From: brianr@tekig1.PEN.TEK.COM (Brian E Rhodefer)
Newsgroups: comp.sys.amiga.games
Subject: Re: Civilization Discussion
Date: 2 Jan 93 18:47:19 GMT
Reply-To: brianr@tekig1.pen.tek.com
Followup-To: poster
Distribution: na
Organization: Tektronix, Inc., Beaverton,  OR.

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
Newsgroups: comp.sys.amiga.games