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Gavrushka
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Darlington,Co. Durham,UK
Apr 2001 time: 05:16
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I think one of the biggest tips is to not waste production.... Strategy depends on the kind of map, and on the kind of land you are playing- A sea game is very different to a lands game.... I think the biggest mistake people make is to Build too much rubbish in a city.... apart from Granaries (always build before city grows to size 2 ALWAYS!!!!!!!!!) Aquaducts mills and later factories- just build military or settlers, In trade centres build Markets and Banks, and in Science cities GROW EM QUICK and then build acadamies Pub house and Uni, - Keep your work day maxed whenever you can, and under theocracy drop rations to 7.5 and up wages to 5 or 6 (depending on happiness) and max workday. Keep units on Stand-down until you know you need to use them (again Prod wasted if not), CHOOSE your science tree carefully, and Never go attacking a city until you know you can take it and hold it.... It's great sending a nine stack, taking an enemy city, then losing it the next turn.... In PBEM the game is played very differently to Internet gaming, wars are usually at end of renaissance with SOLS and Pikes (musketeers and Cannons usually too much prod drain) and the game is usually over by turn 100- 120. Attacks consist of a build up of Sols, some occupied by Pikes, OR muskets and Cannons on Land Map - Some use Cavalry - but they are useless defenders, no better AT ALL than having Phalanx in your city.... The other thing is you can never win a game by defending, !! 
Nimrod, come play on line- you will learn MUCH.... I started playing in April and was slaughtered, now, online at least, no one can beat me easily... I even beat Paulno1 into submission! 
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Gavrushka
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Darlington,Co. Durham,UK
Apr 2001 time: 05:16
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quote: Originally posted by faded glory
Being a 2 year veteran of LAN play, I have to add a few things.
Gav is right.......but only one thing. Dont build universitys or Academys. Anything that improves Science, or Happiness is a no-no. Cause all it does is run up maintence costs!! Which drains money from? You guess it! Your Science Budget 
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Saddam a size 8 city on Grassland / coast will pump out 316 science, when MAXED for science- the cost of maintenance about 40?? 40 gold at 60% for theo means 24 science lost..... for a 316 gain - It works.... 5 cities like that and you turn science off..... Berxpert cries at this point........ ...... leaving your money to rush buy things.....
Another thing - Later in the game if you have a full size sea city pumping 11,000 prod, put it to capitilisation, and with 4 spaces cities with Nanite Factories, you can pump out 4 Space fighters, or two swarm, and still get some change....remember if a city can build a unit in a single turn any prod over that used to build unit is WAISTED (well apart from reducing unit support cost percentage).....MAN THIS GAME IS COMPLICATED!!! 
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Gavrushka
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Darlington,Co. Durham,UK
Apr 2001 time: 05:16
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Nimord, Religion and Theo are the first two to go for..... on land map I always build a warrior, followed by a Settler, (make sure the Settler ain't ready before the city grows to size 2) adjust public works to compensate (public works reduces production speed without reducing speed the city grows at) Build settlers on trade goods if you can, and if there is a second good in the vicinity work that too.... After youur first warriors and settlers are out, it depends on map size and strategy - if you are under little risk of attack (very low risk even in reg map) I build a phalanx and a settler again in all original cities, and a phalanx phalanx settler in new cities, after that I make sure there is one phalanx in each city, build granaries in all cities, and follow tech route according to map type... Land Map I go Bronze, writing geometry, trade and engineering - the order depends on whether I am ready for caravans to build in a city..... Engineering is a good advance for two reasons- firstly it allows Aquaducts, but it also allows you to start producing Colliseums, which have a long production run- so you can store production in them until you can build something more meaningful like a wonder or a mill.... It would be great if Blackice gave some strategy tips on Micromanagement...... He is exceptional at that!
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Nimrod
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cant I be priest?
Oct 2001 time: 05:16
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Colliseums do make good production stores. Yet I also build some eventually. Only in cities that need the happiness and I dont want to take a vaulable worker or specialist. By this time I can usually produce one in about 3 turns.
What about wonders at this point in the game? The best ones to have, in my opinion, are labrynth, stonehenge, and raymaya or hagia sofia.
Slaver/clerics, to use or not to use? Its recommended to use a slaver in a city and/or unit stacks. Slaves can enslave attacker, if barbarians get to close you can attack them with a military unit or two and a slaver to add one more pop to your civ, or maybe just catch a lone settler out on the field. Clerics, in my opinion, are only good to empty your opponents of 1000 gold when they reform a city.
Please, other people post to help with this guide. I am trying to get a well rounded, general strategy to use in the beginning of the game. You can always take more advanced strategies to compensate for land and other factors.
Last edited by Nimrod on 16-12-2001 at 05:40
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Nimrod
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cant I be priest?
Oct 2001 time: 05:16
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Another thing, what should you be doing after aquaducts till you have mills? factories? I feel this is the beginning and the most important part of the game.
Last edited by Nimrod on 16-12-2001 at 05:37
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MOBIUS
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Prifysgol Caerdydd
Dec 1999 time: 15:16
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Well I pretty much agree with Gavrushka's 1st post...
I concentrate on 'specialising' each of my cities - basically if it has crap production it gets turned into a science city! People seem to diss Galileo's Telescope, but to me that's one of the most powerful wonders there is! All you need is to max out your most populous 'science city' and buy it by disbanding your obsolete units in that city and presto 1000+ science guaranteed from one city (I even managed to get it up to 2000+ sci once when myself and the other leading player had a pact to hold off getting Robotics till the very last moment!)...
As for the importance of science, well it's only any good if you can defend it - as Lung has found out to his cost a couple of times...
The important thing when you're advance deficient is to take cities - it doesn't matter which cities or for how long, just as long as you can loot the advances! If you plan it right, you've destroyed that other player's meticulously built advantage that he's probably amassed at the cost of something else...
Other things - obvious though it is, never attack where you're expected to and if you can help it, never attack well defended cities head on until the modern phase... My favourite unit? Cavalry! It has such a huge movement that you can usually attack from a position outside your opponent's LOS (complete surprise!) and get behind his defenses to take out his soft underbelly like a cancer within. Once there - don't bother defending the city, simply move further in taking more weakly defended cities. Each time you take one, if you know you can't hold it - simply sell his biggest production improvements, like a factory or oil refinery etc... Also remember to take out transport networks - Cavalry may not be the best of defenders, but if the opponents muskies and cannon cannot reach them with their pathetic movement, it's academic...
Oh and another thing, always vary your strategies - if I'm playing you, I *may* use these tactics, then again I'll probably do something else completely different...
Lastly City Walls in the most part are for wussies - they're unnecessary and you're not actually going to be foolish enough to be attacked first are you!!? If you're worried about Slavers and Clerics - have some yourself to intercept your opponent's and enslave them!
I this game!
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Gavrushka
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Darlington,Co. Durham,UK
Apr 2001 time: 05:16
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Cavalry are one of the most debated units in the game.... you either love em or hate them....yes they are great for a suprise attack..... they are the only unit that can attack by suprise from outside a cities bounds apart from Samurai and Knights..... Problem with them is they are not gonna defend the city - so yeh they are good for a loot attack....but VERY expensive to build... I have one Strategy on a land map which works.... I used it successfully on several occassions - Multiple roads from your cities to the enemy - with multiple nine stacks of 4 cannons 5 muskets trundling forward as the road is built.... I am talking moving maybe a minimum of 14 or 15 nine stacks along the road, with them positioned all the way along so your enemy cannot use the road against you.... Useful only if your cities are tightly grouped and you can turn two nine stacks a turn.... this rumbling attack is far from suprise, but it is almost impossible to stop, as you lose a nine stack another two takes its place, and every city you capture will never be lost as the road just keeps on going to the next city and the next......
I cannot advise on wonders as I have almost always played without them although I think Stonehenge is by FAR the most powerful wonder- everything is improved, as each city has more food it can use more specialists (science cities) you can work more mountains, Prod cities, and you grow cities MASSIVELY quicker.... if you had a city with food of 100, with 80 eaten, - surplus 20 then with stonehenge your surplus is at 45.... Labyrinth is a blessing and a curse, just when you are going to war and want to build military you have to build caravans.... But its benefits far outway its drawbacks....
I think what I will do over the Christmas Holiday is Permanently place A strategy page on the website www.civleague.com - so please anyone who wants email their strategy to lordgav@civleague.com - Nimrod, thanks for starting this Topic, we are all learning I am sure! 
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Nimrod
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cant I be priest?
Oct 2001 time: 05:16
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On land maps I love calvary. You can move them quickly to hot spots, they can take out a stack of 6-7 cannons with 2-3 muskets, they are the tanks of their era , without the range or defense
When going to the sea, I will use destroyers over battleships any day. They are cheaper, can see subs, move faster, have more movemnet, and they can bombard just as well as a battleship.
Here is another hot debate:
What government to use in the modern era?
Personally I like to stick with theo till corborate republic or until theo cannot support my number of cities. In which case I switch to commi or fasism.
What wonders, other than London Exchange and Edison's Lab, do people go for in the modern era? Does anyone fell there are more important wonders than those 2?
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