Teach me and you. Give me a gem.

211. When executing an early rush, the best time to declare war is when the AI has a settler built and has left the capitol. When the Settler/archer unit group is in striking distance, this is the best time to attack. The capitol will be most lightly defended at this point.

212. When attacking a city with siege units that have 5/2 exp, promote to CR1 or Barrage I and then promote to accuracy. This will quickly allow you to break down the cultural defenses, especially if there is a wall or castle, which can take several turns to get to 0%.

213. Read through all of these tips now and again. I started this thread a while back and added as many gems as I can think of. As my skills improve, some of the tips really hit home now, when they previously didn't.
 
214. When attacking a city, use a cavarly to destroy route to slow down enemy's reinforcement.
215. Keep some units ousite cities, they will reinforce our sieged cities.
 
217: In the early game, DON'T build roads everywhere. Building roads distracts you from more important improvements which can add dozens, if not hundreds of production in food, commerce or hammers with the turns you save.

218: Only times to build road in the early game: Resources, connection to other cities, roads to hills near the border for barb-defense, roads to AI lands to facilitate settler movement to block and/or classical catapult death stack.
 
only if it follows the river :)
 
-prioritize. Pick the single most important thing you need at the moment and get it at all costs, once it is achieved you move on to the next goal. Example: don't try to build wonders and infrastructure and win a war all at the same time. You'll probably stalemate the war, or worse, lose it, not get the wonder, and not get infrastructure up. Do one thing at a time.

This can be taken to an even higher level by saying that Civ as a game in general rewards specialization. Not just "city specialization" but this also extends to binary research (all gold or all research by intervals); focusing civics toward your major goal (war civics versus peacetime civics); and even among unit pump cities, specializing to a degree what units they pump: you don't need three pumps pumping all units requiring all of them to build a Stable. You can have one city with a stable focus on mounted units, you SHOULD have one full-time "siege engineer" city (cats and then later trebs, cannon, etc.), one Naval Academy focusing on ships (coastal city obviously), and one general catch-all pump. Pick a less hammer-blessed city to pump missionaries and spies when needed, or guided missiles in the late game.
 
"What isn't a priority MUST be postponed." (from a fellow civfanatics whom I can't remember the name :blush:)
 
*Warning*- Noob advice, follow at your own risk :)

If you have a Horse Archer with Sentry from a couple millenia ago, stick him on an exploring Galleon. It's as good as giving Sentry to the boat- three tile visibility across the water. :thumbsup:
 
Don't you mean, "There's still a chance your tank will survive that spear"? :D
 
Well, this thread has been going long enough to repeat a few, but... always call the other civs "the enemy". The AI doesn't know that, which is why they'll let you build a spaceship without DoWing you. But you should know it. You might trick the enemy to obey you, to be on your side; but in the long run, they are the enemy.
 
I can give a few obvious ones:

223) NEVER underestimate the enemy, no matter what their score is.
I learned this the hard way, when I was 10 turns away from a space victory, and Hannibal, who was fourth in score rank, won a cultural victory.

224)ALWAYS expect a war.
This is a very general rule. Until you have won the game, you must always be aware that every time you take a turn, you may hear the war trumpets from anyone. With that, you should make sure all your cities are garrisoned properly.

225) All hills in your territory should have at least an archer fortiified on it.

226) (Obvious) Trees adjacent to your cities MUST be cut. By leaving them, you are giving the enemy a higher chance to conduct siege on your city. 225 and 226 should be used in conjunction. Your enemy should only be able to attack you from open grassland or plains, where they are more vulnerable.
 
For 225 and 226, those are good, but also very optional and anciliary. Consider placement and when you can afford it. Doing it next to Shaka might be smart. Doing it next to Vicky or in the very center of your empire might not, and simply be a waste of hammers.

227) Outposts, then Backfill

After you settle the juciest city spots, do you just go the next layer? NO NO NO NO NO! Although this really does depends, after you start swimming in semi-developed city cash and destroyed civilization loot, settle decent outposts first, support+chop out the granaries/courthouses, then backfill later. Especially important at higher levels to establish a strong, easily defended border.

228) Point Defense

Try to angle your borders so one or two cities are OBIVOUSLY closer to an AI's capital than all your other cities. This lets you narrow your "effective" borders even if they push close to you with new cities, as their main units are in their cap. Mind, you still garrison the new border area and settle new Point cities, but the idea of using Point cities is key. Staggering border cities, even if subconsciously, effectively means 1/2 the number of cities to defend.
 
Well, this thread has been going long enough to repeat a few, but... always call the other civs "the enemy". The AI doesn't know that, which is why they'll let you build a spaceship without DoWing you. But you should know it. You might trick the enemy to obey you, to be on your side; but in the long run, they are the enemy.

They're only an enemy if they have the capacity to win before you do. Otherwise, they're a valuable resource that can give you a leg up over your true rivals by serving as trade partner, distraction, or buffer zone. This kind of leads into my tip, which is . .

229. Vassals are awesome, so only take worthwhile cities when conquering your opponents. Leave them the ice & tundra fringe (gaining you access to those resources without paying maintenance on marginal sites), or those cities that will be rendered useless by culture swamp if you conquer them yourself (leaving those borders intact gives you a great staging ground towards your next opponent). Especially on Deity, a vassal with a few marginal cities can be very, very useful. Direct their research to secondary techs, feed them all of your priority stuff in exchange, then watch as they mass upgrade their vintage military; the stronger they are, the better. Just make sure you get the juicy core cities for yourself!
 
They're only an enemy if they have the capacity to win before you do. Otherwise, they're a valuable resource that can give you a leg up over your true rivals by serving as trade partner, distraction, or buffer zone. This kind of leads into my tip, which is . .

229. Vassals are awesome, so only take worthwhile cities when conquering your opponents. Leave them the ice & tundra fringe (gaining you access to those resources without paying maintenance on marginal sites), or those cities that will be rendered useless by culture swamp if you conquer them yourself (leaving those borders intact gives you a great staging ground towards your next opponent). Especially on Deity, a vassal with a few marginal cities can be very, very useful. Direct their research to secondary techs, feed them all of your priority stuff in exchange, then watch as they mass upgrade their vintage military; the stronger they are, the better. Just make sure you get the juicy core cities for yourself!

That doesn't apply if they peacefully vassalize instead of capitulation.
and, how do you control the vassal's research?
 
229. Vassals are awesome, so only take worthwhile cities when conquering your opponents. Leave them the ice & tundra fringe (gaining you access to those resources without paying maintenance on marginal sites), or those cities that will be rendered useless by culture swamp if you conquer them yourself (leaving those borders intact gives you a great staging ground towards your next opponent). Especially on Deity, a vassal with a few marginal cities can be very, very useful. Direct their research to secondary techs, feed them all of your priority stuff in exchange, then watch as they mass upgrade their vintage military; the stronger they are, the better. Just make sure you get the juicy core cities for yourself!



It is not always good to do that. First, one must take care of diplomacy if one is not going right now for a chain capitulation until victory. Not only vassals ruin your diplo, but a weak vassal not only makes future vassals more resistant to vassalizing ( "We're fine on our own!" ).
 
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