Bastian-Bux
King
- Joined
- Mar 29, 2006
- Messages
- 788
OK, here my hints for other newbies how to solve this gauntlet.
Which civ?
Well, you need either a civ that excels at research (financial being first choice), or a civ that has at least Mysticism as start tech (to get all 7 religions). Hunting as start tech is a plus, as you can churn out 4 scouts quickly to grab the goody huts (which in several attempts on this game brought me up to 5 settlers!!!)
Where to start, or better, where to end?
Great Plains maps have a fairly straight layout, as depicted in the (not very artistic) sketch.
Now, where are which resources located?
Stone can be found in the great plains close to the desert. Marble in the forest and jungle region. Copper and iron in the great plains are as well as in the mountains. Food mostly in great plains (tons of cows) and forest.
But whats about the 3 important strategic resources for late game?
Well uranium and aluminum are both only found in the mountains, oil in the desert and jungle region.
So by now it should be clear which areas we want to own in the end game, right? Remember, we are only allowed to own 51 till 56% of the land tiles depending on number of opponents).
So our aim is to own all of the mountains (cutting off all opponents from uranium and aluminum), the desert area (for tech cities and to reduce the amount of avaible oil) and the coast area, including some djungle spots (for even more oil not avaible to our opponents, and for the water tiles that don't count vs. domination but help research).
So basically we want an L and control 3 of the 4 corners.
Now the question is: where to start?
The most advantageous starting position in my opinion is the southwestern corner.
I tried a very sweet spot (7 cows and 3 wheat) in the great plains, but actually if you start there you'll probably run into domination land size problems. I also tried coast spots: usually not enough production potential.
Didn't try a northwest mountain spot, but lets be honest: we want to control 3 corners, so most logical would be to have our capital in the middle (and Versailles and Forbidden City in the other two corners).
Downside on this place: forget about marble, and even stone is rather unlikely. But, as it is in the desert mountain part, you'll have at least 3-5 flood plains, and should look out for gems, silver or other valuable resources. Plus desert hills make nice mine sites.
All in all a decent place to start, and usually a good place for your capital as the "production wonder city". Yeah, about wonders: basically you want to build all of them in just two cities: your capital and your "sweet spot". Its up to you to decide which of those two will hold all the prophet and engineer wonders (becoming a marvelous production city) and which will go for science and merchant wonders. If you build wonders in other cities, make sure that you can control culture!!! Its horrible to be that close to 2050 and get a 3rd legendary city (that was my first "almost win" I got, I did know at turn 700 that I'd getting a third city to legendary before 1200).
What I did from there was simple: I grabbed all religions, tried to build all wonders, and in the meantime got a nice going 20 city empire (restricted to the corner) that could easily support several task forces of grenadiers. When I had upgraded 16-20 units to grenadiers I was running at 100% science plus, so could afford to eat one of my neighbors. Well, from there on its a cakewalk. Take out the mountain, desert and coast civs, get as close as you dare to your land limit. DON'T take vassals. They ain't worth he trouble (my second almost win).
At this level the AI is usually not competent enough to win culturally. Controlling 50% of the land area, and 50%+ of the pop you can also fend of an AI diplo win. Conquest and domination are out of question for them (though YOU have to avoid domination like hell). Only danger left: space race. Well, without aluminum you did indeed slow them down significantly. Playing them of diplomatically should also reduce the danger of one of them reaching space age to early.
If all else fails, and if you are a wimp like me, you could always nuke them to hell before they can build SDI . Though be prepared to pay the global warming price for this. it won't be nice to your score (I lost 2/3 of my pop due to global warming, and probably at least 50 future techs).
Which civ?
Well, you need either a civ that excels at research (financial being first choice), or a civ that has at least Mysticism as start tech (to get all 7 religions). Hunting as start tech is a plus, as you can churn out 4 scouts quickly to grab the goody huts (which in several attempts on this game brought me up to 5 settlers!!!)
Where to start, or better, where to end?
Great Plains maps have a fairly straight layout, as depicted in the (not very artistic) sketch.
Now, where are which resources located?
Stone can be found in the great plains close to the desert. Marble in the forest and jungle region. Copper and iron in the great plains are as well as in the mountains. Food mostly in great plains (tons of cows) and forest.
But whats about the 3 important strategic resources for late game?
Well uranium and aluminum are both only found in the mountains, oil in the desert and jungle region.
So by now it should be clear which areas we want to own in the end game, right? Remember, we are only allowed to own 51 till 56% of the land tiles depending on number of opponents).
So our aim is to own all of the mountains (cutting off all opponents from uranium and aluminum), the desert area (for tech cities and to reduce the amount of avaible oil) and the coast area, including some djungle spots (for even more oil not avaible to our opponents, and for the water tiles that don't count vs. domination but help research).
So basically we want an L and control 3 of the 4 corners.
Now the question is: where to start?
The most advantageous starting position in my opinion is the southwestern corner.
I tried a very sweet spot (7 cows and 3 wheat) in the great plains, but actually if you start there you'll probably run into domination land size problems. I also tried coast spots: usually not enough production potential.
Didn't try a northwest mountain spot, but lets be honest: we want to control 3 corners, so most logical would be to have our capital in the middle (and Versailles and Forbidden City in the other two corners).
Downside on this place: forget about marble, and even stone is rather unlikely. But, as it is in the desert mountain part, you'll have at least 3-5 flood plains, and should look out for gems, silver or other valuable resources. Plus desert hills make nice mine sites.
All in all a decent place to start, and usually a good place for your capital as the "production wonder city". Yeah, about wonders: basically you want to build all of them in just two cities: your capital and your "sweet spot". Its up to you to decide which of those two will hold all the prophet and engineer wonders (becoming a marvelous production city) and which will go for science and merchant wonders. If you build wonders in other cities, make sure that you can control culture!!! Its horrible to be that close to 2050 and get a 3rd legendary city (that was my first "almost win" I got, I did know at turn 700 that I'd getting a third city to legendary before 1200).
What I did from there was simple: I grabbed all religions, tried to build all wonders, and in the meantime got a nice going 20 city empire (restricted to the corner) that could easily support several task forces of grenadiers. When I had upgraded 16-20 units to grenadiers I was running at 100% science plus, so could afford to eat one of my neighbors. Well, from there on its a cakewalk. Take out the mountain, desert and coast civs, get as close as you dare to your land limit. DON'T take vassals. They ain't worth he trouble (my second almost win).
At this level the AI is usually not competent enough to win culturally. Controlling 50% of the land area, and 50%+ of the pop you can also fend of an AI diplo win. Conquest and domination are out of question for them (though YOU have to avoid domination like hell). Only danger left: space race. Well, without aluminum you did indeed slow them down significantly. Playing them of diplomatically should also reduce the danger of one of them reaching space age to early.
If all else fails, and if you are a wimp like me, you could always nuke them to hell before they can build SDI . Though be prepared to pay the global warming price for this. it won't be nice to your score (I lost 2/3 of my pop due to global warming, and probably at least 50 future techs).