Playing at King Level and above

I do the same 3 as geofelt, but also start wars when I get gunpowder. thins the playing feild, and more cities are always good.
 
Building the Great Wall is a waste of shields. Some diplos (one for 4-5 cities) to bribe barbs and enemies will do the same job.Build something useful instead - Lighthouse, Colossus(!!!), Hanging Gardens(!!!!), Marco Polo's (forget the Great Library - MP is better!).
Build at least 3 military units per city - 2 to keep the people content, the 3rd for exploring purposes.
Trade maps and techs with AI civs. Open huts to get nomads, advanced tribes, units, gold and techs (and -sometimes- barbs).
Every city should have at least two defenders and a temple. It should produce - caravans.
And the MAIN hint: VISIT THIS WEB SITE HERE!
 
A couple of basic pointers I use for garunteed wins on Deity:
1. The most valuable unit in the game is the spy/diplomat. Stealing techs, sabotaging wonders, and of course bribing cities.
2. There is nothing better than population pumping with obscene amounts of luxury.
3. Caravans are your friends.
4. Islands beat the crap out of cotinents, particularly small islands (1-5 squares).

First off the key to winning is about wonders. If you want to own you need a coherent tech/wonder plan. Wonders I really like:
Pyramids
Mike's chap
LEO's WORKSHOP
Statue of Liberty
UN
Hoover dam
ADAM SMITH

Pyramids are great for growth, especially when I can't go to republic/democracy to pump. Happiness is makes Mike's chap very nice.

Leo is absolutely essential for smacking down the AI's. It's insane trying to beat the computers if you don't get improvements. Having your warriors upgrade to riflemen rocks.

When beating down the AI's its nice to have painless transitions between governments and to get other forms of government early ... like say communism and fundy without actually dropping in the tech (just yet). The UN is nice because it's free embassies and you can attack while in democracy.

Hoover is a damn site better than building powerplants and the resulting pollution.

Smith is all about money, money is THE most important quantity in the game.

Now you want to be SURE to get these wonders so start the pyramids fairly early. If you need to, drop cash and disband units. Once you get trade, when in doubt build a caravan. Then send alll your "extra" caravans to hover close to your wonder pumping city. Use them rush wonders when you need to.

With this set up you should be able to easily grow and to run a fundy/demo money machine late game.

Your game goes like this:
1. Expansion. Your goals here are to expand and to get monarchy/republic. Keep the peons happy, but only worry about it your wonder pumping/science cities, otherwise build more settlers.
2. Consolidation/explotation. Here you want to build your cities up and knock off weak AI's. You should do a pop push here. Keep this up until you get spies.
3. Go commie and build large numbers of transports and spies ... everything else is pretty much irrellevant.
4. Go fundy, optimize your economy for CASH, research is of no use.
5. Commence operation Bribe the World into submission. (Steal tech whenever anyone get's some, bribe strong cities whenever you can, have loads of spies in transports docked just offshore so you can unload spies the turn after somebody gets a new tech, etc.)
6. Mop up.

Other useful stuff:
1. Make a super science city. Make your second city in a VERY good trade spot (costal with whales is good). Build the Colussus, then Corpenicus -> Newton. Be sure to build a library and university. Then watch the science roll in. If possible build Shakespear there also. After you have a sewer, send food caravans from some crappy city and blow the lid off population, all your surplus should be entertainers/scientists ... after you are maxed dump them all into Einstein mode. Pulling this off eliminates your science worries.
2. Barbarians are your friends ... especially if you have Leo. Bribe the units for supportless forces. Kill the leader for cheap cash. If you find a barbarian city ... think cheap supportless units. One cheap trick I use somewhat regularly is to nail an opponent near a hoard of barbarians. I get a tech, then I sack the city for quick cash. Then let the barbarians walk all over said city. I alter position units to bribe emerging forces for supportless units (hopefully they will turn into riflemen eventually).
3. If you have Leo's workshop ... abuse, abuse, abuse. When you go to research gunpowder, build loads of the cheapest infantry units then laugh when they all upgrade CHEAP. Nothing says loving like churning out cheap units who miraciously get hideously better quick.
4. Shakespeare allows democracy war easily. Build Shakespeare in a city heavy on production. Ship food to get the city up to max production (which is some absymally high number once you get hills/mines/railroadson every square), then send all your units to that city and support them from there. Instant attack force with ZIP for problems on the home front. This is the BEST way to go war mongering as a democracy. With railroads and a good cash/production base you can easily rebuild and rush a worry free army to the front.
5. Build forts on mountains, build roads to said mountains ... if you build it ... the AI's will come (and die).

Hope that helps.
 
I prefer the Hanging Gardens or the Colossus - much better than Pyramids.
My favourite Wonders are:
Hanging Gardens -> happiness
Marco Polo's->Maps, Techs
Mike's Chapel-> happiness (I switch to republic, lux rate 40 % and celebrate my cities up)
Adam Smith's -> money!
Darwin's->2 extra techs->2 WoW more!
Hoover Dam -> more shields, less pollution-> A MUST HAVE!!
 
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