OIL: Black Gold. Texas Tea. And a damn essential ingredient in Industrial Age warfare. Strike Oil in the Plains, in the Desert, and in the frozen Tundra. Find the bouncy stuff in Forests and Jungles. Curiously, the main source of Saltpeter in modern times comes from caves, in the form of bat poo. Bats and most birds produce the stuff as a by-product of digestion, and it finds its way into their dookie! If militaristic running with scissors sounds like your idea of a good time, put on your radiation suit and get your Uranium out of Forests and Mountains.
Most of these Strategic Resources have nice civilian applications, since they almost all beef up production of the squares they are in quite impressively.
Who can forget the basics? The essentials of life that allow your citizens to prosper and eat well. In Civ3, there are six resources that exist for the sole purpose of enhancing production. The lowdown on these Magnificent Six:. Get your people some cattle, and watch your production in Grassland, Plains, and Tundra improve by two food and one shield. Find Game in Tundra, Forest, and Jungle. In Sea and Ocean!
A Whale, giving one food, one shield, and two commerce! A nice all-around enhancement to your coastal cities. Provides two extra food to Flood Plain, Grassland, and Plains squares. Mountains, too. Consumable goods cannot be traded because of the rules governing their production. You can exploit the extra production to gain a leg up on the enemy, however!
Reading about barbarians in the manual, I was reminded of George W. Bush and the War on Terrorism. The idea of barbarians in this game is that they occupy certain camps from which they periodically emerge to wreak havoc on all your civilization holds dear.
Caravels will swamp if they end their turn in Ocean squares. Remember the fundamentals and you should be fine. On the military end, a good warship can make an excellent instrument of blockade. Cutting an enemy city off from its capital also cuts it off from strategic resources, making it difficult for the city to build any units that have a reasonable chance of survival, and thus making the city a sitting duck in a siege.
Isolate and annihilate using blockade. Be warned, however: At present v1. I usually research everything, but later on, when the research into the older techs gets a lot cheaper.
If you wish to read beyond this point, you will go from being a raw acolyte to a worthy king. In this section, I cover:. Not all worlds are created equal.
Not all players are created equal, either. Sometimes your success in this game will be dependent on the world you choose at startup. Some people will like the idea of playing on far-flung islands, where naval strength decides who gets what. Others will like the idea of big supercontinents where land warfare is paramount and sea units are pretty much limited in scope to Inchon-style landings behind enemy lines.
Wars are not a question of if, but when with this setup. I like a Pangaea style myself; one less thing to worry about.
Your choice. Cool, arid climates yield a lot of Plains and Tundra squares, which produce little food but more shields. Want big cities that can support lots of military units under Monarchy or Communism? Want a civilization that focuses on production and thus has a batch of smaller cities with higher production rates? Get the Plains and Tundra and forest them. The other major factor at work is the Age of the World. The older the world, the rougher the terrain, and the more likely it is that terrain types will be clumped together.
Remember, hills and mountains are your major shield- producing regions, and have some unique resource benefits as well. Remember to tailor this to your play style. I like an older world with a lot of food production, because I can support a horde of Workers in peacetime and an equally large horde of big scary army guys in wartime.
Maybe I should provide some help to some of you who may be wondering just how to play to your strengths as a strategy gamer. Read my take on the six major civilization attributes, and you too can pick the perfect civ for your tastes:. Militarism has its advantages. In addition to the obvious effect of making it easier to start your units out as Veterans 4hp , promotions on the battlefield come faster as well.
If you want to get out there and smash your foes, Militarism is a good way to go, so choose any of these civs to get the most out of your style: Romans, Germans, Japanese, Aztecs, or Zulus. The manual says the Persians are militaristic; this is an error they are Scientific and Industrious. Note that militaristic cultures start the game with Warrior Code, allowing the production of archers from the start.
If your tastes run toward economic domination, you may want to try the Commercial route to victory. The benefits here include a commerce boost in cities with large populations, and also a reduced amount of corruption in your cities.
For those of you who like having plenty of money to throw around, or for those of you who always seem to have trouble managing the finances of your empire, you may wish to try out the Commercial civilizations of the Greeks, Indians, French, or British. Note that Commercial nations start the game with Alphabet, which also gives them a leg up on the development of Writing allowing establishment of embassies a little bit earlier than their rivals. Are you like me?
I mean, just look at all that research! The advantages include a free technology at the beginning of every new era, cheaper Library, University and Research Lab construction, and a head-and-shoulders lead in technology over your foes, not to mention the huge culture benefit of having educational structures in your cities. Scientific civilizations also start the game with Bronze Working, which makes possible Spearmen and the Colossus from the get-go.
Whatever gets you through. On a practical level, you may want to give your citizens religion if you have any intentions whatsoever of keeping your cities out of civil disorder. You start with Ceremonial Burial, meaning that right off the bat, every city you found has a chance to build a Temple from the get-go. Add to that the fact that Religious civilizations essentially have the Statue of Liberty Wonder from Civ2 no period of anarchy between governments , and you have a VERY powerful advantage, maybe even an unfair one.
Want World Maps that are the envy of all your friends? Want to be able to get huge amounts of money from barbarian camps and minor tribes? Expansionism may well be the path for you. Expansionist civs are the only nations that can build Scout units, which allow fast exploration of the map. They start with Pottery, which leaves them closer to Map Making, thus bringing them closer to exchanging World Maps. Personally, I find this attribute to be a complete waste, especially when compared to stuff like Religious and Scientific REAL expansion comes from cultural conquest , but if you want to work with those Scouts and use your World Map as an effective bargaining chip, then try using the British, the Zulus, the Americans, the Iroquois, or the Russians.
Of note: Several of you have written me espousing the joys of expansionist culture. The main reason you all seem to cite is that you can gain a major- league tech lead in Ancient times when your scout is the first one to reach all of the minor tribe goody boxes on the map. To test the thesis, I played a game as the Americans. Trouble was, it amped up the number of turns I needed to gain techs with my own scientists.
Since the patch cranked the upper limit of number of turns to research a tech from 32 to 40, by the time the Middle Ages hit, the other civs had started to pull even. An intriguing test, certainly. But I stand by my comment that Expansionist is the weakest attribute.
Industrious civilizations have the ability to extract extra shield production out of their larger cities, which except for having a noticeable effect on the pollution risk allows for some pretty impressive feats of construction. So which civilizations do I recommend? The Babylonians combine Science and religion into the perfect Culture package.
The Romans build cool stuff and then use that stuff to smash their foes, and are thus well-suited to combat- type leaders. The Egyptians combine an ability to work the land with an ability to keep their people happy, and as such make the perfect choice for the perfectionist who wants to build a batch of giant cities.
Gold takes on a whole new importance in Civ3. Following, I present some ideas on just how to make money work for you:. The short version: As high as you can put it without losing money. Once again: Keep your science rate as high as circumstances allow! The enemy civs will look at your standing army and think twice about starting a war.
Also, having an absolute horde of Workers will allow you to make major terrain improvements and carve out roads to colony sites quickly and efficiently. Besides, having all those folks out there toiling away looks really cool on the screen.
Workers are too easy for the enemy to capture. Having trouble making sure your citizens have enough luxuries? Cities grown to the point where people are complaining a bit too much? Fear not, because you can provide a certain amount of money to be spent on entertainment. It works exactly the same way it did in Civ2, and has exactly the same results.
In Civ3 terms, this means that if you have a civ with an excellent science rate, you can turn your discoveries into cash cows. Make your money by selling your discoveries to your friends and allies, then turn around and use that money to continue to advance your scientific cause.
Even better, find a resource which is found in abundance in your territory, then rent it out to the rest of the world. If you have what someone else wants, you can charge them a per-turn rental fee for you to make the resource for them.
Likewise, rather than slugging it out with someone just to get their item, why not trade with them for it, then use your trade agreement as a parlay in order to enlist the friend on your side when you do decide to go to war against a less co- operative third party?
The opposing civs are a lot more reasonable this time around. But if the enemy just refuses to co-operate, or if you just HAVE to clear some living space for your people, you can use the strategies outlined here in order to get the bad guys out of the way so you can get back to peaceful means of expansion. First off: Try not to anger your opponents. Trade relationships make your foe reluctant to attack you.
The best defensive unit is just that, pure defense. That said, small mobile detachments will help to keep the enemy from focusing completely on your city.
That group can be used to carry out strategic strikes against the army groups aiming for your cities. Read any good book on World War II for mobile defensive tactics, and remember that in Civ3, as long as the forces in the fight are evenly matched, those tactics will work irrespective of era.
The doctrine of combined arms infantry, cavalry, artillery serving purposes for mobile attack and defense will serve you very well. If not, repeat the elite-soldier method to create more Great Leaders and create more armies. Your Leader would be quite vulnerable if this were the case!
Your Leader will have the unit as cover. Do whatever you have to in order to get that leader back to one of your cities. Also of note: You may want to hold off on filling up that army right away. Once you put a unit into an army, it will stay as its specific type for the remainder of the game or until it is killed. In other words, an army of horsemen will always BE an army of horsemen, even if individual horsemen have been upgraded to knights…cavalry…tanks…whatever.
Armies are FAR more effective in modern times. Got your military units in order? As any military history buff will tell you, individual units or battalions do not win wars by themselves. The more difficult way involves positional warfare. Take a couple of units with high attack but low defense archers, longbowmen, that sort of thing , add a couple of units capable of carrying out sieges catapults, cannons , and bring a couple of units with high defensive values pikemen, musketmen , and move them together, stacked on top of each other.
If the group is attacked, the defensive unit will provide defensive fire. If the group reaches a city, the bombardment teams will smash down the walls and rain death on the civilians. If the group encounters enemies in the open, the high-attack units will carve up the enemy. Got it, soldier? Pick the target, fire the missile, and then watch your own civilization drop dead from the global effects of pollution. Wonders of the World have been toned down in a big way for this edition of the game.
Their prime purpose is no longer gaining an unfair advantage; they now exist more for their cultural benefit than anything else.
Wonders are divided into two categories: Great Wonders and Small Wonders. You will recognize Great Wonders from previous incarnations of Civilization. There can be only one of each Great Wonder built in the world. Simply put, there are more important things for your civilization to do than build Wonders. Short version: Prioritize. Build your city infrastructure first. Then, build any Great Wonders. Finally, build your Small Wonders, taking time in between to maintain your military and get your Workers and Settlers built for the expansion of your empire.
But are there any Great Wonders that you absolutely must have in order to keep your enemies from having them? You bet your sweet bippy there are! Any questions?
I mention it here because it should take precedence over any Great Wonder that produces a base Culture value lower than 4. Complain to Firaxis. In Alpha Centauri, most of us just pull the trigger on an economic victory once the turn length starts to exceed five minutes or so. In Civ2, those same people usually play until they have something else to do, then instead of saving simply quit out and start a new game the next time they load up the CD.
No matter. Likewise, if you are the only civilization left standing at any point in the game, you win! Following, some ideas on how to gain the permanent upper hand:. Who knew? The steamroller effect is my term to describe how military conquest becomes easier the more territory you conquer.
So as you gain more cities, you can support a larger army, which in turn allows you to make ever-stronger assaults against greater ranges of territory, even going so far as to allow you to effectively wage a two- or three-front war without serious risk to your population. Condition 1: Make sure you consolidate the territory you have before you try and grab more.
You can accomplish this either by bringing garrison-quality units Musketman, Spearman, Pikeman with you on the initial assault, or by leaving your conquering troops in the city on guard duty until the new city builds a garrison of its own.
See Chapter 10 for more information on proper assault technique. Either you have the cities and industrial base to produce enough units to start the steamroller in motion, or you keep the army at home until you do. If war is declared against you, you may have to sacrifice some money while you build the oversize army necessary to gain that absolutely critical upper hand to start the steamroller in motion and your nation on its way to glory.
Condition 3: Remember that your enemies have friends. Remember what happened to the Nazis when they bit off more than they could chew by getting involved in a war on two fronts against three powerful nations. The United States was able to use its industrial base to fight Germany and Japan at the same time.
Take the lesson of history to heart, no matter what historical era YOUR war takes place in. Feeling bloodthirsty? Get communications with all of your opponents as early as possible. Once you are able to finagle their maps from them high taxes give you the buying power to grease the wheels on this deal , get an army together and go bust some heads. Omit no detail, and your battle history will be memorialized in the next Civ3 FAQ release.
Ready to go to Alpha Centauri yet again? All you have to do is get the parts together and get that puppy off the ground. Remember Civ2? The process has been simplified in Civ3. If you want to add a bit of security to your efforts, beef up your defenses with either a few strong defensive units the strongest you can build , or preferably a couple of Army units stationed in the cities working on the project.
Perhaps the most satisfying win is the Culture Victory. In theory, it can be accomplished without too much of a hitch; simply build all of your major Culture producers throughout the game in the same place. Even the best industrial city can only work so fast. Let me put this in terms as simple as possible: The earlier you build your cultural buildings, the more CP they generate.
Think about it. This is also an important reason to get your cities built as soon as possible. Once you have what you want, establish peaceful relations with all the other civs in the game, build your trade routes, and enjoy the chance to crank your Culture ratings through the roof. The short version of the calculation is difference in CP between the city trying to make the squeeze vs. Your city that has just expanded has a Wonder, three religious buildings, a Library, a University, and a rich cultural history.
The Roman city is a small border outpost with no real culture of its own. They decide to secede from Rome and join Babylon, and in the process incur you neither diplomatic penalty nor military cost. Not a bad deal, eh? The whole thing will begin to resemble the Steamroller effect discussed in Chapter I throw this in as a separate section for a reason. I finally managed to complete this for Version 2. Keep those strategies coming! Either method is achievable using all the strategies outlined elsewhere in this FAQ.
Your actual results may vary and do, as the readers indicate in Chapter When it comes to diplomatic victory, your best bet is to be Switzerland throughout the game. When your UN wonder is almost complete a turn away , contact all the leaders from all of your opposing civs.
Hand them as much as they can take. Give them money, technology, resources…whatever, as long as it gets them to like you. Because really, what else do you call it when you can win the game through bribery? The short version is that a Civilization Score is computed based on power, culture, and influence, and the nation with the highest score wins! The histograph is updated every turn. Do plenty of research, grow your population, and generally play a good all-around game.
If one of the enemy civs starts to gain a lead on you in the Histograph, you could always send in the clowns and clip his wings a bit. Your army can be a powerful nudge in the side to the scoring panel. You are going to need culture, power, cities, population, and an occasional willingness to kick some ass in order to grab a truly dominant histographic win. The fighter that wins usually establishes the jab, out-lands and out-scores his opponent, and impresses the judges with his overall display of skill.
Map editing may or may not be cheating, depending on how you do it. It can be an enjoyable hobby, and if you have a broadband connection, you can trade maps with your friends over the Internet. Firaxis says they even encourage the scenario and modpack community because it means more replayability, enjoyment, and most importantly higher sales figures for their game. Making the maps themselves is the simple part; just point and click.
If you want to change the rules of the game, you have to disable the default rules, which can be done under the Tools menu. Does what its name implies. You can mess with the basic values of the game in the Editor. Want every civilization to start with a tank? Want the computer to fight an uphill battle by using a sharper AI default difficulty?
Have some fun with this, but remember that you can do nasty things to the game if you mess with this one too much. Want to screw with the corruption figures? Like the idea of support-free units? Log In Sign Up. Keep me logged in on this device Forgot your username or password?
Don't have an account? Sign up for free! What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Strategy Guide by Denouement Version: 1. You may NOT reproduce or distribute this guide in any manner, electronically or otherwise, without the express written permission of the author.
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I will try to get back to you as soon as possible Disclaimer 2. E-Mail Policy 3. Contents 4. Introduction 5. Tribes alphabetized 8. Units alphabetized 9. Improvements alphabetized Wonders alphabetized Technologies listed in approximate order of discovery FAQs --Which form of government is the best? Where can I find this? Is my game messed up? Why won't it reach Elite?
All Play The World Info Closing Statement Civilization is one of the oldest current strategy series on the market. Civilization I and Civilization II's numerous incarnations can in some ways be regarded as the "first generation" of the Civilization series. Civ III takes the game to a new level of graphics, scale, and gameplay. This guide covers strategies, plus detailed coverage of units, tribes, improvements, and wonders.
The first section, "The Basics," introduces you to the game and especially lets Civ I and Civ II players know what has changed and what is still the same in this game. It also gives a helpful list of keyboard shortcuts. Hopefully these will help you win more of your games. If you have any of your own strategies, feel free to e-mail them. The other sections cover various aspects of the game, giving detailed information on units, improvements, etc. The most interesting of these sections is "Other Topics," which covers some often overlooked aspects of the game.
The very last section answers some frequently asked questions. Finally, if there is anything you don't get out of this guide, there is an awesome website at www. Enjoy the guide! Version 1. Version 2. Standard Edition includes the game and manual. For those who are new to the game this will serve as a short introduction to the rules. Civilizations-there are sixteen-now have specific abilities determined by things called "Attributes. Each civilization also has one unique unit that only it can build, with special abilities or increased stats.
See the Tribes section for details. Resources work in a completely new way. They have been divided into three categories. Strategic resources are needed to build some city improvements, and most military units. Luxury resources play a key role in keeping your population happy. Bonus resources play the same role as resources in Civ II, just benefiting the city's production.
The fight to secure resource squares is a big part of Civilization III. Culture is a completely new concept to the game, which reflects the impact your civilization has on people.
Cities accumulate culture through building and maintaining such improvements as the Temple, Library, University, Cathedral, etc. Increased culture expands the influence of that city, which in turn helps to expand your national borders. Fundamentalism is gone. Obviously, this makes the game just a little more balanced.
Fundamentalist government basically guaranteed victory in Civ II if you knew how to play it. There are new ways to win the game. Domination victory is basically a pre-emptive version of regular conquest victory, saying that your lead is so massive that, given time, you would inevitably win the game.
Diplomatic victory comes back from Sid Meier's Alpha Centauri. Finally, Cultural victory is achieved when you reach a certain level of cultural domination, and does not necessarily require any warfare. Conquest defeat all rivals , Spaceship, and regular Score victories also return. Slight changes have been made to the units of the game. Obsolete units can now be upgraded, and instead of having home cities, units are supported by the nation as a whole.
The functions of the Settler have been divided into two units: the Settler, and the Worker. Units that are gone include the Caravan, Freight, and Engineer. The most significant new units are Leaders and Armies, which allow you to combine the power of your units into devastating columns of firepower.
Choose New Game or Load Game to start a new game, or load one you started earlier. At the New Game screen, you are first asked to choose options that will determine what kind of world you play on. The most significant attribute is size.
This will determine not only the length of the game, but will also have a big effect on the style of play that develops. Tiny world maps will probably involve fierce fighting throughout the game and are likely to end by conquest or domination victory. Huge maps, on the other hand, are more suited to a cultural or diplomatic victory. Standard maps provide a balanced style of play. The other land attributes also have an impact on play. The choice between Pangaea, Continents, and Archipelago is the second most important choice; it determines the ease with which other civs can reach you, and also the ease with which you can reach them.
If you like fighting, Pangaea will provide you with lots of opportunity for war; Archipelago is perfect for peaceniks; and again, Continents will provide a balanced style of play. The other choices are pretty unimportant, but I usually choose Moderate wetness, Warm temperature, and 5 billion years age. This produces a good map with lots of grassland and plains and not too much impassable territory. It's a good choice for beginners to start with.
On the next game creation screen is the Civilizations setup. Choose your civ; you can rename it and its leader to anything you like, so choose based on the civ characteristics. Also, select the number of opponents you wish to face, and either specify the civs you want to play against or set them to Random. Then, you are ready to start your game! Here, we will discuss the main features that separate Civs from one another.
One of the most obvious differences between tribes are their unique units. These give a slightly different flavor to each army and can provide cultures with timely boosts during the era of their special unit. However, the most important factors swaying your choice of tribe should be the Civilization Bonuses.
Each tribe has two of these six special bonuses that determine the personality of that tribe and generally determine which tribes are suited to which styles of game play. Militaristic is one of the strongest attributes to have for your tribe.
First, production of military structures, such as Barracks, City Walls, Coastal Fortresses, and SAM Batteries, is easier to undertake since these structures only take half the time to build. Their units have a greater chance to "Promote" after a battle, that is for a Regular Unit to become Veteran or Veteran to reach Elite level. Finally, these civs produce more Great Leaders after victories.
The added leader production is a great aspect for these tribes; this allows you to build armies if you need them, but also allows you to speed the production of Wonders. All in all Militaristic is one of the best attributes. Religious is another characteristic with many positive effects tied to it.
As with the militaristic tribes, they can build the religion oriented City Improvements at half cost: Temple, and Cathedral. Best of all, they change their form of government with only one turn of Anarchy intervening. For a strategy like Despotic Conquest, where you may be looking at a crucial change into Democracy, Religious is a decent quality. For a game plan like Democratic Warfare, however, Religious is excellent. If Democracy becomes too much for your Empire to handle, the shift down to Republic is easy; but at the same time, speeding the production of Temples and Cathedrals will keep your people happy and thus stave off war weariness.
Religious is an effective bonus, but you will find others that are stronger. Expansionist is a weaker attribute, in fact possibly the weakest. The primary effect of this bonus is that you get a third unit to start the game: a Scout unit, which has a two movement rate and is ideal for exploring. The biggest plus of this is that it will allow you to reach resources faster, and hopefully get cities or colonies built on them. You can also build more Scouts later.
However, while this ability can get you out to a good start in the early game, the Scout is frankly a pretty useless unit. Actually, if you want to balance it out a little, it's kind of a good rule change to give Scouts the "Build Colony" worker ability.
This makes Expansionist a little more worthwhile. On the whole, however, Expansionist is the worst Civ Bonus. The fourth bonus is Industrious, which is one of the three strongest attributes. Early in the game, you will notice that workers work faster under Industrious Civs. This means that, while Expansionist civs might be the first to find resources, Industrious Civs will often be the first to get there and link them up to the empire, and thus reap the benefit. The faster workers will give you a boost throughout the game, as this lead in infrastructure will increase production of food, shields, and trade in all your cities.
Later in the game, the large cities of an Industrial Civ will produce extra shields of production, an excellent effect in that it might allow you to build a unit in 4 turns, where previously it took five. Those extra shields are also multiplied by such improvements as Factories, etc. However, note that extra production can be a two-edged sword: pollution will increase as well.
Luckily you have speedy workers to clean up that pollution. I would rank Industrious is one of the three best civilization attributes. The fifth attribute is the Commercial quality, representing a nation centered on trade and wealth. As large Industrious cities get more shields from large cities, large Commercial cities receive bonus commerce, and thus bonus gold or science.
Corruption is also reduced, which could be an amazingly nice effect, but actually turns out to be rather mediocre. There is a noticeable difference in large cities, but typically these cities are close to the center of the empire and don't suffer much corruption anyway, so the difference is from, say 30 gold to On the other hand, the small fringe cities that produce one gold and one shield without the Commercial bonus, produce exactly the same thing under the Commercial Bonus.
Thus, Commercial fails to stop corruption and waste where it hurts the most. I would rate the Commercial bonus as the second worst civ ability. Scientific is the last, and in my opinion the best Civilization Bonus. In these civilizations, scientific structures, such as the Library, University, and Research Lab, can be built at half price.
This is a huge bonus: not only is your science output increased, but it increases your culture as well, since Library and University are two of the best Culture buildings.
The best part of the Scientific attribute, however, is that you receive a free technological advance at the start of each Age, for a total of three free advances throughout the game. At crucial times throughout the game you are given an extra boost by the discovery of a free advance. Between this and your lead in Science-producing buildings, you should be able to dominate the scientific field, and this can help solve all your problems.
Just sell your techs to other cultures; often you can pull in gold per turn for a good technology. As you can see, science influences all aspects of the game. Scientific is an attribute well suited to all types of victory, and in my mind is the attribute that will most help your civ. Anyway, you should use your knowledge of these attributes to choose a Civilization that is ideal for your needs and style of play.
Any civ can be victorious if played well, but here are the top five Civs in my opinion. With any of these, victory should be fairly easy to attain: Persians, Germans, Babylonians, Chinese, Aztecs. Note, however, that for attributes and unique units to come into play at all, "Civ Specific Abilities" must be turned on in the game setup its default position is on.
If you turn it off, the only difference between civilizations will be the appearance. But there are some general strategies you can follow in the first 50 turns that will help ensure a solid position in the middle game and beyond.
Found your capital on turn one. A big mistake people make is looking around for an "ideal" spot with you Settler. But the game usually starts you at a decent location. Obviously, there are exceptions; if you start one turn from the ocean and you really want your capital to be coastal perhaps the map is archipelago style , go ahead and move it to the sea.
But these exceptions are rare. Your worker should choose an adjacent grassland or plains square and improve it; on plains, build irrigation, and on grassland build mines. The ideal first worker action is to mine a "shield" grassland square. Note that there is no point in irrigating grassland at this point; your government is despotism and thus that third food will be wasted.
Also wasteful is saving gold at this time; you can't use it to rush, and can't talk to other civs and buy stuff with it. So put all your trade into science. Generally you want to immediately research up to Iron Working; if you start with Bronze Working it gives you a little extra boost here. Meanwhile your city should be building an immediate Warrior for scouting purposes.
Send him out to grab some goody huts and get a sense of the lay of the land. After this Warrior is built, build another and fortify in the city. By this time your city will be at size two and should be producing six food and two to three shields at least. Now build the granary. By the time it's done, your scouting Warrior should have spotted several great city locations, not right next to your capital but not too far.
Anyway, after building the Granary your city will have size of around , send your worker out to begin building a road to one of those city spots you found. Build Settler and ship out to found a city there. Now your capital will essentially alternate between Settlers, Warriors, one or two Spearmen to fortify in the capital, and a few Workers. The Granary will allow your population to recover quickly from the building of a Settler or Worker. After three or four Settlers have been produced, you will most likely need to build the Temple; after it's done your capital is pretty much finished its current role in expansion.
Set it to build either the Pyramids, by far the most important wonder at this stage. Meanwhile border cities should get up to level with Granaries as explained above, then build Settlers. Using this strategy, you will notice that you start slow; probably the first "XXXX completes his great history..
But once the first round of expansion cities begin building Settlers, I can assure you that your empire will begin to grow explosively. Good-sized cities with Granaries can churn out Settlers much more effectively than cities that have to work themselves up to population three only to drop back down to minimum size. One final point is the question of how often your conscience will allow you to reload and try something again for a better result.
Usually I restart the initial map a few times to get something nice--I refuse to doom myself by putting my capital on a flood plain and ensuring riots by turn three. But you can also restart to get a better goody hut, and doing this can have a wild impact on your speed of expansion if you're getting techs and settlers from every goody hut.
But most players consider this cheating, you should do this at your own risk of feeling guilty. There are a number of areas in which balance is necessary. First, you should have a good balance between your invading force and your stay-at-home defensive forces. The worst mistake you can make in preparing to initiate combat is to leave your cities poorly defended. If you lose a war, and have defenses, you can get up and move on, but if you lose and are defenseless, you will be wiped out by an angry enemy who is seeking blood.
Furthermore, within your offensive force you ought to have a balance of different types of units. There are some ages of the game where one unit is so good that it can comprise essentially all of your force. Examples are the age of Knights and the age of Tanks and Modern Armor. However, during much of the early game, units are good for only one thing, and have either attack power, defensive power, or speed. In general you should have three waves to any attack. The first wave, by speed units, should concentrate on pillaging and capturing enemy workers.
If these units have a decent attack value, they can attempt to seize border cities; this will be a benefit since the upcoming waves will now be able to use the roads surrounding these cities, since they are no longer within enemy borders. Wave two is your heavy attack wave, for instance Swordsmen. They will be the ones to take the better defended enemy cities. Right behind them, should be a wave of defensive units like Spearmen or Pikemen.
Such units move at about the same speed as the attack units, so they should have no trouble keeping up. Once it seems that your offensive is stalling, move all your units back into the captured territory and consolidate. Even if you can't defeat an enemy outright, he will be severely weakened and will be forced to accept a peace treaty; it will be better to go this route that to overextend yourself and end up with a mess on your hands.
Speed is perhaps the most valuable attribute a unit can have. There are two elements to speed. The first is the speed or your units, and this is actually the less important factor, since the speed of units is pretty much immutable.
Of course, it's good to have some fast units, like Horsemen, Cavalry, etc. The main element of speed you must maintain is the ability to put your forces at a crisis site quickly. You will find strategies that can help you wage a successful military campaign, assimilate your enemies more effectively, win the space race, or build the most prosperous civilization!
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