Multiplayer Games: What is Your Winning Strategies

mutax2003

Rider of China, 4-3-3
Joined
Oct 26, 2005
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618
Location
Canada
I would like to start a discussion and see how I can improve my results on MP games (blazing, quick speed). Usually I choose random civ, so if I end up with mysticism as my start tech, I will go for an early religion. Otherwise, I research mining -> bronze working to build a bunch of axemen. After I have about 3 cities and 8 axes, I typically check the power graph and see if there anyone weak that I can attack. If not, I will expand to about 60% science, build enough farms to work all the mines, and cottage the rest, while prioritizing for code of law. If I am playing on isolated start (i.e custom continent or island), I will go for the pyramid if I have stone, otherwise I will try for the Great Lighthouse and the Great Library. Lately, I like to set up a GP city at a site with three or more food resources to run specialists. I used to be able to get liberalism around 1200 AD, but last several games I have seen people grabbing the tech around 600 AD, and they were about 6 or 7 techs ahead of me. So I am wondering if they were running specialist, or they were emphasizing commerces in their cities at the expense of production. One thing I have noticed that auto-governor sometimes doesn't work the cottages that I built, and thus they don't grow. Anyway, for anyone who wins MP games regular or consider yourself a good player, you can share your winning strategies.
 
Choose Kublai Khan, rush nearest opponent with Keshiks and Axes.

Try playing team games and watch your teammates for help. Don't go random, you almost always want to be aggresive. Your opponents won't have Liberalism in 600AD if they no longer exist. The long and short of it: MP is all about war!!!
 
Using Biskmark (Germany) I've come up with a pretty flexible plan that seems to have a nice start online.

The ideal plan goes like this:
1.Start main city, build warrior for protection, scout around with scout look for huts. Research Mysticism first and go for polyth (if you miss it, no big deal, go for masonory and then monoth, almost guarenteed.)

2.If you get poly, go for archery, and then when your first warrior is built, go straight for stonehenge.

3. Stonehenge will give you about three main prophets by 100 A.D., so you want to make sure you nab either poly or mono, and if you get both, then you can build two special religeon buildings (great for econ).

4. When stonehenge is finished build an archer, followed by a settler, and then found your 2nd time, should be around 1300 B.C., before better, after, worse. You want to make a worker next and as soon as you have mono, go for bronze, and try to plan a 3rd city around that if you don't start with it.

5. Idealy around 1000 B.C. you want to have founded at least one of the first 3 religeons, ( mainly poly or mono), have built stonehenge, have 2 towns, and have a worker building a road to bronze, or have bronze.
Your 2nd town should be making archers for defence until you get axemen, and at this point if its relatively safe, you might want to try and research pottery, and build the oracle in your main town. if its not too safe, think about making some more defence, and be prepared to defend your mine and your road leading to it.

This strategy can be adapted pretty wel into a 2v2 or 3v3, and very useful with isabella or another spiritual leader, for mysticism. It's possible to found all of the first 3 religeons, and assure the oracle in most cases vs. non spiritual or industrious opponents, just make sure not to put off bronze, or construction too long, but its ok to be behind a little in military until gunpowder, but by then you should be ahead in tech if you can spread your religeon(s) and take advantage of your prophets.

Researching Divine right (maybe burning a prophet on it if you get an extra) and building the spiral minaret never hurts either.

if anyone else has a German adaption similar to this, (or perhaps an altogether better plan for Bismark) please let me know, I'm interested in hearing it. :goodjob:
 
Rushing would be powerful on small map with fewer civs, but you will quickly fall behind on larger with more opponents if that is all you do. You should give mp games a try, you will be pleasantly surprised at what it take to win.

To Adolf: I think your strategy is wonder heavy, and good if your neighbours are peaceful; however, you would be vulnerable to an early axe rush, who might takes your cities, or at very least, pillage your land to no end. I almost never go for early religion if I don't start off with mysticism, instead, it is mining-> bronze working, build a worker at pop 2, chop out a warrior+settler, then settle on top of the copper for the second city if I don't have it in my cap.
 
Yeay. Your main goal should be to have a robust economy. This means you should settle on strategic ressources. Use Specialists etc. This way your Opponent cannot do too much harm to you by pillaging.
I also find it useful position scouts on hills around my empire. So i can see the enemy coming :)
I also usually focus on military techs.
If you can scout the enemy, do so. Then build a counter army :lol:
Most Wonders are usually neglected by me unless i have the apropriate ressource or am industrial.
 
Only build cottages in your capital.
Other cities won't have the time to grow them into towns, plus they are vulnerable to pillages.
If your capital is getting pillaged you have already lost...

In your other, non-capital cities, farm/mine all the grassland tiles.
Whip every citizen who isn't working a grassland tile or bonus.
Use hereditary rule to get happiness from the units you pop rushed.
 
Only build cottages in your capital.
Other cities won't have the time to grow them into towns, plus they are vulnerable to pillages.
If your capital is getting pillaged you have already lost...

In your other, non-capital cities, farm/mine all the grassland tiles.
Whip every citizen who isn't working a grassland tile or bonus.
Use hereditary rule to get happiness from the units you pop rushed.

Wouldn't you fall behind in tech if you only build cottages in your capital?
 
Which is why it is good to keep up in power, that way your neighbouring warmonger will choose to go after a weaker target. Then when you get some stacks of macemen+elephants+catapults, go wipe out your backward warmongering neighbour with your shiny new units. Regarding slavery, I only whip granary+library+barrack in cities with food excess, or if I am invaded, or if I want to fast build an invasion force consisting my cutting edge units. Otherwise, I prefere to let my cities grow so they can work all the cottages. What is your take on slavery? BTW, Dave, we should have a FFA game next time, message me here to let me know when you will be online.
 
I have played only a few MP games but my favorite are defanetely team games. I find that its good to create units and fortify them around your enemy cities in such places as forests and hills. Hills with forests are even better. This will force the civ you are surrounding to be on the defensive and will give you room to create new cities safely. I like to be Monty in MP games. Aggressive and Spiritual are good traits and the Jaguar doesn't need iron so pillaging resources will have a smaller effect if your aztec. And as for pillaging.... Burn those mines that have iron and copper and try and fortify good defensive units on that tile. Unless he is aztec or zulu he will be in a check-mate position. Speaking of zulu that two space move of the impi can really give you fits :)

I have had some fun MP games that last longer than usual when both teams understand about sending military units up to the front. You can have some interesting border wars. Civ MP is all about effective terrain use. Even the protective trait can be used somewhat aggressively if you give them hill bonus and send them to fortify on hills around their city.
 
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