Hi I thought I'd post my current tactics for my usual mode of play and see if anyone has any thoughts, comments or ideas they might suggest.
I've done the praetorian rush and different victory styles. This is my usual builder style of play, which I realise will not be the same style as that of the next person. Note that I play HUGE MARATHON ANCIENT EMPEROR/IMMORTAL/DEITY maps, which means maintenance etc is an important factor.
*I normally play Bismarck for the wonder building, mining, scout and panzer rush (I tried Roosevelt for the maintenance reduction but just don't like his portrait!)
*Found first city on a plains hill for the production bonus if I can reach it in 1 turn and it looks like a good position; otherwise found in starting location
*Send scout out searching for goody huts, aiming to crest hills on second move to maximise terrain revealed and aiming for most likely locations of huts
*Set research to bronze working
*Build 3 scouts, or 2 scouts and 1 warrior and send them exploring and searching for goody huts (warrior to defend) till I reach population 2
*Build a worker (usually get it turn before I get bronze working)
*Set research to mysticism
*Chop-rush second worker
*Chop-rush settler
*Found second city on plains hill pref near river, approx 8(?) squares from prev city, the reason for this is to claim a lot of land with the limited cities I can build with the maintenance, later on when I can afford it I fill in the gaps with new cities
*First city builds stonehenge, chop-rushed
*Second city builds 2 archers for defence, then when it hits population 2 it does the 2 workers, 1 settler patten
*Research masonry
*Capital chop-rushes Great Wall
*Research Polytheism
*Capital starts on Temple of Artemis
*Research Priesthood
*Capital chop-rushes Oracle while I research pottery
*I use oracle to buy highest-value tech available (usually monarchy, if I'm lucky I can get code of laws or metal casting
*Second city has built settler so it starts on barracks then archers
*Third city follows pattern of second city (2 archers, 2 workers, 1 settler), I try to position to box in other civs and lock in as much land as possible
*Capital finishes temple of artemis and starts pyramids
*Research the wheel, agriculture and pottery so workers can connect resources and improve the land - I've usually managed to research 1 or 2 of these before polytheism and sometimes get them from tribal villages
*Beeline for alphabet
*Adopt majority religion
*Trade techs starting with the lowest-score civ working upwards, generally giving them lower-value techs where possible (being sensible e.g. I wouldn't give horseback riding if I'm about to attack that civ)
*Build all wonders, sometimes using other cities to do this
*Settle great prophet for more cash to keep tech rate at 100%
*Research currency
*Continue trading techs so I have all other AI's techs and their gold
*Aim to get techs that give a unique bonus (free great artist, found a religion) before any other civ
*Maintain as close to 100% research rate as possible and lead in technology with all or most wonders (NB on deity I generally don't get all wonders, but can manage this on immortal)
*Once land taken or reaching maintenance cap, build everything possible in cities in this order (forge, granary, monastery, library, temples, university, etc) going for cultural buildings quickly to expand cultural borders
*When I get compass, rush a caravel and go round the world for the +1 movement bonus
*Great prophets found their special building or settle for cash
*Great artists create great work to expand borders and peacefully take neighbouring cities
*Great engineers finish wonders instantly
*Great scientist builds academies
*Great spy waits till all land taken then starts golden age
*Trading with the other civs generally gives quite good relations
*If war is declared I bribe other civs to declare on that person, reinforce the city and hold off the attack, then go for peace
*Workers mine all hills for resources, generally build 3 farms around a city then the rest mix of workshops and cottages. Lumbermills instead of forest preserves except one city surrounded by forests where I will one day put national park. Every square within my borders gets a road in due course, and every hill a mine.
*If a city has built everything it produces artillery units, as these will be useful regardless of the era
*Around the time of knights or panzers I have some cities which have built everything and plenty of artillery, so I knock out lots of military units, position close to a city at the enemy border and declare war. If it's panzer era this usually takes me through all other AI's to a domination victory.
*In times of war I generally head for the capital and if I'm playing for a fast victory will capitulate the enemy, or if I think it might bring the attitude of other empire's down towards me I'll destroy him.
*I never do defensive pacts, been dragged into too many wars unprepared that way.
*I always open borders for the trade and attitude bonus.
*Civics-wise I adopt slavery if I think I will need to whip, get organized religion for the building bonus, then get representation & caste system when I have both. When I get free market I take that, same with free speech and universal sufferage. I find that shortly before communism my maintenance is beginning to cripple me, so I beeline that and adopt state property, probably my favourite civic on a huge map! Eventually I adopt free religion when I have a good mix of religions in my civ and I've switched from building to military units.
That's a bit of a long post, but it's basically how I play on a regular "let's have fun building a civilization" game, i.e. not going for any specific victory or an early win. Any thoughts, comments or ideas appreciated.
PS What I should do is specialise the cities a bit more (i.e. pure cottage or pure workshop cities), I reckon I'll start doing more of that in time.
I've done the praetorian rush and different victory styles. This is my usual builder style of play, which I realise will not be the same style as that of the next person. Note that I play HUGE MARATHON ANCIENT EMPEROR/IMMORTAL/DEITY maps, which means maintenance etc is an important factor.
*I normally play Bismarck for the wonder building, mining, scout and panzer rush (I tried Roosevelt for the maintenance reduction but just don't like his portrait!)
*Found first city on a plains hill for the production bonus if I can reach it in 1 turn and it looks like a good position; otherwise found in starting location
*Send scout out searching for goody huts, aiming to crest hills on second move to maximise terrain revealed and aiming for most likely locations of huts
*Set research to bronze working
*Build 3 scouts, or 2 scouts and 1 warrior and send them exploring and searching for goody huts (warrior to defend) till I reach population 2
*Build a worker (usually get it turn before I get bronze working)
*Set research to mysticism
*Chop-rush second worker
*Chop-rush settler
*Found second city on plains hill pref near river, approx 8(?) squares from prev city, the reason for this is to claim a lot of land with the limited cities I can build with the maintenance, later on when I can afford it I fill in the gaps with new cities
*First city builds stonehenge, chop-rushed
*Second city builds 2 archers for defence, then when it hits population 2 it does the 2 workers, 1 settler patten
*Research masonry
*Capital chop-rushes Great Wall
*Research Polytheism
*Capital starts on Temple of Artemis
*Research Priesthood
*Capital chop-rushes Oracle while I research pottery
*I use oracle to buy highest-value tech available (usually monarchy, if I'm lucky I can get code of laws or metal casting
*Second city has built settler so it starts on barracks then archers
*Third city follows pattern of second city (2 archers, 2 workers, 1 settler), I try to position to box in other civs and lock in as much land as possible
*Capital finishes temple of artemis and starts pyramids
*Research the wheel, agriculture and pottery so workers can connect resources and improve the land - I've usually managed to research 1 or 2 of these before polytheism and sometimes get them from tribal villages
*Beeline for alphabet
*Adopt majority religion
*Trade techs starting with the lowest-score civ working upwards, generally giving them lower-value techs where possible (being sensible e.g. I wouldn't give horseback riding if I'm about to attack that civ)
*Build all wonders, sometimes using other cities to do this
*Settle great prophet for more cash to keep tech rate at 100%
*Research currency
*Continue trading techs so I have all other AI's techs and their gold
*Aim to get techs that give a unique bonus (free great artist, found a religion) before any other civ
*Maintain as close to 100% research rate as possible and lead in technology with all or most wonders (NB on deity I generally don't get all wonders, but can manage this on immortal)
*Once land taken or reaching maintenance cap, build everything possible in cities in this order (forge, granary, monastery, library, temples, university, etc) going for cultural buildings quickly to expand cultural borders
*When I get compass, rush a caravel and go round the world for the +1 movement bonus
*Great prophets found their special building or settle for cash
*Great artists create great work to expand borders and peacefully take neighbouring cities
*Great engineers finish wonders instantly
*Great scientist builds academies
*Great spy waits till all land taken then starts golden age
*Trading with the other civs generally gives quite good relations
*If war is declared I bribe other civs to declare on that person, reinforce the city and hold off the attack, then go for peace
*Workers mine all hills for resources, generally build 3 farms around a city then the rest mix of workshops and cottages. Lumbermills instead of forest preserves except one city surrounded by forests where I will one day put national park. Every square within my borders gets a road in due course, and every hill a mine.
*If a city has built everything it produces artillery units, as these will be useful regardless of the era
*Around the time of knights or panzers I have some cities which have built everything and plenty of artillery, so I knock out lots of military units, position close to a city at the enemy border and declare war. If it's panzer era this usually takes me through all other AI's to a domination victory.
*In times of war I generally head for the capital and if I'm playing for a fast victory will capitulate the enemy, or if I think it might bring the attitude of other empire's down towards me I'll destroy him.
*I never do defensive pacts, been dragged into too many wars unprepared that way.
*I always open borders for the trade and attitude bonus.
*Civics-wise I adopt slavery if I think I will need to whip, get organized religion for the building bonus, then get representation & caste system when I have both. When I get free market I take that, same with free speech and universal sufferage. I find that shortly before communism my maintenance is beginning to cripple me, so I beeline that and adopt state property, probably my favourite civic on a huge map! Eventually I adopt free religion when I have a good mix of religions in my civ and I've switched from building to military units.
That's a bit of a long post, but it's basically how I play on a regular "let's have fun building a civilization" game, i.e. not going for any specific victory or an early win. Any thoughts, comments or ideas appreciated.
PS What I should do is specialise the cities a bit more (i.e. pure cottage or pure workshop cities), I reckon I'll start doing more of that in time.