From: surt@diku.dk (S|ren Egmose)
Newsgroups: comp.sys.amiga.games
Subject: Re: CIVILISATION HINTS PART 2
Date: 28 Jan 93 17:50:41 GMT
Organization: Department of Computer Science, U of Copenhagen

I have some comment on this work:

>YOUR FIRST MILLENNIUM
>8. Build a wonder ...
wait for at better millenium as the resorces could better be used
building settlers.
>9. Develop pottery ...
Far superior is it to wait with this as graineries costs lots of gold
to maintain. instead build 1 defensive unit pr. city (makes the city
happy until pop is 4) and then build only settlers. The second settler
should make a road where he is going on flat land.

>YOUR FIRST CITY
>1. BUILD 4 militia...
Ok! if you do this none of the other will attack you because of your
overwhelming military, but they will use all your resources for a
long time, which will cause them to expand much more than you. Instead
use you 1.militia/phalanx to explore until you city is about to grow to
size 3, then it will be needed to control the population. If you have too
many resources in you capital build a militia to explore.
>2. build barracks...
they are too expensive in the beginning, the other civ wont (generally)
attack you if you have more units than they have.
>3. upgrade units...
only if you have excessive resources in your capital (see 1.)
>4. build temple...
too costly, wait for later.
>5. build city walls...
no way!, too costly in resources and gold, better build a military unit
so you have more than them.
>6. develop 2 agri. & 1 res. before moving away...
takes too much time, better make a road in the square the city is using
while going to found a new city.
>7. move your capitol...
the only reason for this should be corroption, which you wont have to much
of, when you change government to republic.
>8. make a scientist...
build roads instead to get more money (and better transport)
the worker is best left in the field until all all squares are used.
>10. build market place a.s.a.p...
yes, when you have republic.

>YOUR FIRST ENCOUNTER WITH OTHERS
>1. Accept 1st treaty...
Actualy accept all treaties, unless you know they only got 1 city and
you got a chariot, catapult or better.
>2. use militia to check enemy expansion...
if the frontage is small this is an good idea, you can also use settlers.
>3. hold reserves...
build only catapult (or chariots) to backup, and only a limited number,
as all your units counts against the others willingness to attack you.
>9. build forts...
>10. place ...
a wast of time (se doing war)

DOING WAR
1. Prepare for war by building catapults, while only moving 1 out of each
city which participate, as you want to run republic you must also raise
yuor luxuries to 30%, a diplomat could be of advantage
2. Move the catapults as near as possible to the enemy city which is going
to bleed on you, use minimum of 2 per city you want to attack, as you need
one to enter the city when the defenders are dead. Try first if you can
buy the city with a diplomat, the city which is farrest from his capital
is the cheapest (smaller cities are also cheaper)
3. To declare war you must have a revolution, remember you a republic,
return to that as soon as possible.
4. Place the catapults in more stacks, so you dont lose to many, if you
got very few.
5. Start by attacking enemy units out of city, as they will try
kill your catapults, if you got more hold some in reserve, while some try
conquere the city, if it fails attack the units which are out of town,
if it succeds some of them might die by them selv, then attack the rest
6. If the war is going badly, or you have had great losses try a peace
treaty.
7. Enemy units far from his capital could be subverted cheaply by
diplomats
8. Dont build barrack early as they become obsolete
9. On the defensive (what ???) fortify on mountains, hills rivers.
10. Protect your self from barbarian by exploring and building cities
over all of your continent.

>SECOND CITY
>2. build grainery / barrack...
to costly, only move a military unit from the first city to the new
if the city is having to many resources and to few food.
>3. use next settler to improve...
use only the cities own settlers to make land improvements in the start
game, and this should only be roads and evt. coalmines after you have
changed to republic (Irrigation doesnt have any effect under despotism
on plain?)
>4. buy improvement...
no, too costly. Only buy improvements in the start game when the city
goes into civil disorder.
>5. one should be port...
>7. build away from enemy...
only if it can be made without any trouble.
>9. second should build inprovements
no, settlers!!!
>10. produce for next city...
see 2.

TREATIES AND TRIBUTES
1. Accept all treaties, until you have no place to expand, then
dont speak with anyone if you have repoblic.
2. Exchange knowledge if you dont have any usefull, i.e. dont give
them matematics, republic, religion, wheel etc. Pottery is ok.
3. Trust your neighbours (as far as you can throw them) to do what
they think they can get away with, if you have 2 times as many units
as they dont think.
4. Only accept alliances when you have several attack unit ready, or
no contackt with the enemy.
5. Pay tribute if you are unprepared to do war or are already in war
6. There are ways to make other declare war on you:
  a. Refuse to talk with them (initialy or later)
  b. Buy there cities(?)
  c. Accept alliance (you can provoke this by meeting with the
     weaker parts king)
7. Breaking treaties make the other civs more willing to break theirs
also.
8. If you are not far supirior they sneak attack you around 1 a.d.

FINANCIAL TOOLS
1. Build roads, use fish, change to republic
2. After 1. build marketplaces (and banks) as they give more money
and luxuries.
3. When you have reduces some of enemies to 1 city build caravans to
send to them (mid to end game)
4. In the start game dont build any improvements to your cities, this
gives large sums of money to develop tech.
5. After you have changed to republic the great moment has come! Its time
for happy hour(s) set your luxerie so high that all cities have more
(or equal) happy people then content and no unhappy. At the beginning
of each turn control the cities so that this is true for most cities.
Adjust with buying temples, marketplaces, (banks, coloseum, cathedral)
and making entertainers. When too many cities become unhappy end the
happy hour. Money should be horded before and under happy hour to buy
improvements. After happy hour the luxerie cant go under 40% until you
have build some settlers, or improvements to reduce unhappiness.
6. As marketplaces cost 1 gold dont build them when you have less than
2 gold or happiness in the city.
7. Build marketplaces or banks preferable to tempels etc. if they give
enough happiness to make the city content.
8. When a city has all improvements try building SDI-defenses for sale
or caravans to make trade for this or other cities.
9. When you get railroad build a lot of settlers and rail every square
there is road and some more.
10. Only use workers as taxmen or scientist when there is no place else
to work, use entertainers to boost happieness, when all else is to
expensive. exp. if only 1 city demands 40% luxus, then passify this
with elvises and set luxus to 30%
11. You want to develop the following techs for your civ:
   a. Republic -> more money, better growt, less unhappy
                  better for war than democracy
   b. Religion -> good to surpress the masses, build the cathedral
   		  wonder if you are on a big continent else skip b.
   c. Railroad -> better production & transport, build a lot of RR
   d. Industri -> better production, and build the Women suffrage
   		  for better warfare.
   e. Electricity -> build Hoover Dam for better production, only on
   		     major continent else skip e. Good for pollution.
   f. Adv. Flying -> Bombers are good for warfare
   g. Genetic e. -> build cure for cancer -> more happieness
   h. whatever you want

GROWT OF THE REPUBLIC
1. Use happy days to grow quickly under democracy or republic
2. Build graneries in very large cities, who are nearing there max.
pop.
3. If a city with high production is also happy build settlers (or
buy them), then home the settler in another city, now you have a
"unlimited" settler factorie
4. avoid using forests until you have so much surplus food production
that you can afford to loose 1 or 2. Alway be sure that cities have
at lease 1 food in surplus (see 1)
5. try moving workers around to see if a square givs more resources,
check this under new government types.
6. Never convert to foreset as they dont give more than 1 food and
food is needed for high pop -> high score
7. In the mid or end game you can buy new cities graineries so they
faster reaches size 3 where they can have happy day.
8. Buy enemy cities with dips.