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- CIVILISATION HINTS
-
- ===========================================================
- 175 Tips, Hints, and Tools for Ruling Your Civilization
- or The Official Guide to Sid Meier's Civilization (PREVIEW)
- ===============================================================
-
- Again, By Baser Evil
-
- This is only one section from the book THE OFFICIAL GUIDE TO SID MEIER'S
- CIVILIZATION. Contained here are 175 Tips, Hints, and Tools (?) for
- Ruling Your Civilization. The complete book will come soon.
-
-
-
- YOUR FIRST MILLENNIUM
-
- 1. Put down roots quickly. Your first city doesn't have to have the
- world's greatest location: Better to get it up and running, pumping
- out new units and improvements, than to lose valuable time.
- 2. Pursue writing before other cultural advances. No matter where you
- start - island or continent - the development of writing lays the
- groundwork for enhancing and expanding an exuberant intellectual
- culture composed of libraries, universities, and intellectual Wonders
- of the World which will serve your long-term goals on more levels than
- any other development in the game.
- 3. Decide as quikly as you can what type of game you are going to play.
- If you are going to pursue world conquest, for example, you should
- begin building your armies and assembling your resources before the
- first millennium ends. If you're going to play a game of peaceful
- expansion and consolidation, you should shore up your homeland's
- defenses against those enemies less benevolent than yourself.
- 4. Multiply, multiply, multiply! The race in Civilization often goes to
- the most fecund. By the end of your first millennia you should have at
- least three cities functioning and growing, with more on the way.
- 5. Because reproduction and creation of new cities is so important, don't
- spend valuable settler time developing every square around a city. You
- can create additional settlers to do
- that later. Do enough development to get the city on sound economic
- footing, then move on to start another community.
- 6. Place defensive perimeters around your emerging civilization. Expand
- those perimeters as your civilization grows.
- 7. Build roads as you can afford the commitment of settlers. Not only
- do the roads increase your productivity, they also lay the groundwork
- - roadwork, as it were - for the rapid movement of forces should you
- be invaded.
- 8. Put one city to work building a Wonder of the World as early as
- possible. The addition of wonders does much to boost your score, yet
- if you wait too long to create them, they may be acquired by other
- civilizations.
- 9. Develop pottery by all means. You must have granaries if you are to
- hold any hope at all of increasing your population and growing your
- cities.
- 10. Be prepared to shift strategies: The road to failure is paved,
- sometimes, with peaceful intentions, and not every would-be conquerer
- can actually manage to conquer. Play with the flow of the game, not
- against it.
- 11. Alternate your cities' labor force between agriculture and resource
- development until the population is large enough to attend to both.
- Agriculture results in increased population; resource production
- boosts your treasury.
-
-
- YOUR FIRST CITY
-
- 1. Generally speaking, you should build two militia units and fortify
- them immediately, then two more for exploration, before building
- additional settlers, military units, or city imporvements. (If it
- quickly becomes clear that your civilization is located on an
- island, perhaps a single explorer is sufficent.)
- 2. Do not put off the construction of your barracks improvement. Only
- with the establishment of a barracks can you produce veteran military
- units that are strong enough to face the test of combat.
- 3. Don't forget to upgrade your defensive units once the barracks is
- completed. Units such as militia that were created before the barracks
- can then be moved to outlying areas or disbanded.
- 4. Should the spiritual side of civilization become available to you, put
- a temple in your first city. Establish the people's happiness early
- on, and it's easier to maintain it as the game grows more complex.
- 5. If your civilization is surrounded by other, stronger ones, build city
- walls. Although expensive in construction and maintenance, the walls
- amplify your defense force's ability to withstand attack, perhaps
- buying you enough time to prepare a militray response or seek a
- treaty.
- 6. Develop at least two agricultural and one resource square before
- moving too far from your first city. These squares will give the
- city time to feed itself and generate enough income to grow during the
- early phases of the game.
- 7. Study the loal terrain. If you've put down roots too quickly, and find
- yourself in a less-than-ideal spot for long-term growth, don't be
- afraid to move your capitol to a more fertile site once one becomes
- available. (Don't move too quickly, though: Make sure the new city is
- well established, defended, and growing before relocating your
- government there.)
- 8. As your first city grows - or fails to - adjust the worker allocation.
- If the city is wellfed and prosperous from the beggining, you might
- want to create a scientist to boost the city's intellectual
- production, hastening your advances.
- 9. Concentrate on population at least two turns out of three: Your goal
- is to have a civilization-wide population of more than a million by
- the year 1 A.D.
- 10. Build a marketplace as soon as that improvement becomes available.
- Better yet, buy the improvement. The increase in revenue will repay
- the expenditure very quickly.
-
-
- YOUR FIRST ENCOUNTER WITH OTHERS
-
- 1. Always accept the first treaty offer upon initial contact with another
- civilization: It costs you nothing, and gives you time to gather your
- resources, marshal your forces, and prepare a more considered, and
- perhaps antagonistic, relationship with the other civilization.
- 2. The treaty established, use your militia to hold enemy expansion
- in check, positioning your units carefully, and fortifying them
- against enemy sneak attack. Use militia because they are easily and
- quickly produced, freeing your cities to concentrate the bulk of their
- productive time on more important units, city improvements, Wonders of
- the World, or civilization advances.
- 3. Have some backup for your border guards, especially if your guards are
- militia or diplomats, whose defensive factors are low. Stronger
- offensive units in reserve close to the border, or able to reach the
- border quickly, can make the difference between a successful enemy
- invasion and one that's turned back.
- 4. Once you've established a treaty with a neighboring tribe, get some
- diplomats into enemy territory as quickly as you can. During the
- treaty's tenure, your diplomats - and caravans, if you can produce
- them - enjoy essentially unlimited freedom of movement through
- enemy territory. This gives you the
- chance to obtain a good portrait of the interior of your neighbor,
- learning whether he is strongr or weaker than you.
- 5. If you encounter an enemy at sea, try to follow his vessels back to
- their homeland, particularly if both of you are in triremes. The enemy
- may already have mapped the shortest paths between landmasses, saving
- you valuable exploration time.
- 6. Send caravans into enemy territory even if you plan ultimately to
- wipe the enemy from the face of the planet. Earn income while you
- can!
- 7. Use your ships to blockade - or observe - enemy ports. If you're
- playing for world domination, you'll want to contain the enemy to a
- single landmass. If taking a more peaceful approach, the presence of
- your ships will allow you to "shadow" the other civilization's
- vessels, giving you a good and useful picture of their expansions.
- 8. Look for natural barriers to enemy expansion - an isthmus, a large
- lake - and place defensive units in the only available paths.
- 9. Use your settlers to build forts at strategic points along the border
- with the enemy, then garrison the fort with defensive units.
- 10. If you can afford the allocation of units, place diplomats on
- fortification or sentry duty at various spots within the enemy
- civilization. They'll keep you posted of enemy troop and settler
- movement.
-
-
- SECOND CITY
-
- 1. Build your second city in the most ideal location you can find, making
- up for the haste with which your first city was created.
- 2. Put your second city's citizens to work immediately on the constuction
- of a barracks and a granary. Defensive forces should accompany the
- settler unit from the first city. Move them inside the new city,
- reassign them to it, and fortify them. Your new city is instantly
- defended.
- 3. Send settlers from your first city to develop the land around the
- second while it is busy producing the imporvements it needs.
- 4. If you have the funds, buy the second city's initial improvements.
- 5. At least one of your first two cities should be a port.
- 6. Build a road between your first two cities as quickly as possible.
- 7. If the enemy lies to the west, consider locating your second city to
- the east, minimizing the chance it will be attacked.
- 8. Just as with your first city, establish a defensive perimeter around
- your second to stave off barbarians and unwanted neighbors.
- 9. With your first city concentrating its production on units, you might
- want to use the second for Wonders of the World, for educational
- institutions. Or vice versa.
- 10. use the unit production of your second city to generate defensive
- forces for your third, and so on.
-
-
- TREATIES AND TRIBUTES
-
- 1. Don't be afraid to reject entreaties from other civilizations. They
- may take your "insolence" as an insult and embark on a war, but they
- may also respect your independence and offer a treaty.
- 2. Get to know your neighbors: Some of them can be trusted to honor their
- treaties, while others may stay friendly for no
- more than a turn or two. The computer leaders built into the game have
- distinctive personalities; it will behoove you to be observant as your
- civilization and theirs become acquainted.
- 3. Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis
- Khan. And be wary of everyone else!
- 4. Occasionally you'll be asked to join another civilization in an
- alliance aimed at yet another civilization. Weigh your response
- carefully. It may be that you can strike a more advantageous alliance
- elsewhere.
- 5. Think twice beefore paying tribute. Civilizations that demand payment
- for peace are unlikely to leave you alone for long. Pay only when you
- have no other choice.
- 6. Technology exchanges can be tricky. Your best bet is to exchange
- technology only with civilizations more advanced yet weaker than
- yours. Giving advances to strong, warmongering neighbors is foolish.
- 7. Meet with other civilization leaders at least every third time they
- request a conference. It's time-consuming, but otherwise your
- avoidance is interpreted as a rebuff, and will lead to war.
- 8. Even possession of the United Nations Wonder of the World can't
- completely protect you from treaty violations, especially late in the
- game. If playing peacefully, initiate negotiations immediately after
- the sneak attack; the enemy will offer a treaty. (This, too, will
- likely be broken again before the war ends.) If playing a warlike
- game, use the time bought by the United Nations to build and
- position overwhelming military force of your own; then use it to
- crush the enemy.
- 9. Pay attention when an enemy's words are backed by nuclear weapons.
- Some of your enemies aren't afraid to use the Bomb, use it without
- warning, and use it more than once. Even if your able to eventually
- make peace with them, the pollution unleashed may ruin your score.
- Your best bet is to wipe out nuclear-powered enemies - if you can.
- 10. Weave together networks of alliances against strong enemies,
- especially early in a game of conquest. By building a league of
- weaker nations against stronger ones, you may be able to cut down on
- the time required for world conquest, boosting your score.
-
-
- FINANCIAL TOOLS
-
- 1. A city without a marketplace is financially and socially crippled. At
- higher levels, the same is true of a city without a bank.
- 2. Visit each of your city screens every few turns - or more often, if
- you're really serious about winning the economic side of the game -
- and experiment with your population's labor allocations. Some
- exploitable squares are more productive and valuable than others, yet
- may not be producing for your city. Move your people around and boost
- your income.
- 3. If you're planning to sell a city improvement - a step that should be
- taken in only the most dire of economic cicrcumstances - do so
- quickly, before the improvement is rendered obsolete by technological
- or social advance. Obsolete improvements can't be sold.
- 4. Produce plenty of caravans, bearing in mind that each city can support
- only three trade routes. Send out caravans from every city.
- 5. The game defaults to the three most valuable trade routes, but you
- can waste a lot of time and energy on routes of lesser value that
- will later be superseded. Send your caravans to the most distant and
- largest foreign cities you can find: These generate the largest
- amounts of income.
- 6. The one time you should consider selling city improvements is just
- before they become obsolete. The develop of gunpowder, for example,
- renders barracks improvements obsolete. Since you'll have to replace
- your barracks anyway, why not earn some money from the old ones?
- 7. Another good opportunity to sell off improvements occurs when you
- hold an absolute upper hand. Possession of the United Nations Wonder
- of the World is a good example. Since your enemies must offer to make
- peace with you, you may not need items such as city walls,
- particularly those located far away from enemy borders. Sell off the
- city walls, earn a fair piece of change, and relieve your cities of
- the burden of supporting those walls each turn.
- 8. As you locate new civilizations with new, large cities, dispatch
- caravans to establish trading routes. These may be more valuable than
- routes already in existence.
- 9. Give your citizens plenty of luxuries. This helps them appreciate
- your wisdom, often resulting in "We Love The King" days, which earn
- you generous bonuses.
- 10. In the latter days of the game, when some of your cities may be
- capable of producing vast engineering works in just a few turns, try
- building these works, then selling them as soon as they're completed.
- It's impractical advice for the real world, but can generate lots of
- cash in the game.
- 11. Monitor the amount your civilization costs in maintenance each turn,
- indexing that amount to your cash flow. If your treasury has grown
- fat, don't be afraid to spend, spend, spend for improvements or
- Wonders. Just keep enough cash in your treasury reserves to cover
- half a dozen lean turns or so.
- 12. If you really have a healthy treasury that can cover a few turns'
- loss of income, try this: Convert everything to luxury income
- for your citizens. They'll reward you with points beyond your wildest
- dreams.
- 13. Use caravans to help build Wonders. When a caravan arrives in a city
- building a Wonder, you have the option of assigning it's value to the
- completion of the Wonder. If you can build enough caravans quickly,
- this can hasten completion of the Wonder.
- 14. As your income rises, adjust your taxation level. Boost your
- science allocations, leaving enough in tax revenue to cover the cost
- of maintenance with minimal growth each turn.
- 15. For cities with more than enough food, turn some of those farmers
- into taxmen. Your treasury will appreciate it.
- 16. Build rail lines through all developable areas available to a city.
- Productivity will be increased by half.
- 17. Trade routes among the cities of your own civilizationm, no matter
- how far apart they're located, are raely worthwhile.
- 18. Invest in factories and manufacturing plants as you are able to build
- them, but create pollution-control corps of engineers (settler units)
- to deal with their effluent. You'll need two
- settler units per highly industrialized city to keep pollution under
- control.
- 19. Approaching the space race? Build the largest cash reserves you can -
- only global warfare is more expensive than getting into space.
-
-
- MILITARY UNITS
-
- 1. Don't produce too many military units without a barracks. Veteran
- units are, essentially, the only ones really worth producing.
- 2. Develop mathematics as early as you can. This permits the creeation
- of catapults, the first real "artillery." Only by amplifying your
- abilities through the use of technology - catapults, gunpowdr,
- flight - can you enjoy an offensive edge.
- 3. Early in the game, use cavalry and chariots to "blitzkrieg" your way
- through enemy homelands. Slower-moving units such as catapults can
- be brought up later.
- 4. Upgrade your barracks the moment they become obslete, especially if
- you are at war. Use your treasury to purchase new barracks in those
- cities closest to the front or at the greatest risk of being overrun.
- 5. Consider fortifying strong defensive units around enemy cities rather
- than laying direct assault to those cities, especially if the city
- possessed defensive walls or a large number of fortified units. Seal
- off the city and starve it slowly with phalanx-level units if
- possible.
- 6. Build plenty of seagoing units. Naval power cannot be under-estimated
- in the world of Civilization.
- 7. Consider keeping a strong naval unit on sentry duty inside your own
- harbors, especially if the war is going poorly. These units can spring
- to life from withing the city, attacking enemy vessels which mightt
- bombard your port.
- 8. Use the "go-to" function to place units n patrol, covering large
- amounts of territory or sea with minimum input from you.
- 9. Disband military units no longer needed or of unlikely value to your
- civilization. Don't forget to disband older defensive units in cities
- being garrisoned by more advanced units.
- 10. Keep a strong offensive unit on sentry duty - not fortified - along
- with your fortified defensive units in each city. The offensive unit
- will "awaken" at the approach of the enemy, and can attack in some
- cases before the enemy assault begins.
- 11. Cities susceptible to frequent attack by barbarians might need more
- than one offensive sentry either inside or close to the city. You
- need to kill the barbarians before they can pillage your developed
- countryside.
- 12. Never stack military units in an open terrain. They are far too
- vulnerable to being destroyed at a single blow, sometimes by a
- less-powerful enemy.
- 13. Blockade harbors with city walls; bombard thcse without them.
- 14. Especially in the age of transports, when a single vessel can carry
- eight units, escort your shipping with cruisers or battleships. Your
- advanced military vessels "see" farther than other units, and can
- alert you to the presence of enemy warcraft lying in wait for your
- convoy.
- 15. An aircraft carrier bearing bombers and fighters makes another good
- screening device for convoys.
- 16. Because of their extremely long range, nuclear missles are among the
- best advance observers. Launch them from strategically located cities,
- or from aircraft carriers, and use them to explore and observe. Just
- be sure you leave sufficent moves for the missle to return to a
- friendly city or carrier.
- 17. And be careful if you use nuclear missles in the manner described
- immediately above. One slip of your typing finger, and instead of
- surveillance your missle could unleash holocaust.
- 18. If your information reveals that an intransigently warlike enemy has
- developed nuclear weapons, launch a crash SDI building program. Only
- SDI can save your cities from nuclear attack.
-
-
- YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH
-
- 1. A city without a granary grows slowly at best.
- 2. Your granary holds several turns' worth of food. If your granary is
- filled to bursting, shift your citizens to mineral resource work
- or convert them to specialists for a few turns, living off your
- surplus agriculture products. Just don't forget to return them to
- the fields before famine strikes.
- 3. If you're having trouble getting a city's population to grow, shift
- all of the citizens to the fields. You may lose a little economic
- revenue, but before long your granary should begin to fill, and you
- can readjust the assignments of a larger, better-fed labor force.
- 4. Look for the most efficent routes to follow if bringing irrigation to
- your city's enviorns. Don't build more elaborate irrigation channels
- than necessary.
- 5. Clear pollution from agricultural squares before otther squares.
- 6. Replace granaries immediately should they be destroyed. Granaries
- should be replaced before any other structure.
- 7. When creating specialists, look at your granary supply. If it's
- full, take an agricultural square out of production. If you're
- short on food, remove a mineral or other resource square from the
- work force.
- 8. When laying extended siege, pillage or occupy enemy agricultural
- squares, cutting off the city's food supply.
- 9. Take advantage of seafood: Those fish symbols in oceans and lakes
- contribute mightily to cities located near them.
- 10. Irrigate oases when you have the chance.
- 11. If your granary is well stocked with foood, onsider onvrting one or
- more agriultural squares into forests. Just keep an eye on food
- levels after you do so.
-
-
- WONDERS OF THE WORLD
-
- 1. The most valuable Wonder of the World of the ancient world is the
- Great Library, especially if playing against a large number of enemy
- civilizations. You can't beat the boost in knowledge you get when
- two of those other civilizations make the same advance.
- 2. The most valuable Wonder of the World of the Middle Ages is Johann
- Sebastian Bah's Cathedral, especially if you're ruling a republic.
- You can't beat it for generating quite a few "We Love The King"
- days, with their concomitant increase in population.
- 3. The most valuable Wonder of the World of the modern world is the
- Apollo Program, if you're playing a space race game: Only with
- Apollo can you begin building your starship.
- 4. If playing a game of world conquest, the most valuable latter-day
- Wonder may well be, ironically enough, the United Nations. Because
- this Wonder forces enemy civilizations to capitulate to you, you
- can marshal your fores almost at
- leisure, gatthering them at critical spots before launching all-out
- attacks.
- 5. Be warned: Violating one treaty when you possess the United Nations
- Wonder seems to violate all of them. When you're ready to make war,
- make war on all fronts at once.
- 6. As soon as you have three cities, put one of them - probably your
- capitol - to work building a Wonder. The other cities can produce
- military and settler units, if need be, that can be transfered to the
- capitol to shore up its defenses or further develop the terrain around
- the city.
- 7. Use diplomats to seek out Wonder production in the cities of other
- civilizations. Then either sabotage that production or target those
- cities for capture, and the addition of their Wonders to your empire.
- 8. If pursuing a peaceful strategy - trying to win through diplomacy,
- financial strength, and expansion to the stars, focus your attention
- on those Wonders of the World that force your enemies to sue for
- peace: The Great Wall and the United Nations.
- 9. If playing a "peacful" game, build as many Wonders of the World as
- possible, concentrating on those that boost your citizens' happiness.
- Your score will benefit greatly.
- 10. When playing a peaceful game and concentrating on building Wonders,
- don't forget that they must be defended. Put plenty of strong units
- in and around cities holding Wonders of the World.
- 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 teh 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 teh 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.
-
-
- The Courts of Chaos - 501-336-9661 - Sysop Baser Evil
-
- Regards to the Worthy - Rygar, Scooter, Munchie, Razor Blade, 2-Tuff, Flex
-
- END.
-