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- Welcome to the CIV FAQ.
-
- Before we get into the nitty-gritty of the game, we would like to thank
- personally a few people who without their help, this FAQ would not be
- possible. In No particular order:-
-
- Garth Sweet, Roger Kemp, Bryce Harrington, Earnest To,
- Ralph Betza (FM), skipmeister (laus@midway) and Ronald Bense.
- James Ollinger, Mark Lilback, David Gosselin, Devin Ben-Hur
- and Albion.
-
- A special thanks is due to Maurice Schekkerman for sending us a large
- collection of posts that he had collected before we started searching. If
- we have left anybody out, we are terribly sorry, but we really appreciate
- all the stuff that has been given.
-
- This is NOT the definative version, but more of a preview of what we would
- like the FAQ to be. We do not take credit for the information contained
- here, as all we have done is collect it together into one document. If you
- have any questions, comments, criticisms, or tips please post them to us at
- stanworthdjh@bham.ac.uk [Dave] or aev@dcs.kcl.ac.uk [Alex]
-
- What is civilization. I consider it more than a game, it is more a way of
- life. Just ask anyone who has played it. The aim of the game is to take a
- tribe, settle them and try and create a civilization from them. Along the
- way you develop new sciences, meet other tribes (some warlike, some not),
- visit new continents all for the aim of trying to get into space, and/or be
- the dominant civilization.
-
- A lot of the information in the FAQ is design to give not only the new
- player an insight into the game, showing the various strategies and tricks,
- but to also provide the experienced player with information on how to make
- his civilization stronger with the aim of getting a higher score. In
- compiling the FAQ, we have both found numerous new things that have enabled
- us to really enjoy the game further and tell us EXACTLY what a certain city
- improvement or wonder does.
-
- We will Now proceed....
-
- A GENERAL
-
- 1) How can I tell which version I have ?
- 2) Which is the best version of CIV ?
- 3) What is the advisory bug ?
- B CITIES
-
- 1) How do I make a city?
- 2) How do I make my city grow?
- 3) More cities or less ?
- 4) Is there a limit to the size of my city?
- 5) How do you keep a city from getting unhappy ?
- 6) How do I make an Elvis (Taxman or Scientist) ?
- 7) How much money does a taxman collect ?
- 8) How many lightbulbs does a scientist create ?
- 9) What is the difference between subvert a city and revolt ?
- 10) How does the computer cheat ?
- 11) How do you calculate pollution ?
- 12) What is the highest population for a single city ?
-
- C DIFFERENT GAME STRATEGIES
-
- 1) In general
- Which is the best Govt type
- Despotic Conquest
- Democratic Ostrich
- Flexible Evolution
- Republic
- Pyramid
- High Tech
- Rich
- Balanced
- Peaceful
- High Tech Conquest
- Hide in a Corner
- Archipelago
- Diploblitz
- Trading Cities
- Take No Prisoners
- The Helping Hand
- The Rock
- Replay
-
- 2) Colossal City Strategy
- 3) What is the best way to take an enemy city
- 4) What are the best wonders to build
- 5) Final score
- 6) Lightbulb formula
- 7) Misc. tricks and tips
-
- D CHEATS
-
- 1) Shift 1-8 cheat
- 2) Movement cheat
- 3) Settler cheat
- 4) Ship movement cheat
- 5) Convoy cheat
- 6) Unloading ships cheat
- 7) Save game cheat
- 8) Settler movement cheat
-
- E THE FUTURE
-
- 1) Will there be a CIV II?
- 2) What would people want in it?
-
-
- ***************************************************************************
- G E N E R A L
- ***************************************************************************
-
- 1) How can I tell which version I have ?
- ----------------------------------------
- When you run CIV it asks various setup questions. The version number is on
- these screens. The number is 474 plus an increment, so version 5 is shown
- as 474.05. If you have an older version, you can get the latest version by
- anonymous FTP from some of the big game sources such as wuarchive.wustl.edu.
-
- 2) Which is the best version of CIV ?
- -------------------------------------
- There has been much debate on Usenet about the various pros and cons of the
- different versions. The only two versions worth considering are 474.01 and
- 475.05 (versions 1 & 5). The easiest of the two is version 1. If you are
- playing with version 5, and not having much luck, try to get hold of
- version 1. This is also the version that allows the "shift 1-9 cheat", that
- can be a good way of learning the ins and outs of the game. Originialy it
- was the Beta copy for the playtesters and they didn't remove the cheat.
- However, if you like a challenge, then ver. 5 is really the only one to
- play. A further impetus to buy the game is that version 5 contains far less
- bugs. If you do get the latest version, the chances that the game will not
- crash are far greater. :) . The big problem is the Instant Advice. This is
- known as "advisory bug". Fixed in one of the latest versions of CIV. Can be
- temporary avoided by turning advisory off. Get the latest update of CIV. On
- almost all msdos anonymous servers.
-
- ---
- Version 1 : Came with the game.
-
- Version 2 : Attempted to fix the Advisor bug. Fixed the tundra bug.
- Fixed the Civ score bug. Removed %^ cheat.
-
- Version 3 : Attempted again to remove the Advisor bug. Added some
- new pics and Very Happy people. Removed disbanding
- a city by buying a settler at 1 population.
-
- Version 4 : No bug fixes, just made the game harder for veterin
- players.
-
- Version 5 : Finaly fixed the Advisor bug (They think). Version 5 does
- not include version 4, but does include all other fixes
- in other versions.
- ---[Albion]
-
- If the above is correct then those people moaning about Ver.5 being too
- hard are getting confused with Ver.4
-
- If you need further Advice or information about the game, there is a book
- called 'Rome on 640k a day'.
-
- ===========================================================================
- Wilson, Johnny L.
- Sid Meier's Civilization, or Rome on 640K a day
- / by Johnny Wilson and Alan Emrich.
- p. cm.
- Includes index.
- ISBN 1-55958-191-3:$18.95
- 1. Computer games. I. Emrich, Alan. II. Title
- GV1469.15.W55 1992
- 793.93'2-dc20
-
- 91-42148
- CIP
-
- Quantity discounts are available from the publisher, Prima Publishing,
- P.O.Box 1260 CIV, Rocklin, CA 95677; telephone (916)786-0449, On your
- letterhead include information concerning the intended use of the books and
- the number of books you wish to purchase.
-
- U.S. Bookstores and Libraries: Please submit all orders to St. Martin's
- Press, 175 Fifth Ave. New York, NY 10010; telephone (212)674-5151.
-
- ===========================================================================
-
- 3) What is the advisory bug ?
- -----------------------------
- I have never met this bug, but it is know by Microprose, and has been
- reported by a number of sources. Supposedly fixed by version 5.
-
- -----
- Scrambled oceans? Extra "land" at the north pole? Screen goes crazy if you
- try to move a unit there?
-
- I have this *every* time I look at the "Civilization Score" So I don't do
- that any more. The problem, once it occurs, corrupts the save files as
- well, so there's no recovery. If you *must* see your "Score" then do a save
- _first_ and restart _after_
-
- You can see the corruption in the small map - some of the "people" from the
- score screen get left drawn on the map, and apparrently they distort the
- .map file as well. Often, there's lots of new grassland around the north
- pole, and even some "mystery" houses. You can, in fact, go get the $50
- prizes, if you care to go to the trouble. Or maybe my system's more
- forgiving than most.
- -----[Bob O'Bob]
-
- ***************************************************************************
- C I T I E S
- ***************************************************************************
-
-
- 1) How do I make a City?
- ------------------------
- Apart from RTFM, take a settler unit and find a suitable place to build a
- city. It is my opinion that you should always look around your continent
- before building a city, especially at the begining where you are very
- vulnerable. When you have found the site of your city press the 'b' key to
- build the city.
-
- 2) How do I make my city grow?
- -------------------------------
- The only way to make a city grow in terms of population is to feed it. The
- best way to feed a city is to provide squares with as much wheat in them.
- The best way to do this is to irrigate and build roads in the squares and
- then change to a republic/democracy. Your cities will have an explosion in
- population. Remember you can change you government to suit your needs. So
- after you change to the republic/democracy you can change back, although it
- is not really worth it unless you want to have a military campaign.
-
- 3) More cities or less ?
- ------------------------
- I think the general view is MORE, MORE, MORE !!!
- I never play with more than about 30 cities as it gets boring trying to
- look after them all, but some people just love 70+, and one person has
- mentioned having over 250 !?! Here are a few comments from others.
-
- a) Mark Lilback
- More!! My normal strategy is to build as many cities as possible before
- attacking anyone not in my immediate vicinity. When you have 60+ cities,
- it's very hard not to win the game. (I also stay in despotism and build
- cities 1 square apart from each other, just so they are production centers
- for military units when I do go to war. Until then, I just build settlers.)
-
- b) James Ollinger
- More. A lot of cities close together are easier to defend, since you can
- move attack units quickly between them to whichever cities are in trouble.
- Second, more cities mean greater population growth, which tends to be
- critical in CIV. Greater population = more of everything + higher score.
- Spin off as many cities as you can early in the game, and then "perfect"
- them later on.
-
- c) David Gosselin
- More, the more the merrier. With more cities you can get more of
- everything: resource, population,tax,science...Oh yeah, pollution and
- unhappy people too. But the advantages certainly offset the disadvantages.
-
- 4) Is there a limit to the size a city can be created?
- -----------------------------------------------------
- If you look at the window around the city it seems that the maximum size a
- city can attain is only about 15-20. However it is a BIG mistake to assume
- this. So how does one make LARGE (around 40) cities:-
-
- Food production is the primary problem, although if you're in a democracy
- and have "we love..." days, your food production is really unimportant, as
- long as there is enough to make them grow.
-
- Pollution does become a problem as your city grows, and the following
- things have a knwon impact:
-
- Mass Transit (at about size twenty)
- Recycling Center (Needed at about size 30)
- Nuclear Plant (Needed around size 28-30)
-
- It's funny, but a Nuclear plant increases production, yet decreases
- pollution. I've had a city size 30 that had 6 smokestacks (60 tons) of
- pollution being produced and minimal production (about 20-30 shields) I
- built the Nuclear plant, and the pollution vanished. Obviously it is a real
- pain building a nuclear powerplant in each city. An alternative (which will
- affect all your cities on that continent) is to build Hoover's Dam instead.
- It has the same effect as the Nuclear Plant, but it acts on all cities on
- the continent, doesn't have the risk of meltdown (before Fusion) and can be
- built at an earlier stage (req. Electronics) A final method of building big
- cities is to remove the most hostile opposition. Taking the Zulus is
- sometimes a good strategy, since it removes the most militaristic
- civilization from the planet.
-
- What is most important in developing the assets of a city - irrigate, build
- roads, trade, mine, ?? What else can you do to a sqaure other than mine or
- irrigate?
-
- I've found that roads and irrigation are most important. Roads not only
- give you trade, but they make your units move faster, which makes it easier
- to amass firepower between cities for a common defense against invasions. In
- other words, if one city looks like it will be attacked, it is far easier
- to bring out the knights/catapults/cannon/armor/whatever to the city's
- defense if there is a good network of roads. I also give higher priority to
- irrigation. Irrigation means wheat, which means population. Population
- increases trade, coins, and lightbulbs. A city with a lot of mines and no
- population will watch those mines go unused. But a city with a lot of wheat
- production grows fast. Generally, I find it best when a city has maybe one
- or two forest squares, one or two mining areas, and the rest are irrigated.
- And everything has a road/railroad on it.
-
- 5) How do you keep a city from getting unhappy ?
- -------------------------------------------------
- When playing Republic or Democracy it can be very difficult keeping cities
- from revolt. The obvious things to do are to build temples and coliseums,
- but these cost to build and are a steady drain on finances. Another way is
- to create some entertainers, but the loss in trade (from the unused square)
- can make things even worse. Here are a few tips from various sources:
-
- 1)Mark Lilback
- Raise your luxury rate and build wonders. If you go into republic or
- democracy, you should have at least a 20% luxury rate. The increased trade
- values makes up for the loss of raising the luxury rate.
-
- 2) James Ollinger
- It can be tough. Look at how many military units are away from the city
- (shown on a panel on the left side of the screen. All military units that
- are away from the city have little black sad faces on them) and try and
- reduce that number. If your units are garrisoning another city, make those
- change their home city (with the H command) to wherever they're located.
- Units that are in action will have to be dealt with differently. Try and
- get one or two units from each city so that all the cities have one or two
- units out--it spreads the burden around evenly. Also try and buy (bribes)
- as many enemy units as you can. When you buy an enemy unit and you aren't
- close to one of your own cities, that unit will have a "NONE" home city.
- You can field a decent army of units that won't create any unhappiness this
- way... Also make sure to get the WOWs that make people happy--WOMEN'S
- SUFFERAGE and J.S.BACH'S CATHEDRAL are the best.
-
- 3) David Gosselin
- Well, set luxury rate higher, send out as many canavans as possible to
- *large* enemy cities overseas and establish trade routes. If the other
- civilization is also under Republic/Democratic, 3 trade routes can get you
- close to 30 trades (only happened to me once). With more trade routes you
- can also put some luxury back to science. WoW are important too, Bach is a
- must especially on large continents, Woman's Suffrage is even more
- important, especially if you want to fight a war under Republic or
- Democracy. And, primarily use diplomas as your attacking force, buying
- enemy cities really pays off since you will get defending units right away
- and with city improvements.
-
- Finally, remember that when playing Republic, the further your city is
- from the capital, the higher the corruption rate. It can sometimes
- pay to build a courthouse instead of a temple, or even to move your
- palace to a more centralised position.
-
- 6) How do I make an Elvis (Taxman or Scientist) ?
- -------------------------------------------------
- RTFM !!!
-
- To make an Elvis (entertainer) look at the city portion of your city screen
- and click the mouse on one the squares around your city which you are
- currently using/drawing-resources-from. The little wheat/shield symbols
- dissapear from that square and suddenly you have an Elvis in the top left
- hand corner. This probably made a person happy (turned them light blue) or
- got rid of an unhappy person. This is also how you change the squares that
- you are currently using. Turn a square that you are using into an Elvis and
- then click on another empty square to get rid of the Elvis and make use of
- the resources in that formerly-empty square.
-
- To make a tax man or scientist, make an Elvis and then move the mouse up to
- the Elvis symbol and click on him. He then turns into a scientist. Click on
- him again and he turns into a tax collector. Once more and he's an Elvis
- again.
-
- 7) How much money does a taxman collect ?
- -----------------------------------------
- A tax collector collects $2 (3 if city has marketplace; 4 if city has a
- bank)
-
- 8) How many lightbulbs does a scientist create ?
- ------------------------------------------------
- Each scientist you make in a city adds 2 lightbulbs to your total count. If
- the city making them has a library they're worth 3, (4 with university too)
- But if the square you are abandoning by making the specialist had 3 trade
- arrows (ocean) I don't think you come out ahead. [Roger Kemp]
-
- 9) What is the difference between subvert a city and revolt ?
- -------------------------------------------------------------
- If you revolt an enemy city, you loose some of its units, some of its
- improvements and have an unhappy populace. However, if you subvert it you
- keep all the installations and all of the military units, and the city
- tends to stay happy. Also, revolt tends to break any peace treaties where
- as subvert doesn't.
-
- 10) How does the computer cheat ?
- --------------------------------
- The computer is known to cheat in a number of ways.
-
- a) Computer triremes are allowed to move as sails. This means that they
- don't sink when out at sea.
-
- b) Wonders are built randomly, whenever the computer feels like it.
-
- c) Improvements (at Emperor level) for the computer are at 1/3 normal cost.
-
- d) Technologies are achieved at silly rates with only a couple of cities.
-
- e) Cities that are suffering civil disorder do not have production
- penalties.
-
- f) Caravans are *teleported* to remote cities immediately.
-
- g) Computer opponents make contact with any piece, not just diplomats.
-
- There a probably more, but these few show how difficult it can be to beat
- the computer. It is also a good excuse for some to use the various *human*
- cheats without feel guilty.
-
- 11) How do you calculate pollution ?
- -----------------------------------
- The book "Civilization - or Rome on 640K a Day" gives the formula for
- calculating the probability of pollution around a city each turn.
- According to the book:
- Each city has a "tolerance" for 20 Smokestack Points (SP) per turn. The
- SP are a sum of industrial pollution (IP) and population pollution (PP).
- SP=IP+PP
- IP= (# of shields generated by city)
- Divide IP by 2 with Hydro or Nuke plant OR (XOR) divide by 3 w/ Recycling
- Center
- PP = (population of city)*(technology multiplier)
- (tech. mult.) = .25 (w/ Industrialization), .50 (W/ Automobile)
- .75 (w/ Mass Production), 1.0 (w/ Plastics)
-
- The bottom line for all this is Build Hoover's Dam before anyone else does and
- your pollution problems will be manageable. [Roger Kemp]
-
- 12) What is the highest population for a single city ?
- ------------------------------------------------------
- In theory 55, but in practise there are reports of cities between 39 - 44.
- For the 55 monster you would need all squares to be irrigated, railroaded
- oasis. Each of these squares would give off 7 wheat icons!! Not likely
- without cheating, so here are some other comments.
-
- Size 44. To get enough food to support a monster like this, you need to be
- positioned in an area where all of the surrounding squares are either
- Grassland or River. They should all be irrigated and Railroaded. Cities
- like this look nice, but are really quite useless towards the end, since
- there is nothing left for them to build, requiring a switch to build/sell
- SDI defenses. (Does ANYBODY use these?)
-
- Only the first 8 specialists do anything for you; the others look like
- taxmen but produce no money. Therefore, a city of size 29 is no better than
- a city of size 28, except for the final score; and except that you can also
- use such a city to spin off settlers, bring the population back down to 28,
- and use the settlers to build new cities, all the while keeping the city
- "maxxed out".
-
- If you change byte 10 (0x0a) of the save file to a 7, you'll be
- playing at a difficulty level 3 steps harder than Emperor. There is
- a little bug at this level, and computer-owned cities grow
- limitlessly. I [Ralph Betza] once owned a city with a population of 110,
- which I bought from the Chinese. Starvation followed, of course...
-
- ***************************************************************************
- D I F F E R E N T G A M E S T R A T E G I E S
- ***************************************************************************
-
- This next section is being compiled using a *single* post from Ralph Betza.
- Although many people have mentioned one or two strategies Ralph really does
- cover the lot!
-
- [QUOTE]
-
- a) In general
-
- In the middle-early days, say after you have started 4 or 5 good cities, in
- order to keep science at 100% and still have money, build a few cities in
- resource-rich and food-poor places, and have them build and sell barracks.
- Don't waste that oil square down in the tundra, Build a tiny city! This
- kind of city should have a stable population of 1 or 2.
-
- Later on, don't forget to build the SETI Program. Everybody always mentions
- the other important Wonders ( suffrage, Bach, Hoover ) but SETI is just as
- important at the stage of the game where it becomes possible.
-
- b) Which is the best Govt type
-
- This really does depend on your strategy.
- For a detailed look at the different pros and cons, look at the strategy
- section. However, there are two main options. If you are playing a military
- game, with the aim of destroying the competion as soon as possible, then
- stick with despotism. Although resources are generated slower, your armies
- do not take them up as fast. This means that one city can generate huge
- armies without much penalty. Any other strategy really requires Diplomacy.
- This govt helps to increase trade, which in turn increases science and
- money. The only problem is that each military unit away from home causes
- two unhappy people, and if a city revolts twice in succession, you have
- anarchy for about 6 turns. Republic is a useful government if you have a
- compact productive island. If your capital is located somewhere near the
- center of the island or in your best knowledge town the corruption is not
- too much of a problem. Once you develop women's suffrage, being in a
- republic is like having a license to kill. In this government you still get
- the growth and trade advantages that democracy gets. Most importantly you
- can still celebrate We-Love... The knowledge advances don't come quite as
- fast as democracy but you still get armor quick enough that you can go take
- over the rest of the world.
-
- c) Despotic Conquest
-
- Maximum city size is 6 at Emperor level. Build many cities, build no
- improvements except barracks; possible exception: a few libraries near the
- palace. Another exception: Cities of 5 or more that aren't near the front
- line may be better off with a temple instead of 2 phalanxes.
-
- Begin with science 100%; develop bronze, wheel, iron, math, writing,
- navigation, magnetism (optional), then stop and set taxes 100%, science 0%.
- You now have all the tech you'll ever need, so don't waste money on
- research. ( And be sure not to develop gunpowder! )
-
- Build lots of phalanxes, chariots, legions, catapults, ships, settlers, and
- diplomats. Let me clarify that: by "lots of ...", I mean "infinite numbers
- of them". A dozen ships might be enough, but you can never have too many
- chariots.
-
- Use the "goto" command to simplify moving them around. Attack at all times.
- Build no Wonders, build no caravans; never stop building spears and swords,
- and never stop using them. Ignore all treaties and entreaties, but make
- peace whenever possible ( peace might protect your units from attack until
- you break the treaty; and you just might collect some tribute ). Don't
- worry about your losses, just keep attacking; a bloodless turn is a waste
- of time.
-
- When you capture a city, sell all its improvements and starve the city down
- to a manageable size.
-
- When you invade by ship, build cities on the new landmass. If they survive,
- the military units they build will be helpful. If not, so what? You have
- more where they came from!
-
- Best result: beat 12 other civilizations, world conquest 900 B.C.; ( I
- finished the game in one evening! Without staying up late! ) if the last
- reincarnation hadn't been in such an inconvenient place, would have been
- 1200 B.C. Usual result: circa 400 B.C.
-
- You can always play Despotic Conquest, regardless of the world you find
- yourself starting with, and always can win without using any of the mant
- ways to cheat. When you choose any other strategy, you are deliberately
- risking a loss in order to make the game more interesting. Winning the same
- way all the time is boring. If you don't lose sometimes, you are doing
- something wrong.
-
- Note: halvorsen@nbivax.nbi.dk, in message
- <1992Nov27.115044.1089@nbivax.nbi.dk>,
- does it differently, and conquers the world later but with higher scores.
- He likes to go with Monarchy, Hanging gardens, and no barracks. You can
- probably find a different way to do it...
-
- d) Democratic Ostrich
-
- You find yourself alone on a landmass large enough to support 5 or more
- max-sized cities, with decent city sites. Build them, and start making
- roads and irrigation. Try to keep all cities at roughly the same stage of
- development.
-
- Research bronze, democracy; become democratic. Build Bach's Cathedral!!!
- Now you can have one military unit outside each city. Research Steam
- Engine; patrol your shores with ironclads. After railroads, it gets easy.
- You can choose to build a spaceship or to go out with transports plus
- battleships and conquer everybody.
-
- Most important trick: every so often, boost luxuries way up high for a few
- turns, and make your cities grow ( "Presidents' Day Sale" ). You don't need
- granaries because of this, and the occasional famine is easily repaired.
-
- Finances: You will have many city impovements to pay maintenance on. You
- have to take some taxes in cash. Libraries, universities, markets, banks,
- all are important. Stockpile caravans when in doubt.
-
- Once you build Suffrage, things get really easy.
-
- Note: Monarchy is often a useful intermediate stage.
-
- e) Flexible Evolution
-
- You find yourself with neighbors, on a landmass of unknown size. Play as in
- Despotic Conquest, but build your cities farther apart, so you can change
- over to democracy if you want to.
-
- After you get the continent to yourself, consider how many military units
- you have left, the state of your cities, and how far advanced your
- technology is compared to the date. You may be forced to continue with
- Despotic Conquest; or you may be able to change to monarchy and then
- democracy if you prefer. The mechanics of the change are interesting, so I
- choose democracy when there is any doubt -- at the risk of losing, of
- course!
-
- f) Republic
-
- There are several things about Republic that make it an interesting
- alternative to Democracy; and you can develop the Republic much sooner than
- Democracy.
-
- First of all, civil disorder won't make the government fail. All you lose
- is the output from the city that's in disorder. You can use a disorderly
- city to support a small army in the field...
-
- Secondly, military unhappiness is less. You can have one unit out without
- disorder, even before you build Bach, just by making one Elvis. If this
- stabilizes the city's population, just make that city a barracks-factory.
-
- Third, once you build Suffrage, military units cause no unhappiness. You
- can enjoy a high-tech Republican Conquest! You might not get a great score,
- because it's likely to be after 2000 A.D. when you finally conquer the
- world, but it's fun...
-
- Fourth, if your empire is geographically small, so that everything is near
- the palace, you get just as much trade with the Republic as you could with
- Democracy.
-
- g) Pyramid
-
- You just captured the Pyramids! If you're in Monarchy, quickly change to
- Communism. The only thing that changes is that you have less corruption. In
- the long run, communism doesn't give you enough trade to support all the
- city improvements, and you have to change again.
-
- What else are the Pyramids good for? Perhaps you'd like to go democratic,
- but haven't developed it.
-
- In theory, you should be able to take advantage of the Pyramids by changing
- governments often, to suit changing circumstances. I haven't been able to
- make this happen yet.
-
- h) High Tech
-
- In the Republic or in the Democratic Ostrich, keep your treasury small and
- science high. The goal is advances every turn, and see how early you can
- launch the spaceship. You'd like the game to be peaceful...
-
- The problem with this is that I have read that launching the spaceship
- before time runs at one year per turn is risky; if the spaceship lands
- "between turns", it is effectively lost. Therefore, I always wind up
- waiting around until 1750 ( or is it 1850 ?) when the time-scale changes
- the last time.
-
- i) Rich
-
- In any form of government, keep science at a minimum. If Ostrich, use cash
- to help build cathedrals and factories in the resource-poor cities. If
- Conquest, use the cash to subvert enemy cities.
-
- j) Mercenary
-
- While playing Rich, try to buy as many enemy units as possible so you can
- have a whole army owned by NONE.
-
- k) Balanced
-
- Advances every 6 to 8 turns are all you really need. After you build SETI,
- you can get advances every 2 turns with no trouble. Keep your taxes and
- science balanced.
-
- In the Ostrich, the difference between Rich, Balanced, and High-Tech might
- be just a matter of 10 per cent.
-
- l) Peaceful
-
- Try to get through the whole game without fighting a war.
-
- I managed this in only one game, where I cheated, edited the save file from
- 3980 BC, and started out with a huge London that had population 49, all
- improvements, all Wonders, a few extra settlers owned by NONE, two
- battleships from NONE, $4000 cash, and every technology I wanted to have. I
- pumped out diplomats by the score, played Mercenary to the hilt, and kept
- all 6 other civilizations at one tiny city each for the whole game. They
- never even met each other, so *nobody* fought any wars! Except for the
- barbarians, it was a completely bloodless game.
-
- I've tried very hard to have a peaceful game without cheating, and I'll try
- again; but they always sneak-attack me, or make unreasonable demands.
-
- The only way to stop them is to intimidate them, it seems; so things never
- get peaceful until I'm so strong that the computer civs are afraid.
-
- m) High-Tech Conquest
-
- High-tech war involves larger numbers of stronger units than you use in
- Despotic Conquest, and can get quite interesting. Usually, I run these wars
- half-heartedly, but one time I was bombing the Romans with half my cities
- and lackadaisically building a spaceship with a few others, and the
- Babylonians built a small ship and launched it! I had 17 years to take
- Babylon, with no forces near it, and it wasn't even on the coast! I
- succeeded with the last-minute help of a nuke ( build manhattan project,
- next turn buy the nuke in a captured Babylonian city, next turn boom! and
- walk in, just in time), but it was hectic.
-
- Another time, a Babylonian battleship got me really mad, so I changed the
- production of all my cities to nukes, and nuked them repeatedly, an average
- of 5 explosions per turn for 20 or more turns; 6 cycles of global warming!
- I finally managed to destroy all 8 of their cities withou