WoundedKnight's CIV Strategy Guide

WoundedKnight

Warlord
Joined
May 28, 2002
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I will expand this guide progressively as time allows over the next few weeks.

LEARN THE RULES
The best-spent two hours for my CIV strategy skills was spent pouring over the civilopedia to understand the rules, the tech trees, improvements, units, etc. It's much easier to do well if you have a clear strategy and know where you want to go. For example, some techs offer bonuses to the first discoverer: a free great person, a free great tech, or starting a religion. Obviously these techs are generally a priority to get first, while others with benefits that are not time-sensitive can wait.

CIV SELECTION
The decision as to which civilization to play as is an individual one. Traits have various strengths and weaknesses:

Industrious: A great trait, as the wonders you get with +50% build speed can duplicate many other civ traits. Half-price forges are great also because they increase your productivity, and for non-industrious civs they are quite expensive.

Philosophical: Fabulous at +100% GP, but the problem is that it is hard to generate GP without wonders, and philosophical nations are likely to lose the wonder race. I prefer industrious, as the philosophical bonus can be more than duplicated with religious civics (Pacificm - +100% GP rate) and the national epic (+100% GP in the city of your choice). You can't have industrious and philosophical together. Industrious is probably better in the early game when you and your rivals have relative technologic parity, while philosophical really takes off in the late game when you are ahead technologically and don't have to sweat too much about a few extra turns in the wonder race.

Financial: Also one of my favorites. Once you get cottages and watermills working, this will gain you +1 extra gold for almost every being worked in your city radius. This is a huge advantage and allows me to stay at 90-100% tech funding from the middle ages onward even with expensive civics, a large army, and a large empire.

Expansive: Not bad, the health is nice, but I find that happiness is much more limiting than health in the early game, although it may be more useful on very high difficulty levels. Cheap granaries while also nice are of dubious value as granaries don't cost many hammers anyway.

Aggressive: A great trait for the warmonger. While experienc can be given by buildings, civics, and wonders, a free extra promotion is great -- especially for barracks-trained units with a couple of levels to boot. More and more experience is required to get more bonuses (2/5/10/17/etc), and so having a free promotion that doesn't set you back at all in the XP quest is good. Since the promotions become more and more powerful the higher in level you go (+20% city attack, +25%, +30% with an extra +10% vs gunpowder units, etc...cumulative!!!), having an extra promotion can result in a huge amount of extra military power, especially if you have planned well to take advantage of other sources of experience.

Spiritual: One of the weakest traits IMO. No anarchy, while nice, is of little benefit as I only chance civics 5-6 times in a game. Cheap temples? Temples are cheap anyway and have fewer benefits than many other buildings.

Creative: +2 culture has significant benefits in the early game, but few in the late game when cities have more culture than they know what to do with. How many times have I conquered a city only to have it flip to a closely adjacent neighbor? How many times have I built cultural improvement (theater, library, etc.) in a conquered city for the exclusive purpose of generating culture (and, sometimes failed), when a creative civ would not have had to worry at all? The automatic expanding cultural radius can be very valuable in expanding in the early game and blocking off large amounts of territory for your later development. While cultural's benefits are mainly in the early game, the benefits can be substantial. I prefer to get industrious instead and build stonehenge for your early culture (although this expires -- soon -- with calender), the benefit of creative is still significant.

Organized: Perhaps the worst trait of all. Only gives a bonus when you have expensive civics, and most of the good civics have little upkeep anyway. Get financial instead; you will be many times ahead economically. Lighthouse and courthouse are the real benefits of organized IMO, but still weak ones.

My favorites are Chinese (Qin Shi Huang) - Industrious/Financial, and English (Victoria) - Philosophical/Financial.

LEVERAGE YOUR STRENGTHS

CIV IMPROVEMENTS
My general strategy for improvements is:

Build resource-specific improvements (plantations, farms, winery, etc.) on specific resources only
Build mines on hills
Build watermills near rivers
Build cottages on all other spots
Clear jungles ASAP
Clear forests late -- generally only in middle ages after I have watermills in place that can add productivity to replace forests

Tech upgrade bonuses make cottages (lots of money, some food) and watermills (+2 production and other bonuses) very powerful. Cottages take time to develop into towns, so they should be placed early. Putting down farms early and deciding to switch them over to cottages late loses much time. Generally, I never build windmills, farms, or plantations at all, except on specific resources that require them. And I try to make a priority of getting the techs that provide increased productivity, food, or income to my terrain improvements (cottages, watermills, etc.)

LEVERAGE YOUR ADVANTAGES
It's important to make the most out of your advantages by drawing upon the synergy of civ traits, civics, improvements, and buildings and wonders. For example, it would be silly to get the aggressive civ trait and fail to build barracks. Synergy can be very powerful when you combine substantial bonuses in the same area from multiple different sources. Aggressive + barracks + pentagon + theocracy, + West Point and Heroic Epic in same city = megapowerful national military (come to think of it, it is still extremely powerful even *without* the aggressive trait or theology -- there are better traits and civics IMO). Philosophical + Pacifism + National Epic = 300% great people points, with 400% in the city with the national epic. And so forth.

It is also important to try to compensate for your disadvantages. For example, if I am not playing an expansive civ (or even if I am), I try to build cities on rivers as much as possible for the +2 health bonus, even at a slight productivity hit.

RELIGIONS
As in the real world, religion can be one of the most uniting or dividing things in CIV. While gifts or insults have only minor benefit on relations (+/-1, rarely more than +/-2; religion can have a huge impact on relations -- seeing +/-4, +/-6 from religion are common. Religion is by far the biggest factor in relations in most games. It seems to be something in the range of +1 relations for every city of your religion in your opponent's land, +1 or 2 if your religion is their state religion. Therefore, pumping out missionaries to convert your neighbors in the good times is as important for the security of your empire as maintaining a powerful military. I try to keep one city pumping out missionaries of your religion the entire game, providing both relationship and economic bonuses.

I try to get an early religion (hinduism or judaism). I also try to pick up as many of the later ones as I can in order to keep friends friendly. A friendly neighbor who has previously converted to your religion but subsequently discovers Islam can suddenly decide that you are a pagan who must be cleansed from the earth. Besides some of the techs (like Divine Right, Islam) offer cool wonders.

BORDER CITIES
Beware of border cities without a large cultural buffer between other cultures. The AI attacks in force. On one game I had a brilliant idea to build the forbidden palace in a border city. Then while I was engaged in a war on the other side of my empire, Saladin declared war and conquered the city instantly with hordes of catapults, knights, and crossbowmen. Of course expensive cultural improvements are lost once a city is conquered. Don't put anything too critical in border cities, especially those without a significant buffer zone, and don't get too involved in constructing major buildings in border cities until you have them well-defended with strong contemporary units. Even civs with slightly positive relations can declare war on you, so don't leave your back side exposed.

SPECIALIZATION
Since you can only build 2 national wonders in a city and because GP points accrue according to specialties, it makes sense to have specialized cities in CIV. I am for a science city (oxford university + great library), a military city (pentagon + heroic epic + west point), a culture city (hermitage + globe theater), an economic city (wall street), and will put the national epic in the city with the most wonders (and most GP points).

In general, keeping a flow of military units from at least one city will keep your cities happy (large cities get upset without protection) and defended. I also try to keep one city pumping out missionaries throughout almost the entire game, occasionally switching production to another city to construct buildings in the city. In my first couple games when I did not continue to produce both military and missionary units in peace time and war time, it caused major problems for me in spite of large leads in other areas.

CIVICS

I try to change as little as possible since I don't play as Spiritual. I will do 2 or 3 switches at once, when possible.

Government: Universal Suffrage is the only one that is very good IMO, and the +1 economic boost to towns only occurs in the late game as towns take so long to develop. Don't get snookered into getting this in the early game with the pyramids, as upkeep is high and you will have no towns to provide the gold bonus.

Legal Civics:
Bureacracy (+50% production/gold in capital) is good in the early game.
Free Speech (+2 gold from towns, +100% culture per city) is my favorite for the late game, but won't do you any good if you don't have towns.

Labor Civics:
Emancipation is the only one I bother with (doubles rate of cottages -> towns; a big synergistic economic boost when combined with appropriate techs, free speech, and universal suffrage).

Economic: State property is great (no distance maintenance costs, +1 food from watermills), while environmentalism is nice at the very end of the game when you get ecology. Because of their position in the tech tree, I usually end up getting economic civics last of all.

Religion:
Religious civics are great. Organized religion (+25% building rate) is great when you are in a building mood and only requires monotheism. Pacifism (+100% GP) is also pretty good. I never get free religion as losing all the state religion bonuses really hurts, as well as losing LOS to all converted cities in other nations.

TECHNOLOGY
Great variability comes in here. In the early era, my priorities (in order) include:

1. Monotheism. For the organized religion civic, as well as to give you 1 (possibly 2 - Judaism and Hinduism) religions. Sometimes I just pick up hinduism, go for alphabet, and then come back for (or trade for) monotheism, as you won't be building too many buildings in the very early game -- mostly units (warriors, settlers, workers), and the upkeep cost isn't worthwhile until your civ becomes more financially secure.
2. Alphabet. After getting the religion, I beeline straight for alphabet. Once you get this, you can trade techs with your neighbors. Being a tech broker can save you a lot of trouble and time so that you don't have to research most of the other ancient age techs yourself.
3. Pottery. Being able to build cottages is key to jump-starting your economy and to give your cottages the time they need to develop into towns to really rake in the dough in the late game.

Other important early techs:
Iron working - to clear jungles
And the techs leading up to watermill are also important.

Middle ages:
I tend to go for mathematics (to get the hanging gardens -- + 1 POP and +1 health in all your cities is huge, especially when you have a lot of fairly small cities). The hanging gardens exploded my productivity and economy in one game when I had a lot of small thinly-spread cities, and suddenly they were all a size bigger.

From there, I look for music (free great artist), philosophy (pacifism/taoism), divine right (versailles/islam). Also the tech that lets you build watermill.

Once I have those, I go for democracy to get emancipation & universal suffrage. Then to communism for its civic, and any other techs that improve the benefit of your towns or windmills (i.e. electricity, I think). I also try to pick up the great people techs first.

Edit: slightly modified section on creative & aggressive traits
To be continued...
 
Great guide, though I'd like to make a few comments.

I like early bronze working if I can't decide on what to do next - i.e. I don't have any pastures or mines to build right away. Bronze working allows me to clear forests, and those 30 hammers towards a settler, or worker can be pretty significant in the early land rush.

I also think Creative should get more credit, since again, in the early game culture is very important to establish your borders right away. What I usually do is immediately scout out where my opponents are, and build "border" cities as close to them as I can. With Creative, the borders on these cities will expand fast, sealing off a large portion of land area for your exclusive use, so you have plenty of time to develop and build more cities in the meantime. That is, of course, as long as you don't anger your neighbors and have them declare war on you, and you're wise enough to not open your borders right away.

I'll have to try the financial route my next game and see how I like it.
 
WoundedKnight said:
Aggressive: A nice bonus, if aggressive is your playing style, but the experience bonus is so easily duplicated (and much more) by buildings, civics, and wonders. I like financial better as the extra money helps to get ahead in the tech race and build better units. Aggressive is also of limited benefit in the late game because not all units qualify for the bonus.

Your wording is misleading. Aggressive awards melee and gunpowder units with a free promotion, not free XP. So a warrior starts with Combat I at lvl 1 and needs 2XP for the next one.
So aggressive civs with Vassalage and barracks produces melee and gunpowder units that start with 3 promotions, one of which is the free Combat I promotion.

The bonus is still very useful in the late game because the free promotion basically makes your units fight like units of one level higher. So a aggressive lvl 4 axemen (10XP) has 4 promotions, which is the same a lvl 5 axeman (17XP) from a non-aggressive civ would have. And catching up 7 XP isn't really simple :p

The other part about the dimishing benefit in the lategame isn't really correct either. In late game you have tanks (armored) and gunships (chopper) that don't count. Marines, modern infantry and SAM infantry are gunpowder units and thus get the bonus.

I'm just waving the flag for the aggressive players here :ar15:

Oh, and I agree that Organized is the worst one. At least I haven't a use for it yet.
 
Good guide, but I don't agree with putting cottages everywhere. If there's a forest, leave it; half because you get a health bonus from forests, half because later on you can get Lumbermills - excellent when combined with railroads. Cottages are the cash improvement; I wouldn't recommend building them in your production cities unless you carn't put a Lumbermill, Mine or Watermill on the spot.

In addition, you don't mention specializing your cities. Farms arn't good for many cities, but if you've taken Philosophical, farms are great for those extra specialists.
 
Organized: Perhaps the worst trait of all. Only gives a bonus when you have expensive civics, and most of the good civics have little upkeep anyway. Get financial instead; you will be many times ahead economically. Lighthouse and courthouse are the real benefits of organized IMO, but still weak ones.

EDIT: I'M WRONG ABOUT THIS! I just checked, and WoundedKnight is right: Organized only reduces Civic costs and that makes it pretty, ah... bleh. :/

I think many people have misunderstood what the Organized trait is for. City Maintenance increases exponentially as your empire becomes larger and larger. Normal civilizations will completely atrophy economically (IE, no research, units on strike) if you expand excessively. Organized offsets that maintenance in a huge way. If you have a big empire, it's going to save you more money than financial nets you by a longshot.

Essentially, organized is the "I want to have a massive sprawling empire" trait. It's definitely not underpowered, as it's very powerful with momentum, but getting that momentum via conquest or massive expansion is somewhat difficult. :)
 
>think many people have misunderstood what the Organized trait is for. City
>Maintenance increases exponentially as your empire becomes larger and
>larger. Normal civilizations will completely atrophy economically (IE, no
>research, units on strike) if you expand excessively. Organized offsets that
>maintenance in a huge way. If you have a big empire, it's going to save you
>more money than financial nets you by a longshot.
>Essentially, organized is the "I want to have a massive sprawling empire"
>trait. It's definitely not underpowered, as it's very powerful with momentum,
>but getting that momentum via conquest or massive expansion is somewhat
>difficult.

Organized does nothing to defray maintenance costs.
It pays half of the civic upkeep costs, which for most good civics, is negligible anyway.

I stand by my statement that financial comes out *way* ahead of organized in a large, developed empire -- or even in a small one, for that matter.
 
I agree with Arkanin. Organized was designed for the player that can't completely let go of the settler rush (like me). It allows you to grow much faster in the early game.

I like Louis for this strategy as you can plant cities and borders grow quickly. It is risky however (I haven't played it above Monarch). You tend to get a sprawling, lightly defended empire for much of the ancient-medieval eras. If you can survive, all those cities come into there own by late medieval and your production/gold/science soars. If you start alone or somewhat isolated, with small land borders, this can be a dominating strategy.
 
Organized does reduce the cost of additional cities since civics costs are related to number of cities. A civic does not cost a set amount of money, it is multiplied by the number of cities. Therefore, if Organized reduces civics costs by 50%, it reduces city maintainance costs by 50%. Organized does not reduce unit maintainance costs.
 
Great ideas, here are my comments:

Creative

I also feel you need to give this one more credit. It is HUGE in the early land grab. You can claim a lot of land, giving your cities a buffer from invasion and grab up lots of key resources. In the late game it is just as important for border cities and captured cities. In your section on border cities you mentioned how the AI likes to swoop in and take your border cities. You said not to build anything important there until you get a buffer, well Creative gets you that buffer real quick and allows the city to work the full radius of tiles quickly. It also helps get some culture flip cities or at least reduce the number of tiles your neighbor's border cities can work. Its a great trait to have when you are capturing cities.

Forest
You mentioned say "clear forests late" which I agree with in general but dont forget to mention that clearing forests gets you a good chuck of free hammers, good for getting ahead on a wonder or getting culture or military units "rushed" in your new border cities who dont have much production yet.

River
Good point about the +2 health bonus for rivers. If you are giving the advantages of building on a river, you might also want to point out that rivers act as roads which is a huge time saver for connecting cities or hooking up resources. It took me awhile to get used to the idea that to hook up a resource I don't need to build a road back to a city, just to the river the city is on.

Religion
You make an excellent point about continuing to go after founding religions even after you have founded one. In my last game, my good friend and neighbor who shared my state religion discovered Christianity and immediatly switched his state religion. Suddenly he is calling me a heathen and declaring war on me. Caught me completly off guard!
 
VeniceBeach said:
I agree with Arkanin. Organized was designed for the player that can't completely let go of the settler rush (like me). It allows you to grow much faster in the early game.

I like Louis for this strategy as you can plant cities and borders grow quickly. It is risky however (I haven't played it above Monarch). You tend to get a sprawling, lightly defended empire for much of the ancient-medieval eras. If you can survive, all those cities come into there own by late medieval and your production/gold/science soars. If you start alone or somewhat isolated, with small land borders, this can be a dominating strategy.

Isn't Louis is Creative and Industrious??

You referenced Arkanin who was speaking about Organized but you seem to be speaking of Creative.
 
>Therefore, if Organized reduces civics costs by 50%, it reduces city >maintainance costs by 50%

Once again, organized does NOT reduce city maintenance costs AT ALL.
It only reduces CIVIC UPKEEP costs.

City maintenance costs consist of two types of costs: distance cost, for distance from your palace (made zero if you have police state), and empire size cost based on the number of cities. The organized trait does not affect either of these.

In my current game, 4 of my civic upkeeps are 4 each, while one is zero. That is a total of 16 gold/turn for my empire of 12 cities. If I had the organized trait, I would save half of that -- only 8 gold a turn!

In contrast, the financial trait currently earns me almost one gold per tile worked with cottages or windmills, as well as coastal and ocean tiles -- about 80% of my worked city tiles, excluding just some hills and unimproved forests. That means that from a single level 10 city, I am making about 8 gold a turn from the financial trait alone. From my 12 cities overall, the net income *per turn* from the financial trait is approximately 100 gold -- over 12times that of financial. And the bigger you get, the better financial gets, while organized is very poor -- as I mentioned, most of the good civics have low upkeep.
 
Thanks for the great post!

I'm with you on most, but just a note: don't discount Freedom of Relig. If you've been keeping up with missionaries to your cities in multiple religions it could be a huge deal ... huge adv over Pacifism if you're aggressive.

One thing I was always mindful of in previous civ's was unit upgrade paths. I think it's FAR more important now, since the upgraded units keep their promotions. So far I see two big series:
Bowman -> Longbowman -> Mounted Archer -> Cavalry -> Helicopter
Axeman -> Maceman -> Rifleman -> Infantry -> Mech Inf.

-Nerf Smuggler

P.S. I was experimenting to see if I could hoard all the religions (warlord and get the relig techs all first) and what the IA response would be -- I noticed that religions I found will spread to other civs even if I don't build the special building or even a temple, much less send missionaries.
 
Hey WoundedKnight. Some good thoughts here. It never hurts to have another perspective though.

WoundedKnight said:
Philosophical: Fabulous at +100% GP, but the problem is that it is hard to generate GP without wonders, and philosophical nations are likely to lose the wonder race.

You can generate LOTS of GP without wonders. As philosophical, there are only a few wonders I go out of the way for. The Parthenon is a must.

The key to generating great people without wonders is to target food. If you're philosophical, try to found cities with at least 2 food resources. With 3 food resources, you'll be SWIMMING in food.

3 food resources can secure you as much as 15 food. So you have 3 people working those food tiles, and use that to support 5 specialists. For a philosophical civ, those 5 specialists generate 30 GP per turn. With pacifism, that's 45 GP per turn. With national epic, that's 60 GP per turn. With the parthenon...

Aggressive: A nice bonus, if aggressive is your playing style, but the experience bonus is so easily duplicated (and much more) by buildings, civics, and wonders.

I think you've missed some of the point here, kind of like philosophical. Sure, you can grab combat 1 with only 2 XP. But when you stack a free combat 1 with everything else, the whole game opens up.

With 2 XP, the average civ has access to: Combat 1
With 2 XP, the aggressive civ has access to: Shock (bonus vs melee), Pinch (bonus vs gunpowder), Cover (bonus vs archers), Medic 1, Combat 2

With 5 XP, the average civ has access to: Shock, Pinch, Cover, Medic 1, Combat 2
With 5 XP, the aggressive civ has access to: Ambush (bonus vs tanks), Formation (bonus vs horses), Charge (bonus vs siege), Amphibious, Medic 2, March (heal while moving!!), Combat 3


The key to Civ 4 isn't saying "oh, I have something that helps me with X, so I don't have to worry about X anymore". It's saying "oh, I have something that helps me with X, so let me pour so much into X that no other civ can compete with me!"

You figured out how to do that with financial: you don't build farms with financial and say "well, I'm financial, so I don't have to worry about money". You build COTTAGES with financial and say "I'm financial -- NOBODY can touch me in terms of gold!"

Apply this lesson to aggressive and philosophical!
 
NerfSmuggler said:
So far I see two big series:
Bowman -> Longbowman -> Mounted Archer -> Cavalry -> Helicopter
Axeman -> Maceman -> Rifleman -> Infantry -> Mech Inf.

Actually longbowman upgrades to rifelman.
The two archtypes (warrior and archer) upgrade all the way to mech infantrie!
The paths look like this:
warrior -> axe/spear -> mace -> rifle/grenadier -> inf -> mech/SAM inf
alternate 1: spear -> pike -> rifle
alternate 2: grenadier -> inf/machinegun
machine gun, SAM and mech infantrie are the three dead ends

archer -> x-bow/longbow -> rifle/gren -> inf -> mech/SAM inf
alternate: longbow -> rife (only) -> inf -> mech/SAM inf

So all non mounted and non mechanic[al units basically end up as infantry :)
 
I agree that aggressive and the others are very useful, but financial is the #1 train in importance for me. Industrious is nice for the wonders and forges, but with financial, in a good situation, you can actually buy wonders and forges.

Spiritual, in my eyes, is the worst trait period. No 1 turn anarchy? Temples build faster? Once again, with financial you can buy the extra time it takes once you get the civic and the anarchy is a very very small fraction of the game, 1 turn usually won't make or break your civilization.

Expansive, I don't know why people like it. I have never had much health problems that a nice farm, aqueduct, or hospital couldn't fix. The couthouse fast-build is nice, but I usually end up going with the government owned-civic which lets me rake in the money.

The same for Organized that the original poster has said. Though it would help with income, Financial is just plain better.

This leaves me with Philosophical, Aggressive, or Creative with my financial.
I really like Philosophical or Aggressive with Financial. With Aggressive, you can throw on the religious civic which adds XP, throw on a barracks, the hospital wonder which starts units built in that city with Medic I, as well as a free star from aggressive. On top of that, you can buy these units / per turn and still make money late game.

Philosophical, was explained a post or two above me.
Or occasionally Industrial.
 
I have played the game, Organized showed up under city maintainence screen and stated there was a 50% reduction in costs.
 
>I have played the game, Organized showed up under city maintainence >screen and stated there was a 50% reduction in costs.

Thank you. Will have to check on this when I get home. If so, then the civilopedia descriptions of organized are completely wrong. A couple weeks ago on the forums I thought that organized reduced city expenses, but other posters stated that this was not true. But what you state would make more sense (and would certainly make organized a more valuable trait than I perceived it as).
 
WoundedKnight said:
>I have played the game, Organized showed up under city maintainence >screen and stated there was a 50% reduction in costs.

Thank you. Will have to check on this when I get home. If so, then the civilopedia descriptions of organized are completely wrong. A couple weeks ago on the forums I thought that organized reduced city expenses, but other posters stated that this was not true. But what you state would make more sense (and would certainly make organized a more valuable trait than I perceived it as).

If it is true, Washington (America, Organized/Financial) is an economic powerhouse.
 
WoundedKnight - I'm very interested to know the truth; please post back with your findings :)

(Regardless of what the civpedia/ingame-text says, perhaps someone actually needs to test this?)
 
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