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- Path: sparky!uunet!news.tek.com!tekig7!tekig1!brianr
- From: brianr@tekig1.PEN.TEK.COM (Brian E Rhodefer)
- Newsgroups: comp.sys.amiga.games
- Subject: Re: Civilization Discussion
- Message-ID: <8126@tekig7.PEN.TEK.COM>
- Date: 2 Jan 93 18:47:19 GMT
- References: <1992Dec29.151745.12784@nynexst.com> <1992Dec31.162747.28272@dialogic.com> <72717@cup.portal.com>
- Sender: news@tekig7.PEN.TEK.COM
- Reply-To: brianr@tekig1.pen.tek.com
- Followup-To: poster
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- Organization: Tektronix, Inc., Beaverton, OR.
- Lines: 75
-
- In article <72717@cup.portal.com> TomK@cup.portal.com (Tom R Krotchko) writes:
- >
- >You can't win at the highest level without a steady supply of diplomats
- >stealing technology for you; the game gives itself a huge advantage
- >in scientific research at higher game levels. You can't hope to compete
- >at the very top level unless you steal the technology.
- >
-
- A friend I got hooked on Civilization developed a playing style that wins
- (if it gets a favorable starting positon) at Emperor level, and maintains
- technological supremacy pretty much throughout. Except at the beginning
- (2000 BC and earlier), the enemy civilizations don't HAVE anything to steal.
-
- Essentially, the strategy aims to exist as long as possible at 100% Science
- `funding'. This is possible is you: a) have very low expenses, and b) get
- operating revenue from other sources.
-
- To keep his expenses down, Jim builds very few civic improvements. He'll
- very rarely build Granaries (more on this later), and is careful about
- where he sites Barracks. Optimally, one city builds a Barracks, and then
- turns out veteran defenders for its neighbors. When all the cities in a
- region are garrisoned, he'll often sell the Barracks.
-
- Besides taxation, revenue can come from opening huts, ransoming the occasional
- Barbarian leader, and selling off civic improvements. Jim will found a couple
- cities in sheltered, forested interior areas, and put them to work building an
- incessant stream of prefab Barracks, which are sold off as fast as they're
- complete, unless a quickie veteran defender or two need to be built for a new
- city. The poor agricultural output of the forested surroundings stunts the
- growth of these cottage industries, so they don't need any civic improvements
- for happiness (except maybe a garrison unit), and they each average a net
- positive cash flow of about 4 units per turn. Cities with coal mines do even
- better, but they don't often get a chance to, as they're kept busy turning out
- Caravans and such.
-
- The civic improvements Jim WILL make are those that improve his knowledge
- production: Libraries and Universities.
-
- The "favorable start" required by this strategy is to quickly secure an entire
- continent with sufficient land for around eight size 10+ cities, including at
- least two exploitable gold deposits and one coal deposit. Neighbors can be
- tolerated, but usually only if they can be penned in behind "choke points",
- or they're non-expansionist. Securing the continent is done in a high-risk
- fashion, by selecting the Wheel as the first technological goal, and crushing
- everyone in sight with Chariot blitzkreig. Since enemies will usually have
- a Militia or Settler in the field to "practice on", the Chariots needn't be
- veteran :)
-
- The technology is pretty much steered to develop Democracy, Religion, and
- Railroads. By staying at 100% Science funding, Jim can develop the technology
- for Democracy "honestly", faster even than a coal-mining town can get there
- by building the Pyramids. Jim transitions from Despotism to Democracy, and
- then uses an artifically-induced (via temporarily high Luxuries expenditure)
- "We Love the President" day to grow his empire of small villiages (remember,
- they had no Granaries) to size-7+ metropoli in a handful of turns. At this
- point, the increased effeciency of the Democratic government (plus the larger
- populations) allows a modest 30% Taxation level without impeding science
- unduly.
-
- When you switch to Democracy, don't forget to junk your unnecessary Palace
- for an easy $200.
-
- Jim manages to start Railroading his country before 1AD, and by about then,
- has enough technology to become a significant problem for the other
- civilizations. About this time, the strategy changes from isolationism
- to free-form mayhem. Capture enemy coastal cities with Battleship/Transport
- task forces! Build a treasury of a few thousand bucks, and buy off some
- enemy cities.
-
- If you bribe an enemy or barbarian ship far enough away from your cities,
- it'll stay unattatched. Having an unattatched sailboat to take a fledgeling
- Democracy's Diplomatic Corps here and there can be most useful, from the
- standpoint of preventing unhappiness back home.
-
- Brian Rhodefer
-