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filix
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I like to play big map 1v1
At first try to get citys with 3 or 4 of the same goods. For Exampe bievers.
I mention very often that people have the opportunety to built a city with 2 or 3 of the same goods but they dont do it.
Look for elefants, bievers, tabacco or something like that.
Let this citys grow use the 2 or 3 goods as early as possible and built a market in the city or a bank.
Than let 2-4 citys grow to produce caravans. Or more
Built a granery and a aqueduct before (you know with a mill it work better)
When you explore your land look for the goods you need for your monopolys but there are ways to get monopolys work with just 3 citys. Look for triple monopoly of goods on poor land there are often triple aligator or karibu monopolies. Try to find a city with 3 aligators (terraform some swamp to plains if needed) and you will get a 500$+ city wich will help for science.
Everyone knew this lol
If you are on a 20%-60% land game and you have no mountains try to get big coast citys with big nets. 10 ten point citys give alomst 1000 lamps (later markets...).
On river and mountain citys you built markets etc.
On Big coast citys (or grassland) science buildings.
Make sure that the science citys grow.
But later when you terraformed hills at the grasslandcity you built markets of course.
If you have no mountains at the beginning try to get a big civilisation. 41 citys in theo and 70 in commi.
If you have mountains it might be good to built not much more than 40 citys and try to atack early.
After mills or factories produce pw if you dont have troubble.
I want to thank all the brilliant players I learned this from.
Email me for a game
Last edited by filix on 22-10-2004 at 22:23
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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on the granary issue again:
a granary is only required if you plan to let the city grow. which is usually the case when cities + settlers + settlers in production equals your city limit (40 under theocracy).
however, a granary in a city that will produce more settlers is virtually useless. the following will happen:
1.) the city grows from size 1 to size 2, half the food is kept, the next growth would be much sooner.
2.) the city produces a settler before it grows to size 3. the food is reset to some value close to 0. (i assume it is set to 0 first, then the food for that turn is added)
that is about the same effect you would have had without the granary. but you just spent the same production on a granary as a on a would-be settler.
moreover, i dont think a granary needs to be the first thing you produce after reaching 40 cities. a few examples:
- you see a war coming. defending your cities is certainly more relevant than growing them, as an early defense unit costs much less than a granary and a small city under your control is more relevant than a granary-grown city that your enemy conquers.
- your cities, settlers and upcoming settlers equal 40, but you see communism/fascism on the horizon. no war coming, much territory, so it may be best to continue building settlers for that communist/fascist regime in 10-20 turns.
- you discover a double/triple monopoly on a food-producing tile (plains, grassland, ocean) and got caravans available or at least caravans coming soon. you build farm/fisheries to grow the city faster and rather produce/rush buy marketplace/bank as soon as possible to work that monopoly to maximum effect.
i can only repeat my suggestion of specializing cities.
if you have a spot with mountain/ocean/river you should start with granary/aqueduct/mill earlier than reaching your 40 limit.
if you have a city in a spot where there is but one or two forests and a lot of food tiles, you might want to have that city churn out settlers forever.
if you have a triple monopoly, you should make it a trade center ASAP.
if you have a city on a strategically relevant spot that is far off any support lines, you should build units there to keep your foot in the door.
it can be quite tiresome to make those decisions each turn in each game, but i think it is the superior strategy. of course, the best basic strategy remains the rabbit strategy. i just plead for a little variety in your game when it makes sense.
Last edited by Mathemagician on 14-12-2004 at 20:50
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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another issue on slavers:
my experience tells me that you really cant plan much ahead when slavery will be useful and when not. it is best decided on a case-by-case basis. if you know a couple of barbarians are roaming a specific part of your border, a slaver should be sent there soon. if no barbarians show up, slavers are probably not necessary. any strategy where i planned to use slavers in advance has proven ineffective so far.
you cant even rely on that AI neighbour to always send units to enslave, although having 1 or 2 slavers around the border is usually a good idea.
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filix
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I dont remember the last game i have lost.
Anyone have time to play a game with me, pbem or online and talk about strategies later?
I mentioned that some very good players dont use science buildings, just markets banks etc...
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filix
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quote: Originally posted by berXpert
I'll be on vacations from 22/12/04 to 2/1/05 please send turn 0 next year |
send me an email. What kind of setting do you want?
Send me the settings 1 day before we start the game
Last edited by filix on 23-12-2004 at 02:45
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filix
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anyone knows the trick "how to find land"?
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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
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i assume Filix is speaking about "pathtracking":
it requires a ship with an active unit aboard. you activate the ship and drag the cursor over an unknown area of the map with the path of the ship only going over ocean before the unknown part. then, if there is land in the unknown part, the path will be green at that point, since you could land the troops there. if not, it will be yellow. if the path is blocked before by visible land, it will be red.
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filix
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quote: Originally posted by Mathemagician
i assume Filix is speaking about "pathtracking":
it requires a ship with an active unit aboard. you activate the ship and drag the cursor over an unknown area of the map with the path of the ship only going over ocean before the unknown part. then, if there is land in the unknown part, the path will be green at that point, since you could land the troops there. if not, it will be yellow. if the path is blocked before by visible land, it will be red. |
yes i ment that.
I wasnt sure if everybody know it
Last edited by filix on 02-01-2005 at 00:38
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