Sid Meier's Civilization Revolution Walkthrough :
This walkthrough for Sid Meier's Civilization Revolution [Nintendo DS] has been posted at 18 May 2010 by yo_momma and is called "General Strategy Guide". If walkthrough is usable don't forgot thumbs up yo_momma and share this with your freinds. And most important we have 4 other walkthroughs for Sid Meier's Civilization Revolution, read them all!
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Walkthrough - General Strategy GuideCivilization Revolution - General strategy guide v4.0, Sept 4, 2008 PS3/360/DS silentdisruptor@hotmail.com ######################### #Table of Contents - TC1# ######################### 1. Table of Contents (TC1) 2. Introduction (IN2) 3. Game Concepts (GC3) 3.1. Terminology 3.2. Terrain 3.3. City Production 3.4. City Settling 3.5. Buildings 3.6. Wonders 4. Playing the Game (PG4) 4.1. Early Game 4.2. Building Buildings 5. Warfare 5.1. General Strategies 5.2. Perpetual Warfare 5.3. Leonardo's Workshop 6. Advanced Strategies (AS6) 6.1. Population Pumps 6.2. Rushing 7. Governments (GO7) 8. Artefacts (AR8) 9. More Math Derivations (MD9) 9.1. Production Improvements 9.2. Military Strength 9.3. Banks and Universities 10.Technology (TE10) 10.1.Tech Strategies 10.2.Bonuses for First Research 10.3.Tech Tree 11.Leaders (LE11) 12.Sample Walkthrough (SW12) 13.Victories (VI13) 13.1.Conquest 13.2.Science 13.3.Cultural 13.4.Economic 14.Reader Questions(RQ14) 15.Closing Remarks (CR15) #################### #Introduction - IN2# #################### Hi, welcome to my first guide. I've been playing civilization games for almost 10 years now (I started with Civ III), so I have significant experience. My skill level is typically in the mid-high range - I hate to micromanage, which is often required at the higher levels. Highlights of CivRev are the streamlined tech tree (no 2 units are even similar) and superior city specialization opportunities (by selecting whether the city produces gold or science). Honestly, I can pretty well handle the AI in this game at the highest difficulty without resorting to 'cheap' strategies, so this guide should be valuable for anyone looking to improve their game (or even figure out why warlord is so bloody difficult). You can think of this guide as my personal thoughts and observations on the game. I'm not the type to sit in front of the game with a pad of paper, and record info that is freely available if you're actually playing and paying any attention whatsoever to what is happening. V1.0 As of this version, this guide is just a brief outline of some thought I've had from playing the game. Expect it to expand quickly. I like to give examples, wherein I take a standard case (usually a very general city), and give what the most efficient behaviour is for it, given some desired outcome. This should definitely improve your early game, unless you've already done it yourself. V2.0 Big expansion. I've tried to flesh out something for each part of the game, so there's a reference for any specific area you're having issues with. V3.0 Went into more detail from the last version; working out the math for optimal strategies. Updated the population pump strategy. Still need to work out exactly what aqueducts do. Added the 'walkthrough' section, and take the game through the first bit of expansion. Still working out what military strength numbers mean exactly. Still need to clarify some of the wonders. I'll also be putting in a technology guide in the next version, with all of the exact bonuses from each tech (not just 'extra gold'). I'll also be doing a tech tree. V4.0 Since 3.0, I've added the section on my hypothesis of what the military strength numbers mean in terms of win percentages. I've also gone and added some ideas on tech and leader strategies. I badly need to reorganize this guide now though, as the strategies are detailed all over the place. Victory conditions are basically just strategies for improving gold/science/culture and waging war... Also, I've added in a bunch of questions I've been asked by players; hopefully this section is more practical, and should help people with common problems, like "I can't research everything before 2100" and such. ##################### #Game Concepts - GC3# ##################### **************************************************** *Terminology - What the hell are you talking about?* **************************************************** Here's a brief glossary of the terms I'll use in the rest of this document: City - Where civilization happens. Everything is built in cities, using their population to work the surrounding land and produce things. City Radius - The area around the city where workers can work. This is the 8 squares around the city in the middle, and can be expanded to 17 squares by building a courthouse. City View - The zoomed in view of the city. You will automatically be taken to this screen if the city can build something. You can also reach this by pressing R1 on the main screen (Just R in the DS version). Food - Food is one of the things that workers can produce in a city. An extra population point is added for every 10*current population you have. So, a city of size 2 takes 20 food to grow, while one of size 10 takes 100 food. Gold - Gold is one of the things that workers can produce in a city. Squares don't usually produce gold, they produce trade, which can be used for science or gold (interchangeable in each city). Gold can be used to rush building things, or it can be saved up to reach economic milestones, which give you free things for saving a certain amount. Population - The number of workers you have in a city. These will be automatically assigned to work a tile in the city when they are produced. Without people, you won't get anything done. You can see the population by going to the city view, and looking at the top of the screen. Production - Production is one of the things that workers can produce in a city. If a worker works forests, hills, or mountains, they will contribute production (hammers) to whatever is currently being built in the city. Factories double this amount, and workshops and iron mines improve hills and mountains productivity. Science - The beakers that workers can produce in a city. These squares are always just trade squares, and can be interchanged between science and gold. These go towards researching new technologies. Worker - The people in your city. Each population point represents one of these, and they can be manually or automatically set to work with different priorities. ********************************************** *Terrain - What is the potential of the land?* ********************************************** There are 8 types of workable terrain. They follow the general pattern of a weak tile (1 food/trade/production), medium tile (2), and strong tile (3, a weak tile with an upgrade). The exceptions are mountains (which improve to 5 production), and sea tiles (which improve to give a food unit). Plains - 1 food This can be improved to 3 food with a granary. Tundra - 1 food Acts like plains. Grassland - 2 food This cannot be improved. Desert - 1 trade This can be improved to 3 trade with a trading post. Sea - 2 trade This can be improved to 2 trade and 1 food with a harbour. Hills - 1 production This can be improved to 3 production with a workshop. Mountains - 1 production This can be improved to 5 production with an iron mine. Forests - 2 production This cannot be improved. Ice - nothing This cannot be worked or settled. Found around the top and bottom of the map. I don't think you can actually get any of this within city limits. ******************************************* *City Production - What happens in a city?* ******************************************* Cities produce military units, culture, and trade (gold/science). You should try and specialize a city towards these goals, at least somewhat. Firstly, a city will either produce science or gold, so decide which when you found the city. If there are resources nearby that will give you extra gold (not trade), such as gems or gold, then focus the city on gold production. Most of your cities should be science, and if you're not planning on producing any trade, set it to whatever you want. What you build in the city then pushes you towards your ideal version of the city. If you aren't producing gold in a city, don't build markets or banks. Likewise, don't build libraries or universities in cities that aren't producing science. No trading posts in cities focused on production with one square of desert, and no harbours in production cities with a few water tiles. This is a long list of no's, but specialization of cities is really what makes your civilization powerful. Most of your cities will end up being good science/production/culture areas, simply because those things tend to go together well. So the main choice to make with a city then is science or gold. Culture is useless in small cities since it's based on population size, so only go for it in large ones. This is especially true for building cathedrals, as they are very expensive at 160, which is a relatively smaller benefit than temples at 40. More production is always useful in a city, so always build those improvements in cities, usually prior to building the actual specialization of the city. Based on this, here's what you should build in each type of city: Science city - Library, University, Granary, Harbour, Trading Post gold city - Market, Bank, Trading Post, Trade Fair Production city - Workshop, Iron Mine, Factory Culture city - Temple, Cathedral, Granary, Harbour You can obviously see a lot of mixing that would occur - having all of the culture buildings in the rest of your cities might make sense. However, try to avoid too much production in a good science city, it is for science after all. Try to use gold to rush universities and banks especially, as they take forever for non-production centres to build, time spent building them is time not doing what they're supposed to be doing, and the benefits of the building are delayed until completion. The only building that every city should have is a granary (although, this is not very useful later in the game, and some advanced strategies might skip this - although for those it won't make much difference). ************************************************* *City Settling - Where should I build my cities?* ************************************************* Cities always have to have food, and probably need some production as well (unless you have a lot of cash and plan on buying whatever the city needs). Cities can work the 8 tiles around themselves, and the 17 around them in a 'fat cross' if a courthouse has been built. Don't worry about the whole courthouse thing though, unless you have some major plan for a city - it takes quite a while before you have a sufficient population to use the extra squares, and citizens still produce 1 production and 1 trade if they don't have any land to work (hence why you never work unimproved deserts or mountains). So, you found a place that has some plains and trees, but which square exactly do you want to settle? You should never settle a city beside a hill, especially if the city itself isn't on a hill, and you're near enemy borders. The AI will always attack that city from the hill, and you'll be crying soon enough. If your city is on the hill though, and they are on an exposed plain, you can pick off some of their attackers quite easily (especially since you can see the strength comparison before starting the attack). Also, consider creating a choke point city on your border, somewhere the AI will have to go by first if they attack you. It's much easier defending 2 cities than all of your cities, and you can realistically build walls in these cities as well. The third thing to consider now is what improvements you have available for the surrounding terrain - are there resources you can use nearby, or hills/deserts/mountains/water nearby? Later in the game these are always positives, but early on having lots of mountains and deserts can be crippling for a city. Given the above, consider building cities in these sub-par areas, with the idea that they not produce much now (focus on food), and then use gold to buy them the necessary buildings once they're available. Your worst cities will suddenly become production powerhouses if surrounded by some mountains, and can build lots of wonders fast. ****************************************************** *Buildings - What do all of these things ACTUALLY do?* ****************************************************** Some buildings have really clear descriptions, like granaries doubling the food output of plains tiles, some are a little unclear (how do libraries and universities apply their multiplier to everything?), and some are totally ambiguous (what specifically does an aqueduct do?). This section will briefly discuss all of the buildings in the game, what exactly they do, and when you want to be building them. Bank - 120 production quadruple gold output in the city - i.e. every gold bar you see your workers producing will now actually be four. At a ratio of 3 gold to 1 production, this pays for itself after it generates 360 gold. 360/4 is 90 (i.e. the base gold production to cover this), so if your city has 3 tiles that generate 2 gold each, this pays for itself in 15 turns. Not too shabby! Barracks - 40 production These make every unit produced in the city a veteran (+50% attack and defense). Build these in cities that are going to be producing military units. You don't have to build many units before this pays itself off with stronger units. Each little extra improves survival, so you a) don't have to build more, and b) can get highly experienced units. This gets more efficient to build as the game progresses - at the beginning, it's the same as 4 units, so it might not be worthwhile (instead getting an army). Later though, when you don't have barbarians to be levelling with, the cost vs units plummets. It's worthwhile to note though that if one unit in the army is veteran, then the whole army is veteran (likewise, any individual unit upgrade carries to the whole group). So, why bother having a barracks in every city? Just build one, and always make sure one of those guys is in every army you form. Cathedral - 160 production Gain 2 culture per population point in the city. This is a weak version of the temple. You get 2x the culture, but at a much higher price point. You'll need these though if you want to produce many great people. Consider this in all high population cities with decent production (or all high population, if you have the gold to rush). This is a really good building to rush, as you'll gain the massive culture benefits immediately, not after 20 turns. Courthouse - 80 production Increases the available land for working in the city - not just the squares around the city, but also the squares that directly touch those. Before: After: XXX XXX XCX XXXXX XXX XXCXX XXXXX XXX This is really good in cities with high populations or with resources just out of range. Not very useful in small cities that are already not using their available land, or if the expanded area just cuts into another city's working space. Factory - 200 production Doubles the production output of the city. Clearly this is excellent in your big production cities, and not overly impressive in your other ones. A city with a couple mountains that has this and an iron mine can really pump stuff out. Granary - 40 production Every plains tile now produces 3 food - i.e. instead of 1 food on a yellow plains tile, you'll now get 3 food. This is pretty nice to build, unless the city has lots of water and some good grasslands. Make sure you have 2+ plains tiles before building. Harbour - 100 production Every water tile now produces 1 food along with the regular trade. This is a very nice upgrade in a city that's on the coast producing a lot of gold or science. Working only 4 water tiles gives you the food of 2 plains tiles (or 1 plains tile with a granary), without sacrificing anything. Definitely better than granaries in watery cities. Iron Mine - 80 production Every mountain now produces quintuple the production - i.e. instead of 1 production, you'll get 5 production. If you have many mountains in your territory, I cannot stress the importance of these enough. I rush to railroad just for them. Little backwards cities that had no production will suddenly be pumping out wonders in 10 turns. I definitely suggest rushing these, as the cities they're most effective in have lousy production without them, so the time for actually building them can be extremely high. A city with four mountains will produce 20 hammers per turn, which goes to 40 with a factory. Very nice. Library - 40 production Double science output in the city - i.e. every beaker you see your workers producing will now actually be two. Build in every science producing city. Probably worthwhile to build everywhere except gold cities. Market - 60 production Double gold output in the city - i.e. every gold bar you see your workers producing will now actually be two. Build in every gold producing city. Again, if we assume 3 gold is 1 production, then this pays off with 180 gold. 180/2 (since the market improves the generation of gold by 2), reduces it to 90. Notice, this is the same cost as the bank. Using 3 tiles at 2 gold each covers this in 15 turns. Temple - 40 production Gain 1 culture per population point in the city. This is a pretty standard building you'll want in most of your cities, as it's cheap and generates great people. More benefit in more populous areas. Trading Post - 60 production Generate 2 extra trade (i.e. 3 trade total) in desert tiles. Good if you have a lot of desert around, and you want to be producing science or gold in the city. Probably not worthwhile for only 1 tile. Like the banks, we can say this covers itself based on the gold production improvement. If you already have a market, then for the 180 gold cost (at our 3:1 gold:production rate), using 2 tiles at 3 gold instead of at 2 gold (as I expect you to be using the sea tiles beforehand). University - 160 production quadruple science output in the city - i.e. every beaker you see your workers producing, multiply by four. With a library and a university, you take your base number of beakers x, take 2x for library, and 4x for university, for a total of 6x beakers. Walls - 100 production Provides a 100% defensive boost to units in the city. So for a defense 2 archer, you now get 4. A veteran archer would have 5 behind the walls. This is pretty sweet to build if you have a good choke point city, through which the AI will naturally try to throw their armies. Even if your units are outdated by a generation (archers vs catapults, pikeman vs cannons, etc.), with walls you don't have much to worry about. They also prevent a culture flip, which would only happen in border cities where you need walls anyway. I typically rush build a few of these to prevent conquered cities from flipping back to the AI. Workshop - 60 production Every hill tile produces triple the production - i.e. instead of 1 production on a hill, you'll now get 3. Pretty good production boost, definitely worthwhile if you have a few hills. ***************************** *Wonders - What do these do?* ***************************** Like buildings, wonders can have some less than clear descriptions (like, what will your units become when you build Leonardo's Workshop?). This section will briefly detail all of the wonders in the game. I've also listed here some 'tiers' of wonders. Excellent you should nearly always build, good are ones that usually pay off, and you should build if you have the resources. Situational ones are only useful if you are in a very specific situation (duh). Excellent Wonders -East India Company -Trade Fair of Troyes -Leonardo's Workshop -Internet Good Wonders -Hanging Gardens -Oxford University -Magna Carta -Himeji Samurai Castle Situational Wonders -Oracle -Pyramids -Great Wall -Stonehenge -Hollywood -Manhattan Project -Great Library Mythic Download Wonders -Great Lighthouse (good) -Leaning Tower of Piza (situational) -Scotland Yard (situational) -SETI (situational) Hanging Gardens Increases the city's population by 50%. This can be pretty nice if you have a big city early on, or if no one builds this for a while. Going from 10 to 15 people is quite the boost, and will really help you build any other wonders or gain a tech lead from then on. Oracle - Warns you if an attack will be unsuccessful. This is a pretty cool wonder, but I'm not sure how useful it really is. You have to be attacking a lot of stuff before it could be worthwhile, and most of what it tells you could be learned with the correct unit upgrades (to see what units you'll be attacking in the city). Consider how many legions you could build for the same production, and how many you really think this could save, before you build it. Pyramids All government types become available. I couldn't be less impressed with this wonder. The government types come in pretty much the way you want to use them - first republic, then democracy, and the rest periodically for whatever needs arise. I guess communism early could be pretty useful, just as fundamentalism could be nice in an early war, but the production could still go somewhere else. Great Wall AI won't wage war or make demands of you. You'll notice if you build this, the AI will randomly talk to you and profess their love of peace. They would have made a demand if you hadn't built this. A bit expensive, but if you're concerned about being attacked early, it can give you a lot of freedom. Just remember to still build some defenses, or things will go very bad when it expires. Stonehenge - 50 production Temples produce 50% more culture. This is an amazing wonder to combine with the Ark of the Covenant. I usually don't have enough temples running, or enough population, to really make this worthwhile considering the early expiry. East India Company - 200 production Sea tiles produce 1 extra trade. One of the best wonders. It lasts until flight, and you're probably getting most of your science from sea tiles, so you're effectively getting a 50% bonus to the total science/gold in any city (i.e. think of this as applying after other multipliers, so 50% on top of what comes out of libraries and universities). This pays for itself so fast. Oxford University - 150 production Learn one advanced technology. This gives you literally any tech that's way down at the end of the tech tree. I've gotten atomic theory in the middle ages, which was actually quite useless given how long it takes to build the Manhattan Project. A risky wonder, but very worthwhile if no one's built it towards the end of the game (consider the hammer to science ratio - it's very very good). Trade Fair of Troyes - 200 production The city that constructs this produces double the gold, meaning take the base amount x, and make it 2x. Markets and banks multiply on this amount, so that a market makes this city produce 4x, and a bank makes it produce 12x. Magna Carta - 150 production Courthouses produce culture The benefit of this is directly related to whether you can build it easily, if you have lots of courthouses, and if you want a lot more culture. Obviously without any courthouses this is pretty useless. Himeji Samurai Castle Gain 1 attack for each unit - armies thus gain 3 attack. Note that this bonus also affects naval units. This is pretty good when it's first available, as that extra 3 points multiplied by a few bonuses (veteran, infiltration, hills) can really add up to a lot when you're using catapults or cannons. It makes only a very small difference though when you're using tanks/artillery/bombers, which all have over 10 attack. Leonardo's Workshop Automatically upgrade all units to their most modern version. You probably want to rush to invention anyway (for the great person on first discovery), so you have a bit of time to build this. I suggest getting as advanced military tech as you can as well as building as many old units as possible before you finish building this. Otherwise, you won't be upgrading many units to anything very good, and it would've been cheaper to sell off your old units and just build new ones with the resources available. Wall Street Available to build after accumulating 20 000 gold, achieves an economic victory. Well, if you're trying to win as fast as possible, you probably want to build this as soon as you can. Otherwise, you're going for a different victory condition, and then you shouldn't have stockpiled more than 10 000 gold for great people. United Nations Available to build after accumulating 20 culture points, achieves a cultural victory. You should build this as soon as it's available if you want to win fast. Internet Doubles the size of your economy, i.e. 2x the gold output in each city, in the same way that the Trade Fair of Troyes doubles the gold produced. This is pretty useful no matter what victory you're going for in the late game. The gold you get per turn will literally double, meaning you can buy a lot more buildings and units, or pile up the money fast for an economic victory. Once I get this, my top gold city typically produces around 500 per turn, and some secondary ones produce 300-400. It doesn't take long to get 20k from there. Hollywood City walls can't prevent a cultural flip. Normally, you can prevent a city from being converted to a rival civilization by building walls for it. If you build this, then your rivals can't use that as a defense. I'm not sure how useful this really is, as it's quite expensive and very late. I guess if you're having trouble getting those last few culture points, this might be able to help if there are walls in nearby cities. Remember that you can't flip capital cities either. Manhattan Project Grants the builder the 1 ICBM in the game. This is an ok wonder. For how many tanks you could build instead, I really have to question the efficacy of building this. However, it's very useful if you think an AI is going to finish the UN/World Bank/Spaceship before you can get an ending. But wouldn't these resources be better spent on your own quest for victory? I guess it depends on your situation. Also, the AI tend to act a bit scared towards you if you have this, so it can help stop or prevent wars against you (late game Great Wall?). Great Lighthouse Allows galleys to travel in deep water. I really can't say anything negative about this wonder. Getting into deep water early is really the whole advantage of going with the Spaniards in this game (with their free navigation tech at the beginning of the game). You can settle islands way out there, but more to the point you can claim a lot of artefacts if you pull this off right. It is pretty nice to get Atlantis well before the industrial era. Leaning Tower of Piza Doubles import tax on caravans. This is so useless. Even if you use a lot of caravans, the AI certainly doesn't, so you'd make more money spending the hammers to build more caravans instead. Scotland Yard Prevents great people from being kidnapped by spies. I've never had the AI actually try to kidnap a great person. I suppose this could be useful in multiplayer, but of course none of the download packs are available there. This is even more useless than the Leaning Tower. SETI Decreases space ship travel time. If you have the resources to build this along with the space ship, go for it. I tend to rush the entire ship, so this has to have been started a while before you develop space flight to be useful. Obviously useless if you aren't intending on getting a science victory. ######################## #Playing the Game - PG4# ######################## *********************************** *Early Game - What should I build?* *********************************** This is the expansion phase. Your goal is to grab as much land as possible, while setting up some basic defenses and grabbing as many barbarian huts as possible. You should always produce a Warrior first, even if you are Roman and can produce a Settler. Remember, 100 gold collected gives you a free settler. Your first settler should be this free one, unless barbarians are annoying and give techs instead (this is quite common on higher difficulty levels). The best thing you can get from the barbarians is a caravan. You can explore the map fast and get 50 gold from it once you're done exploring an area. Be careful not to send it unprotected near barbarian villages, though. It becomes a trade-off when you have 50 gold and a caravan - you can decide then whether to send the caravan to a city to quickly get a settler, or continue exploring. It's almost always better to get the settler fast. For this and the other economic bonuses, avoid building any roads until you have to have them (i.e. unexpected war requires troop movements). Roads build instantly, so you'll always have them available if you need them and haven't spent your gold early on. I'd suggest not spending much gold until you've hit the second or third milestones. You only give up the opportunity cost of the gold by holding it (of course, the Americans have a cost associated with spending gold, with their 2% interest on holdings). Always consider the exchange rate you're getting, gold to hammers, when you go to rush something. Are you producing gold in cities without markets and banks, and spending it on cities with high productive capacity? That seems like a bad idea. As for city production, you probably want to start building a settler when your city gets to be size 3. With warriors heading off in most directions, there isn't really an advantage to building any more, especially for their cost. Ideally, you would have 3 produced, so that you could form a warrior army. Also, as you begin to produce the settler, I'd suggest focussing your city on production (no science). The new city will begin with population 2 (3 if Chinese), so the loss of 2 (1 if Roman/Republic) population from the capital doesn't matter. This is why you should build settlers as much as possible whenever you can to fill in the empty space - the amount of turns it takes for you to 'make back' the initial cost of building the settler is minimal. The only reason for building warriors at the beginning is to try and get a settler faster than you could build one - or at least, simultaneously, and without the population loss. So, every time a city hits population 3, build a settler. Depending on the AI placements, you may need to build some defenders as well. Also, you should definitely consider building a galley if you think there are islands nearby - they are always good to colonize, often have good barbarian huts, and you might even get a relic. For this reason, you should have a costal city not produce settlers, and instead just build a galley immediately. You probably want to start this around when you build your 4th city. *************************************************** *Building Buildings - What should my city contain?* *************************************************** Outside of building units, what order should you construct buildings in your city? Let's assume that the city has 2 plains tiles (2 food each), 2 forests (2 production each), 2 grasslands (2 food each), and 2 trade tiles (2 each), and you have 2 people in the city. It takes 20 food to grow 1 population point with 2 people (10 times your current population), granaries cost 40 production, and libraries cost 40 production. The game will always automatically average out your people, first to food, then production, then science. Here are some examples that will indicate whether manually specializing your citizens is better than the auto types, by completion time of library and granary. My worker choices: -4 production per turn -Build granary in 10 turns (10) -Switch both people to food; 6 food per turn -Population increase in 4 turns; 4 food overflow (14) -Person 3 builds library; 6 food, 2 production per turn -Population increase in 5 turns; 4 food overflow, library at 10/40 (19) -Person 4 builds library; 6 food, 4 production per turn -Population increase in 6 turns; library at 34/40 (25) -Person 5 on food; 8 food, 4 production per turn -Library complete in 2 turns; 2 production overflow, person at 16/50 (27) -Person 3 and 4 switch to trade; 8 food, 8 science per turn -Population increase in 5 turns; 6 food overflow (32) So, in 32 turns, there's a granary, library, 6 people, and you've produced 40 science. Not too shabby. AI Style - Balanced -Auto to 2 food, 2 production per turn -Gain 1 population in 10 turns (10) -Auto person 3 to 2 food, 2 production, 2 trade per turn -Granary complete in 10 turns; person at 20/30 (20) -Start on library; 3 food, 2 production, 2 trade per turn -Gain 1 population in 5 turns; library at 10/40 (25) -Person 4 goes to production; 3 food, 4 production, 2 trade per turn -Library complete in 8 turns; person at 24/40 (33) So, in 33 turns, there's a granary, library, 4 people, and you've produced 46 science - in 33 turns, the previous model produced 48 science and had 2 more people to work stuff. This one gets a lot of the techs early though, so if you have a tech you really want fast, you might like the AI style. I tend to choose long term growth though. Also, if you're dividing people between production and food, you should always specialize them if you have the tiles available. Why get a person and a unit in 10 turns, when you could have a person in 5 and the unit in another 5? You get all the benefits from that extra person for 5 turns. The most dramatic example of this is at the very beginning of the game. If you use the default worker settings, you'll get your first warrior in 5 turns, and a second warrior and a population point in another 5 turns. If instead you focus on production, you'll get your first warrior in 3 turns, the second one in another 2 turns, and then you can change your workers to food to produce a person in another 5 turns. This should clearly indicate that you DO NOT want to allow the AI to automatically allocate your workers to the 'correct' squares. Even specifying focus on food or science doesn't totally focus them entirely on food or science, instead always doing a bit of a hybrid thing (and never going for enough food). It is quite difficult to get your cities doing the right thing though, as you have to remember to check cities upon growth to re-allocate citizens, and make sure that your workers aren't getting reassigned independent of your orders. After your cities are up and running, the auto assignment is likely acceptable; you usually want a little bit of production for units (this might be your main way you produce military units, actually), you want food to grow the city (except late in the game, when the new person won't be able to 'pay back' their cost or they can never pay back the delay in production), and you want gold/science if the city is specializing in them (there usually aren't enough production squares for a city's people, and it's usually beneficial to still have the city producing people for these things). The important thing is to focus, and have an improvement before you start focussing on that area; build a library before trying to build science, a granary before building much food, etc. The AI likes to declare war on you after you've build a certain number of cities. This is why a good chokepoint city is awesome. Walls are extremely expensive, but can make a huge difference in the number of defenders you need. I'll usually place 2-3 of my most advanced defender armies in these cities, ship the obsolete ones to vulnerable costal cities, and any other troops I've built up for attacking later (or free troops) in the choke point city. The armies might get worn down in a turn due to a high number of attackers, so make sure there are some other units around to keep your good ones from getting killed off. Having a good attacker or two (especially an army) can really rip through the armies prepared to attack your city - particularly since your city should be on a hill, and there may be a great general there from all the crazy defending you've been doing, which gives some really nice attack boosts. If you can get an overrun advantage versus the people trying to attack you (your city is on a hill with a great general and a boat nearby), you can kill off their entire attacking force in one swipe. ########################## #Warfare Strategies - WS5# ########################## ****************************************************** *General Strategy - How should I defend and attack?* ****************************************************** Some units are good for attacking, some are good for defending, and some are in the middle. Middle units are, frankly, not very good unless you have a nice tech advantage. Obviously warriors are completely obsolete after you get any other unit - everything else always has at least 1 attack/1 defense, and will cost the same amount, so abandon them for legions/archers as soon as you can. Each era has a pair like this, but when you introduce catapults and horses, it opens up a bit. Horses aren't very useful unless you don't want roads for some reason. You don't have opportunities to pillage AI land in this game, and the AI usually defends all of their cities decently - so the horses are just expensive, faster versions of your regular troops. Catapults/cannons/artillery are extremely useful, however, and will replace any other attack-type troops in your army. Just remember to always tag an army of defenders or two with each group of attackers. I generally use the following combinations: legion/archer catapult/pikeman cannon/rifleman artillery/modern infantry bombers/fighters submarines/battleships ******************* *Perpetual Warfare* ******************* Once you get to a certain point in the game, the AIs start demanding things or else they go to war with you (unless you have the Great Wall, pre-engineering). So, what should you do? Firstly, they usually demand something pretty extravagant - the shiny tech you just got, or 3/4 of your bank account. I never give them their number 1 demand unless I'm really concerned about their military vs mine (this is much more likely very early in the game). Whether you give them the compromise gift or tell them to screw off is really up to you. I usually tell them to screw off. If you're going to do this a lot though, expect to have a pile on through most of the game. If you were able to establish good chokepoints (not so effective on higher difficulties, and not so great if the AI is using boats to get to you - a good navy will solve this easily though), you should see a lot of attackers fall to your well defended, walled cities. I usually go on the offensive once I get some nice new attacking tech, like when you first get catapults, cannons, tanks, or artillery/bombers. ********************* *Leonardo's Workshop* ********************* I would argue this is, by a fair margin, the best wonder in the game - especially if you have a tech lead but poor productive capacity. I like to get Invention, but not start building this until I have some better technology - your units should upgrade to cannons/riflemen/knights at the very least. So, when you are getting ready to build this, start cranking out all of the lowest cost units you can, along with a lot of catapults (unless you are a warmonger, you have probably focused on defensive units thus far). Getting all your cities to produce catapults for a few turns, and then switch some high production city over to the workshop, will net you a nice sized force of cannons to go after whoever you want. Germans get their units upgraded for free if they're elite (i.e. have an upgrade you got to choose). This is pretty awesome, especially if you're in the middle of a war and suddenly your nicely upgraded archer army suddenly becomes riflemen - nothing's getting through then. For the cost of the workshop, consider how many units you could build in the same time. There are definitely instances where you only have a few old units, so building new ones is more cost effective. This probably doesn't happen very often though, considering how much more expensive later military units are than older ones. ***************************** *Boosting Attack and Defense* ***************************** You've decided you really want to wage wars before you have some crazy tech advantage, and you want to know how to do that effectively. Or, you don't want to waste any production building defenders, and want that one army to protect your entire civ for all of history. Here are all of the ways you can boost attack and defense: Government - Fundamentalism +1 attack for each unit Wonder - Himeji Samurai Castle +1 attack for each unit Naval Support - depends on the ship (all except Galleys) The bonuses these units give can be boosted by them being veterans. This affects both the attack and defensive strength of the units, and is a flat number (i.e. not affected if you attack with an army). Galleon Submarine Battleship Unit ability - Engineer +100% city defense Unit ability - Infiltration +50% to city attack Unit ability - Leadership +100% defense if another unit is in the same square Unit ability - Loyalty +50% defense in home territory Unit ability - Veteran +50% attack and defense Unit bonus - Great Leader This bonus applies to all units in the same square +50% attack and defense Terrain - Hills +50% attack and defense Terrain - Forest +50% defense Building - Walls +100% defense Unit defense - Fortification +100% defense At the very least, your units should all be veteran (at least, besides the first few warriors you build), as a 50% boost for only 40 production is quite the deal (if you build more than two units in the city). Forming armies is sort of a weird thing though - if you have one veteran unit joining, the entire army gets the veteran benefit. Ideally then you could reasonably have an archer defender in a city on a hill with walls that is fortified, veteran, and has an engineering upgrade, to give 2+1+2+1+2=8 defense - which translates to 24 for an archer army. So, if you wanted to attack a city that might have these, you'd want a veteran legion with infiltration attacking from a hill and fundamentalism, for 2+1+1+1+1=6 attack, which is then 18 for an army. That's not nearly enough. You can see if the city has walls or not at least, which would reduce the defense down to 18, and then you might be ok attacking. I wouldn't at this level though, because if you lose and they get a great general, you'll find the city incredibly difficult to attack in the future. At the very least, try and use a spy to destroy their fortifications, and then it's 21 to 24 - although you're still screwed if you lose. If we instead attack with the more advanced catapults before they've upgraded to pikemen, we could have a veteran attacking from a hill for 6+3+3=12, or 36 for an army. Even without the hills, it would still be 27, which would be very difficult for a non-walled city to defend against. An individual catapult would not successfully attack them though. But, what if they are attacking your city, and you have a catapult - can it benefit you to send it out? The main attackers are probably travelling with some defenders, but they no longer have the city bonuses like walls, fortifications, city defender abilities, or likely hills (or forests, depending on your city placement). So, the best their archer can do is veteran, for a defense of 2+1=3, or 9 for the army. You should be able to take care of this with 1 catapult, or an archer army, pretty easily. Then you can pick off their attackers with single catapult and legion units - they will have between 1 and 6 defense, depending on their upgrades and how they're situated (and if they're in armies), so a catapult veteran from a hill will take them nicely. This generalizes pretty easily up until the modern era. Then, you have to deal with tanks, modern infantry, artillery, fighters, and bombers. Artillery are the best attack units in the game, mostly because bombers can't get the same attack bonuses. I personally feel like attack becomes much more important than defense at this point in the game, and so if someone's attacking me, I'll focus on killing their troops well before they reach any cities. ########################### #Advanced Strategies - AS6# ########################### ****************** *Population Pumps* ****************** If your government type is Republic, you can build a settler for only 1 population. You can then take these citizens and get them to join another city. So, basically, you have a bunch of little cities that only produce settlers, along with a couple (or one) very very large city that absorbs all of their people. Even if the population total of your empire is the same doing this versus having lots of midsized cities, efficiency is massively improved on the whole. No longer are you building things in cities without production enhancements, or researching things in cities without libraries and universities. Each extra person that can't work the terrain adds 1 trade and 1 production to the city, as well as the culture bonus that comes from population with theatres and cathedrals. You'll have each great person type settled in the city (hopefully), further boosting the potential. Also, you can build so many wonders in the city, all taking only a couple turns to build. Many of the wonders have excellent synergy with a single city (i.e. they boost something in only that one place), like Shakespeare's Theatre and the Trade Fair. Since the little cities won't be doing much, and will always have low populations, you can pile them all very close to each other - just make sure each one has 1 plains tile for food, and 1 forest for production. You can easily have 10+ cities generating a settler every 10 turns by the middle ages. Security for this many cities can be of concern, but they don't really possess anything you need to defend, so leave them empty. Just protect the borders. You can quite easily stick up some walls for your main city, and have an army or two of the most recent defenders hanging out inside. Ideally, your production would be high enough that you could produce enough for an army every turn - once you have every building imaginable set up, you can build to take over the world. Cultural victory is probably the worst with this set up - there isn't any real benefit from settling most of the great people you're creating. Domination is good from the quick unit production, centralized for easy army formation before going on a rampage. Economic and science are probably the best two to go for - the city should be able to produce enough gold for victory in under 40 turns by mid-late game (that's only 500 gold/turn, which I sometimes can hit without this strategy with the Internet and Trade Fair). As predicted, this strategy was determined to be broken, and so settlers now just add 20 food to the city they're joining. This totally kills the strategy. Sometimes you just really want a city in the middle of the mountains, even though you can't produce any food there. Shipping 20 food over, at a cost of 20 hammers each, from some food producing city can still be viable - it's just not worthwhile when it takes 100 food to get an extra person. 6 people is probably about the cap that you'd use for this, as that next person would take 60 production and (optimally) 3 population from elsewhere. 3 people working forests instead of 1 mountain (the extreme case, I know), would produce 6 production instead of 5, and you'd save 60 for something else, along with the extra food. The tradeoff isn't quite as bad if you have a super gold city with the Trade Fair, market, bank, internet, etc etc, but by the time it's set |
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