Polar Strategies

stormerne

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Polar Strategies

You've all noticed the ice shelves at the far north and south of random Civ maps made of glacier and some tundra. Are they just there as a boundary, or can you use them? You'll also notice that there are occasional special resource tiles at the poles, like ivory, musk ox, furs and oil. What would be the point of their being there unless you could use them? Or do you think they're just decoration?

My experience is that you can use the poles for three main things:
· Linking continents
· Colonisation (boost your score!)
· Controlling polar sea lanes (not considered here)
You can often combine these three things.

<u>The "Ice Bridge" or the "Transpolar Railroad"</u>
If during your exploration, either by sea or on foot, you find your continent linked to another via a polar region, why not use it either to invade that continent or to supply it after you've invaded? If you have Railroad, you probably have Explosives and therefore engineers and they are the best for getting the job done quickly. If you do this, you probably want to fortify the route somehow, so why not build one or more cities on the ice? Read on…

<u>Colonisation</u>
Why colonise the poles? After all you can't grow a big city there. There are two reasons:
· To guard a transpolar railroad
· To boost your score
There are times, especially on a small or medium map (less often on a large map) when you have conquered the world and you're working on building a really high score. You know Civ will let you build up to 255 cities and no more, but you can't find enough city sites. Solution: colonise the poles!

On a medium map the polar regions are 50 tiles long each. On a large map they are 75 tiles long. Assuming that you have ice, very little tundra, and no special resources (the worst case, usually bettered in practice), your only food comes from the sea and your highest score comes from using as many sea tiles as possible.

The strategy is to colonise every two tiles and grow each city to size 6. This makes maximum use of the sea. Size 6 is handy since you don't need an aqueduct and the population is easy to keep happy. On a medium map this gives you a potential extra 600 points! (On a large map it gives you nearly 900 points.)

Even an isolated city can be worth it. On ice it will grow to size 9, and with tundra you can get an extra population point, more if you find an outcrop or special resources.

<u>How to build an ice city</u>
If you drop a settler or engineer on the ice shelf and tell him to build a city he'll die of starvation. You can stop this in two ways:
· Have a food caravan ready to enter the new city immediately
· Have an extra settler/engineer on hand and a bit of cash.
I do not recommend the food caravan approach. It's an unnecessary drain on another city. Instead, this is what you should do:
· Build city with first settler/engineer
· Add second settler/engineer to same city (with build)
· Rush build a harbour
· The next turn one settler will die of starvation but when the harbour becomes active the remaining one will survive.
· Grow the city ("we love" days) until all the sea squares are used

<u>Tundra cities</u>
When you build a city, Civ looks at your terrain. If it produces no shields (like on ice) you get one by magic for your city square. And Civ pre-irrigates your city square. The effect of this is that tundra, which normally produces just one food, produces two in a city square. This means that you only need one settler to build a tundra polar city - it will always survive - and a harbour will allow for growth.



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"Life shrinks or expands in proportion to one's courage" - Anais Nin
 
Good points: The polar regions are vastly underappreciated.

Also, they can be a goody hut bonanza, so drop an explorer unit down/up there early enough and he'll get you some tech/cash.

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I am so great! Gee, arr, ehh, tee! I am so great! Gee, arr, ehh, tee!
 
I don't know about the polar cities concept, (I don't like really poor cities), but airbases on the poles can be invaluable. You can keep an eye on an area without being inside the AI's territory.
 
yeah the pols are great.. get a trirem *because they can't go out into the water* and scoot along there.. also is hut bonaza

also.. if you use corn's stiuped startage.. put a city there and it will take everyone else forever to find you lol.. unless they find you before they kill you

also make good missle bases

 
Originally posted by Fishheads:
yeah the pols are great.. get a trirem *because they can't go out into the water* and scoot along there.. also is hut bonaza

also.. if you use corn's stiuped startage.. put a city there and it will take everyone else forever to find you lol.. unless they find you before they kill you

also make good missle bases


It's not a stupid stragity. Those cities will come back to haunt you!!! MUHAHAHHAHAHAHAHA!!!!! (Don't trade maps after you build these cities or it defeats the purpose
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I use the poles alot, lets say i'm in a big MP game with atleast 4 people, i'll build cities in the poles around the special resources and use them as naval bases, produce destroyers and also use them to base my navy to heal them then send them back out. And my cities on the poles control them for me only to use
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On my two best games I turned the whole world (except mountains) to farmland with a vast army of engineers. Then I direct them to the two poles and turn that to farmland also. Then I use all of them to build cities on the poles. I probably get another 30 cities out of it. Usually it's about 1970-1990 AD by the time I get done.
 
I don't like building cities at poles.

In a highscore game, they count as cities that you could've built in grassland, so you just wasted a bunch of your 255 cities.

In a normal game, the cities at the poles count as cities towards your "too many cities unhappiness". They can also be taken over too easily.
 
Originally posted by vladmir_illych_lenin:
In a highscore game, they count as cities that you could've built in grassland, so you just wasted a bunch of your 255 cities.

If you read my original post, you'll see that I usually only recommend polar colonisation when you've run out of good city sites. Sure, this is less likely to happen if you have a large map with large continental landmass. It'll be more common on archipelago maps. It'll be even more common on medium map sizes.

I've just done a calculation on my high score game in the making - large map archipelago. I reckon I have JUST enough land for good sites. But if I'm out a little in my calculations, then I'll build on the poles.

The point is: better to know how to colonise the poles than to be 50 cities short on a medium map because you think you've run out of decent sites.

Polar strategies are not a panacea. They're another weapon in your armoury. Treat them as such!
 
No not really. No slower than over hills, and certainly quicker than over mountains. An army of engineers from a few transports can build you a railroad across the ice very quickly indeed.

And when you've built your railroad, it will transport you as many units as you want instantly - something that transports and airlifts can't do. And with less risk.

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I'm finding new appreciation for the look of the polar regions, simply because they seem so fresh! I'm going nuts, aren't I? C'mon, you can tell me.

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Originally posted by Cunobelin Of Hippo:
I'm finding new appreciation for the look of the polar regions, simply because they seem so fresh! I'm going nuts, aren't I? C'mon, you can tell me.

Any true CivFanatic has left a certain amount of sanity behind in the process
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Polar RR into a neighboring contintent connected to the pole is a great invasion route, and easily defended with a fort.

 
Does anyone know off the top of their head what the defensive bonus for Tundra or Glacier is? My manual is in my room, I need not elaborate.

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Originally posted by Cunobelin Of Hippo:
Does anyone know off the top of their head what the defensive bonus for Tundra or Glacier is? My manual is in my room, I need not elaborate.


I think Tundra os +50% and Glacier is +100% but I'm not sure.

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*turns his head 80 degrees to the left to the civ 2 poster on his wall*

glacier and tundra offer no defence bonus

glacier had a movment cost of 2 and tundra has a movement of cost of 1

 
Originally posted by Fishheads:
*turns his head 80 degrees to the left to the civ 2 poster on his wall*

glacier and tundra offer no defence bonus

glacier had a movment cost of 2 and tundra has a movement of cost of 1


Well so sorry Fish!!! I don't have my Civ Poster on my cubical wall!!!

Hummmm...
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Though I find the poles strategy quite unrealistic I use it a lot. Actually I build my first polar city arround 500 BC which is quite early. When I have six or seven cities built and they are all linked w/ RR I can start conducting major attacks.

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Once I have the ability to build caravels I don't use the polls at all.

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