you want and go up the tech tree specifically to get them, else chances are you won't.

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Besides racing up the tech tree to grab key wonders, there are several techs that are important to grab as early as possible: the ones that reveal new resources.

Animal Husbandry(horses), Iron Working(iron), Scientific Method(coal), Biology(oil), Electricity (aluminum), and Atomic Theory (uranium).

The reason you need these techs as fast as possible is that the window of opportunity for you to get those resources may be incredibly short. Most of those resources gives a civilization the ability to dominate certain Ages militarily. A mad land grab for resources that are rare may ensue.

Horses and Iron gives strong dominance early in the game. Oil starts to play a heavy role in the mid game, and aluminum is necessary for most of the Modern Age units. If you are unable to obtain one of these resources, chances are you will be on the defensive during the Ages those resources are most useful. Good luck weathering through it.

If your civilizations special unit needs one of these resources, and you cant get a hold of it.. well that is just one really sad story. A Japanese player unable to make Samurai might as well commit seppuku.

I've noticed coal seems more difficult to find than the other resources. Its necessary for factories (and you want those). Its sometimes good to save Great Scientists to race up the tech tree to get Scientific Method just to get the jump on finding coal.

Oil usually isn't a problem. Too many units depend on it so I think the devs made it more common on the map. But if for some reason your oil resources are only in the water, race to Refrigeration so your work boats can work that oil. You have a little lee way on this as tanks are higher up the tech tree and along a completely different branch, so its highly unlikely someone will be able to bring them against you before you've obtained refrigeration, but don't dally.

If oil IS a problem then fight tooth and nail for aluminium and hold out until you got the tech for the top units.

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Early in the game, its important to explore as much of the map as you can. Its pivotal to locate your opponents' capitols. Later in the game, as their empires expand, you won't have such an easy opportunity to get them out from under those clouds.

Try to prevent your opponent from seeing your capitol. Kill their scout units as fast as you can. NO MERCY.

The reason this is so important is that so much of your initial plans are revealed by what you are doing with your capitol. And once they got it revealed, they'll know when you are building wonders, the type of tile improvements you are using (aka the focus of the city), its population size, and defensive capabilities.

The less opponents know about you and the more you know about them, the more precise your plans will be and the more guessing they will do.

Also, always have scouts in the lands between your territory and your opponents. These units WILL die. That is OK. They are convicted criminals for violent crimes and their deaths are their way of contributing back to society.

Seriously though, the more turns you have to react to an invasion, the better the chance you will repel it. Players rarely have more than 6 or 7 units attacking you during most the game. That will give you time to build a counter force and move existing defensive units into position.

Horseman, Knights, Calvary, and Tanks can also be effective 'scout' units if given the Sentry promotion.

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Focus on ranged units. Only field enough front line units as needed to achieve your objectives. Range is king. That said, give your front line units Cover I and Cover II promotions when able.

Players tend to advance slow into enemy lands, as the don't know whats waiting for them. The click fest of real time combat doesn't start until the NEXT turn after contact is made. Use this to your advantage when playing defensively.

Sure, a player with fast reflexes and a fast computer could race way into your lands with a mounted unit by going last in one turn, and first in the next... but I rarely see that as they are running blind.

If you have a strong defensive range group, chances are you'll be able to prevent most attacks from achieving much.


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When you got the edge, use it.

If you got air, and your opponent doesn't and/or hasn't planned for it, push right there and then. That is exactly the opening you are waiting for in this game. If you have bombers, and your opponent doesn't have anti air or fighter cover.. what are you waiting for?

The technological leader, if backed up with the production to utilize it, will be able to obtain next generation weapons that can devastate earlier age units.

If you wait too long, your opponent will catch up and have on par weapons with you again, and the opportunity is lost. At best, it becomes an attrition fight.

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Good luck trying to win diplomatically or via culture. In the first situation you need to have vast sums of money to bribe the city states in the game (if there are any left), and in the latter, you will most likely have completely sacrificed your science to obtain 5 complete policy trees, meaning opponents will have weapons your people think are... well just magical.

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Probably more than enough here to get someone to respond in some critical fashion. Looking forward to it.
 
There are different strategies for different situations, type of games and players toughness.

Tradition better than Liberty? Hmm i have read the rest of your post pretty fast after this phrase.

You sould scroll down the multiplayer section there is a lot of useful infos.
 
thankyou for an interesting post!

i also play alot of multiplayer but i find it quite easy to get pickup games during the day or afternoon, steam will only alow you to join lobbys from your area and the european scene is fairly healthy althou it is rare to meet a good player. i usually join with a friend and one of us will always win (althou the standard seems to be higher with dlc enabled)

i dissagree with most of your major points. (we always play ffa/prince/quick/pangaea or fractal, sometimes oval/tiny or sometimes small)

while teching with tradition probably is the strongest tactic, i think its quite uncommon for you to spawn in defensible enough terrain to hit riflemen before a liberty player can kill you. mad wonder rushing will leave you in a difficult position if you have a liberty neighbor as you wont be able to improve your tiles or expand

opening with several scouts and 4 or 5 cities seems to be optimal, giving you good control of the map early at the expense of a fast national colleage. this dosent leave you too vulnerable to a sharp swordsman rush as you can hold the first wave with scout/archer and tech directly to horseback riding. stables will maximize production from all the cattle/horse/sheep nodes youve settled and stabled horsemen production can cover you through the classical era even trading efficiently with fast crossbows. the great person from the liberty finnisher can get you out of trouble if a techer attacks you in the medeval era as you can just pop machinary or a great wall with it

swordsman rushing seems to have gone out of fashion since the patch that reduced archer cost but i still think its viable if you bring catapults. still its probbaly best saved for games as japan or rome. maybe iroquis

most of my games end with the medeval unit mix of mass crossbows with trebs and adding knights when you hit chiverly defeating people who are mid-rennassance however hitting dynamite will definatly save the techer in this senario, for that reason i think a tradition player should save 3 or 4 great scientists for the milatry science/fertalizer/rifeling/dynamite jump into early industrial

i'd be interested if you actually play much multiplayer in the late industrial/modern era becaurse its very rare for me to have mplayer games that reach that era while everyone is of a similar strength

it seems to me that abomb tank is the only viable combination for the early modern era becaurse the only way to prevent being nuked is to nuke first however thats almost a moot point becaurse artillary pushes will almost always win the game once you hit replacable parts. ive found that a lancer defence with good roads can hold an arty/rifleman push if your production is equal or better
 
How do you deal with unhappiness and income with an early rush to 4 cities? Monarchy can provide a very substantial amount of both, for free, especially if you manage to grab the Hanging Gardens.

Even when I decide to go the Liberty route, I'll unlock Tradition just for the border expansion bonus. Plus, saving Legalism for when you got better culture buildings available is always nice.

As for later game stuff, if you have oceans, there are interesting cat and mouse games with submarines, but it boils down to air power. Bombers can exert a massive force on enemy units and cities. Unguarded artillery will not last long against properly upgraded bombers. If you can get to stealth bombers first, that is usually end game.

As for nukes: house rule is we don't use em. As you said, first one to get them usually wins. Only way to to stop it is to keep an active eye out for uranium spots, constantly pillage em. But as I said, we don't use em. No defense against them, no draw back for using em.
 
I have won 5/6 of my last multi games going liberty. I normally go liberty, then free worker quick to cut forests quick/get my cap started fast, then free settler. Then I stop, take tradition and then the wonder civic.

I normally early rush 4-5 cities. I maintain diplomatic relations early with other people and trade my extra luxuries (which I get from my free early worker quick). Happiness isnt the problem afterwards when you hook up roads and then go monarchy after that. Normally this gives me a good setup for my civ. I always then after Monarchy go and finish Liberty to grab a free GE (and normally build Hagia) to rush Porcelain and Notre Dame which I finish teching education near finishing Liberty.

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Works well.

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Oh and if I am stuck wondering, I sometimes try and go for the Great Wall for the early +3 culture, GE point (if I am going for a GE route), and the Defensive bonus if I have too many neighbors.
 
Its quite possible to rush to 4 cities with straight Tradition in 5o turns or so. Its not as smooth as with Liberty, but the massive increase in city growth makes up for it quickly. Especially works well if you can get the Pyramids, as that Wonder in essence replaces Citizenship with an extra worker to boot.

Usually best to only try this if your starting city is on a hill, however.

You've got me interested in Lancers, Sesame. I never use them, as their defensive penalty seems such liability. Is there a good way to use them against other players? Seems they'd get picked off fast by ranged units.
 
First of all thank you for an intresting post. I do think that thought that this post mabye should be in the MP section ;)

Thee is some info about MP here: http://forums.civfanatics.com/showthread.php?t=441979 (advertising my own thread ;) ;) )

Some thoughts on what u wrote.

Beacuse of that u r very much right about it beeing almost impossible to get a good game with strangers but private game with friend works well there is a solution. It s called steamgroups. Got some info on the largest ones in my thread, how to join them and where to find them etc.

You get to meet a lot of new people and find game quickly but still get a game that runs as good as a private game with friends. (it is private games but with group members)

Second. ts not allways a rush for wonders in early game. In some games if you rush wonders you die.

A lot fo games at higher levels requiere you to go for ironworking first because if you dont have 6+ swords ready by turn 35ish you will die.

Some even do LS rush at turn 50 ish if they get france and just a tiny bit later with other civs. (using GS from liberty finsiher to bulb LS)

From what you write I guess, I might be wrong here that you have layed with friends and mabye some random people but with a bit limited amount of different players. think of it as a kinfd of protected enviroment. People are to merciless at high levels. Ranged units only wont work. YOu will need to focus greatly on military early in most games.

One exeption is a free for all NQ style where oyu might get away woth a more tech focused gameplay. even if you go for outtechng u r oponent with a fewver number of cities u will still need swords early on for protection.
 
sheesh. I did not know that forum existed! The links on the top navigation bar only point to this discussion forum. I wondered why no one talked about multi-player here! Based on the few games I saw online, I was starting to think no one played MP anymore.

I'll totally concede that the environment I've been playing MP in would be a 'protected environment'. My views on MP could be completely wrong. I do get the feeling that you guys play early contact/close proximity games, where my friends and I like to play island games that involve navies often.

I'll go through the MP forum when I have time to catch up on all the tactics and stuff posted there.
 
sheesh. I did not know that forum existed! The links on the top navigation bar only point to this discussion forum. I wondered why no one talked about multi-player here! Based on the few games I saw online, I was starting to think no one played MP anymore.

I'll totally concede that the environment I've been playing MP in would be a 'protected environment'. My views on MP could be completely wrong. I do get the feeling that you guys play early contact/close proximity games, where my friends and I like to play island games that involve navies often.

I'll go through the MP forum when I have time to catch up on all the tactics and stuff posted there.

There is lots of online MP going on, it is just that the game uses a regional games list, so you only see games close to you. Many of us use steam chat rooms to hook up with other MP players. The most popular chat rooms are run by Civplayers and NQ Group. You can get the links to the Civplayers League in my Signature here, and you are welcome to come see how a real active online group works to hook Civers together for fun games.

And we have a active strategy section in the Civplayers forums. And recently added a nice video walk threw of many games by BuilderFTW, that lets you see how experienced Civ5 MP players play the game. http://www.civplayers.com/index.php?section=smf&board=140.0

CS
 
sheesh. I did not know that forum existed! The links on the top navigation bar only point to this discussion forum. I wondered why no one talked about multi-player here! Based on the few games I saw online, I was starting to think no one played MP anymore.

I'll totally concede that the environment I've been playing MP in would be a 'protected environment'. My views on MP could be completely wrong. I do get the feeling that you guys play early contact/close proximity games, where my friends and I like to play island games that involve navies often.

I'll go through the MP forum when I have time to catch up on all the tactics and stuff posted there.

I have a lot of experience with island games, there are some posts about it. RUSH TO FRIGATES. I usually don't go for any early wonders, it doesn't require any wonders at all. Just get to Education ASAP and have at least 6 iron handy. Work the university to get a great scientist for popping navigation. Build and save up gold so that when you pop Navigation, you can upgrade up to 6 triremes to frigates. After the coastal cities are quickly decimated, even a scout can hop in from the ocean to take it.
 
Its quite possible to rush to 4 cities with straight Tradition in 5o turns or so. Its not as smooth as with Liberty, but the massive increase in city growth makes up for it quickly. Especially works well if you can get the Pyramids, as that Wonder in essence replaces Citizenship with an extra worker to boot.

Usually best to only try this if your starting city is on a hill, however.

You've got me interested in Lancers, Sesame. I never use them, as their defensive penalty seems such liability. Is there a good way to use them against other players? Seems they'd get picked off fast by ranged units.

Lancers - the best defense unit, especially vs artillary.

1. Put roads on every tile around your city.
2. Store the lancers on the road, away from harm.
3. Hit the enemy unit, then quickly retreat the lancer so it can heal
4. Next turn, repeat with healthy lancers. You can have like a dozen lancers, all on the roads, and with 4 movement they call all get a chance to move and get out of harm.

TIPS:
*Build barracks/armory, the instant 2 promotions make a diff. A few lancers I take the extra vision promotion, it helps my artillary kill stuff.

*Don't be afraid to kamikaze a lancer for an artillary. Lancers are cheaper, and it demoralizes the attacker to see their prized units get killed by a cheaper unit.

*The pyramids rock! With them/liberty you can build a road in 1 turn. You throw a worker out, build the new road that turn. If it gets captured, you can kill the capturing unit that turn with lancers, cuz the road is good instantly.

TRUE STORY: My capital was attacked with Rifles and Artillary. I had roads on every tile in my capital territory. Using only lancers I defended the rush to the astonishment of my opponent, as I was stuck an era behind.
 
I would recommend Liberty, if you use your borders effectively as a scout for an enemy rush, then either the rusher is skipping every other turn, sending units one at a time or something. A scout does not cost very many hammers at all, and with a barracks it can get +1 sight right off the bat, allowing it to run away safely from bad guys. Put a scout on a hill nearby an opponent and your scouting will be all set to go:goodjob:

A lot of the early policies(and hence more important) in liberty are very strong. They let you grab an early city spot before opponents, get settlers out faster, get faster workers, and snag a nice wonder from under the nose of a tradition player with the finisher ;)
 
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