Post Short Single Player Tips Here

Yes, the same applies in PTW & C3C. (Viz. All versions.) :)
 
Bah, just discovered this. Still, it was probably a viable tactic in Civ1. :P
 
Build the Military Academy in your capital.

Your capital is the only city that cannot use the palace as a prebuild for another wonder or a space ship part. Having the MA there allows the capital to use armies, at 400 shields, as a prebuilds while other towns can use the palace for the same purpose.

There have been times I wanted a pre-build in the capitol and nothing was long enough for my needs. Thanks for that.

always assuming that I get there of course. :lol:
 
To keep other civilizations out of your territory, build a LOT of workers and construct outposts along one end of your territory. That way, the AI has to declare war on you to get through.
 
I like the outpost idea; that way you dont need to micromanage your units every turn
Im gonna do that from now on!
 
To me it seems like a good idea if you have a narrow passage to guard, but if you need a lot of workers, it costs too much in my opinion. The shields are no problem, but the population cost to build a worker is worse. Bur I guess there are many factors involved, so it can be efficient for one style of playing, but not for another. Probably government makes a big difference.

Cities founded in the wrong place by AI-players are conquered sooner or later anyway, and it's nice to get a town without having to build a settler.
 
Uh... building outposts costs workers... (which cost unit support as they walk to the edge...) That doesn't seem too good. :(

Then again the idea is still very interesting, at least nobody'll be able to walk into your territory without it being war. You can now sign as many RoPs as you like! (They give you good money too in the Emperor and below levels.)

Note: you can also TRAP units in your territory by blocking the exits from your empire. You can now destroy them at your leisure (i.e. whenever you feel like declaring war on them.)

The AI's routing methods really suck. So if they want to go somewhere they search for the most direct route. But if the way is blocked, they then search for a way around. It's not smart..., that's why galleys turn around sometimes; they need to go all the way around the continent in order to get where they want to go since you happen to be blocking one of the places where their boat needs to end its turn on.

What I mean by the above is that, trapped units will stand still since there are NO ways to reach their desired destination.

D0MINATRIX is still right though, if you're going to have fast units anyway, (you need a standing army for most games), you may as well use them to hinder unwanted settler pairs trying to cross your territory.

I think it's a good idea, but it's still a waste of workers, making it unfeasible. Try using barricades, it gets the same message across to you. (You may still ask leave or declare.) However, this way doesn't really allow you to use RoPs if you're looking to have first strike when you're being attacked (since most people don't break treaties).
 
Rather than using workers, I use the Crusaders from the Knights Templar to build fortresses, and then use workers to add barricades. It has the same effect, but does not use up workers. I like using the Crusaders as sort of a combat engineer force.
 
That works well too, since your workers are probably more busy making improvements during the Middle Ages. The Crusaders you get are more likely to have some free time for fortresses. I think I may try the fortress+barricade idea in my next game (should make invading fast units a bit less dangerous, although you have to remember that you just gave them +100% defense... :))
 
I normally put one defensive unit in the fortress as a precaution if I think AI might come calling. With the defensive bonus, even an obsolete unit is fairly hard to knock out, and by then, I normally have reinforcements arriving.
 
This thread is 28 pages long so dunno if this has already been in but yesterday I had a "Eureka" moment finding something out.

In fully corrupt cities...specialists dont suffer from corruption. I'm suprised nobody heard the "D'oh" I came out with.

In my current game I went through all my cities, converting all those cities with free (wasted) food worked tiles that cant get any bigger to taxmen. My gpt went up by over 50gpt.

:wallbash:

No wonder I was having cashflow problems in all my games up to then...
 
That's quite right, Greyhawk. Some people call it science farming; they specifically convert far away and hopelessly corrupt towns to science farms. That is, the town's land is mostly irrigated to sustain a high population. The excess citizens become specialists, generally entertainers, tax collectors, or scientists, as desired.
 
Here's and exploit: Its called "Irrigation Cheating"

Say that there is a river next to a bunch of plains. Next to the plains is a sliver of grassland tiles, and on the other side of that are more plains. Say that you wanted to irrigate the plains on the other side of the grassland, but there are no rivers over there. So what do you do? 1. Irrigate the plains with the river; 2. irrigate a couple of grassland tiles to connect the first plains to the second; 3. irrigate the plains on the other side; 4. mine the grassland tiles that were irrigated. Now you can still keep irrigating the second plains tiles though the irrigation is not connected to the river! And yes the irrigation does give the bonus food.
 
Never heard anyone call it cheating. You spend good resources (worker turns) to gain that water.
 
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