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Post Short Tips/Tricks Here

Discussion in 'CivRev - Strategy & Tips' started by Thunderfall, Jul 17, 2008.

  1. MorteEterna

    MorteEterna Chieftain

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    No, about the pre-reqs it works in this way:

    You have to have the pre-reqs of the technology you want to get, let's say, you want irrigation and you got pottery (pre-req).
    The cost of irrigation skipping masonry is:

    Irrigation + (Masonry - 10 beakers). In this way, it's 70 instead of 80, but normally, I would get the first to get bonuses, because it's almost every time a good thing.
     
  2. MorteEterna

    MorteEterna Chieftain

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    I added comments on your post

    PS: some advice are good ;)
     
  3. PSDuke

    PSDuke Chieftain

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    Thanks for the clarification, MorteEterna. I don't mind. Even though this is by far the game I'm spending the most time on, I still feel new to it compared to the levels of achievement I read on the forums.
    Which strategy explains the Gold plus Science trick? I can understand that certain "get Tech first" bonuses and certain wonders and GPs gives the +1 ... or sometimes +50% in city. Is that it? I would have thought that these bonuses are more beneficial in a relevant city (like multiply your Gold city as far as possible, or same for science)?
    Thanks for the tips!
     
  4. PSDuke

    PSDuke Chieftain

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  5. MorteEterna

    MorteEterna Chieftain

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  6. blackdaggr

    blackdaggr Chieftain

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    Here's a trick I discovered:

    If you are behind in the tech race, try talking with the tech leader(s). Sometimes they'll offer to go to war for money, even if they are currently a democracy. If you can afford it, pay them. They'll frequently switch from the tech-happy democracy to the tech-hostile fundamentalism, giving you several turns to catch up. Of course, sometimes they'll start bullying you.

    I used this strategy when I was trying to set myself up for an economic or technology victory (as Spain). Greece was in the game, happily piling on tech at an alarming rate (and they were on an island, to make it worse). I realized they were going to get to AC before I could build the world bank, since I was currently besieged by two hostile AI civs. But I paid them to go to war, and they never quite got back into the tech race.
     
  7. blackdaggr

    blackdaggr Chieftain

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    One cute trick: Block enemy ports with your obsolete ships. I discovered a hostile barbarian camp on an island late in the game, and they gave me a galley to go along with the Cruiser parked next door. What to do? I found a use for it.

    Since you cannot build a ship if your only port squares are occupied, I parked it in the only water square of an enemy city. Once I controlled the rest of the sea it sat on, it was safe from enemy attack. It happily sat in port, preventing any ships from being built, until I finished the game.

    It was awfully amusing to see it doing the victory dance right next to my fleet of battleships.
     
  8. GGrayson

    GGrayson Le CivRêve

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    much in the style of zulu impi warriors camping out in the enemy's squares, parking ships next to the enemies cities is a very useful thing to do. The most powerful and easiest way to do this is with the americans.

    Basically, after five techs, you get the half cost unit bonus, but this is really 1/3 cost in the medieval, since it's half the cost of ancient era rushing price. So basically, once you get galleons from navigation, or just galleys, start rushing them for 30 gold a piece (it's not hard raising money with the americans, in the medieval you can basically convert hammers to gold by selling units), and then just suffocate you enemies cities on the coast, taking out his fish, whales, and dye first. This is extemely effective on H2H, on FFA it's a little harder to do since you've got more cities to do this to, but still can be done on a prioritized basis.
     
  9. Sanchez

    Sanchez Chieftain

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    This isn't necessarily accurate if your city has any gold or science multiplier buildings (library, market, etc) since the multiplier buildings do not apply to the trade generated by unassigned workers. So in a city with a university, a worker on the water (2 trade) will generate 8 science, while a tradesman working in the 13-16 pop slot would only generate 2 science.
     
  10. MorteEterna

    MorteEterna Chieftain

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    Haven't you stopped giving tips for Americans? :D

    However, workers in the city get 2 gold/science after 7 pop (or 6)
     
  11. WorldCrusher

    WorldCrusher Chieftain

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    When going for Domination by 1000AD...

    I marched Settlers with my armies over to the last two longest distance Civs.

    Built a city and a road and then pummelled them with additional Armies...
     
  12. jonemere

    jonemere Chieftain

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    Nice Thread. Good tips here, It is really helpful to me.
    All tips are very interesting and I teach something new over here. Nice information.
    My heartiest thanks for sharing.
     
  13. bryce00

    bryce00 Chieftain

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    I didn't read the entire thread but if you have a unit stacked with a settler, you can establish a new city even tho it has used it's movement points for the turn.

    When you have a settler unstacked (tsk! tsk!) it won't let you get to his options after his move points are gone.

    EDIT: Ah poop someone already posted this.

    I love this game. I've put more time on this game than all my other PS3 games combined.
     
  14. absolutFANatic

    absolutFANatic Chieftain

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    Things i'll add...

    With the highway approach, you should have plenty of time to build an archer+catapult army to patrol the road system, before enemies can "block" it effectively. Defeating the fighter problem is easy... be the first to build the "advanced tech" wonder (Alexandria?)

    Beware that the "leave quietly" option places your spy ring back to the last square, so if it's unprotected... you'll lose the ring, and have to destoy THEM to get back into the city. Also on the same note... placing archer armies near enemy capitols early in the game helps give spies the protection to steal GP/destoy Bldgs, when that civ is soaring up the tech tree/cultural ladder

    Something i haven't seen here...
    Does anyone use the "chain of defence" approach?
    Having a "chain" of defenders link your choke points so a freshly built defender can be placed where it's wanted/needed (thru reinforcement). This also helps when the AI gets aggressive, as you can form a few armies quickly, to stop the onslaught. Another thing is that an entrenched archer on every coastal square of a land mass is better (as well as cheaper) than building walls, and virtually eliminates invasion of that mass until an enemy has flight

    a question about enemy spies...
    Has anyone seen one prior to it destoying your fortifications?
     
  15. elthrasher

    elthrasher Revcaster

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    Oxford University. It gives you the highest tech that you have a prerequisite for. Popular choices are Steam Power->Flight, Industrialization->Advanced Flight, Corporation->Networking.

    Spies are pretty good for stealing GP. I don't usually bother destroying buildings except maybe if a civ with temples and stuff is near where I want to expand.

    Yeah, that's good. Also if you have a small island, you can fortify a unit on every tile to prevent enemy units from landing easily.

    You never see the AI moving spies and GP around. It can teleport stuff, especially spies and GP, but also sometimes armies will teleport to your fog of war and sometimes AI settlers will teleport to islands, even when the AI doesn't have any naval units. The AI can't teleport units to areas that are currently in your view, so you can curtail this behavior by putting old warriors on hills and things.

    According to a 2K rep on another site, the AI does not get free units. So it can teleport legion armies into the heart of your empire, but it's not making them out of thin air. They still cost gold/hammers.
     
  16. absolutFANatic

    absolutFANatic Chieftain

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    Yea, that's basically what i was referring to with entrenching all coastal squares. The smaller the mass (island), the quicker you can get to building important things... IE; a 3 or 4 square island w/ oak is a beautiful thing to see. Just build appropriate # of archers to entrench all squares, then you can build bldgs and wonders with great efficiency.

    Teleportation? Ha... that's a great way of explaining what i consider a major flaw in the game. Teleportation won't even be possible by 2100 (when the game ends), in reality lol

    Also...

    Regarding the galley scout and teleportation, placing your scout on or the closest hill from a chosen city site will negate (to a great degree, at least) the "teleportation" of settlers, and armies appearing out of nowhere
    Remember that a "teleported" army will march to your city (usually your capitol), and demand peace... giving you an opt-out. Point is, don't panic...
     
  17. Stephanovitch3

    Stephanovitch3 Celtic Diety of Wales

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    what about caravan spy movement... stack them and head into enemy borders. chances are high you shall get the spy into their territory. Only one downside: caravans get captured by "bandits" :( not really a strong solid technique but its good if its a civ with some culture and alot of GP
     
  18. Stephanovitch3

    Stephanovitch3 Celtic Diety of Wales

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    Spanish Armarda-Atlantis technique: earlyish on when you are relatively stable in defence spam the enemy with galleons and "defend" atlantis with about 5 galleon fleets and then if you do get the chance of using Leonardos Workshop you could upgrade to cruiser/battleships and justr patrol atlantis seeing as the enemy can "teleport" units here and there. also build some naval bases close by with reserve galleons and fighters (late game) to add extra security to the region. result: advanced/modern technology late on with only what 500-750 hammers spent between whole empire to secure a tech finish. hope this has helped :)
     
  19. Terrapin

    Terrapin Chieftain

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    The diagonal trick: There is almost always a special resource two diagonal steps away from your starting square on turn one. S=That square is very special because it will be outside your city radius even with a courthouse and it will be too close to your capital to efficiently settle there. However, if you move one space diagonally before settling (still on turn one), you will have that resource in your initial city radius. So it is a good idea to look at your initial position and ask yourself if you can move one step diagonally in any direction and still get 2 grass, 2 forest and 2 water in your initial radius. If you can, do it. Three civs really stand out with respect to this strategy. The Russians get 2 food from plains right away, so they have a greater chance of being able to move without being short on food, the games most critical resource. They also can see the resource they are getting on their fun local area map. The Japanese get food from water tiles, so they are not as dependent on having grassland in their initial radius. FInally, the Greeks with a Courthouse in Athens can almost always move before settling, because their outsized city radius will almost always reach the initial required resource squares (i.e. 2f, 2h, 2t).
     
  20. Stephanovitch3

    Stephanovitch3 Celtic Diety of Wales

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    Noob Trick: If a new player is wary of what a flag in your city means then put 3 GP and a spy ring inside the city this makes it look heavily fortified and if you are still a little scared put some tank armies behind the city for counter offensives if they get too close.
     

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