At turns 0, 1 and 2 you have to make up your mind which victory path to pursue. Take in consideration which civilizations your opponents are playing and your own. If you have played with the same players before, then you should also consider players skills and tendencies.
Furthermore check your own position on the map. For example you are playing the Chinese, which has an advantage towards military and culture. One opponent is playing Arabia, which has an big advantage towards culture. Then I would forget about a culture victory path right away. Another example, this time you are playing the Mongols, which is a military civilization. You are positioned next to the Germans and the Aztecs, which are both military civilizations.
You also know that these 2 players like to play defensive. Your civilizations advantages are only in military, still I strongly advise to choose another victory path like economy or culture. So you have chosen which victory path to pursue, now you need to focus.
Most decisions you can make in the game, should be towards that path. Usually you will be using other means to support your victory path. For example, you invest actions towards culture to support a military victory.
Common mistakes I see, is building too many buildings. An extra building is always nice to have, but does that building really help you win the game? I hope this article will help you have more fun playing the game and rewarding by winning. Great website for boardgames is boardgamegeek. If you liked this post, follow this blog. I will be posting more strategies for Civilization the Board Game.
Upcoming: race specific strategies, turn by turn play and more. Skip to content 7 December 26 January Blahdieblah. Movement Movement is crucial for a military victory, I have not seen anybody win without a movement bonus. Unit Rank I personally think that players focus to much on unit rank for their military strategies. The biggest challenge of getting a big stack of flags is to: get the amount flags stack the flags all together have the units to support them and to do this fast Combat Bonus Killing of enemy units, while preserving your own units and flags is more important to achieve military victory, then combat bonus.
Battle Abilities Battle abilities are a great way to disguise your military strength. Animal Husbandry can heal wounds each battle. Value: save units, combat bonus. Mathematics can deal up to 3 wounds spread across, which is very strong. You might have noticed that it is quite difficult to kill all or most enemy units, this ability solves the problem. Biology and Ballistics are even stronger then the 2 abilities just mentioned.
Indirect Military Abilities Not counting culture events. Writing enables to cancel your enemies most important action. Monarchy is the strongest ability. As long as you have access to silk, you can obsolete a ancient wonder or kill 1 random unit. Every turn. Civil Service and Mass Media can block culture events, which can be vital against a cultural opponent. Especially late in the game. Civilization Abilities At the start of the game I consider whether military victory is a good strategy to go for.
Strong civilizations with military abilities: The Chinese can resurrect 1 unit after battle, best utilized with strong units. Get lucky and get first great person Darwin Wright to get 1 free airplane for a killer combination. The Russians start very strong, almost overpowered for military. Rush with stack of 3 flags get Military Tradition turn 0, get faster movement and Logistics.
Get free building for exploring tiles, you can get Barracks without even getting the technology. Great for rush strategies. The last ability is very strong. Going for a military strategy is a no-brainer. Get some great persons and you will have the biggest army.
For example: Last turn you just researched Metalworking, upgrading your artillery to cannons. This turn you make 3 cannons and attack your enemy who has mostly infantry. You move your army of 2 flags in position 4 squares away from a single enemy flag. At research you get Sailing. Next turn you are the starting player. Military Victory! My Victories Most of my wins has been a military victory.
Share this: Twitter Facebook Email Print. Like this: Like Loading So here is my play: Capital placement in the southeast, so I can easily expand towards the north, hopefully I can get a city with both resources silk and incense Social policy: Pacifism, I am planning to go for a cultural victory. Pacifism also helps to expand easily, because you can take huts with scouts Flag and scout in the northeast Turn 1: Build scout northwest Flag explores the north tile, 2 villages which are good for later, but expanding north is not feasible Explore west tile with scout, 1 village and 1 hut, on turn 2 I can take the hut and build my 2nd city on turn 3 Research Agriculture, path to the north is blocked, by expanding the city, the resources silk and incense will now become available Turn 2: Build wonder the Stonehenge, together with Pacifism, I will get 3 culture tokens every start of turn.
City takes double production Research Feudalism Turn 4: Government to Feudalism, get incense every turn Capital build unit: cavalry.
City harvest a resource. Play Barbarian Encampment, place a village token nearby my flags Trade for my Knowledge Shared level 2 for a coin Capital devote to the arts. So here is my play: I start at the southeast. Capital placed in northeast, which gives 6 production and 3 trade. All figures placed in the west. Social policy: Natural Religion, for extra movement. Good for exploring, expanding, attacking and stealing technology. Turn 1: Build scout Move all figures towards the west, I am able to place a scout in a position to build a city in turn 2.
The tile I open is with a natural wonder, which gives 2 free units of your choice. Research Metalworking, I am able to build 2 barracks in turn 2 which will give me enough trade for a level 2 technology. And of course gives me combat bonus. Turn 2: Build 2nd city, take Military Tradition, at this moment I am already strongly considering to go for a military victory, because of the natural wonder, quick start and the Russians abilities. I trade with player on the far side of the map, who uses Horseback Riding resource ability.
This is great, because now I can research already a level 2 technology. Only build 1 barracks at the capital city, because the turn after this one, I can only research a level 1 technology. Other city builds 1 army figure and I get 1 free unit 4. Stack all 3 army figures, ready to strike the next turn. Upcoming: race specific strategies, turn by turn play and more. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.
You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. Rate this:. Share this: Twitter Facebook Email Print. Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:. Email Address never made public. Follow Following. Sign me up. Already have a WordPress. While Meier has become synonymous with Civilization and the mixture of dense gameplay and historical theming it represents, his original Civilization and its predecessors owe a significant debt to a lesser-known board game of the same name released by a largely overlooked British inventor over a decade earlier.
Tresham was also inspired by his time playing strategy classic Risk and s wargame Diplomacy - the game of alliance, betrayal and domination advertised as being the favourite board game of US politicians John F. Kennedy and Henry Kissinger. Not enjoying his own time with Allan B. The designer was no stranger to innovative tabletop experiences, having previously created the hardcore train game in the early s.
Tresham combined his fascination with human history as the theme for a board game with his drive to offer players a unique gameplay experience. The result was Civilization, a board game that retold eight millennia of human development in culture, technology, politics and economics in half-a-dozen hours - if you were playing relatively quickly, that is. Players controlled different real-life civilisations around the Mediterranean Sea, each with a unique starting position.
Each turn was built around a bustling trading round, during which players could freely swap cards representing basic and valuable resources, from iron and salt to spice and gold. Hidden among essential goods, though, could be various calamities, which would inflict both natural disasters and societal collapse on the player left holding them at the end of the trading period - to devastating effect.
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