Civilisation - A Few Pointers by James Judge As it seems that BMK has crawled back from the rock that he came and died (now, stop cheering!), he has left his Civilisation 'guide' up in the air. How can we complete the game now that his guiding hand has been removed? Well, here are a few hintettes that you may find useful. Just remember that there are no set rules to a game of Civilisation. You don't do such and such when someone attacks EVERY single time. Instead you just follow your instincts. So, instead of trying to keep hold of all of your cities you may like to lose a really small one to the barbarians so that they can harass your neighbours. There are also a few things which BMK said that I completely disagree with (and so do a few other players who I've chatted with). To begin with, Earth is a relatively simple place to start. You know where everything and everyone will (or should) be, and you know that heading off to the Sahara desert to set up a few productive cities isn't going to be easy. Also due to the large land segments you can move troops around VERY easily (especially when there is a good road/rail network setup) and you can split the continents up easily too. To separate Africa from Asia you need just a fortress backed up by a phalanx unit or two. Europe can be sectioned off by two or three phalanx units and the same goes for dividing North and South America. Australasia is pretty scattered anyway, so there is no need to fiddle around there. Starting on Earth with a relatively low difficult level can teach you the fundamentals of the game and lets you build up effective networks to cover large land masses. Also it saves fiddling around with ships 'till later on in the scenario when you can afford to lose one or two units through stupidity, or lose some time through figuring out the best routes to get from A to B. And, finally, you can choose whether you want a good starting place (ie Europe or North America) or a poor one (Africa or South America) by choosing the relevant civilisations. If, say, you start as Romans you have sites for four great cities within easy reach and, if the French are also playing, you get a city for free (by moving your settlers into their undefended city). As BMK said, you need a pretty good capital city. If it isn't one of your largest cities doesn't really matter - I normally find that my capitals top out at about 10 while three to six other cities rocket on to the heady heights of 14 or 15. There's no real point in moving your capital around, well, I haven't found any benefits (apart from reducing corruption marginally as the level of corruption is worked out from the city's distance from the capital). While on the subject of cities - get as many as possible. Three or four by 1AD (as BMK suggested) isn't practical, especially on the higher levels. If you have been given a particularly weak starting position you will be unable to beat the opponents by taking their cities over. Instead you will have to be prepared to have loads and loads of units destroyed in protecting your precious cities. If you can cram lots of cities into a small area you will be able to create a good road network, place three or four chariots (and the same number of catapults) onto them to give a really strong coverage of your cities until gunpowder is invented. Also having a few 'blocking' troops (such as three or four phalanx) wandering around isn't a bad idea as it allows you to slow down the approach of a marauding army. Normally when I'm playing on Earth I create four cities as early as possible, defend them with one or two Militia and then get them to produce a settler each. Then, as I cultivate the land around the four cities (and when I mean cultivate I mean cultivate - somehow change EVERY sector around your city by irrigating or mining and add roads to EVERY SINGLE square to allow quick access. It may be time consuming, but it really does come in useful later on in the game when the city can make use of one extra square due to its size and it has had it cultivated beforehand) I build up the cities - starting with granaries, then a phalanx, then barracks and so on. This way you'll get four cities that are about the same level able to throw out a wide variety of units. By the end of the game I end up with about thirty five cities on Earth. This may seem a rather large empire, but it all comes down to my methodology. I never bother with Democracy as I find the senate too impeding when it comes to treaties. Also, being unable to move units around (without making someone unhappy) is severely disabling. Instead I just keep to the Despot regime until three or four moves from the end. Then I disband all my units, go to Democracy, make loads of people entertainers (oh, and I remove all taxes) and (if everything goes to plan) I will have a 'We Love The Emperor day in 99% of all my cities. This helps to boost up your score. (One time I was able to get over 70% on the hardest level using this method and I finished the game in the mid 12th century AD!). As I never flip to being a Democratic leader, cash reserves aren't plentiful, but by having, say, 15 REALLY strong cities with all the improvements going and then a further 15 cities that are just money makers (ie only a granary and temple, but a relatively large population that gets loads of taxes for little old me (and the city is able to throw out the odd attacking unit when needed too)) I find that my cash deposits very rarely dip below the 5000 mark after the 13th century AD. Now onto attacking cities. First off never (unless you are in a strong position with only weak opponents remaining) send one unit into a fight against a city - always send two or three. What I find best is a really strong attacking piece (such as the cannon) teamed with a knight and a phalanx. What this does is enable you to use the knight as an outrider cum quick attack force to take out anything that may threaten your cannon. The phalanx can also be used as a blocking piece for moving through enemy territory. Finally, when you get to the city you wish to attack put the cannon, knight and phalanx beside the city and then wait for the next turn. Have the cannon attack the city and then (if there is only, say, a phalanx defending the city) let the knight have a go (but only once, his attacking strength is greatly reduced with his next possible strike). Keep on doing this until there are no defenders left. Then let the phalanx walk in, take over the city and provide instant defence. Then move onto the next city with just the knight and cannon. Employ the same attacking trick, but then let the knight enter the city and provide defence. Finally, let the cannon move on to a third city. If you have sent two teams of these invaders (or maybe even three for a large-scale take over) the cannon will be of little use as the next team will be ploughing through another two cities. If not, you can take a chance that it won't be attacked and let it continue with attacking the third city. It should easily take it over (as the cannon is a damn fine piece of kit) and then be able to provide a rudimentary defensive force until you are able to build a proper force. You should be pretty successful using this tactic, but don't be scared of, say, piling two or three shipfuls of chariots into a continent that you wish to take over and using the greater numbers (hopefully) to your best advantage. Another no-no when attacking is putting two or more pieces into the same square. If you do have to do this try and make sure that a defensive piece is placed onto the square last, otherwise the whole lot only have the defensive capabilities of the top piece. This means you could have ten knights being defended by a catapult which isn't a very good move. This way you could lose eleven pieces in one foul swoop. Luckily the enemy really does like doing this, so wait for them to start doubling the pieces and then attack - it makes your job easier, after all. BMK also said that it is a good idea to cultivate your enemies territory before you attack, so you can 'fatten them up'. That's a load of old tosh. As you are unable to enter friendly territory without breaking a treaty, you are increasing the distance you are from the city you wish to attack before you can actually attack. This isn't a good idea as the enemy will be alerted to your presence all that quicker. Anyway, it takes just as long cultivating and then attacking as it does to attack and THEN cultivate. Other than that there is little which I can impart. Just remember to have a rough idea of what you want to do when you launch an attack, but don't worry if it all goes wrong. Basically, don't hang your entire future on one out and out attack just in case it goes seriously wrong. Also don't bother at all with inciting a revolt (apart from in the capital cities), subverting troops - especially inferior ones, or investigating cities with diplomats. They are a good mapper, though, if you want to find out the extent of an opponent's empire and an embassy in all of the enemy civilisations is a must. Remember to trade as often as possible. Trading from large cities to large cities is a really good idea, as it generates more revenue than trading from small to large or small to small. Also when you are trying to finish the game peacefully try and get rid of all the large empires and leave one or two really small ones that will provide minimal opposition. That way you'll get more of a peace bonus. And finally, if there is no way you can save a city from an imminent attack SELL ALL ITS IMPROVEMENTS!!!! That way you'll still lose some money, but not as much... For a guide as to the order in which you should invent technologies (for a more efficient R+D team) see my other hint file that'll be somewhere in the hallowed pages of SynTax. - o -