Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Apolyton University > AU 504 Glory of Culture Pre-game Strategy Thoughts
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
CivGroups
Apolyton University (75): Not a Member - Join

bottom of page
  
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:23
  Old Post 17-09-2004 21:06
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
AU 504 Glory of Culture Pre-game Strategy Thoughts Support Apolyton, buy Civilization: The Boardgame

If you post in this thread after you start playing, please be very careful not to include any potential spoiler information based on what you've learned during the game.

I'm starting this thread as a place where players can discuss thoughts regarding possible approaches to the game and tricks that can be used. Players who want to rely solely on their own thoughts will probably want to avoid reading this thread, but it seems like a thread like this could be useful for players who don't have much experience pursuing cultural victories and don't have a clear picture of how to try to win one as quickly as possible (and perhaps not even of how to win one at all).

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:23
  Old Post 17-09-2004 21:50
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Help yourself to an AD-FREE life

Well, personally I'm not discounting an immediate temple build (if Religious), unless we're the Arabs (then it's a granary). But generally, I think an early rush (sword or archer, probably) followed by immediate consolidation with culture buildings, then a follow up knight expansion with hopefully an MGL for a quick FP and a new generation of culture structures.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:23
  Old Post 17-09-2004 21:52
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Suffering from ads?

Does anyone remember if we have a spreadsheet of something that delineates the amount of culture produced by each building and Wonder?

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:23
  Old Post 17-09-2004 21:53
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton

I don't know if we do, but I think I could recite most of them off by heart (Well, maybe not all the Wonders.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:23
  Old Post 17-09-2004 22:01
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Tired of ads?

I'll start off by saying that I have no experience deliberately pursuing 100K cultural victories and almost none winning them (since I normally win the space race before I get all that close to 100K culture). So my thoughts here are partly a matter of guesswork and inference from my understanding of how the game works in general, and partly from things I've read from others. Keep in mind that much of this is at the level of untested hypothesis. But maybe it will be useful and/or provide some basis for further discussion.


Empire Size

Contrary to how it might seem at first glance, the 100K cultural victory condition is not well suited to pure conventional builder strategies. With equal cultural improvements per city, it is necessary to have twice as many cities as an AI in order to double the AI's culture. (Remember that the 100K culture victory condition requires having double the culture of the closest rival.) Worse, the later cities get started on their cultural improvements, the more it is necessary to build additional culture to make up for lost time. Thus, a 100K cultural victory almost invariably involves some conquest to gain additional territory.

Dense city builds

One way to get more cities to build culture in is to build more densely. More, smaller cities can pack more cultural improvements into the same land area compared with fewer, larger ons.

A civilization's core is the first place where it can benefit from more, smaller cities because a civilization can fill in gaps with more densely packed cities without waiting to conquer additional territory. The down side to that approach is that with more, smaller cities, corruption due to number of cities gets to be a problem more quickly. So a civilization following that route would get a clear initial advantage, but higher corruption might negate that advantage in the longer term. Even so, it is certainly best not to plan room for core cities to grow past size 12 because such growth does not become possible until relatively late in the game - by which point a larger number of size 12 cities would have generated not only extra culture but also extra wealth, science, and perhaps military units.

In outlying areas that are essentially completely corrupt, the choice is a lot simpler. More cities means more places to build culture, so a true ICS-style layout with cities crammed together as closely as the game allows could provide a major advantage. On the other hand, players may feel like that's too much of an exploit. (Personally, I'm planning to use that trick heavily in this game.)

Governments

In pursuing a cultural victory, Feudalism may be a lot more interesting than it is normally. Pop rushing provides a way to get extra production for cultural improvements in areas with little coventional production without having to divert cash away from research. And with densely packed small towns in outlying areas, free unit support would be the next best thing to infinite - and some of the units can be used as military police in larger cities.

In addition, in the Apolyton University Mod, we reduced corruption for Feudalism from Problematic (same as Monarchy) to Minimal (same as Democracy). So for those playing with the AU Mod, Feudalism has lower corruption, and thus higher conventional production, than any other government of its era.

The down sides are that Feudalism produces less gross income than Republic and, unlike Monarchy, it suffers war weariness. (Worse, without Republic's commerce bonus, fighting war weariness with the luxury slider would be a lot harder.) Also, it comes later in the tech tree, although that may be offset a little by the fact that it does not require researching an extra, optional tech. And Feudalism can't use cash to rush build.

Under the standard rules, Republic would look a lot more attractive than under the AU Mod rules. Under the standard rules, its free unit support is decent if a singnificant number of cities are size 7 or larger. And with Feudalism having Problematic corruption under the standard rules, Republic has the lowest corruption and hence the highest conventional production of any early form of government.

Assuming there is still plenty of time to go when the industrial era comes around, Communsim may be worth considering. Its communal corruption model can provide outlying cities with just as good a production potential as core ones, which could be useful for catching them up in culture. But because both production and culture are lost during the time of anarchy, the change has disadvantages as well as advantages. Also, because communal corruption gets worse with larger numbers of cities, I don't know how Communism in the later stages off the game would fit together with a strategy of ICS-style city builds in outlying areas earlier in the game.

Culture vs. Military

Another interesting quesiton in pursuing cultural victory, and one I know little about, is how to balance building cultural improvements in cities you already have against building military units to gain more territory early in the game. If any cultural gurus would like to speak up on that issue, I imagine there are people who would be interested to hear your thoughts. (I'm one of them.)

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:23
  Old Post 17-09-2004 22:48
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Enter the AD-FREE zone

quote:
Originally posted by nbarclay
With equal cultural improvements per city, it is necessary to have twice as many cities as an AI in order to double the AI's culture.


I respectfully disagree. From my experience, the fact that an improvement's culture per turn doubles after 1000 years militates in favour of a 'build these temples and libraries ASAP'-approach that normally does without early conquest (save for crucial resources). And don't forget that '1000 years' means rather few turns in the early game. I've done quite some 100k-victories, and I reckon that owning +50% cities compared to the biggest AI (and about 25-30% of the entire landmass) will normally suffice for victory. In my typical games (on Monarch/Emperor), around 1750 AD the culture per turn of a bunch of universities (built around 750 AD) doubles, and I win about 1800-1850 AD.

OTOH, I fully agree that a 'fast' 100k-victory should be easier with dense city builds and doing largely without size 13+ cities, which runs counter to my playstyle.

EDIT: spelling

Last edited by lockstep on 18-09-2004 at 00:03

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 18-09-2004 00:45
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Remove this text

There is no doubt that ancient temples will be great investments in this course.

higher difficulty levels are going to be a real test -- the ai will build all the cultural buildings and have the early wonders

i agree with nathan that the easy way is to get real big. this is probably a warmonger course. builders who do well deserve extra high grades

i don't disagree about alternative government considerations. but simply building units in the core for disbanding in corrupt cities is also an oldie and a goodie.

diplomacy to keep the ai at war runs the risk of creating a large ai civ -- with lots of culture

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:23
  Old Post 18-09-2004 02:15
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton buy from Amazon

Hmmm... Nathan's thoughts got me wondering...

DESPOTIC cultural victory?

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:23
  Old Post 18-09-2004 04:28 Visit Modo44's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by Theseus
Hmmm... Nathan's thoughts got me wondering...

DESPOTIC cultural victory?


Seems possible, but probably not very fast. You see, pop-rushing cathedrals and universities is a bit problematic . And i think rushing some of those will be needed to get a fast victory.


General thoughts on the matter.

I see two main choices players will have to make in this game. First is, when to stop early conquest, or whether to do it at all. Second is, when (in terms of technology or empire development) to continue conquest in order to speed up ones culture.

Early temples we need. Otherwise catching up on culture will hurt. Libraries too, and some ancient wonders if the RNG gods help. This one is pretty obvious. The added culture gets enormous with time. Also early culture helps prevent any flips during conquest.

Early conquest we need. The question is, do we end it fast, acquiring only so much land to have the biggest empire on the continent (or stop a potential KAI, like in my last game), or do we try taking the whole continent ASAP? The first choice gives many buildings with doubled culture and usually provides a very solid base for further conquest (Why further conquest? Because we need the speed for our culture. ). The second way could make the player lag in science and possibly in culture (!) initially. But it gives a huge empire almost without need of military (you know - the AI sea invasion skills...). And that can catch up on everything very fast. It remains to be seen, if it's fast enough concerning culture.

Timing the Golden Age for fast Cathedrals and/or Universities could be important. Or, if playing Babylon, timing it for libraries/markets/ancient wonders.


Personally, I prefer to make the early conquest short, then build hard for a looong time. Since I'm playing on Monarch and Emperor levels, there comes a point when core cities have literally nothing to build but units and Wealth. I don't build Wealth very often, you know.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:23
  Old Post 18-09-2004 08:16
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Modo44
Early temples we need. Otherwise catching up on culture will hurt. Libraries too, and some ancient wonders if the RNG gods help.


Which makes me think... should we turn off SGL's? I realize that we generally go for as much of a 'regular' game s possible, but I mean, really, what does getting the Pyramids in 3000BC teach you about achieving a culture victory?

Lord Nuclear is offline Lord Nuclear
Duke of Civ3 Hall of Fame

Donate to the Red Cross
and the Apolyton University
Jun 2002
time: 21:23
  Old Post 18-09-2004 09:57
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Increase Your PM Length

But SGL's are part of the game. It teaches you the advantage of researching your own techs, rather than just buying them. I would be against turning SGL's off.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:23
  Old Post 18-09-2004 10:10
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Looking at the tech tree in the early Middle Ages provides some interesting choice, which probably extends the debate between builder vs military for a culture win.

A builder player going for culture may quite possibly want to beeline for Monotheism --> Theology --> Education and only then go back for Feudalism, Engineering, Invention and Gunpowder to get to muskets for empire defence. Depending on the AI tech situation, I would suggest you may probably go at least one further --> Astronomy for Copernicus.

At this stage you will be temptingly close to Economics (Smith's) and even Navigation (Magellan's) if you are so inclined. I would also suggest that a diversion to Music Theory for JS Bach will be more popular in this game than usual.

Taking this path of course would forgo the very popular Leo's pre-build.....though of course if things work out you may be able to trade Invention with an AI.

Nathan's points on Feudalism as a useful government for this game are quite interesting.....but fly in the face of the "Culture tech path" I have outlined above, requiring a diversion to Feudalism first.....which may not be a bad thing as it gives you Pikes for defence and MI for conquest of AI cities.

Of course, the trickiest thing in this game to manage will be ensuring you are able to build enough units in between all your cultural goodies. Production is key for this --> lots and lots and lots of workers! And even more so (on the workers) if you choose Feudalism and intentionally restrict many cities to size 6 (also saving on Aqueducts, which take quite some time to build and often hold up a town's progress substantially).

I will also be building Coliseums no doubt - can't remember the last time I built one of those

Banks will probably be last on my list of improvements.....but then, since I am usually a mega-researcher, I hardly ever build Banks anyway since they have no impact at 100% science.....at least, not until late in the Industrial age when I want Stock Exchanges and Wall Street.....and even then, usually only 5.

The order of building improvements will depend somewhat on the civ choice. If India, Temples and Coliseums and Cathedrals, if Korea, Libraries and Universities (with the Col and Cath as pre-builds). I believe the Korean cvombination gives you the most benefit, as I value a research boost more than happiness.

I can see substantial differences in the way this game will be played by those using the AU Mod and those using stock rules. Nathan has also touched on this - under stock rules Republic is almost a no-brainer early on.....while under the AU Mod and given this game's parameters, Feudalism may just be the way to go, particularly with its low corruption. With lots of workers and a reasonable military, Republic may be prohibitively expensive and support costs may well eclipse the commerce bonus.

All this talk on Wonder building of course comes with a serious caveat.....when I play Emperor I can rarely start getting wonders until the mid-middle ages, so a concerted effort will be required and shrewd tech negotiations in the ancient age.


Anyway, those are just my unstructured ramblings for now.....don't have a lot of time at the moment, but I wanted to contribute

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:23
  Old Post 18-09-2004 10:32
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Browse Apolyton AD-FREE

By the way, does the culture value of wonders double every 1000 years too? I forget!

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:23
  Old Post 18-09-2004 10:59
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Remove this text

Yup.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:23
  Old Post 18-09-2004 11:01
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Full PM-box? Change here!

Thank you, quiz master. I knew you'd respond to that

Jawa Jocky is offline Jawa Jocky
Prince
Seattle, WA
Dec 2001
time: 21:23
  Old Post 18-09-2004 11:16
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I will consult my cultural advisor on every turn

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:23
  Old Post 18-09-2004 13:09
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Lose 30 kilos (of popups)

AFAIK, culture per turn only doubles once, not every 1000 years.

If you lose a city with a wonder and recapture it, the bonus culture pt should be gone (maybe the 1000-years-count starts again).

Does anybody know if the culture of 'free' improvements (e.g. temples that come with the Temple of Artemis) ever doubles?

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 18-09-2004 16:28
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Suffering from ads?

quote:
[SIZE=1]
Does anybody know if the culture of 'free' improvements (e.g. temples that come with the Temple of Artemis) ever doubles?


I think you will find that the temples disappear entirely when the wonder's time limit is up. Probably not the way to go

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
time: 00:23
  Old Post 18-09-2004 16:31
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Increase Your PM Length

quote:
Originally posted by lockstep
AFAIK, culture per turn only doubles once, not every 1000 years.


True.

quote:
If you lose a city with a wonder and recapture it, the bonus culture pt should be gone (maybe the 1000-years-count starts again).


No, it shouldn't.

quote:
Does anybody know if the culture of 'free' improvements (e.g. temples that come with the Temple of Artemis) ever doubles?


No, they don't.

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 18-09-2004 18:15
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Difficulty Level

I was considering what level to play and looked at my last demi game for guidance.

1. Played the maya and drew good land with well-placed water on a harsh map.

2. Had ivory nearby and was able to build both SoZ and the KT wonders. So, we got by with very little unit building until cavs, just a few horsemen for an early and substantial land grab.

This was the best (easiest) start i've ever had on demi. And a lot of it was played builder style due to good early military results.

The point is that i had to be careful not to lose the game to a cultural victory by Persia on the other continent.

If I had selected cultural win, it would have been done by nearly eliminatiing all other civs, without replacing their cities, and then waiting until my cultural hit twice Persia's. Not a very laudable cultural win.

Conclusion: Demi is too hard for me to win culturally in a "natural" way. Emperor will likely be challenge enough.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:23
  Old Post 18-09-2004 19:00
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Doubling only occurs once...I thought that's what Aqualung meant.

I never knew that free Culture improvements do not double.

quote:
Originally posted by jshelr
I think you will find that the temples disappear entirely when the wonder's time limit is up. Probably not the way to go.


IIRC the Temples go away, but the Culture does not. So the Temple of Artemis actually produces 4 Culture per turn, plus 2 Culture per turn for every city in your empire (until Education). If we end up playing Korea, it could be quite valuable. Then again, it costs a bundle...

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 18-09-2004 19:44
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Enter the AD-FREE zone

quote:
Originally posted by Dominae
Doubling only occurs once...I thought that's what Aqualung meant.

I never knew that free Culture improvements do not double.



IIRC the Temples go away, but the Culture does not. So the Temple of Artemis actually produces 4 Culture per turn, plus 2 Culture per turn for every city in your empire (until Education). If we end up playing Korea, it could be quite valuable. Then again, it costs a bundle...


Now that is really wierd. I will take this advice, Dom, but if it's not right, we know where you live.......

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:23
  Old Post 18-09-2004 20:29
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton buy from Amazon

I think it is correct. The score is acummultive and is not recalculated each turn. That is a number is added for the turn to a running total.

If you lose a temple you built for some reason, the culture it generated is still in your total score, you just do not get any futher culture from the lost temple.

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 18-09-2004 21:16
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Browse Apolyton AD-FREE

ok, i see what he means. i never thought it was given back. but it does stop.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:23
  Old Post 18-09-2004 21:24
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Put an end to popups!

Which I guess is why when you capture a culture-rich AI city, their culture total score doesn't go down, it just doesn't increase as much next turn.

sabrewolf is offline sabrewolf

Emperor
turicum, helvetistan
Jun 2002
time: 06:23
  Old Post 18-09-2004 22:17 Visit sabrewolf<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton buy from Amazon

exactly. and when you take every AI city except that single tundra one, the culture chart (F8) still stays high and only sinks slowly... (until you kill the oponent )

lockstep is offline lockstep
King
Vienna, Austria
Aug 2001
time: 06:23
  Old Post 18-09-2004 22:22
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by Aqualung71
when you capture a culture-rich AI city, their culture total score doesn't go down, it just doesn't increase as much next turn.


Furthermore (and this is what I was trying to say before), if the AI manages to recapture the city, not only will all cultural improvements be gone (naturally), but any wonders (built by this AI) whose culture per turn had already doubled before will now produce only their initial amount of culture per turn. (And yes, I'm quite aware that capturing an AI wonder city that your're not likely to hold is one of the most obvious reasons for city razing.)

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 18-09-2004 22:25
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Another Day at the Beach

nice time for the au game to arrive

Attachment: untitled.jpg
This has been downloaded 59 time(s).

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:23
  Old Post 19-09-2004 02:24
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Russ, I thought you were in TO...

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:23
  Old Post 19-09-2004 02:31
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Actually, we're hanging out in Menemsha, Mass until Oct. Then it's back to P'burgh.

No more Toronto, sad to say. I like Canada a lot more than Canadians do.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:23.
Apolyton Time is 00:23.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0817 seconds (95.17% PHP - 4.83% MySQL) with 36 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net