651 lines
39 KiB
Plaintext
651 lines
39 KiB
Plaintext
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===========================================================
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175 Tips, Hints, and Tools for Ruling Your Civilization
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or The Official Guide to Sid Meier's Civilization
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===============================================================
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This is only one section from the book THE OFFICIAL GUIDE TO SID MEIER'S
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CIVILIZATION. Contained here are 175 Tips, Hints, and Tools (?) for
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Ruling Your Civilization. The complete book will come soon.
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YOUR FIRST MILLENNIUM
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1. Put down roots quickly. Your first city doesn't have to have the world's
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greatest location: Better to get it up and running, pumping out new units
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and improvements, than to lose valuable time.
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2. Pursue writing before other cultural advances. No matter where you start -
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island or continent - the development of writing lays the ground work for
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enhancing and expanding an exuberant intellectual culture composed of
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libraries, universities, and intellectual Wonders of the World which will
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serve your long-term goals on more levels than any other development in
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the game.
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3. Decide as quikly as you can what type of game you are going to play. If
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you are going to pursue world conquest, for example, you should begin
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building your armies and assembling your resources before the first
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millennium ends. If you're going to play a game of peaceful expansion and
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consolidation, you should shore up your homeland's defenses against those
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enemies less benevolent than yourself.
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4. Multiply, multiply, multiply! The race in Civilization often goes to the
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most fecund. By the end of your first millennia you should have at least
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three cities functioning and growing, with more on the way.
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5. Because reproduction and creation of new cities is so important, don't
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spend valuable settler time developing every square around a city. You can
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create additional settlers to do that later. Do enough development to get
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the city on sound economic footing, then move on to start another
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community.
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6. Place defensive perimeters around your emerging civilization. Expand those
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perimeters as your civilization grows.
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7. Build roads as you can afford the commitment of settlers. Not only do the
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roads increase your productivity, they also lay the groundwork - roadwork,
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as it were - for the rapid movement of forces should you be invaded.
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8. Put one city to work building a Wonder of the World as early as possible.
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The addition of wonders does much to boost your score, yet if you wait too
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long to create them, they may be acquired by other civilizations.
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9. Develop pottery by all means. You must have granaries if you are to hold
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any hope at all of increasing your population and growing your cities.
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10. Be prepared to shift strategies: The road to failure is paved, sometimes,
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with peaceful intentions, and not every would-be conquerer can actually
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manage to conquer. Play with the flow of the game, not against it.
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11. Alternate your cities' labor force between agriculture and resource
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development until the population is large enough to attend to both.
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Agriculture results in increased population; resource production boosts
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your treasury.
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YOUR FIRST CITY
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1. Generally speaking, you should build two militia units and fortify them
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immediately, then two more for exploration, before building additiona
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settlers, military units, or city imporvements. (If it quickly becomes
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clear that your civilization is located on an island, perhaps a single
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explorer is sufficent.)
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2. Do not put off the construction of your barracks improvement. Only with
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the establishment of a barracks can you produce veteran military units
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that are strong enough to face the test of combat.
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3. Don't forget to upgrade your defensive units once the barracks is
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completed. Units such as militia that were created before the barracks can
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then be moved to outlying areas or disbanded.
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4. Should the spiritual side of civilization become available to you, put a
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temple in your first city. Establish the people's happiness early on, and
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it's easier to maintain it as the game grows more complex.
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5. If your civilization is surrounded by other, stronger ones, build city
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walls. Although expensive in construction and maintenance, the walls
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amplify your defense force's ability to withstand attack, perhaps buying
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you enough time to prepare a militray response or seek a treaty.
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6. Develop at least two agricultural and one resource square before moving too
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far from your first city. These squares will give the city time to feed
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itself and generate enough income to grow during the early phases of the
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game.
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7. Study the loal terrain. If you've put down roots too quickly, and find
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yourself in a less-than-ideal spot for long-term growth, don't be afraid
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to move your capitol to a more fertile site once one becomes available.
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(Don't move too quickly, though: Make sure the new city is well
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established, defended, and growing before relocating your government
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there.)
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8. As your first city grows - or fails to - adjust the worker allocation. If
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the city is wellfed and prosperous from the beggining, you might want to
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create a scientist to boost the city's intellectual production, hastening
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your advances.
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9. Concentrate on population at least two turns out of three: Your goal is to
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have a civilization-wide population of more than a million by the year 1
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A.D.
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10. Build a marketplace as soon as that improvement becomes available. Better
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yet, buy the improvement. The increase in revenue will repay the
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expenditure very quickly.
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YOUR FIRST ENCOUNTER WITH OTHERS
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1. Always accept the first treaty offer upon initial contact with another
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civilization: It costs you nothing, and gives you time to gather your
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resources, marshal your forces, and prepare a more considered, and perhaps
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antagonistic, relationship with the other civilization.
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2. The treaty established, use your militia to hold enemy expansion in check,
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positioning your units carefully, and fortifying them against enemy sneak
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attack. Use militia because they are easily and quickly produced, freeing
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your cities to concentrate the bulk of their productive time on more
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important units, city improvements, Wonders of the World, or civilization
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advances.
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3. Have some backup for your border guards, especially if your guards are
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militia or diplomats, whose defensive factors are low. Stronger offensive
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units in reserve close to the border, or able to reach the border quickly,
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can make the difference between a successful enemy invasion and one that's
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turned back.
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4. Once you've established a treaty with a neighboring tribe, get some
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diplomats into enemy territory as quickly as you can. During the treaty's
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tenure, your diplomats - and caravans, if you can produce them - enjoy
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essentially unlimited freedom of movement through enemy territory. This
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gives you the chance to obtain a good portrait of the interior of your
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neighbor, learning whether he is strongr or weaker than you.
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5. If you encounter an enemy at sea, try to follow his vessels back to their
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homeland, particularly if both of you are in triremes. The enemy may
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already have mapped the shortest paths between landmasses, saving you
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valuable exploration time.
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6. Send caravans into enemy territory even if you plan ultimately to wipe the
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enemy from the face of the planet. Earn income while you can!
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7. Use your ships to blockade - or observe - enemy ports. If you're playing
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for world domination, you'll want to contain the enemy to a single
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landmass. If taking a more peaceful approach, the presence of your ships
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will allow you to "shadow" the other civilization's vessels, giving you a
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good and useful picture of their expansions.
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8. Look for natural barriers to enemy expansion - an isthmus, a large lake -
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and place defensive units in the only available paths.
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9. Use your settlers to build forts at strategic points along the border with
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the enemy, then garrison the fort with defensive units.
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10. If you can afford the allocation of units, place diplomats on
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fortification or sentry duty at various spots within the enemy
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civilization. They'll keep you posted of enemy troop and settler movement.
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SECOND CITY
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1. Build your second city in the most ideal location you can find, making
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up for the haste with which your first city was created.
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2. Put your second city's citizens to work immediately on the constuction of
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a barracks and a granary. Defensive forces should accompany the settler
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unit from the first city. Move them inside the new city, reassign them to
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it, and fortify them. Your new city is instantly defended.
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3. Send settlers from your first city to develop the land around the second
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while it is busy producing the imporvements it needs.
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4. If you have the funds, buy the second city's initial improvements.
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5. At least one of your first two cities should be a port.
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6. Build a road between your first two cities as quickly as possible.
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7. If the enemy lies to the west, consider locating your second city to the
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east, minimizing the chance it will be attacked.
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8. Just as with your first city, establish a defensive perimeter around your
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second to stave off barbarians and unwanted neighbors.
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9. With your first city concentrating its production on units, you might want
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to use the second for Wonders of the World, for educational institutions.
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Or vice versa.
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10. use the unit production of your second city to generate defensive forces
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for your third, and so on.
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TREATIES AND TRIBUTES
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1. Don't be afraid to reject entreaties from other civilizations. They may
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take your "insolence" as an insult and embark on a war, but they may also
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respect your independence and offer a treaty.
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2. Get to know your neighbors: Some of them can be trusted to honor their
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treaties, while others may stay friendly for no more than a turn or two.
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The computer leaders built into the game have distinctive personalities;
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it will behoove you to be observant as your civilization and theirs become
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acquainted.
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3. Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis Khan.
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And be wary of everyone else!
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4. Occasionally you'll be asked to join another civilization in an alliance
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aimed at yet another civilization. Weigh your response carefully. It may
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be that you can strike a more advantageous alliance elsewhere.
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5. Think twice beefore paying tribute. Civilizations that demand payment for
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peace are unlikely to leave you alone for long. Pay only when you have no
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other choice.
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6. Technology exchanges can be tricky. Your best bet is to exchange
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technology only with civilizations more advanced yet weaker than yours.
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Giving advances to strong, warmongering neighbors is foolish.
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7. Meet with other civilization leaders at least every third time they request
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a conference. It's time-consuming, but otherwise your avoidance is
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interpreted as a rebuff, and will lead to war.
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8. Even possession of the United Nations Wonder of the World can't completely
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protect you from treaty violations, especially late in the game. If playing
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peacefully, initiate negotiations immediately after the sneak attack; the
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enemy will offer a treaty. (This, too, will likely be broken again before
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the war ends.) If playing a warlike game, use the time bought by the
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United Nations to build and position overwhelming military force of your
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own; then use it to crush the enemy.
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9. Pay attention when an enemy's words are backed by nuclear weapons. Some of
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your enemies aren't afraid to use the Bomb, use it without warning, and use
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it more than once. Even if your able to eventually make peace with them,
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the pollution unleashed may ruin your score. Your best bet is to wipe out
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nuclear-powered enemies - if you can.
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10. Weave together networks of alliances against strong enemies, especially
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early in a game of conquest. By building a league of weaker nations
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against stronger ones, you may be able to cut down on the time required
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for world conquest, boosting your score.
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FINANCIAL TOOLS
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1. A city without a marketplace is financially and socially crippled. At
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higher levels, the same is true of a city without a bank.
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2. Visit each of your city screens every few turns - or more often, if you're
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really serious about winning the economic side of the game - and experiment
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with your population's labor allocations. Some exploitable squares are more
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productive and valuable than others, yet may not be producing for your
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city. Move your people around and boost your income.
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3. If you're planning to sell a city improvement - a step that should be taken
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in only the most dire of economic cicrcumstances - do so quickly, before
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the improvement is rendered obsolete by technological or social advance.
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Obsolete improvements can't be sold.
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4. Produce plenty of caravans, bearing in mind that each city can support
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only three trade routes. Send out caravans from every city.
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5. The game defaults to the three most valuable trade routes, but you can
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waste a lot of time and energy on routes of lesser value that will later
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be superseded. Send your caravans to the most distant and largest foreign
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cities you can find: These generate the largest amounts of income.
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6. The one time you should consider selling city improvements is just before
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they become obsolete. The develop of gunpowder, for example, renders
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barracks improvements obsolete. Since you'll have to replace your barracks
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anyway, why not earn some money from the old ones?
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7. Another good opportunity to sell off improvements occurs when you hold an
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absolute upper hand. Possession of the United Nations Wonder of the World
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is a good example. Since your enemies must offer to make peace with you,
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you may not need items such as city walls, particularly those located far
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away from enemy borders. Sell off the city walls, earn a fair piece of
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change, and relieve your cities of the burden of supporting those walls
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each turn.
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8. As you locate new civilizations with new, large cities, dispatch caravans
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to establish trading routes. These may be more valuable than routes
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already in existence.
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9. Give your citizens plenty of luxuries. This helps them appreciate your
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wisdom, often resulting in "We Love The King" days, which earn you
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generous bonuses.
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10. In the latter days of the game, when some of your cities may be capable of
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producing vast engineering works in just a few turns, try building these
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works, then selling them as soon as they're completed. It's impractical
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advice for the real world, but can generate lots of cash in the game.
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11. Monitor the amount your civilization costs in maintenance each turn,
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indexing that amount to your cash flow. If your treasury has grown fat,
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don't be afraid to spend, spend, spend for improvements or Wonders. Just
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keep enough cash in your treasury reserves to cover half a dozen lean
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turns or so.
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12. If you really have a healthy treasury that can cover a few turns' loss of
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income, try this: Convert everything to luxury income for your citizens.
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They'll reward you with points beyond your wildest dreams.
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13. Use caravans to help build Wonders. When a caravan arrives in a city
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building a Wonder, you have the option of assigning it's value to the
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completion of the Wonder. If you can build enough caravans quickly, this
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can hasten completion of the Wonder.
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14. As your income rises, adjust your taxation level. Boost your science
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allocations, leaving enough in tax revenue to cover the cost of maintenance
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with minimal growth each turn.
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15. For cities with more than enough food, turn some of those farmers into
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taxmen. Your treasury will appreciate it.
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16. Build rail lines through all developable areas available to a city.
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Productivity will be increased by half.
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17. Trade routes among the cities of your own civilizationm, no matter how far
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apart they're located, are raely worthwhile.
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18. Invest in factories and manufacturing plants as you are able to build them,
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but create pollution-control corps of engineers (settler units) to deal
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with their effluent. You'll need two settler units per highly
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industrialized city to keep pollution under control.
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19. Approaching the space race? Build the largest cash reserves you can - only
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global warfare is more expensive than getting into space.
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MILITARY UNITS
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1. Don't produce too many military units without a barracks. Veteran units
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are, essentially, the only ones really worth producing.
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2. Develop mathematics as early as you can. This permits the creeation of
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catapults, the first real "artillery." Only by amplifying your abilities
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through the use of technology - catapults, gunpowder, flight - can you
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enjoy an offensive edge.
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3. Early in the game, use cavalry and chariots to "blitzkrieg" your way
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through enemy homelands. Slower-moving units such as catapults can be
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brought up later.
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4. Upgrade your barracks the moment they become obslete, especially if you
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are at war. Use your treasury to purchase new barracks in those cities
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closest to the front or at the greatest risk of being overrun.
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5. Consider fortifying strong defensive units around enemy cities rather than
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laying direct assault to those cities, especially if the city possessed
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defensive walls or a large number of fortified units. Seal off the city
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and starve it slowly with phalanx-level units if possible.
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6. Build plenty of seagoing units. Naval power cannot be under-estimated
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in the world of Civilization.
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7. Consider keeping a strong naval unit on sentry duty inside your own
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harbors, especially if the war is going poorly. These units can spring to
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life from withing the city, attacking enemy vessels which might bombard
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your port.
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8. Use the "go-to" function to place units n patrol, covering large amounts of
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territory or sea with minimum input from you.
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9. Disband military units no longer needed or of unlikely value to your
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civilization. Don't forget to disband older defensive units in cities
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being garrisoned by more advanced units.
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10. Keep a strong offensive unit on sentry duty - not fortified - along with
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your fortified defensive units in each city. The offensive unit will
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"awaken" at the approach of the enemy, and can attack in some cases before
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the enemy assault begins.
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11. Cities susceptible to frequent attack by barbarians might need more than
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one offensive sentry either inside or close to the city. You need to kill
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the barbarians before they can pillage your developed countryside.
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12. Never stack military units in an open terrain. They are far too vulnerable
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to being destroyed at a single blow, sometimes by a less-powerful enemy.
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13. Blockade harbors with city walls; bombard thcse without them.
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14. Especially in the age of transports, when a single vessel can carry eight
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units, escort your shipping with cruisers or battleships. Your advanced
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military vessels "see" farther than other units, and can alert you to the
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presence of enemy warcraft lying in wait for your convoy.
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15. An aircraft carrier bearing bombers and fighters makes another good
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screening device for convoys.
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16. Because of their extremely long range, nuclear missles are among the best
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advance observers. Launch them from strategically located cities, or from
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aircraft carriers, and use them to explore and observe. Just be sure you
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leave sufficent moves for the missle to return to a friendly city or
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carrier.
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17. And be careful if you use nuclear missles in the manner described
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immediately above. One slip of your typing finger, and instead of
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surveillance your missle could unleash holocaust.
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18. If your information reveals that an intransigently warlike enemy has
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developed nuclear weapons, launch a crash SDI building program. Only SDI
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can save your cities from nuclear attack.
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YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH
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1. A city without a granary grows slowly at best.
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2. Your granary holds several turns' worth of food. If your granary is filled
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to bursting, shift your citizens to mineral resource work or convert them
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to specialists for a few turns, living off your surplus agriculture
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products. Just don't forget to return them to the fields before famine
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strikes.
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3. If you're having trouble getting a city's population to grow, shift all of
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the citizens to the fields. You may lose a little economic revenue, but
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before long your granary should begin to fill, and you can readjust the
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assignments of a larger, better-fed labor force.
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4. Look for the most efficent routes to follow if bringing irrigation to your
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city's enviorns. Don't build more elaborate irrigation channels than
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necessary.
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5. Clear pollution from agricultural squares before otther squares.
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6. Replace granaries immediately should they be destroyed. Granaries should
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be replaced before any other structure.
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7. When creating specialists, look at your granary supply. If it's full, take
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an agricultural square out of production. If you're short on food, remove
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a mineral or other resource square from the work force.
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8. When laying extended siege, pillage or occupy enemy agricultural squares,
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cutting off the city's food supply.
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9. Take advantage of seafood: Those fish symbols in oceans and lakes
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contribute mightily to cities located near them.
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10. Irrigate oases when you have the chance.
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11. If your granary is well stocked with foood, onsider onvrting one or more
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agriultural squares into forests. Just keep an eye on food levels after
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you do so.
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WONDERS OF THE WORLD
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1. The most valuable Wonder of the World of the ancient world is the Great
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Library, especially if playing against a large number of enemy
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civilizations. You can't beat the boost in knowledge you get when two of
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those other civilizations make the same advance.
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2. The most valuable Wonder of the World of the Middle Ages is Johann
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Sebastian Bah's Cathedral, especially if you're ruling a republic. You
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can't beat it for generating quite a few "We Love The King" days, with
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their concomitant increase in population.
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3. The most valuable Wonder of the World of the modern world is the Apollo
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Program, if you're playing a space race game: Only with Apollo can you
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begin building your starship.
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4. If playing a game of world conquest, the most valuable latter-day Wonder
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may well be, ironically enough, the United Nations. Because this Wonder
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forces enemy civilizations to capitulate to you, you can marshal your
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forces almost at leisure, gatthering them at critical spots before
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launching all-out attacks.
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5. Be warned: Violating one treaty when you possess the United Nations Wonder
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seems to violate all of them. When you're ready to make war, make war on
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all fronts at once.
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6. As soon as you have three cities, put one of them - probably your capitol
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- to work building a Wonder. The other cities can produce military and
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settler units, if need be, that can be transfered to the capitol to shore
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up its defenses or further develop the terrain around the city.
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7. Use diplomats to seek out Wonder production in the cities of other
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civilizations. Then either sabotage that production or target those cities
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for capture, and the addition of their Wonders to your empire.
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8. If pursuing a peaceful strategy - trying to win through diplomacy,
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financial strength, and expansion to the stars, focus your attention on
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those Wonders of the World that force your enemies to sue for peace: The
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Great Wall and the United Nations.
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9. If playing a "peacful" game, build as many Wonders of the World as
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possible, concentrating on those that boost your citizens' happiness. Your
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score will benefit greatly.
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10. When playing a peaceful game and concentrating on building Wonders, don't
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forget that they must be defended. Put plenty of strong units in and
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around cities holding Wonders of the World.
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||
11. Some Wonders of the Wrold serve all the world: The Apollo Program is a
|
||
good example. Use your diplomats to discover whether other civilizations
|
||
are further along toward completing global Wonders of the World than you.
|
||
If so, devote your resources to creating something exclusive to your
|
||
civilization.
|
||
|
||
|
||
HAIL, CONQUEROR
|
||
|
||
1. He who conquers the world fastest conquers the world best: If playing for
|
||
global domination, every turn is vital. You can't stop to smell the roses
|
||
if you want the world at your feet.
|
||
2. Strike the strongest civilizations first, with as much military might as
|
||
you an muster. Use your diplomat skills to keep weaker nations weak, for
|
||
easy destruction after the "big guys" are gone.
|
||
3. Coordinate, coordinate, coordinate! Establish a treaty with a civilization
|
||
you plan to destroy. Flood the civilization with diplomats even as you
|
||
mass your assault forces along its borders. When you hit, hit all at once,
|
||
using diplomats for subversion and sabotage before invading with ground
|
||
forces. Break the enemy's back during the first twrn of the war.
|
||
4. If necessary, sell off improvements in your heartland to finance the final
|
||
stages of a war on the frontier. Use the funds to subvert enemy cities
|
||
first, to bribe enemy units second.
|
||
|
||
|
||
THE UNFRIENDLY SKIES
|
||
|
||
1. As soon as you develop aircraft capabilities, begin cranking out fighters
|
||
and, later, bombers. Don't wait a single turn: You can't have too large an
|
||
air force, particularly in heated games of global combat.
|
||
2. Try to garrison a couple of fighters in every city - not just those near
|
||
the front. Fighters can respond quickly to enemy threats, saving you from
|
||
the dangers of surprise attack, or invasion from an unexpected direction.
|
||
3. Your fighters can attack - and keep on attacking. This makes them
|
||
especially valuable when you're facing waves of enemy units. Go for
|
||
stacked units first, of for transport raft that might be carrying several
|
||
units.
|
||
4. If your resources are running low, don't station your fighters or bombers
|
||
too close to the front - in harbors, for example. They are too vulnerable
|
||
there to enemy bombardment. Base them a few squares back in a city or on
|
||
board a carrier. Then, when enemy ships or bombers appear, you can fly out
|
||
to engage them.
|
||
5. Bombers have as much strategic value in Civilization as they do in the
|
||
real world. A squadron of bombers can turn the tide of war, even against
|
||
overwhelming odds.
|
||
6. If you're planning to make war on a civilization with whom you enjoy treaty
|
||
status, take advantage of the peace and get your air force in position to
|
||
attack. Try to target three bombers for each city you're planning to hit,
|
||
more if you can afford it. Attack stacked units in the open first.
|
||
7. Don't overlook the surveillance capabilities of your aircraft,
|
||
particularly the bombers. Their long range makes them perfect for exploring
|
||
the interior of enemy continents and islands.
|
||
8. Carrier power is ideal for isolating and containing an enemy island.
|
||
Position a couple of carriers at either end of the island, support them
|
||
with cruisers to guard against enemy ships, and use their to patrol the
|
||
enemy coastline.
|
||
9. Remember the lessons of Desert Storm: Once you've launched an air war,
|
||
don't let up.
|
||
10. Desert Storm Lesson Two: Once the air war has taken its toll, be sure you
|
||
have plenty of fast, mobile ground forces in position to mop up.
|
||
11. Desert Storm Lesson Three: In this Civilization, you don't have to stop. If
|
||
your air power has made it possible for you to roll all the way over the
|
||
enemy, do so, assuming that suits your overall strategic plan.
|
||
|
||
|
||
AND ALL THE SHIPS AT SEA ...
|
||
|
||
1. Never send a loaded tireme out into uncharted waters. It's one thing to
|
||
risk a ship to loss at sea, quite another to risk valuable units. Chart
|
||
your course before moving cargo.
|
||
2. Early on, designate one or two coastal towns as major shipyards.
|
||
Manipulate their population and resources so as to be able to produce ships
|
||
at a rapid rate. (You should have another seaport within easy sailing
|
||
distance, to which newly constructed ships can be reassigned in order
|
||
relieve the shipyard of the burden of support.)
|
||
3. Build fleets in the major oceans and gulfs, along with seaports to support
|
||
and load them. Cut down on the necessity for moving ships all over the
|
||
globe.
|
||
4. As soon as you can build cruisers, battleships, and submarines, do so -
|
||
their extended range of view is invaluable for spoting enemy craft, and
|
||
equally invaluable for opening up any remaining hidden areas of the sea.
|
||
5. Use your advanced naval craft to patrol the coastlines of unexplored enemy
|
||
islands and continents. Advanced ships "see" an adjacent two squares,
|
||
which can give you a good picture of another civilization's coastal
|
||
defenses.
|
||
6. Don't forget naval power during ground assaults. Look for isthmuses and
|
||
narrows through which enemy ground transport must move. Position a
|
||
battleship or cruiser on either side of the landmass and open fire on
|
||
enemy units stranded in your sights between turns.
|
||
7. If bombarding a fortified harbor with a value of nine or higher, bring at
|
||
least two warships. You'll likely lose one.
|
||
8. Transports are worth their weight in gold, not just for mounting amphibious
|
||
invasions. Fill your ships with caravans and send them to all the corners
|
||
of your world. A successful leader is one whose merchant fleet is as large
|
||
as his navy. And your merchant fleet may be even busier.
|
||
9. Plot your invasion routes so the transport vessels reach landfall on the
|
||
first move of their turn. That lets you move the ships after debarking
|
||
some of their forces, spreading your troops across the broadest possible
|
||
front.
|
||
10. Submarines make terrific blockade vessels, but their limited movement
|
||
capability all but requires that you kepp some fast, long-ranged cruisers
|
||
nearby to take their place shoul they be sunk.
|
||
11. Be careful, early in the game, about building ships before the immediate
|
||
area around the harbor is fully explored. You might wind up with a
|
||
landlocked tireme stuck in a lake with nowhere to go!
|
||
|
||
|
||
GETTING AROUND
|
||
|
||
1. Use the Go-to key only occasionally. While it takes some of the burden of
|
||
issuing orders from you, it rarely moves your units along the most
|
||
effecient routes, nor does it take full advantage of the movement benefits
|
||
offered by rail transportation.
|
||
2. Pressing H will return your bombers and fighters to the nearest friendly
|
||
city or carrier, if the aircraft possess sifficent movement points.
|
||
3. Moving through a city costs movement points. Build railways around cities
|
||
as well as up to them, letting you conserve movement points for your units.
|
||
4. When engaged in a continental war, continue driving rail lines to the
|
||
front. It's worth commiting extra settler units to this task, especially if
|
||
you're conquering enemy territory at a good clip.
|
||
5. Study the world map as it's revealed. Its layout can give you good
|
||
guidance in the placement of cities proximate to advantageous sea routes.
|
||
6. Look fro rail lines along the coasts on newly discovered continents or
|
||
islands, or enemy continents or islands you're revisting. Debark your
|
||
diplomats and caravans on squares with railroad track and they'll be able
|
||
to move farther when the next turn arrives.
|
||
7. Centralize your embarkation points for units bound overseas. The central
|
||
locations need not be a city. Run a rail line to a remote area near an
|
||
advantageous shipping lane. Send the units you wish to move overseas to
|
||
that point first, picking them up with your cargo vessel. Of course, you'll
|
||
eventually want to put a city there, and probably should do so sooner than
|
||
later. It's also smart to protect such remote loading zones with a ship or
|
||
two, to prevent enemy craft from sneaking in and opening fire on your
|
||
sentried units.
|
||
8. Build cities on remote islands to serve as island-hopping airbases. These
|
||
need to be the most viable islands for long-term development, but should
|
||
be well fortified against enemy assault. Islands lying just off enemy
|
||
coastlines make the most valuable airbases of all.
|
||
9. Pillage enemy inter-city roads and rail lines if possible during wartime.
|
||
Cutting their lines of transport gives you the chance to catch enemy units
|
||
in the open, unable to move.
|
||
10. If forced into a long retreat, pick a spot at which to cut your own
|
||
transportation lines. Doing so in the right place can help you establish a
|
||
"killing field" where the enemy units will be halted and vulnerable to your
|
||
fire.
|
||
|
||
|
||
DIPLOMACY
|
||
|
||
1. The diplomat is arguably the most valuable unit in the game; certainly it's
|
||
the most flexible. Produce plebty of diplomats and send them throughout the
|
||
world.
|
||
2. Don't overlook the value of the diplomat as a "place-holder." On sentry or
|
||
fortification duty, your diplomat will alert you to the presence of enemy
|
||
forces. The advantage is that the diplomat can attempt to bribe teh forces
|
||
over to your side, if you have the money.
|
||
3. Stealing technology is an and violates any treaties in existence between
|
||
you and your target. If you have several diplomats traveling inside enemy
|
||
territory, make sure all are in a position to make their move during the
|
||
same turn. Otherwise you run the risk of losing them to enemy retaliation.
|
||
4. If a city looks vulnerable to subversion, try it. Weaker cities can
|
||
generally be subverted for less money than wealthier ones.
|
||
5. Try to get two or three diplomats in position around each of the enemy's
|
||
major cities just before you invade. Use the diplomats one after another
|
||
to sabotage enemy production and destroy enemy improvements.
|
||
6. Don't use diplomats to uncover serendipity squares. They are too easily
|
||
wiped out by barbarians.
|
||
|
||
|
||
ENERGY
|
||
|
||
1. In terms of long-term scoring, the best energy sources are those that
|
||
pollute the least.
|
||
2. The game, or its designers, has a built-in bias against nuclear fission:
|
||
Be wary of building nuclear plants until you'vre developed fusion. At the
|
||
very least, build nuclear plants only in the most socially stable of
|
||
cities.
|
||
3. Build Hoover Dam. This Wonder of the World provides clean power to your
|
||
whole continent - and the game defines continent liberally.
|
||
|
||
|
||
RULING
|
||
|
||
1. Better to rule in Hell than serve in Heaven: You may not be able to be as
|
||
nice as you want while you play the game.
|
||
2. If you're going to war, do so as a despot of a monarch. Otherwise, the war
|
||
carries too high a social cost.
|
||
3. Alternate your form of government often, depending on your short-term
|
||
goals.
|
||
4. Go for "We Love The King" days, earned by giving your people the "good
|
||
life" of luxuries. You'll end up with more people.
|
||
5. Try a strategy that focuses your attention and production on cures for
|
||
cancer, women's sufferage, and other social benefits. You might be
|
||
surprised at the effect this has on your people's willingness to support
|
||
your choices.
|
||
|
||
|
||
SPACE TRAVEL
|
||
|
||
1. If playing to win by reaching Alpha Centauri first, commit everything you
|
||
have to the space race once it begins. Spend the time waiting for that
|
||
beginning by building up your perimeter defenses against attack. Once
|
||
you've undertaken to build a starship, you'll need the productive output of
|
||
every city you can spare, and you can allow nothing to interefer with that
|
||
production.
|
||
2. Since starship modules take longer to build, start them first. Have at
|
||
least three cities of roughly equivalent size working on module production.
|
||
3. Starship structural pieces are the easiest to build, yet are the pieces
|
||
you'll need in largest quantity. Find a couple of cities that can crank
|
||
these pieces out and get them going.
|
||
4. The more propulsion units your starship has, the faster it reaches Alpha
|
||
Centauri. The more colonists you attempt to deliver to Alpha Centauri, the
|
||
more your starships' weight. Try to install two propulsion units for every
|
||
complete colonist package - habitation, life support, and solar power
|
||
modules - you intend to launch.
|
||
5. Guard your capitol! Losing it brings your interstellar program to a
|
||
crashing close.
|
||
6. Watch the clock. You must reach the Alpha Centauri system before your
|
||
reign expires, or all your work is for naught.
|
||
7. Watch the other civilizations' starship development. If they launch before
|
||
you do, you may want to make a mad dash for their capitol in hopes of
|
||
capturing it before their starship reaches its destination.
|
||
8. Consider selling off some improvements in order to buy more colonists and
|
||
life-support modules. The more colonists you deliver to Alpha Centauri, the
|
||
higher your score.
|
||
9. Once your starship is launched, convert all starship-related production to
|
||
other ends. After launch, no further starship production can take place
|
||
unless your craft is lost or recalled by the loss of your capitol. Shift
|
||
your resources and production to items likely to boost your overall score.
|
||
Remember, after launch, the game is counting its way down to the finish
|
||
line.
|
||
10. Don't launch unless your arrival time is less than 20 years. If it's more
|
||
than that, add more fuel and propulsion units.
|
||
11. Not tired yet? Take a deep breath, reboot and restart Sid Meier's
|
||
Civilization, and begin again, pretending that now your settlers are
|
||
taming an unknown world, in orbit around Alpha Centauri.
|
||
|
||
|
||
TWO GREAT UNDOCUMENTED FEATURES
|
||
|
||
1. Tired of facing the same old enemies? Press Alt-R to randomize the
|
||
personalities of the leaders of other civilizations.
|
||
2. In the earliest copies of the game, pressing Shift-1234567890t lets you get
|
||
a complete world map, see into enemy cities, and generally peek behind the
|
||
scenes. This "feature" was discontinued after the first release, but it's
|
||
worth a try just in case.
|
||
|