Sebiche
is better than you
The Aerostatic Nation
How to build a self-sufficient empireThe Theory:
A Nation that requires no other to survive is able to do whatever it pleases. There would be no finnancial losses because it would have no foreign trade. There would be minimal economic losses because resources are usually kept inside. A nation that produces only for itself maintains its wealth inside, ultimately generating more money, technologies, culture and great people than any other in the game.
Before you read:
"Aerostatic Nation" refers to a nation that requires no help or fuel to maintain itself afloat.
The Aerostatic nation is a strategy to build a small, yet powerful and neutral empire in civilization. If you like conquest, big empires and bossing people around, this is not for you. But if you like manipulating your allies and getting what your nation needs while not paying back, read on.
The Aerostatic Nation plan was tested three times as Japan in Earth18 map. (Once in Normal, then Marathon then Epic) During the entire duration, I never left the island and won a Diplomatic victory twice (in Marathon I won Space Race).
Chapter 1: Basic Structure
What it means to be an Aerostatic Nation is to keep to yourself yet survive. Think Switzerland. In the game, you may never choose a side, a religion, a war or an embargo, for these may endanger your neutrality. Well, atleast until your civilization gets running.
First you must plan ahead were your cities are too be placed. Try to build as many cities in the least space possible. In the Earth18 map, I built Japan out of 4 cities and still maximized my resources. Although you can trade resources with other nations, it is not recommended for the begining. Neither are Open Border agreements, Defensive Pacts or Permanent Alliances.
Harvest any resource at once. Also construct many cottages, for they will one day flourish and provide you nation with independant and unalterable wealth.
Always have all your specialists full. In a crowded and small nation, there is never too much production to be had in one city.
Choose a small remote location for your nation. Japan was perfect because it was isolated in its little island. Far away from war, religion and most importantly barbarians you are given more elbow room.
Choose technologies that affect your internal economics such as Animal Husbandry, Hunting, etc.
The game will be tough, and for quite a while you may run at the bottom of the chart. Just ignor and carry on.
Chapter 2: Choosing your civics
Your civics will have to focus in your empire's alone prevail without interfering with any other.
The Civics I found more effictive were:
-Representation
-Bureaucracy
-Caste System
-Mercantilism
-Free Religion
The Representation Civic gives you more than enough tech points to get by (a completely Aerostatic Nation will have alot of specialists to keep it going, and these specialists are harnessed by Representation causing an extreme amount of tech points)
Bureaucracy might be expensive, but it gives you capital both production and wealth. If your nation is a compact as it should be (recommended size: 4-8 cities) you will need all the production you can get. Generating this wealth and production in the capital allow you to work on other things in it, such as culture and science.
Caste System allows you to fully maximize you country's population capacity. So keep just the necesary fields worked so that your cities never stop growing and then add as many specialists as possible.
Mercantilism gives you free specialists which allow you to work the fields and get the benefits at once. Also, the forced national trade routes allow you to open you borders without trade risks.
Free Religion forces you to maintain a religious neutrality which will make the other nations stop asking you to join their religion. It also helps in tech points and culture. (And you can't have too many of either).
Chapter 3: Foreign Politics
The Aerostatic Nation once in the air has nothing to fear. No wars or embargos can damage its economy because its entirely nationalist policy freezes any possible effect
Until the Renaissance you should keep to yourself. But once you've cleared through the Renaissance and into the Industrial Era you are free to open your borders. Most importantly, don't sign Defensive Pacts. It happens way too offen that your allies run into war. If anyone declares it on you, you should be fairly popular around the other nations to dig up some forces.
Managing the World
This total and complete independance does give the player god-like powers. You can completely manipulate the trade around the world, the wars and at times religions without any effect.
However, you must be firm. If a nation starts giving you trouble, don't let it inflate. Call every nation leader and call for an embargo on that nation. If any leader opposes because of friendship or something, embargo them too. Their economies will be crippled so fast they'll never bother you again.
Never accept Vassal States. Mercantilism doesn't work with outside nations. Remember that your nation only produces enough to cover your expenses and enrich you treasury. If you add another variable, the economy will spiral out of control.
Spying is encouraged. It allows you to see the other nation's move in advance and if necesary, find those with an economy weak enough to cripple with a simple embargo.
You must build the United Nations. Failling to do so is an unecesary risk that cause you to go astray.
Finally, when its time before the elections use some of the massive wealth you have. Give some away and get as many friends as possible. You will surely win.
Once your in the big seat, only change policies that benefit you. I chose:
-Universal Currency
-Free Religion
-Open Borders for All
I chose no more because the other civics didn't apease me. For the no-nuclear poliferation you are allowed, just make sure you have enough. Holding a massive nuclear arsenal scares the other nations. Don't forget to leave a spy in every stash.
Chapter 4: On the Offensive
The most important law of war is:
No Economy = No War, therefore the smartest way to win is to defend long enough and pull some political strings
Your country's army should not be too big. Thats expensive. But you should count with a couple of "Friendly" leaders that will blindly take a bullet for you. When presented with war, do this:
-Get every person possible in to help you
-All those that won't declare war, atleast get them to embargo
-All the nations that will do neither are potentially hostile: eliminate them immidiately. How to do this?
Pull your political strings and get every nation that has a deal with them to cancel it. Infiltrate them with spies and destroy all their resources nodes and remember this:
The Aerostatic Nation does not fight blindly. It outsmarts and outmanovours its enemies into submission
Be cunning, not brutal. Be shrewd and decisive. He who hesitates is lost.