Teach me and you. Give me a gem.

142. Never play Diety unless you really know what you're doing.

142a. You can't spell Diety without die. You can't spell Deity without it, either.

:D

EDIT: By the way, this is humor of the fridge logic variety.
 
133) Once you discover Astronomy build Observatories before Universities unless you haven't met the requisite amount of Universities for Oxford University. The reason being, both buildings generate the same bonus but Observatories are less expensive.

Unless you need the culture benefits of the University (border cities)


______


143. Bribe any neighbor of the nation you plan to attack into a DOW on your planned enemy several turns before you launch you attack, this will get the enemy to blow his wad of units in counterattacking his neighbor.

144. Now, land the stack of doom you have hovering near the enemy's capital city, and take it in an all out attack.

145. If you are only going to have a couple of units to defend the captured capital city because the battle didn't go so well, raze it, especially if you were unable to execute #143... because the computer will put a lot of effort into re-taking it.

146. Better to make peace by gaining a city or two, rather than a capitulation. 10 turns later, re-declare war and take the rest from the weakened enemy.
 
147. If you rush to and get Alphabet, beg/demand early techs before you trade for them, and you will probably get them. (Such as sailing, poly, med, hunting, archery, masonry.) This allows you to keep the other civs at a disadvantage. Be careful if you are relying on diplomacy to save you if you are weak. This has worked for me on low levels like settler and chieftan, but worked on an immortal game in which I was Persia doing an Immortal rush, and was therefore, fairly powerful. I do not know if this works if you have a mediocre or weak power level on emperor+.

Update: Just did this today on deity. Was friendly with Ghandi and begged for poly and he was delighted to give it.
 
(edit:not sure how that chili pepper got there)

148. Keyboard shortcuts help.
148a. ctr + R to toggle show resources
148b. alt + City production box to select all cities
148c. shift + City production box to add another city or remove a city from selection
148d. shift + click on tile with city or cities selected to create rally point for units
148e. queuing shortcuts are nice too, +shift to add to queue, +alt to build unit forever, +ctr to jump to front of queue

148/2 When I'm late in the game in full blown domination mode and inflation and maintenance has gone pearshaped, I use 148b. to select all cities, then ctr+WEALTH to set all cities to build wealth. Using ctr sets wealth to the top of the queue, so when I want to revert I can select all cities again, then just left click on wealth in the queue to remove it and all cities go back to what they were building before.
 
148f. INSERT to go into nearest city's city screen.
148g. C to center camera on selected unit.
148h. BACKSPACE to cancel selected unit's orders.
148i. F will cause any unit at all to sit [some fortify, some sleep], sanity saver in late game.

149. Settle local islands asap.
Their trade routes are worth an extra commerce, being overseas. Bonus is you KO an annoying source of Barb Galleys.

150. Grab foreign island outpost.
Your Caravel will often find unsettled island near other continent. Settle this asap after Astro, it will often be valuable strategically.

151. Space Ship can be built in 5 turns.
An FYI rather than a tip, but useful to know to select victory condition. With all enhancers in place [Laboratories, Space Elevator, Golden Age, Org Rel, State Prop, Caste], and all part techs researched, I've done zero to launch twice in five turns and once in six. Maybe four is possible using the production corps Mining Inc & Creative Construction--I don't play corps.
 
Good call, can we get an a guy who reads XML like Neo sees the matrix to respond here?
 
152. Aspects of barbarian animals I had always overlooked. I have always thought of them as different in graphic appearance only, but they are all different.

a. Avoid bears at all costs (unless you are Woodsman 2 or Woodsman 1 on a forested/jungled hill). They only have one movement range, but 3 strength.

b. See a wolf? Bring it. They have only 1 strength. They have two movement points, but who cares, they are weak!

c. Lions. They have 2 strength. They only have one movement point. (Just found that out after starting this post--I always thought they had two points!)

d. Panthers. They have 2 movement and 2 strength. These have eaten a lot of my scouts.
 
Unless you need the culture benefits of the University (border cities)

Or are Philosophical. Phi gives a production boost.

Good call, can we get an a guy who reads XML like Neo sees the matrix to respond here?

Spaceship parts are NOT classified as buildings, they are Projects, and thus, do NOT fall under OR's boost.
 
I can't believe no one has made this point yet.

30. The less you automate, the more you win.

Not that I'm especially good at following that advice....

I think he means: You r core cities should be player operated, but peripherals that will never see combat should be computer controlled.:goodjob:
 
I think he means: You r core cities should be player operated, but peripherals that will never see combat should be computer controlled.:goodjob:

Yeah, sure. If you want to have a lot of spy pollution. Come on, people, it takes less than 5 seconds to remember what your plans for the city are and pick the next build or improvement accordingly.
 
153. (During an early rush) If you are too weak to finish off a civilization's last city, end the war with a cease fire, not a peace treaty. The AI will try to send some of his military units with a settler to try to expand. This will make these units easy prey and weaken the last city. You can declare again at any time since you do not have a peace treaty.
 
52. Adjust your play style to the map, not to your leader or civ. Don't be afraid to divorce yourself from the strategy you thought you'd use.

53. Have enough workers (stolen or built) for 2 per city and stack them in pairs (or 3s or 4s once your earlier cities are completely improved.

Also stack a unit with the workers: explorer in the early game, cavalry in the mid game, mech inf in the late game. as these units also move 2 per. :goodjob:
 
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