Civilization IV: War Academy

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War is a matter of vital importance to the state; a matter of life or death, the road either to survival or to ruin. Hence, it is imperative that it be studied thoroughly. -- Sun Tzu


Welcome to the Civ4 War Academy! Here we have selected dozens of strategy articles that can help you become a better player at Civilization IV. You will find strategies that help you wage a successful military campaign, win the space race, and build the most prosperous civilization!


The articles have been organized into several broad categories to make the academy easier to use. Within each article, the article's date posted/updated is included along with a version icon to indicate the Civ4 version at the time the article was written. Here are the version icons and the release dates.


Civ4 v1.00 Civ4 v1.00: October 25, 2005       Civ4 v1.09 Civ4 v1.09: November 23, 2005

Civ4 v1.52 Civ4 v1.52: December 22, 2005     Civ4 v1.61 Civ4 v1.61: April 13, 2006

Civ4 Warlords v1.0 Warlords v1.00: July 24, 2006       Civ4 v1.09 Beyond the Sword v3.13: July 23, 2007


Like all other pages on the main site, the strategy articles can also be printed out nicely for offline viewing, without the logo, ads, and side bars. Just use "Print Preview" on your browser to see how it will turn out.

Here are some other things you can do to become a better Civ4 player:

You may want to familiarize yourself with this list of common acronyms in order to fully understand the following articles.

Civilization IV: Introductory Courses

Don't let the word 'introductory' fool you. The articles in this section are just as important as, if not more important than, the articles in other categories. They help you build a solid foundation that will allow you to move up the levels quickly.

Commonly Used Acronyms in the Civ Community

This page contains a list of commonly used acronyms in the Civ community and the net in general. It should help you understand the articles and forum posts better.

Civ Acronyms

AH - Animal Husbandry (technology)
AI - Artificial Intelligence, computer player
AP - Apostolic Palace
AW - Always War
Barbs - Barbarians
Beeline - Going directly towards a technology ignoring others
BFC - Big Fat Cross (a city's workable tiles)
BPT - Beakers Per Turn
BW - Bronze Working (technology)
Civ - Civilization
CE - Cottage Economy
CoL - Code of Laws
CPT - Culture per Turn
CS - Caste System OR Civil Service OR City-State
DoF - Declaration of Friendship
DoI - Declaration of Independence
DoW - Declaration of War
DG - Democracy Game
EE - Espionage Economy
FE - Food Economy
FF - Founding Father
Flip - Cultural conversion
FP - Forbidden Palace OR Flood plain
GA - Golden Age OR Great Artist
GE - Great Engineer
GL - Great Leader OR Great Library
GLH - Great Lighthouse
GG - Great General
GM - Great Merchant
GOTM - Game of the Month
GOTW - Game of the Week
gov - Government
GPT - Gold per Turn
GP - Great People
GP Farm - Specialized city intended to generate Great People as quickly as possible.
GPP - Great People Point
GPpT - Great People Point per Turn
GS - Great Scientist
HBR - Horse Back Riding (technology)
HOF - Hall of Fame
HP - Hit Point
HR - Hereditary Rule
HRE - Holy Roman Empire
ICS - Infinite City Sprawl
IW - Iron Working (technology)
LB - Liberty Bell
LSM - Longswordsman
Lux - Luxury resource
MA - Modern Armor
Mace, MDI - Medieval Infantry
MGL - Military Great Leader
MI - Mechanized Infantry
Milking - The tedious art of score maximization
MOW - Mounted Oscillating War/Man-o-War
MP - Multiplayer/Military Police/Mass Production
MPP - Mutual Protection Pact
MTDG - Multi-Team Democracy Game
NES - Never Ending Story
NOW - Non-oscillating war
NOT - No Optional Techs
OB - Open Borders
OCC - One City Challenge
*CC = * City challenge, where * is a number
OCP - Optimal City Placement
pop - Population
poprush - rushing a project by killing citizens
Rep hit = Reputation hit
RCP - Ring City Placement
REF - Royal Expeditionary Force
REX - Rapid Early eXpansion
RL - Real life (as opposed to Civ life)
RNG - Random Number Generator
ROP - Right of Passage
ROP Rape - Using a Right of Passage agreement to sneak attack your enemy.
SE - Specialist Economy
SG - Succession Game
SGL - Scientific Great Leader
SHOF - Scenario Hall of Fame
SOD - Stack of Doom
SOL - Statue of Liberty or Ship of the Line
SoZ - Statue of Zeus
SPT - Shields per turn
SS - Space Ship
SW - Small Wonder
TE - Trade Economy
ToE - Theory of Evolution
ToG - Theory of Gravity
UB - Unique Building, Civ-specific building
UU - Unique Units, Civ-Specific Units
Vanilla version - Refers to the plain version of the game, w/o expansion packs.
VP - Victory Point
VPL - Victory Point Location
WE - Wonder Economy
Whipping - Rush build using city population
WLTKD - We love the king day
WoW - Wonder of the World
WW - War Weariness
ZOC - Zone of Control

Game Title Abbreviations

Col - Colonization (either the 1994 or 2008 version)
CivRev - Civilization Revolution
BTS - Beyond the Sword (the second Civ4 expansion)
PTW - Civ3: Play the World expansion pack (the first Civ3 expansion)
C3C - Civ3: Conquests expansion pack (the second Civ3 expansion, also includes all of PTW)
CIC - Civ2 Conflicts in Civilziation expansion
CIV - Civilization IV
C4W - Civ4 Warlords expansion
FW - Civ2 Fantastic Worlds expansion
MGE - Civ2 Multiplayer Gold Edition
UCC - Ultimate Classic Collection, European version of Civ2 MGE
CTP - Activision's Call to Power
MOO - Master of Orion
RON - Rise of Nations
TOT - Civ2 Test of Time
SMAC - Sid Meier's Alpha Centauri
SMAX - Sid Meier's Alien Crossfire

ISDG Jargon

CFC - Civilization Fanatics Center
CDZ - Civilization Dual Zone
CGN - Civilization Gaming Network
C3B - Civ3Brasil
PAL - People's Army of the Lader
GWT - German Webring Team
APO/'poly= Apolyton
CDG - Creative Design Group
GCA - Gamecatcher Alliance
CoIA - Counsel of Internal Affairs
CoMA - Counsel of Military Affairs
CoFA - Counsel of Foreign Affairs
JotC - Justice of the Court
MSDG - Multi-Site Democracy Game (Generally used to describe the PTW one)
ISDG - Intersite Democracy Game (Generally used to describe the C3C one)
ISDG II= C3C ISDG

General Internet Acronyms

AFAIC - As far as I'm concerned
AFAIK - As Far As I Know
AFK - Away From Keyboard
AKA - Also Known As
ASAP - As Soon As Possible
BBL - Be Back Later
BRB - Be Right Back
BTW - By The Way
E3 - Electronic Entertainment Expo
FAQ - Frequently Asked Question
IIRC - If I Recall Correctly
IRC - Internet Relay Chat
IMHO, IMO - In My (Humble) Opinion
J/K - Just Kidding
LOL - Laughing Out Loud
NG - Newsgroup
OTOH - On The Other Hand
PBEM - Play By E-Mail (form of multiplayer gaming)
POV - Point Of View
RTFM - Read The [Flamin'] Manual!
ROTFL - Rolling On the Floor Laughing
LMAO - Laughing My Arse Off
YMMV - Your Mileage May Vary
TTFN - Ta ta For Now
TTYL - Talk To You Later
WYSIWYG - What You See IS What You Get

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10 FAQs before Declaring a War

It is really hard to write another article in this forum, as all of the necessary knowledges have been covered in many great guides and analyses. The best I can do is try a summary of a specific topic.

I started playing Civ4 as a peace lover, but now I am clearly a warmonger who is "forced to win early" by the game mechanism. The game really favors a warmonger. So, please allow me to summarize my war experiences into "10 FAQS that I ask myself before declaring a war".

Q1: What do I gain from this war?

Although not every human action carries a purpose, theoretically they should. Contemporary artists paint craps because they want to paint craps to disturb you.

Every war should serve a purpose, too. For example:

- Secure a large interior of my territory
- Gain a few precious resources that I don't own
- Kill off a great threat in the future
- Put down a warmonger that may backstab me, before it gets a chance
- Simply expanding my empire

A competent warhead should have a clear goal in mind. Not just sending out his troops to "punish a bugger". That's what a "jerk" would do.

Q2: What do I do AFTER the war?

It never hurts to plan one, a few, or many steps further, if you have extra time before the action is due. What will I do after the war? For example:

- Continue the war on the next target, if I still have the military lead
- Call it a day and enter a massive 500-year peaceful growth period
- Give some distant territory to a weak friend to create a buffer
- Put research to 0% and let scientists to handle "Iron Working".
- Ask for peace money when my loss is enough, and let Monty continue my war.
- Remember to put culture slider back to 0%.

There are various things to think of, some big, some trivial.

Q3: Could I have allies to help me, or the enemy?

Diplomacy usually decides the war outcome. A third party can turn the tide of war completely.

Obviously, you want to have all the help you could obtain, and eliminate all the backstabs you may receive. All of the Civs that are friendly with you are possible helps, and they are usually willing to join your war after you declare it. The aggressive / fanatic ones may start the war for you if your price is right. All of the Civs that are friendly to your enemy are going to do the same for them, though.

Shouldn't you do something to prevent that from happening? Actually, the solution is easy. You may bribe another Civ to attack your enemy's potential ally. You may bribe your enemy's potential ally to attack somebody else. Just to keep them busy, and they can't be possibly helping your enemy while they need help themselves. Note that a warmonger can be anybody's friend, so it is especially important to bribe warmongers to go after someone before your war, or simply bribe them to help you. The good thing is that the AIs aren't very smart at bribing others to war, so you don't have to be over-cautious.

If you have eliminated all possible helps from your enemy, you already declare the war at the "worst" situation possible, because it can't get worse! If you are already at an advantage at this worst possible situation, then clearly you can't lose - only to win faster by pulling in a friend.

Generally, it is a good practice to stir a world war every time you are going to war. While everybody is busy with everybody, your target losses all potential helps. I am still attacked when I am weak, but I have never been backstabbed when I am no longer weak, but vulnerable during a war. I always make muscle man show their back to me before I draw my knife.

Q4: Could I annoy my friends, or other Civs by this war?

Certainly your target is gonna hate you, but how about your friends and other neutral Civs? I have to check the relationship of my targets to other Civs. If they are at Pleased or Friendly, then certainly I will get "You declared war to our friend!" modifier. This can potentially spoil a Friendly relationship to Pleased, a Pleased to Cautious, or Cautious to Annoyed. The consequence may be very bad.

To prevent this, you can spoil their relationship first. For example, A is your target, and B is your friend. A and B are friends, too. If you ask A to attack B's friend, C, then B is going to dislike A a little more. If that makes B Cautious to A, then you won't get any white eye from B when you declare war on A.

The good thing is, -1 in most cases doesn't change anything. So you don't have to worry that much.

Some people think they should purposely annoy the enemy so they will declare war on themselves. This usually doesn't work, as the AIs evaluates the power difference pretty much. If you are weak, you don't have to purposely annoy them, and they will come after you. If you are powerful, no matter how many nukes you drop on their head, they swallow the fallout and tears.

Generally speaking, during a conquest it is unavoidable that eventually you will annoy all of the Civs by invading multiple Civs in the past. It is OK. Up to a point, you will be powerful enough that nobody dares to declare war on you. You can also allign your religion with them, sell them your extra resources, and give them little helps to maintain the relationship at Pleased. And, since you still make everybody busy before you draw out your knife, they still can't help each other against you.

Q5: Could I have declared this war 100 years earlier?

My original Q5 was "Could I have avoided this war" but I found it too lame. Of course I want to war in Civ4 because it makes me win much faster! I have to be honest.

Could I have declared this war 100 years earlier? Sometimes yes! I am such a chicken that sometimes I want to make sure everything is safe - but by waiting I might make myself less safe. The earlier I become aggressive, the more advantages I get. I don't have to get everything prepared sometimes, because neither is my enemy. At times, I give up the past hour of gameplay, and start the war 100 years ealier. I win; I feel very happy.

***

In the first 5 FAQs I covered the preparation/abstract aspects of war. In the next 5 FAQs I will get into some practical details.

Q6: Is my attack route fool-proof?

An attack route is the plan of army advance, where my invading stack enters the unfriendly territory, where I camp at each turn, and how I carry on my attack to the next city. A forest, a river, or a hill can all make a huge difference.

It will be the best if I have an active update of what's happening in the enemy's territory. For example, if I own a holy city of a religion, I will probably get an Open Border well beforehand, and spread my "professional" missionaries to my future opponent's cities.

If I don't have a holy city, I can simply ask for an Open border, and send out many faster, less powerful units (scouts, chariots) for a latest update. As soon as the war is declared, these scouts will be repelled from the enemy territory, so they can either have a free return ticket, or end up in nowhere.

With a significant military advantage, it is usually good to divide your huge army up, plan multiple attack routes from different entries, and devour several AIs cities all at once. However, against smarter human opponents, it is usually wise to have an invincible stack of death. When you enter an enemy's territory, it is possible for your opponent to concentrate their counterattack and eliminate your divided invading forces with their relative mobility. That brings up the next question:

Q7: How do I deal with a counterattack stack?

If your target is not too weak, it is very likely that there will be a counterattck stack organized, and heads towards your territory. Even if your target is weak, it might still send out a few horse riders to pillage your improvements to distract you.

Do you have enough home defense to deal with a counterattack stack, even just a few horse archers? Do you have fast unit to hunt down their fast unit? Do you have spears to poke at the horses? In my experience, about 20% of my total mobilized army are actually used for homeland defense / fortify new acquired territory. In multiplayer situations this ratio will go much higher, because smarter human players concentrate their attacks.

Another very common phenomenon is to be showered by a large number of catapults when you advance into enemy territory. There is really no way to prevent this. You need to have more units in that stack to dilute the splash colleteral damage. Some people say you can split your stack, but I don't think it is a good idea. If I am the defender, I can easily concentrate my catapult shower on half your stack, and use all of my defending forces to kill off half of your army. By the time your intact, the-other half arrives at my castle gate, my forces have returned and started healing.

Right after taking a city, it might be worthwhile waiting for the wounded troops to heal, if lots of healing is needed. An army at half of its strength is really inviting a crushing defeat.

Following the catapult bombardment, the enemy might follow up with a mixture of other spare units. You may think AI is stupid to commite suicide this way, but those counter attacks can be devastating if you don't have a balanced stack. If you don't have elephants/spears in your invading stack, your melee units might get slaughtered by horses. It is wise to carry a few defensive units in the same stack, just for the purpose of insurance. Plus, they can help you afterwards...

Q8: Did I forget the garrison troops?

You might be able to take the city, but you will need troops to defend it. Chance is the enemy's culture border still enables them to take the city back in 1 turn, if your new city is not properly defended. You must know by now that good garrison troops are very different from good attack troops. Archery + Spears/Elephant are very good garrison troops; the AI love to have them, too.

One of my common mistakes is I "barely made it", so I have one very weak unit in the new city, and I don't have any units that can move in to help. The result is usually I lose the new city and the wounded unit to a very weak counter attack force. The AIs will hunt down each one of your weak units, especially when they can get a city back in the meantime.

You don't want to leave a portion of assault troops in each of your new cities, to weaken your invasion as you go on. It might be too late to start producing garrison troops after your war declaration.

Q9: Did I forget to move a unit somewhere?


This is more of a gameplay aspect. When a war gets big, it is easy (at least for me) to forget a few units that has been previously assigned on garrison purpose, but no longer needed. When I can locate them (through the military advisor) and pull them to the front, my battle often becomes much easier.

Q10: Am I on my way to my next military tech lead?

Not really an FAQ - I just include this for morale boosting purpose. When you hack down archers with maceman, you should be thinking of blasting longbowman with gernadiers. When that comes true, you should be thinking of the cheerful gunpowder explosion echos made by cavalry and cannons. After that, it is probably sniping grenadiers with infatry rifles. You are always creating a military lead, because the AI never stops trying to catch up. After a certain point, you are just going to wipe out the rest of the AIs in a short period of time, if you haven't accidently cross over the domination victory threshold.

***

May I conclude this article with a popular quote from Sun Tze:

"Knowing your enemy and yourself, you can fight 100 battles without dire danger."

The key of a war is to avoid losing. If you can smell the war not approaching your victory, then you better quit it as soon as possible. In order to smell it, you need knowledge of the situation. If you don't suffer huge defeat, naturally over time you will get a few chances to crush the enemy. If you succeed at doing that, you win! In Civ4 the wars are much eaiser, so usually you immediately win after a little planning.

A popular misconception of this quote turns the latter part into "you can fight 100 battles without a loss." This is definitely naive. You can still lose, because there is luck, competent enemy commanders, and endless suicide bombers (catapults). However, with enough knowledge of the situation, you may lose, but you are not exhausted. You can still regroup, tell yourself there are still lots of hope, and come back for the eventual win, while your enemy feels tired and whines "What is war good for? Absolutely nothing!"

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A Guide to Civics

The intention of this article is to give hints and tips about when and how to use the different Civics in Civilization 4.

For each civic there is a note on availability, followed by a short description of the effects/costs, diplomatic implications, comments on synergy with other game elements (other civics, leader traits, buildings, game settings, common strategies) and a final summary on the usefulness of the civic.

Any Feedback is highly appreciated and the guide will be updated with comments and strategies people post here (credits will be given here in the first post).My (high) aim is to provide a comprehensive database on the complex subject of civics.

Additional Credits for contributing interesting aspects, strategies and correcting inadequate information: genjiboy, Heroes, Krikkitone, Orca, Samson.

Some General Thoughts on Civics in Civ4

Maintenance

Note: Roland Johansen has done a great article about civic upkeep.

Civics are divided into 4 upkeep categories: no, low, medium and high. As a very rough rule of thumb you will pay 0 for zero, x for low, 1,5-2x for medium and 2-3x for high upkeep civics.The exact values depend on your number of cities and your population.

With a growing empire and increasing inflation, civic upkeep can really drain from your treasury. If you consider which civics to use, always keep the upkeep as an additional factor in mind - if you are unsure which civic is the better one, then the cheaper one is usually the better idea. Perhaps with the exception of Environmentalism, all the high-upkeep civics offer strong advantages. But if go for them, you should check if you can really use them to a certain extent - running Vassalage only pays if you build enough units, while Organized Religion is a waste if you are busy to build up your army.


Spiritual

I haven’t mentioned spiritual as a factor in most of the strategy/synergy sections (with Slavery and Nationalism as exceptions; for why see the civic article) for one reason - it is just plain useful to civics in general. The smooth government transition without anarchy transforms in two advantages: The freedom to change when and as often as necessary.

When just means the independence of things as wars, golden age or wonder races. Without interfering anarchy, there is no need to wait with a revolution. If a better option shows up, switch (to be correct, there is still a restriction regarding minimum time between two revolutions, but that’s only rarely a real problem).

The second benefit is the fact that you don’t have to think about if switching (and eventually switching back again soon) is worth the anarchy. Without the spiritual trait, you have to keep an eye on the number of switches you make in a game - if you accumulate to many anarchy turns over time, it may hurt your progress. Sometimes the anarchy just eats up the small advantage the new civic would give you, especially if the benefits are needed only temporarily (for example, “hurry civics” as Slavery or Universal Suffrage, the “draft civic” Nationalism or Bureaucracy, if you go for a wonder in your capital) - then you will either drop the switch altogether or at least delay it to make a “big revolution” (see below for this strategy for non-spiritual civs).
Spirituals effect also tends to rise in Epic or Marathon games.Not so much by the fact the anarchy period is at minimum 2 turns and can easily scale up to 4 (this is counterbalanced by every turn being "less" valuable), but because unit movement isn't modified - a "quick" switch to Slavery and Nationalism without Spiritual to stop an enemy attack will need three turns(!) to show an effect; three turns in which moreover everything in your empire stands still.


Organized

The organized trait is the second one which has an direct impact on civics.

Organized shifts the balance towards the civics with (higher) maintenance, which are usually the ones with a greater impact and stronger effect….and those suited for a more aggressive and (regarding your empires population) repressive playing style.If you compare a (war-monger) combination of Police State, Vassalage, Caste System, Mercantilism and Theocracy with for example Universal Suffrage, Free Speech, Emancipation, State Property and Free Religion (large empire going for cottages), you will clearly see the different impact of Organized.

To sum up, the effect here can be significant (if you adopt your general “big plan”) to meaningless (if you don’t). That’s also the reason why Organized is usually rated as the weakest trait - however, if at all, that's only partly true.For the civic effect depending on the playing style yes, but you also get cheaper Lighthouses and more important Courthouses - both directing to faster expansion.Not a bad thing in Civ4.


When to change? (applies mainly for non-spiritual civs)

The question is nearly as difficult as the one dealing with what to change. As usually there is not a single correct answer. You have to consider different situations and factors.

First of all it is important to distinguish the first, initial change in a civic column from later changes.

In case of the initial change, the straight advice in most of the cases is simply: Change as soon as it possible without. The initial civics do nothing for you except draining low maintenance. Sure, most of the civics you will get first access to in the different columns (Hereditary Rule, Bureaucracy/Vassalage, Slavery/Caste System, Mercantilism and Organized Religion) have a higher upkeep, but the give you some advantage and the real cost for this advantage is lower (because you have to subtract one maintenance level in your calculation - the level you have to pay for the starters anyway!)

Things are more complicated when changing from a “real” civic to another. Again, switching ASAP is usually not a bad idea - simply because getting a better civic sooner is better and because in a growing economy a turn of anarchy becomes more and more expensive, if the game progresses.

However, some circumstances might make a delayed revolution a better idea. It is for example not a good idea to switch during a golden age (however, the mistake would rather triggering the Golden Age before the switch in most cases) or when you need every turn in a wonder race or for building units in a case of emergency (of course with the exception of a switch to something which helps especially in those situations).

Even if no such special situation makes waiting worth, the concept of “big revolutions” can do so. Instead of switching only one civic in a revolution, you can change up to 5. The anarchy penalty rises too, but not in linear way. You can switch up to 3 civics at one time and will still suffer only one turn anarchy. So you can minimize the turns lost to anarchy if you wait for example a few turns to get another tech which enables a new civic.

And last but not least there may be economic reasons - don’t underestimate the pressure high cost civics can lay on your economy. Especially when having the concept of a big revolution in mind, it might be tempting to make a big change - for example when going to war, switching from low cost “peace” civics to the repressive ones. Make sure you have a healthy economy, a full treasury or a Great Merchant around. Otherwise you might come into trouble soon. Wars are already expensive in Civ4 without the political dimension (more units to support, units must be supplied in enemy lands, enemies eventually pillaging the land, unit upgrades, bribery for allies etc.), so those extra civic costs might lead to strikes or at least a serious drop in your research efforts. A bad move here can be devastating, since you have to wait a few turns to be able to correct it again.

The Government Column

Special notes: The special thing about this column is that you can get access to all civics very early - if you are willing and lucky enough to build “The Pyramids”. The immediate availability of all the civics of course change their relative values, so my rather general advices might fail here.

And there is a second special thing about it…21 out of 26 leaders have their favorite civic inside this column, so your decision here can have an important influence on how getting along with the other leaders…


Hereditary Rule

Prerequisite/availability: Monarchy (classic era)
Effect: +1 happiness per military unit inside a city
Upkeep: Medium
Diplomatic relations bonus with: Alexander, Catherine, Hatshepsut, Huayna Capac, Kublai Khan and Louis XIV.
Synergy/strategies: Organized, Vassalage, Nationalism, Theocracy, OCC, cold or general defensive wars (especially AW) , ressource-scarce maps

Summary: The good old military police and better than ever before. No more upper limit. But it comes now with a hefty price, too. Beside the unit upkeep, the civic itself will cost you a substantial sum to maintain. Nearly every other way to produce happiness will be cheaper, but sometimes there is no other way to stay in the "yellow faces" (mainly because of few religions and/or resources).Then it is the right choice, because avoiding unhappy citizens is a high-priority goal. And unless you own the Pyramids, it is the best what you can get for a long time. Otherwise, try to leave it ASAP…if you get access to a new government civic, check if you really need HR any more. If most of the happiness is lost due overflow, consider switching immediately.Even if you can live with the costs (which indeed tend to become less of a problem, if your cities grow really big), you will at least miss the benefits of Universal Suffrage, as soon as it becomes available.
On the diplomatic table, the civic puts you at good relations (usually a permanent + of 1-3, depending on how long you are in the civic and on how keen the leader is about foreign politics) with 6 other leaders…that’s more than with any other civic!


Representation

Prerequisite/availability: Constitution (renaissance era)
Effect: Every specialist (including settled down ‘super-specialists’) yields 3 extra research; the biggest 5 (or 6?…I‘m unsure if this a flat number or something dependent on map size) cities in your empire get 3 extra happiness.
Upkeep: Low
Diplomatic relations bonus with: Bismarck, Cyrus, Caesar, Napoleon, Victoria
Synergy/strategies: Caste System, Mercantilism, Pacifism, Philosophical, Organized, OCC - FCC , smaller maps(?),GP-based strategies.

Summary: Representation is the second available choice in the government column and it can be very useful in different situations. Obviously, if you rely very heavily on specialists (and if you are perhaps running some more pro-specialist-civics) and also if your empire is rather small, because then it is your weapon against unhappiness.
But even without such special circumstances, it is in most cases superior compared to HR. You pay less maintenance and despite you get the happiness usually where you need it most (=in your big cities).And of course your troops are freed again to do what they should - defend and attack.
Even when Universal Suffrage becomes available (a tech later, if you have planned for it), you might be better off with staying in Representation. Unless you have money to burn or you have “cottaged” your land early, Representation will often fit better. You can still switch later if necessary.


Police State

Prerequisite/availability: Fascism (industrial era)
Effect: 25% more hammer output, if building military units; -50% war wariness
Upkeep: High
Diplomatic relations bonus with: Genghis Khan, Isabella, Montezuma, Peter, Qin Shi Huang
Synergy/strategies: Jails, Mount Rushmore, Heroic Epic, Extended and bloody offense warfare (especially AW), Drydocks, Vassalage, Theocracy, Organized, Aggressive

Summary: Well, I don’t think there is much to say about when this civic helps you and when it doesn’t do you anything good. It you are at peace (and plan to stay here), move long - there is just nothing you will find here except a near-to-useless high maintenance civic. If you are attacked, ask your self: Is the production bonus worth to sacrifice other choices? Keep in mind, WW is no longer an issue if you just defend your self! Nationalism will literally cost you much less and might offer a better effect.
What makes it really shine is the second bonus…war wariness can easily force you to end a war, because it gets more and more difficult to maintain a productive economy, when you try to conquer and things start to get rough. PS puts an end to this. Add jails and the Mount Rushmore wonder…and no unhappy people will stop you from dominating the world with your guns. You will also enjoy better relations with other leaders who like to repress their people in the same manner…


Universal Suffrage

Prerequisite/availability: Democracy (renaissance era)
Effect: The Town improvement yields an extra hammer and you are allowed to rush buildings and units with gold.
Upkeep: Medium
Diplomatic relations bonus with: Asoka, Frederick, Gandhi, Roosevelt, Washington
Synergy/strategies: Free Speech, Financial, The Kremlin, Emancipation, Organized, “cottage-strategies”

Summary: If you have planned ahead with building lots of cottages, you are now able to earn your fruits. Now you will not only get tons of money out of them, but also a hammer on the top. On the financial side, you may you the rushing ability to build commerce and science boosters in those cities quickly. You will get the invested money back soon. To make use of the civic to its full extend, be sure to combine it with Free Speech.
The importance of commerce in Civ4 cannot be overstated. It is the thriving factor. It is also one of the main points why the AI is a lot tougher now - they now know how important it is, if you look at the sheer number of cottages they build. That’s why they stay competitive in the tech race until the end of the game…and it also makes the diplomatic aspect even more important here. The leaders who like Universal Suffrage are often among the successful ones, which means you are likely to have powerful friends.

The Legal Column

Special notes: The action in this column starts fairly late; the offered civics cover in a nice way the different needs of offensive/defensive war and early-/late game economy.

Vassalage

Prerequisite/availability: Feudalism (medieval era)
Effect: +2 exp. for new units, extra free unit support (5 flat + 1 for each 10 population points)
Upkeep: High
Diplomatic relations bonus with: Mehmed II. (WLs)
Synergy/strategies: Organized (see also text), Aggressive , Charismatic , Protective , anything else what grants free experience to new units (Barracks, Drydocks, Westpoint, The Pentagon, Theocracy, WLs Military Instructors), Police State, any situation with a need for a lot of new troops

Summary: Depending on your research path, Vassalage will be your first or second legal option. It offers one huge benefit (to be entirely correct there is a second: you get some extra free unit support, but this effect is at best a slight compensation for the maintenance, see end of the paragraph) - every unit you will built starts with two experience points more.

This guarantees the first promotion; under usual circumstances (barracks are in place), you get access to the second. Taking in account how combat in Civ4 works this is without a doubt a very desirable boost. Usually a small edge is enough to decide a combat and am promotion more or less can make this difference easily. It is also an effect you will feel for sure, as everyone - even the most peaceful player - has an need for a decent army - if just to prevent a nasty AI leader from attacking.

The only downside of Vassalage is the high maintenance cost. Nonetheless, if Vassalage is your first and therefore only option, switch (unless you really have to count every peace of gold). Whenever you plan to built up your forces, switch. In some games you will stay in vassalage for longer times or even the rest of the game, in others the next options will become one day the better choice. Just make sure to exploit the benefits of Vassalage as much as you can, while running it - the extra support will cover the unit maintenance partly (for Organized civs, this civic is even more interesting, as for the reduced cost, the free support alone is worth the expenses!) and experienced troops will still help you in future, if you have left Vassalage for a more peaceful agenda.


Bureaucracy

Prerequisite/availability: Civil Service (medieval era)
Effect: +50% production and commerce in capital
Upkeep: Medium
Diplomatic relations bonus with: Kublai Khan, Peter, Qin Shi Huang
Synergy/strategies: Spiritual, Organized , Organized Religion , general strong capital development/focus(f.e. important national wonders in capital placed, any civil or military production boosters) , small maps/empires, OCC


Summary: To put it in one sentence...it is all about your capital here, which will receive 50% additional production and commerce under this civic. Bureaucracy is always worth a thought, if it comes as first option in the column (even the worst capital has the Palace commerce bonus and likely some hammer sources). How competitive it stays against the other options, depends on location, and constitution of your capital and of course on the future plans you gave with it, too. If it is your unit-factory (high base hammer output, Heroic Epic, etc.), drowning in cottages, your main wonder construction site or even your only city (OCC), than this civic is for you. What makes Bureaucracy so powerful despite the fact that it affects only one of your cities, is Civ4s need for specialization - one specialized city may take the entire needs of your empire in one field (unit production, wonders, research,...). And if you can improve this performance by 50%, than it is usually worth a civic.

However, Bureaucracy tends to lose steam in later phases of most games. The reasons are quite simple - successful empires tend to expand or growth, which means civics get more expensive. Usually, the civic effects expand in a similar manner. Mercantilism gives you an extra specialist in every city, Hereditary Rule enables MP everywhere. Not so here - your entire empire pays with rising maintenance for a fairly constant reward. Freakenly realistic, if you think about real world bureaucracy and centralization..
The final catch is Free Speech becoming available. Without, Nationhood and Vassalage were the only
alternatives - ones which aren't too exciting in peacetimes. But usually the need for money and beakers rises in the endgame - and extra income from the cottages is just too important.


Nationhood

Prerequisite/availability: Nationalism (renaissance era)
Effect: Ability to draft up 5 units per turn, +2 happiness from barracks
Upkeep: None
Diplomatic relations bonus with: Bismarck, Churchill
Synergy/strategies: Protective , Aggressive , anything else what grants free experience to new units (Barracks, Drydocks, Westpoint, The Pentagon, Theocracy, WLs Military Instructors), Spiritual, sneak attacks, huge excess happiness and food without sufficient production

Summary: Basically, we have the reincarnation of Civ3s draft button, with happiness boosting barracks as icing on the cake - with no maintenance cost. Nationhood is the kind of civic you don't need very often and long, but if you need it, then you need it dearly and if possible immediately. Ironically, you will use this war civic most likely, if you have planned to play a peaceful game - there is always one Alex or Monty out there which is interested in your cities and wonders.So, in case a nasty AI surprises you, what does Nationhood for you?

Depending on the map Size, you can draft per turn up to 5 of the most modern defenders available(however, restricted to one per city and turn). The price is unhappiness (+3) and population loss (-1 pop point). The big difference to Civ3 is the training level of your drafted troops - while in Civ3 the recruits had 33%/50% less hit points compared to regular/veteran units (which often doomed them as pure cannon fodder), you get regular troops now - just the starting experience is halved. This means still a promotion from the start if a barrack is in place.

Without a doubt, Nationhood is no real long term option. +2 happiness is not enough to make it interesting in peacetimes and drafting more than one or two units will bring most cities down to anarchy and resulting starvation. You will likely leave Nationhood as soon as the initial ambush forces a repelled -usually for Vassalage-, even if the war continues. Only if the war goes very bad and you are under constant pressure, you might be forced to stay here. It is also the civic of heroic defeats and fighting to the last man...and even if it helps you to survive, you will need a large recovery period after that.

Since Nationhood is a mainly stop-gap against an invasion, it is most useful if you can enact it while the enemy is still approaching your city - so a good recon work tremendously increases the efficiency of this civic. Or pick a spiritual leader - always useful regarding civics, but being able to enact and draft in the same turn is something not to underestimate.


Free Speech

Prerequisite/availability: Liberalism (renaissance era)
Effect: +2 commerce for the town improvement, +100% culture
Upkeep: Low
Diplomatic relations bonus with: Washington
Synergy/strategies: Financial , Universal Suffrage , Emancipation , Printing Press , any "cottagemania"-strategy , culture is needed for victory (together with everything else yielding/boosting culture)

Summary: The second "late" option here. The boni speak for themselves: +2 commerce per town and +100% culture, low maintenance .The power and importance of cottages are well known, so it is easy to imagine how much impact the extra commerce has. Free Speech is the dominant peaceful option. This applies especially, if you are going for a cultural victory. Though there is still a niche for Bureaucracy (if your capital is among the three cities and you are racing for an important wonder), doubled culture is worth 6 cathedrals and all the Prerequisite temples, not to speak of the advantage in tech race.
It offers little direct benefit for the warmongers, but if you are currently not fighting for your life or building up you main attack force, you should consider it despite - maintaining or even upgrading an army is expensive.

The Economic Column

Special notes: It is the column which is enabled latest by far, it contains (IMHO) the weakest and the strongest civic of all and also one of the few with a negative effect.

Mercantilism

Prerequisite/availability: Banking (medieval era)
Effect: All foreign trade routes are closed, every city gets a "virtual" specialist (which doesn't drain one citizen from work)
Upkeep: Medium
Diplomatic relations bonus with: Tokugawa
Synergy/strategies: Representation, Caste System, Organized, Pacifism, Philosophical; AW, warmongering or bad diplomatic relations in general, balanced GP strategies, Parthenon, Sistine Chapel, Statue of Liberty

Summary: Mercantilism will be the first available choice in the economic department, but if planned properly Free Market is only one tech away. So it is kind of different to the other “first” civics, were switching over immediately is usually a no-brainer. Things get even more though to evaluate, when taking in account that Mercantilism has a substantial downside beside the upkeep - you will lose all of your foreign trade routes. Unless special circumstances are in place, I usually do not even think about revolting to Mercantilism, but try to get hands on economics ASAP to use Free Market, which can be shortly described as the complete opposite, if you look at what it does.

But now the more interesting part…when to use Mercantilism? Despite all the negative elements connected to it, in some situations the extra specialist is more useful than an extra foreign trade route:

a) You are in or near an AW situations or your overall diplomatic are just to worse to allow (m)any active OB-treaties. Obviously, this is what it is made for it. The penalty doesn’t hurt you anymore, while Free Market offers you zero compared to a free specialist.

b) You are pursuing an GP-strategy and maybe you have some of the wonders mentioned under “synergies” around. Of course then every specialist helps. However, think twice before giving in to this temptation - Mercantilism is not perfectly suited for this strategy. The most effective way to get a cabinet full of GP is creating a single city, which accumulates as many points as possible. Mercantilism however tends to add few in this case.Most points will be wasted because of the escalating costs of later GPs.
What I described as “balanced”-GP strategy (=distributing the GPP sources between several cities) is less effective from the view of maxing out GP, but often not to avoid (no food-powerhouse, cap of two national wonders per city etc.).In the case, Mercantilism can be indeed a valuable part of the big picture.

c) You have a lot of low-developed cities. Mercantilism's flat one-specialist-per-city bonus obviously has the biggest value, if a city is small - adding a specialist to a size one city without using the citizen to create it means doubling the number of productive people in the city.If combined with Representation and Caste System, you get at decent boost for research this way, while you are able to use the specialist for what is most important (f.e. getting the first border expansion for a new built or conquered city quick).

Nonetheless (and completely according to real history), Mercantilism is in most games only a temporarily good choice. If not FM means the end for it, then State Property will do this job.


Free Market

Prerequisite/availability: Economy (renaissance era)
Effect: All cities get an additional foreign trade route.
Upkeep: Low
Diplomatic relations bonus with: Mansa Musa
Synergy/strategies: Financial, Bureaucracy, Organized, Harbor + other buildings which give extra routes, many OBs, “big” games (huge maps, many opponents), everything which increases commerce yield in your cities.

Summary:Many of what could be said about FM is already noted in the paragraph above, because FM is to a large extend the complete opposite of Mercantilism…and so, no wonder, the best moments to use it are non-isolationistic strategies. In theory, a few OB-treaties will be enough to receive the extra trade route; however, more trading partners tend to give you more lucrative routes (just because there are more possible destinations to choose from!).Also everything which increases commerce (many cottages, buildings, civics, shrines, settled down specialists,…) in your cities, will fuel the effect of FM, because the game “connects” rich cities with other rich cities and calculates the yield of trade routes this way.

Now, how to rate FM? Without a doubt, it is the most flexible and easy-to-use civic in the column. Even if you don’t care much about synergies, it is difficult to be completely wrong with it. Except complete AW games, it is very unlikely that you end up without a single OB (at least on bigger maps)…and if you just met this condition, you will get a decent reward out of it. Add low upkeep and you will have a nice civic which gives you extra money. Usually, it is the right choice as soon as it shows up - either for the rest of the game or at least until SP gets available.

But despite it is the right choice very often, I wouldn’t call it the most powerful choice. For the reasons, see the next paragraph…


State Property

Prerequisite/availability: Communism (industrial era)
Effect: No more distance maintenance in your cities. Watermills and Workshops yield one more unit of food.
Upkeep: No
Diplomatic relations bonus with: Mao
Synergy/strategies: Watermill and Workshop-spam, Games aimed at domination win, early GP-strategies, warmongering, Universal Suffrage, Vassalage, Theocracy, Aggressive, Expansive

Summary: Any rating is always dependent on the playing style to a large degree, so you might differ, if I rate SP as the most powerful civic of all. And even my rating needs further explanation… ”most powerful” just means that it is probably the civic which might give you the biggest reward - well, if you are able and willing to invest enough to exploit it to its full extend (that's also the reason, why it isn’t overpowered!). I’m not claiming that it is the only viable choice; in fact in most games you will get more out of FM, just because its effects are easier obtain.

SP offers three pluses:

First of all, it is a zero-cost civic. Normally, I wouldn’t emphasize it in this way. But usually it is either the way that there is a direct drawback for zero upkeep (Pacifism: extra upkeep for military units) or it is just offset by the fact that the positive effects of the civic are restricted or hard to get.

For SP however, you will at least (nearly) always save some money from the second advantage. No distance maintenance in your cities. OK, you will smile and move on in an OCC, but apart from that the effect is somewhere between “nice” over “alone enough to switch to SP” to “saves me from bankrupt”. An empire similar to the former British or Soviet will cost you dearly without SP.

The third thing is probably the most interesting, but also the one which needs most work: Extra food from the watermill and workshop improvement. While it is just the icing on the cake in case of the watermill (it is already a nice choice without SP), it completely turns the tide for the workshops.

A workshop is a niche improvement under normal circumstances. Unless you locally drown in food, the food penalty hits just to hard. Moreover, mines are a big competitor, because they to do the same without taking away arable land and might even grant you a new resource deposit one day. But under SP, a workshop means simply +3 hammers! Cities with enough hills still do not need them…but all those flatland cities in grassland or near a river can be turned into real factories. 10 citizens can yield 30 base hammers this way… If you are among those who always miss hammers dearly and wish to be back in the Civ3s paradise of mined grassland, then welcome in the realm of State Property! The power of such a factory-wonder is multiplied by the fact you can use it to hit the AI on a weak point - they are famous with everything connected to commerce and research, but they often lack the hammers to build the fancy toys for their army.

The only downside (of which I’m glad it is in!) it the fact that you need a strong worker force to transform your infrastructure this way. And while it perfectly plays together with an early farm/GP-strategy (don’t be shy to replace the farms with workshops - with escalating GP costs, you will usually only sacrifice few GLs from the moment on SP becomes available), it will make you cry to tear down developed cottages. It might still make sense in some cases, but be careful then…if you transform too early, you might fall back in tech because of you depleting income. And with the new combat system, Tank vs. Modern Armour is nothing to search for, even if you have the numerical advantage on your side.


Environmentalism

Prerequisite/availability: Medicine (Industrial Era)
Effect: +6 health in every city; also +1 happiness per jungle/forest tile inside the city radius
Upkeep: Medium
Diplomatic relations bonus with: -----
Synergy/strategies: Organized, Expansive, low resource situations, “green strategies” (keeping forests, lumber mills), high unhealthiness through power generation or buildings, wars which disrupt resource trading

Summary: ***REMOVED for overhaul because of the latest patch changes regarding Environmentalism ***

The Religious Column

Special notes: Unlike the civics of the other columns, the ones of the religious section need an additional component to work - religion. In case of the first three, you will only reap the benefits inside a city, if you have a state religion AND if this state religion is present in this city. Free Religion abandons the state religion concept and depends instead on having as many different religions as possible inside a city. So the usefulness of all the non-default civics depends highly on the religious situation in your empire and the thump rule “everything is better than the default civic” is not entirely true here. The three state-religion civics (can) cause high direct or indirect costs, so Paganism is indeed a real choice, as long as you don’t have established religion in most of your cities.

Organized Religion

Prerequisite/availability: Monotheism (Ancient Era)
Effect: +25% speed, when constructing buildings or wonders; training of missionaries is possible without having a monastery
Upkeep: High
Diplomatic relations bonus with: ---
Synergy/Strategies: Wonder/cathedral resources(Marble, Stone, Copper), Industrious, forest-chopping for building projects, State Property, Universal Suffrage

Summary: Your first option in the religious column. The general note on religious civics applies especially to OR. Unless you have founded one of the early religions yourself, the chance is quite high that you have no access to religion, when the civic becomes available. In this case, wait with a switch. Even if the absolute sum is not much in those early turns, you will need every piece of gold - and paying for getting zero doesn’t sound like a good idea, well?

If religion has spread to your empire and a state religion is declared, a switch makes usually sense. +25% hammers for buildings/wonders are a huge boost in the beginning, where you need to get the stuff out as fast as possible. And not to forget the second advantage - missionaries without monasteries. It makes sure that all your new cities can get the production bonus at once and it allows sending out a lot of those guys to your neighbors to bring them in line. However, if you are involved in serious wars and your cities are busy with pumping units out, OR doesn’t help you. It can be also problematic on higher difficulties, because then the high upkeep might lay a heavy burden on your treasury.

Overall, the usefulness tends to decrease over time. If you weight extra building speed vs. free experience, great people points or extra happiness (that’s in short what the alternatives - described in detail below - offer), all of the latter three are usually more important in the later game. However, the second advantage might open another niche for OR later. In the moment you research Scientific Method, you lose the chance to build new monasteries. If you have build enough of the ones you need, you are lucky. If not, you have a problem, when you are pursuing for example a cultural victory, for which are cathedrals extremely helpful. OR eliminates this problem by allowing cities to build missionaries of all the religions they contain, regardless of the presence of monasteries - so this effectively means you can spread every religion over your entire empire, if you just have one city with this certain religion.


Theocracy

Prerequisite/availability: Theology (Medieval Era)
Effect: +2 EXP for new built units; no spreading of none-state religions
Upkeep: Medium
Diplomatic relations bonus with: Saladin
Synergy/Strategies: Vassalage, Barracks, The Pentagon, Westpoint, Aggressive, Organized, Nationalism, The Heroic Epic, Police State, any war or cold war situation, domination or conquest victories

Summary: Theocracy is Vassalages little sister - the main effect is the same, units start with 2 experience points extra. Like it is true for most war civics, there is not much to say about when you should use them. If you plan to build a lot of units in the near future (for whatever reason), take this. And if you can, take Vassalage too. The synergy between both is one of the strongest among all civics - both improve exactly the same aspect of the game and in case of experience, a cumulative bonus is especially valuable. Yes, you might argue that one of those civics is enough to reap the second promotion immediately (assuming barracks are in place). That’s true and I’m far away from saying they are only worth to be taken together - but you just waste their full potential. Believe me, 6 or 8 exp from the start matters, because your units will likely get the third promotion right after the first fight with 8. Also every new promotion means a kind of instant “medipack” for your unit (wounds are partly healed).It can make the difference between losing or winning a fight in many cases.

Medium upkeep is an absolutely fair charge for what Theocracy does, especially if you compare it with OR or Pacifism. Until Free Religion shows up (which is a great all-round civic), Theocracy is not only the best, but also the cheapest solution in any game which involves decent military action or just a big standing army to prevent it.

The second effect of Theocracy (no natural or missionary-caused spread of minor religions in city with your state religion) is a kind of a double-edged sword. It prevents you from reaping the benefits of having several religions in your cities (more happiness, culture, science).But OTOH, you also prevent that a nasty opponent spreads his own founded religion into your city and gains line of sight and shrine income. How strong the impact of both aspects is depends however on the extend minor religions have already spread in your country (because existing ones aren‘t removed). If nearly all of your cities have already a second or even third religion, Theocracy isn’t a big loss anymore - because spreading religions via missionaries in this situation is very cost-intensive anyway. For preventing the enemy from gaining benefits out of his or her mother religion it is just the other way round - if they haven’t got their feet in your door yet, it is the best time to close it.


Pacifism

Prerequisite/availability: Philosophy (Medieval Era)
Effect: +100% GPP (=Great People Points)
Upkeep: no direct civic upkeep, but 1 Gold per military unit
Diplomatic relations bonus with: ---
Synergy/Strategies: Philosophical, The Parthenon, The National Epic, Caste System, Representation, Mercantilism, Industrious, any major GP-strategies, cultural victories

Summary: If you are in love with Great People, this civic is for you. Although the doubled amount of GPP does not transform into 100% more great people (the increase is probably rather 20-30 %), the civic pays out if used properly. The real benefit isn’t the pure extra number, but the fact that you will get your GPs earlier - and one of the basic rules of Civilisation is that earlier advantages weight more.
So they question is when to use Pacifism?

If you are running a game heavily leaned towards GP, of course. You might run Pacifism then until the end, but you should still keep in mind that the effect fades the more GPs you have already gotten. Taken to the extreme: At some point, even the 100% increase will not yield to another GP because of the geometrical cost increase.

If GP are just a (minor) part of your strategy, you might consider a quick switch when it becomes available (to rush out some) and eventually later again, when you desperately need another Great Person, while lacking enough base GPP. In any case, try to max out the synergetic potential of Pacifism. Especially the combination with Caste System can do miracles - there is rarely a better way to get a special GP in a short time.

Probably not necessary to point out, but for the sake of completeness…if you don’t have wonders and specialists around which yield GPP, move along - Pacifism has no second benefit, but a hidden cost trap. Don’t be fooled by no upkeep, the extra cost for military units will usually easily turn it into a quasi high-upkeep civic. Yes, in theory all those famous Great People might lead you to a peaceful victory , where you don’t need any weaponry and therefore unit maintenance. But the days of no-unit-games are gone.Civ4s diplomacy system relies on relation modifiers and is quite reliable in this part, but you will need the plain cold steel, too. There is always someone out there who is jealous about your wonders and cities. Pacifistic games are best achieved with cold-war strategies - and that’s nothing to head for under Pacifism from the view of costs. To sum up the options …either build up a very healthy economy or use Pacifism only temporarily.


Free Religion

Prerequisite/availability: Liberalism (Renaissance Era)
Effect: +1 happiness per present religion inside a city; +10% research output; no more state religion and religious diplomacy modifiers
Upkeep: Low
Diplomatic impact: Relation bonus with Elisabeth; religion has no more impact on diplomacy
Synergy/Strategies: Organized, Expansive, Environmentalism, luxury resource shortages, peaceful-planned games and situations with high-tension in diplomacy, non-diplomatic victories (especially space race or cultural)

Summary: Your final choice in the religious column. A powerful tool, coming with low costs and offering a simple solution for unhappiness problems and granting a 10% increase in research on top - all you have to do is spreading as many religions as possible in every corner of the empire. Each present religion yields +1 happiness in your cities, before factoring in additional boni you might get out of built temples. Unless you have no happiness problems, because your are drowning in luxuries or your cities are small, you should seriously consider a switch.

The icing on the cake (the research bonus) is even independent of the number of religions in a city (maybe there must be one religion at all, not sure on this).10% may not sound to drastic, but if you keep in mind how expensive the late game techs have become with v1.52, you will be happy about every extra beaker.It can make the difference in a tight space race.

As usual there is also shadow or at least some more things to consider. First of all, don’t underestimate the difficulty of spreading religions with missionaries. If there is no or only a single religion present in a city, your chance of success is 100% or slightly below. If there is already a second religion, you might fail; three or more is just pure luck. So the gained extra happiness is usually 2 or 3, unless your are willing to invest vast amount of shields for missionaries (which can be sometimes worth nonetheless, when pursuing a cultural victory for example).

A second aspect is the loss of state religion. Beside the fact that the Spiral Minaret loses its effect , it has a serious impact on the diplomatic system in Civ4, which can be a boon or bust, depending on your situation. Free Religion both nullifies positive and negative modifiers caused by having the same or a different state religion. You will have no more problems with Isabella or Saladin hunting you for believing in the wrong faith, but you might experience cooled down relations with your former brothers in faith, too. The chance to get backstabbed and attacked is slower, but also the possibilities for trade or interventions on your side.

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Analysis of the Civilization Traits

Introduction

There are eight leader traits in the game, all with very concrete and tangible benefits. However, some of them give more and some of them give less benefit than what they look to be giving on the surface. I’m going to explain how much benefit each actually gives. This article will take the mathematical approach, as I’m measuring the magnitude of the traits’ bonuses, rather than subjectively comparing them.

Generally for All Traits

Most of the traits have one or more city improvements associated with it that it gains double production speed of. However that doesn’t always mean the improvement is procured twice as fast, because the 100% bonus to hammers is of the base production. So if you already have a forge, building an improvement associated with your trait will make the total production speed rise from 125% to 225%, rather than 250%.

Let’s say, for example, that you have the spiritual trait, which gives half price on temples (80 hammers). With no other production enhancing improvements the spiritual trait will account for half of the hammers needed (40 hammers). However, if you have a forge the spiritual trait will only account for 100 / 225 = 44,4% of the hammers needed (35 hammers). As more production enhancers are added (e.g. organised religion, factory) the percentage of the hammers that the trait bonus contributes becomes increasingly smaller. While this may seem minor and insignificant, in the big picture it can total up to a significant amount of hammers.

The Traits

Aggressive
Free Combat I promotion of melee and gunpowder units.

To a melee or gunpowder unit with no experience this trait is worth exactly what it says: a Combat I promotion giving 10% increased strength and equal to what the unit could achieve with 2 XP. As the unit levels up however, this combat I promotion rises in value. Let’s say you have a unit with 17 XP giving it four promotions, and you want it to eventually have the commando promotion. With the Combat I promotion from the Aggressive trait you would be able to take commando promotion now (Combat II - IV and then commando), but without it you would only be able to promote your unit up to Combat IV. For the non-aggressive civ the experience required to get the commando promotion and have a unit as good as the aggressive civ’s, is 26 which is 9 additional XP In this case the Aggressive trait is worth 9 XP In other words, the actual value of the aggressive trait is the amount of XP required to get the next promotion for a unit, providing you are upgrading in the Combat part of the promotion tree or that the Combat I promotion is useful to the unit. This means that the value of the trait increases with more experienced units because the XP required for a promotion is n^2 + 1. To put it more simple, if you are upgrading along the Combat part of the tree, the latest promotion you have chosen is your actual tangible benefit of having the aggressive trait.

Creative
+2 culture per city.

This trait is pretty straightforward magnitude-wise. It will always add 2 culture to the city’s base culture. This can be multiplied by cathedrals and a few wonders, but it should be noted that since the rest of the city’s culture production will also increase proportionally, the percentage of the city’s total culture that this trait is accountable for won’t change with the culture multiplicative improvements.

Expansive
+3 health per city.

This trait is also straightforward. The bonus is always 3 health for all cities and is never subject to multiplications or the like. The tangible benefit is between 0 and 3 food depending on how your health situation looks before and after the trait’s bonus is applied. It can also make the difference between whether a city is eligible for We Love the King Day or not, saving an average amount of upkeep per turn depending on what the city’s upkeep cost is.

Financial
+1 commerce on plots with 2 commerce.

Financial is a trait that requires more calculation. It adds to the cities base commerce and is therefore subject to modifiers. Improvements or civics that multiply the science, gold or culture output of the city will all increase the benefit of the financial trait providing you are allocating at least 10% of your base commerce to the category in question (science, gold or culture). Improvements or civics that multiply the base commerce (e.g. Bureaucracy) increase the benefit regardless of slider settings. In short, the benefit of the financial trait in absolute numbers is the base commerce it adds (number of tiles worked that produces at least 2 commerce) multiplied by any modifiers present in the city.

Calculating its effect in relative numbers is relevant too though. In this case the multiplicative improvements and civics makes no difference as they are applied to all base commerce, not the just the commerce from the financial trait. What matters is a comparison between commerce before and after the trait is applied. The largest increase financial can result in is 50%, if all tiles produce exactly 2 commerce before it’s applied. If a tile produces, for instance, 5 commerce, the advantage of adding the financial trait will be 20%. As a tile’s commerce increases further the relative benefit decreases. Of course tiles can also produce less than 2 commerce in which case the benefit is 0%. In short, the relative benefit of the financial trait always lies somewhere between 0% and 50%, depending on how much commerce is being produced in the individual tiles.

Industrious
Wonder production increased 50 percent.

The calculations about the actual benefits of the trait-specific building bonuses also apply to the industrious trait, as the wonder production bonus is applied in the exact same way. There really isn’t more to say about that as it’s already explained in that chapter.

Organised
Civic upkeep reduced 50 percent.

The benefit of the organised trait seems to be straightforward as it simply halves your civic upkeep expenses. However, the amount of gold that this trait saves you cannot be calculated just by looking at the remaining half that you are paying, because inflation factors in. By multiplying the upkeep that you appear to be saving with (1 + inflation rate) you will know how much gold this trait is actually saving you.

Another aspect of the organised trait to consider is the difficulty level. At lower levels the civic upkeep is relatively low and increases with difficulty level. As such the organised trait generally saves you more gold on the higher levels. The inflation rate is also higher on the harder difficulties, further increasing the benefit of organised on these difficulties.

Philosophical
Great People birth rate increased 100 percent.

This is perhaps the most discussed trait regarding the actual benefit. There are countless threads on this, but I’ll go through the non-subjective facts anyway.

The philosophical trait’s bonus works just like the trait-specific building bonuses and is subject to the same calculations regarding how much of the total output that it contributes. As with the industrious trait I won’t go into detail about this as it’s explained in the first chapter. The only difference is that the possible production enhancers are the Parthenon, the National Epic and the pacifism civic.

Other production enhancers aside, the philosophical trait produces 100% more GPP (Great People Points), but that doesn’t mean it produces 100% more GP (Great People) during the course of a game. This is because the cost of getting the next GP increases each time you get one and as such, getting a certain amount of extra GPP is worth less the more GP you have already produced. Through calculations which I won’t bother you with it appears that the philosophical trait results in 50% more GP during the course of a game, all other things being equal.

If you look at the amount of turns it will take to produce a certain amount of GP however, the philosophical trait accomplishes it twice as quickly. This is because we are talking about a predefined amount GPP, in which case the 100% extra production results in achieving the GPs twice as quickly.

Spiritual
No anarchy.

The spiritual trait appears to be a relatively easy trait to calculate the benefits of. It simply saves you the amount of hammers, food etc. that would have been wasted during the anarchy turn(s). It isn’t as simple as that, however, as cities will have to spend the turn after the anarchy to produce what they would have done during the anarchy and as such they are essentially wasting their latest turn. To put it simpler, your cities’ development are delayed by the amount of turns the anarchy lasts and because of that the penalty of the anarchy period is actually the latest turn(s) in the game. It isn’t your whole empire’s development that’s being delayed though, as units can still move, you still receive gpt payments from other civs etc. during anarchy. In short, the spiritual trait is worth more than just the amount of hammers, food etc. wasted on the anarchy turn(s) itself. It is rather worth what you would be producing at the end of the game.

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Sisiutil's Strategy Guide for Beginners

What I've tried to do in this file (attached) is to collect together, in one document, a summation of most of the basic strategies and tactics that I gleaned from this community. I verified the utility of each as I moved up the difficulty levels. I hope it proves useful to some. I just wanted to give something back to this community which has helped me enjoy this wonderful game far more than I could have just on my own.

Please note that the guide is not meant to incorporate all possible game strategies, but rather, just enough for a beginner to experience success in Civ IV's lower levels (Settler through Noble).

Speaking of which, this is also not meant to be a strategy guide for the higher levels. This is why it's a beginner's guide. I myself have only had my first victory on Prince at the time of posting. And from what I've seen on the board, at Monarch and above, players often vehemently disagree over strategies that work for some but not others. They also warn against relying on strategies that worked in the lower levels but are often counter-productive at Diety, Immortal, and so on. So, once you leave Noble behind, all bets are off, in my opinion.

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Sulla's Civilization IV Walkthrough

Hi everyone. For the last six months, I've been working on Civ4 as one of the pre-release testers for Firaxis. Let me say, it's been quite entertaining lurking and reading much of the commentary that's been posted here during that time. Some really clever things were written (and some amazingly misinformed stuff too ). I was doing well with remaining anonymous until Chieftess had to post some of her MP screenshots last week from one of the games that we were both involved in... (but which team won that game Chieftess? And who had the highest score when we stopped playing? )

Civ4 will be out today, and many people will be getting their hands on it soon. To celebrate release week, I've updated my website to include a major Civ4 section and prepared a detailed game report called the Civ4 Walkthrough. This Walkthrough will be a little bit different from what you'll see on review sites, where they try to give the game a score, rank it, etc. Since I'm hopelessly biased when it comes to Civ4, rather than review the game, I'm simply going to play through a typical game and show you what it looks like, illustrating it with commentary and screenshots. I figure that will give everyone a rather different perspective from what they're likely to see anywhere else.

The Walkthrough is divided into 7 parts. One will be posted each day this week, to celebrate the week-long release of Civ4. By the end, I'll have taken you through a complete game of Civ4 right up until the Modern era. This post will be edited as I update the website each day with new parts.

Sulla's Website for Civ4
Introduction
Walkthrough Intro
Walkthrough Part One(A)
Walkthrough Part Two
Walkthrough Part Three
Walkthrough Part Four
Walkthrough Part Five
Walkthrough Part Six
Walkthrough Part Seven

I hope you enjoy reading through it!

For those who have finished the Walkthrough and are looking for more Civ4 info stuff, try reading through the Succession Game that Sirian and I are playing through. It will be more than worth your time, I guarantee.

http://forums.civfanatics.com/showthread.php?t=133492

Latest update (12/08/2006): Updated the links in this post to reflect the Walkthrough's new location at my current hosting.

Tips for People Who Hate Civ4

Civ 3 is so much better right?

Wrong. All your strategies have stopped working and now you're sad because you have to learn a new game. But if you can stop being proud for just one second and read on -- or even just experiment -- you might learn a few things. And once you understand the method to Civ 4's madness, you'll start to love the game.

Civ 4 is a vast improvement on Civ 3 because strategy matters more than a recipe book.

1) Tip One: Expand, Expand, Expand!!!

The first thing you should do is turn your main city into a settler factory. Try to build as many cities as possible to grab as much land as possible. Be sure to build the occasional unit to defend your outermost cities.

If you don't get your third settler killed by a barbarian, you'll find that this surely puts you in a losing position by 250 AD, with your tech rate hovering around 10%, and the AI several techs ahead. Congratulations, you suck at Civ 4!

There are a few reasons why fast expansion is bad.

- Maintenance (more cities leads to a lot more maintenance!)
- Lack of improvements (if you're not generating a profit now, you can't afford to take on another city)
- Barbarians (yep, once barbarians discover archery and bronze working, they become a fearsome sight)

Not only that, but you don't NEED to expand like hell. Other than expansion, the following things generate money/research: religion, specialists, cottages. I won't say more than that. Having lots of cities isn't the be all and end all.

2) Tip Two: Micromanage Like Hell

As you approach the completion of a building or unit, be sure to juggle around your tiles so that way you don't overflow. Same thing with your research rate. By lowering your research rate before discovering Meditation, you can make sure that the AI discovers buddhism and you get left with jack squat.

Yep. You played with overflow, and actually paid the price.

Overflow is no longer something you have to juggle, because overflow isn't discarded, it's added to the next thing you build/research. Moreover, you WANT lots of overflow. In my experience, an AI got buddhism instead of me because I lowered my tech rate on the last turn of meditation. I reloaded, didn't lower my tech rate, and presto, my nation was the holy land of buddha.

3) Tip Three: Try to Grab All the Wonders

All the wonders are useful so try to grab all of them. Once you build your first, try to build all the others. Once you lose that one, take your excess cash and try to build another wonder. Once you lose that one, take your excess cash and try to build another wonder. Once your cities are without any kind of infrastructure, grab your ankles and brace yourself for Caesar to hit you with his Praetorians.

You simply cannot build all the wonders. Industrious civs will have an advantage on you. And marble/stone are also very helpful. And if you're not one of the first people to discover a tech, you can forget about even trying to build the corresponding wonder. You have to know what wonder will help you the most and plan towards it.

Not to mention that in the time it takes to build all those wonders, you could have libraries in all your cities and all your tiles improved. Or you could be the first person to have 8 horse archers. Wonders aren't the be all and end all.

4) Tip Four: Generate Lots of Cash and Buy Techs

Lower your tech rate to 0%. Absorb lots of cash. Now contact the AI. You can buy your first tech!

But wait, you need the alphabet to do that. So scratch that. Beeline to the alphabet. Now lower your tech rate to 0 and start buying those techs.

But nobody will sell you anything good, right? That's because the AI knows that their tech lead is more important than any amount of cash you can give them. They want to finish that wonder first. They want to keep you in the stone age while they get medieval on your buttocks.

The AI's tendency to hang onto its techs means that 100% research and trading for smaller techs won't work

How do you get around this?

THINK HARD. What technology do you REALLY need?

5) Tip Five: Keep the best defender in your cities, and pump out lots of the best attacker on your conquest

Swordsmen are the best attacker. And this game is exactly like Civ 3 -- your best defense is a good spearman. Keep two or three spearmen in each city, and build a stack of swordsmen and go after the AI.

Alright, so you just found out that your spearmen and swordsmen are incredibly vulnerable to axemen. Axemen have 5 strength to a swordsman's 6, but they gain huge bonuses against other melee units.

Building only one unit type is a surefire way to get yourself killed. Because that means the enemy only has to build one unit type to stop you. And the defender has a huge advantage from tile bonuses, city bonuses, and getting to 'choose' the ideal defender against whatever attacker you use. Attackers need to be SMART.

Read the manual. Really look at those units. Try to figure out the best counter for each one. And there IS a counter for each one. The line between offense and defense is blurred, too. Consider a defensive catapult waiting behind your city walls. Consider an offensive spearmen, to provide your marauding swordsmen a defense against war elephants. The more you mix your units, the harder it is for your opponent to deal with your case.

And a stack of units is expensive. You can't just keep them on the shelf. You have to use them.

6) Tip Six: Play the same way every game

Now that you've read these tips, you know a surefire to win every single Civ 4 game. A strategy that always works.

And that's "adapt". You need to be responsive to the situation on the ground, or else you're about as smart as a speak & spell.

Look at your starting technologies. Each Civ starts with 2 free techs, and they're never the same. Consider this your Civ's unique advantage. More than Civ 3, there's no surefire best path anymore. Which means that any techs you have give you an advantage towards SOME later tech that offers you some kind of benefit -- a religion, a new unit, a wonder, a key tile improvement, a building... You just have to figure out what tech you can get to first that will give you an early advantage.

Look at your traits. You have an advantage. Use it. As a philosophical leader, you should ask the best way to start generating great people. As an aggressive leader, you should ask yourself when you plan on attacking. As a financial leader, you should figure out how to start generating cash as soon as possible.

Look at the AI opponents around you. Genghis Khan is likely to pick on you. Isabella cares a lot about what religion you are. You need to address the strengths and desires of your neighbors, or else you'll find yourself very vulnerable.

The Summary

Snarkiness aside, if there's one thing that's still true of Civ 4 that was true of Civ 3 is that the early game is very important. But try not to think in terms of fast expansion. After seeing my units go on strike, this is the best advice I've come across.

Technology is always important in Civ, and in Civ 4 it's even more important. Getting your research roaring has little to do with holding an 100% research rate all the time. And fast expansion chokes your research. Put two and two together: if you're not pumping out settlers, there are lots of other things you can do to further your society's progress.

Yep, there are very few actual concrete tips in here. That's because it's been less than a week with the game, and I honestly don't know how to be the best.

But I do know how to be bad at Civ 4: play like it's still Civ 3.

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Traits, Warlords, and Synergy

Thought I would take it upon myself to add a little bit to the strategy forum. In my opinion, the biggest advantage of traits goes beyond their description. To maximize the benefits of a trait, you need to use it in combination with other strategies. This is the definition of synergy.

Syn·er·gy

1. The interaction of two or more agents or forces so that their combined effect is greater than the sum of their individual effects.
2. Cooperative interaction among groups, especially among the acquired subsidiaries or merged parts of a corporation, that creates an enhanced combined effect.


A few quick notes:
  • I tried to list the easiest to use traits at the top.
  • Easiest to use isn't always the best.
  • I focused mostly on the early part of the game.
  • Most of these are to help average players become great players.
  • Some great players may benefit too, learning a few new tricks.
  • Big ups to Theoden for the vanilla trait-review. A lot of good stuff here, too.

Without any further ado, here is my analysis of the traits.

TRAIT BREAKDOWN

INDUSTRIOUS: Wonder production increased 50 percent, double speed production of Forge.

Almost self explanatory. The end result is that an Industrious Civ is nearly guaranteed their first pick of any wonder, if they want it. And every wonder happens much faster, too. Which wonders you build are up to you. But I recommend you prioritize and think ahead.

Put the industrious trait to good use by building lots of wonders. Don't just think of the speed advantage, think of it as an opportunity advantage. If you and your enemy both produce units, you'll be neck at neck. But if you both build a wonder, you'd also have enough time to build four or five more units than your opponent. Every hammer you save is a hammer you've earned.
Think of it as free production.
  • Synergy:

    Marble and Stone help rush wonders. Masonry will let you build Quarries, allowing you to tap these key resources. Locate and tap these resources early.

    There's not much else to say here except that you might find yourself chasing wonders, and end up on a path through all the religious techs (Polytheism and the Parthenon, Priesthood and the Oracle), with a strong opportunity to found Judaism (Monotheism, which requires Masonry) first. If you DO found a religion, don't neglect those Missionaries (Meditation), since you want your neighbors to share the same faith to keep you out of unncessary wars. Maybe one of those wonders you've built will pop you a Great Priest, letting you build a great shrine and spread your faith around.


FINANCIAL: +1 commerce on plots with 2 commerce.

Arguably the most powerful trait. Note that it has no cheap buildings to come with it, because the commerce bonus is huge. This one is almost self explanatory. The benefits affect your economy, and are multiplied by various buildings (like Libraries, if you use your commerce for research, or Marketplaces if you use your commerce for gold).

What you do with the extra wealth is up to you. Some use it to run their science meter at full blast. Others use it to build more cities faster. And this is actually a great trait for warmongering, since unit maintainance costs can be huge.
  • Synergy:

    The obvious statement is that you'll want to have at least a few Cottages early. Get Pottery, build cottages. Rivers and other luxury resources are key, however. Be sure to settle smart city locations, and unlock other key resource technologies such as Mining to tap Gold and Silver.

    If you're running lots of Cottages, there are several civics that leverage this. In particular is Universal Suffrage, which is available if you build the Pyramids (with Masonry). The bonus only kicks in with Towns, though, which means you have to wait a bit.

    The less obvious statement is that this trait actually has a HUGE coastal benefit. Coastal tiles produce two commerce each, leading to an easy commerce benefit. In order to take advantage of this, though, you'll need to build Lighthouses so you can get the extra food in the ocean to support further growth. Fortunately, this is accessible with Sailing, which also gives you ocean trade routes. Vital for any coast-loving player.

    The Colossus is the cherry on top. Available with Metal Casting, it generates additional wealth in every water tile. A financial civ with a lot of coastal cities and the Colossus is something fierce. The Great Lighthouse (Masonry) also plays into a heavy coastal strategy.


PHILOSOPHICAL: Great People birth rate increased 100 percent, double speed production of University.

This is a powerful civic, although both proponents and critics of this civic ought to look beyond the initial bonus.

This does not ultimately lead to twice as many great people, but its bonus is very pronounced in its ability to produce great people faster. And it still leads to more Great People in the long run. Sometimes as much as 50% more.

Which great people you get and what you do with them is up to you. But keep in mind that sometimes the short term gains of a free tech are worth more than the long term gains of settling them as a great specialist -- getting that free tech can make you the first to a religion or even a tradable tech of great significance. Moreover, it can get you to other wonders, which generate more great people.
  • Synergy:

    You CANNOT feed specialists unless you have the food resources to produce more than 2 food per tile. Survey those nearby food resources. If you see Cows and Sheep, get Animal Husbandry for Pastures. If you see Rice and Corn, get Agriculture. Learn to freeze growth at the exact right moment, to maximize your number of specialists.

    There are LOTS of other Great People generators. Get to Polytheism and the Parthenon. Why? +50% great leader birth in ALL cities. Get to Philosophy and the Pacifism civic. That's another +100% great leader birth in ALL cities. The real killer, though, is Literature. Not only does this unlock the National Epic, giving you +100 great leader birth in one city, but it lets you build the Great Library which pumps out Great Scientists by the boatload. Add it up and you can be swimming in great people.

    When you're running this specialist heavy economy, the Representation civic can generate you huge amounts of science. Getting the Pyramids can unlock this early. You might have to choose between the Pyramids and the Parthenon, and each has different benefits for a specialist economy in the short and long term. However, some lucky players can get both. If you're feeling ambitious, use the Pyramids to generate an early Great Engineer and use it to rush the Parthenon.


CHARISMATIC: +1 happiness per city, -25% XP needed for unit promotions, +1 happiness from Monument, Broadcast Tower

The benefit of this one is actually quite obvious. The happiness bonus puts itself to work quite effortlessly, and is often the big inhibitor for population growth. Along with the XP bonus, you'll find yourself grabbing those high end promotions in no time.

You're probably already familiar with the Aggressive Trait. The key that makes Charismatic easier to use than aggressive is that the XP bonus applies towards ANY unit. What you do with your excess promotions is up to you. Keep in mind that the short term gains of a promotion like Cover (vs. Ranged Units) may actually outweigh a more versatile a long term promotion. Sure, Combat I will help you for the entire game, but targetting your enemy's immediate weakness can get you an early advantage. In Civ, the early advantage can sometimes give you the biggest long term payoff!
  • Synergy:

    If you're the first to discover a unit, there's a good chance you can use it to grab a quick advantage. Horseback Riding and Iron Working are early favorites, although many have done serious damage with Elephants and Catapults (Construction), Crossbows (Machinery), or Macemen (Civil Service).

    Anything that gains you XP here is good. Vassalage (with Feudalism) and Theocracy (with Theology) are XP generating civics. Barracks or Stables (with Animal Husbandry) are vital here. You may also be able to take advantage of the Great Wall (with Masonry), suckering a Civ in allowing you to generate lots of Great Generals.


AGGRESSIVE: Free Combat I promotion for melee and gunpowder units, double speed production of Barracks and Drydock.

The biggest benefit of Combat I is NOT the 10% combat odds, although over a long enough time it can make for a significant advantage. Some people talk about how it means that you can get to Combat V by 17XP instead of 26XP -- which is nice, but not the big advantage.

The crucial advantage of Combat I is that it unlocks access to other higher level promotions like Cover, Pinch, and Shock (bonus vs Archers, Gunpowder, and Melee). That means with but 2 XP -- less than what a Barracks gives you -- your Melee units gain powerful defence against specific unit types. These promotions may seem narrow in function, but their short term gains can be enough to give you a huge advantage. Moreover, with but 5 XP you have access to even better counters versus Siege and Mounted units. If you don't know how to use these "counter promotions", do yourself a favor and read a combat promotions FAQ. These are SUPER important.

If you use this trait and have trouble fighting wars before 1AD, do yourself a favor and learn how. The key is doing it quickly, which Aggressive Civs are uniquely equipped to do. Learn to raze crappy cities to keep your maintainance costs down. (There are lots of articles out there that can help you wage early, fast wars.)
  • Synergy:

    Aggressive Civs can find many of the same synergies of Charismatic Civs. Get the XP generating civics (like Vassalage and Theocracy). And if you're feeling sassy, try luring people behind your Great Wall to generate some quick Great Generals.

    But since this bonus only helps melee and gunpowder units, you'll want to make Axes or Swords the staple of your army. Bronzeworking and Ironworking are key. Mounted and ranged units won't gain you any specific advantage, but it never hurts to mix up your stacks to avoid being too vulnerable.


PROTECTIVE: Archery and Gunpowder units receive Drill I and City Garrison I automatically, Double production speed of Walls and Castle.

This one makes your defence DAMN hard to break. For many players, this won't help them, since they generally find themselves on the offense, and can run circles around the AI's military.

Still, there's a LOT of ways to push this civic to its full potential. The key is in the synergies.
  • Synergy:

    Protective Civs are a lot like Aggressive Civs in that they'll need to discover Feudalism or Theology early for their XP generating civics. You'll also want to produce a Barracks sooner. The key difference, however, is that you should have a strong preference for City Garrison 3. If you can get your units to City Garrison 3, they almost DOUBLE in defensive capabilities.

    Get Archery early, since it's ranged units that get the Protective bonus. If you can find yourself at Feudalism early, your Longbows might be a key to invincibility. Some people even use the Oracle (Priesthood) to slingshot to Feudalism early. It CAN be done.

    Okay, big deal. You have really strong defence, right?

    Here's the key. You can sometimes get away with defending your cities with as few as 2 units with City Garrison 3. This means you keep a VERY small defensive army. This can save you maintainance costs, allowing you to pour more into science, to settle more cities, or go on the offense. You might be able to find an economic synergy with some of the Financial trait's strategies, or find a warmongering synergy with some Aggressive strategies. You don't even have to be Financial or Aggressive to use these strategies.


IMPERIALISTIC:+100% Great General emergence, 50% faster production of settlers.

With the addition of Great Generals, this can lead to a small snowball effect for a successful warmonger. You'll get those great generals a lot faster, which you can use for either short OR long term benefits. Just as with Aggressive and Charismatic Civs, learning to fight an early war is challenging but invaluable. If you're not going to war using this trait, you're missing out.

However, the snap-settlers have a distinct benefit too, even for peaceful players. Maintainance costs and barbarians will prevent you from settling too recklessly, so an Imperialistic Civ won't necessarily build an Empire right away. But an Imperialistic Civilization will move fast enough to get the best city locations -- that's key.
  • Synergy:

    You'll want to combine this trait with Pottery, in order to get those Cottages happening. If you're grabbing those great city locations fast, you're going to need an economy capable of supporting the maintainance costs. It's a good thing the Wheel is on the way to Pottery, since it means you'll be able to hook up those resources you find.

    Keep in mind that the ocean can be a great source of wealth, especially if you have early acecss to Sailing. Rivers too. Keep your economy strong.

    And do not neglect defence. You should either have Archery or Bronzeworking early, so you can defend your great city locations. Bronzeworking can be especially valuable, since you can use it to chop down trees, generating production to knock out those settlers (and defenders) faster.

    A key advantage with this one can be the Great Wall, from Masonry. Once you've built up your empire, the great wall can protect you from barbarians without having to spend as much time pumping out defensive units. (Keep in mind Imperialistic has a Great General bonus too. You might be able to lure people behind the great wall to get Great Generals REALLY fast.)


CREATIVE: +2 culture per city, double speed production of Theatre and Colosseum.

This trait may seem like a shoe in for cultural victory, but the 2 culture really doesn't do much in the long run. The bigger benefit comes very early, and especially at high difficulties.

Culture determines your borders. With 2 culture, your borders will be popping faster AND sooner than even someone who builds Stonehenge. Especially against the AI's huge handicaps at the higher levels, this can be the key to settling a large land mass before the AI can squeeze you out. The extra culture can let you seal off choke points in the map, allowing you keep the territory beyond your borders away from the AI. Your borders may even get so wide that you can space your cities out and still cover the continent. In many ways, creative will let you hold territory from the AI that you can settle with additional cities later.

This also means that your new cities will have quick access to nearby resources, without worry that the AI will overtake you. In fact, you can settle damn close to the enemy, without worry that their culture will overtake yours. Even as a warmonger, you'll find that your newly conquered outposts will be less vulernable, and will pick up vital resources with more ease.

When you finally have the cities you want, be prepared to consolidate your defence. Wider borders extend your field of vision, preventing barbarians from appearing. And they also give you a defensive bonus. If you can master the defensive potential of Creative, all you need to do is learn when to slow down expansion so your economy can catch up. If you let maintainance costs get the best of you, all your expansion will be for nothing.
  • Synergy:

    This trait, surprisingly, has the most in common with the Imperialistic Trait. Its advantage comes when you build lots of settlers and grab the best locations. Speed is the essence of your strategy.

    Use Cottages (Pottery), rivers, and oceans (Sailing) to pay down the maintainance costs of your faster growth. Be sure to defend your mass of cities with Archers (Archery), or Axemen (Bronzeworking)... and chop trees to keep things moving fast. You can catch your breath and consolidate your holdings later.

    While Creative civs have the benefit of cultural defence, the Great Wall (Masonry) can be great for keeping barbarians out. With your huge borders, this can be especially useful.


EXPANSIVE: +3 health per city. Double speed production of Granary and Harbor.

I'm not going to lie to you. I think this trait is on the weak side. However, you CANNOT discount this trait's cheaper buildings. The cheap buildings may be the best part. This trait WILL let you get a huge population, and quickly.

What does a huge population help you with? Well, besides everything, a huge population is great for running a specialist-heavy economy. See Philosophical for more details.

Much of the debate for this trait revolves around whether health or happiness are the biggest barriers to growth. Well, even if you assume that expansive will give you more health than you know what to do with, there are a few strategies below to get the extra happiness you need. At high difficulties, this can have huge payoffs.
  • Synergy:

    Take advantage of that fast Granary. You can't do this if you don't get to Pottery early on.

    Some players may find that happiness tends to inhibit their city growth more than health. However, the Hereditary Rule civic is an easy target with big payoffs. This civic generates happiness for every military unit you have, with no upper limit. If you can discovery Monarchy early, or build the Pyramids, you can tap this civic and EASILY support 3 more population than the average Civ.

    Slavery can be a huge advantage of these additional people. With Bronzeworking, you can access the slavery civic and turn those population points into production. Excess happiness can keep the remaining citizens content. Slavery can be extremely potent.

    Or you can let those people live. Combine this with some of the Specialist-heavy strategies recommended under the Philosophical trait... even if you're not Philosophical. Where you have lots of population and food, you have can have specialists and great people.


SPIRITUAL: No anarchy, double produciton speed of temples.

The lack of anarchy can save you a vital turn of production. I'll confess I think this trait is also a little weak, but there is a group of hardcore players who strongly disagree.

These hardcore players tout the advantages of micromanaging their civics, swapping between theocracy/organized religion or vassalage/bureaucracy as their cities shift focus from units to buildings. One later game favorite is swapping between Nationalism and Free Speech, drafting units but gaining other benefits in the downtime.

You can also swap religions easily, to further your diplomatic interests, or to take advantage of "religious sight" -- that the founder of a religion can see into cities of that religion around the world. These tricks are hard to master, but can make Spiritual a quite formidable trait.
  • Synergy:

    In the long run, yes, you will want to discover those key civic technologies. Civil Service and Theology will be key technologies as they allow you to grab Bureaucracy and Theocracy (respectively). This will let you start to take advantage of swapping.

    But in the short run, a Spiritual Civilization generally (but not always) has instant access to Mysticism. That means they have the BEST chance of founding a religion, and a decent chance of keeping multiple religions out of the hands of other players. GET THOSE RELIGIONS. Polytheism, Meditation, and Monotheism are key. Having Mysticism also gives you quick access to Stonehenge, which generates a valuable Great Prophet, which can help you to found the next religion before your opponent.

    While on the religious path, you may find yourself discovering Priesthood. This gives you the earliest and easiest access to Temples, which let you run Priest specialists. Most Spiritual civilizations have early enough access to Priests that they can generate Great Prophets, if they so choose. An early Great Prophet can help you access Theology, Divine Right, or Civil Service. See this article for how you might be able to leverage this to your advantage.

    Early access to Priesthood also unlocks the Oracle. The obvious benefit of this is that it lets you discover a free technology like Metal Casting or Construction, and also generates a Great Prophet. However, if you plan accordingly, you can use this slingshot to discover Feudalism (through Monarchy), or Civil Service (through Code of Laws). You haven't seen anything until you've seen Longbows or Bureaucracy by 1000 BC!

    Another key is that the path to Judaism and Christianity flows right through Masonry. That gives you a perfect opportunity to grab the Pyramids, giving you a slew of Civics to swap between.

    And an addition from VoiceOfUnreason, it's important to note that many big civics come with religions. Philosophy offers both Pacifism and Taoism. Theology offers both Theocracy and Christianity. Monotheism offers both Organized Religion and Judaism. Code of Laws offers both Caste System and Confucianism. You'll want to prioritize at least a few of these, if not all of them.


ORGANIZED: Civic upkeep reduced 50 percent. Double production speed of Lighthouse and Courthouse.

Remember that civic upkeep is proportional to the total number of people in your civilization. More people cost more money. That means that this civic works harder the larger your population grows. It also works harder at higher levels, since civics costs are more pronounced.

This trait is actually underrated, especially when you factor in its cheap buildings. If you're running expensive civics, you'll notice a considerable difference in your economy.
  • Synergy:

    There are two main synergies here.

    One is that of expansion. Organized can support a larger empire with as much efficiency as Financial, and with LESS EFFORT on your part. If you wanted to start an early war, this would be the civic that would let you do it. If you fast track to Iron Working or Horseback Riding, you can catch the enemy off guard and be able to actually pay for those huge civics costs. The maintainance from your cities can also be taken care of easily with your cheap Courthouses, if you aim for Code of Laws. Keep in mind that civics costs rise with your population, but city maintainance costs increase exponentially with your number of cities. Organized lets you expand (and conquer) with less worry about those costs.

    There are also peaceful synergies. If you hightail it for Monotheism, you'll also get the expensive Organized Religion civic, and access to the Pyramids (with Masonry). The Pyramids unlock a slew of civics, and Organized Religion is one of the most expensive civics. Along with a good shot at founding Judaism, you just have to learn how to put these civics to good use.

    These two approaches are not necessarily mutually exclusive. Some people manage to juggle both, although it's harder at higher levels. Some people build up first, and then launch a war. You can also be sinister, though, conquering the enemy civ with the Pyramids rather than building it themselves.

    Think about ways to boost your population. Expansive strategies can sometimes apply here.

DOUBLE TRAIT SYNERGIES

COLONIAL SETTLERS

VICTORIA (Imperialistic Financial): Build lots of cities quickly, and actually afford the maintainance costs. Gun it for Cottages, and stay close to the water (with Lighthouses near the Ocean).

AUGUSTUS (Creative Organized): Build lots of cities quickly, and actually afford the maintainance costs. Gun it for Cottages, and stay close to the water (with Lighthouses near the Ocean).

CATHERINE (Imperialistic Creative): Build lots of cities in the best locations, even at the higher difficulties. Settle a continent with speed and immunity. Take advantage of the Great Wall to hold off any interlopers, and be careful about your maintainance costs.


OFFENSIVE MILITARISTS

CHURCHILL (Charismatic Protective): With fewer units required for good defence at home, put lots of units on the offense. Use civics like Vassalage and Theocracy. Beeline for a military advantage, and remember that the Redcoat is a beast.

TOKUGAWA (Aggressive Protective): With fewer units required for good defence at home, put lots of units on the offense. Use civics like Vassalage and Theocracy. Keep focused on Melee and Gunpowder units.

CYRUS (Charismatic Imperialistic): Use the great generals generated by your Immortals in the ancient era to feed mega promotions to your Swordsmen in the classical era.

GENGHIS KHAN (Aggressive Imperialistic): Use the great generals generated by your Keshiks in the classical era to feed mega promotions to your Macemen in the medieval era.

JULIUS CAESAR (Imperialistic Organized): Start an early war, with fewer concerns about how you're gonna pay for those maintainance costs. Try to capture the Pyramids, use Police State, and remember that Praetorians are beasts.

NAPOLEON(Charismatic Organized): Use civics like Vassalage and Theocracy to promote your units, while Organized helps pay for the civics costs. The experienced units and fast Musketeers will let you conquer faster, and Organized will help pay for your huge empire. It never hurts to capture the Pyramids and use Police State.

DEFENDERS OF FAITH

SALADIN (Spiritual Protective): Biggest winner from "invincible" Longbows using the Oracle-Feudalism gambit... and pick up some religions along the way.

RAMESSES (Spiritual Industrious): More likely winner for "invincible" Longbows using the Oracle-Feudalism gambit... and pick up some religions along the way.

ASOKA (Spiritual Organized): Best equipped to take advantage of the Pyramids. Can get there early, grab lots of religions, and take advantage of cheap and fast civics swaps.


PERFECTIONIST BUILDERS

WANG KON (Protective Financial): Protective can potentially cut down your army size and thus your unit maintainance costs. Combine this with Financial for an Economic explosion. Gun it for Cottages, and stay close to the water (with Lighthouses near the Ocean).

PETER (Expansive Philosophical): Have the biggest cities with the most specialists. Make sure you grab the Parthenon and the Great Library, and add Hereditary Rule with lots of food.

GANDHI (Spiritual Philosophical): Will have the easiest time getting the Parthenon to support lots of specialists, with some religions along the way to collect lots of gold. Be sure to get the food to back it up, and make your way toward Literature and Philosophy/Pacifism

MEHMED (Organized Expansive): Support huge amounts of population. Get lots of food, Hereditary Rule, and the Pyramids to maximize the benefits of the cheap civics costs. The Hammam supports 2 additional population, without fail.

MANSA MUSA (Spiritual Financial): One of the few spiritual civs that doesn't start with Mysticism. But if you delay your expansion, you CAN found two religions in one city. In combination with the Financial bonus, you can have one hell of a money-generator (once you add the Mint, and Wall Street). Acquire other wonders like the Colossus to make the richest city in the world. And if you can use the Oracle-Civil Service gambit, you can switch to Bureaucracy and stack up huge coin by 1000 BC.

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WoundedKnight's Strategy Guide

Table of Contents

  1. Learn the Rules
  2. Civilization Selection
  3. Leverage Your Strengths
  4. Religions
  5. City Placement
  6. Civics Guide
  7. City Improvement
  8. Specialization
  9. Wonders
  10. Great People
  11. Chop-Rushing
  12. Technology
  13. Military Strategy


1. LEARN THE RULES

The best-spent two hours for my CIV strategy skills was spent pouring over the civilopedia to understand the rules, the tech trees, improvements, units, etc. It's much easier to do well if you have a clear strategy and know where you want to go. For example, some techs offer bonuses to the first discoverer: a free great person, a free great tech, or starting a religion. Obviously these techs are generally a priority to get first, while others with benefits that are not time-sensitive can wait or be picked up in trade.

MAP CHOICE

The choice of maps can have a major impact upon gameplay, and therefore upon the strategy you may choose to adopt. For example:

Continental and archipelago maps promote early isolation of civs into 2-3 large groups (continents) or even individual civs (archipelago). Your continent or island may not have access at all to key resources like stone, marble, horses, and iron, which can make your construction or military plans more difficult. It is also more difficult to keep your population happy, as your island or continent may contain only 2 or 3 luxury resources. Your tech rate will also be slower, because there are fewer partners to trade with. On continent maps, I often find myself having to research mundane techs like archery or animal domestication because there are not enough proximate AI players to become a reliable tech broker. On the plus side, these maps can provide for a more interesting late game than Pangaea maps by allowing longer buildup of your competitors and preventing them from being weakened or destroyed in early-game rush. Naval combat adds an interesting element that Pangaea or large land-mass players do not fully experience. The early isolation makes it easier to stay at peace throughout the early era, or to isolate and crush enemies on your starting island without other players interfering.

Maps with a large amount of land and little water (oasis, highland, lakes, etc) pose major long-term barbarian challenges. There is so much land that the barbarians continue to arise from territory covered by the fog of war until late in the game. Defending your cities requires extra effort on such maps. On the plus side, you may be able to capture a city or two from the barbarians.

Pangaea and other land-mass maps offer predictable early availability of all tech-appropriate resources, although you may have to fight for them. However, such maps can be less interesting if the player becomes very dominant in the early or mid-game.

Maps with strange geometric land arrangements like inland sea result in high city upkeep costs for an expanding civilization, as distance arrangements between your cities are often not optimal due to geographic constraints.

Large land mass games provide more competitors, and therefore reduce the player’s chance of winning the religion, tech, or wonder race. On a standard map or smaller on balanced (noble) difficulty, a player without religious techs can often still beat the AI players to Hinduism and/or Judaism. On large and huge maps, chances become slimmer. There are few things as frustrating as spending 20 or 30 turns working on constructing a wonder in your most productive city only to have the AI finish it 2-3 turns before you do.


2. CIVILIZATION SELECTION

The decision as to which civilization to play as is an individual one. Traits have various strengths and weaknesses:

Financial: All-time favorite. Once you get cottages and watermills working, this will gain you +1 extra gold for almost every square being worked in your city radius. This is a huge advantage, when combined with appropriately widespread cottage building, allows the player to maintain a high tech rate even with expensive civics, a large army, and a large empire. Nonetheless, these benefits are not experienced until you have developed a certain city infrastructure and developed your terrain, usually in the classical or late ancient era.

Organized: The recent patch has done much to enhance the value of the organized trait. Many civics have become significantly more expensive. I find that civic costs now typically cost 33-66% of city maintenance costs depending on civic settings, averaging about 50% for me. In the late game, after a player changes to state property civic to eliminate distance maintenance costs, civic costs are often double city maintenance costs. Because of inflation that increases in the late game, the costs are often even more than they appear. Organized offers a huge benefit by reducing these costs in half. Organized is especially useful because the player receives its benefits throughout the entire game without any effort or development, and the significant savings are always welcome. This can easily add at least 10% if not 20% to the tech rate. Cheap courthouses help you to reduce expenses even further.

Philosophical: +100% GP. Synergistic with the religious civics (Pacifism - +100% GP rate) and the national epic (+100% GP in the city of your choice), as well as mercantilism, national epic, statue of liberty, etc. Optimal utilization of the philosophical trait requires a heavy wonder-building play style. The high costs of wonder construction consume the resources of your most productive cities that could otherwise be devoted to conquest or expansion. This is therefore not an ideal trait for warmongers. On harder difficulty levels, philosophical may be less useful than on noble, as it will be difficult to utilize the benefits unless you are able to win the wonder race. The philosophical trait received a substantial, although indirect, bonus from the patch, as wonders continue to give GP points even after they expire. If you have philosophical trait, you will get twice the points from your expired wonders as non-philosophicals.

After playing with the philosophical trait extensively, I have found it to be much less useful than I initially believed. Unfortunately, double the GP points does not mean double the number of GPs. A point of diminishing returns is encountered with each GP costing more and more points (5 GPs = 1,500 points, 10 GPs = 5,500 points, 15 GPs = 12,000 points, 20 GPs = 21,000 points, 25 GPs = 32,500 points, 30 GPs = 46,500 points, 35 GPs = 62,000 points, 40 GPs = 82,000 points). I find that it is still possible for a non-philosophical civ to do quite well in the GP race, because there are many ways for non-philosophicals to enhance GP generation making the advantage of the philosophical nation even more tenuous (national wonder, Parthenon, statue of liberty, pacifism, mercantilism). Philosophical is definitely a fun trait, but I think that stronger traits are available.

Expansive: +3 health per city in the patch. With the exception of cities located in flood plains, happiness is initially more limiting for city growth than health at almost all levels, but as the game progresses, numerous wonders, civics, buildings, etc. increase happiness, but there are relatively few ways to increase city health. Cheap granaries are one of the most useful building bonuses and offer early and predictable benefits across all difficulty levels. Expansive is useful only at specific times during gameplay, namely, when your city growth is limited by health, or while building granaries. As these are relatively narrow circumstances (although very important ones), I tend to prefer traits that offer more consistent benefit. If you find you continue to run into problems with city health, pick expansive. However, many of these issues can be remedied with good city placement, resource development, and construction of appropriate buildings.

Industrious: A nice trait, as the wonders you get with +50% build speed can duplicate many other civ traits. Half-price forges are great also because they increase your productivity, and for non-industrious civs they are quite expensive. However, the ability of any player to quickly build wonders by "chop-rushing" (described later) undermines some of the value of the industrial trait. Considering philosophical vs. industrious? Industrious makes it easier to get wonders, while philosophical makes the ones that you have more valuable. Industrious is particularly useful on higher difficulty levels when the player needs a more compelling edge in order to have any real chance of beating the AI to wonders.

Aggressive: A great trait for the warmonger. While experience can be given by buildings, civics, and wonders, a free extra promotion for melee and gunpowder units is great -- especially for barracks-trained units with a couple of levels to boot. More and more experience is required to get more bonuses (2/5/10/17/etc), and so having a free promotion that doesn't set you back at all in the XP quest is good. Since the promotions become more and more powerful the higher in level you go (+20% city attack, +25%, +30% with an extra +10% vs gunpowder units, etc...cumulative!!!), having an extra promotion can result in a huge amount of extra military power, especially if you have planned well to take advantage of other sources of experience. If you want an early domination or conquest victory, aggressive is an excellent choice. Aggressive provides no bonuses to many key unit types: archery, cavalry, tanks, aircraft, and ships, and so the aggressive trait requires an early attack style to flourish.

Spiritual: One of the weakest traits IMO. No anarchy, while nice, is of little benefit as I only change civics 5-6 times in a game (I try to change 2 or 3 at a time at times when several important civics are discovered in close time proximity). Cheap temples? Temples are cheap anyway and have fewer benefits than many other buildings.

Creative: +2 culture has significant benefits in the early game, but few in the late game when cities have more culture than they know what to do with. How many times have I conquered a city only to have it flip to a closely adjacent neighbor? How many times have I built cultural improvement (theater, library, etc.) in a conquered city for the exclusive purpose of generating culture (and, sometimes failed), when a creative civ would not have had to worry at all? The automatic expanding cultural radius can be very valuable in expanding in the early game and blocking off large amounts of territory for your later development. While cultural's benefits are mainly in the early game, the benefits can be substantial. I prefer to get industrious instead and build Stonehenge for your early culture (although this expires -- soon -- with calender), the benefit of creative is still significant.

In sum, I think that spiritual and creative are the two weak traits of CIV. The other six traits are all good in the appropriate situation, with financial and organized representing excellent traits with wide utility across many playing styles, and the others offering specific benefits that require specific playing styles to shine.

My favorite leader for a standard (noble) game is Washington (American) – Financial/Organized. Other great leaders include English (Victoria) – Expansive/Financial, English (Elizabeth) - Philosophical/Financial, Chinese (Qin Shi Huang) - Industrious/Financial, Peter (Russia) - Expansive/Philosophical. If you are playing on a higher difficulty level, traits that offer immediate, consistent benefit like expansive, aggressive, and industrious may serve you better than traits that bloom only with cultivation like financial or philosophical.

3. LEVERAGE YOUR STRENGTHS

It's important to make the most out of your advantages by drawing upon the synergy of civ traits, civics, improvements, and buildings and wonders. For example, it would be silly to get the aggressive civ trait and fail to build barracks. Synergy can be very powerful when you combine substantial bonuses in the same area from multiple different sources. Aggressive (free combat I promotion for melee and gunpowder units)+ barracks (+4 experience for all new units)+ pentagon (+2 experience to all units civ-wide) + theocracy (+2 experience for all new units), police state (+25% military production speed), + West Point (+4 experience for all new units) and Heroic Epic (+100% military production speed) = +125% military production speed pumping out units starting with 12 experience points (3 promotions) in addition to combat I in the city with West Point/Heroic epic, and 8 experience points + combat I at a 25% bonus production speed in all other cities with barracks. An initially mediocre unit with 3 city attack promotions (+20%, +25%, +30%) receives a +85% bonus against cities – a massive boost against even strong defenders of technological parity. Philosophical + Pacifism + Parthenon = 250% great people points, with 350% in the city with the national epic. And so forth.

It is also important to try to compensate for your disadvantages. For example, if I am not playing an expansive civ (or even if I am), I try to build cities on rivers as much as possible for the +2 health bonus, even at a slight productivity hit.

4. RELIGIONS

As in the real world, religion can be one of the most uniting or dividing things in CIV. While gifts or insults have only minor benefit on relations (+/-1, rarely more than +/-2; religion can have a huge impact on relations -- seeing +/-4, +/-6 from religion are common. Religion is by far the biggest factor in relations in most games. It seems to be something in the range of +1 relations for every city of your religion in your opponent's land, +1 or 2 if your religion is their state religion. Therefore, pumping out missionaries to convert your neighbors in the good times is as important for the security of your empire as maintaining a powerful military. I try to keep one city pumping out missionaries of your religion the entire game, providing both relationship and economic bonuses.

Consider getting an early religion (Hinduism or Judaism) or, if going for a chop-rush settler push, one or more of the later ones (Confucianism, Christianity, Taoism, Islam). In any case, try to pick up as many of the later ones as I can in order to keep friends friendly. A friendly neighbor who has previously converted to your religion but subsequently discovers Islam can suddenly decide that you are a pagan who must be cleansed from the earth. Besides, some of the religion techs (like Divine Right, Islam) offer cool wonders.

Founding cities of religion can become real cash cows in the mid and late game, IF you build the religion-specific wonder in the founding city. In a recent game where I aggressively spread Confucianism, over 30-40 cities were converted by the late of the game. I also discovered Taoism and subsequently captured the founding cities of Buddhism, Hinduism, and Judaism, giving me five of the seven world religions. Did I ignore my non-state religions, even though I planned to stick with Confucianism throughout the entire game? Of course not. I sent a great prophet to each city to build the religion-specific wonder. This accomplishes two purposes. First, it gives you free bonus income equal to the number of cities with that religion each turn. Second, it causes the autonomous spread of each religion from its founding city without even requiring missionaries. While I continue to aggressively spread my state religion with missionaries, the other religious capitals function as cash cows with progressively increasing revenue without requiring any other input or management.

Since founding religious cities generate a large amount of income, *regardless of the position of your financial sliders*, these are the best cities for building banks, markets, and grocers. I find that the Wall Street wonder is typically best built in the founding city of my state religion for an extra and substantial economic boost, since this will typically be the largest religion by the mid to late game (and thus the largest city economy).

As previously mentioned, I keep pumping missionaries out from 2-3 cities almost continuously through the entire game. This improves relations with neighbors, creates LOS (line of sight) to other cities, and generates money.

The financial and diplomatic benefits of missionaries are well-known, although the espionage benefits are rarely mentioned. When I am contemplating war with a nation, I will send a wave of missionaries to as many of their key cities as possible before my military units cross the border. This accomplishes two things. First, it provides invaluable intelligence information and allows one to assess which cities represent priority acquisitions as well as to get some idea of the strength, location, and composition of enemy armies. Equally importantly, missionaries of your state religion provide an instant cultural benefit to captured cities. After conquering a city that is not your state religion, you might contemplate building a library or theater -- which could take 50+ turns -- in order to expand the borders and to prevent the city from flipping back to an adjacent neighbor with strong cultural boundaries. However, if the city is already your state religion, it will automatically generate +1 culture/turn in addition to a +1 happiness benefit, expanding your borders within 10 turns and making your city much less likely to flip or revolt. The pre-attack missionary wave essentially adds the benefits of the creative trait to non-creative civs, in addition to income, happiness, and espionage benefits.

5. CITY PLACEMENT

The placement of cities is always one of the most important strategic decisions. I will gladly place a city at significantly further distance from my capital if it results in acquiring special resources or monopolizing a location that is of prime strategic or production value. Many specialty resources offer benefits for your entire civilization, and so the race to control luxury, health, strategic, and bonus resources is a key factor in city placement. Whenever possible, I build cities on rivers, and try to get at least one special resource (of any kind) within range. Of course this is not always possible (especially on unusual or specialty map types), but if you repeatedly find that you are having trouble making your cities happy and productive or are failing to acquire important resources, perhaps it is time to reevaluate your city placement. Controlling strategic passes or "choke points" with cities is also valuable -- if you can block off your enemies from chunks of unsettled land and then fill it in later, that is a bonus, although the geography doesn't always accommodate this.

Buildings

Some buildings I like to build everywhere, whereas others I build only in specialized cities, or in any city when there is a natural opening. Buildings I like to build as much as possible include:

First Tier
granary
lighthouse (for coastal cities)
library
aqueduct
forge

Second Tier
harbor (if applicable)
temple
theater
market
grocery
university
laboratory
factory

The build order of course varies depending on the needs of each city, but generally I get granaries and forges as early as possible everywhere, and theaters first in conquered cities (to prevent culture flipping), and others as the situation dictates. It is hard to go wrong with a library almost everywhere because of the commerce bonus and the culture to expand your borders.

Be careful with buildings that harm city health. In particular, avoid building coal plants, as this subtracts two health and seemingly cannot be removed, even if the city develops alternative power sources. The three gorges dam wonder provides power to all cities on the continent, and cities along rivers can use hydro power. While laboratories increase research by +25%, they also detract from health (-1), and you may not need laboratories everywhere at the very late stage in the game at which they become available – constructing them in a few top research cities may suffice.

Commerce, Research, and Gold

Squares with or without improvements produce *commerce*. This commerce can then be used to fund research, culture, or turned into gold. Improvements (towns etc) and the financial trait actually give you commerce, not gold. The distinction between “commerce” generally and “gold” specifically is somewhat confusing as they sometimes use the same gold coin icon.

Then the benefit of city improvements depends on both your base commerce and your sliders. Say you have a small city producing 10 commerce, and your research slider is on 80%, with 20% going into finances. A library (+25% research) will give you an extra 2 beakers (base research = 80% of 10 = 8, 25% of 8 = 2 more). A grocer, however (+25% gold) would seem not to have any benefit to an economy this small (base gold = 20% of 10 = 2, and 25% of 2= 0.5, rounded down to zero).

Now of course there is some gold *outside* of the commerce system: namely, gold generated by religious buildings. Specialist gold goes directly to finances and is not general "commerce" that can be converted to research.

In other words, the benefit of the improvements depends highly on the position of your sliders. If you played with research on 20% and money on 80%, obviously the financial improvements (market, grocer, bank, etc) would be more valuable. Since in most games however research plays such an important role, science improvements tend to offer greater benefits.

Inflation

Inflation is not covered anywhere in the civilopedia or manual that I can find, but it is an important expense. Inflation can go up but never seems to go down over the course of a game. Inflation increases over time at a steady rate, regardless of spending breakdown. Inflation cannot apparently be controlled; it inevitably increases as the game progresses.

Inflation adds an additional percentage to your expenses, including:
civic upkeep
city maintenance (distance and city number)

This percentage can get quite high. If your expenses are 100 per turn and your inflation is 30%, your final cost is 130 gold. The organized trait has at least some advantage here, because it is saving "pre-tax" rather than "post-tax" dollars. In other words, if your civic upkeep were 50 and inflation were 0%, the organized trait would save only 25 gold (50% of final upkeep), but if inflation were 40%, your real savings are 50+20 (40% of 50) = 70/2, or 35 gold.

6. CIVICS GUIDE

I try to change civics as little as possible since I don't play as Spiritual. I will do 2 or 3 switches at once, when possible. If you do too many changes at once (4 or occasionally 3), it can result in 2 turns anarchy. You cannot change state religion and civics on the same turn.

Government Civics

Hereditary Rule: (medium upkeep, + 1 happiness per military unit in a city, req. monarchy). Since most cities will have at least one military unit for defense, this tech can be a real benefit in the early middle ages when you are still developing your luxury resource network and constructing happiness buildings. Hereditary rule provides a great answer to happiness problems that can otherwise be limiting to a rapidly-growing civilization.

Representation: (medium upkeep, +3 research per specialist, +2 happiness in 6 largest cities, req. constitution). Another excellent bonus, especially for a philosophical nation with many specialists. The largest cities are the most likely to get unhappy, so this civic gives you the happiness bonus where you need it. Representation is particularly valuable for philosophical civs in synergy with mercantilism and the statue of liberty wonder, harnessing the free specialists to provide a major technology boost. Unless you have a vast number of towns, representation is a good civic to keep throughout the entire game. The extra research for every specialist continues to be a huge benefit that can significantly speed your research. I try to build the pyramids as quick as I can so that I can switch to representation, significantly speeding research. Then pick up wonders and buildings that give you (or allow) specialists: great library, forge, statue of liberty, etc.

Police State: (high upkeep, +25% military production, -50% war weariness, req. facism) is great for the warmonger or for wartime defense, but the high cost makes it undesirable in peacetime.

Universal Suffrage: moderate upkeep. The +1 production boost to towns and ability to complete production with gold (units/buildings, not wonders) is useful; however, it is of little use in the early and mid game when cottages have not yet developed into towns. Don't get snookered into getting this in the early game with the pyramids, as upkeep is high and you will have no towns to provide the productivity bonus. Weighing universal suffrage against

Legal Civics:

Vassalage: high upkeep, +2 experience per unit, lower unit support costs: a good tech for a warmonger, but the high cost makes it prohibitive for others. Consider this temporarily while in a war.

Bureaucracy: (+50% production/gold in capital, medium upkeep, req. civil service). Good in the early game, and provides an excellent boost for a wonder-building city. Liberalism is close enough around the corner from civil service that often I hold off for free speech. As the slider is usually set heavily to research, the primary benefit of this civic is usually production rather than gold.

Nationhood: no upkeep (changed from low to no upkeep with the patch), can draft 3 units per turn, barracks +2 happiness. Also a good civic for a warmonger that is better sustainable long-term than vassalage because of its low cost, in addition to adding happiness benefit.

Free Speech: (no upkeep, +2 gold from towns, +100% culture per city, req. liberalism). It is my favorite for the late game, but won't do you much good if you don't have towns. I like to get bureaucracy for the production boost while towns are developing, and then switch to free speech once I have enough towns to justify it. At no upkeep cost, the price is right, and this one can provide a great boost to your economy.

Labor Civics

Slavery: (low upkeep, can sacrifice population to finish production, req. bronze working) Excellent for rapidly-growing cities limited by happiness, although it makes 1 pop unhappy for 10 turns. Slavery is ideal for civs with large cities with abundant food (flood plains + farms) but marginal productivity and limited happiness, especially in the early and mid-game. Slavery takes the revolting pops that are adding nothing to the economy and uses them to produce wonders or other high-cost buildings that would otherwise take many turns to complete. I typically keep this civic until I get emancipation with democracy.

Serfdom: (low upkeep) -- workers build improvements faster. I usually have a large enough army of workers building improvements and clearing jungles that this one isn't as attractive as the others.

Caste System: (medium upkeep, req. code of laws) -- unlimited scientists, artists, merchants in cities. A reasonable choice if you have food to spare, don't yet have enough town improvements to allow specialists otherwise, and can afford the upkeep. While I like the idea of the caste system civic for philosophical civs, the way which this is implemented is poor. Once you get caste system, the computer automatically allocates many of your workers to specialists, especially scientists. Although this can be somewhat controlled with your city production settings, the AI often diverts workers producing food, hammers, and commerce into specialists producing only science and culture. This slows both the production and growth of many of your cities. There is too much micromanagement involved to manage the caste system appropriately, and the stunting of your production and growth because of poorly allocated specialists is rarely if ever worthwhile, even for a philosophical civ. Skip it and go for emancipation. The scientists are the most valuable, while artists and merchants are usually of limited value.

Emancipation: (no upkeep, req. democracy) is great for mid to late game. It doubles rate of cottages -> towns; a big synergistic economic boost when combined with appropriate techs, free speech, and universal suffrage.

Economic Civics:

Mercantilism: (medium upkeep, 1 free specialist per city, no foreign trade routes, req. banking). Getting this civic is like having the statue of liberty wonder and is a huge boost for philosophical or GP oriented civs. It is moderately expensive, and shuts down foreign trade (which can also hurt, or at least won't help, your relations). However, if you have the Angkor Wat wonder that adds to priest productivity and the Representation civic that adds 3 research to every specialist, this presents a huge boost to your cities that more than compensates for the lack of foreign trade routes.

Free Market: (medium upkeep) - +1 trade route per city. A nice financial or research boost, although only modest in size. However I rarely use this as state property is only a few techs away.

Edit: The patch increases free trade from low to medium upkeep. More reason to skip it.

State Property: (low upkeep, req. communism) is great (no distance maintenance costs, +1 food from watermills). Although the patch increased the upkeep from free to low, it is still extremely useful. I find that with my tendency to build many cities, it saves me as much or more than I would earn from the extra trade route, plus upkeep is free, plus you get extra food. As I tend to build watermills along almost all river tiles because of their boost to productivity (+2 with appropriate techs), food (+1), and economy, a river city may be able to support a couple more citizens that can be made specialists to boost your GP generation. My most-used economic tech.

State property eliminates the city distance maintenance cost entirely, which for a large empire typically represents about 50% of your total city upkeep (this rough rule of thumb varies depending on both the number of cities and the distances involved). This can be quite a substantial savings. For a nation with a well-developed state religion, adopting state property frequently allows one to move the tech slider from 70-80% to 90-100%. This faster tech speed has many benefits: quicker availability of new buildings and units, faster tech bonuses, and getting sooner to techs like electricity that increase the value or productivity of your existing city improvements. The extra food can allow you to support extra specialists or larger city growth if you have many river cities and have built watermills. With no civic upkeep cost, the price is right. In most games, the state property civic alone is far better in terms of your financial bottom line than the organized trait, as city distance upkeep costs often well exceed 50% of the civic upkeep costs discounted by organized. My tests suggest that the Versailles wonder, like the Forbidden Palace, reduce only distance upkeep costs (Versailles seems to be like a second Forbidden Palace). If you are using the state property civic and plan to stick with it long-term, don't waste city production on these wonders. Forbidden Palace and Versailles offer only a modest location-dependent decrease in distance costs, while state property abolishes distance costs altogether. With city upkeep virtually cut in half by state property, you will also find less of a necessity for courthouses until your civilization is extremely large.

Environmentalism: (high upkeep) is nice at the very end of the game when you get ecology (+6 health, +1 happiness from forests and jungles). Unfortunately I've harvested most forests and jungles long before the ecology tech comes around (and jungles are so unproductive why would you want to keep them), and find that my cities already have good health and happiness well before then and are more limited by food. The expensive upkeep is also a drawback, so I tend to use state property more frequently. Rather than getting environmentalism, I prefer to research future techs (+1 health and happiness each for your entire civ), since ecology is already near the end of the tech line), rather than paying the fat environmentalism upkeep fees. At least that part of environmentalism is realistic.

Religious Civics:

Organized Religion: (high upkeep, +25% building and wonder construction, req. monotheism). After extensive testing, I have come to the conclusion that this is the best religion civic, at least for my play style. I grab this civic as soon as I can get to monotheism and keep it throughout the entire game. I have verified in-game that organized religion does boost wonder speed as well as that of non-wonder buildings. +25% building and wonder speed throughout the whole game is essentially equivalent to a free forge in every city, except that the bonus does not apply to unit builds. This trait is very expensive for a large civilization, but I think it is well worth the cost. I can think of no wonder, civ trait, building, or civic that matches organized religion in its sweeping benefits.

Theocracy: (medium upkeep), +2 experience points for units created in cities with state religion, no non-state religion spread) -- okay for a warmonger, but expensive.

Pacifism: (no upkeep, +100% GP, req. philosophy) is phenomenal as it can essentially bestow the philosophical trait on a non-philosophical civ, or make philosophical civs even better. The low upkeep is counterbalanced by the +1 gold per military unit, so this tech can be cheap or expensive depending on your military size. As attractive as pacifism is, I feel that organized is a better trait, even for philosophical civs. Ask yourself: how many great people would you need to generate to speed construction of buildings and wonders in every one of your cities by 25%?

Free Religion: (low upkeep): I never get free religion as losing all the state religion bonuses really hurts, as well as losing line of site to all converted cities in other nations. At end-game usually I have plenty of luxuries and am not so desperate for a few more happy faces that I would want to deal with the hassle of having to get 4 or 5 religions in each of my cities to make this civic worthwhile. The +10% tech bonus -- while meaningful -- doesn't seem to make much of a difference for me this late in the game, plus you have to pay fixed upkeep (albeit low) to boot. Some players attempt to get free religion as soon as possible to pacify aggressive neighbors with different religions. However, I have had war declared on me so many times in the early game when I had no state religion at all that I know that simply removing state religion is no panacea to diplomacy. Dropping a state religion can pacify opponents, but it can also make former close allies lukewarm or even hostile. And if you are still deeply afraid of your neighbors by the late time of game that organized religion becomes available, perhaps it is time to assess your strategy in other areas. Theology civics include some of the best benefits in the game (+100% GP from pacifism, +25% building and wonder construction speed), and I generally like these bonuses far too much to sacrifice them for free religion, which seems to offer little in return. Nevertheless, if you are in a situation where you are walking on eggshells -- playing deity level with far more powerful AI players, perhaps -- free religion may be something to consider. Otherwise, skip it.

Favored early game civics: representation (constitution – or pyramids), bureaucracy (civil service), slavery (bronze working), mercantilism (banking), organized religion (monotheism)
Favored late game civics: universal suffrage, free speech, emancipation, state property, organized religion

Warmonger civics: police state, vassalage, slavery, state property, theocracy

7. CITY IMPROVEMENTS

I tend to manually control workers (at least until very late in the game) as the computer automation leaves much to be desired and lacks strategic foresight.

Farms: +1 food initially, +2 food (total) at end-game when you have biology. Recent tests have led me to change my strategies and begin building large numbers of farms initially in order to quickly increase city size. When cities are near the max of their happiness and/or health, then I start converting the farms to cottages for the economic benefits. In contrast to watermills and windmills which offer economic and production bonuses in addition to food, farms offer only food. The advantage is that they are available almost immediately in the game with the agriculture tech. I prefer wide proliferation of farms in the ancient era, with removal of some farms and transition to cottages and watermills when you are near the maximum sustainable city size for health and happiness. Especially on higher difficulty levels, spamming too many farms may quickly bring your cities over the happiness and/or healthiness levels they can support, resulting in revolters and no "we love the king day" events. Automated workers tend to overdo farming and so I prefer to direct workers manually. Use farms wisely, but be careful that they don't push your cities into unhappiness or unhealthiness. You may need to expand your growth capacity as your city’s happiness and health limits increase, so keep an eye on this.

Cottages: Cottages make up the foundation of economic and research productivity of your civilization. Especially if you have the financial trait, cottages produce great bonuses when they grow into towns, with full techs and civics: commerce +7, production +1 (requires universal suffrage civic). Cottages can be built anywhere, but their production bonus comes late (after full growth into towns) and only with the correct civic.

I often wait until cities are close to their health or happiness limit to start building large numbers of cottages because farms offer more immediate benefit by increasing city size and therefore production and the number of workable tiles. Cottages only progress into hamlets, villages, and towns when they are being worked. There is no point in rushing to place cottages on all 20 workable tiles of a level 2 city (for an extreme example), as the cottages will not begin to develop at all until the city is large enough to work them. My tests and those of others have demonstrated that in most cases, a better long-term economic outcome is achieved with early farms to grow your city quickly and then building large numbers of cottages that the city is able to work, as opposed to immediate cottage spamming resulting in slow growth and many unworked tiles in an immature city.
The downsides of cottages include that they take a long time to grow: cottage->hamlet 10 turns, hamlet ->village 20 turns, village ->town 40 turns. This can be cut in half with appropriate civics, but still it takes 35 turns in the best possible case to grow from a cottage to a town. In a game that lasts only 400 or 500 turns (and may be decided long before then), that is a big chunk of game time. Also, cottages can be easily pillaged by an enemy. Cottages are particularly valuable around your core research cities, but think twice about building cottages on frontier cities close to aggressive neighbors. In any case, the long maturation time of cottages requires that they be built as early as possible to maximize their benefits. Having cottages that have grown into towns while your neighbors are still dealing with hamlets and villages can prove decisive.

Watermill: An immediate +1 production boost, with final bonuses of +1 food, +2 commerce, and +2 production with full techs and civics (requires state property for the food bonus). These are very helpful in increasing the production of plains, grassland, or flood plains adjacent to rivers that have little innate production capability. And once you have the correct techs/civics, the bonuses are immediate and do not require the maturation that cottages do. You can only build watermills on one square or the other to the side of a river, but I build watermills everywhere I can, typically replacing farms as soon as state property is in hand.

Windmill: An immediate +1 food, with final bonuses of +1 food, +2 commerce, and +1 production with full tech (replaceable parts, electricity). Very useful if you need more food, have limited river access, and want something that offers more substantial and well-rounded benefits than farms. Windmills can be placed on hills which makes a nice alternative to mines, giving production and commerce benefits while allowing the square to provide at least some of the food supply required to work it. With the financial trait, windmill offers +1 food, +1 production, and +3 commerce, making a windmill often preferable to a mine.

Lumbermill: Chopping down the trees doesn't add any more food production (unlike C3C), and so lumbermills are a prime consideration for productivity in the late game. That is, in areas where you still have trees. With max +3 production (Base +1 from trees, +1 from lumbermill, +1 more when railroad comes around) and +1 commerce for squares adjacent to rivers, lumbermills are the best late-game productivity improvement. They don't have the economic benefits of cottages, watermills, or windmills, but offer a more substantial production boost without sapping your food supply (unlike workshops) or without requiring a specific civic to keep from doing so. The late benefits of a lumbermill must also be weighed against the benefits of chopping in the early game for benefits that can be quite substantial at a time when your civilization's productivity is very low: chopped trees can result in a much faster start, extra cities, or more wonders. I chop trees in the early game for chop-rushing settlers or crucial wonders, but by the mid-game when instant productivity is no longer urgent, I prefer to preserve any remaining trees for future lumbermills.

Mine: +2 production, +1 more (+3 total) with railroad. A substantial productivity boost as long as you have enough food to go around. The option between windmills and mines is nice for hill squares.

Workshop: +1 production, -1 food. With max upgrades they can offer up to +3 production, and with state property, no food penalty. This allows the same +3 production as lumbermill, without requiring you to keep trees around until the late game. The food penalty early on makes this a poor choice in the early middle ages, but once you have state property, workshops represent an excellent improvement for production. However, if you depend on workshops and state property, you will largely be obliged to stay with that civic through the rest of the game -- or see your cities starve when you change, unless you have a large food surplus from other sources.

8. SPECIALIZATION

Since you can only build 2 national wonders in a city and because GP points accrue according to specialties, it makes sense to have specialized cities in CIV. I aim for a science city (oxford university + great library), a military city (pentagon + heroic epic + west point), a culture city (hermitage + globe theater), an economic city (wall street), and will put the national epic in the city with the most wonders (and most GP points).

In general, keeping a flow of military units from at least one city will keep your cities happy (large cities get upset without protection) and defended. I also try to keep one city pumping out missionaries throughout almost the entire game, occasionally switching production to another city to construct buildings in the city. In my first couple games when I did not continue to produce both military and missionary units in peace time and war time, it caused major problems for me in spite of large leads in other areas.

CIV rewards the creation of specialized cities. I try to create at least 2 cities of each specialty because of the need to build infrastructure buildings in between building military or religious units, wonders, etc. Specialist cities make sense because you can't build every building in every city, and specialization helps you to leverage your city placement by putting buildings in the cities where they will do the most good.

The first step in deciding the division of labor between specialized cities is to evaluate the surrounding land. A city in an area with luxury resources could be a great trade/science city, while one in an area with many mines and high production would likely make a good military city for creating units, or for rapidly building wonders. A city with abundant food supply would make a good specialist city to increase great people generation.

Military City

Build in: productive area with high hammer yield (mines, watermills, etc)
Buildings:
Barracks Forge Factory
Power source (coal, hydro, nuclear), Granary Aqueduct
National wonders:
first city: Heroic Epic (+100% military production in city), West Point (+4 exp/military unit)
second city: Red Cross (free Medic I promotion), Ironworks (near iron or coal) -- consider designating this one a military city from the time iron appears on the map.
World Wonders:
Pentagon (+2 experience for units trained in any city, can be built anywhere)

Discussion: You will need many military units during the game, so why build them from just anywhere when you can build them quickly in a specialized city and get free experience points to boot?

Science City

Build in: area with abundant commerce
Improvements: focus on cottages ->towns
Buildings:
Academy (+50% research, requires great scientist) Library (+25% research)
Observatory (+25% research) University (+25% research)
Laboratory (+25% research)
Monastery (+10% research, but becomes obsolete - may skip this one)
National wonders:
Oxford University (+100% research)
World Wonders:
Great Library (+2 scientists, expires)

Merchant City

Build in: area with abundant commerce
Improvements: focus on cottages ->towns
Buildings:
Market (+25% gold) Grocer (+25% gold)
Bank (+50% gold) Airport (+1 trade route)
National Wonders:
Wall Street (+100% gold)
GP Focus: great merchant

Culture City

Consider combining with science city as many science improvements also generate culture. I don't generally build a culture-only city for that reason, I go for culture/science. But here are the culture listings for those interested in culture victory, not including science improvements.

Buildings:
Temple (+1 culture) Monastery (+2 culture)
Cathedral or equivalent (+50% culture) Theater (+3 culture)
Broadcast tower (+50% culture)
National Wonders:
Hermitage (+100% culture) Globe theater (+6 culture)
World Wonders:
Hollywood (+50% culture) Rock n' Roll (+50% culture)
Broadway (+50% culture) Sistine chapel (+2 culture per specialist in all cities)

If going for a culture victory, consider balancing your national and world culture wonders between 3 cities to allow each to achieve legendary culture.

Great People City

Obviously this one should be combined with another city of your choice, as the world and national wonders built in other cities contribute GP points. I like to make my GP city one that focuses on GP types that I find to be the most valuable (great engineers -- can rush wonders, or perhaps scientists -- can create academy, rather than prophets, artists, or merchants)

National wonder: National Epic (+100% GP birth rate in city)
World Wonders:
Parthenon (+50% GP birth rate in all cities) Great Library (+2 scientists in city, but expires)
Statue of Liberty (+1 specialist in all cities)
Synergistic Civic: pacifism (+100% GP rate, no upkeep)

9. WONDERS

When beginning every game, you will want to consider what wonders are a priority for you and what wonders you will pass on. It is rarely possible to get every wonder. Realistic decisions must be made and tech paths to get the desired wonders early must be considered. There is little as frustrating as coming within a few turns of completing an expensive wonder only to lose your effort because another civ beat you to it.

Wonder decisions can make or break the game. A few key wonders can provide advantages turning the tide in your favor, while an inappropriate focus on wonders at the expense of defense or growth can leave your civilization vulnerable.

The player should also consider what role wonders will play in the overall strategy. If you are playing as a philosophical or industrious nation, constructing numerous wonders should be a centerpiece of your strategy. For militaristic players, wonders should play little role, as a vast army can be constructed in the time of constructing just a few wonders. The militaristic player should therefore aim for a few targeted wonders, while the philosophical or industrious player should strive for a much longer list.

Some wonders offer considerable early benefits, but expire. Others offer mediocre benefits that expire regardless (the Hagia Sophia is infamous for frequently becoming obsolete only shortly after it is constructed). Wonders expire when YOU get the expiring tech, not when your neighbors do. So I often hold off on trading for the calender tech until all my cities have experienced border expansion from Stonehenge, and avoid getting chemistry until the last possible moment to milk the Parthenon for every great person point possible. Still others offer great game-long benefits.

Unless you are going for a culture victory, great artists are the least useful of all of the great people (+3 commerce, +14 culture). Therefore, I try to keep wonders offering great artist points out of my principal wonder city to avoid generating less-useful great people there. Great scientists are perhaps the most useful for their ability to add an academy in one city each. Great engineers (+3 hammers) and great prophets (+2 hammer) are the most useful as they add productivity. Great merchants add food, although only +1, in addition to commerce.

To maximize the conversion of great people points into great people, it is best to concentrate as many wonders as possible in one, two, or three designated wonder-building cities. The decision of how many cities to designate as primary or secondary wonder-builders will depend on your playing style.

Here is a list of wonders that I make priorities, keeping in mind that the wonders different players favor will vary widely depending on their play style and tactics.

Priority Expiring Wonders

Stonehenge: obelisk, +1 culture in every city, expires @ Calendar.

Great Library: +2 scientists is a big deal at a time when many of your cities can't dedicate the pop to specialists, especially if you build this in your great people focus city. Perhaps most importantly, the +6 GP points/turn from 2 scientists in addition to the +2 GP from the wonder (total 8 GP points/turn) can help you quickly to get great scientists who can found academies in your largest cities, especially in the presence of philosophical/pacifist /Parthenon /national epic synergisms. Getting the great library with several great scientists can therefore generate a massive bonus that will speed your research throughout the entire remainder of the game, long after the GL’s primary effects have expired. After the GL, the oxford university is the only good generator of great scientist points until after the middle ages.

Parthenon: +50% GP birth rate in all cities. Vital for philosophical civs, but unfortunately doesn't last forever.

Non-Expiring Wonders

Hanging Gardens: +1 pop, +1 health in all cities. This is a huge early wonder that can catapult your civ ahead, especially if you have many small or modest-sized cities. Adding an extra pop and health point to every city boosts your economy, your research, your productivity, etc.

Notre Dame: +1 happiness for all cities on continent

Versailles: reduces maintenance in nearby cities

Statue of Liberty: a free specialist in every city. Fabulous for philosophical civs. Probably my # 1 wonder in the game.

Pentagon: +2 experience points for units trained in all cities

Three Gorges Dam: power for all cities on continent located near a river

Eiffel Tower: (free broadcast tower in every city) gives a big culture boost


Wonders by GP type

(all world wonders +2 GP points, all national wonders +1)

Great Scientist:
Great Library (marble) (+2 scientists)
Oxford University (stone) (+100% research, 3 citizens as scientists)
Space Elevator
Red Cross
Scotland Yard

Capital: Stonehenge, pyramids, hanging gardens, great library, ironworks (?)
Wonder city 2: parthenon, notre dame, national epic
Military city

Great Prophet:
Stonehenge (stone): obelisk in each city
Angkor Wat (stone): +1 production from priests in all cities, allows 3 priests. This makes priest specialists (up to +2 hammers, +1 gold) the most productive specialists, beating out engineers (+2 hammers, no other bonuses) -- until the wonder expires
Oracle (marble) (1 free tech)
Chichen Itza (stone): +25% defense in all cities
Spiral minaret (stone). +1 gold from all state religion buildings. Nice, although a relatively small bonus.
Religious holy wonder: minus 1 production, spreads religion, 1 gold from each, allows 3 priests

Great Engineer:
Hanging gardens (stone) (+1 population, +1 health in all cities)
Pentagon (+2 experience to military units in all cities)
Three Gorges Dam
Ironworks (allows 3 citizens as engineers)
West Point (stone) (+4 experience per unit)
Pyramids (stone) (allows all government civics) – a big boost in the early game
Hagia Sophia (marble) (+50% worker build speed)

Great Merchant:
Colossus (copper) (+1 gold in all city water tiles)
Statue of Liberty (+1 free specialist in all cities on the continent)
Wall Street
Forbidden Palace (acts as a 2nd capital decreasing distance maintenance)
Versailles (marble)
Great Lighthouse (+2 trade routes in coastal cities)
Eiffel Tower (free broadcast tower in every city)
United Nations

Great Artist:
Parthenon (marble) (+50% GP birth rate in all cities)
Notre Dame (+1 happiness in all cities)
National epic (stone) (+100% GP birth rate)
Hollywood (+1 happiness)
Rock n’ Roll (+1 happiness)
Broadway (+1 happiness)
Heroic Epic (marble) (+100% military unit production)
Hermitage (marble)
Globe Theater (no unhappiness in this city, allows 3 artists)
Taj Mahal
Mt. Rushmore (stone)
Kremlin (stone)
Sistine chapel (marble)

Most important early resources:
Stone, marble, iron
Put Parthenon, notre dame, statue of liberty in a separate wonder city
National epic in capital

10. GREAT PEOPLE

In maximizing great people points, you can get some great synergy between traits, civics, wonders, and improvements. If you want a lot of great people, get as many of these as possible.

Note that all bonuses are additive, not multiplicative. For example, 2 100% bonuses on top of a 100% base produce a 300% rate (100% base +100% x2), not 400% (they only add their bonus to the BASE rate, not to the final rate after other adjustments). Also, all fractions in the game are rounded DOWN (i.e. a 25% bonus of 7 is rounded down to 1, a 25% bonus of 8 is necessary for +2)

Traits:
Philosophical trait : +100% GP generation civ-wide
Civics:
labor - caste system: unlimited scientists, merchants, artists in all cities
economy - mercantilism: +1 free specialist per city; or (in games with many rivers) state property for the watermill food bonus, allowing higher POP and thus more specialists
religion - pacifism: +100% GP birth rate in cities with state religion
National wonders:
national epic - +100% GP in city where built (only)
World Wonders:
Parthenon: +50% GP generation civ-wide, expires with chemistry
Statue of Liberty: +1 free specialist in all cities
great library: +2 free scientists in city where built, but expires.

A civ with max upgrades (not including great library) would have:
- a 300% great people rate (100% base + 100% philosophical + 100% pacifism) + 50% from Parthenon (before expires) + 100% more in city with national wonder
- 2 free specialists in all cities (mercantilism statue of liberty). At 300% return on a 3 GP base per specialist x 2 specialists, this would provide 18 GP points *per turn* even in your least developed cities with no wonders.
-unlimited ability to allocate scientists, artists, and merchants in all cities.

Note again that the wonder bonuses expire when YOU get the tech in question, not your neighbors...therefore a philosophical civ with the Parthenon may want to push back getting chemistry as late as possible.

Of course some great people types are more valuable than others. Great engineers allow you to rush wonders which can provide key benefits in a close game. And great scientists can allow you to build an academy (+50% research) in every city. Great merchants, artists, and prophets, while still valuable, have effects that are generally somewhat more modest in terms of long-term game play. Since the chance of getting a great person of different types depends on the wonders and specialists in each city, I like having separate cities focus on great engineers and scientists without mixing with the other types as much as possible (you don't want to have your city with engineering wonders drowned out by large numbers of merchant, artist, or priest specialists pushing the GP probability towards other types). I don't have a strong preference between merchants, artists, and prophets, and so will build wonders generating all 3 in the same city.

Bonuses allowing you to turn citizens into engineers are generated only by:
Forge (allows 1 engineer)
Factory (allows 2 engineers)
Ironworks (allows 3 engineers)

Engineer GP points are generated by:
West Point (+1 GP)
Hanging Gardens (+2)
Pentagon (+2)
Pyramids (+2)
Three Gorges Dam (+2)

The military city is the most natural choice for an engineer GP city (forge + factory + ironworks + west point + pentagon).

---

As the cost for great people increase throughout the game, diminishing returns are eventually reached. Later in the game, the cost of great people goes up and up, while the benefit of great people often declines, since the earlier you get great people, the longer they will benefit your civilization. However, your civilization should also increase in its capacity to generate great people over time, civics are chosen, as wonders are built and citizens are assigned as specialists. With appropriate tactics, many great people can still be generated even in the late game.

Every great person can cause either an instant benefit, provide a tech bonus, or add a long-term bonus to cities. The benefits must be carefully considered. In *most* cases, I prefer to use great people in a manner that augments the long-term productivity of my cities, although there are exceptional cases where great people are best used to rush a tech or a wonder.

Two types of great people present no-brainers for their use:

  1. Great prophets. Before using great prophets in any other way, make sure that you have created the religion-specific wonder in any founding religious city under your control. If you have made any attempt at all to spread the religion, or of you are conquering the founding city of a religion that is widely accepted, this can produce massive financial benefits that dwarf virtually any other use of great people.
  2. Great scientists. Use them to create academies in all of your top science cities. Which would you rather have -- an extra +6 or so science per turn in the city of your choice, or a 50% increase in science in a city that is already generating 50, 75, or 200 beakers per turn? Although the increase acts only on the base number of commerce points applied to research (before other modifiers are applied), a great scientist can result in massive research output for cities, especially in conjunction with other science improvements (library/university/observatory/Oxford University/etc).

For other great people, I usually prefer to join them to a city, with occasional exceptions as previously acknowledged.

Great artists. If you are going for a cultural victory, great artists are your friend. A very nice strategy for cultural victory on Monarch level, using great artists either by joining to a city or as "culture bombs" to titrate legendary culture among three cities is presented by walkerjks here: http://forums.civfanatics.com/showthread.php?t=138647

If you are not going for a cultural victory, great artists are by far the weakest of all great people. I find that in most cases it is preferable to join great artists to border cities or captured cities instead of invoking the "culture bomb." Great artists produce +12 to +15 culture per turn, which is the equivalent of many cultural buildings (library = +2 culture, theater = +3, etc) and will quickly expand the city's borders -- in addition to any cultural multipliers the city may have (cathedrals, hermitage, civics, etc). In this way, you still continue to receive the commerce benefits of the great artist throughout the game, speeding your research and filling your coffers.

Great merchant. The great merchant is the ONLY great person that offers a food bonus (+1 food, +6 commerce appears typical). I prefer to join great merchants to high-commerce cities that focus on great people creation (the city with the national epic is often a great choice), since more food allows you to allocate more specialists, further increasing great people output.

Great engineers. As for great prophets, the surplus productivity is welcome. These often go in my capital or most productive city or cities. A city with ironworks makes a great choice for great engineer placement in the late game.


OPTIONS FOR EARLY EXPANSION

There are several good early expansion options. The decision as to which is best for you depends both on map choice and on your playing style.


11. CHOP-RUSHING

Chop rushing is a great way to jump ahead in the early game. The first mention I know of was in this thread by AlexFrog:

http://forums.civfanatics.com/showthread.php?t=137292

I prefer a somewhat modified version of the strategy. The strategy involves founding initial cities in areas with a large number of trees within their "fat cross" area. The player researches bronze working immediately while building a worker in the capital city before building any other units or buildings. Once the worker is done (12-15 turns) and bronze working is researched, the worker immediately goes to work chopping trees around the capital. Each tree chopped results in 20 hammers, which can rocket a level 1 city that may have only 1, 2, or 3 hammers far ahead.

The most logical initial use of "chop-rushing" is for settlers and workers, since your cities are normally stagnant (do not grow) while these units are being produced, and because these units are vital to the growth and productivity of your civilization. I save trees to chop-rush settlers, workers, or wonders, since the construction of buildings or military units allows your cities to grow during the production phase, while production of the former two does not, and the third category (wonders) is a race. Chop-rushing typically allows me to plant 2-3 times as many cities as my closest AI competitors on noble level.

Of course, settlers must never be sent out undefended, so I like to first build at least one (possibly two) warriors, sending at least one out to explore and pop goody huts (in addition to the starting warrior) while the second will act as your settler escort. I periodically build warriors during the rapid expansion phase to ensure that my cities and settlers are adequately defended.

Because of maintenance costs increasing with both distance and city number (and I will place cities at long distances from my capital when necessary to secure important resources), it is impractical to build a civilization by the exclusive virtue of chop-rushing. There must be a balance. Once I get three or four cities, I let one or two grow and develop -- building a granary or military units to increase in size and to defend the borders, while the others chop-rush. I also assign some workers to build improvements very early -- cottages in particular, in addition to improvements required by special resources -- in order to ensure that city commerce, on average, is in excess of upkeep costs, allowing continued rapid research and continued growth. As a rough rule of thumb, on noble level, if my research percentage falls below 70%, that is a warning sign to me that I need to better develop the city economic base by building more cottages and letting cities grow to a larger size before expanding.

Chop-rushing can also be a terrific way to get wonders, especially when you have special resources that speed wonder building. For example, Stonehenge costs 120 hammers, but if you have stone, every forest chopped will give double (not 20, but 40) hammers. Therefore, you only need to chop three trees to build Stonehenge in a city with stone -- as opposed to the many turns it would take to build it without chop-rushing. This is a great way to get key wonders as a non-industrious civ, and the ability of any civilization to do this really waters down the value of the industrious trait.

Edit: the patch slightly weakens chop-rushing. Chopping income has dropped from thirty to twenty hammers, with that number being further reduced for chops further from the city (outside the city radius?) Mathematics adds +50% (back to the original 30), but it comes in the end of the first age at a time that is not as useful as an immediate chop-rush would be. Also, unlike Civ3, cutting down trees doesn’t increase food harvest, so you have to immediately place farms or cottages or do something else to develop the land in other ways. Chopping offers a quick up-front bonus but can dent your long-term production if you overdo it. Weigh the pros and cons carefully in each situation.

In a recent test game in which I preserved the forests in the cities (for the health benefits and to maintain the forest productivity), I found that by the mid-middle ages, my tech rate had dropped virtually to zero and my workers began to strike and units were automatically disbanded because expenses were greater than income. Retaining the forests as opposed to chopping and planting cottages widely didn’t provide the economic revenue to support the rapid city expansion that I prefer, even with measured expansion letting many of the cities grow to mid-size. Therefore I continue to favor chopping trees – whether in an early settler rush, or to complete wonders – also to free up the land for farms (faster growth) or cottage improvements (improve economy and tech speed).

EXPANDING YOUR CAPITAL

As attractive as it may seem, chop rushing faces major limitations, especially after being significantly tuned down in the recent patch. Chopping trees can push cities located near flood plains into unhealthiness and decline. Chops offer a one-time boost after which the city returns to its prior production. Depending on your situation, allowing the capital to develop before sending out settlers can be a better option. For example, if you can expand your capital in 8 turns and get a square that offers a combined 3 food and/or hammers, you will get a bonus of +1 food or hammer (2 of the food go to support the expanded population) for every subsequent turn throughout the game. For an average level 1 city with 3 resources in the center square and 3 on the first worked square (4 surplus food/hammers for settlers/workers), it takes 25 turns (4x25=100) to build a 100 resource settler and 15 turns (4x15) to build a 60-resource worker. Just one surplus resource, after paying food costs, by expanding to level 2 will drop this down to 20 turns for the settler (5 resources x 20 turns) and 12 turns for the worker. Expanding to level 3 to work another 3-resource tile, which you can generally do in another 8 turns after the first expansion with good city placement, will give you 6 surplus resources, dropping settler creation time to 17 turns and worker creation down to 10 turns.

Let’s do a comparison of a city that immediately builds 4 settlers, vs. one that spends 16 turns building warriors to grow twice, and switches production to settlers before the 2nd warrior is completed:

Build order: 4 Settlers 1 ½ warriors, 4 settlers
Turns to 1st settler 25 16 (to grow twice), then 17 for settler = 33
2nd settler 50 50
3rd settler 75 67
4th settler 100 84
Final capital size 1 3

As you can see, the city that expands to level 3 first catches up with the city that immediately built only settlers by the time the 2nd settler is completed. The fact that the settler-only city completed its first settler 9 turn earlier does not make up for this, as the 9 turns allow for barely 1 cycle of growth as opposed to the 2 that the first city has achieved.

The expand-first city ends up far ahead because at the end, it is better developed and more productive than the city that pumped out settlers immediately. The expand-first model also has the advantage of producing warriors to defend your units, as unprotected settlers are not likely to survive.

If you are well-situated and can develop those resources further, the model shifts even more in favor of allowing your city to increase in size. For example, if you can irrigate 2 flood plains up to +4 food each in your size 3 city and have one special resource you can get 2 food or hammers from, your total surplus will be 10 (3 from center tile, 2 per tile from 2 floodplains, and 3 from specialty resource) per turn. You can then build settlers in just 10 turns. At that point, you are expanding FASTER than you could with chop-rushing. Between chopping and moving, trees take 3-4 turns to chop for just 20 hammers and are limited, while your expanded city is indefinitely producing a surplus of 10/turn.

In general, most cities in the early game do not require more than 3-4 farm tiles. Exceptions may be made for cities on barren land, such as plains or hills. A few judicious farms are usually all that you need in order to jump-start your growth. If you overdo the farming, you can easily push the city into unhappiness, at which point cottages are a better alternative.

The decision of when to develop your capital vs. when to expand depends on your city setup. If tiles around your city are not very fertile (i.e. plains), you may wish to get out a settler sooner rather than later. If however your main city is well-placed and has one or two special resources within its boundaries that you can access with early techs, it is often wise to spend a few turns developing these resources to create a more productive capital.

12. TECHNOLOGY

Great variability comes in here. Depending on your civilization traits and technologies, your level, and your play style, you may have different technological priorities.

Some players favor chop-rushing for early expansion, going straight for bronze working. Then I go for pottery (to build cottages ASAP) and from there to alphabet (to trade techs). After alphabet, I trade with the AI as much as possible. I go for mathematics (to get hanging gardens) and then try to grab a religion -- Confucianism or, if I miss that, one of the others.

In many cases, investment in techs such as agriculture, animal domestication, and hunting can be more valuable than bronze working chop-rushing.

If you are playing as a civ with early religious technologies, you may wish to shoot straight for an early religion. I prefer the path that leads to Hinduism/Judaism since if you are beaten to Hinduism, Judaism is right around the corner, while Buddhism is a dead end (at least for a while) and the AI seems to go for it quickly. Monotheism also has the benefit of offering the organized religion civic, which at +25% building construction (including wonders!) can prove to be an enormous benefit to your civilization's development. This, as well as the early spread of religion from your cities (with happiness etc), can make an early religion very, very worthwhile. From there, you can go for bronze-working and chop rush, or you can go straight for alphabet, trade for bronze working (which is typically readily available once alphabet is discovered), and chop rush.

Going for the religious techs (polytheism->monotheism) early has great advantages even for a non-spiritual civ, if you can get there quickly. The religious techs offer key early-era wonders, including Stonehenge and the Parthenon, and perhaps the most important ancient-era civic, organized religion, which can further enhance your speed in constructing wonders and other buildings. If you don’t go for these techs very quickly, you will probably lose the wonder race. As you can’t trade for techs until you have alphabet, and many maps feature limited access to potential trading partners, the only reliable way to get these techs is to research them yourself. If you are playing as a philosophical civ, getting the early wonders is especially critical.

Either way has advantages and drawbacks, but both playing styles can be viable. Of course you can mix and match these: shoot for early religion and then quickly add bronze working (but miss out on some early chop-rushing), or research bronze working and then pick up the religious techs in time to get access to the wonders (but you will probably lose the early religion race). There undoubtedly others as well, but the above two are my favorites.

Here are some of the key techs I focus on acquiring, making modification depending on map type and difficulty level:

0. Agriculture, Animal Husbandry, Hunting: these techs are vital to be able to hook up your bonus resources. Farming in particular is very important.
1. Mysticism (65 beakers). Stonehenge, and prerequisite for other religious techs.
2. Polytheism (130 beakers). Hinduism and Parthenon (key for philosophical civs).
3. Bronze working (156 beakers). Chop rushing. ‘nuf said.
4. Wheel (78 beakers). Workers and resources won’t do you much good until you can build roads. This can be moved down below monotheism depending on whether you have already gotten a religion and how tight you feel the race for Judaism will be.
5. Pottery (104 beakers). Your workers can now start building cottages, and allows granary. Because of how long cottages take to develop, it is important to get cottages started early. Also to defray the heavy upkeep costs of a large empire.
6. Masonry (104 beakers). Prerequisite for Monotheism. Allows building mines and quarries. While researching this you will hopefully be sending a settler and a worker to hook up stone (stonehenge, pyramids, hanging gardens) and marble (Parthenon) resources.
7. Monotheism (156 beakers). Judaism and organized religion. The moment you are ready to begin building Stonehenge in your capital (or any other building), switch to organized religion to provide a +25% hammer bonus for wonders and buildings.
8. Writing (156 beakers) and alphabet (390 beakers). Allows tech trades, allowing the player to pick up any missed techs.
9. Mathematics (325 beakers) – workers produce +50% hammers from tree chops (up to 30). Also enables hanging garden, a key wonder for rapid population expansion. Very important for both counts.
10. Metal casting (585 beakers). Forges add +25% productivity to any city where they are built. When you have stone and/or marble, organized religion civic, and forges, your cities can quickly construct buildings and wonders. Unfortunately, this tech quite expensive.
11. Literature (260 beakers). Heroic epic, national epic, great library, and libraries. All important structures.
12. Music (780 beakers). Free great artist to the first discoverer. Also allows Notre Dame and cathedrals, vital happiness buildings.
13. Drama (390) and philosophy (1040 beakers). Philosophy offers Taoism to the first discoverer, and pacifism is a helpful civic for philosophical civs. Angkor Wat is nice (+1 production from priests in all cities) if you can get it.
14. Paper (780), Education (2340 – allows universities/oxford), Liberalism (1820). Liberalism is a high priority both because it offers a free technology (you can pick the most expensive one available) and because of the free speech civic. The +2 gold from towns education offers is nice as long as enough of your cottages have developed into towns to warrant the expense of this tech path.
15. printing press (2080), requires paper. +1 commerce in towns and villages. Another economic bonus, but the expense is so high that other techs may be a higher priority. Replaceable parts (2340) offers +1 hammer for watermills and windmills. This is really the point in the game where watermills become worthwhile.
16. nationalism (2340), constitution (2600), democracy (3640). Nationalism and constitution have little to recommend them, except as prerequisites for democracy. Democracy is a huge advance to both economics and production because it allows universal suffrage (+1 production boost to towns) and emancipation (doubles rate of cottages -> towns).
17. Divine Right (1560) islam, spiral minaret, Versailles. Another opportunity to pick up a religion. Spiral minaret provides major economic boost (+1 gold per state religion building in all cities). It is however very expensive.

Currency (520 beakers): +1 trade route per city, and enables gold trading. Both of these can produce a major economic boost. I usually wait and trade for this, but getting it early may be warranted if your upkeep costs are becoming difficult to manage or your tech rate is dropping.

Others:
Iron working: Reveals iron. Being able to clear jungles is necessary to be able to access some resources and to increase health. Usually I trade for this tech after alphabet, but there are certainly exceptions requiring early iron working (if you have a bad starting location in a jungle harming productivity).
Iron working is critical to military also. As soon as you get this and iron is revealed, it is vital to claim and develop that iron promptly. Make sure to devote one city to military to pump out archers (before iron to garrison all your cities) and swordsmen (after iron) for defense and offense.
Archery: a must if you have aggressive neighbors. You may be able to hold off until after alphabet and trade for this depending on your setup, but if you are playing against human players, you need to get this ASAP.

Other key techs

Mathematics. Hanging Gardens -- + 1 POP and +1 health in all your cities is huge, especially when you have a lot of small and moderate-size cities. The hanging gardens can really explode your productivity when you have a large empire from a chop-rush settler rush.
Music (free great artist)
Military Tradition (cavalry rule the middle ages)
Divine Right (Versailles/Islam)
Metallurgy (watermill)
Democracy (emancipation & universal suffrage).
Communism (state property)
Then to any other techs that improve the benefits of your improvements (i.e. electricity).

I also try to pick up the techs that offer free great people or free techs. These techs obviously represent a priority, as only the first discoverer gets the bonus.

13. MILITARY STRATEGY


The Game Plan

Before each game, consider spending a few minutes to write down some basic goals and strategies that you wish to incorporate. The plan will depend considerably on map type, terrain, size, difficulty leve, and opponents (AI or human). Of course the plan will need to be flexible to take advantage of opportunities and to respond to contingencies and challenges.

After the game, review your strategy and honestly assess which aspects worked well, and what aspects fell flat or met challenges. Use your insight to fine-tune your strategy and improve your next game plan.

Anticipation and Preparation

The computer will attack suddenly and in force in CIV. It is not unusual for the computer to DOW someone and raze their city with a stack of units in the same turn. The AI, like human players, is an opportunist. If you happen to build a city right next to enemy military units, or if AI players see a poorly defended city near their military units, they are more likely to declare war than if your cities were defended and settlers were escorted. Close borders also spark tensions. Different religion is also a major cause of hostility. The AI can and does declare war even when there are mildly positive relations, so don't be too smug at your relationship score. You must defend your cities and resources. Even if you are not a warmonger, build a credible defense force. If your military is much weaker than your neighbors, you will soon find yourself in war. Anticipate attacks in advance. Is your neighbor massing catapults and swordsmen near your border? What are the stacked archer and warrior doing near your cities? Assume the worst, be observant, and be informed. Judge your enemy by their capability, not their words or relations.

Border Cities

Beware of border cities without a large cultural buffer between other civilizations. In one game I had a brilliant idea to build the forbidden palace in a border city. Then while I was engaged in a war against the Mongols on the other side of my empire, Saladin declared war and conquered the city the same turn with hordes of catapults, knights, and crossbowmen. Expensive cultural improvements are instantly lost once a city is conquered. Don't put anything too critical in border cities, especially those without a significant buffer zone, and don't get too involved in constructing major buildings in border cities until you have them well-defended with strong contemporary units. Don't leave your back side exposed. And don't let success in the tech race come at the expense of national security.

Strategy

When starting a war, consider your objectives. What are your goals? Acquisition of specific resources or cities? Capturing a wonder? Total annexation? Or, if caught by surprise, would you be happy to get away with a white peace? Once you have determined your goals, come up with a strategic plan to get there. Make sure that your unit mix is balanced and well-thought out. More than once in my early games, I found myself besieging cities with large stacks of units but no catapults -- bad idea. What are you going to do about city defenses? Are their resources you can deny your opponent? Will you create a two or three pronged attack and exploit vulnerabilities? Will you land a horde of cavalry and catapults by his capital for a sneak attack after shipping them behind enemy lines? It is much easier to achieve objectives if you know what your specific objectives are and have a viable plan to achieve them. It's far more effective to have a plan and fine-tune it as needed while in process than to fly by the seat of your pants and make it up as you go along.

Also take time to consider your opponent's strategy...*especially* if playing a human. Look at your own empire and assess your own vulnerabilities. Is YOUR iron supply undefended? Could an enemy wreak havoc with a few knights shipped in to attack rear cities? Do you have rows of cottages in a border city ripe for plundering? If you were your enemy, what would you do? If your vulnerabilities are lost on you, be assured that they will not be lost on a competent opponent.

Resource Denial

When planning a war, aim to take out key military and civilian resources. The resource screen shows you exactly what resources your opponents have. Some of the resources, like copper and iron, are essential for war. If you enemy has one source of iron and you fortify on that square with good defenders and pillage it, your enemy will instantly lose the ability to make swordsmen -- and many other units, unless he has a copper supply as well. No copper, iron, or horses? Suddenly your formerly formidable medieval opponent is back in the stone age and is able to produce only warriors and archers. A few strategic moves of this nature can turn the tide of a war.

Other special resources are worth pillaging also. If your opponent has large cities that are marginally happy or healthy, pillaging a few luxury or health resources can catastrophically damage commerce, tech speed, and productivity across his entire empire. Pillaging of specialty resources in this way has a far greater effect than the pillaging of cottages, since the effects are felt in every connected city.

To Pillage or Not to Pillage

Some argue for pillaging as many of your opponents cottages as possible in order to cause long-term damage to his research and economy. Against a superior or closely-matched opponent, this can be a good idea. However, it can be shortsighted if you have the upper hand.

If I am convinced that I have superior force and can take a city, I don't pillage cottages, mines, or watermills. Given how long cottages take to develop, I pillage them ONLY when I think that I am unable to take a city outright during the current war. As attractive as the quick gold from pillaging seems, it is trivial compared to having a long-term free revenue source that your opponent built for you -- adding insult to injury. Conquered cities will often have high maintenance due to their distance from your capital and the incremental augmentation of city number, and if they can pay their own expenses right off the bat, your warmongering will be much more economically sustainable.

Diplomacy

When evenly matched or over-matched, diplomacy plays an immense role. If the Mongols catch you by surprise and burn a couple border cities, what better way to pay them back than bribing their neighbors with tech or gold to declare war on them? Sure, they may have thought they were smart to exploit a momentary vulnerability when their keshiks found a lightly-guarded city...but finding themselves in a war on two or three fronts will wipe the smile off their faces and take the pressure off you. If I am caught by surprise in a war for which I am not fully prepared or do not want, I do not hesitate to trade prime techs to bribe allies to join on my side.

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Civilization IV: Empire Management

In this category you will find articles on science, economics, trade, culture, and diplomacy that help you build a strong empire.

A Beginner's Guide to the Specialist Economy (SE)

In just about every thread in which the topic is discussed, someone asks for a strategy guide to creating a Specialist Economy. Wodan gives some general principles here but it is still not a step-by-step guide. I do not consider myself an expert, but in attempting to teach myself to master this important style of play, I took several notes from the various threads on the subject and combined them with my own experience. Adding a bit of polish to make them fit for public consumption, I submit them for comments by the true experts.

Please note that this thread is an attempt to tell the beginner HOW to run a Specialist Economy and therefore assumes that you actually want to try the SE for whatever reason. Maybe you think it is a good strategy, maybe you are bored with your current games and wish to try something new, maybe you think the SE sucks and are just a masochist. I don't care. Just keep the comments helpful and save tha advocacy for another thread.

The actual guide will be in the second post. Here are some other links that I found helpful in filling in the gaps and getting my thinking in order on the topic:

iamdanthemansta

futurehermit (This is where I got the basic outline for this guide as well as Average Tech Cost and Optimal Number of Science Cities data. He makes an error in his calculations that he notes at the bottom of the first post, which I have corrected in this guide.)

acidsatyr

UncleJJ

There are lots more, but I can't remember all of them. A search for threads with "Spcialist Economy" in the title is a good place to start for more info.

Edit: I should mention that I don't play the Warlords expansion so I have limited information on that. Anyone that can make suggestions on that score or on anything else I've left out, please feel free.

Definition of Specialist Economy:

A civilization in which the majority of research is funded by Scientist specialists supported by 1-2 farms or other high food resources. Since this approach tends to generate Great Scientists more quickly than other economies, another source of research is the lightbulb option.

Benefits
  1. Optimized regrowth of population from slavery/drafting. (Note: this sacrifices research until regrowth is complete.)
  2. Less danger from pillaging since farms are much easier to rebuild than cottages which have matured to towns.
  3. Independence from the Slider increases flexibility to divert commerce directly to gold for upgrades or to Culture/Happiness if the slider is used.
  4. More effective at higher difficulty levels (Emperor and above).

Limitations
  1. May require more micromanaging compared to Cottage Economy (CE).
  2. Specialists require supporting food resources or farms. In cases where food resources or fresh water for farms are unavailable this may be a limitation on early city placement. After Civil Service this becomes less of a consideration.
  3. Specialists can only be assigned if certain buildings exist (e.g. Library enables two Scientists).
  4. Caste System eliminates the restrictions for item 3, but conflicts with Slavery as well as other labor civics. This may later become critical if Emancipation is adopted by another civ, since the unhappiness generated by failing to adopt Emancipation can be a serious drain on productivity.

General Tips and Advice
  1. Prioritize food resources and farms in new cities.
  2. New cities only need Granary, Library and possibly Courthouse. Any other buildings are secondary. (This doesn't apply to Production cities which will be the same as for CE).
  3. You may drop the Slider to 0 when Alphabet has been researched and trade for any techs you do not yet know. This is to maximize cash for other purposes -- usually military upgrades or high maintenance costs due to conquests. However, it may be wise to keep the slider up at the maximum that is still generating a positive income for certain critical techs such as Literature and the Paper-Education-Library sequence (if there is no GS available for lightbulbing these).
  4. Alternatively, if dropping the Slider from 100% to 0% results in only a factor of 2 or 3 increase in the number of turns for your current tech, then it is about time to drop it. If it is much more than 3, you probably need to focus on getting more scientists up.
  5. Philosophy, Paper and Education are prerequisites for Liberalism and can be lightbulbed by a Great Scientist. Consider saving a GS or three for these techs.

Pre-Game Considerations:

Leader Characteristics: Philosophical is generally considered to be very important (for the double Great Person Points (GPP) and also for the cheaper University). Industrious is a good second choice at lower difficulty levels, but note that you can’t be both. For a second trait, Spiritual is good for rapid civic shifts, Expansive is good for the health bonus, Creative for cheaper libraries (Warlords expansion), and Aggressive because of the general synergy between SE and warfare (See Benefits section above).

City Order: This guide assumes that the capital city will be used primarily for wealth production to take advantage of the Bureaucracy civic. No other city should generate wealth in a Specialist Economy, unless there is no way to farm it (which will be rare, especially post-Biology). I generally find it useful to make the second city a Production Facility and will not found the Super Science City (which also winds up being a GP Farm) until at least the 3rd city. At higher levels of difficulty, however, it may not be beneficial to build the Academy or settle scientists. This is due to the much faster tech rate of the AI and the need to use every scientist to lightbulb a tech. So the Super Science City may not be the way to go at these levels, but that discussion is more appropriate for Intermediate and Advanced guides.

You will probably want at least one other high-production city by mid-game and others as necessary. Also don't get into the mindset that all cities need to be research oriented. The SE is a method of acquiring research in those cities dedicated to the task, but Civ IV is a game of balance and tradeoffs. This isn’t limited to the SE, but the lesson to bear in mind is not to sacrifice military preparedness for research.

The following Age-by-Age guidelines are offered as a preliminary base for experimentation. Obviously any of the recommendations made can be rebutted, but I prefer to err on the side of structure vs. flexibility, since too many options can be confusing to a novice. Once people have tried the recommended format, they will be in a position to decide for themselves what works for their style of game play.

I have used the following principles in determining how many Great Scientists should be settled versus used to lightbulb technologies (based on futurehermit's analysis in this thread): There are no settled GS listed in the Classical era because you are still setting up Libraries and the GP farm. The first spare GS is used for the Academy and each era gets another settled scientist. The exception is the Industrial Age, in which Scientific Method eliminates the two free scientists from the Great Library, so an additional parked scientist is added in that era. The objective is to sustain a rate of science with an average of 5 turns per tech. This requires either the addition of settled scientists or an increased number of cities with 2 or more specialists each.

Note that some people object to settling any scientist or building an Academy, preferring to use Great Scientists solely for lightbulbing techs. The rationale is that, although the former use produces more total research over time, lightbulbing produces the techs earlier which can be more important. I consider this to be more of an intermediate or advanced topic, but I note it here so that the beginner will be aware of the issue. Advocates for the lightbulb theory admit that the SE tends to falter after the late Renaissance or early Industrial eras (about the time Democracy and Scientific Method start eroding some of the SE-friendly benefits). My intention in this guide is to provide a long-term strategy for SE that is sustainable throughout even a long game. But I must also note that these advocates are also much more experienced than I so at least be aware of the controversy. Also, at higher difficulties the lightbulb method may be the only way to stay competitive, but -- again -- that is an intermediate or advance consideration.

Classical Age

Research Priorities: Masonry, Writing, Alphabet, Literature, (Polytheism, Meditation?)

Build Priorities: Libraries, (Monasteries?)

Optimal Number of Science Cities: 3 (including SSC)

Scientists per city: 2

Super Science City has: Great Library

Wonder Priorities: Great Library, (Pyramid, Parthenon?)

Civic Priorities: Representation

Notes: Pyramids is somewhat optional and many feel that the time spent on building this wonder can be better used to expand your empire. Likewise with the Parthenon. I recommend building these, but you may need to reconsider if stone or marble is not near the capital. The Great Library, however, is very important and is usually achievable but is much more valuable if you have access to Representation (from the Pyramids). I put a question mark by monasteries since they may not be possible to build if you didn’t found a religion. This period should be characterized by expansion more than research.

Medieval Age

Research Priorities: Meditation, Code of Laws, Civil Service

Build Priorities: Libraries, Monasteries

Optimal Number of Science Cities: 6 (including SSC)

Scientists per city: 2+ (Library allows 2, Caste System allows indefinite)

Super Science City has: Great Library, Academy, 1 Settled GS

Wonder Priorities: Academy

Civic Priorities: Representation, Caste System, Bureaucracy

Notes: There is some debate as to whether Caste System is more beneficial than Slavery. I include the former since Slavery is not specific to the Specialist Economy but use your own judgment here. Make sure that you have at least 6 libraries by the end of this period. This figure includes extra cities to prepare for building Oxford in Renaissance which requires 6 universities (which, in turn, cannot be built in a city without a library).

Renaissance Age

Research Priorities: Education, Liberalism, Astronomy, Banking

Build Priorities: University, Observatory

Optimal Number of Science Cities: 4 (including SSC)

Scientists per city: 3+

Super Science City has: Great Library, Academy, 2 Settled GS, Oxford

Wonder Priorities: Oxford

Civic Priorities: Representation, Caste System, Bureaucracy, Mercantilism

Notes: Mercantilism is also controversial and is included here for similar reasons to Caste System noted above. The usual caveats apply. You need 6 Universities to build Oxford which will use the “extra” cities built in the Medieval period. Also, if you don’t have a reliable source of copper for the Statue of Liberty in the next era, this would be a good time to start thinking about capturing one.

Industrial Age

Research Priorities: Democracy, Physics, Biology

Build Priorities: ?

Optimal Number of Science Cities: 6 (including SSC)

Scientists per city: 5+

Super Science City has: Great Library???, Academy, 4 Settled GS, Oxford

Wonder Priorities: Statue of Liberty

Civic Priorities: Representation, Caste System, Bureaucracy, Mercantilism

Notes: Statue of Liberty is huge (unless you are on an Archipelago map) so make sure you get it. This is doubly important since you lose the Great Library about this time due to Scientific Method.

Modern Age

Research Priorities: Computers, (Fiber Optics?)

Build Priorities: Laboratory

Optimal Number of Science Cities: 8 (including SSC)

Scientists per city: 6+

Super Science City has: Academy, 5 Settled GS, Oxford

Wonder Priorities: (Internet?)

Civic Priorities: Representation, Caste System, Bureaucracy, Mercantilism

Notes: This era is a bit less well researched since many SE games have been won by this point. I will update this if anyone has any further suggestions.

Sample Games:

Frederick ALC - Prince

LotR18 No Cottage Challenge - Prince

Louis XIV - Monarch

Isabella No Cottages - Emperor

Saladin No cottages - Immortal

Acknowledgements:
The following threads/posts were invaluable in forming my early versions of this guide. The discussion thread for this guide can be found here.

acidsatyr

futurehermit

iamdanthemansta

UncleJJ

Wodan

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An Advanced Guide to the Specialist Economy for Emperor and Above

An advanced guide to the Specialist Economy for Emperor and above

Introduction

I first heard about the “Specialist Economy” (SE) in the war academy, and read http://www.civfanatics.com/civ4/stra...st_economy.php guide to get a flavour of how it worked. It was a great introduction, but since then I have played quite a few games using this strategy and thought there was need of a more detailed guide. This guide was developed on Vanilla, but I have since switched to BtS. Most of the information is still applicable, and anyone who has played both could easily adapt their favourite BtS strategy to this guide. I have included some updates for BtS.

I usually play on Emperor, everything random (map size, type, and especially leader). That way, I am forced to adapt rather than come into the game with a predetermined strategy. That being said, whenever I get a philosophical leader and start near some food or floodplains, I usually try for the SE. I have won regularly on Emperor both single and multiplayer with this strategy, and on Immortal with Saladin (in Vanilla Civ4). This guide assumes basic knowledge of the SE and at least one trial game. The strategy is geared more towards single player than multiplayer, but will work on a peaceful or isolated multiplayer game as well, and a war game on a large map with few players. It is not good for small map multiplayer games.

I also read http://forums.civfanatics.com/showthread.php?t=178607 succession game thread, which single-handedly caused me to move up a level immediately.


Advantages

• Your economy cannot be pillaged as easily as a CE. While a nuisance in single player games, this becomes especially important in multiplayer as a human with a lower power graph rating can still declare war and pillage your super-capital, while an AI may not take that risk.

• Gets off to a faster start than a cottage economy. Regardless of your chosen victory condition, you have to play the early game like a domination win in order to have enough cities/religions for a cultural win, enough land for a tech lead -> space race win, and enough population for a diplomatic win. The CE takes too long to develop, and on the higher difficulties the AI tech-whores will be ahead of you by the time your cottages develop. In multiplayer games all-out war tends to prevail early on, so there is rarely time to build many workers and improvements.

• Less dependence on Workers. Since you won’t be working many tiles, you don’t need to improve many tiles other than the food sources. This means you don’t need to waste hammers and food on workers early game, and you are less susceptible to worker stealing (a problem more particular to multiplayer).

• Gain an early tech lead/Increased flexibility in choosing a tech path. You will be making great scientists all game, so you will have the opportunity to lightbulb a few techs in the early part of the tree. These have immense trading value, both for other techs and for instigating war between two AIs.

• Less emphasis on the capital. The CE places a huge emphasis on the capital, opening itself up to pillaging and capture. You should not lose your capital in any game, but you cannot stop a determined enemy from pillaging. The SE is less susceptible to pillaging.

• Minimal number of buildings to build. Cities will be very specialized, so there is no need to build markets and grocers everywhere, etc.

• You know exactly what specialists you will receive from each city. Because the cities are all making just one type of specialist, you can plan much better. With a single GP farm, you never know what you will get, so you can’t depend on a certain GP.

Disadvantages

• Late game, this economy cannot compete with the cottage-spammed, bureaucracy-running, Oxford-holding capital city of a financial leader. Of course, you could just capture, raze, or pillage that city …

• You will be running at negative gold for the entire game. This is not a problem if you are capturing and pillaging regularly. You can also sell techs to lower ranked civs if necessary.

• The SE is a poor choice for the space race or time victory.

• Cultural victory probably won’t work above emperor, as the cottage-spamming technique listed http://www.civfanatics.com/civ4/stra...tory_notes.php is probably faster.



General

The basic idea behind a SE is that the vast majority of your empire’s output comes from specialists and Great People (GP), and not from citizens working tiles or commerce. This includes:
• Science Beakers
• Gold
And to a lesser extent
o Production
o Culture

The other major paradigm is the Cottage Economy (CE), where the bulk of the quantities listed above come from towns via commerce and its multipliers. This is not to say that you can’t have cottages in a SE, but you won’t have nearly as many.

No one particular strategy works every game, as starting conditions, resources, neighbours and AI behaviour will dictate your path for you. The basic strategy of the advanced SE is as follows: You will have three GP producing cities, one of which is your capital. Depending on your leader (Saladin changes things) and your starting situation, the capital can take on one of the other roles. In general:

1. Great Scientist (GS) city: Your capital will hire only scientists and build only scientist wonders (Great Lib) and (Oxford). You will settle all of your third and future GSs here, and build an academy with your second GS. A library is essential as soon as possible, and university, observatory, and laboratory should be built quickly as well.

2. Great Engineer (GE) city: Your second city will hire only engineers (probably just one) and build only engineer wonders (Pyramids, Hanging Gardens or Hagia, Pentagon) and (Ironworks, West Point). I wouldn’t settle any GEs, just use them to rush the wonders listed below. Build a forge and a factory when possible.

3. Great Prophet (GP) gold city: Unless you founded a religion (Saladin), you must capture a holy city with an early religion to fund your economy. The later religions won’t have spread enough on high difficulty to work. This city will provide most of your gold, and will hire only priests and build only prophet wonders (Angkor Wat, Spiral Minaret) and (Wall Street). You will settle all priests here. It is worth spreading other religions here to build additional temples, both for the priests and for the happiness. After building Wall Street and settling about 8 super-priests, I have produced 334 gpt in this city. That will pay for just about anything!

In choosing locations for these cities, food sources are absolutely critical. You can have one specialist for every two farmed grasslands, but two specialists for every fish or corn resource! Floodplains are better than grasslands, and will provide some commerce too. The best location I can remember had four (4)! Fish/Clam resources and a rice paddy. Working those 5 tiles and the centre tile can support 10 specialists.

4. Unit production City: This city should have lots of hills in the fat cross, and you will build the Heroic Epic here. Don’t bother with any additional National Wonders like West Point, Ironworks, etc. Yes, they give a nice benefit to the HE, but in that time that you were building them, you could have built troops at double the speed! This city should build troops until the end of time, so that your other cities can lay down the wonders and infrastructure to pay for these troops.

5. Additional Cities: There’s really no need to build more than 4 cities. You may not even get that far on a standard/small map at high level. You will start conquering cities though, and you’ll have to adapt them as they were found. Most of my conquered cities would produce troops and missionaries, but keep in mind you will need 6 universities, banks, theatres, and courthouses to unlock certain national wonders. I would use cities 1-3 and 5-7 for these, although in a pinch you could use 4 if you don’t have a 7th. This way, you only really have to defend 6-7 cities well, and a few others superficially.

The ideal expansion method is an outward spiral fashion. This is good for three reasons:

1. Distance-based upkeep is lower
2. You can keep all of your passive defenders (longbowmen, muskets) with city garrison in your outer ring, and all of your active defenders (catapults, knights) in your inner cities. This will minimize maintenance and maximize mobility of your forces. With engineering and a decent cultural border, you should be able to respond to any threats in time.
3. Your main cities will be nowhere near your borders, and thus difficult to pillage or capture.

You may not achieve this expansion because of political or geographical reasons.

Notes:
On Immortal or in multiplayer, you will probably have to switch cities #2 and #1 in order to get the pyramids. This may involve moving the palace to #2 later on.

With Saladin, you have the option of making the capital your GP city as you will have founded Hinduism there. In that case, you don’t have to capture a holy city, but you’ll have to build the pyramids faster.

The decision to build the National Epic in the GS city or the GP city is left to individual tastes. It will dilute your GP pool slightly, although probably not enough to make a Great Artist (GA) appear. Both will be high producers of GP points. Here is a screenshot of my current game’s capital (242 GPPs without starvation)!! I got lucky with 4 food sources. Never mind the archer defending – the city was nowhere near the fray.

Spoiler:


The decision to build Globe Theatre as your final National Wonder in a top 3 city is optional. It will dilute the pool and take time, but if growth is limited by happiness could really help. The other option is to use a conquered large city and make it your draft provider. In that case, build GT there.

I don’t use any GAs or GMs. The culture from a GA is not as useful as the science and gold/production you get from scientists and priests respectively. The gold from a merchant is only one more than the gold from a priest, without the production bonus. Moreover, the science/prophet wonders help much more in the SE than the artist/merchant wonders. If you must build an artist/merchant wonder, do so in a 4th city not included in the preceding list.

Leaders

Obviously, with the heavy dependence on GP, philosophical is a must. The quicker timeline to Oxford (via half-price universities) only cements this trait as essential. Due to the lack of cottages and commerce multipliers, financial is not required. I have ranked my favourite leaders in order below. You will need to trade techs a lot, and therefore find a few other civs quickly, so I have valued scouts a little more than most people.

Vanilla Civ4:

Saladin (phi/spi – mysticism, wheel): The free civic-switching is great for building highly promoted units in the medieval/renaissance ages without sacrificing too many turns to anarchy. Saladin is the only philosophical leader who starts with mysticism, which enables Hinduism as your early state religion. Getting an early religion will allow all cities to grow bigger, enabling more specialists, and unlock the holy shrine necessary to fund the wars. Cheap temples are important as well; the happiness boost helps grow the city which means an extra specialist, and you will want to run priests as they will be the most productive mid-game. He is far and away the best leader for a SE.

N/A (phi/ind): If there were a leader with these two traits, I would rank him here! The SE really benefits from a few wonders, and getting them for sure in your big cities would only stop expensive campaigns to take them by force.

Alexander (phi/agg – fishing, hunting): I usually try an axmen rush on my nearest neighbour, and the combat bonus helps a lot. You will be building melee/gunpowder units all game, and a barracks in most cities as well, so aggressive pays off in the end. Alex is best when you start near water with a food resource.

Frederick (phi/cre – hunting, mining): Creative really shines in the ancient age as you can pop your borders without obelisks or religion, hooking up important resources that don’t happen to be within your small cross. Creative has a bum rap later in the game, which is well deserved. This trait doesn’t stack up well at all for a builder, compared to financial and industrious. But we aren’t building, we’re taking over cities, and those cities will need cultural protection as well as land to work. The game should be in the bag by the time this trait becomes obsolete.

Mao (phi/org – agriculture, mining): Organized is not useful directly in war, but will make it possible to expand a bit quicker due to the smaller upkeep. You won’t be running expensive civics anyway so this trait is not required. The best thing about Mao is the agriculture tech with which he starts. You will be focusing on food resources to support your specialists, so getting them online early is nice.

Peter (phi/exp – hunting, mining): The expansive trait is useful only for the cheap granaries. He does start with a scout though, so you can probably find an extra civ or two before he gets killed, which may boost trading after alphabet.

Elizabeth (phi/fin – fishing, mining): Financial is a waste of a trait in the SE, in my mind. She doesn’t even start with a scout! Worst philosophical leader for the SE.


BtS:

Gandhi (phi/spi – mysticism, mining): Same as Saladin.

N/A (phi/ind): Same. I was disappointed when there wasn’t one available in BtS.

Suleiman (phi/imp – wheel, agriculture): Arguably the two best starting techs to get food online, you can have BW by the time you hook them up to start chopping. The imperialistic trait sure is a lot of fun, particularly since you’ll be taking cities all game. I usually use the GGs to make a few super raiders (from axmen or macemen) upgrading them all the way to rifles and infantry (who can’t get city raider promotions). At least one should be a super medic. I have even given this to a warrior! Might as well use the worst unit, the upgrades are free!

Lincoln (phi/char – fishing, agriculture): Two great starting techs for food, and a boost to happiness which will limit your growth early game. As well, faster promotions mean your super-raiders grow quicker. The unique unit and building come a little late, which is his only downside.

Alexander (phi/agg – fishing, hunting): Same.

Pericles (phi/cre – fishing, hunting): Same as Frederick.

Frederick (phi/org – hunting, mining): Same as Mao.

Sitting Bull (phi/pro – fishing, agriculture): The best thing about Sitting Bull is the agriculture tech with which he starts. You will be focusing on food resources to support your specialists, so getting them online early is nice. The protective trait is good in combination with the totem pole and a barracks to build archers/longbowmen with triple city garrison and drill. This makes your cities and forts virtually impossible to take, but doesn’t help you much to expand. You will need a lot of land and some luck with the wonders to win with him on a high level.

Peter (phi/exp – hunting, mining): Same.

Elizabeth (phi/fin – fishing, mining): Same. Starting techs are good though, so it is possible to play with Elizabeth.


Tech Path

You need to locate copper for axmen, so Bronze Working should probably be your first tech, unless you started with Saladin. If you have stone already, settle near the bronze and get some axmen out quickly while you build the pyramids and chop forests. Don’t worry about a barracks at this point; you could build 2 axmen in the time in takes to build the barracks. Alexander is the lone exception, since he can build it faster and gets Combat 1 automatically. That extra promotion (probably Cover) can make the difference between taking a city and not. Once you win one battle, City Raider or Shock is next.

You need to grow quickly, both for whipping citizens and later for hiring specialists. For that reason, agriculture or fishing are required next. If you have cows and pigs around, animal husbandry should come first, with the added bonus that it unlocks horse and is one step closer to writing.

Beeline to writing through AH, then Alphabet. You need a library in the capital to start hiring scientists. You want your first scientist to bulb philosophy and form your own religion in case you can’t capture a holy city. To do this, you’ll need to have Code of Laws. Whoever built the Oracle probably grabbed it, and you can trade alphabet + another tech for CoL after a few turns. I usually trade Alphabet around for Math, Iron Working, and all of those religious techs I skipped but you’ll need for CoL. Sometimes the Oracle builder doesn’t take it, and I have founded Confucianism more than once. I would still bulb philosophy for its trading value, even if you founded Confucianism or somebody else beat you to it. You can catch up like crazy in two turns. Feudalism, Theology, and Metal Casting are techs I can usually get for Philosophy. The AI doesn’t like to trade philosophy so you can still monopolize the trading market with it. It goes without saying, but the fewer religions there are kicking around, the more likely you can spread yours and gain a few war allies along the way. You also have the opportunity to build other shrines, but unless they happen to occur in your main holy city, it’s probably better to settle the priests instead. While waiting for that GS, go for Literature and build the Great Library. The AI doesn’t tend to rush this tech either, but its trading value is quite low.

After this, Paper->Education->Liberalism. Don’t trade these away until you’re well on your way to the next one, and you should have built an academy in the capital somewhere along the line. Even on Immortal, you can be first to Lib with a SE if you work at it. From there, pick your poison. Astronomy leads to scientific method which will hurt your Great Library, and the monasteries you built for their combined culture, science and gold value (if you have Spiral Minaret). Nationalism opens up the constitution/democracy path which helps other players much more than you, so its trading value is over-hyped. Printing Press only benefits towns, which you won’t have, and Gunpowder is the cheapest available new tech so you’ll feel like you’re wasting the bonus. You won’t have the prerequisites to get Economics either. All said, I would probably go for astronomy if I had Optics just for the trading value, or Gunpowder if things were getting ugly on the warfront. You can usually trade for Gunpowder though, so sometimes Nationalism is the better choice. Divine Right is a great choice on a lower level, particularly if you’re first to it (you won’t be, on a high level) so that you can eliminate one more religion and build Spiral.

BtS
Roughly the same, except you’ll have to get aesthetics as well.


Civics

These will depend on the era a little, but not as much as you’d think. Here are my favourite choices:

Government: Without a doubt, you want to be running Representation. The +3 science for each specialist is what makes specialists compete with towns. You must have this ASAP which requires the Pyramids (see below). No other government makes sense – even the happiness bonus in HR is partially covered by Rep. If you don’t get the pyramids, run HR until you can capture them.

Legal: Because your capital won’t be producing that much commerce, bureaucracy is not needed. I usually stay in Vassalage permanently, because I like highly promoted troops (I have yet to see a good analysis of the cost benefits of a promotion vs. another troop. In general, the fewer troops you have, the less of a drain on your economy they will be. In that case, it makes sense to build highly promoted troops and run vassalage). If using Saladin, you can switch to Free Speech in peace time to expand your borders and save money on civic upkeep. I use the draft as well, more so with Saladin than others.

Labor: Slavery as soon as you can. Since you will be focusing on food resources, production will be at a minimum. You can read http://www.civfanatics.com/civ4/strategy/whip.php article for a good numbers-based discussion about why working farms and whipping is more productive than working mines early game. Once you hit your happiness cap and have the wonders you need, Caste System is it from here on in. Cities will now be able to support more scientists than the number given by libraries, and your newly conquered cities can run artists until they have a decent cultural border and can work the tiles around. If you must switch to emancipation late game to keep people happy, make sure you’ve built up the infrastructure to keep most of your specialists employed. Citizens aren’t terrible with Rep. and the Sistine Chapel, but at that point you may as well work tiles.

Economy: I tend to avoid free market here, since the free specialist given by Mercantilism fits better into what we’re trying to do. You will probably be at war with somebody at all times as it is, and with a little diplomatic effort you can usually start some other wars as well. All of this war means many closed borders, which negates the benefits of free market as it is. Late game, State Property is a good way to sustain the production levels necessary for a modern war campaign, but I have stayed with Merc. until the end game as well.

Religion: Organized religion is expensive, and you can probably whip necessary infrastructure cheaper. Since you will probably bulb philosophy anyway, I would form Pacifism as early as possible. Again, since you built better troops rather than more troops, the +1 gold per troop doesn’t hurt as much. The boost to GP points will really help. With Saladin, I use Theocracy when building troops for the extra experience. This isn’t worth it with any other leader.



Critical Wonders

On Emperor and above, getting wonders is tough, so any realistic strategy cannot depend on them. No wonder is necessary, but some are so useful that I would immediately capture any close city that built them before me. We will target only wonders that have a specific benefit to specialists. The ideal starting location would have stone in the first or second city. Marble is not required if you can get the pyramids. Here are my crucial wonders, in order:

Pyramids (GE): Since you will have so many specialists in your cities, representation is required as early as possible. Chop, whip, and starve for this wonder in your second city (ideally located near stone) or capture it ASAP if somebody else gets it. You probably won’t win above emperor if you don’t have the pyramids, but the AI doesn’t tend to rush this wonder, even on Deity. In multiplayer, you will have to build it in the capital, and you’ll need stone for part of the construction or another player will build it. If you don’t have stone, I wouldn’t even bother trying. Just build up an army and hope it’s built somewhere nearby.

The other main reason for this wonder is the great engineer it will produce. If you can, build the hanging gardens here too, and hire an engineer after you build a forge. You may get a second GE in time to rush Sistine Chapel, or the Hagia which also contributes GE points. The reason to build it in your second city (ideally) is that the first should build scientists only, and we don’t want the GE points mixing with GS points. Because of the engineer it provides, this is the only wonder you really have to fight for. The rest will come with great engineers or by assimilation.

Once you build it, don’t forget to switch your government! I have done this more than once. Grrrrrrr.

Great Library (GS): Two extra scientists in the capital, each producing GP points as well? With the phi +100% and the pac +100% bonuses, and representation, this is a great benefit. The capital should be your GS farm, where after bulbing philosophy and building an academy, you should settle all of your scientists. If you got the pyramids, use your great engineer to build this wonder in the capital. If you had to build the pyramids in the capital, consider making another city the science farm (which may require moving the palace later) and build the GL there instead.

Holy Religion Building (GP): Build this in your holy city with the first Prophet you get. It will spread the religion faster and pay for your war efforts, as well as contribute to Prophet points.

Angkor Wat (GP): You started with stone, or conquered it, right? And you bulbed philosophy, right? Then you should have no problem getting this guy. Build him in your holy city and crank out the priests. With that extra production from the priests, you can build all the money bonus buildings (bank, market, grocer) in your holy city while your religion spreads, and when it comes time, you should also build the …

Spiral Minaret (GP): I would build it in your holy city, only because you already have a Great Prophet producing wonder here (Angkor Wat) and you are running lots of priests so production will be high. This is one of your support buildings. It isn’t absolutely necessary, but really helps to pay for things.

Pentagon (GE): I love this wonder! The GE points come a little too late, but I would build them in the GE city all the same. You can usually rush this guy with your third GE, and nothing beats running theocracy and vassalage, building troops in a city with a barracks that leave the gate with three promotions (four if you are Alexander). This building makes west point unnecessary, as ALL of your cities will build monster troops, not just the HE city. Triple City Garrison troops are hard to kill, and you can also make double-medics immediately as well as a host of other specialized troops (triple city-attack siege weapons …) This doesn’t work as well in BtS because of the reduced barracks effect.

Capture -> Sistine Chapel (GA): Because it takes marble, this is a building I would capture or build with the second great engineer, if it’s still available. Or God forbid you missed the great library, use your first engineer if you didn’t restart. I would build this in an additional city, somewhere near your borders to help with cultural wars. Also, the GA will pollute the GP pool of your specialized cities if you don’t. This wonder isn’t necessary, but +2 culture per specialist will expand your borders rather than compress them. Combine this with Free Speech during peace time for an unbeatable border push. You probably won’t get it, but you could try Notre Dame in this city as well.

Capture -> Parthenon (GA): I don’t usually build this, but if you started with marble and not stone, it may be a viable path. This is worthwhile to capture early though (before chemistry) because of the +50% bonus across the empire for GP points.

Capture -> Statue of Liberty (GM): You probably won’t be rushing democracy, as it leads to a civic you certainly don’t want to be running, but the free specialist this wonder gives really benefits the SE. I would capture this baby unless for some reason you find yourself with democracy before everyone else.

BtS
None of them help any more than the ones above, but now the AI may build these instead. That should make it easier to get what you want.



That’s it! Please try it out, and let me know what you think.

- Zizzeus




Discuss this article on the forum

Balancing Growth and Warfare in Civ IV

Success in Civilization IV usually involves military conquest, and there are no doubt warmongers out there who like nothing more than spending all their time either waging war or preparing to wage war. Nevertheless, one of the hidden messages in the game is that war is expensive, both in time and material, and should only be waged when the time is ripe. Count me among those who adhere to that strategy.

It would be nice if the player could always dictate when and where he would like to go to war. Unfortunately, some of the AI personas do not always allow that luxury. Even the well-defended player will often find himself victim of a sneak attack by Montezuma, Ghenghis Khan, Isabella (or anyone, for that matter)—even if the attacker has no real chance of achieving victory. It therefore behooves the wise player always to be aware of this potential threat, and to take steps to meet it.

Nevertheless, the wise player should also never forget that if nothing else, going to war involves at least ten turns (and usually many more) where he will be solely occupied with conducting warfare. I've had wars last well over a century on the Civ calendar, and this expenditure of time cannot be dismissed. While you are warring, your peaceful AI opponents are growing and developing, and unless there are very tangible benefits to be got, the intelligent player should try to truncate his military adventures as soon as he has achieved his aims.

So what strategy should a player pursue so that he will ultimately be victorious in the game itself, as opposed to just winning wars? The key, I think, is balance.

So how do you balance growth with warfare, so as to proceed, as much as possible, in an unbroken upward curve toward victory?

One key that seems paramount is possession of river cities. The reason river cities are so precious is two-fold: The first, most obvious benefit of river cities is their ability to spawn farms on many squares. If a river city possesses floodplains, this benefit is enhanced. Farmed floodplains produce a tremendous number of food units, and therefore not only do they allow a city to grow at a rapid rate, they can also be used to quickly produce Settlers and Workers in the early phases of the game without impeding a city's overall growth. Later on, when these units diminish in importance, such cities can easily support a great number of Specialists, which can transform such a city into a "Great People Farm," generating the Great Scientists and Great Engineers so vital to succcess.

The second, and ultimately more important benefit of river cities is that once the player obtains the Machinery tech, he can begin to put Watermills on these critical riverside squares. Watermills are good right off the get-go, but as you acquire the Replaceable Parts tech (plus-1 hammer), and later, the Electricity tech (plus-2 commerce), their value begins to multiply. The final addition of the State Property civic completes their development, adding one additional food production to each Watermill square, and turning them into production powerhouses.

Watermills provide another benefit. Most river cities never have to worry about growth. On the upper difficulty levels, however, city growth is always inhibited by either the happiness or health of its citizenry. One concern which remains constant throughout nearly the entire game is the player's struggle to provide enough happiness and health resources to allow his cities to continue to grow. It is a virtual certainty that at many points in the game the player will have to rearrange the squares his citizens are working so as not to outgrow these resources.

Watermills provide a handy place to do this. By transferring production (through the city screen) off Farm squares and onto Watermill squares the player can easily restrict, or even stop altogether the growth of his city (allowing health or happiness to catch up) without sacrificing either overall productivity, or the maintenance of Specialists.

I have often built Watermills on every available square as soon as possible, reasoning that if I run out of food, I can always return the square to farming. In practice, however, this never seems to happen. By the time I'm able to start gowing again, the Watermill squares will have so gained in value (by techs and civics) that they never need to be refarmed. Of course, it isn't wise to say "never," but as a general rule, the above strategy seems to work beautifully.

The goal of first building, and then improving Watermill squares, also seems to dovetail nicely with a good route through the tech tree, i.e., one in which the player can acquire techs that are not only useful to himself, but also can be traded.

It does the player little good to duplicate research efforts by other Civs. He should attempt a route through the tree that gives him unique techs, and the pursuit of Machinery, and later, a beeline to Liberalism (with it's attendant free tech of The Printing Press) provides techs no one else has, and which can also be traded to other civs with little adverse affect. Paper, Liberalism, Education, and so on, are seldom given priority by other Civs, and even though one might despair of ever being the first to gain Electricity or Physics (which the AIs always seem to get first), it's very possible to research Communism and be the first to get the State Property civic, which can also be traded when the time is right.

One of the cardinal rules of Civ IV is that one must never neglect research. One method of doing this, of course, is by building Cottages. As Cottages mature into Towns, they begin to produce great amounts of commerce, which is directly translatable into research. This is a good approach, and in non-river cities, about the only one available. But oddly enough, Civ IV is structured in such a way that a river city, with all its water squares occupied with Watermills, can become a veritable powerhouse of research. The first time I aggressively pursued this strategy, I expected that my overall research would fall off, but instead, the opposite happened. With judicious use of Watermills I discovered that I was usually able to keep my rate of research at 70%, and as my Civ matured, I could even increase it to 80%, and sometimes even 90%. In the critical end game, this is a powerful benefit.

Other writers have noted that the true industrial powerhouses—the kind of cities in which you build the Ironworks, National Epic, and Heroic Epic national wonders—usually turn out not to be cities surrounded by hills (with mines and windmills)—but river cities. One cannot stress enough the importance of these cities. Possession of one or two of these sites can easily make the difference between victory and defeat.

Which brings us back to balance. While warmongering may have its benefits, I have found that it is best to have good relations with as many civs as possible so as to keep a more or less good reputation throughout the game. This does not mean you will not be attacked, for it is almost axiomatic that you will—especially in the earlier stages of the game.

Some players say that they always want to go to war at the time and place of their choosing, and although I agree with them up to a point, I have found that this emphatically does not mean that you have to be the one who starts a war. There is nothing wrong in making preparations for war, whilst at the same time avoiding it as long as possible. When you are not warring, you are growing in both production and science, and ultimately, for all wins except for cultural victories, this will be the weight that will tip the scales in your favor.

One must be vigilant, however. As a Civ grows, the thoughtful player will find himself able to field larger and larger armies without penalty. If you are able to maintain Open Border agreements with your neighbors, you can always visit their cities with either Missionaries or military units (and later, with Spies) to see what they're up to. If you find them building great numbers of Horse Archers, say, you can counter with a force of Spearmen or Pikemen.

I have discovered that in times of peace, if you keep at least three or four military units in readiness in all cities, and five or six in those cities most vulnerable to attack, you should be adequately prepared for most eventualities.

In war, the defender always has the advantage over the attacker. Not only can the defender move about his own territory with much more facility than the invader, but his cities themselves offer defense bonuses which any attacker must overcome before he can conquer and occupy them. It is therefore critical than any player establish good internal lines of communication (via roads and later on, railroads), so that he can at first meet, and later overcome, the inroads made by invading armies.

If one makes sure to distribute his forces in a flexible and resiliant fashion, he has no reason to fear attack. He should be able to efficiently direct his military units so as to neutralize, and then destroy, enemy forces.

A word on warfare: When defending, many players like to deploy their forces in "stacks of doom," i.e., a great number of forces occuping a single square. I have found that although this may be an effective tactic when you are besieging cities, in the early stages of a war, when you are still recoiling from your enemy's initial onslaught, it is best to array your troops in smaller groups made up of a mix of units. Each group should consist of at least one or two strong defenders (Pikemen or Spearmen, for defense against mounted units), several mobile attack units (Horse Archers, War Elephants, Knights, Cavalrymen, etc.), a number of units that can both attack and defend (Macemen, Musketeers, Riflemen, etc.), and most important, one or more siege weapons (such as Catapults, Cannon, or Artillery).

Once you've got your stacks together, rather than heedlessly attacking everything in sight, it's best to have these smaller mixed stacks occupy strong points along invasion routes (hills, forests, jungles, or, best of all, forested or jungled hills). War in Civ IV should be conducted much like a chess game: Occupy strong squares, block the attacker at as many points as possible, and wait for him to come to you. Only when you have lured him onto weak squares should you choose to attack, and then, it should be an attack to the death.

This is why siege weapons are so important. Catapults, Cannon, and Artillery should always be regarded as the sacrificial lambs of warfare. They are easy and cheap to build, and their ability to inflict collateral damage cannot be overstated. After a few blows from siege weapons, the units in a stack of attackers will be so weakened as to be easy prey for your other units.

If you mouse over a stack of attackers, you can always see what you're up against. Typically AI attackers will either send out single marauders (usually mobile attack units), which will try to slip into your territory and plunder juicy squares, followed by attack stacks composed of a variety of units. As imposing as these stacks might be, they can be defeated and annihilated by your own attack stacks—as long as you are patient.

A typical problem in defeating these stacks is when they are composed (as they often are with "aggressive" Civs) of units possessing the "immune from first strike" promotion. This is where siege weapons prove so valuable. Although these units are said to be "immune," this does not mean that they cannot be weakened by attack with siege weapons. Neither does it mean that an attacking Catapult or Cannon will necessarily be destroyed by attacking. Often a siege unit will "withdraw" from an attack, and although its own strength may be reduced to almost zero by the attack, it still can survive to fight another day. Such units can either be withdrawn to a safe zone, or joined on a newly occupied square by nearby defensive units. If protected and given a place to heal, they can rejoin the fray later.

This is why deploying multiple smaller stacks on adjacent squares can be so valuable. Once an attacking stack is isolated on a vulnerable square, and surrounded by several stacks of defenders on adjacent squares, it is easy to bombard it with siege weapons. Once the enemy units are fatally weakened, you can send in your attack troops to finish them off one by one. That's why patience is so valuable. Because military units heal between turns, it is essential that once you begin to attack a square, you do so with the idea of eliminating ALL the units on that square.

It isn't always easy to wait until you've got overwhelming advantage before commencing an attack, and waiting often means you'll temporarily lose some key production squares to plunderers, but until until you've got your enemy where you want him, you should emphatically NOT attack. There are some exceptions, of course. Sometimes it happens that an enemy poses such a dire threat (i.e., in position to attack and perhaps even capture one of your cities) that you must throw everything but the kitchen sink against him, no matter what the cost—but if you practice the above strategy you can practically eliminate such a scenario.

I try to set up situations so that attacking stacks are so weakened by bombardment that each counterattack by your defending units has at least an 80% or better chance of success. The way to win wars is by keeping your "kill ratio" at 6-1 or better. By doing this you not only preserve your own army (whilst busily promoting your most valorous warriors), you also sap and weaken your enemy so that when the time comes for you to invade his territory and attack his cities, he can do little to stop you.

This is how wars usually proceed: Although AIs often signal their intent by massing forces on your borders, or by cancelling open border agreements, they also can attack right out of the blue. No matter what preceeds the opening of hostilities, once a war begins it is essential that the defender immediately switch all his production over to weapons of war. When you fight, you must fight hard, and with all your resources. Unless one of your cities is engaged in building a super-critical Wonder or improvement, you should immediately leave off what your are doing and switch over to war production. You can pick it up later, once the war is over, but during wartime, you neglect armaments production at your own peril.

Once war is declared, AI Civs will begin making their way into your territory. The first wave of attack is almost always the strongest, but as the war wears on, and your defensive effort begins to take its toll, you will discover the flow of attackers coming into your territory will begin to weaken, and then dribble to almost nothing. This is what you've been waiting for.

If the strength of your civilization is where it should be, you should now find that not only will you have eliminated all enemy forces from key strong points, but that you now occupy them yourself and can begin to plan how you will invade your enemy's territory.

Your first consideration should be: Where should you attack? Now that your rival has weakened himself so as to be ripe for the taking, how best should you proceed?

Obviously, you should aim to capture one or more of his cities, but which ones? In deciding this you must take into account the all-important issue of cultural control. Virtually any city you capture will incline toward "flipping" back to an enemy's control, simply because right after capture, it is populated almost entirely by enemy citizens. Therefore prime consideration should be given to those cities already besieged by your own cultural boundaries, cities whose capture will result in a rival's cultural boundaries deflating like a punctured balloon.

It does little good to "spearhead" through an enemy's land and capture a far prize (such as his Capital), and try to hold it. Not only will such a city be ripe for insurrection, but your opponent's cultural pressure will tend to surround and stifle such an outpost, making it useless to the invader. Moreover, it is such a thorn in his side, he will move heaven and earth to try and reclaim it. Only those cities which can be captured and held—those in close proximity to your own culture and development—should be considered for conquest.

If you can capture one, two, or perhaps even three cities in war during the earlier stages of the game, and by doing so permanently weaken your rival and diminish his cultural realm, you should consider the war a success. Even such modest gains will exact a heavy price in time and production, and once you have obtained them, you should think about making peace.

To that end, here's a simple tip for maximizing your gains: When you've gotten what you wanted, and you sense (by the levels of your own civic unrest) that your citizens have had about all they can stand of war, go ahead and contact your opponent with the idea of ending the conflict.

If he agrees to talk (as he usually will), you'll be presented with a statement from him suggesting directly that you "bury the hatchet," stop all this "pointless fighting," and end the war. Do NOT select this option. Rather, propose a trade. This will bring you into a screen where you can ask your opponent "What is the price for peace?"

If you've exacted a heavy toll, he will often offer techs, world maps, gold, or even one of his cities to get you to cease your attacks. This is obviously a big improvement over simply ending the war, and is how you should always sue for peace. Never just accept a peace offer without demanding tribute. You're leaving money on the table if you do.

Once a war is over, you'll often find yourself lousy with military units, and rolling in dough. How you make the transition from war to peace is almost as important as winning the war, and the key here is "redeployment."

In captured cities, you must maintain a sizeable military presence to protect against revolt. Up until the Industrial Era, I've found that five to seven units, apportioned among siege weapons, mobile attackers, and all-purpose units, is usually sufficient. The remainder of your units should be redeployed back to your other cities, with those cities most vulnerable to attacks from other Civs getting the lion's share of the returnees.

Because wars last so long, you will often discover many obsolete units left over from previous builds still occupying your cities. Some of these units are eligible for modernization, i.e., Catapults can be turned into Cannon, Knights into Cavalrymen, and so forth. Modernization has a price, however, and while some units can be modernized for a very modest expenditure, turning an old Warrior into a Rifleman, say, can be prohibitively expensive.

Maintaining over-large armies costs money, and detracts from the overall growth of a Civ. Therefore, during redeployment I usually select only those units which have gained a number of promotions to be candidates for modernization, and even then, I will consider only those which can be upgraded at modest cost. The remaining obsolete units I immediately disband, and use the war returnees to regarrison these cities. I have found that for cities far removed from the front lines, three units will usually suffice both for protection and for happiness.

Thus, once you have completed redeployment, you should have your most veteran units occupying your furthest outposts in sufficient number to guard against sneak attack, whilst your interior cities are protected by a smaller token force. As peace returns to your land, you will find yourself eminently protected against all current threats, and poised to return to even greater levels of growth and productivity. If you have managed to capture or control additional health resources such as wheat, fish, deer, clams, or whatever, so much the better. You have won the war, and to the victor go the spoils.

During the course of the game I like to conduct at most three real (i.e., non-barbarian) wars: The first two, I prefer to be the agressee rather than the aggressor. Not only does this strategy preserve my reputation (so as not to become the endless victim of "furious" neighbors and to have to spend precious game turns involved in unwanted warfare), but it provides me with ready candidates for my own aggression when I finally find myself ready to begin taking over the board. The third war is usually for me "the war to end all wars," when I am bent on going for the win.

One more comment on barbarians: In some scenarios you will find yourself in a position to conquer barbarian cities. The "terra" scenario, for example, provides a "New World" occupied by nothing BUT barbarian cities. Barbarian cities provide an avenue for essentially painless warfare. Since none of the AI Civs care a whit for barbarians, you will offend no one by either conquering, or razing, these cities. Also, since barbarians usually trail mightily in the tech race, conquering them is a lot easier than taking Civ cities.

While barbarians might not build a lot of buildings (although this is not uniformly true), they do develop their lands and resources. Thus taking these cities offers the conquering player sites where all he has to do is grow in order to work these already-developed squares. This gives his Civ a tremendous lift, because he needn't devote valuable worker time toward improving the sites. Also, because barbarian cities have little culture, the player's own culture rapidly expands to fill the void left by the departed pagans. Again, when conquering barbarian sites, give river cities your highest priority, subject, of course, to normal strategic and tactical considerations.

Once peace has returned to your lands, you must not just rest on your laurels, for you can be sure your rivals are not resting on theirs. As you are in the process of developing your culture and growth, you must always keep pace with your rivals. This means that even though your emphasis should be on building Wonders, growing your cities, and adding to your wealth, culture, and science, you must not neglect your military. As new military techs become available, methodically improve your armies, building a few new units, upgrading your best old veterans, all the while keeping a wary eye on your nearest rivals. Right up to the modern era, when navies and air forces begin to dominate the board, you should pay most attention to your immediate neighbors. Plan your builds to deal with them, for they are your most likely adversaries. It is almost impossible for a Civ one or two countries away (or separated by an ocean) to effectively conduct warfare against you, so the liklihood of attack from one of these is slim.

The AI Civs are programmed to look for weakness. If you see a Civ on one of your borders begin to move a lot of powerful forces around his own lands, prepare to meet them. Often positioning a few stacks of countering forces along likely invasion routes (while keeping them safely within your own borders) will cause a greedy AI to think twice about attacking you. The longer you keep that Civ at arm's length, the better off you are. War is NOT the answer.

Until the end, that is. If you have managed your empire efficiently, built Academies in your most productive Science cities, chosen your Civics with care and circumspection, and developed your lands to their utmost potential, by the time the ending arrives you should be well ahead in techs, size, and productive capacity. At this point, you should be making decisions as to how you want to go about winning the game.

Unless one is pursuing a Cultural or Diplomatic victory (neither of which I know how to do), winning usually boils down to either a space race, or military conquest.

In either scenario, one development which should be pursued at any cost is the construction of the Three Gorges Dam. This powerful Wonder negates the need to construct either Coal Plants or Hydro Plants, for its completion instantly provides power to all Factories on the continent, giving your Civ a productivity boost unmatched by any other single improvement.

Again, the idea of having good river cities pays another benefit, for not only must the Three Gorges be built in a river city and no where else, a properly developed river city equipped with an Ironworks can make short work of building this Wonder. Here's the best way to go about it:

As you approach the time when you can research Plastics (the Three Gorges prerequisite), you should try to array your Specialists in such a way so that one of your cities produces at least one Great Engineer. If you've got a Great Engineer on tap before your begin the Three Gorges, you've already reduced the time it takes to build it by better than a third. As soon as you get Plastics, immediately go to your river city and build a Hydro Plant. If the city has an Ironworks, this won't take but a few turns, and will be richly repaid once you begin the dam itself.

From then on it's a simple matter of monitoring construction until the Great Engineer can complete the dam in a single turn, and then having him finish it. Once the Three Gorges gets going, you're well on your way to victory.

Which way you go from there depends on the game situation. As a matter of fact, you should have chosen your method of victory well before the dam is completed. If you are completely outstripping your opponents (often I've had a game score double or even triple my nearest rival) then you probably ought to shoot for a "Conquest" or "Domination" victory. If you have a rival close to your own score, then perhaps it's best to go for the Space Victory.

If you have chosen the Space Race, then you should have already built the Apollo program, and ideally, some of the Space Ship casings. No matter how productive your Civ may be, you cannot dawdle building the Space Ship. Space Ship components cannot be "hurried," but must be built one hammer at a time. If you fall behind in the Space Race, you may never catch up.

Once I played a game where I had everything going my way. I had super productive cities, I had neutralized all military threats, and all I had to do was build the Space Ship to win. But whilst I had been basking in the reflected glory of my incipient victory, Queen Victoria had busily completed a number of low-tech SS components, and was researching new techs at a furious rate. Nevertheless I felt that my productivity edge was so great that I still stood in little danger of losing.

So there we were, the Queen and I, both building at breakneck pace. Nevertheless, to my mind, there was no way I could lose. With a great deal of satisfaction I installed the final rivet in my very last SS component, clicked the "end of turn" button, and waited for the victory announcement. I got one, all right, but imagine my dismay when I read "Queen Victoria has won a Space Race victory!"

NOT me. I was outraged! I'd been robbed! What an insult! What kind of game is this, anyway?...and so on. But I'd been guilty of overconfidence, and this was my payback. I had spent maybe 40 hours playing, only to be greeted by the supreme disappointment of snatching defeat from the jaws of victory. But it taught me a lesson: Never dawdle in the Space Race.

If you're way ahead of your nearest rival, and he hasn't made any significant progress in the Space Race, then you can go for the Conquest or Domination victory. This is just a matter of assembling a powerful Navy (for amphibious assaults), a powerful air force (consisting ideally of 15-20 Stealth Bombers, maybe 10 jet fighters), a very powerful land army—and then launching a war. Your assault forces should consist primarily of Modern Armor units (unequalled for their mobility and ability to attack multiple times), Gunships, and a large backup contingent of Mechanized Infantry. The Mechanized Infantry support the Armor, and can help in finishing off the last battered inhabitants of a beleagured city—but their primary duty is to occupy conquered cities in the wake of your main assault force.

This kind of a combination is virtually unstoppable, and with it you should be able to overwhelm your more backward rivals with unparalled speed. Once that final assault begins, victory isn't far away.

By the way, you can specify at the beginning of any game which victories will be allowed—and which will not—by selecting the Custom Game option and checking or unchecking each victory option. For example, if you don't uncheck the Domination Victory option, then you will never be able to win by Conquest, because the Domination rubric will kick in before you've conquered the world. But that's enough for now. The rest you can learn by trial and error, and why should I tell you any more? What I've told you I've never seen anywhere else, not in so many words, anyway, so take this go grab yourself a victory in Civilization IV. Good luck!

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BTS: A guide for higher difficulties for standard speed and maps (emperor+)

BTS – A guide for higher difficulties for standard speed and maps (emperor+)

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There have been several strategies and articles around here lately for higher levels. Most of them are very good, still I think that the most effective strategy hasn’t been posted out in detail… …so this is what we are going to do here (only works on BtS… …warlords and vanilla are MORE difficult):



Step 1: Choose your civilisation

Easiest is to pick a financial and/or philosophical leader (any will do)



Step 2: Early game (up to 1000 BC):

Build a worker first, research the techs you need to improve the lands around your capital (to work your strategic resources), then go archery (defence) and then bronze working (chopping). Gambling on horses or bronze usually is too risky. Focus on food and production while having your firs worker improve the land around your capital. Commerce you don’t need that early in the game, your capital will only serve as a settler and worker pump in the beginning.

Depending on level, you have to build a decent defensive force after your first worker is completed (starting with a warrior or a scout, depending on what you started with). On deity, I would advise you to build 4-5 archers and grow the capital to happy cap while doing so. Then build a second worker and then go settler, worker, worker, settler, worker worker, settler (helped with some chopping; but try to keep 3-4 forests for later). Settler your cities aggressively towards your neighbours, blocking as many land as possible for your second expansion wave. While doing so, research pottery and writing, to get your economy going.

One of the cities you have founded (city 2 -4) should focus on production and ideally gain access to a strategic resource (bronze or horses) to get some better defenders online, the second city should go hybrid in the beginning to be able to help in troop production but also bring in some commerce (you can specialize this city later), the last should go commerce to bring your economy online. If you can grab one or two early happy resources with these cities, even better. In the capital, build a library after the initial expansion and blocking is done and grow again to happy cap. Always build a monument (if not creative) first in your new cities, then barracks (whip both). You will need them, to keep your power rating high enough for not being attacked. Then have your production city produce 4 chariots or axemen. This should be enough for not getting backstabbed (but don’t whip there, grow the city to happy cap). Let you capital run two scientists ASAP, when the library is done, to help in research and generate the first GS.



Step 3: Early to midgame (up to 500 AD):

Don’t accept a religion, except if ALL your neighbours share the same one OR all of your neighbours have picked a “worst enemy” and despite running a different religion you manage to keep them at least “cautious”.

Your research path after writing is:

Aesthetics (seems useless, but in fact, it’s great. The AI´s NEVER research it and you therefore trade it for anything you need. On deity, only research 2 turns into Alphabet and you can trade for it once one of your neighbours has it, then you can collect what you want, like Math, Iron working etc.)

Literature (Since you have kept some forest around your capital, you can now chop the Great Library without any risk of loosing it. And usually, you can sell Literature for some money afterwards)

Now you can do some backfilling (Sailing, Mono, Priest etc)

CoL (you wont be first, but still can trade it for Monarchy and/or Calendar and/or Currency together with Literature, because once CoL is researched by one AI, the others don’t evaluate it high)

CS (to switch to Bureaucracy)



When you capital is done with the library and growing to happy cap and working two scientists, you usually can squeeze in one more worker and settler. Have your production city help producing workers and settlers, to backfill all your land ASAP. Specialize your cities early. You only need two production cities, the rest should go for commerce (cottages). But remember to build enough farms for every city, so they can grow quickly into their cottages. You usually are able to settle around 8 cities in BtS, thanks to the changed AI settling strategy (they won’t settle behind your cities, even with open borders, up to very later in the game). Since all your cities are defended with archers and have barracks, around 1 AD, an army of 8 units (chariots, axes, swords) is usually enough to have a power rating that prevents from getting backstabbed, when you play your politics right.

Around the time Literature hits home your capital should have generated the first GS. Build an academy in your capital with him and have some workers start to cottage around your capital. Build the GL in the capital, followed by the NE and have it run 2 scientists all the time after the GL and the NE are finished. The next GS you use to bulp Philosophy (switch to Pacifism and adopt the safest religion), the next for Paper, the next for Education, the next for Liberalism (don’t trade for Machinery or you can’t bulb Liberalism). If a GS shouldn’t arrive in time, backfill some more techs or prerequisites for bulbing Liberalism (you need Calendar, Metal Casting & Compass). NEVER trade for cheep techs, that only helps your rivals. Like that, you are guarantied to get Liberalism first.

In parallel, you should have now settled all your land and have something like 8 cities, all decent sized. Once you have won the Liberalism race you can stop running Pacifism. Switch to Theocracy, spread the religion you are running to all your cities and start building CR 2 maces (6-10, depending on your money situation).

Pick Nationalism as freebee from Liberalism and build the Taj Mahal in your best production city. Once the Taj Mahal is finished and your Golden Age starts, switch to Caste System and Pacifism again and try to generate a GM in your capital or any other food rich city, via running a zillion of Merchants. If you fail the first time, simply burn the GP you got for another Golden Age and repeat.



Step 4: Midgame (up to 1000 AD):

Pick a victim your want to conquer and put all espionage points on it. Pick a friend (best is a tech whore with less then 8 cities) and exclusively trade with him, to get all prerequisites for beelining towards rifling (trade for machinery, guilds, engineering, maybe even banking). He will run away in tech, but once you have expanded via war, you will overtake him quite easily. Check if the Apostolic Palace has been built on your continent. Check how many votes you need to have a blocking majority. Spread the religion of the Apostolic Palace (AP) to ALL your cities, and, when you start to conquer cities, start with those that have the religion of the AP or bring some missionaries with you, to get the blocking majority (thanks to your early expansion policy and therefore your many big cities, this should be relatively easy). Fuelled by your golden Ages, you should be able to reach Rifling around 1000 AD. Revolt to Nationalism (best is during a Golden Age), fire your trade mission (the GM you have generated earlier, best is to keep him until you REALLY need him, because bigger cities = bigger revenue). Build 8-10 spies and 6-8 trebuchets while teching towards Rifling because you might need them in your war. Build a forge, a market, a theatre and a coliseum in all your cities to battle down War Weariness. In a food rich city, build the Globe Theatre.



Step 5: Late-Midgame (after rifling):

Now it gets REALLY easy:

Upgrade your CR 2 maces to rifles, draft some more and declare on your victim. You can draft 2 rifles in every city with all the happy buildings you have build and you can draft forever in your Globe City, without raising your culture slider above 20%. You will end up pretty soon with 30 - 40 rifles… …send your spies in first, fortify them for 5 turns in the city you want to conquer for the best discount (use 4 spies per city to cope with losses and failure) and use them to inflict revolts to take down the city defences for the turn of your attack. You can now also turn the spy rate to 100% for some turns to get enough spy points. If everything should go wrong and you loose all spies in one city (never happened to me before when using 4 spies per city, but you never now) you still have your trebs to inflict enough collateral damage to capture any city (don’t bother bombarding city defences, because this takes WAY to long in BtS). Within something like 10 – 20 turns you should have defeated your neighbour (depending if you vassalize him or conquer him completely) and you can turn towards your next victim or start to tech happily towards space.

At this point, you should have enough cities and production to easily win the game, with more or less any tactics, so I will stop the guide here.



I will add a demo game to this guide, as soon as I find the time, so you can see this in practice, but I think it’s pretty easy if you stick to the basic teching and research described here.

Have fun trying

Snaaty


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Choosing the Right Kind of Power Plant

Just a good guideline when it comes to factories and power plants:

You can start building factories as soon as you complete the assembly line. Although it's pretty late in the game, it is highly recommended if you want to produce things in your city faster. Alone, a factory gives +25% productivity. With power through one of the three power plants, you get an additional +50% productivity. With a forge, you can have up to +100% productivity in a city. Add this with some productive resources like aluminum, iron, coal, or copper, and daaaaamn! How about with Ironworks? Production would practically skyrocket to around +200% if you have both coal and iron for it!

There are four ways to get power in your city:

1. Coal Plant - Let it be known that even though you can build a coal plant without coal, you do need coal for power. However, along with a factory, this brings a total of +3 unhealthiness. That's not good, so try to counteract that with aqueducts (with Masonry, Mathematics) and hospitals (with Medicine). I actually recommend this if you also focus your research on Ecology, which then you can build recycling plants. Recycling plants eliminate all unhealthiness caused by buildings. Ultimately, a coal plant will have the features of a hydro plant, but only eventually.

2. Nuclear Plant - A nuclear plant requires uranium to give power. Although it doesn't give off unhealthiness, it has a small chance of a nuclear meltdown. It says "small", but personally in due time a nuclear meltdown will occur, but that's if you play for quite a long time. If you're close to year 2050 (for a time victory), I doubt a nuclear meltdown will happen so soon. But if you're trying to withstand the test of time, avoid this and just go with a coal plant or hydro plant.

3. Hydro Plant - Obviously, the best of the three. The only drawback is that you can only build this in cities next to a river, not the ocean. If your city can build a hydro plant, be sure to pick this out of all three because it is clean and doesn't cause a nuclear meltdown.

Now, above all else for the +50% productivity, there is a world wonder that also gives power:

4. The Three Gorges Dam - You can start building this as soon as you build plastics (Plastics can be built after Industrialism). This world wonder gives power to all cities on the continent that it is built on. So, only build it on the continent where you have the most cities for maximum effect! If you have 6 or so cities on a continent, just rush for this so you don't have to waste turns making power plants for every one! You should think of this as a priority when you're playing on a single continent, such as Pangaea and Great Plains.

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City Specialization: Where I do it

If you haven’t already, check out iwas’s article on Specialization of Cities and Excl’s Guide to City Specialization and Land Improvements. A lot of what I talk about here is based on the information in those posts, so if you don’t have at least a passing knowledge of the material in their articles, mine probably won’t be too much help.

With that being said, I think their articles very adequately answer the questions of why and how to specialize cities but fail to answer the question of where to specialize cities (i.e., where to build them and how to identify what types of land best suit certain types of specialization).

So that’s what I’m hoping to answer with this article: how to identify a city site’s specialization propensity. Hopefully, this will help you place better cities when dot-mapping, identify which enemy cities are poorly placed and subject to razing and more quickly convert and bring online captured cities as specialized cities of your own.

See also in Deutsch: Stadtspezialisierung - Wo man's am Besten macht. (Special thanks to JeWnS (ΙΕΝΣ of www.civforum.de) for performing and providing the translation.)

Feeding Your City (an ode to Excl)
In Excl’s article, there’s a section on feeding your city where you count the amount of positive and negative food tiles, which results in the amount of food the city lacks to support working all tiles in its BFC.

This is a very valuable number – but not for the reason most people use it. Whereas this number does indicate the amount of extra food you’ll need to reach population 20 (and thus the number of pre-biology farms the city needs), a city of that size is largely unattainable for a significant portion of the game. That is to say, even though you’ll eventually need those extra farms, there may be no justification for immediately building those farms as a priority.

As Excl put it, the amount of food lacking in your city determines how many tiles you’ll have to devote to feeding your city – and “everything else can go towards specialization.” So, the smaller the number, the fewer tiles the city can devote towards specialization. Thus, large (hopefully positive) numbers indicate a large number of tiles you can specialize and can be used as an indicator of how good the city site is – of how well the city is likely to accept specialization.

What that number does not indicate is what type of specialization the city should receive. So that’s what I’ll address here now.
Types of Specialized Cities
Cities essentially specialize in one of three things: (as a surplus), or . This specialization is what allows them to become GP Farms, Production Hubs, Commerce Centres, etc. Which of these three elements the city can specialize in is ultimately dependent upon the land and the game Era.
Production cities specialize in hammers.

Food cities specialize in [surplus] food.

Commerce cities specialize in commerce.
How each city then uses its specialization is up to you, the builder. For example, a production city can focus on building only Wonders to become a very powerful GP farm; or a Food city can focus less on specialists and more on simply growing to attract substantial trade routes. But I digress … just don’t think you’re limited to what I present here is all I’m saying.
Because a late-game city’s specialization propensity isn’t strictly dependent upon its available tiles, this post is primarily concerned with cities during the Ancient to Renaissance Eras.

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These are typically the steps I start with:
  1. Check the production. Using only hills and production resources (consider them both as improved), count up how much production the city can handle, how much food it costs to maintain it and how many citizens are required to work the production tiles used. Ideally, you want to see high production (15 - 20+) with few tiles (4 - 7).
    For example, a city (1P) with 2 Grassland Hills (-1F, 3P each), 2 Plains Hills (-2F, 4P each) and a Plains Horse (-1F, 4P) would be -7F, 19P @ 4 – meaning the city can generate 19 hammers at the expense of 7 food using 4 Citizens. Even though the city center produces +2F, I often keep its food production with the food calculation.
  2. Check the +food. Using only food resources (consider them as improved and as if the city has a Lighthouse), count up how much +food the city can maintain and how many citizens are required to work those tiles. Ideally, you want to see high +food (+8 - +12+) with few tiles (3 - 4)
    For example, a city (+2F) with Grassland Hill Pigs (+3F) and Clams (+3F) would be +8F @ 2 – meaning the city can generate +8F using 2 Citizens.
  3. Check the terrain features. Make note of how many unworkable tiles the city has (Peak, Desert, Ice, etc.) and terrain features such as Fresh Water, being coastal and/or riverside, how many non-resource water tiles the city has, how many grassland tiles are available and how many of those grassland tiles are riverside, how many riverside tiles there are, how many Flood Plains are in the city’s BFC. Ideally, you want to see no unworkable tiles, many riverside grassland tiles (6 - 10) and minimal water tiles if coastal (2 - 4).

  4. Check the rest of your empire. Make note of all the cities in your empire – specifically what kinds of cities you already have and what kinds you don’t have.
Knowing what your empire needs and the terrain features available can often help ‘break the tie’ when a city has multiple specialization options. Hopefully after this next section, you’ll know which of these features helps each type of city.
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The Production City

In my experience, production cities are the toughest to found. Not only do they need access to production-rich tiles like hills and strategic resources but because those tiles are usually food-deprived, the site also needs food-rich tiles to maintain the balance. Furthermore, because +production% buildings tend to substantially increase , the city often needs even more food and/or access to Fresh Water.
How much production do I want? I like to see at least 15 to 20 hammers per turn – preferably using 6 tiles or less.

How much food do I want? At least enough to support the production tiles, preferably using 3 tiles or less. Feeding the production tiles with +2F or more left over is ideal.

What kinds of terrain features do I want? The best production cities usually have some or all of the following:
  • Access to Fresh Water to counteract .
  • Riverside for Fresh Water and to build a Levee, Hydro Plant and/or Three Gorges Dam.
  • Typically few Flood Plains (4 or less) because of the unhealth they cause.
  • Few non-resource water tiles if coastal (2 is the fewest water tiles you can have without sacrificing coastal).
  • Riverside tiles (at least 6 -- especially Grassland) for the Levee bonus and for building Watermills.
  • Forests for and for building Lumbermills.
The Food City

Though high +food cities are typically used to run specialists and as GP Farms, food serves many purposes. As we see in the production city, good food is necessary to support the production tiles. In coastal cities, +food can be used to support immense growth to increase intercontinental trade route yield (special thanks to Diamondeye for reminding me "International" doesn't always equate to Intercontinental). Or, it can be used to support rapid growth for whipping expensive buildings and/or units. Don’t get locked into rigid ideas on how food should be utilized in any given city.

I find food cities to be fairly easy to locate, because they essentially only need access to a couple food resources. The difficult art of building a great food city is grabbing up multiple food resources without hurting the cities around it.

Because this post deals with early era cities, it's worth noting before Civil Service, lakeside and riverside tiles (especially Flood Plains) are vital for continued growth of a food city. Ironically, riverside tiles are also valued very highly by commerce cities, so especially consider the needs of your empire when choosing between food or commerce specializations.
How much production do I want? For a non-production city, I like to see at least 8-12 hammers per turn in order to build the city’s vital buildings (like Temples, Markets, etc.). Keep in mind that with the Universal Suffrage civic, buildings can be rush-bought.

How much +food do I want? For steady growth (and light whipping), I like to see at least +6F to +8F. For running specialists (and heavy whipping), I like to see at least +8F to +12F, preferably using 4 tiles or less. For a GP Farm, more than +10F using 3 tiles or less is ideal. In every case, the most +food using the fewest tiles is key.

What kinds of terrain features do I want? The best food cities usually have some or all of the following:
  • Access to Fresh Water to combat from high population.
  • Riverside Grassland tiles and/or Flood Plains (6 total or more) for farming pre-Civil Service.
  • Non-riverside Grassland tiles (6 or more) for farming post-Civil Service/Biology.
  • Coastal to reap the benefits of larger populations in the form of intercontinental trade routes.
  • Few non-resource water tiles if coastal, since they can’t increase growth.
The Commerce City

I find commerce cities to be the simplest cities to find, because nearly any city with any amount of +food has the potential to become a commerce city (not necessarily a good one, but a commerce city nonetheless). All you really need is land to cottage. However, don’t let this oversimplification lead you to believe only cities with low +food should be used as commerce cities. One particular strength of a high food commerce city is the ability to rapidly grow to maximum population in order to work all available commerce tiles.
How much production do I want? For a non-production city, I like to see at least 8-12 hammers per turn in order to build the city’s vital buildings (like Temples, Markets, etc.). Keep in mind that with the Universal Suffrage civic, Towns generate 1 and buildings can be rush-bought.

How much +food do I want? I like to see at least 1 food resource -- ideally generating +4F or more total. (Again, high +food is a bonus.) A ‘soft’ requirement is enough food to support production when necessary.

What kinds of terrain features do I want? The best commerce cities usually have some or all of the following:
  • Coastal to reap the benefits of intercontinental trade routes.
  • Few non-resource water tiles if coastal, since they yield little .
    An exception might be a Financial Civ with the Colossus.
  • Riverside tiles (at least 6 -- especially Grassland) for cottaging.
  • Grassland tiles (at least 6 -- preferably Riverside) for cottaging.
  • High-commerce resources like Dyes, Gems and Gold.
An Example
Here’s a city screenshot from a recent game (special thanks to DiamondEye for supplying me with this game) with its improvements stripped:


  1. Check the production. Using Plains Hill City Center (+2F, 2P), 2 Plains Hills (-4F, 8P), 1 Grassland Hill (-1F, 3P) and a Grassland Hill Pig (+3F, 1P), Paris can generate 0F, 14P with 4 Citizens.
    Good production, but probably not enough to make it a contender.
  2. Check the +food. Using City Center (+2F), 3 Clams (+9F) and 1 Grassland Hill Pig (+3F), Paris can generate +14F with 4 Citizens.
    Just working the food resources, I can support 7 specialists at population 11. Not at all shabby.
  3. Check the terrain features. “+8” Riverside & Coastal city with no unworkable tiles. 13 non-city Riverside tiles (7 Grassland, 2 Flood Plains). 5 Water tiles (2 non-resource). Good forestry.
    +8 riverside and coastal … wow! That’s an indicator this city is going to easily become a megalopolis. Coastal and riverside means better trade routes and ample + to support a large population. This city could easily be a superb GP Farm or Commerce City.
  4. Check the rest of your empire.
    This was pretty much the best non-production city in the empire, so it was a tough decision. There was another good coastal riverside candidate for GP/Commerce with fewer food resources and less production, so I made Paris the GP Farm (I wanted the production available for nabbing good GP-making Wonders). I was also playing a warmonger game not expected to even see Liberalism, so I wanted short-term specialist payout instead of the long-term cottage ‘investment’.

If you’d like to see more examples, here’s the other 7 cities in that game:

Spoiler:



  1. Check the production. -10F, 24P using 6 citizens.
  2. Check the +food. +6F using 1 citizen (+12F using 4 citizens on farmed flood plains).
  3. Check the terrain features. “-2” lakeside city with a few riverside tiles and not too many grasslands. Farmed Flood Plains can support production.
  4. Check the rest of your empire.
    This was the best production city on the map, so it clearly became the Production City.


  1. Check the production. -8F, 18P using 6 citizens.
  2. Check the +food. +9F using 2 citizens .
  3. Check the terrain features. “0” riverside city with 14 workable Riverside tiles (4 Grassland, 3 Flood Plains).
  4. Check the rest of your empire.
    This city has the potential to be anything. It was #2 in production and #3 in GP/Commerce. Being at war, I made it a secondary production city -- primarily because it already had production infrastructure in place.

    EDIT: As Quechua points out in a response post, Turfan is more ideally suited to becoming a commerce city (Gold and Desert Hill Mines aren't particularly good production tiles). Keeping it a production city was a poor long term decision but a good short term decision. Had this game not ended early in a Conquest Victory, Turfan would've eventually been converted into a Commerce City.


  1. Check the production. -6F, 15P using 4 citizens.
  2. Check the +food. +4 using 1 citizen.
  3. Check the terrain features. “-8” Coastal & Riverside city with 1 unworkable tile. 10 Riverside tiles (4 Grassland, 1 Flood Plains). Shares 2 tiles with Paris.
  4. Check the rest of your empire.
    This city was probably the worst. I farmed the Flood Plains and 1 Grassland, Cottaged the rest and just let it work them.


  1. Check the production. -7F, 22P using 8 citizens.
  2. Check the +food. +5F using 1 citizen after Calendar.
  3. Check the terrain features. “-4” Riverside city with 2 unworkable tiles.
  4. Check the rest of your empire.
    Having very little food means this city can’t support specialists or any serious production without either being huge or having Biology-boosted farms, so I Cottage-spammed this city.

    EDIT: As Quechua points out in a response post, Medina is also suited to become a production city. However, the circumstances in my game prevented this primarily because I didn't yet have Calendar or any infrastructure in the city when I conquered it. I also prefer to afford my production cities +2F while working its production tiles, which wasn't immediately plausible. So when presented the choice of bringing it immediately online as a growing commerce city or stagnating it for mediocre production, I chose the more immediately necessary economic support. Like my decision in Turfan, this may not have been the best long term decision but was good in the short term and didn't appear to detract from my Conquest Victory.


  1. Check the production. -5F, 11P using 3 citizens.
  2. Check the +food. +6F using 1 citizen.
  3. Check the terrain features. “-4” riverside city with only 5 riverside tiles (3 Grassland, 2 Flood Plains). Sharing 2 tiles with Beshbalik.
  4. Check the rest of your empire.
    With only moderate production and food potential and since this was my capital, (which I didn’t feel like moving), I cottage spammed Karakorum and ran Bureaucracy.


  1. Check the production. -3F, 10P using 3 citizens.
  2. Check the +food. +6F using 2 citizens.
  3. Check the terrain features. “+3” Coastal & Riverside city with 10 workable riverside tiles (3 Grassland, 4 Flood Plains). Shares 1 Flood Plain with Uruk (who needs it).
  4. Check the rest of your empire.
    Being #2 in GP/Commerce potential, I turned this into a secondary specialist city to run Merchants (I wanted a Great Merchant) with the intent of cottage-spamming it if the game ever made it to Democracy (it didn’t).


  1. Check the production. -3F, 12P using 3 citizens.
  2. Check the +food. +4F using 1 citizen.
  3. Check the terrain features. “-4” landlocked city with 3 unworkable tiles and no riverside tiles. Sharing 2 tiles with Karakorum.
  4. Check the rest of your empire.
    This city is hurting for food but has Grassland Horses to redeem it. Since I cottage-spammed Karakorum, I took the Plains Hill and turned this city into a “defense-only” military production city making nothing but cheap Archers and Spearmen.


I had really good land in that game, so the choices were actually pretty simple. The main things I noticed from that land is that 50% of my cities could crank production pretty high, and 25% had great production. That in itself lends itself to warmongering and Wonder-hogging. I chose warmongering, so it was easy for me to lean towards an early-ending Specialist-heavy economy, which my city specializations mirrored.
A Few Remarks
I don’t purport this ‘method’ as the end-all, be-all of analyzing city potential. It’s simply the method I use (BTW, I play at Monarch, so I can’t vouch for this method at Emperor+ yet.) If you use a different or better method, I’d love to hear about it and try it out.

I prefer to run the Caste System civic for the vast majority of my games, so my empires usually lean towards a Hybrid Specialist Economy. In these games, my commerce cities typically have little food.

That being said, I don’t restrict my economy based on my own preference. If I see the land immediately around me favours cottaging, I’m not at all averse to running a Commerce/Cottage Economy and usually will.

I use this method for determining what I feel is the best dot-map for the land around me as well as a guide to whether captured cities should be kept or moved (as well as what to do with them if they are kept).

This method of analyzing cities and terrain also helps me determine the most viable strategies. For example, if my land is weak in production, I know war and/or Wonder-hogging may not be the best game plan … so I know I should prioritize only the Wonders I need and avoid war unless it is especially quick and decisive or will gain me a good production city. Similarly, if my land is especially heavy in production, I may prioritize warmongering and Wonder-hogging.
In Closing …
I consider this post largely “under construction”, so I’m open to any suggestions on how to improve it …
-- my 2

Discuss this article on the forum

Civilization IV Leader Traits: Self-Actualization, Axemen, and You

Civilization IV Leader Traits: Self-Actualization, Axemen, and You

After many frustrations with the board software messing up my changes to the posts, I've converted this article into a PDF document. Download and enjoy!

Discuss this article on the forum

Updated: December 7th, 2007

Comprehensive Guide to Terrain, Improvements, Resources, and City Placement

Contents:

Introduction
Terrain Values
  • The Basics about Terrain
  • Base Terrain and Terrain Features
  • Cumulative Tile Values
Worker Improvements
  • The Basics about Workers
  • Basic Worker Actions
  • Worker Turns for Improvements
  • Terrain Specific Improvements
  • Base FPC Values for Improvements
  • Other things to note about Improvements
  • Chopping Forests
  • How Terrain Modifies Improvements (detailed charts)
Resources and Improvements
  • The Basics about Resources
  • Resource Improvements
  • Added Bonuses Through City Improvements
  • Resources and Terrain Types
City Placement
  • The Basics about City Placement
  • Resource Bonuses for Cities
  • Other Important Factors when Placing a City
Miscellaneous
  • How Civics and Traits effect FPC
  • Links to related guides
Downloads for pdf and text versions of this guide

Introduction:

The guide will give you a complete breakdown of the types of terrain and their food, production and commerce values (FPC). There is a lot more to it than what is avaliable in the manual or Civilopedia, and this guide is an attempt to cover as much of it as I can. There are five factors involved when using terrain effectively: terrain values, terrain feature values, improvement values, bonus resource values, and civics and tech bonuses--all of which accumulate. I've also made a list of worker improvements and their value modifications for each type of terrain. I've included the bonus value of resources as well; though the information is already in the manual, the way they calculated the values are unusual. I've recalculated them to make them more compatible with the other values in this guide. Having a more in-depth understanding of these terrain values can really help your strategy when deciding where to build your cities, and so I've also added a section on city placement strategies.

This guide was compiled by Stuporstar. I hope that people will find this guide useful. I will continue adding/correcting info as it comes. Special thanks goes to: Heroes for his best income breakdowns and added civics; EridanMan for his excellent guide on forest chopping; and Brokguitar for the most contributions so far, with his screenshots and much added info about terrain, resources and city placement.

PDF and text versions of this guide are available for download in the last section here.

Starting with the Basics: Yields (FPC)

There are three basic types of bonuses that terrain can give to your city: Food, Production, and Commerce. There are also two secondary bonuses, happiness and health, that are given by specific resources (and are a factor in trade) and some types of terrain features. For the moment we will focus on base FPC value. In the game, food is represented by bread slices, production is represented by hammers and commerce is represented by coins. For the purposes of this guide, food, production and commerce will be referred to as FPC.



In the game, FPC value is referred to as Yields. You can see the FPC value for terrain automatically when you click on a Settler unit. On your main screen you can toggle the Yields Display, which will reveal the FPC for every visible tile by either pressing Ctrl-Y,
or by clicking the Yeilds Display button on the bottom right-hand of your screen ==>

The Difference Between Commerce and Gold: I thought I'd mention this here because the two are easily confused. Both are represented by the coin symbol (which can be fairly easily modded into two seperate symbols - I've created a mod for Gold myself which can be found here). Commerce comes from terrain, trade routes and your Palace, which is then divided amongst your sliders into Science, Culture (enabled with Drama tech) and Gold. The Gold then goes into your treasury or is used for city maintenance and civic upkeep. Because this guide deals primarily with terrain, we will mostly be referring to Commerce and not Gold values.

Terrain Values

The Basics about Terrain:

The first thing we will discuss in this guide are the basic terrain, and terrain feature FPC values. Terrain features are things like forest, hills and floodplains which have cumulative values when added to the base terrain types underneath. Below is a screenshot showing the types of terrain and how these FPC values will appear over the tiles. Click the thumbnails for the larger version (saves on bandwidth):



As you can see, the best food producers are floodplain and oasis tiles, with 3 food; the best production tiles are plains/hill, with 2 production (3 with forest); and the best commerce comes from oasis and coastal tiles (including inland sea), with 2 commerce. Others, such as desert, and snow (and ocean) have no FPC value whatsoever, but can be modified by terrain features.


Base Terrain and Terrain Features

Below is a detailed list with all the FPC values listed for terrain types, as well as any health bonuses or penalties for cities, and movement costs and defense bonuses for units (base movement cost is 1mp).

F = food : P = production : C = commerce : mp = movement cost for units

Base Terrain

Peak 0 impassible
Snow 0
Desert 0
Tundra 1F
Sea 1F 1C (Ocean = 0)
Coast 1F 2C (Inland Sea = 2F 2C fresh water source)
Grassland 2F
Plains 1F 1P

Terrain Features

Ice 0 impassible
Jungle -1F (-0.25 health) always on grassland; 2mp; +50% defense bonus
Hills -1F +1P +25% defense bonus; 2mp
Forest 1P (+0.4 health) do not grow on desert/snow; 2mp; +50% defense bonus
Floodplains 3F (-0.4 heath) always on desert
Oasis 3F 2C (+2 health) fresh water source; always on desert; 2mp; cannot build cities
Rivers 1C (+2 health) fresh water source; +25% defense bonus
Rivers give no commerce bonus to Snow, Jungle or Forest tiles.

Note that when it comes to fresh water sources, they must be adjacent to your city for that city to get the health bonus, and you only get a total +2 health bonus to your city. It is not cumulative as it is with forest tiles.
Though forests will not grow on a snow tile, I have seen them randomly generated on the map so they will be covered in the next section.


Cumulative Tile Values
Listed below are the cumulative FPC value calculations when terrain features are added to base terrain types.

Grassland + Jungle = 1F (2F - 1F)
Snow + Forest = 1P (0 + 1P)
Tundra + Forest = 1F 1P (1F + 1P)
Grassland + Forest = 2F 1P (2F + 1P)
Plains + Forest = 1F 2P (1F 1P + 1P)


Desert + Hill = 1P (0 + 1P (-1F))
Snow + Hill = 1P (0 + 1P (-1F))
Tundra + Hill = 1P (1F + 1P - 1F)
Grassland + Hill = 1F 1P (2F +1P - 1F)
Plains + Hill = 2P (1F 1P + 1P - 1F)


Grassland + Hill + Jungle = 1P (2F (- 1F + 1P) - 1F)
Snow + Hill + Forest = 2P (0 ((- 1F )+ 1P) + 1P)
Tundra + Hill + Forest = 2P (1F (- 1F + 1P) + 1P)
Grassland + Hill + Forest = 1F 2P (2F (- 1F + 1P) + 1P)
Plains + Hill + Forest = 3P (1F 1P (- 1F + 1P) + 1P)


These are the terrain/feature combinations that you will find on a randomly generated map. It is possible to add any terrain feature (and any improvement) to any kind of terrain in the World Builder, and they have corresponding cumulative values. These will not be covered however (for example putting a floodplain on a grassland tile will net you 5 food without improvements, which is so overpowered it might as well be cheating).

Worker Improvements

The Basics about Workers:

When you click to move a worker and mouse-over the terrain, you get a list of the types of improvements the worker can build on that square. In this example, the only option currently available on the highlighted square is a farm. The blue glow around the icon represents the AI's recommendation. The improvements that are greyed out are those that are available to that terrain (or resource) type, but have not yet been researched. When you mouse-over a tile it will also give you terrain info near the bottom left-hand corner, and in the case of a resource, will tell you which technology you need to research if you don't have it. A worker has two moves on flat terrain instead of one, but movement costs for forest, hills and jungles still apply. Moving onto the nearest flatland square means the worker can start working that tile right away.



Basic Worker Actions

Chop Forest: Chopping a forest becomes available with Bronzeworking, and chopping Jungle becomes available with Ironworking. It will not only clear land for other improvements (except Lumbermills) but will also give a production bonus to your nearest city. More about forest chopping and how it applies to strategy will be discussed later in this article.
Build Road: Workers can build roads on any tile (except impassible terrain) once the Wheel is researched. Unlike previous Civ games, roads do not give any FPC bonuses to tiles. They decrease unit movement costs by 1/2 (except in enemy territory), and decrease further to 1/3 with the Engineering tech. This effect of roads is negated across rivers until you get the Construction tech (little bridges appear). Roads are also used to establish trade routes between cities (rivers also work like roads in this aspect).
Build Railroad: Like roads, railroads can be built on any workable tile once Railroads is researched. They decrease movement cost by 1/10, and give a +1P bonus to mines and lumbermills.
Build Fort: Forts can be built on any workable tile once Mathematics is researched. They give units a +25% defense bonus. The disadvantage of forts is that they cannot be built on top of existing improvements. They destroy previously existing improvements and remove forests (kind of pointless when forests give a +50% defense bonus.
Scrub Fallout: This action becomes available with Ecology. Workers can remove fallout from nuclear strikes and nuclear plant meltdowns. Fallout make tiles unworkable and removes their FPC value. It also destroys forest and jungle tiles.

Worker Turns for Improvements

Improvement-----Base # turns-----Forest (Chop+3 turns)-----Jungle (Chop+4 turns)
Road-----------------2--------------------2 (no chop)--------------2 (no chop)
Railroad--------------3--------------------3 (no chop)--------------3 (no chop)
Fort-----------------6--------------------9------------------------10
Farm----------------5--------------------8------------------------9
Cottage--------------4--------------------7------------------------8
Mine-----------------4--------------------7------------------------8
Workshop------------6--------------------9------------------------10
Windmill--------------5--------------------8------------------------9
Watermill-------------8--------------------11-----------------------12
Lumbermill------------8--------------------8 (no chop)------------- --
Camp----------------4--------------------4 (no chop)--------------4 (no chop)
Quarry---------------6--------------------9------------------------10
Pasture--------------4--------------------7------------------------8
Plantation------------5--------------------8------------------------9
Winery---------------5--------------------8----------------------- --
Well------------------7-------------------10-----------------------11
Scrub Fallout---------4------------------- -- --------------------- --

Improvement---Tundra---Tundra/Forest------------Snow ---Desert/Floodplain
---------------(+25%)---(+25% +3 turns chop)---(+50%)-------(+25%)
Road-------------3---------3 (no chop)--------------3------------3
Railroad----------4---------4 (no chop)--------------5------------4
Fort-------------8---------11-----------------------9------------8
Farm------------7---------10---------------------- -- -----------8
Cottage----------5---------9---------------------- -- -----------6
Mine-------------5---------9------------------------5------------6
Workshop--------8---------11----------------------- -- ----------9
Windmill----------7---------10------------------------8-----------7
Watermill--------10--------14-----------------------12----------10
Lumbermill------- -- -------10 (no chop)------------- -- -------- --
Camp------------5---------5 (no chop)--------------6------- --- --
Quarry---------- -- ------ -- -----------------------9------------8
Pasture----------5-------- -- ---------------------- ------------ --
Plantation------ -- ------ - -- ----------- ---------- -- -----------7
Winery--------- -- -------- -- --------------------- -- ---------- --
Well-------------9---------11-------------------- --10------------9
Scrub Fallout----5--------- -- -----------------------6------------5

Factors that increase worker speed are:

Civilizations: India - Unique Unit, Fast Worker - movement 3 instead of 2
Techs: Steam Power - workers build 50% faster
Civics: Serfdom - workers build 50% faster
Buildings: The Hagia Sophia (World Wonder) - workers build 50% faster.
+8 culture, +2 Great Engineer. Tech required Engineering; Obsolete with Steam Power.

The tech and civic bonuses are cumulative, so it is possible to have your workers build 100% faster.
This chart was modified from Brokguitar's guide.

Terrain Specific Improvements

The list below lists the basic types of improvements you can build that are specific to terrain (resource specific improvements will be covered later in the resources section).

Desert = No improvements except Roads/Railroads

Flatlands: Grassland, Plains, Floodplains, Tundra (only with River) = Farm (only near river until Civil Service tech), Cottage, Workshop

Hills: (all terrain) = Mine, Windmill, Cottage (only on Grassland Hills)

Forest: (all terrain) = Lumbermill, Chop Forest (whatever you can build on the base terrain)

River: (all flatlands) = Watermill

Snow and Tundra = No improvements except Road/Railroad without River, Hills or Forest

Here is another screenshot by Brokguitar showing how the basic terrain-based improvements appear on the map and a comparison with the base terrain FPC values. Lumbermills on forested hill tiles and Workshops on floodplains are not depicted.



Base FPC Values for Improvements

Farm (flatlands, can only be built near rivers until irrigation; can build on resources)
Tech Required: Agriculture
FPC Value: 1F
Tech Modifier 1: Civil Service (spreads irrigation)
Tech Modifier 2: Biology (can build without irrigation) + 1F, only base 1F without irrigation
Best income: 2F (Biology with irrigation)

Mine (hills; can build on resources)
Tech Required: Mining
FPC Value: 2P
Tech Modifier 1: Railroads +1P with railroad
Best income: 3P (with railroad)

Cottage (flatlands, and grassland/hill)
Hamlet (10 turns)
Village (20 turns)
Town (40 turns)
Tech Required: Pottery
FPC Value:
Cottage = 1C
Hamlet = 2C
Village = 3C
Town = 4C

Tech Modifier 1: Printing Press Village +1C, Town +1C
Civic: Universal Sufferage (Democracy) +1P for Town
Civic: Emancipation (Democracy) +100% growth for Cottage, Village, or Hamlet
Civic: Free Speech (Liberalism) +2C for Town
Best income: 1P 7C (Printing Press, Universal Suffrage, Free Speech)

Workshop (flatlands)
Tech Required: Metal Casting
FPC Value: -1F 1P
Tech Modifier 1: Guilds +1P
Tech Modifier 2: Chemistry +1P
Civic: State Property (Communism) +1F
Best income: 3P (Guilds, Chemistry, State Property)

Windmill (hills)
Tech Required: Machinery
FPC Value: 1F 1C
Tech Modifier 1: Replaceable Parts +1P
Tech Modifier 2: Electricity +1C
Best income: 1F 1P 2C (Replaceable Parts, Electricity)

Watermill (only near rivers)
Tech Required: Machinery
FPC Value: 1P + 1C from river
Tech Modifier 1: Replacable Parts +1P
Tech Modifier 2: Electricity +2C
Civic: State Property (Communism) +1F
Best income: 1F 2P 2C (Replaceable Parts, Electricity, State Property)

Lumbermill (forest)
Tech Required: Replaceable Parts
FPC Value: 1P +1C to rivers
Tech Modifier 1: Railroad +1P with railroad
Best income: 3P 1C (1C from river, 1P from railroad, 1P from forest)
Note that the +1C to river tiles from Lumbermills is only returning the river bonus that you do not get on forest tiles.
Best income breakdowns were contributed by Heroes.

Other things to note about some improvements:

Farms: As you can see from the previous chart, even with Biology, it is better to just chain your irrigated farms if you can, because the non-irrigated farms that this gives you the ability to build do not get the +1F irrigation bonus; however it may be useful if you are on a particular landmass that has no way of reaching fresh water and you desperately need to increase your food production. Once Civil Service is discovered, you can chain your farms if they are connected to a river or irrigated farm. You can in fact chain irrigation through cities; a city built on fresh water spreads irrigation to all adjacent tiles, provided it is built on flatland and not a hill. The only exception is on Tundra, which cannot have a farm built on it without being directly adjacent to a river.

Watermills: There are two exceptions where you cannot build a watermill on a river adjacent tile. When there is a bend in the river, you cannot build a watermill on the tile near the point on the bend (highlighted by the blue circle). You can still build watermills on the three other river adjacent tiles, however you also cannot build two watermills on opposite sides of the river. This means, that in this example, the tile directly below the workers cannot be turned into a watermill either because there is already one on the other side of the river.



Cottages: Cottages grow to produce more commerce. It takes 10 turns for a cottage to grow into a hamlet, 20 to grow into a village and 40 to grow into a town. It is a good idea to build these early to take advantage of their growth. However, this improvement will only grow if the tile is being worked by a citizen in your city. Normally you can see a little hut icon on the tile that is being worked, but with improvements those icons dissapear, so if your cottages aren't growing, you may need to check which tiles are being worked in your city screen.



Chopping Forests:

Chopping forests is a very useful strategy, especially early in the game. The production bonus you get from chopping a forest can help get your civilization to an early head start. However, keeping the forest will give you better production in the long run than if you chop it down to replace it with farms or cottages. The health bonus from forests is also useful. But it will take a while before you can research Replaceable Parts and build lumbermills. Here are some things to consider before you start deforesting your empire. Plan ahead, and think strategically.

Health Bonus: Keeping a few forests around have long term benefits to your cities health. You get a 0.4% health bonus to cities for every forest tile inside it's radius. You will also get +1 happiness in your cities with the Environmentalism civic (also for jungles).

Hills: On a forest/hill tile you only stand to gain 1P from replacing it with a mine, which you would eventually get back when you can build lumbermills. However that extra early production and the city production bonus you get from the chop is something to consider in exchange for waiting too long for equal production and added health benefit. I'll often leave hills forested until I've built more critical improvements first (unless I really need the bonus hammers fast and there's nowhere better to get them), but hills are a high priority for chopping once I find the time to build mines.

Rivers: Forests also take away the commerce bonus from rivers, which you will also eventually get back with lumbermills. Because you need as much commerce as possible, and the earlier the better, forests near rivers are usually on my high priority chopping list. There are too many better ways to use river tiles such as farms (early in the game) and watermills (much later).

Try to chop outside of your city borders (you can even chop outside your cultural borders!). The bonus hammers will go to the nearest city. There are distance modifiers, which means a forest chopped too far outside your borders will result in less hammers, but sometimes it's more worthwhile to keep those few forests within your city borders for the health effects.

The number of hammers you get from chopping will vary. The most consistent factor is game speed. A Quick game will average you about 20 hammers per chop, at Standard speed you will average about 30, and at Epic you will average about 45. Another factor is distance from your city; you will get less hammers the further away you chop. But what has the greatest effect on the number of hammers is production bonuses in your cities. Forges, factories, etc. and production increasing civics will all increase the amount of hammers you get by the percentage bonus you get for that city's production. The Industrious trait will also increase the number of hammers you get from chopping while building a wonder, because your wonder production is +50%. Having the right build materials for wonders (such as quarried marble to build the Oracle) will also double the amount of hammers you get from a chop while building it. Having the right building material for a wonder, plus any other production bonuses due to certain buildings and civics, will accumulate the number of hammers you get. I've heard it's possible to get 90 hammers from a single chop!

Chop before you improve. You get no turn penalties for chopping then improving, and you will get your bonus hammers that much earlier (3 turns). If you build an improvement on a forest tile, it will take you the time to improve the tile PLUS the time for the forest chop before you get your bonus hammers.

Forests (and jungles) will grow only on UNIMPROVED tiles as long as there is a forested square nearby. They do however grow over roads. I've tested and verified this by bumping up the forest growth percentage to something ridiculous and watching the forests grow all over the map. The chance of regrowth being calculated by the number of adjacent forest/jungle tiles is still up for debate, but it seems pretty random. There is currently no way to plant forests later in the game as there was in Civ III.

Defensive positions: The last thing to consider is the defense bonus and whether or not it is of strategic value to chop a forest or jungle. The defense bonus for both is 50%, and if that's on a hill (25%) you get a cumulative 75%! Because unit movement is also decreased, having a few forests in strategic positions around your empire can slow an enemy advance to a crawl. If you have a forest on a hill, in a good position for a fortification, DO NOT CHOP IT DOWN TO BUILT A FORT. A fort only has a 25% defensive bonus.

Much of this info I learned thanks to EridanMan's excellent guide in the CivFanatics forums.


A detailed breakdown of how worker improvements modify terrain values:














Summary: a breakdown of which terrain improvements maximize income/production/food best would be:

Food: Farm +2F (5F 1C best terrain) (+2F 1C with resource)

Commerce: Cottage +1P 7C (+1P 8C with river)

Production: Workshop +3P (1F 4P 1C best terrain)
Mine +3P (5P 1C best terrain) (+2P 1C with resource)
Lumbermill +3P (5P 1C best terrain) + health bonus from forest

General: Windmill +1F 1P 2C (2F 2P 3C best terrain) (1F 3P 3C best terrain)
Watermill +1F 2P 2C (2F 3P 3C best terrain) (4F 2P 3C best terrain)

Resources and Improvements

The Basics About Resources:

First off we will look at the different types of resources available using more of Brokguitar's screenshots. On top of the tile bonuses (FPC value) they provide, these resources also provide bonuses to your civilization which can be accessed through trade. In order to benefit from the trade bonuses they need to be within your cultural borders, connected to your trade network (via roads or rivers), and have their corresponding improvement. They can also be traded to you by another civ. These trade bonuses come in three categories:

Luxury Resources: provide +1 happiness (for only one of each type) to all cities connected to your trade network. These resources are: Dyes, Furs, Gems, Gold, Incense, Ivory, Silver, Spices, Sugar, Wine and Whales. These also add commerce to your cities. Of these, Ivory, Furs and Whales eventually become obsolete. They retain their FPC value but lose the happiness bonus to your cities.



Food Resources: provide +1 health (for only one of each type) to all cities connected to your trade network. This health benefit can be further increased by certain city improvements (such as granaries, grocers, etc.). These also add food to your cities. These resources are: Bananas, Clam, Corn, Cows, Crab, Deer, Fish, Pigs, Rice, Sheep, and Wheat.



Strategic/Production Resources: Most of these resources are essential, as they allow you to create certain unit types or increase wonder production. They also add production value to your cities (Uranium being an exception, which adds more commerce). These resources are: Aluminum, Coal, Copper, Horses, Iron, Marble, Oil, Stone, and Uranium.




Resource Improvements:

The following improvements can be built wherever their specific resource is found. The improvements are non-terrain specific, though on a random map the resources tend to generate only on certain types of terrain. All these terrain values and bonuses are cumulative. This means that the 2P bonus with the improved resource iron, copper, coal or aluminum + 2P for the mine + 1-2P on a hill can equal up to a maximum of 7P on a single tile.

You will notice these values are different from the manual. The manual seems to calculate what is added to the base bonus (so corn = base 1F and improving it adds and additional 2F rather than just stating that improved corn = +3F on top of the base terrain). I've recalcuated the values so that the base bonus is calculated into the improved value and reflect what you will actually get added to the base terrain. In the case of mines and farms I have NOT included the added value from the mine or farm because they can be modified by tech/civics.

Farm: Agriculture
Base Tile Bonus-------Improved Tile Bonus
Corn-----1F-------------3F +1 Health (base bonus 1F + improved 2F)
Wheat---1F-------------3F +1 Health
Rice-----1F-------------2F +1 Health
*not included is the value added by the farm, so what you will actually see is that improving corn, wheat or rice adds an additional 1-2F on top of the improved value given. Farms can be built on top of resources without irrigation, however you get no bonus for the farm until it is irrigated.

Pasture: Animal Husbandry
Base Tile Bonus-------Improved Tile Bonus
Horse----1P-------------3P 1C Revealed by Animal Husbandry (as of patch 1.09)
Cow-----1F--------------2F 2P +1 Health
Pig------1F--------------4F +1 Health
Sheep---1F--------------3F 1C +1 Health

Camp: Hunting
Base Tile Bonus-------Improved Tile Bonus
Deer----1F-------------3F +1 Health
Furs----1C-------------4C +1 Happiness (obsolete with Plastics)*
Ivory---1P--------------2P 1C +1 Happiness (obsolete with Industrialism)*
*note, when these go obsolete you still get the tile bonuses from them.
Camps, like Lumbermills, do not remove forests when you build them.

Quarry: Masonry
Base Tile Bonus-------Improved Tile Bonus
Stone----1P-------------3P (speeds production of some wonders)
Marble---1P--------------2P 2C (speeds production of some wonders)

Mine: Mining
Base Tile Bonus-------Improved Tile Bonus
Silver-----1C---------- -1P 5C +1 Happiness
Gems-----1C---------- -1P 6C +1 Happiness
Gold------1C---------- -1P 7C +1 Happiness
Copper---1P------------2P Revealed by Bronze Working
Iron------1P------------2P Revealed by Iron Working
Coal------1P------------2P Revealed by Steam Power
Aluminum--1P----------2P 1C Revealed by Industrialism
Uranium----0-----------3C Revealed by Physics
*these values do NOT include the added 2P from the mine, so what you get from improved copper, iron, coal or aluminum is actually +4P. Silver, gems and gold are an unusual case since they actually reduce the production from a mine by 1, however they do not reduce the production of the base tile (which is why -1P is added to the improved bonus), so adding a mine will only give you +1P instead of 2P.

Plantation: Calendar
Base Tile Bonus-------Improved Tile Bonus
Bananas---1F---------3F +1 Health
Dye-------1C---------5C +1 Happiness
Incense---1C---------6C +1 Happiness
Silk-------1C---------4C +1 Happiness
Spices----1C---------1F 3C +1 Happiness
Sugar-----1F---------2F 1C +1 Happiness

Winery: Monarchy
Base Tile Bonus-------Improved Tile Bonus
Wine---1C------------1F 3C +1 Happiness

Well: Combustion and Offshore Platform: Plastics (built on sea sqaures - requires Work Boat)
Base Tile Bonus-------Improved Tile Bonus
Oil-----1P---------------3P 1C

The following improvements exist only on coast or sea squares and require a Work Boat to improve them (this includes Offshore Platforms as well, mentioned above). As mentioned in the manual, a work boat can only be used once to improve a tile. It is then destroyed upon completion of the improvement and you must create a new one to improve further water tiles.

Fishing Boats: Fishing
Base Tile Bonus-------Improved Tile Bonus
Fish----1F-------------4F +1 Health
Clam---1F-------------3F +1 Health
Crab---1F-------------3F +1 Health

Whaling Boats: Optics
Base Tile Bonus-------Improved Tile Bonus
Whales---1F-------------1F 1P 2C +1 Happiness (obsolete with Combustion)
*note, when this luxury becomes obsolete you still get the tile bonus.


Added Bonuses through City Improvements:

There are certain city improvements which will either add one health or one happiness for every resource of a certain type connected to your trade network (only one bonus for each). Other improvements can increase the FPC value of all the tiles in your city, or all your cities.

The following buildings give health or happiness bonuses:

Granary: (Pottery)
stores 50% of food after growth
60H
+1 health from Corn, Rice, Wheat

Harbor: (Compass)
+50% trade route yeild (commerce)
80H
+1 health from Clam, Crab, Fish

Market: (Currency)
+25% gold, can turn 2 citizens into Merchant
150H
+1 happiness from Fur, Ivory, Silk, Whale

Grocer: (Guilds)
+25% gold, can turn 2 citizens into Merchant
150H
+1 health from Banana, Spices, Sugar, Wine

Theatre: (Drama)
+3 culture, +1 happiness per 10% culture rate, can turn 2 citizens into Artist
50H
+1 happiness from Dye

Supermarket: (Refrigeration)
requires Grocer, 150H
+1 health from Cow, Deer, Sheep, Pig

The following improvements increase yields (FPC value):

Lighthouse: (Sailing)
required to build The Great Lighthouse
60H
+1F on all water tiles in city

The Colossus: (Metal Casting) World Wonder
+6 culture, +2 great merchant
requires Forge, 250H (double production speed with Copper)
+1C in all water tiles (in every city)
obsolete with Astronomy


Resources and Terrain Types:

These are the types of terrain on which certain types of resources are randomly generated (as derived from the CIV4BonusInfos.xml). The base terrain types are highlighted in bold text. In some cases terrain features are optional and in other cases they are required. It may be possible for resources to be generated on other terrain types not listed, but this is something I cannot verify, so I am going to stick to the lists as defined inside the original xml file.

Aluminum: Hills - Plains, Desert, Tundra
Coal: Hills - Grassland, Plains
Copper, Iron: Hills or Flatlands - Grassland, Plains, Desert, Tundra, Snow (no river)
Marble: Hills or Flatlands - Plains, Tundra, Snow (no river)
Stone: Hills or Flatlands - Plains, Desert (no river)
Uranium: Hills or Flatlands - Grassland, Plains, Desert, Tundra, Snow, Jungles (optional) (no river)
Oil: Flatlands: Desert, Tundra, Snow, Ocean (no river)
Horses: Flatlands - Grass, Plains, Tundra (no river)

Clam, Crab, Fish: Coast (Fish also on Ocean)
Corn: Flatlands - Grassland (no river)
Cow: Flatlands - Grassland, Plains (no river)
Wheat: Flatlands - Plains (no river)
Rice: Flatlands - Grassland, Jungle (optional) (no river)
Pig: Hills or Flatlands - Grassland, Jungle (optional) (no river)
Sheep: Hills or Flatlands - Grassland, Plains (no river)
Deer: Hills or Flatlands - Tundra, Forest (optional)

Banana, Dye, Sugar: Flatlands - Grassland (only with Jungle)
Spices: Flatlands - Plains, Grassland (only with Forest or Jungle)
Silk: Flatlands - Plains, Grassland (both only with Forest)
Ivory: Flatlands - Plains, Grassland (only with Jungle)
Incense: Flatlands - Desert
Wine: Flatland or Hills - Plains
Fur: Flatlands or Hills - Tundra, Snow, Forest (optional)
Gems: Flatlands or Hills - Grassland (only with Jungle)
Gold: Hills - Plains, Desert
Silver: Hills - Tundra, Snow
Whales: Ocean

* no river indicates that the <bNoRiverSide> tag is set to 1 in the xml file. I can only assume this means the bonus is not supposed to generate next to a river. This possible effect is currently unconfirmed.

City Placement

The Basics about City Placement:

When you first settle your city you will see a border surrounding it. Your workers can improve any tiles that are within these cultural borders (only roads/railroads can be built outside). The citizens within your city can only work within your city boundary. In the beginning you will only have a 9 square boundary. As culture in your city develops, these borders will expand. It takes 10 culture points for the first expansion. Known as the 'fat cross' once it expands to 21 squares (the 21st being the city itself, which is automatically worked), your citizens will only be able to work these 21 squares surrounding your city, even though your cultural borders will continue to expand well beyond that. Here is another screenshot from Brokguitar showing these city boundaries (notice that the cultural borders have expanded beyond the city boundary):



A city square nearly always gets 2F 1P 1C. This includes normally useless tiles such as Desert or Snow, which is something to consider; because of this, try to build cities ON them instead of near them if you can. There are some exceptions where you can get more than the base 2F 1P 1C for a city. The only exception for terrain is an additional 1P when you build a city on top of a plains/hill. This seems to be the only time you get any bonuses for city placement (without building on top of resources). You get no bonus for any other kind of hill, and no bonus for a flatland/plains square. It must be a plains/hill. The other major advantage to building on a plains/hill is of course the defense bonus. Hills get a defensive bonus of 25%.

Resource Bonuses for Cities:

When you build a city on top of a resource, you can, under specific circumstances, get a small bonus for that resource. That bonus is not equal to the value you would get by improving the tile, but it can have great strategic worth and give an early boost in production. You will be able to use that resource once you research the appropriate tech. If you build a city on top of stone, you will not be able to use it until you discover masonry, but once you do, it will be immediately available to that city (and others connected to your trade network).

The advantages to building a city on top of a resource are: quick access to resources (your worker won't have to use turns to improve that tile); easy defense from enemy civs; and an early production boost to that city. The disadvantage is less production in the long run, since the production from improved resources is much greater. For this reason, consider building on only strategic resources (which give production bonuses under certain conditions) in order to protect them, and other resources only early in the game when that one extra FPC bonus is going to make the most difference.

One thing I have noticed is that the AI is notorious for pillaging Oil Wells with their spies. This is one case where I would definitely try to settle on a late game resource just to protect it.

Here is Brokguitar's list of the types of the bonuses you get for settling on top of a specific resource. You do not need the required technology to gain the extra FPC bonus provided by these resources.

Commerce Resources: When Dye, Gold, Gems, Incense, Fur, Silk, Silver, Spice, and Wine are next to a river, you will receive Two Extra Commerce when you settle on top of them. Edit: this is not correct - you get one extra commerce in this case. However, the bonus from the Financial trait applies to the city tile just as it does any other. When the original analysis was done, George Washington was Fin/Org -- vou



Food Resources: When Bananas, Rice, Sugar, Sheep, Corn, Cows, and Pigs are on Grassland Tiles Only (no hills) you are able to produce One Extra Food when you settle on top of them.



Production Resources: When Coal, Copper, Iron, Marble, Oil, Stone, Aluminum, Horses, and Ivory are on Plains Tiles Only (not hills) you are able to produce One Extra Hammer when you settle on top of them.



Now if these same resources are on a Plains/Hill tile you can produce Two Extra Hammers.




Other important factors when placing a city:

Terrain will determine how a city specializes: a city with more food will grow faster, which can become a Great Person generator; a city with a lot of commerce can support your entire empire; and a city with high production is probably best used as a unit factory. Having at least one of each type is a good idea, while most of your other cities will be more generalized. Have a good look at your surrounding terrain and you'll have a good idea, even before improvements, of how your cities should be best utilized.

Jungle/Floodplain: Health value is can be a big deal when placing your cities. A city surrounded by jungles or floodplains will become unhealthy very quickly. Researching Iron Working will give your workers the ability to cut down jungles. The other advantage/disadvantage to building on a floodplain is the very rapid growth. In the early game, this can lead to unhealthiness and unhappiness very quickly. It's always great to have 2 or three floodplain tiles near your city, but settling right in the middle of a large stretch of floodplains will not only cause your cities to grow out of control, but will be very poor on production. Consider not building farms on floodplains right away if you need to control your growth. In the later game, these cities will make great GP (great people) generators.

Rivers and Fresh Water: Building on a river will not only give you extra health (+2 for a city adjacent to fresh water), but will automatically connect any cities on that river. You won't need to build roads to get that essential trade route early on. I always try to found my second city on the connecting river to my capital if I can. A resource tile directly linked to a river does not need a road built on it in order to connect it to your trade network. The only requirement is that the river somehow links directly to your trade network. Remember that for the purposes of trade Rivers = Roads. Oasis and Inland Seas also count as fresh water sources and give the +2 health bonus, though it is not specifically stated in the manual. As mentioned in the section about farms, cities built adjacent to fresh water sources also spread irrigation to all adjacent tiles, so that once Civil Service is discovered, you can chain your irrigation through cities (provided they are built on flatland and not a hill). Another benefit to rivers is the defense bonus (+25%) and you may find that some cities have rivers on three sides, almost surrounding it like a moat. This, on top of a hill can make your city nearly impenetrable. Also consider, if you are going to ride out on the offensive from within your city, your units take the same penalty for crossing that river.

Coastal Cities: There are a number of factors to consider when building a city on coastal terrain. The first is of course access to the sea and an extra trade route. A coastal city can become an economic powerhouse, especially with the Colossus wonder, which provides an extra commerce for every cities' water tiles. Building a lighthouse will also provide an extra food for every water tile within that city's borders. Though water tiles provide no production value, this can usually be balanced with worker improvements on the surrounding land tiles. Try to focus on getting production up to reasonable levels on coastal cities, because the coast and sea will take care of your commerce and food.

Strategic Positioning: You may want to build a city just to block another civ from gaining access to land you want to settle in the future. Without an Open Borders agreement, a civ cannot pass through your territory, or even enter your cultural borders. (All hail Civ IV! This was my one biggest beef with all the previous versions of the game.) A city also can be built to serve as a canal or port to pass between two seas or a sea and an ocean. This allows you to bring ships to areas others cannot; though other civs CAN pass through these cities and use them as ports if you have an Open Borders agreement with them.

Try to build towards other civilizations and block them off if you can.

Mentioned before was defensive positioning. Building on a hill will give you a 25% defensive bonus to your city, and a river gives a 25% attack penalty to units crossing it. This is very important for border cities. Here is a screenshot of a city with all the strategic elements mentioned above (yes, made in the WorldBuilder for example purposes. You'll rarely get this lucky):



Founding your early cities: Distance and City Upkeep (a very brief explanation). After your first founding city, you will need to consider city maintenance, which is affected by the distance to your capital. Founding your first few cities close is a good idea, but this has to be balanced by several factors. If your cities have overlapping tiles, this will severely cripple their growth and production later in the game. Remember that Civ IV tends to favour city quality over quantity. Founding you cities just outside of your capital's city boundary will incur you only a minimal upkeep penalty. You will also want to consider the resources nearby, connecting rivers, and any strategic positions that can limit the growth of other civs. For example, if you find that your only source of iron is too far away, you will still want to grab it as soon as you can despite any heavy penalty for city maintenance. However, you should not do the same for less important resources.

How Civics and Traits Effect FPC and City Growth

Civics choices may effect the FPC of an improved tile or the way a worker produces. Many of these have been mentioned previously, but here they are again for quick reference:

Universal Suffrage: +1 hammers gained from a Town
Bureaucracy: +50% hammers, +50% gold in capital
Free Speech: +2 gold gained from a Town
Serfdom: workers 50% faster
Emancipation: +100% growth for Cottage, Hamlet, Village
State Property: +1 food from Workshop & Watermill
Environmentalism: +1 happy from Jungle & Forest, +5 health in all cities

There are Leaders that effect the financial earnings of your cities by use of their traits.

Financial leaders such as: Catherine, Elizabeth, Huayna, Mansa, Qin, Washington, and Victoria all receive a +1 Commerce bonus to all tiles already receiving 2 Commerce.

Expansive leaders are: Bismark, Cyrus, Genghis, Isabella, Julius, Peter, and Victoria. Having this trait gains a +2 health bonus to all cities.

That pretty much covers it. Feel free to post comment/suggestions/corrections or just talk about related strategies. Without the input of many of the members here, this guide would not have been half as complete as it is now.

Here are some links to some other threads that helped contribute to the info found in this guide:
Photo Guide to Terrain, Improvements and City Placement by Brokguitar
Worker Chop - the (preliminary) Guide by EridanMan

And for more on chopping, which seems to be the most popular discussion in this thread:
Which Forest tiles do you chop? - Some Guidelines started by TheDifficult3rd

I only briefly touched on City Maintenance, but an excellent guide exists here: The Curious Cat - City Upkeep Explained by Gato Loco

Finally, here are text and pdf versions of this guide available for download below:
CivIV_terrain.zip contains an rtf text version of the file plus a pdf version of the detailed terrain/improvement modifier tables (because trying to translate those into plain text was a mess). Full pdf versions are currently in the works and almost complete.

Discuss this article on the forum

Comprehensive Unique Building Guide (BTS)

This is a my first attempt at a strategy guide given that most of the players with more skill/talent/time usually write up some beauties, but I have been inspried to contribute something about my favourite part of the Warlords expansion: the Unique Building.

I often load up the game and civilopedia just to see which UBs might match the victory condition that I feel like going for. I appreciate reading peoples' work, so I hope I can return the favour here in bringing this strategy article to you. The great thing about this game is the many different strategies and uses for things like leader traits, UUs and UBs. And what is truly great about the UBs is the flexibility and choices most of them give the player so ratings are not necessary; only strategies and synergies need be discussed. What makes a UB (or UU) great is how it is used the most effectively. With the new combinations that Beyond the Sword offers, this could get quite complicated, however I will only focus on the standard and normal civilization UB combinations here.

Here we go:


American Mall (Supermarket):

I have only played the Americans in a Gauntlet with a Future start going for Space Race, but I have to say the building was a nice boost. It is a good choice for an American UB, I feel. For the same price as a supermarket (which provides extra health from cow, deer, pig and sheep) you also get happiness from the three late "entertainment/culture wonders" or ECWs ; musicals from Broadway, singles from Rock n' Roll and movies from Hollywood, and now with the patch, plus 20% gold in the city to boot! For a future era start, maybe not needed right away, but if in a long game where your population is reaching health and happiness limits, its a great building to have even if it does come late in the game. That alone is enough, but the +20% gold can be nice too.

Possible Synergies:

Building one or all of those happiness/culture wonders mentioned above would add 3 happiness points like that and the added health means larger cities as well. What is your pleasure, GP farming or warmongering? Either way, I think it helps out. Not sure about using it with Washington, who is charismatic and expansive, so the +2 health means the health bonus from the mall maybe isn't so big. Then again, you can afford to build polution causing, production buildings with all that extra health. Also the +1 happiness in all cities and from monuments or broadcast towers (which is great if you build the Eiffel Tower) seems to negate the happiness from the mall too. But, if you were to play as the industrious and organized Roosevelt, then you could get some of the benefits of Washington at the same time if you build malls.

It seems that the extra health and happiness could really give Lincoln a nice late game edge when large, polluting cities needs extra and . Given his philosophical trait, he is a great candidate for space race because of the Mall´s bonuses.

Possible Drawbacks?

Well, it does come late and requires a grocer to be built. Given that the grocer gives +1 health from bananas, wine, sugar and spice, that might solve your health problems already. Grocers also give +25 wealth and can turn two citizens into Merchants. Maybe you don't need the health, but the money is always nice. With Grocer, Market, Bank and Mall that is 120% increase in income. Yay, Capitalism!

With a granary, a grocer and the supermarket/mall you get health from rice, corn, wheat, bananas, wine, sugar, spice, deer, cow, pig and sheep. That's 11 health points! So as stated above, that means the ability to build forges, factories and other polluting buildings. It would all depend on your civics (environmentalism), if you have FP or trees and jungle in your fat cross and your goals (production, warmongering, space race, etc)

As for the happiness, with charismatic trait, you get +1 per city, and ignoring any happiness from temples, theatres, coliseums look at what building one of the three ECWs gives you once you have a mall and broadcast tower, (either by it self, or the much better option of the Eiffel Tower). For example you build Hollywood, +1 and with mall and broacast tower, another +2 for a total of +3 for the same resource!! If you build all three ECWs and the Eiffel Tower, you are looking at +9 happiness for three resources not to mention that you can trade your extra singles, movies and musicals to other civs for resources you may not have, like Aluminum or Iron or Oil. Add in the fact that you likely have temples, theatres or whatever other happiness producing buildings and the fact that the broadcast tower (along with threatres and coliseums) will give +1 happiness for every 10% culture. If you have all three in a city, then that means +3 for only raising the culture setting up by 10%. For warmongering this is huge!

Warmongering seems to fit America as a charismatic Washington or Lincoln also gets quicker promotions and you will have more money coming in to support a large army and upgrade your troops. The Mall is a Cottage Economy UB, but Lincoln is a Specialist Economy Leader, so there may be some mismatch here.

Summary:

Although some may feel that is comes too late or when the game is pretty much finished and you are either milking the score or just mopping up, it seems to me that given a large varied collection of resources, the Mall gives the American player the ability and flexibilty to trade extra health/happiness resources away and not suffer their loss, or to exploit them and kick into high production/war monger gear and not look back. Lincoln is a bonafide space contender, quite a deal over Washington and Roosevelt.



Arabian Madrassa (Library - double production for Creative leader):

If the Chinese Pavilion is the "Big Daddy" of culture UBs, then the Madrassa is the "Big Momma". With a whopping +4 culture per turn is lends itself to a culture victory. Given that Writing is an early tech and you would likely build a library anyway, it's a no-brainer to place Writing higher up in your tech queue. In fact, I have experiemented with beelining for it and not worrying about early religions for cultural games. Libraries cost the same, but in addition to assigning to scientists, you can also assign two prophets.

Possible Synergies:

The culture route is likely the biggest draw for this one, but you could also concentrate on farming GP and GS only if you like. Lightbulbing to get ahead in tech and maybe settling some of them as well so that you could build the UN quickly. The big culture ensures that you have the resources if you join/start the space race or just own all the land around you for domination victories. Farming GPs will help you progress nicely through the religious tech and that means more religions, holy cities, shrines and mo' money, mo' money, mo' money! And it can also help you control religion spreading for diplomatic manipulation.

Possible Drawbacks?

Other then the danger of polluting your GP pool if you are not careful and don't want that for a cultural victory, I can't think of any problems.

Summary: All-round, early UB with simple bonuses, but powerful if used to their strengths.



Aztec Sacrificial Altar (Courthouse - double production for Organized leader):

I just realized that these badboys are only 90 shields compared to the 120 needed for a courthouse! In addition to halving maintenaince costs in the city it also halves the anger caused by whipping buildings in the city. I have not played many Aztec games but I recall reading about a false OCC on another forum where the Aztecs started on a Plains/Hill island and needed to wait until Optics to get across the ocean. The prospect of rushing buildings through slavery seemed to make the task more managable. I had played as the Incas one time on the 1000 AD Earth map and I never left slavery until I had emancipation. I wonder about the same strategy with the Aztecs, seems to be far more effective. Finally, everything gets the discounted unhappiness from rushing (amazing what nice people can point out and you can verify by playing the game and testing ). Holy Quetzalcoatl! That changes everything!

Like the courthouse, it also gives +2 Espionage points and allows you to turn one citizen into a Spy.

Possible Synergies:

One could whip their hands bloody, but to what advantage? Fast culture, fast science/research or fast infrastructure like banks, grocers, etc. Space race might benefit from this strategy, but can projects be whipped? Once you whip production buildings, you can pump out units and dominate/conquer the world. Or just whip the units out and slay everything in your path.

A large spanning empire through conquest would be able to build cheaper courthouses and then whip some culture and happiness buildings to help keep maintenance costs down and develop captured cities into productive contributors more quickly. In war times you could have the possibility of both drafting and then whipping units. Finally, you can finish off a wonder earlier and perhaps beat the AI to a few depending on difficulty level.

In terms of Bts, we have also only begun to explore the mechanics of espionage, but giving +2 espionage points and the ability to turn a citizen into this new type of GP is almost a throw in after the whipping unhappiness reduction. As a warmonger, this new feature of producing great spies has some definite synergy. The courthouse is likely not always the first items in a build queue, but I feel the Altar has two things that make it a higher priority.

Possible Drawbacks?

The Altars come too late to help whip barracks and the aggressive Monty gets cheaper barracks anyway. But, now that I know the reduced penalty for whipping does apply to units, a quick ASAP conquest victory is likely not going to be done with CoL and the Altar. This is one of the reasons I have used this technique very little but am more open to trying mid-game conquests. If you are on a large map with many civs, this UB makes more sense. You could be pumping out settlers and workers and units and scouts or even missionaries. However, continuing whipping will keep the population low in those cities if you want to be economical since larger cities taker longer to get back up to that high population and having low populated cities would mean that perhaps you are not utilizing all of the good tiles available to be worked in the fat cross. Having low population might result in slower teching, but if you are whipping settlers and workers and the Altars help lower maintainence then having many small cities might offset that. Eventually, the unhappiness will catch up however, but I am sure that there are plenty of savvy players out there that have slavery fine tuned to both an art and science.

Summary:

An appropriately related UB for the Aztecs, but not the culture bomb like in Civ 3 and not as powerful as could be due its somewhat late appearance. That being said, an Oracle slingshot could give you it quicker and then it might be worth more, but a slingshot solely to use this UB doesn't really merit the risk, especially on higher levels and needing Math too. It can be effective for starting out and if it is the first thing build/whipped in a newly captured city, then it will become a contributing city soon enough. I owe this UB an apology for not originally realizing the full potential and the ability to whip units. I has been fun using when playing as the Aztecs.



Babylonian Garden (Colosseum - double production for Creative leader):

How cute, a UB named for their Hanging Gardens. The building gives extra +2 and this UB is much like the Ottoman Hammam except the Babylonians getting a health bonus on the Colosseum rather than a happiness bonus on the Aqueduct. This UB will give health bonuses independent of what food resources their may be. It also has it´s happiness linked to the culture slider and costs 80 hammers, just like the Colosseum.

Possible Synergies:

Being aggressive and organized as well as the Babylonian UU might make Hammurabi a warmonger candidate. Assuming more cities earlier on, perhaps one could make use of the the extra health. Certainly high polluting cities for a warmonger or space race could use it. Organized gets cheap lighthouses (more food), courthouses (faster expansion) and factories for more production. High production with extra health could mean some good warring possibilities with his Aggression or it could mean space race contention.

Possible Drawbacks?

It comes with Construction and is 20 hammers less expensive than an Aqueduct. A Theatre is still a cheaper option for happiness if you don´t need the health. Later in the game, when high production is needed, but unhealthy, this UB will give a slight health advantage, but the beauty is that is comes so early that you would not have to stop producing military units or spaceship components to build it.

Summary:
This UB will have to be thoroughly tested before evaluation can be made.



Byzantine Hippodrome (Theatre - double production for Creative leader):

The Hippodrome is like a super Theatre. Sure, you get +3 , the two Artists to assign and the bonus for dyes, but you also get one for horses, hence the name HIPPOdrome. It also has a base happiness of +1, but it that wasn't enough (and it never is ), you also get +1 for every 5% culture on your slider, instead of the normal 10%. This essentially doubles that ability of the building to give happiness from culture.

Possible Synergies:

Where to begin? Well the extra happiness from a smaller culture slider means more money devoted to maintenance of cities for your expanding empire, more military units and upgrades, more research, you name it. Justinian I is Imperialistic and you will have more money available to take advantage of your fast settler production. Since the Cataphract UU is dependent on horses, it is a no brainer to try and connect the horses ASAP. Being religious gives the flexibility of fast settlement and then gearing up for war or space exploration or anything else. Running Serfdom and OR and than switching to Feudalism and Theocracy. The extra happiness is great and also leads to a economic advantage which is up to your imagination to exploit. This UB is a far better choice than building a Colosseum for the Byzantines.

Possible Drawbacks?

Extra happiness is never a drawback, and as stated earlier, this leads to an economically advantage. Even without horses or dyes, there is still the +1 base

Summary:

While not overpowered on paper, it remains to be seen how useful this UB actually will be. So far, it looks very promising.



Carthaginian Cothon (Harbour - double production for expansive leader):

So, a harbour which gives +1 trade routes to a coastal city to Hannibal, a financial leader who starts with fishing. What is the catch, you ask? I can't think of any. I have only played a game or two with Carthage, but you gotta love their chances.

Possible Synergies:

First off, Financial and Fishing is already great. Find some coastal tiles with food sources and settle down. In fact when I play as Carthage (or the Vikings for that matter) it's nothing but coastal cities if I can help it. Your income will give a fast tech pace and you can plan for diplomatic or space victories, although I am not sure about others. I guess being ahead in tech will help keeping a more advanced army.

The base number of trade routes for a city is one, but if you have discovered Currency and build a castle or run the Free Market civic in addition to your Cothons, that means 3 trade routes. (You can't do both since Economic obsoletes the castle.) The Colossus adds +1 gold in all water tiles and the Great Lighthouse adds +2 trade routes in all coastal cities. If you have a map with many civs, and nice silver or gold or calendar enabling resources which gives you huge coin besides your financial bonus you will have some rich cities. If you are around late enough and make an early move for flight and the UN, the Airport and the Common Currency Resolution give you another 2 trade routes!

Didn't talk about cottage spamming yet, so there. I said it. Cottage Spamming. Now, need I mention the +50% trade route yield? That +50% on your 7 trade routes! Don't forget the additional 100% from the Temple of Artemis. Add markets, banks and Wall Street and you will be using C-notes for TP.

Possible Drawbacks?

Compass can come pretty late, but a beeline or slingshot or a combo of both to iron working could land you your cothons earlier than you might think. The tech or time lost getting your UB will be made up for when you have +1 trade routes in your lucrative coastal cities even if they cost an extra 20 hammers. And that may be the only drawback, you need to have coastal cities. If you want to reign supreme with Hannibal, you need high sea levels and likely some sort of Archipelago map

Summary:

Other than being map dependent, this UB is quite possibly the best matched with the civs leader traits and starting techs. With more money you can support a larger army/empire or research faster.



Celtic Dun (Walls - double production for Protective leader):

Walls that produce units with a free Guerrilla I promotion for +20% defense on hills. In a discussion about the best UUs I read that Swordmen or Melee units can't get the Guerrilla promotion. This would explain both why the UU starts with it and why the UB gives it to units produced in that city. Only Archery and Gunpowder units can get the promotion. Siege, Melee, Mounted and Armoured don't.

It is important to remember that the G3 30 Hills Attack bonus only coming when attcking into Hills and not from them. Still, the 30% withdrawal is also handy and has helped out greatly in games I have played, so whether you have hills or not thw withdrawal is worth it.

Possible Synergies:

I am not sure whether or not holding off researching Rifling, the obsoleting tech matters because any musketmen or grenadiers that you build will have the Guerrilla I, but once you have riflemen with a strength of 14, maybe grenadiers with 12 don't look so good. Perhaps if your opponents have rifling you would hold off on getting it yourself as the bonus grenadiers have against rifles and their Guerrilla bonus might prove worth keeping for a bit or at least until you have a good amount of them. It would all depend on the other promotions they have and your opponents. Upgrading your Gallic Swordsman to Macemen you do not lose the Guerrilla I. Even if they were given Guerrilla II or even III before being upgraded then they keep it. Some shrewd manipulation of the promotion chart would prove most rewarding. Build your archery and gunpowder units, give them the G2 promotion and then discover Rifling. Upgrade your archery units and musketmen to riflemen, remembering that only Grenadiers can be promoted to Machine Gunners (considered siege unit). Your G2 or G3 Gallic Warriors becomes Macemen and then either Riflemen or Grenadiers. Riflemen and Machine Gunners can both be promoted to Mechanized Infantry (gunpowder unit), while only Riflemen can be upgraded to SAM Infantry. Below is a crude flowchart:

Code:
Gallic Warrior --> Maceman ---\
                               \__ Grenadier --> Machine Gun
          /--> Crossbowman ____/\                      \
Archer --/                     \_\Rifleman --> Infantry --> Mechanized Infantry
         \-->  Longbowman _______/                      \
Musketman_______________________/                        \___SAM Infantry


Unit          Cost Strength Moves           Bonuses                Upgrade    
                                                                                                                                
Archer         25     3       1   1st Strike,                     Longbowman 
                                  +50% City & +25% Hills Defense  Crossbowman
Gallic Warrior 60     6       1   +10% City Attack                Maceman
                                  Starts with Guerrilla I 
Longbowman     50     6       1   1st Strike                      Rifleman
                                  +25% City & +25% Hills Defense 
Crossbowman    60     6       1   1st Strike,                     Grenadier 
                                  +50% vs. Melee Units            Rifleman
Maceman        80     8       1   +50% vs. Melee Units            Grenadier
                                                                  Rifleman
Musketman      80     9       1                                   Rifleman 
Grenadier     100    12       1   +50% vs. Riflemen               Machine Gun 
                                                                  Infantry
Rifleman      110    14       1   +25% vs. Mounted Units          Infantry
Machine Gun   125    18       1   Can only defend, 1st Strike  
                                  +25% vs. Gunpowder Units        Mech Infantry
Infantry      140    20       1   +25% vs. Gunpowder Units        SAM Infantry
                                                                  Mech Infantry
SAM Infantry  150    18       1   40% Intercept Chance
                                  +50% vs. Helicopter Units      
Mech Infantry 200    32       2   20% Intercept Chance
                                  Starts with March
*Beyond the Sword   
Archery Unit
Melee Unit
Gunpowder Unit
Siege Unit
Who wouldn't want these Mech or SAM Infantry units with double movement on Hills, +30% Defence, +25% Hill Attack and 30% chance of Withdrawal? Most players sadly undervalue what this UB can do for you later in the game.

Being charismatic, both Brennus and new-comer Boudica give quicker promotions and if you wanted the Guerrilla I promotion anyway then you are free to choose something else. Don't forget the extra +1 happiness per city and the +1 happiness from the Monument: early happiness for warring or ignoring temple for other more important buildings such as courthourse, forges, libraries, etc. Warring on a hilly or highlands type map seems a good strategy.

You could build a stack of any units and upgrade them with the G1 promotion remaining. This bonus makes you just one closer to G2 which gives another 30% defense in Hills and well as double movement on Hills, making hilly maps such as highlands easier to navigate. Remember that with the patch the G3 promotion gives the +25% attack bonus anda 30% chance of withdrawal! With a charismatic leader you could easily get both of those either out of the barracks and with one fight or from a GG, but don´t forget the +4 from running Theocracy and Feudalism. Running both of those and having a barracks means units made will have 7/8 XP to start. Finally, Boudica is aggressive so not only does this mean the Combat I promotion for free, but also cheaper barracks. This means building barracks and a Dun just got more practical even or especially without stone. But a free Combat I is nothing to sneeze at if you are promoting up the Guerrilla line.

One might build the Great Wall and "trick" the AI to try and fight you in your backyard. Your Guerrilla resistance troops will protect any hill resource and if you give them Woodsman I or higher or even more Guerrilla, you will give them a heck of a time trying to dislodge you. They would defend any cats or trebs or whatever you bring along if you fight on their turf too. Giving unit both Guerrilla II and Woodsman II means a versatile unit capable of sneak attacks on weaker units or maybe even an invaluable resource pillager.

I would suggest delaying Rifling until you have upgraded all your G1 units into musketman or grenadiers, maybe a 50-50 mix. Discover Rifling, but then upgrade them into Riflemen, and from their you can have Infantry, SAM Infantry and Mechanized Infantry with this defensive bonus. Going in pillaging the AI resources for space race or preventing them from building nukes can be done with these expert pillagers.

Possible Drawbacks?

It's a nice bonus, but not really any drawbacks. In fact now that walls and duns give +25% bombardment protection (about time ) and castles do too, one might be more likely to build castles if they didn't before, especially since in BtS they also give +25% espionage points. With both a Dun and Castle one gets +100% defense and +50% bombardment defense from non-gunpowder units. The extra trade route from the castle and the espionage points are throw-ins.

Summary:

For warmongering or pillaging/protecting resources no matter what the goal this UB can provide you with units that will have an advantage on hills. How you use those units, promote or upgrade them will depend on your goals, immediate and future needs and terrain/resources. The strength in this UB is the versatility it provides. I predict that Boudica´s traits will make the Celts a more attractive Civ to play as. She will be a warmonger´s dream and possibly one of the most fierce of opponents. Outside of warmongering, there is not much this UB can do other than help one explore a hilly map more quickly.



Chinese Pavlion (Theatre - double production for Creative civ):

The undisputed culture building king and "Big Daddy" of the cultural UBs. Cultural victory fans must have thought they hit the bigtime when they saw this beauty. Aside from the +3 culture the it gives +25% for culture in the city. Building the pavilion alone gives a culture per turn of 3.75, slightly less than the Madrassa, but this will double after 1000 years, but more importantly the 25% is added to everything.

Possible Synergies:

What makes the pavilion the culture champion is the +25% bonus continues throughout the game and so the quicker the culture from other buildings can be added to the city, the better. Imagine a few early wonders with their culture doubling and then the added 25%. Sure, it's not game breaking, but one might not feel as obligated to crank the culture switch or convert to Free Speech as quickly with the bonus this UB gives.

The traits of the leaders don't really work that well with this building, but it does ensure no matter what that nearby resources our yours. This allows you to persue the late game win conditions such as diplomatic, space race or a late conquest. Or more likely, early in the game you will have more resources than otherwise and you can dictate the trade terms and stifle the AI by denying them that one precious iron or uranium or oil or aluminum as the case may be.

Although not able to overly accelerate the cultural win time frame, this building I have found to be quite amazing for domination games. With a few founded religions and no state religion and a pavilion, you just keep pumping out settlers and units and let the borders expand like your waistline after college.

Possible Drawbacks?

Other than persuing a cultural/domination victory or claiming resources, there in not much extra outside of the normal theatre uses/features. Even in a cultural game, it is not enough to be a real advantage because of China's leader traits or strating techs.

Summary: What you see is what you get. Nothing to really want to you play China any more than you normally would, except maybe for a quicker domination win or being a resource hog and super businessman/diplomat.

Dutch Dike (Levee):

The Dutch UB, the Dike replaces the Levee which itself, is a new building introduced in Beyond the Sword. The Levee is available with Steam Power and gives +1 hammer on every river tile and costs 180 hammers. It brings up some interesting choices regarding tiles improvements to say the least. Meanwhile, the Dike also gives the +1 production boost to all water tiles as well. Any coastal city will greatly benefit and the great thing is that it does not need to be a coastal city either. Therefore even cities one tile in from the coast or with small lakes will still have water tiles gaining the bonus.

Possible Synergies:

With Willem being Financial, the choice to build cottages on river tiles might appear to be a no-brainer, but often players will want increased production and build watermills, windmills or lumbermills in their place. The great thing about the Dike or Levee for that matter, is that it gives a production bonus to the tiles regardless of improvement. Now, imagine a Dutch coastal city on a river with cottages, a Dike, Universal Sufferage, Organized Religion and in a Golden Age. Imagine the Bureaucracy bonus on that too. As a Dutchie, I can hardly wait to see that! Some late wonders and project races just got a little easier to win. As this is a BtS civ, let us not forget the tweak on State Property and also the Moai Statues which are like a Dike, but a wonder which does not expire. Some great production synergy.

Possible Drawbacks?

Being financial, building on rivers would be your goal anyway, but any city without rivers or water tiles will have absolutely no use for this UB and therefore it will likely be quite map dependent in its effectiveness. Even if they have 2-4 tiles that would benefit, you might want to weigh the 180 hammer cost before putting them everywhere. Also, the UB does come quite late, of course later in the game is when things start to cost more hammers too.

Summary:

The only thing better than extra happiness is extra production, so if your map allows for this opportunity, any goal whether it be pumping out military units, settlers and workers, wonders or spaceship parts. While both Levees and Dikes will only be of use to cities with river tiles, to take full advantage of this UB, one would need to build more coastal cities or at least not be in the middle of the continent.



Egyptian Obelisk (Monument):

This Egyptian monument can turn two citizens into priests. Pretty powerful for early in the game. Even if Egypt doesn't start with Mysticism, they have the ability to build the very first building with the ability to assign specialists. You could use the GPs produced to techbulb (TM ) yourself to whatever your little heart desires.

Possible Synergies:

One could argue that with Hatshepsut, the creative +2 culture bonus would negate the +1 culture from the obelisk, but you could also spin it to being equivalent to a theatre culture-wise. Then again, with cheap temples, theatres, and libraries why else would you play her without going for cultural victory? With cheap colosseums too, you now have two buildings which will give you +1 happiness for every 10% culture. Once you hit that culture switch, you needn't worry about happiness resources, except maybe incense and dyes.

As Illithid has so eloquently put it:
Quote:
The fact that it obsoletes fairly early is really not much of an issue for the purpose it serves. Both leaders can benefit from this. For the most part it really only takes one city with one, though using Stonehenge to put it in multiple cities isn't bad at all. The great prophets that you can generate quickly from the priest specialists allow you to claim several of the mid to late religions. This is one of the key features you tend to want to accomplish when going for a culture victory. Once you get 2-3 religions you don't really care to much about making this building go obsolete and switching to temples to support any other priest specialists if you still need to grab the rest of the religions or if you want holy shrines.
The obelisk might better complement the industrious and spiritual Rameses II. He can build quick wonders like Oracle and Stonehenge and maybe a cultural victory could be sought since you could really crank out Great Prophets. One further thing could be to settle those prophets and once you have Angkor Wat and cheap forges from industrious Ramses, you have a great chance for the space race victory or just high production warmongering. Even if you don't go those routes, the extra production for other things can work well like buildings wonders for cultural (with either leader) or building the UN. Both leaders could definitely could try for a domination win as well with the quick culture boost from Stonehenge.
Possible Drawbacks?

Great Prophets will only techbulb (TM ) you to the mostly religious techs and that might not always be the way to go.

Most UBs don't get obsoleted. The earlist possible one to build is also the first one obsoleted. Although one can ignore Calendar, the obsoleting tech for the UB for some time, eventually you may want/need to develop those sugar, spices and incense tiles. In Beyond the Sword, it becomes obsoleted with Astronomy, so it is possible depending on one's strategies and goals to avoid that tech all together. If you have many religions and temples as a result of your early GPs then you can obsolete the Obelisk and still gain GPPs for more GPs later. It's what you choose to do with those priests you assign, that really affects the game.

Obsoleting Stonehenge means the Obelisks not physically built a city will disappear, whereas building them all by hand means they stay and continue to stand and have their base culture of 1 double to 2 over time. It is not a great deal for some victory conditions such as space or diplomatic, but domination and cultural might need to consider this.

Summary:

Great Prophets early, can be a tech boost, but unless you are surrounded by food bonuses, you won't be able to assign those priests anyway. With practice, it could be used quite effectively.



Ethiopian Stele (Monument):

This Ethiopian monument can give +25% culture in addition to the +1.

Possible Synergies:

This UB probably screams cultural victory, but the 25% bonus won´t really matter until much later in the game. Also, in BtS the obsoleting tech is Astronomy which can be avoided for some time so long as you don't plan on colonizing another continent. One can play a cultural victory without ever researching and discovering or trading for it, so this bonus would be added for the entire game. Being Organized, the ability to settle new cities more quicker would be helped by any additional cultural boundaries pushing further out. With key resources claimed, his cheap factories will use the resources to build spaceship components or military units much more quickly.

Furthermore, let´s not ignore the fact that like the Egyptians, building Stonehenge will put this UB in every one of your cities. Now, this is truly a thing not to miss if you want to try for a domination victory. Especially when you consider the Organized trait of the Ethiopian leader. Again, ignoring Astronomy would likely need to be done as well, but your domination victory might not take that long.

Remember, Zara Yaqob in Creative so the 25% in the beginning is not that big of the deal, but with the cheap libraries and theatres in no time it will have an impact.

Possible Drawbacks?

Zara Yaqob does not start with Mysticism, the prerequisite tech. Most UBs don't get obsoleted. The earliest possible one to build could have it's lifespan shortened depending on your tech path. Losing out on the culture bonus it not a big loss in another victory condition, but the quick land grab would be a huge boost. Of course, one requires religions or other cultural building to really benefit from the UB. Although one can ignore Astronomy, the obsoleting tech for the UB for some time, eventually you may want/need to expand to other continents or build observatories to boost your science level. For other victories, the UB is still perhaps needed as the cultrual trait gives you the resources you want early, but in the face of other cultural powerhouses, it might be helpful to retain or even capture resources culturally.

Obsoleting Stonehenge means the Stelae not physically built a city will disappear, whereas building them all by hand means they stay and continue to stand and have their base culture of 1 double to 2 over time. Not only that, but you have now lost the 25% culture boost in those cities. It is not a great deal for some victory conditions such as space or dipolmatic, but domination and cultural might need to consider this.

Summary:

The true strength of this UB depends on what else is build in the city, but with a few ancient wonders, library, temples and other with the doubled culture for their age, the Stele alone would have quite an impact.



English Stock Exchange (Bank):

Wow, I really see why Liz is a fan favourite for some. The Stock Exchange gives the an extra 15% gold bonus to what a bank normally does (50%) for a total of +65%. With two financial leaders to choose from this is a very versatile UB. You can go Philosophical with Liz or Imperialistic with Vicky.

Possible Synergies:

No matter what you chose for your victory path, commerce drives research and things are great. Add markets and grocers means a total 115% gold increase. Even warmonger Churchill will benefit, but financial really exploits this UB. What is great about this UB compared to the Carthaginian Cothon is that you needn't only build on the coast and so you can use this on any map and whereas the Cothon only give +50% bonus to the trade routes the 65% bonus from the SE is cumulative with other buildings. I suppose the math would work out depending on many factors, but it suffices to say the stock exchange can be build anywhere. Even so, you likely want most if not all of your cities on the coast, as there is usually more lucrative tiles in the water (outside of FP cottages) especially if you build the Colossus and Great Lighthouse, but a few gold or silver mines or luxuries resources are great too. Up to Airports and the right civics and you can have 7 trade routes in a city and Wall Street. Cottage spam and run Emancipation, Universal Suffrage and Free Market and you will be laughing all the way to the bank! Er, make that all the way to the Stock Exchange.

This can be used to keep the tech slider higher and tech faster to get your space race/diplo win started early or you can keep a larger empire and army with upgrades when you want and need without waiting to save the money.

Possible Drawbacks?

Um, how about "no?" Money makes the world go 'round!

Summary:

England starts with fishing and mining, so look out. Not sure what else can be said here. I think ABBA said it best: "Money, Money, Money" $$$$



French Salon (Observatory):

The Salon is an observatory which gives a free artist. It might not seem like much, but for cultrual victories it can be quite nice.

Possible Synergies:

Okay, first of all, with the patch, Louis can now build cheap theatres and libraries! He is creative and the +2 culture is only a small amount, but the cheap buildings is great. In fact, Louis gets libraries, theatres, coliseums and forges at half production cost. Not too shabby.

Given the anarchy caused by switching to Mercantilism perhaps going from liberalism to astronomy makes sense. With a little wait to Astronomy, you can built your UB which gives a free Great Artist, rather than going through anarchy to get it. Of course you have to build these Salons, but they are cheaper than universities and with the Sistine Chapel the free Great Artist gives more culture for the same amount of science boost (+25%). But, maybe you do want to switch to Mercantilism so you can have another free type of GP. If not, then you have got two free artists with the library, salon, (and university) and the Statue of Liberty is not that far away with his cheap forge and quicker building of the Statue of Liberty. Either way you could have 2-3 free artists, not to mention the others you could assign. This means you can run something other than Caste System. And speaking of science boost, why not run Representation with those free artists? Use the library, salon and uni to beeline for the ECWs and you are laughing. C'est formidable! C'est magnifique! D'accord?

Running representation with Salon´ free artists as either Louis XIV or de Gaulle could be a strategy for space race victories.

Possible Drawbacks?

Not sure what Napoleon would do with the free artist other than maintain culture borders on resources on a crowded map, but then again you could build a cheap theatre in the likely small city first. The Salon is like an observatory, so keeping up the tech pace to have more advanced troops might be desirable. You could however have your larger cities with these GAs and go and culture bomb you new acquisitions. If you want other GPs, then perhaps the Salon will pollute your GPPs, so beware.

Charles de Gaulle is charismatic and industrious, like a hybrid of Louis and Napoleon. He has extra happiness resources and can promote units faster, making him a warmonger equal to Napoleon, except where Napoleon´s Organization might let him keep a larger empire, de Gaulle would have more production strengths in cheaper forges and wonders.

Summary:

There are likely some other possibilities to be discussed as there seems to be lacking a certain "je ne sais quoi?", but this UB should not be taken lightly.



German Assembly Plant (Factory - double production for Organized leader):

The Assembly Plant is a factory which can change 4 citizens into engineers instead of just two. It also has double production speed with coal. I haven't tried Germany out yet, but this is a mouth watering temptation. Die Fragen ist: "Welchen Führer möchten Sie spielen?"

Possible Synergies:

Which leader? Well, take your pick. This UB complements both leaders very, very nicely and is the most synergistic combo of both leaders and
their UB of all the civs in the game (with apologies to the two Queens of England). This UB is all about output, production and power. Was sind Stärken jedes Führers? What are each leader's strengths?

Otto von Bismarck: Expansive and Industrious. Sure, there is only +2 health with the patch, but health will be needed to offset production buildings that cause pollution. Later in the game every health counts and is needed. Bismarck can be a warmonger with a huge empire and pumping out units like nobody's business or cranking out spaceship parts while eying Alpha Centauri. Bizzy gets granary, harbour and forge at double production speed so a fast build for forge and the Plant and two cheap health providing buildings to offset the pollution.

Frederick: Organized and Philosophical. With cheap lighthouses, courthouses, universities and cheap factories...or in this case these very Assembly Plants also double production with coal, Freddy is a powerhouse! There hasn't been a German industrial influence like this since Kraftwerk! I say span out, get the economy/research going and prepare for the space age! With the Assembly Plant costing 250 hammers and having two double speeds bonuses, it would be like building these babies for 62 hammers! The reason space age would be so synergistic is the 100% increase in GPs being produced. So you could be farming scientists and engineers on your GP farm and building your high production cities elsewhere. Ideally, if you had 2-4 food sources with some production bonuses, you would be in good shape. Ich denke das ich spiele gern mit Freddy.

To a total of 50% hammer increase from buildings (forge and factory), you can add +50% from power (supplied by the either hydro, coal or nuclear plants, but the Three Gorges Dam can be more economical), +100% from the Ironworks (+50% each for iron and coal), +50% from Bureaucracy. With some good food sources you will max out your six engineers and likely have some priests too. If you settled some Great Engineers or Prophets, good for you! Don't forget the +25 bonus for OR and the +100% for having a special resource when building buildings. You can also have a laboratory that gives +50% bonus in addition to +100% again for having a resource. So a basic bonus of +250% in your capital (+200% out of capital) with +125% to +150% when building buildings or projects respectively for a total of around +385% or +410%. Depending on your base production, things can be quite productive and your leader choice for this doesn't matter other than which buildings you can build cheaper or the resources to which you have access.

Possible Drawbacks?

Any other victory condition other than space or conquest don't seem to fully utilize this late game UB. Peace-mongering can leave it pretty much not even worth building. With a lack of health resources having a forge, this UB and Ironworks or other powerplants might not be feasible.

Summary:

Given the right conditions and goals, this UB is quite useful and as stated before is a perfect match for not just one leader, but both of them. Freddy gets the slight edge thusfar, if it is indeed possible to build it for a quarter of the cost. If you are playing games that end early, this UB doesn't matter, same as their UU. The plan with Germany is perhaps to maximize the leader traits to set up an überstrong infrastructure and then once the UUs and UBs can be built later in the game, go hog-wild and blitzkrieg them all! Wunderbar!



Greek Odeon (Colosseum - double production for Creative leader):

In addition to the +1 happiness per 20% culture and for the same price as a coliseum, this UB gives +3 culture, an additional +1 happiness, can turn 2 citizens into artists and gives +1 happiness for hit singles.

Possible Synergies:

Basically this means this is a more expensive theatre even with the patch dropping the cost 80 hammers. The extra price for admission compared to theatres is the hit single happiness, which in short games won't matter, but if you have the culture slider up to even 20% with this and a theatre built, the city already has +3 happiness, +4 with dyes. As with the Mall, I like the idea of killing two birds with one stone. Because it is 10% for theatres and 20% for the colosseum/odeon, that means if you raise the culture slider the happiness is increased by 3 for every 20%. With broadcast towers it is another +1 happy for every 10%, but also +1 for those hit singles again. If you have the three buildings, dyes and hit singles (either import or export) we are talking +7 happiness for a mere 20% culture.

The extra 3 culture is the big deal. Greece now instantly becomes a cultural victory contender with the price of the Colosseum/Odeon dropped and Alex building cheap universities in addition to this new +3 culture building which together with theatres might be built early enough to get +6 culture and make a nice impact once multipliers are added.

Using either Pericles' or Alex's philosophical trait, you can farm your Great Artists (my best is 16), lending again to a cultural or perhaps a domination victory more easily as Bassist2119 has reminded us in another post of the ability of the UB to assign two more GAs in addition to the 2 from the Theatre. This leaves you free to run Slavery a little longer or Serfdom since you don't really need Caste System.

For the warmonger in all of us, Construction might be more attractive than drama as it also gives War Elephants and leads to Engineering. However you would need Drama to activate the culture slider eventually once the happiness limit is hit. The hit singles don't kick in until later, but it's nice to have that as a back up. With big happiness possibilities early and late, you can run Representation or Universal Suffrage and not worry about War Weariness. The Odeon can give newly captured cities the same affect of culture and happiness from the theatres without researching a tech which is not on any warmonger things-to-do-lists.

Let's talk about Pericles now. He's Creative and Philosophical, making him the only leader to have cheap libraries and universities, not to mention theatres. He is biggest cultural contender of the BtS leaders introduced as his Odeon and traits are an even better combination than Alexander´s. Everything said above for Alex holds true for Pericles, however he is a much better choice for the Greeks to win a space race or diplomatic game, at least in a more peaceful way. His cheap libraries and universities make him a true philosopher (Philosophy, from Greek: lover of knowledge/wisdom) for a tech pace. A tech lead can be useful for anything victory sought.

Possible Drawbacks?

Well, why not just build a theatre (50) for slight more than half the price (80)? Drama comes right after Alphabet, a useful tech, whereas you need math and then construction for the odeon and they can be slightly most expensive to research. Well, as stated above the warmonger might like this route. Slingshotting for Construction just for the UB is a waste, unless you plan on used it to it's fullest. This means its units, as a step to Engineering and trading. Trade away any extra happiness resources to form alliances or get other resources you want like production or strategic ones. For a cultural victory it might be better pursuing after getting your GA from Music if you want to better the AI since you would already have math, but I won't try it the other way around on higher levels if you want the free GA.

Summary:

Makes Greece go from non-contender culturally to a interesting choice for experimenting. Domination wins are looking good too, but space and conquest really are not affected on lower levels. The Odeon does little to complement Alexander's traits unless on high levels with more unhappiness to be offset from buildings. Remember the +6 swing with theatre/dyes, odeon, broadcast tower and hit singles. Makes Eiffel Tower's broadcast tower in every city more appealing and extra happiness can be converted into flexibility in trades, more whipping and warring.



Holy Roman Empire Rathaus (Courthouse - double production for Organized leader):

This UB is a courthouse with a total of 75% reduction in maintenance costs. It also allows you to build the Forbidden Palace with only 4 cities on a standard map. It also gives +2 Espionage points and allows you to turn one citizen into a Spy.

Possible Synergies:

Charlemagne is Imperialistic, which means quicker settler production. Not much better synergy than a UB which allows for more cities sooner without hurting your economy, since he is not Organized. It also means greater chance of GG appearances. Couple that with the protective trait and he will be in position to either maintain a large empire and pursue more peaceful victories or, be a major warmonger. The protective trait gives cheaper walls and castles and just imagine those beefed up Pikemen, the Landskneckt, with their +100% vs Mounted Units and Melee units behind them. On a hill even!

We have also only begun to explore the mechanics of espionage, but giving +2 espionage points and the ability to turn a citizen into this new type of GP is almost a throw in after the increased maintenance reduction. As a warmonger, this new feature of producing great spies has some definite synergy.

Possible Drawbacks?

The ability for rapid expansion and a much sooner available Forbidden Palace does not conjure up any real disadvantages as Charlemagne´s traits and the Empire´s UU really complement each other.

Summary:

The ability to have a larger empire give the flexibility to settle near important resources and map locations and strive for any victory condition.



Incan Terrace (Granary - double production for Expansive leader):

A granary that gives culture. Quite a cool UB, nothing special on the surface but is even more of an impact than one might suspect. Why?

Possible Synergies:

Well, you likely would build a granary anyway especially if whipping. I had mentioned in the original writeup about playing as the Incas on the 1000AD map, and I whipping buildings like there was no tomorrow as they start on as isolated strip west of the Andes and wouldn't grow that large anyway. Granaries help with whipping; more on that later. Secondly, it is available with pottery and for financial Huayna Capac, the cottage spamming and culture producing terrace from this tech is a great choice for the first thing to research. The Terrace will accumulate enough culture from an early building to give +4 culture per turn very early in the game. So cultural victories look great. In fact, one of my earliest finish for a cultural victory is with the Incas. The financial trait allows for faster teching and for cultural games where I am almost there (lower levels) at around scientific method or astronomy, with the Incas I have sometimes discovered Electricity and built Broadway to help the last city get over. For longer games this bonus is carried further.

Building a culture producing granary, means you can concentrate totally on growing and expansion and not worry about other border encroaching your resources, you will get them back or never even lose them. You will get the fast cross much faster and not have to rush monuments or temples/theatres until later, once you have larger cities from the granaries stored food. In fact, Stonehenge is now practically useless, except for the GPP it helps you get. No need to avoid Calendar in order to keep the culture from brand new cities right off the bat. You don't want to delay the chance to build plantations or wineries as those babies are what the Financial trait thrives on. In BtS, Stonehenge and monuments expire with Astronomy, so that may be moot now.

When you capture a city normally, what do you do? Build a theatre for culture (maybe happiness, but you should have some plantations for that) and the granary takes a back seat. For small cities this means delaying growth which hurts you later on. So, building the terrace gives you the culture and the growth increase. Even if you built a granary first, you would still have to build something to get the first eight tiles around your new city, let alone the fat cross. You want the choice of which tiles to worker with your citizens, because you are financial and any cottages-->towns, plantations or mines you can work ASAP are gold in your pocket. You use it to support/upgrade your forces or increase research/trade for resources. Basically, building/rushing a terrace first makes whipping other more important buildings like those cheap forges or walls, barracks, libraries, temples, etc. easier and more economical. Here's more detail on that from Bovinespy:
Quote:
This is a GREAT UB for late-Ancient through ealy-Industrial era warmongering. It really speeds up your rate of assimilation of newly-conquered lands. The crucial point lies in the pop-rushing.

In your earliest wars, the populations of conquered cities will tend to be in the 3 to 5 range. If you pop-rush a monument and a granary (esp. if you're Expansive), the population of the city will recover fairly quickly (assuming decent food resources available/not-plundered). However, later in the game, usually about the time catapults show up, the AI has usually developed urban pop levels so that core cities you capture routinely have pops of 8 to 10.

This is where the Terrace really shines: it saves you from having to pop-rush a granary and a culture building. This point is particularly important if you're not playing a Creative leader. Mind you, it's a subtle difference between having a captured city with a pop of 8 or 9 instead of 6 or 7. However, a crucial point to remember is that the higher the pop level, the longer it takes to recover a pop point.

Say you conquer and absorb a well-developed empire of around 6 or 8 cities (a not-unlikely scenario on Standard maps). Now imagine an extra tile or two of production from each of those cities. If you had to rush both buildings, you would be dozens of turns behind, relatively speaking, in production compared to the Incan. This is huge! Properly played, the snowball-effect of swallowing a rival empire or two in the mid-game is significantly more noticeable when you play Huayna.
Need we mention that conquering a city that already has a granary turns it into a terrace? Due to some sort of oversight, that granaries age contributes to the culture of your new terrace and could even generate 4 per turn!

Possible Drawbacks?
Not really any since as Huyana Capac you likely want to have pottery ASAP anyway.

Summary:

As outlined above, this UB offers some great opportunities for expansion and is flexible for what you want to do with it. I have not warmongered much with the Incas, so I thank Bovinespy for his input and explaining in greater detail what I alluded to earlier and also for showing me how powerful this UB can really be. Maybe playing with it in peaceful games I took it for granted earlier. Is a great UB for early claiming of land while growing and improving infrastructure by shortcutting build queues and allowing faster restoration of captured cities.Dutch Dike (Levee):

The Dutch UB, the Dike replaces the Levee which itself, is a new building introduced in Beyond the Sword. The Levee is available with Steam Power and gives +1 on every river tile and costs 180 s. It brings up some interesting choices regarding tiles improvements to say the least. Meanwhile, the Dike also gives the +1 production boost to all water tiles as well. Any coastal city will greatly benefit and the great thing is that it does not need to be a coastal city either. Therefore even cities one tile in from the coast or with small lakes will still have water tiles gaining the bonus.

Possible Synergies:

With Willem being Financial, the choice to build cottages on river tiles might appear to be a no-brainer, but often players will want increased production and build watermills, windmills or lumbermills in their place. The great thing about the Dike or Levee for that matter, is that it gives a production bonus to the tiles regardless of improvement. Now, imagine a Dutch coastal city on a river with cottages, a Dike, Universal Sufferage, Organized Religion and in a Golden Age. Imagine the Bureaucracy bonus on that too. As a Dutchie, I can hardly wait to see that! Some late wonders and project races just got a little easier to win. As this is a BtS civ, let us not forget the tweak on State Property and also the Moai Statues which are like a Dike, but a wonder which does not expire. Some great production synergy.

Possible Drawbacks?

Being financial, building on rivers would be your goal anyway, but any city without rivers or water tiles will have absolutely no use for this UB and therefore it will likely be quite map dependent in its effectiveness. Even if they have 2-4 tiles that would benefit, you might want to weigh the 180 hammer cost before putting them everywhere. Also, the UB does come quite late, of course later in the game is when things start to cost more hammers too.

Summary:

The only thing better than extra happiness is extra production, so if your map allows for this opportunity, any goal whether it be pumping out military units, settlers and workers, wonders or spaceship parts. While both Levees and Dikes will only be of use to cities with river tiles, to take full advantage of this UB, one would need to build more coastal cities or at least not be in the middle of the continent.



Egyptian Obelisk (Monument):

This Egyptian monument can turn two citizens into priests. Pretty powerful for early in the game. Even if Egypt doesn't start with Mysticism, they have the ability to build the very first building with the ability to assign specialists. You could use the GPs produced to techbulb (TM ) yourself to whatever your little heart desires.

Possible Synergies:

One could argue that with Hatshepsut, the creative +2 culture bonus would negate the +1 culture from the obelisk, but you could also spin it to being equivalent to a theatre culture-wise. Then again, with cheap temples, theatres, and libraries why else would you play her without going for cultural victory? With cheap colosseums too, you now have two buildings which will give you +1 happiness for every 10% culture. Once you hit that culture switch, you needn't worry about happiness resources, except maybe incense and dyes.

As Illithid has so eloquently put it:

The obelisk might better complement the industrious and spiritual Rameses II. He can build quick wonders like Oracle and Stonehenge and maybe a cultural victory could be sought since you could really crank out Great Prophets. One further thing could be to settle those prophets and once you have Angkor Wat and cheap forges from industrious Ramses, you have a great chance for the space race victory or just high production warmongering. Even if you don't go those routes, the extra production for other things can work well like buildings wonders for cultural (with either leader) or building the UN. Both leaders could definitely could try for a domination win as well with the quick culture boost from Stonehenge.

Possible Drawbacks?

Great Prophets will only techbulb (TM ) you to the mostly religious techs and that might not always be the way to go.

Most UBs don't get obsoleted. The earlist possible one to build is also the first one obsoleted. Although one can ignore Calendar, the obsoleting tech for the UB for some time, eventually you may want/need to develop those sugar, spices and incense tiles. In Beyond the Sword, it becomes obsoleted with Astronomy, so it is possible depending on one's strategies and goals to avoid that tech all together. If you have many religions and temples as a result of your early GPs then you can obsolete the Obelisk and still gain GPPs for more GPs later. It's what you choose to do with those priests you assign, that really affects the game.

Obsoleting Stonehenge means the Obelisks not physically built a city will disappear, whereas building them all by hand means they stay and continue to stand and have their base culture of 1 double to 2 over time. It is not a great deal for some victory conditions such as space or diplomatic, but domination and cultural might need to consider this.

Summary:

Great Prophets early, can be a tech boost, but unless you are surrounded by food bonuses, you won't be able to assign those priests anyway. With practice, it could be used quite effectively.



Ethiopian Stele (Monument):

This Ethiopian monument can give +25% culture in addition to the +1.

Possible Synergies:

This UB probably screams cultural victory, but the 25% bonus won´t really matter until much later in the game. Also, in BtS the obsoleting tech is Astronomy which can be avoided for some time so long as you don't plan on colonizing another continent. One can play a cultural victory without ever researching and discovering or trading for it, so this bonus would be added for the entire game. Being Organized, the ability to settle new cities more quicker would be helped by any additional cultural boundaries pushing further out. With key resources claimed, his cheap factories will use the resources to build spaceship components or military units much more quickly.

Furthermore, let´s not ignore the fact that like the Egyptians, building Stonehenge will put this UB in every one of your cities. Now, this is truly a thing not to miss if you want to try for a domination victory. Especially when you consider the Organized trait of the Ethiopian leader. Again, ignoring Astronomy would likely need to be done as well, but your domination victory might not take that long.

Remember, Zara Yaqob in Creative so the 25% in the beginning is not that big of the deal, but with the cheap libraries and theatres in no time it will have an impact.

Possible Drawbacks?

Zara Yaqob does not start with Mysticism, the prerequisite tech. Most UBs don't get obsoleted. The earliest possible one to build could have it's lifespan shortened depending on your tech path. Losing out on the culture bonus it not a big loss in another victory condition, but the quick land grab would be a huge boost. Of course, one requires religions or other cultural building to really benefit from the UB. Although one can ignore Astronomy, the obsoleting tech for the UB for some time, eventually you may want/need to expand to other continents or build observatories to boost your science level. For other victories, the UB is still perhaps needed as the cultrual trait gives you the resources you want early, but in the face of other cultural powerhouses, it might be helpful to retain or even capture resources culturally.

Obsoleting Stonehenge means the Stelae not physically built a city will disappear, whereas building them all by hand means they stay and continue to stand and have their base culture of 1 double to 2 over time. Not only that, but you have now lost the 25% culture boost in those cities. It is not a great deal for some victory conditions such as space or dipolmatic, but domination and cultural might need to consider this.

Summary:

The true strength of this UB depends on what else is build in the city, but with a few ancient wonders, library, temples and other with the doubled culture for their age, the Stele alone would have quite an impact.



English Stock Exchange (Bank):

Wow, I really see why Liz is a fan favourite for some. The Stock Exchange gives the an extra 15% gold bonus to what a bank normally does (50%) for a total of +65%. With two financial leaders to choose from this is a very versatile UB. You can go Philosophical with Liz or Imperialistic with Vicky.

Possible Synergies:

No matter what you chose for your victory path, commerce drives research and things are great. Add markets and grocers means a total 115% gold increase. Even warmonger Churchill will benefit, but financial really exploits this UB. What is great about this UB compared to the Carthaginian Cothon is that you needn't only build on the coast and so you can use this on any map and whereas the Cothon only give +50% bonus to the trade routes the 65% bonus from the SE is cumulative with other buildings. I suppose the math would work out depending on many factors, but it suffices to say the stock exchange can be build anywhere. Even so, you likely want most if not all of your cities on the coast, as there is usually more lucrative tiles in the water (outside of FP cottages) especially if you build the Colossus and Great Lighthouse, but a few gold or silver mines or luxuries resources are great too. Up to Airports and the right civics and you can have 7 trade routes in a city and Wall Street. Cottage spam and run Emancipation, Universal Suffrage and Free Market and you will be laughing all the way to the bank! Er, make that all the way to the Stock Exchange.

This can be used to keep the tech slider higher and tech faster to get your space race/diplo win started early or you can keep a larger empire and army with upgrades when you want and need without waiting to save the money.

Possible Drawbacks?

Um, how about "no?" Money makes the world go 'round!

Summary:

England starts with fishing and mining, so look out. Not sure what else can be said here. I think ABBA said it best: "Money, Money, Money" $$$$



French Salon (Observatory):

The Salon is an observatory which gives a free artist. It might not seem like much, but for cultrual victories it can be quite nice.

Possible Synergies:

Okay, first of all, with the patch, Louis can now build cheap theatres and libraries! He is creative and the +2 culture is only a small amount, but the cheap buildings is great. In fact, Louis gets libraries, theatres, coliseums and forges at half production cost. Not too shabby.

Given the anarchy caused by switching to Mercantilism perhaps going from liberalism to astronomy makes sense. With a little wait to Astronomy, you can built your UB which gives a free Great Artist, rather than going through anarchy to get it. Of course you have to build these Salons, but they are cheaper than universities and with the Sistine Chapel the free Great Artist gives more culture for the same amount of science boost (+25%). But, maybe you do want to switch to Mercantilism so you can have another free type of GP. If not, then you have got two free artists with the library, salon, (and university) and the Statue of Liberty is not that far away with his cheap forge and quicker building of the Statue of Liberty. Either way you could have 2-3 free artists, not to mention the others you could assign. This means you can run something other than Caste System. And speaking of science boost, why not run Representation with those free artists? Use the library, salon and uni to beeline for the ECWs and you are laughing. C'est formidable! C'est magnifique! D'accord?

Running representation with Salon´ free artists as either Louis XIV or de Gaulle could be a strategy for space race victories.

Possible Drawbacks?

Not sure what Napoleon would do with the free artist other than maintain culture borders on resources on a crowded map, but then again you could build a cheap theatre in the likely small city first. The Salon is like an observatory, so keeping up the tech pace to have more advanced troops might be desirable. You could however have your larger cities with these GAs and go and culture bomb you new acquisitions. If you want other GPs, then perhaps the Salon will pollute your GPPs, so beware.

Charles de Gaulle is charismatic and industrious, like a hybrid of Louis and Napoleon. He has extra happiness resources and can promote units faster, making him a warmonger equal to Napoleon, except where Napoleon´s Organization might let him keep a larger empire, de Gaulle would have more production strengths in cheaper forges and wonders.

Summary:

There are likely some other possibilities to be discussed as there seems to be lacking a certain "je ne sais quoi?", but this UB should not be taken lightly.



German Assembly Plant (Factory - double production for Organized leader):

The Assembly Plant is a factory which can change 4 citizens into engineers instead of just two. It also has double production speed with coal. I haven't tried Germany out yet, but this is a mouth watering temptation. Die Fragen ist: "Welchen Führer möchten Sie spielen?"

Possible Synergies:

Which leader? Well, take your pick. This UB complements both leaders very, very nicely and is the most synergistic combo of both leaders and
their UB of all the civs in the game (with apologies to the two Queens of England). This UB is all about output, production and power. Was sind Stärken jedes Führers? What are each leader's strengths?

Otto von Bismarck: Expansive and Industrious. Sure, there is only +2 health with the patch, but health will be needed to offset production buildings that cause pollution. Later in the game every health counts and is needed. Bismarck can be a warmonger with a huge empire and pumping out units like nobody's business or cranking out spaceship parts while eying Alpha Centauri. Bizzy gets granary, harbour and forge at double production speed so a fast build for forge and the Plant and two cheap health providing buildings to offset the pollution.

Frederick: Organized and Philosophical. With cheap lighthouses, courthouses, universities and cheap factories...or in this case these very Assembly Plants also double production with coal, Freddy is a powerhouse! There hasn't been a German industrial influence like this since Kraftwerk! I say span out, get the economy/research going and prepare for the space age! With the Assembly Plant costing 250 hammers and having two double speeds bonuses, it would be like building these babies for 62 hammers! The reason space age would be so synergistic is the 100% increase in GPs being produced. So you could be farming scientists and engineers on your GP farm and building your high production cities elsewhere. Ideally, if you had 2-4 food sources with some production bonuses, you would be in good shape. Ich denke das ich spiele gern mit Freddy.

To a total of 50% hammer increase from buildings (forge and factory), you can add +50% from power (supplied by the either hydro, coal or nuclear plants, but the Three Gorges Dam can be more economical), +100% from the Ironworks (+50% each for iron and coal), +50% from Bureaucracy. With some good food sources you will max out your six engineers and likely have some priests too. If you settled some Great Engineers or Prophets, good for you! Don't forget the +25 bonus for OR and the +100% for having a special resource when building buildings. You can also have a laboratory that gives +50% bonus in addition to +100% again for having a resource. So a basic bonus of +250% in your capital (+200% out of capital) with +125% to +150% when building buildings or projects respectively for a total of around +385% or +410%. Depending on your base production, things can be quite productive and your leader choice for this doesn't matter other than which buildings you can build cheaper or the resources to which you have access.

Possible Drawbacks?

Any other victory condition other than space or conquest don't seem to fully utilize this late game UB. Peace-mongering can leave it pretty much not even worth building. With a lack of health resources having a forge, this UB and Ironworks or other powerplants might not be feasible.

Summary:

Given the right conditions and goals, this UB is quite useful and as stated before is a perfect match for not just one leader, but both of them. Freddy gets the slight edge thusfar, if it is indeed possible to build it for a quarter of the cost. If you are playing games that end early, this UB doesn't matter, same as their UU. The plan with Germany is perhaps to maximize the leader traits to set up an überstrong infrastructure and then once the UUs and UBs can be built later in the game, go hog-wild and blitzkrieg them all! Wunderbar!



Greek Odeon (Colosseum - double production for Creative leader):

In addition to the +1 happiness per 20% culture and for the same price as a coliseum, this UB gives +3 culture, an additional +1 happiness, can turn 2 citizens into artists and gives +1 happiness for hit singles.

Possible Synergies:

Basically this means this is a more expensive theatre even with the patch dropping the cost 80 hammers. The extra price for admission compared to theatres is the hit single happiness, which in short games won't matter, but if you have the culture slider up to even 20% with this and a theatre built, the city already has +3 happiness, +4 with dyes. As with the Mall, I like the idea of killing two birds with one stone. Because it is 10% for theatres and 20% for the colosseum/odeon, that means if you raise the culture slider the happiness is increased by 3 for every 20%. With broadcast towers it is another +1 happy for every 10%, but also +1 for those hit singles again. If you have the three buildings, dyes and hit singles (either import or export) we are talking +7 happiness for a mere 20% culture.

The extra 3 culture is the big deal. Greece now instantly becomes a cultural victory contender with the price of the Colosseum/Odeon dropped and Alex building cheap universities in addition to this new +3 culture building which together with theatres might be built early enough to get +6 culture and make a nice impact once multipliers are added.

Using either Pericles' or Alex's philosophical trait, you can farm your Great Artists (my best is 16), lending again to a cultural or perhaps a domination victory more easily as Bassist2119 has reminded us in another post of the ability of the UB to assign two more GAs in addition to the 2 from the Theatre. This leaves you free to run Slavery a little longer or Serfdom since you don't really need Caste System.

For the warmonger in all of us, Construction might be more attractive than drama as it also gives War Elephants and leads to Engineering. However you would need Drama to activate the culture slider eventually once the happiness limit is hit. The hit singles don't kick in until later, but it's nice to have that as a back up. With big happiness possibilities early and late, you can run Representation or Universal Suffrage and not worry about War Weariness. The Odeon can give newly captured cities the same affect of culture and happiness from the theatres without researching a tech which is not on any warmonger things-to-do-lists.

Let's talk about Pericles now. He's Creative and Philosophical, making him the only leader to have cheap libraries and universities, not to mention theatres. He is biggest cultural contender of the BtS leaders introduced as his Odeon and traits are an even better combination than Alexander´s. Everything said above for Alex holds true for Pericles, however he is a much better choice for the Greeks to win a space race or diplomatic game, at least in a more peaceful way. His cheap libraries and universities make him a true philosopher (Philosophy, from Greek: lover of knowledge/wisdom) for a tech pace. A tech lead can be useful for anything victory sought.

Possible Drawbacks?

Well, why not just build a theatre (50) for slight more than half the price (80)? Drama comes right after Alphabet, a useful tech, whereas you need math and then construction for the odeon and they can be slightly most expensive to research. Well, as stated above the warmonger might like this route. Slingshotting for Construction just for the UB is a waste, unless you plan on used it to it's fullest. This means its units, as a step to Engineering and trading. Trade away any extra happiness resources to form alliances or get other resources you want like production or strategic ones. For a cultural victory it might be better pursuing after getting your GA from Music if you want to better the AI since you would already have math, but I won't try it the other way around on higher levels if you want the free GA.

Summary:

Makes Greece go from non-contender culturally to a interesting choice for experimenting. Domination wins are looking good too, but space and conquest really are not affected on lower levels. The Odeon does little to complement Alexander's traits unless on high levels with more unhappiness to be offset from buildings. Remember the +6 swing with theatre/dyes, odeon, broadcast tower and hit singles. Makes Eiffel Tower's broadcast tower in every city more appealing and extra happiness can be converted into flexibility in trades, more whipping and warring.



Holy Roman Empire Rathaus (Courthouse - double production for Organized leader):

This UB is a courthouse with a total of 75% reduction in maintenance costs. It also allows you to build the Forbidden Palace with only 4 cities on a standard map. It also gives +2 Espionage points and allows you to turn one citizen into a Spy.

Possible Synergies:

Charlemagne is Imperialistic, which means quicker settler production. Not much better synergy than a UB which allows for more cities sooner without hurting your economy, since he is not Organized. It also means greater chance of GG appearances. Couple that with the protective trait and he will be in position to either maintain a large empire and pursue more peaceful victories or, be a major warmonger. The protective trait gives cheaper walls and castles and just imagine those beefed up Pikemen, the Landskneckt, with their +100% vs Mounted Units and Melee units behind them. On a hill even!

We have also only begun to explore the mechanics of espionage, but giving +2 espionage points and the ability to turn a citizen into this new type of GP is almost a throw in after the increased maintenance reduction. As a warmonger, this new feature of producing great spies has some definite synergy.

Possible Drawbacks?

The ability for rapid expansion and a much sooner available Forbidden Palace does not conjure up any real disadvantages as Charlemagne´s traits and the Empire´s UU really complement each other.

Summary:

The ability to have a larger empire give the flexibility to settle near important resources and map locations and strive for any victory condition.



Incan Terrace (Granary - double production for Expansive leader):

A granary that gives culture. Quite a cool UB, nothing special on the surface but is even more of an impact than one might suspect. Why?

Possible Synergies:

Well, you likely would build a granary anyway especially if whipping. I had mentioned in the original writeup about playing as the Incas on the 1000AD map, and I whipping buildings like there was no tomorrow as they start on as isolated strip west of the Andes and wouldn't grow that large anyway. Granaries help with whipping; more on that later. Secondly, it is available with pottery and for financial Huayna Capac, the cottage spamming and culture producing terrace from this tech is a great choice for the first thing to research. The Terrace will accumulate enough culture from an early building to give +4 culture per turn very early in the game. So cultural victories look great. In fact, one of my earliest finish for a cultural victory is with the Incas. The financial trait allows for faster teching and for cultural games where I am almost there (lower levels) at around scientific method or astronomy, with the Incas I have sometimes discovered Electricity and built Broadway to help the last city get over. For longer games this bonus is carried further.

Building a culture producing granary, means you can concentrate totally on growing and expansion and not worry about other border encroaching your resources, you will get them back or never even lose them. You will get the fast cross much faster and not have to rush monuments or temples/theatres until later, once you have larger cities from the granaries stored food. In fact, Stonehenge is now practically useless, except for the GPP it helps you get. No need to avoid Calendar in order to keep the culture from brand new cities right off the bat. You don't want to delay the chance to build plantations or wineries as those babies are what the Financial trait thrives on. In BtS, Stonehenge and monuments expire with Astronomy, so that may be moot now.

When you capture a city normally, what do you do? Build a theatre for culture (maybe happiness, but you should have some plantations for that) and the granary takes a back seat. For small cities this means delaying growth which hurts you later on. So, building the terrace gives you the culture and the growth increase. Even if you built a granary first, you would still have to build something to get the first eight tiles around your new city, let alone the fat cross. You want the choice of which tiles to worker with your citizens, because you are financial and any cottages-->towns, plantations or mines you can work ASAP are gold in your pocket. You use it to support/upgrade your forces or increase research/trade for resources. Basically, building/rushing a terrace first makes whipping other more important buildings like those cheap forges or walls, barracks, libraries, temples, etc. easier and more economical. Here's more detail on that from Bovinespy:


Need we mention that conquering a city that already has a granary turns it into a terrace? Due to some sort of oversight, that granaries age contributes to the culture of your new terrace and could even generate 4 per turn!

Possible Drawbacks?
Not really any since as Huyana Capac you likely want to have pottery ASAP anyway.

Summary:

As outlined above, this UB offers some great opportunities for expansion and is flexible for what you want to do with it. I have not warmongered much with the Incas, so I thank Bovinespy for his input and explaining in greater detail what I alluded to earlier and also for showing me how powerful this UB can really be. Maybe playing with it in peaceful games I took it for granted earlier. Is a great UB for early claiming of land while growing and improving infrastructure by shortcutting build queues and allowing faster restoration of captured cities.

Indian Mausoleum (Jail):

The Mausoleum UB comes with Constitution like its Jail counterpart with -25% WW but it also gives +2 happiness. The manual states it gives +1 GPP and is more likely to produce a Great Prophet, but in playing Warlords, this is not true. In Beyond the Sword, both the jail and the mausoleum give +4 espionage points and increase espionage point production by 50%, in addition allowing one to assign two Spy specialists.

Possible Synergies:

Well the jail is high on a warmonger's wish list and the BtS version is sure to be even higher. I can see on higher levels how the happiness cap can be raised and WW reduced. As I don't usually have long wars I don't really know how high the WW can get, but I imagine on higher levels it is quite a bit. If you have Police State this is a total of 75% reduction in WW, which is nothing to sneeze at if WW problems got you down.

We have also only begun to explore the mechanics of espionage, but giving +4 espionage points and the ability to turn two citizens into this new type of GP is almost a throw in after the reduced war weariness. Running Nationhood now has the added bonus of another +25% espionage point production for a total of 75% with the jail/mausoleum, in addition to barracks giving +2 happiness and being able to draft 3 units per turn. As a warmonger, this new feature of producing great spies has some definite synergy.

Both are spiritual. Organized Asoka can build larger empires early on and Philosophical Gandhi can pop GPs and build cheaper universities. These combos don't necessarily screa for warmonger, especially given their Fast Worker UU, a decidedly unwarlike unit, however the extra spying power could be used to ensure that you are not beaten in the space race or the diplomatic arena. Then again, it's a free way to protect your nation no matter what.

Possible Drawbacks?

I don't read much about people playing as India to conquer the world and wage war. This UB is still like a normal jail, except for the +2 happiness. I am not sure how many players will build them in BtS, but in Warlords they are n

Summary:

I will reserve judgement for others to add their input, but for now, this UB seems out of place and not very useful or synergistic.



Japanese Shale Plant (Coal Plant):

A coal plant gives power (electricity) to the city which adds to the factory production bonus of 25% an additional 50% at a cost of +2 . You need a factory for the coal plant or the Japanese Shale Plant, however the Shale Plant itself gives its own +10% production as well. This means a 60% bonus with the two buildings for the same price. The real bonus however is that while Coal Plants requires coal to produce this power, the Shale Plant does not. Both the Factory and Shale Plant can be built once you have discovered Assmebly Line.

Possible Synergies:

To a total of 60% hammer increase from buildings (forge, factory and shale plant), you can add +50% from power (supplied by the Shale Plant), +100% from the Ironworks (+50% each for iron and coal), +50% from Bureaucracy. With some good food sources you will max out your six engineers and likely have some priests too. If you settled some Great Engineers or Prophets, good for you! Don't forget the +25 bonus for OR and the +100% for having a special resource when building buildings/wonders. You can also have a laboratory that gives +50% bonus in addition to +100% again for having a resource when building a spaceship component. The Space Ladder gives another 50% increase. So a basic bonus of +185% in your capital (+135% out of capital) with a bonus of +125% or 200% respectively, when building buildings/wonders or projects. Add in the Iron Works and non-Captial cities are between +360% or +435%. Depending on your base production, things can get quite a productive boost, but if you were to whip or buy these buildings into a low production city it might make a huge difference as well.

Being Aggressive and Protective, Tokugawa's units start off well promoted and this makes warring an attractive choice. For late game wars, there likely isn't a unit that can't be pumped out in 1 or 2 turns. And space race can be just as great a goal. Diplomatic you want to beeline for MM and wouldn't sidetrack yourself for this building.

Possible Drawbacks?

Other than having little health resources, which doesn't seem too likely by the time you research Assembly Line, not much of a reason not to build this is you aren't wanting to be a powerhouse. That being said, the leader traits are not that complementary with it. Not only that, it is a late game UB and some games you would not get the chance to build it. Given that it is a late game UB, it is quite useful for the fact that coal is not required to get the +60% production, while other civs need coal to get their +50%. Than again, you likely want coal so that you can railroad your mines, quarries and lumbermills. Not much of a benefit if you look at it that way, but until you do get coal, you have +60% production boost, that other civs would not have had.

Summary:

Although not as overall synergistic as the German Assembly Plant when it comes to leader traits, this UB serves a similar purpose and makes it hard not to compare. This one is a little more map dependent (due to the +10% hammer as apposed to 2 extra engineers assigned) and that means that doing the math to see which advantage is greater is not so easy or relevant. Again for a late wonder, space race and conquest victories greatly benefit.



Khymer Baray (Aqueduct):

The Baray UB comes with Mathematics and is an Aqueduct which gives 1 extra food.

Possible Synergies:

Extra food helps any leader, regardless of their traits, however, Suryavarman is expansive which means extra health. Building this UB would cause a double-whammy if you will. Not only will increased health reduce any wasted food, but allow for more growth which is possible by the Baray's bonus. The expansive trait only adds to the possibility that the city will grow larger as it has a higher health cap. More food also means taking advantage of the faster worker production, which is only a 25% bonus in BtS, but still greatly helped out with the UB. Being creative means claiming food resources to get the whole this going. Talk about cyclic benefits.

Possible Drawbacks?

Extra food, a disadvantage? One could even use the cereal mills corporation and trade away food if not needed. I have had cities grow too fast and not have enough things to build to keep them happy. Slavery fans would do well to exploit this extra growth and convert it into production.

Summary:

After extra happiness and production, extra food is nothing to complain about and ranks with them and some great bonuses.



Korean Seowon (University - double production for Philosophical leader):

This building costs the same and gives the same culture as a university, but it gives an extra +10% research.

Possible Synergies:

Wang Kon is financial and so you can maximize this UB's use by making sure you do all the things you would have done with Korea anyway. That means, cottage spamming and getting other high income tiles from plantations and mines and coasts. You have the income boosting building and wonders and the science ones as well. Simply this building just gives another 10%, so take the advantage and go for a diplomatic or space win or keep you army further ahead in tech to protect your empire or add to it.

Possible Drawbacks?

More science can't ever be bad can it? It comes early/mid-game, but it's on the way to the Liberalism bee-line.

Summary:

Great advantage assuming you can build a nice SSC or several ones. You would usually build a university anyway, maybe now just a little sooner to really add to the tech lead (or perhaps a little later in the queue, knowing that you have the extra boost once it is built).



Malinese Mint (Forge - double production for Industrious leader):

This is a forge with an added 10% wealth increase and yet another UB for a financial that has some great synergy. I would say that a lot of the strategies used with England's financial leaders would be used here, but with a slight change.

Possible Synergies:

This building can come pretty early and Mansa Musa has a reputation for being a tech-whore as an AI. I like settling on the west side of the GP map and mine everything in site. There is also dyes, furs and incense too! What is great about the boost is that even though it is only 10%, it is still an increase and once you tech your way to new civics, as a spiritual leader, you can totally take advantage immediately and not wait until you can switch 2 or 3 at a time.

Because it is a production building as well, and you would naturally build it early for the gold bonus, you will have a higher production than maybe another civ with just a forge. It is more appealing, plus it is needed for many wonders, not the least of which is the Colossus giving +1 gold in all cities water tiles. If you have trade routes going, as many as possible, markets, grocers, banks and Wall Street a rich city is made richer than another civ would be with the same city. Not only because of the wealth bonus, but because the forge means building all of the other wealth increasing building faster. It never goes obsolete either.

More money, means faster discoveries, and diplomatic and space wins are the popular targets, however the Skirmisher can be a pretty good UU and even later, the extra wealth can be parlayed into better unit support and more/quicker upgrades. Even on higher levels, if you are lagging in the tech race, you will have more money to buy them, or more money to bribe the AI to do your bidding.

With 7 trade routes (as outlined earlier with Carthage), all the wealth buildings, great base tiles and maybe even some merchants or Great Merchants, you have plenty of money and if running the Universal Suffrage civic, you can rush buy more quickly/often than otherwise.

Possible Drawbacks?

This UB doesn't expire, so it will continue to be useful and becomes more powerful as the game progresses because cities will grow and more lucrative routs determined for the AI.

Summary:

A money boosting UB is a good one and can really help out early. You can afford to expand a little quicker if you bankroll allows it. You would need to have some big cash tiles or plenty of cottages, but then again, you would build those anyway.


Mayan Ball Court (Colosseum - double production for Creative leader):

The Ball Court gives +3 (instead of the Colosseum´s +1) and the +1 per 20% culture.

Possible Synergies:

The extra happiness could be used to full effectiveness as a warmonger by skipping Drama and going for Construction, much like Alexander might do in using his Odeon. Having happy people means more tiles being worked for the financial Pacal II.

Possible Drawbacks?

More research needed, but a Theatre with dyes for 50 over an 80 Ball Court might do the trick. Of course as the city grows and war weariness sets in or you have limited resources, this UB will make people happy.

Summary:

Extra happiness is always good, because it lets you pursue any victory you desire. You can combat war weariness or have large producing cities.



Mongolian Ger (Stable):

The stable introduced in Warlords gives +2 XP for Mounted units build in the city and the Mongolian Ger gives +4 points. This UB is very appropriate and the affects are cumulative with Barracks, the Pentagon and other XP bonuses.

Possible Synergies:

Well, both Mongolian leader start are Aggressive which means cheaper barracks. We are already looking at +7 XP, then if you factor in Theocracy and Vassalage, that's +11 all together. That is enough for 3 promotions before seeing any combat and any GG you settle and the Pentagon are just a bonus. Upgrading all the way through up to Calvary would be the idea and with the right promotions you should be able to keep most of your troops up until Rocketry. You could plan for the future and give promotions that complement your gunships, or use the advantage to conquer early. In BtS, the Stable is made obsolete with Advanced Flight, thereby lengthening the use of this UB. The fact that Genghis Khan is also imperialistic means more GGs as long as you are warmongering.

This UB complements the UU, the Keshik and the civ itself unlike any other UB for the other civs. To build a Keshik you need Archery, Horseback Riding - which you need to build the Ger anyway - and of course Horses revealed by Animal Husbandry. The Mongol starting techs are Hunting and the Wheel. Hunting is the prereq for both AH and Archery. Your mounted units all benefit, but lets look more closely at why. The keshik starts with some of the better bonuses. Let's analyze the mounted units that the Mongols can build below and remember that none of them get defensive bonuses.

Code:
Unit        Cost Strength Moves           Bonuses                    Upgrade    
                                                                                                                                
Chariot      25     4       2   10% Withdrawal, 100% vs. Axemen      Knight
Keshik       50     6       2   20% Withdrawal, 1st Strike           Knight
                                Ignore move cost, -10% vs. City
                                +50% vs. Cats & Trebs 
War Elephant 60     8       1   +50% vs. Mounted Units               Calvary
Knight       90    10       2   Immune to 1st Strike                 Calvary 
                                Flank Attack vs Cats & Trebs*        Cuirassier*
Cuirassier* 100    12       2   15% Withdrawal, Immune to 1st Strike Calvary
                                Flank Attack vs Cannon
Calvary     120    15       2   30% Withdrawal, +50% vs. Cannon      Gunship
Gunship     160    24       4   25% Withdrawal, +100% vs. Armoured
                                Ignore move cost, Cannot capture City
                                Flank Artillery & Mobile Artillery*
*Beyond the Sword
Mounted Unit
Helicopter Unit 
None of these units can take Cover, Drill or CR promotions, but the mounted ones can get Amphibious, Charge, Formation, Pinch and Shock. If you were to give Flanking I and II to your Keshik for +30% withdrawal, that is a total of 50% and when it's upgraded to Calvary or Gunships it still adds to their intrinsic withdrawal abilities. Giving Charge to a Keshik means +75% versus their Cats and Trebs, and as a Knight it will have +75% against cannons. A Chariot with Shock will have +125% versus Axemen but only +25% with the more advanced units, but it might be a great boost. Then again you likely skip chariots and go straight to Keshiks. With the right promotions, the Keshiks might even be better than Knights especially if you don't have iron available and the fact they ignore terrain costs. A Keshik with C3 and Formation is just as good as a unpromoted Knight and as can be seen above, the Keshik has much more intrinsic abilities than a Knight such as withdrawal, bonus against cats and trebs and 1st Strike chance. Although the Knight is immune to 1st strikes and doesn't have the 10% city attack penalty. Clearly, the key is to use the XP bonus to promote according to your needs and strength based on the situation, the opponent, the map, etc. It remains to be seen how the Charge promotions for upgraded units will work with the new system of mounted units having a flank attack versus siege units.

Possible Drawbacks?

Mounted units are a large part of a balanced army, and the UB lasts fairly long, even longer in BtS. If other civs couldn't build stables this might be overpowering, which is likely why the stable was added as well. This UB maybe isn't as synergistic with Kubla, but it still gives an increases in GGPs.

Summary:

Having the extra XPs out of the gate helps to earn GG points faster and build wonders like the Heroic Epic and West Point. For warmongering this is a great UB, for other victory conditions, it would help one war early to collect more land and resources and then settle down into a more peaceful victory, or at least keep a stronger army than without the UB for protecting cities while pursuing a peaceful victory. (But that is not why one plays the Mongols ) War, what is it good for? Huh! Building Gers



Native American (Totem Pole):

Another UB which replaces the Monument. This one gives +3 XPs to Archer units.

Possible Synergies:

Sitting Bull does not start with Archery, but that is often traded for or even found from goody huts. The big deal is that he is Protective, giving his archers Drill I and City Garrison I before adding the +3 XP bonus from the Totem Pole. Much like the Dun, this UB will offer some flexiblity and unique possiblity in upgrading units. More research will need to be done, but it suffices to say that this UB will make the Native Americans particularly difficult to conquer. Like the Egyptians, building Stonehenge will put the UB in every one of your cities which is bascially an archer Barracks in every city. This means an effective early archer rush, without wasting time to build the Barracks as Totem are much cheaper. With the Barracks, however, every archery unit built there will be very tough to kill on a hill behind those walls and castles that Protective Sitting Bull can cheaply build, never mind when they get upgraded to gunpowder units! His Philosophical trait might mean that a few GA culture bombs give him some more defense or he is free to use them for whatever he wishes seeing as no one is going to stop him.

Let´s not forget the Dog Soldier UU (Axeman) with its strengths against melee units and also not requiring copper or iron. This UB practically gives two UUs to the Native Americans. Whether warmongering or trying to hang on against the AI on higher difficulty levels, this UB would be a key part of any strategy. Holding off on discovering Astronomy might be a prudent strategy if you are running into trouble. Imagine pumping out archer and longbowman early game with the bonuses and then upgrading them to stronger units. They will have a slight XP advantage with all over factors equal, meaning they will promote earlier. Let's imagine the +6 with Totem and Barracks and then running Feudalism and Theocracy for a 10 XPs off the bat. That is enough for 3 promotions to start, never mind fighting off barbs (although I think barb battles will only take you up to 10 XP anyway) or lone, weakened enemy units. Any Great General settled in a city takes you that much closer to a fourth promotion and your Heroic Epic. Let's analyze what Sitting Bull's archers will be able to do and what promotions will carry into the gunpowder age.

Code:
Unit          Cost Strength Moves           Bonuses                Upgrade    
                                                                                                                                
Archer         25     3       1   1st Strike,                     Longbowman 
                                  +50% City & +25% Hills Defense  Crossbowman
Longbowman     50     6       1   1st Strike                      Rifleman
                                  +25% City & +25% Hills Defense 
Crossbowman    60     6       1   1st Strike,                     Grenadier 
                                  +50% vs. Melee Units            Rifleman
Grenadier     100    12       1   +50% vs. Riflemen              Machine Gun 
                                                                  Infantry
Rifleman      110    14       1   +25% vs. Mounted Units          Infantry
Machine Gun   125    18       1   Can only defend, 1st Strike  
                                  +25% vs. Gunpowder Units        Mech Infantry
Infantry      140    20       1   +25% vs. Gunpowder Units        SAM Infantry
                                                                  Mech Infantry
SAM Infantry  150    18       1   40% Intercept Chance
                                  +50% vs. Helicopter Units      
Mech Infantry 200    32       2   20% Intercept Chance
                                  Starts with March
*Beyond the Sword   
Archery Unit
Gunpowder Unit
Siege Unit
Remember that Protective Sitting Bull will have his archery and gunpowder units start with Drill I and City Garrison I, meaning they can already get Cover, Shock or Pinch (once gunpowder is discovered) on their first promotion out of the Totem. With barracks and the others bonuses mentioned, a second promotion could be Formation (bonus against mounted units) or get up to City Garrison III with one promotion to spare! The beauty of this UB compared to say, the Dun is the versatility of the promotions one can pursue, not necessarily being guilted into Guerrilla II and III. Then again, G3 archery units holding on for gunpowder promotions (see Celts) would not be such a terrible thing would it? Note too, that the Machine Gun is a siege unit and cannot receive Guerrilla or City Garrison promotions, however it is upgraded from Grenadiers which are upgraded from your G3 or CG3 archers. Interesting, no?

Possible Drawbacks?

Sitting Bull does not start with Mysticism, the prerequisite tech. Most UBs don't get obsoleted. The earliest possible one to build can also be one of the first ones obsoleted, maybe it is not that much of a big deal if you play your cards right. Although one can ignore Astronomy, the obsoleting tech for the UB for some time, eventually you may want/need to explore and colonize other continents. By then you would have to have built all the archery units you anticipate needing and then work on upgrading them.

Summary:

I think building cheap archery units with promotions not available to gunpowder or siege units (machine gun) can pay dividends given the right military and geo-political considerations. Like the Mongols, outside of warmongering or building a military to protect your empire, this UB does not hold many other uses.



Ottoman Hammam (Aqueduct):

Does this UB have Expansion written all over it or what? One can really concentrate on building a large empire with large cities a lot sooner with the extra 2 happiness this building supplies in addition to the +2 health. No need to worry about religions if you miss them or drama if you prefer other techs.

Possible Synergies:

I feel Mehmed has the potential to be the best expansive leader as he is organized which means cheap lighthouses, courthouses and cheap factories too. This means more food, less upkeep and more production, respectively from those buildings. This resultant larger population and therefore greater production, which leads to quicker unhappiness and pollution is further complemented by his Expansive trait which, in addition to +2 health per city, gives cheaper granaries and harbours which help reduce pollution and improve growth and economy. Those of you upset that the expansive trait was nerfed to only +2 health stop your whining because this guy has 5, count'em five buildings to build cheaper and they all mean larger and more productive cities. The happiness cap needs to be much higher for the Ottomans, and this is where the Hammam really shines, because it helps keep these larger cities happy and therefore more productive. If that is not enough, the faster worker production means an earlier hook up of resources for more production, happiness and health bonuses. But also remember the less time building workers, means more time growing in population, which means more reason for a Hammam. This buiding does not expire either.

As for newcomer, Suleiman, who is Imperialistic and Philosophical, making cities healthy and happy at the same time is great for the GP farming you might do with him. He doesn't have all the cheap buliding that Mehmed II has and his two traits sort of conflict when it comes to warmongering; GP farming versus the increased GG appearance. But faster setter production is also a great thing for domination victories and that is what the Hammam can give. Havving many cities sooner and popping out GPs means a larger empire with abilities to conquer space or the world. He will have more cities, and larger, happier, cleaner ones at that.

Possible Drawbacks?

It might not seem as powerful as other UBs, but you eventually build one anyway, at least in your larger, more polluted cities. This just makes them happy so you can concentrate on building more units or science/production buildings. Let's face it: it's a drag to have to stop building units or wonders because of the unhappiness or health. Kill two birds with one stone with the Hammam. Cultural games where happiness is not much of an issue are still advantaged especially at higher levels. In fact, this building really makes a difference in higher levels where happiness and health caps are lower or on maps where happiness resources are not readily available to you. Further to that, you could delay discovering Calendar as you might not need the happiness immediately and that means culture from monuments or Stonehenge will last you a little longer.

Summary:

A strong UB which helps with supporting large cities for whatever reasons you may have: military powerhouse, GP farm, etc. If this was Civ3 where the Aqueduct was need to grow past size 6, this would be huge, but even though it is not needed for that, I really can't think of any drawbacks with this UB. Quite an excellent UB.

Persian Apothecary (Grocer):

The Apothecary, besides being the most difficult UB to pronounce, is a grocer that gives an additional +2 to the city. That is on top of the health from plantation resources. With a granary, harbour, apothecary and the supermarket you get health from rice, corn, wheat, clam, crab, fish, bananas, wine, sugar, spice, deer, cow, pig and sheep. So, for those of you counting at home, that's 16 points! So that means the ability to build production-boosting, pollution-causing buildings. Late in the game with high populations and those buildings or even on higher levels, this can be useful. However, you may not be looking to have a late finishing game or even want to detour for the late tech Refrigeration, especially if the Apothecary gives an intrinsic +2 health even without resources and so Supermarkets are not a necessity. That is pretty nice, no matter what level one plays on. You are afforded the option to trade away health resources for more important ones, such as: uranium, oil, iron, aluminum, etc.

Possible Synergies:

Being Imperialistic, Cyrus has faster settler production and this means more cities quicker. As a result there is likely to be more health resources claimed more quickly. Happiness is not the problem with this charismatic leader either, so where can this health bonus be applied the best? Well, highly populated and production oriented cities will benefit so that means space race or conquest/domination victories and/or GP farming.

Like Churchill or Tokagawa, Cyrus might be one of the ultimate warmongers with his traits. They allow faster XP accumulation and faster GG appearance! Late game wars which require forges, factories, etc to really pump out the expensive units will have a higher health cap. This makes more of a difference the higher the difficulty, but on quicker or lower setting, perhaps not as much.

As for Darius I, with Vanilla Washington´s traits of Financial and Organized, the extra health from the UB will complement both the food from cheap lighthouses and the production from cheap factories. Financial seems handy in teching towards a space or diplomatic finish. More will need to be seen from Darius.

Possible Drawbacks?

The Apothecary needs both Currency and Guilds to build it, and guilds can come quite late, but then again guilds also gives Knights and a warmonger might like to upgrade his highly promoted Immortals. Some slingshotting could get you there faster, but maybe more needed in higher levels although I don't know exactly since the tech pace is likely quicker.

For Cyrus, faster GG emergence and quicker promotion ability means that the game is more likely won early with a conquest/domination goal and maybe the health bonuses is not so well-exploited because pollution might not be as high for one reason or another. For a fast teching Darius with an ability to maintain a large empire the extra health might benefit him more in the long run.

Summary:

This building seems more suited for higher levels, but can make an impact late game with high pollution problems. Environmentalism can be avoided/delayed and chopping could be done without fear of health-induced starvation or founding a city near many FPs. Again without health resources it becomes very useful and for that reason the ability to trade away extra health resources for more strategic ones could be very useful as well.



Portuguese Feitoria (Customs House):

The Feitoria replaces another new building, the Customs House. You need Economics and a Harbour to build it and it grants a 50% boost to all foreign trade coming in from overseas. The Portuguese Feitoria gives one extra commerce in all water tiles, making coastal cities seem like you are a financial leader.

Possible Synergies:

This is a very interesting UB to say the least. First off, it acts like a Colossus in each city that builds it, giving the extra commerce and a little like the Temple of Artemis without the Priest. If you were to have a large coastal city, some sea resources, a harbour, a lighthouse, and the Feitoria, that would really be a great city. Now imagine the Colossus and the Great Lighthouse in this city. Let´s go a little further with it being a capital running Bureaucracy.

Given the new concept of colonies in the game, it is likely that the AI will use this UB to its full advantage. More research will be needed, but Expansive and Imperialistic Joao will be able to build settlers and workers more quickly. He is the only one, which is interesting enough. Starting with fishing will mean access to food resources to even more quickly pump those guys out. He seems flexible in pursuing either conquest/domination or space/cultural victories. It seems the AI like human player swill try for colonial expansion early and often to make use of this UB and the UU.

Possible Drawbacks?

It is assumed that the UB and the Customs House can only be built on a coastal city given that it requires a harbour. Furthermore, the Customs House would be useless if running Mercantilism, thereby closing all foreign trade routes. It seems the Free Market, with the +1 trade route would really be the choice civic for this building. However, the Feitoria also gets +1 commerce in all water tiles, remember. Joao II could run which ever civic he wants and still get the commerce bonus. I would still recommend Free Market for the larger benefit.

Summary:

It remaining to be seen how effective this UB will be. It is definitely map dependent, but if you have a few coastal cities and are up to the 6-7 possible trades routes in them, then this UB in only a few cities would still be an impact.



Roman Forum (Market):

Wow, a UB that gives +25 GP birth rate! This is likely to become a favourite. There are no philosophical Roman leaders, but running Pacifism with the Forum and National Epic would still give +225%, not too shabby. Maybe with just the 125% you feel that you can delay the revolution/anarchy until you have other civics you want too.

Possible Synergies:

Julius Caesar is Organized and has -50% maintenance costs, but with this UB being much more attractive than a normal Market perhaps one builds it sooner and the +25% wealth in the city and the reduced maintenance costs really go together nicely much earlier in the game. In addition to his cheaper lighthouse, his cheap factories give a nice later in game production boost for military or spaceship ventures. Besides the Merchants assigned from the Forum, he has no cheap buildings which benefit from the extra GPP until factories. Augustus is no longer creative, but is Industrious. So his cheap forges could mean quicker GE production if that is your desire. This can be helpful in wonder or space races and so the extra GPP can go towards GEs or GSs or pumping out Praetorians.

Both Roman leaders are Imperialistic and have greater GG production and likely to help warmongering. Luring your enemy into your Great Wall trap, could mean 200% greater chance of GG appearance.

The extra the GPs from the Forums could be used to founded religions or techbulb (TM ) you faster through the tech tree for more military/scientific advances. There is real flexibility for both the Roman leaders. They have the fast settler production to really expand and set up an empire with the strength of their Praetorians pushing back the barbarians (er, that is, the other civs). Julius will have a better economy and ability to support his empire, while Augustus will churn out units and wonders and do the same using brute force. The GPPs can be used for whichever purpose is decided.

Possible Drawbacks?

Well, running a SE seems to be necessary to maximize this UB's bonus, but not vital. Polluted GPP pools might cause some disappointment for some.

Summary:

In a game where GP production is a main focus for some players, this building is likely a candidate for having no drawbacks whatsoever. Regardless of victory goal, difficulty setting, map/terrain, resources, opponents or even your own leader selection, this UB is very useful and versatile, making it one of the best.



Russian Research Institute (Laboratory):

The Laboratory or Research Institute comes at a time in the game where technologies start to get much more expensive. Я люблю это здание! In addition to the +50% spaceship construction, +25% , and assigning one citizen as a Scientist (and +1 unhealthiness), the Russian UB gives two free scientists! This means you can remove forced scientists and change them to GAs for a cultural win or engineers for space race or keep the scientist and head for future tech. Xорошо!

Possible Synergies:

Representation seems like a no-brainer here, but Russia is one of the only civs in the game (with England) that has three leaders and they each have two different traits so let's examine them more closely:

Eкатерина (Catherine): Creative and Imperialistic. She is able to quickly build settlers and the creative trait ensures quick access to fat cross resources. I like her for domination wins for those reasons. Stonehenge can add to the culture growth as well as religions. Cheap libraries can be used in conjunction with cheap theatres to build to a cultural victory. It costs less to build settlers and so fast expansion can lead to more cathedrals build. The extra scientists will lead to faster techs and so if culture is not your thing, the space race gets a nice boost both for the UB's science and part production. Might not be a high priority especially if near your health cap.

Пэтр (Peter): Expansive and Philosophical. An excellent candidate for Space Race. His +2 health and cheap granaries and harbours will help offset pollution/unhealthiness from production buildings while cheap universities and +100% GP birth rate means more Scientists and Engineers to help techbulbing and wonder building. Remember the faster production of workers from any time in the game should make quite an impact too as they will be out to connect resources much sooner.

Сталин (Stalin): Aggressive and Industrious. In the few games I have played with Stalin, I have been impressed with his space race potential. Cheap forges and beelining science helped. The UB really made a big impact I felt. Again cultural games leave this UB pretty much obsolete, but with Stalin, his wonder building boost leads to more research with wonders like GL, University of Sankore, Spiral Minaret, Oxford, etc. And then we have the Ironworks and GE produced wonders which are also helpful on the way. He can also be quite the military force early in the game and throughout.

What is the trade off between Peter's ability to generate GP quicker or Stalin's wonders appearing faster to giving GPPs much sooner? That is open for debate, but both seem great cosmonauts. And I wouldn't rule out Cathy in that department either. With her cheap libraries, quick settler production for greater early expansion complemented by quick cultural border growth she could just as likely be able to use the UB and pull another Юрий Гагарин (Yuri Gagarin) or, make that Валенти́на Терешко́ва (Valentina Tereshkova) .

Possible Drawbacks?

Observatories are needed to build the Institute, and although you will already have that tech, they can be more expensive to build for all three leaders compared to cheap libraries or universities. Only Stalin with his industrious trait might have a quicker build given his cheap forges and getter ability to settle GEs, although Peter might too. In Beyond the Sword, with the restructured modern age tech tree, it may require a slightly longer wait before one can build the Research Institute, plus the choices late in the game seem to be more complex and difficult than they were previously.

Diplomatic victories would mean you research Mass Media instead of Computers and therefore not a factor. For cultural wins, you likely have the culture switch on at this point and these buildings therefore can be useful in giving back some lost research, but it will matter very little. Mass Media gives Hollywood which is much more important in that case.

For being at war the research boost could be handy for building more advanced units, but likely if you need a research boost that badly you probably can't afford to be building RIs in all or most of your high production cities, likely only in your SCC which could also be your unit factory too. By the time you build it, you still have to research those new techs for the improved units. With a little planning it could work out in your favour.

Summary:

To quote Boney M, "Oh, those Russians!" It seems this UB is destined to help with the Space Race and help get Sputnik launched much sooner rather than any other victory, with a possible exception for conquest. Depending on your usual teching order, you might make some adjustments to maximize the benefit of the Research Institute. Time/score victory goals can be helped by the accumulation of future tech perhaps.


Spanish Citadel (Castle - double production for Protective leader):

Patched Warlords made Castles more useful by giving them +1 trade route and -25% damage from bombardment from non-gunpowder units in addition to the +50% defense vs. non-gunpowder units and +1 culture. Cumulative with the prerequisite Walls, that means +100 defence from non-GP units and -50% from non-GP bombardment. In BtS, they also give an extra 25% espionage points. Maybe, now players will build them!

The Citadel gives an additional 25% bombardment protection for a total of -75% and gives 5XP to seige units produced in the city. From the +3XP barracks and the Citadel that is 8XP already, but Thoecracy and Vassalge give 12XP from the start enough for 3 promotions. The bonus is applied to Trebuchets, Catapults and if you can avoid the obsoleting tech, Economics (which restores the lost trade route, 1st to discover gets a GM) you can have Cannons, Artillery and even machine guns with this bonus as well.

Possible Synergies:

The strength of the UB lies in how one promotes their siege weapons most effectively. A warmonger or early-war-to-to-claim-land strategy uses it to it's full advantage, but just protecting your cities becomes much easier now too. In Beyond the Sword, there is a new system for siege weapons, so more remains to be seen. Let's take a look at the Siege Units assuming that they follow the path below and remember they cannot receive defensive bonuses and they all cause collateral damage:

Code:
Catapult \
          \___ Cannon ---> Artillery ---> Mobile Artillery* 
Trebuchet /

Grenadier --> Machine Gun --> Mechanized Infantry
Code:
Unit                Cost Strength Moves    Bonuses                 
                                                                                                                                
Catapult             40     5       1  25% Withdrawal, 
                                       Bombard City Defences (-15%/turn)     
Trebuchet            60     4       1  25% Withdrawal, +100% vs. City                    
                                       Bombard City Defences (-25%/turn)           
Cannon              100    12       1  25% Withdrawal, 
                                       Bombard City Defences (-20%/turn) 
Machine Gun         120    18       1  1st Strike, Defend Only, +50% vs. GP Units
Artillery           100    18       1  25% Withdrawal, +50% vs. Seige                     
                                       Bombard City Defences (-25%/turn)
Mechanized Infantry 200    32       2  20% Aircraft Intercept, Starts with March
Mobile Artillery*   200    26       2  Max 85% Attack Damage, +50% vs. Seige                    
                                       Immune to Siege Collateral Damage   
*Beyond the Sword
All these units receive Barrage, Drill, Shock, Ambush, and City Raider (except Machine Gun who only defends) as well as the Combat and Medic promotions. Any Grenadiers promoted to Machine Gun will not gain any XPs if upgraded in a Citadel, but any you build there will. None of these units can receive City Garrison, Cover, Pinch, Formation, Charge or (Guerilla or Woodsman), but it is possible to have your Grenadier or Melee Units promoted into Grenadiers and give them any of those promotions and then upgrade them into Machine Gunners. You could for example create G2 or G3 Machine Gunners with Ambush and CG promotions to defend a Hill city from Tanks or you could have Woodsman Machine Gunners with Pinch and Medic/Charge defending your SoD on route through a forest to attack an enemy city.

Options for your other seige units are even more numerours. Except for the Machine Gun, all the seige units have a 25% withdrawal chance, if you add a GG to it, you can it 55% as well as making it a nice Seige Weapon from other promotions. Remember that upgrades are free when attached to a Warlord, so you could have some expert Machine Gun defenders or great Cannons/Artillery once the competition gets a little tougher and the AI has more advanced units. One other thing that really stood out to me in trying the UB out, was that Seige Units are immune to collateral damage, so having plenty of them in your stack means you will have some to attack with while other units might need to heal. You can give them medic promotions too remember.

As for synergy with the Conquistador, it is a knight with +50% vs. melee units. Many different civs have melee units for their UU, which comes in handy. With a few correctly promoted Conquistadors and Seige weapons the two should complement each other nicely. Don't forget to balance out your forces, using more than just these two.

Possible Drawbacks?

This UB doesn't really do anything for the Expansive trait or the Spanish starting tech of fishing and mysticism, however being religious does offer advantages to being able to switch to new civics immediately and not waiting until others are discovered. A switch to Theocracy before you wait to get Vassalage could mean the difference between producing units with an extra +2 XPs and for the siege units with the Citadel, that is enough to put them over the top for a third promotion.

Summary:

If you want to avoid Economics, the obsoleting tech, you only really miss out on a Great Merchant. You could conceivably hold out for some super artillery and machine gunners if you wanted. This UB allows for some interesting warfare capabilities. Although it doesn't immediately lend it self to anything other than conquest/domination, the extra territory and cities gained or even the ability to better protect one's own cities and territory is nothing to take lightly.



Sumerian Ziggurat (Courthouse - double production for Organized leader):

While the Rathaus of the Holy Roman Empire gives a larger maintenence bonus, it takes just as long to build. Neither them, nor the Sumerians are Organized, but the Sumerian Ziggurat is 30 cheaper, only costing 90, meaning that it will be built more quickly even if not more powerful. I feel the quicker it is build the better; one of the reasons the Zulu Ikhanda is so effective as well (although for Zulu, it is both cheaper and quicker, but not as powerful). Also, only four are required to build the Forbidden Palace. It also gives +2 espionage points and allow you to assign a citizen as a Spy, but that is a normal courthouse feature for Beyond the Sword.

Okay, major props going out to Bovinespy again for pointing out my huge oversight (I don't have the game yet). This UB is like a courthouse, but you only need Priesthood to build it thereby delaying Code of Laws or passing it all together. This will mean a much earlier clamp down on maintenance costs. While others may have a larger bonus (Rathaus), Gilgamesh, like Shaka, will have a head start. This means the Forbidden Palace is built much sooner as well.

Possible Synergies:

Building the FP quicker, could help culturally for a victory, however it also means a faster expanding empire. Creative and Protective Gilgamesh will need be to be further studied, but the culture boost from borders will help the settlers claim land and the quicker and earlier built courthouses will help keep the economy going. Being protective as well, means maintaining the empire while under attack. Cheap walls and castles will make Sumeria a tough foe to topple.

Possible Drawbacks?

This did not jump out as being a strong UB until I realized it comes with Priesthood. This is something I am sure some players will use it to maximum advantage. Really, a cheaper courthouse is nothing to complain about and now, one does not have to wait as long to build it.

Summary:

. Um yeah, that was before I realized you don't need CoL. Priesthood is such a cheap tech, it could be beelined for maximum exploitation here. I love the prereq tech as it is both unique and very appropriate when you think about what Ziggurats really were. This UB is just oozing flavour and possibilities. More to come I am sure; I just can not wait to play these guys!



Viking Trading Post (Lighthouse double production for Organized leader):

Another coastal UB for a financial leader, the Trading Post gives a free Navigation 1 promotion to ships build there in addition to the extra food in each sea tile.

Possible Synergies:

There is some definite synergies here, firstly the UB being required for the Great Lighthouse which gives all coastal cities +2 trade routes. Ragnar starts with fishing and so the prereq tech, Sailing is not far away. As with the Carthaginian Cothon, it makes sense to build many coastal cities to maximize this affect. Now, it's true that not all your cities will be building ships all the time, so it is your choice, but of the achipelago maps I have played with them, most if not all of them have been. Harbours, Colossus also add to the wealth, remembering that Ragnar is financial, coastal tiles are great if you have few FP cottages, gems, gold, silver or plantation resources
around you.

So, the bonus itself, one extra movement for sea units does not include work boats. On a map with plenty of water this is helpful to let you discover other civs earlier and trade tech with them. Between your financial coastal cities raking in money for a high research rate, you will also be trading for other techs of lower priority when you meet the others. From here you can go one step further and let the extra movement of your powerful navy work for you. Drydocks come with Steel and give your sea units an extra +4 XPs and are produced 50% faster. Your navy would quite literally have an extra step, but there is more. The +1 movement also helps you to circumnavigate the globe faster and hopefully beat out other civs in doing so. Either you trade for maps as you meet new civs or you do it the old fashioned way. It might be tough with a lot of ocean, but as soon as you get ships which can enter the ocean you still have the +1 movement from navigation. The +1 movement from circumnavigating the globe does apply to your work boats!

Now let us consider the Bersek, the Viking UU which is a Maceman with the Amphibious promotion and an intrinsic +10% City Attack. Adding the CR1 and you are already at +30%. Being Aggressive, you only start with Combat 1 for an extra 10% unit strength and the unit itself has +50% vs. Melee Units. So for a CR Berserk against a melee defender in a coastal city we are talking +80% strength for nearly double the 8 , more like 15.2 . If you can meet some civs while they still have only archers (11.2 , or even better, Warriors (or Axemen), their cities become yours very easily. On an achipelago map, most if not all of their cities will be coastal and that is what a financial leader with the Colossus and GL wants right? With the patch, the Civil Service or CoL slingshot might be harder to do, but if you concentrate on the money, research can go quicker for you, plus a GP could help you out along the way too. Berserks can be built with Copper or Iron, so if you have researched for copper and have none, trade for IW or research it and try again.

Possible Drawbacks?

On Great Plains, Oasis or other maps with little coastal tiles, this building is very useless. It really shines in the water maps although the Berserk can still be useful for attacking across rivers.

Summary:

Whether for meeting tech trading partners earlier or wiping out some rivals early the Trading Post gives a nice bonus. One could go on to eliminate everyone rather quickly or if not take some prime real estate to help with a culture/space/diplomatic victory. For full blown conquest or domination, this building can be helpful on the right map. It would be nice to see +10% trade route or commerce in the city as well, but it still nicely complements the amphibious Berserk. If not on a archipelago or lakes map it value is greatly reduced however.



Zulu Ikhanda (Barracks - double production for Aggressive leader):

Barracks that act as a mini-courthouse by giving -20% maintnance costs. This means you can wait for CoL a little later and still expand reasonable quicker than your rivals.

Possible Synergies:

This building greatly complements the expansive and aggressive Shaka because he gets double production speed. He is one of two leaders (the other being Frederick) who gets their UB at half the building cost. Barracks cost 50 while the Ikhanda costs 60 so the double production bonus still a big factor. Patched Warlords and BtS only gives +3 XPs.

Expanding out is aided with reduced costs and whether you warmonger or not it's a nice bonus. Couple it with the courhouse and that is -70% maintenance costs, not bad at all. If taking over cities, this UB is cheaper to build than a courthouse (80 and don't forget the double production) In a large, productive city taken from the enemy, this building will let it start contributing to the war machine.

I would not put the Zulu as a culture contender with no cheap culture buildings to build, but diplomatic, domination, space race and conquest all seem possibilities because the benefits of reduced maintenance can be used for any means. I have actually seen some comments that cultural was easy with Shaka. Perhaps the extra maintenance reduction allows for more cities and more cathedrals.

In Beyond the Sword, they have fixed the problem that the Ikhanda had in Warlords and it now like the Barracks, it also receives +2 happiness when running the Nationhood civic. So, quicker expansion and extra happiness from a building which is meant to produce units with +3 XPs. Remembering the synergy with Fuedalism and Theocracy that is +8 XPs and while other civs get that and the barrcks happiness too, they do not get the lower maintenance costs while growing their empires through conquest.

Possible Drawbacks?

You might not build barracks in every city, at higher level especially, but this UB can pay dividends by being in every city. It's so cheaper, why would one not even bother? The synergy with the courthouse can be nice.

Summary:

Probably a building best used to expand as quickly as allowed. Domination or conquest or large number of cities to help with research/spaceship construction. Finally, if this UB makes you more likely to build barracks straight away, your military will benefit, but should it be first in the build queue?



That is the rundown of the Unique Buildings. I would like to thank everyone for their input and support.

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Espionage Guide 1.0

HOW TO GENERATE ESPIONAGE RESOURCES:

1. Define one city as an espionage city. This is done either with code of laws, or the great wall, which ever you get first. If you don't have code of laws, try to make the espionage city the same one you put the forbidden palace in - so you don't have to forgo the reduced maintenance costs.
2. Always run as many spy specialists as possible in this city, and build any espionage generating building here first. It will generate great spies only. Settle the first one and build scotland yard with the second. After that, settle each and every one in this city.
3. Be first to communism and recieve a free great spy.
4. Use the nationhood civic.
5. A few turns of 100% espionage slider targeted at one single person.
6. Use this city to output all your spies.
7. Try to run the slider at 10% espionage early.


DEFENSIVE ESPIONAGE TACTICS:

1. Generate points, and towards the right opponents.
2. Place one spy in every city, every resource or other point that might be pillaged.
3. Place spies in a row, and a wall, to cover an area an enemy spy must cross to get to an anticipated target (i.e. capital, military city, border city). Can also place them along the border as a wall.
4. Target his espionage city/cities and destroy espionage point generating buildings.
5. Run the "counter-espionage" missions every 10 turns if needing extra defenses (such as before a war declaration or otherwise).


NON-AGGRESSIVE, INFORMATION GATHERING ESPIONAGE TACTICS:

1. Scout out his entire territory, map out all cities.
2. Reveal his research.
3. Locate and track his stack of doom.
4. Note strategic resources and their locations.
5. Analyze city defenses.
6. Attempt to ascertain where the specialized cities are (wonders, production, military, science, gold etc).
7. Steal Technologies.
8. Position spies next to each of his cities instead of inside them, as if he uses spies to defend himself, you are far more likely to get caught. You retain the ability to see units in the city and the surrounding area.

Mark 3-6 with SIGNS in the game engine. For defenders and stack of doom, also write which turn it was last updated. Non aggressive does not mean risk free - the spies may still be caught.


ECONOMIC WARFARE ESPIONAGE TACTICS:

1. Destroy terrain improvements on commerce generating resources, which are usually also happy resources.
2. Destroy buildings in the specialized cities (i.e. bank of the gold city, observatory/library of the science city).
3. Run poison if he has little health resources, and unhappiness if he has few happy resources in the most critical cities.
4. Destroy Towns/villages.
5. Destroy the mines surrounding the wonder production cities.
6. Destroy production of wonders.


CULTURAL BORDER ESPIONAGE TACTICS:


1. Use the "spread culture" to his critical border cities.
2. Sabotage the culture producing buildings.


MILITARY STRATEGIC ESPIONAGE TACTICS:

1. Destroy the military improvements in his main unit producing cities: Barracks, forge, factory, drydock etc.
2. Disconnect strategic military resources: Copper, iron, ivory, horses, oil, uranium, coal, aluminum; by destroying the terrain improvement and also destroying roads connecting them.
3. Destroy the mines surrounding the military production cities.
4. When taking cities, use the 'city revolt' mission to avoid needing to bombard the city.

DIPLOMATIC ESPIONAGE TACTICS:

1. Force change a civic (if favourite of the AI) or a religion on either one of parties you wish to worsen the relationship of.
2. False flag operations are possible to sour the relationship between two human players. The further away from yourself they are, the better. A different continent is ideal. Perform the Cultural Border Espionage missions on one of their border cities. As you have nothing to gain from a cultural war far away from yourself, they will be more likely to suspect each other.


INTERCONTINENTIAL SPY INSERTION METHODS VS HUMAN PLAYERS:

1. If he has neighbors, send them in bulk in galleons/transports, and offload near their borders within their neighbors borders. Then cross the borders by land.
2. Can be smuggled in Galleons and Transports under the guise of sending a great merchant/missionaries.
3. If there are no open borders agreement, caravels, east indiamen and attack submarines can sail into their borders to drop off a spy. Try to make it seem as if the caravel is merely exploring. Otherwise, sail into the edge of his borders, drop off the spy, and make sure you can sail away on the same turn. And hope he didn't notice. This is not practical due to the limited transport capacity, and only for special occassions where there are no neighbors to go through.

It is a difficult logistical task to transport enough spies to another continent, and slow to replace them once used.

------------

This was a thought experiment of mine. I had been longing to use the spy feature of BtS, but I never really made any good use of it. It seemed wasted. I spent a few hours thinking about it and wrote down what came to mind. I am sure many of these things will benefit me greatly in future games, things I just never considered before yet seem so obvious now.

Any thoughts? More usages? Is something incorrect in the guide?

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Getting the Most From Your Cities: A guide to Industry and Economy

I'm posting this because it doesn't seem to be redundant with Stuporstar’s city placement article. Read his article first if you’re confused about the numerical values of the various terrains and improvements. Also, this article was written based on version 1.09. I won’t experience 1.52 until I get back from Christmas vacation, but I haven’t seen any references to anything that would drastically change the advice given here.

1. Basic City Placement – Resources

Food – An Army Marches on its Stomach

Believe it or not, food is the basic resource in civ. Even though food is itself quite limited as to its uses, it is the basis on which all other goods are produced. The uses of food are as follows:

  • Spend on population by letting it accumulate
  • Spend on settlers or workers (along with shields)
  • Spend on shields or commerce by assigning specialists or working brown tiles
    (For the purposes of this article, brown tiles are those that produce less than 2 food and therefore cannot fully support the population point that is assigned to work them. Green tiles are those that produce 2 or more food.)

The sources of surplus food are:

  • 2 units of free food in every city
  • Bonus food resources and floodplains
  • farms/pastures/nets

Usually, gaining extra food requires forgoing some other good, as exceptional food tiles seldom produce more than one coin or hammer in addition to the food (the common exceptions being cows (3 hammers) and nets (2-3 coins). This is especially painful for a financial leader as a high-food tile will probably be a tile you cannot get the commerce bonus for. For this reason, seafood is a financial leader’s best friend. Plenty of seafood bonuses will give your cities the needed food surplus while still getting 3+ commerce per tile, something that cannot be done with farms.

Shields – Should I call them Hammers?

Hammers (a.k.a. Shields) are the most directly useful resource. They are converted directly into buildings and units. They can also be somewhat elusive. Like food, shields are highly dependant on terrain. However, unlike food, it is often difficult to get as many shields as you need for a particular city. The sources of shields are:

  • Bonus resources
  • Mines (usually on hills)
  • Engineers and priests (and citizens in times or desperation)
  • Forests and plains
  • Watermills, windmills, and workshops later in the game
  • Chopping forests
  • Rushing

Of these methods, hills will probably contribute the bulk of your shields. Forests and plains give you only one shield apiece, and generally don’t give much else. A grassland forest is usually not worth using if it could be replaced with a grassland cottage, unless you can build a lumbermill on it. Similarly, a plains tile (or a workshop/grassland) will, in the early game, produce exactly one shield, and if not farmed, will consume food. Plains/forests are somewhat better sources of shields if you have plenty of surplus food. However, in the end, there are some city locations which will be chronically shield-deprived until the modern tile improvements start yielding extra shields (guilds for workshops and replaceable parts for mills, to be exact). If you settle such locations in the classical age, you will be forced to budget a limited number of one-time shield infusions from chopping and rushing. Such cities should never even try to produce units or wonders until the discovery of replaceable parts and chemistry allows them to get a respectable production from watermills and workshops. They can, however, be good sources of commerce if surrounded with cottages and given a few commerce-multiplying buildings. They can also run specialists, but make poor dedicated GP farms since they will not have the extra GPPs from wonders. Also, it is generally agreed that all other things being equal, a large expanse of flatlands should be cottaged rather than farmed to get the best commerce return unless it is dedicated specifically to producing great people.

Commerce

Commerce is the most portable resource. It can be produced anywhere, and generally benefits your empire as a whole as opposed to the city in which it is produced (unless the culture slider is turned up very high). A city that does not produce much commerce is nothing to worry about provided you're getting enough commerce elsewhere. The sources of commerce are:

  • Bonus resources (again)
  • Cottages
  • Specialists
  • Water tiles
  • Trade routes
  • River tiles
  • Mills

In addition, gold (a related good which is generally equivalent to commerce in most cases) is gotten from a few other sources:

  • Shrines (and certain wonders)
  • Pillaging/capturing cities
  • Diplomatic deals

The most productive of these sources are cottages and specialists. Every civ will need one or the other of these commerce sources. Shrines, trade routes, and water tiles are also very useful supplements to one’s economy and should be sought out wherever possible. The commerce from mills comes later in the game and is less than that gained from a cottage built in the ancient era, so these improvements should not be regarded as a primary source of commerce but rather as a source of late-game shields that also produces a bit of commerce.

The main uses of commerce are to pay the city/civic/military upkeep bills (as gold) and to do research (as beakers). Secondary uses are:

  • Deals with other civs (tax slider)
  • Culture and happiness (Culture slider)
  • Rushing construction (tax slider and Universal Suffrage)

 

2. Spotting Resource-rich Sites

Bonus Resources

The first indicator of a rich city site is the presence of bonus resources. Bonus resources are essential in the early game for making a small city productive. Once your cities get large, the importance of resources diminishes, but your initial cities should always have some usable resources in the border (note that many luxuries are not useable before calendar).

Good terrain - Cottage Green

Good terrain is terrain that can easily be made productive. These terrains include grassland, hills, floodplains, and rivers. With the exception of hills, these tiles all produce at least two food and they can all be improved to provide multiple shields or commerce. For shields, look for hills balanced by river grasslands/floodplains or bonus food resources. Hills without a balancing food surplus will be useless as the city cannot afford to work them and still grow. For commerce, look for high-food river tiles if you plan to make the city a specialist-GP farm, otherwise look for grasslands or floodplains on which to build cottages. Forests and jungles can be cleared without too much effort, so their presence should not deter you from founding in an otherwise promising location. In fact, forests are a life-saver for a commerce-only city as they can be chopped to provide you with a courthouse, library, lighthouse, or whatever other improvements you might need but are unable to build with the city's paltry shield production.

Mediocre terrain – DON’T farm brown

Plains, lakes, and coasts are not particularly valuable under most circumstances and should not be the only accessible tiles in your city radius. A farmed plain will return 2 food before biology (enough to feed the citizen working the tile), one shield, and one commerce if on a river. This population point is not being particularly productive, considering that he could be producing 2 shields or 3 commerce, plus GPPs, as a specialist. True the specialist will slow down growth, but if the best terrain you have to work is a plain, further population won't be very useful. Building a cottage will eventually give a greater return, especially if you’re financial, but only if you have a sufficient food surplus to still work more “brown” tiles after working enough hills to fulfill your hammer needs. Lakes and coasts are somewhat similar for non-financial leaders, better than nothing but nothing to get excited about, giving two commerce which will never improve from tech or civics. Financial leaders will get three commerce out of these tiles and should give them higher priority, though still less than grasslands. Desert hills can also fall into this category, and are a last resort for cities with no other good shield source. It is also important to remember that as time passes, you gain better trade routes, civics, wonders, city improvements, and other ways to increase the value of seemingly marginal city locations, so a seemingly bad city location could eventually look appealing later on.

Bad Terrain – Worse than Specialists

Desert, tundra, and peaks. Ugh. Try to avoid them unless they contain bonus resources. Tundra forests will ultimately be marginally useful once you get lumbermills, and tundra cottages could be viable but you need a river to be able to build them. That’s all there is to say about these terrains.

Phases of Expansion – How to REX Responsibly

The first phase of expansion starts almost immediately (unless you have a special trick up your sleeve such as religion hogging or one-city warrior rushing) and is the land grab phase. At this point, your goal is to cherry-pick the best city sites and establish a defensible border. Every city you found should have immediately useable resources and/or strategic importance. Expansion should halt before you go over the OCN for your map size (9-10 cities on a standard map for version 1.09). You will deliberately leave many tiles unworked because the tradeoff of colonizing them is too great, given limits on city size and number.

The backfill phase begins gradually as you acquire certain technologies that improve the productivity of less important tiles. These are:

  • Civil service (farms on non-river spaces)
  • Guilds (workshops give 2 shields)
  • Calendar (use of advanced luxury resources)
  • Machinery (Mills) and Replaceable parts (Better mills)
  • Railroad (Extra shields)
  • Communism (Less upkeep, better workshop/watermill)

In addition, the building of courthouses in every city paves the way for responsible expansion above the OCN, and the discovery of galleons will open up previously uncolonized islands.
The lands settled in this phase will be those already claimed in your borders but neglected due to unproductiveness, as well as recently discovered islands and the now-vacant sites of razed cities.

Overlap – Yes it’s a good idea in this game too

One of the vital lessons every civ3 player had to learn was to love overlap. With Civ4, overlap is seen by some as a bogeyman to be avoided if possible. This is generally a mistake in my opinion. The days of CxC city placement are over by decree from the Firaxis programmers, but some overlap is quite viable. The thing to remember is that it takes a long time for a city to reach size 20 (the size needed to work every tile in the radius). And I mean a long while, because happiness and health limits will take their toll if you even try to grow a size 20 city in the medieval era. In addition, certain tiles aren’t valuable anyway. Don’t bother shifting your city location just to encompass an extra plains tile. Instead, cities should be placed to maximize the number of good tiles that can be worked within a reasonable period of time, a goal which is not incompatible with a CxxxC placement scheme, or even a CxxC if it gets you an extra wheat tile.

Production management – Watching cottages grow

When deciding how to manage your cities, the most important question to ask is what is limiting their growth. Cities can, generally speaking, be limited by food, happiness, or space. At different times in the game, different cities will hit different limits.

Food limits and Population Budgeting – Think before you go into food debt

Food is a very common limiting factor for your cities, and the most complex. A city is food-limited if it is prevented from adopting an otherwise appealing tile/specialist-working scheme because it would lead to starvation, and in which the city size is still beneath the unhappiness cap. This is most likely in cities that work large numbers of hills and plains, or that have large numbers of specialists. Under these circumstances, production assignments that produce less than 2 food (specialist or hill, for example) must be paired with assignments that produce surplus food (farm-grassland) to find the true productivity-per-worker. For example, a grassland-hamlet produces 2 commerce per pop point, while a mined grassland-hill produces 1.5 shields, per pop, as it must be paired with another worker assigned to a grassland-farm who would otherwise be doing some other productive job. A mine-plain-hill would produce 1.33 shields, as it requires two grassland-farms to support it. A farmed plains still produces only one shield per worker, underlining how worthless plains are under normal circumstances. These calculations would be different if the best unused food producer available were a farmed floodplain. The exact number can be found by taking:

[yield]/(1+(2-[food_a])/(3-[food_b]))
[yield] = base yield of hammers or commerce
[food_a] = base food yield
[food_b] = food value of the best unused food tile available, usually 3 or 4

[food_b] must be at least 3 or the equation will result in a division by zero. In game terms this indicates a city that is unable to produce any surplus food and is very limited in its ability to utilize tiles of less than 2 food production.

While making a comprehensive graph of various tile types using this formula leads to a large, unwieldy spreadsheet, a few conclusions can be drawn. First, the ability to work food-poor tiles or hire specialists depends greatly on the presence of floodplains. A city with floodplains and a city with only grasslands should not even be considered as being in the same class, as the floodplain city will be able to work tiles that would be unprofitable for the grassland city. Second, there is a real difference between a tile producing 1 food and a tile producing zero food. If supported by grassland-farms, shields from a 1-food producing tile are 150% as valuable as those from a 0-food tile, making a grassland hill more valuable than a plains hill. If supported by floodplain farms, the difference drops to 133%, and if supported by floodplain-farms after biology, it is a meager 116%.

Population Limits and Tile Budgeting – Specialists are finally useful

A second circumstance is when a city has plenty of food but a low population limit due to happiness, and you are unwilling or unable to increase happiness. This tends to happen early in the game before calendar resources, the culture slider, and multiple religious buildings are available. In this case, maximizing output is a simple task of choosing the best possible tiles without utterly breaking the bank on food. It is not necessary to use up all available food under these circumstances, although it is usually advisable if specialists or plains-hills are available. In fact, this is the circumstance in which specialists hold their own even without GPPs, since food is not a consideration. If a city is managed in this way, care must be taken to rearrange it to allow for growth once the happiness limit is raised.

Tile Limits and Improvement Budgeting – Tear down those farms

Finally, cities can be limited by running out of space. If there are no more worthwhile tiles to work, you have no choice but to keep assigning specialists until the food runs out and the city stops growing. At this point, the most important question is which improvements should be built to make the best use of available food. While farms certainly allow the population to keep growing, they are of limited use if the only role for the extra population is to become specialists. A mature town improvement (making 4+ commerce depending on various factors) is probably more valuable than a farm which will allow half a specialist (for 1.5-3 commerce, depending on civics). Additionally, a tile making less than 2 food should only be worked if doing so gives a greater return per food consumed than assigning the worker to be a specialist. This is probably true of mined hills. It is also probably false for pre-guilds workshops or arctic-furs camps, for example, as a 1 to 1 food-shield or 1 to 1.5 food to commerce tradeoff is equivalent to the value you get from a specialist without representation, but without great people points thrown in.

Cottage or Specialist? – Cottage unless you know what you’re doing

This question should be in your mind as you plan every commerce-producing city. While every civ will use some cottages and some specialists, there is a substantial grey area in which decisions must be made. In terms of raw commerce produced, the totals are:

Cottage – 1-4 unimproved, 1-6 (+1 shield) with appropriate tech and civics
Specialist – 3 unimproved, 6 with Representation

So pound for pound, specialists win under a strictly happiness-limited caste-system economy due to the fact that they start out at full capacity. However, this is a fairly specialized situation (Lots of food, population strictly capped by unhappiness). Under a strictly food-limited situation (High population, lots of happiness, limited food), cottages will produce much more commerce as much of the population in a specialist-based city would be devoted to farming to feed the specialists. When deciding how to use one’s population, it is important to consider the strengths and weaknesses of both specialists and cottages.

Cottages:
Take time to reach full capacity
Food-neutral if placed on grassland
Can produce shields under Universal Suffrage
Require the presence of flatlands to work
Need 2 civics and one tech to get full bonuses
Can be pillaged
No special buildings required

Specialists:
Instantly reach full productivity
Only one civic/tech required to get +3 bonus
Don’t make their own food
Require specialist buildings or an extra civic change (Caste System)
Cannot be pillaged
Independent of terrain
Produce Great People

The great people are the real wild card in this decision. Pacifism, the Parthenon, the National Epic, and the Philosophical trait can all multiply the usefulness of specialists. On the other hand, the cost of GPs will increase as time goes by, making the specialists less useful later in the game. In addition, splitting up specialists into multiple cities will slow down the rate of GP production.

Relevant questions to ask yourself include:

  • Which GPs would be useful to me right now? (esp. for prophets and scientists)
  • What are my leader traits?
  • Will the turning point of this game come in the Medieval or Modern era?
  • Is there space to build cottages around the city?
  • How many wonders are there in the city? How many more will I build?
  • Is there another specialist-farm city already hogging all the GPs?
  • What civics do I plan to run in the future?
  • How safe is this city from pillaging?
  • Will the city’s productivity be limited by food, space, or happiness?

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Gold, Beakers, and Deficit Research

In this article, I hope to clarify the research value of gold. The discussion won't involve any hidden game mechanics, and it may already be well understood by experienced players. Still, we will give an unambiguous answer to certain key questions. Can you cut research times by clever manipulation of the slider? Can running merchant specialists be more beneficial to your tech rate than running scientists? How much do buildings like courthouses or markets affect your research? What is a fair trading price for techs?

But before we begin, what is gold even good for in the first place? We can certainly use gold in trades, but why does gold have value for our trading partners? One important answer is that through Universal Suffrage or unit upgrades, gold can be an empire-wide substitute for production. These abilities can be critical, but they are not used on most turns, and we will not consider them much here. But every turn from the time the second city is founded, gold is necessary to pay the costs of our empire.

The Ideal Slider Rate

If you don't already have enough gold in your treasury, you must use a fraction of your incoming commerce as gold to pay maintenance each turn. We will consider an 'ideal' percentage of commerce at which there is no net change in the treasury. Since the slider is limited to increments of 10% this is rarely exactly possible, but in practice it is no different from adjusting the slider above and below the ideal point.

Now, if you do already have enough gold, you can just leave the slider at 100% and let the maintenance eat away at your treasury. If we consider our 'standard' science rate to be that at the ideal slider point, after a number of turns we find we have lost a certain amount of gold from the treasury and we have produced more beakers than we would have at the standard rate. It is as if the gold has been converted into beakers - this is what we mean by deficit research.

So this situation defines a beaker value for any given amount of gold - the amount of extra beakers we produce if we set research to 100% until the given amount is fully spent on maintenance. But gold also has a beaker value in terms of the beakers we would lose if we set research to 0% until we have produced the given amount of gold. If you do the math (it's easy to check any statement I make here), you will find that the two beaker-per-gold ratios are exactly the same.

Instead of researching at the ideal slider rate, we might turn off research for several turns to build a treasury, and then use that treasury for deficit research. But the fact that there is one beaker-per-gold ratio means that we produce exactly the same amount of beakers using either method (ignoring rounding errors). This is true for any two paths of research that begin and end at the same treasury value. And if they end at different treasury values we can easily find the difference in beakers produced by converting the treasury difference using the ratio. This is why it makes sense to talk about an ideal slider rate. Constantly adjusting the slider above and below the ideal point so that there is not much change in the treasury will produce almost exactly the same tech rate as the ideal.

These concepts allow us to blur the distinction between gold and beakers. In an abstract sense, we always research at the ideal slider rate, regardless of the position of the slider. If the slider is set below the ideal slider rate, some of our beakers are 'stored' as gold. If the slider is above the ideal rate we unlock some extra beakers through deficit research. If we are in the happy situation of running a surplus at 100% science, it is as if the ideal slider rate is higher than 100%. Since we can't ever set the slider higher than this ideal point, some of our ideal beakers must always be stored as surplus gold. We can never unlock extra beakers through deficit research in this situation, but the equivalence implied by the beaker-per-gold ratio still has abstract meaning.

Finding the Ratio

This magic ratio is much easier to find than you might think. It is simply the total amount of beakers that can be produced due to commerce, divided by the total amount of gold due to commerce. To find this, turn the slider to 100%, and record the net change in gold (typically negative), which we'll call M, and also find the total amount of beakers produced, B, using the Financial Advisor. Now switch the slider to 0%, and find the total amount of gold produced, G, and also record any beakers, b, which are produced at 0% research. The ratio we are looking for is just (B - b)/(G - M)



So in this case our beaker-gold ratio is (736-38)/(359+93) = 1.54

My choice of parameters is conventional. Instead of using the numbers G and M, we may use the gold values listed in the Financial Advisor. And as will soon become clear, we may compare the four parameters at any two distinct slider values.

Gold and Beaker Multipliers

If you have no beaker or gold multiplying buildings (libraries, markets, etc), this ratio will be exactly 1, since commerce is converted into beakers and gold at the same rate. This suggests the beaker value of gold depends in some sense on the presence of multiplier buildings in your empire. In fact the ratio is just equal to the average beaker multiplier divided by the average gold multiplier, where the average is weighted by the fraction of commerce a city produces. So the beaker value of gold is fairly stable over time, it only changes if you build new multiplier buildings or significantly change the commerce distribution of your cities. It does not depend on many economically significant actions like hiring or firing specialists, building courthouses, producing wealth or research from production, and so forth.

But what happens when the beaker-per-gold ratio does change? If you already have gold in your treasury, its value for deficit research also changes. You can take advantage of this by manipulating the amount of gold in your treasury. If your ratio increases, you will get more extra beakers from deficit research than before, but you will also lose more potential beakers in accumulating a given amount of gold. So if you accumulate the gold before the ratio change, you will gain some extra beakers.

This is a little abstract, so let's consider an example. Suppose you're building Oxford in a commerce city (beakers from specialists complicate this example, but not the idea in general). You can set the slider to 0% a few turns before Oxford is complete, and then spend the gold on deficit research afterwards. Since you are producing no beakers to multiply, the situation is no different than if you had built Oxford a few turns earlier, when you had started 0% research. Spending the gold produced during these turns will give you the same amount of beakers as researching at the ideal rate, but here it is as if you already get the better science multiplier a few turns before Oxford is built!

It is important to realize that it doesn't matter how or when you accumulate the gold before the ratio increase. The advantage comes from the change in the value of deficit research. Setting the slider to 0% just before a new beaker multiplier comes into effect simply allows you to plan fewer turns in advance (and makes the example above easier to understand).

A similar situation holds for decreases in the ratio. When you build gold-multiplying buildings, you lose less potential beakers in producing a given amount of gold, but you also get less extra beakers from deficit research. This may be a little confusing - you do not actually get less total beakers when you spend gold on deficit research, but since your ideal slider rate increases, less of those beakers are 'extra.' So it may be wise to spend your treasury on deficit research before the beaker value of gold decreases. This lets you take advantage of extra beakers you couldn't get during those turns by researching at the lower ideal rate.

Gold vs. Beakers

So now we return to the questions we set out to answer. Running a merchant specialist reduces your net expenses, thus increasing your ideal slider rate - indirectly increasing your beakers per turn. Can a merchant produce more beakers than a scientist? The answer depends on what multiplier buildings you have in the city in question, as well as the average multipliers in you empire as a whole. If your cities have many beaker multipliers (libraries, monastaries...) but you've been neglecting your gold multipliers (grocers, banks...), then gold has a higher value in terms of beakers.

As an extreme example, say you have a library, university, observatory, and laboratory in each one of your cities - but you have almost no gold multipliers...just a bank in one city. In that city with a bank, a merchant will produce 4 gold (rounded down) while a scientist will produce 6 beakers. But since the beaker-per-gold ratio in your empire will be very close to 2, the merchant will help your research rate more than a scientist. This will be true in any city that has better gold multipliers than your empire-wide average (unless the beaker multiplier there is also much higher than average).

How much do buildings that reduce your maintenance affect your research rate? This question is easy to answer. If a developing city costs 8 gold in maintenance, a courthouse is effectively giving you 4 gold. With the magic ratio we can find the equivalent amount of beakers. And unless the city is bringing in significant commerce, or gold has low value in your empire, the courthouse will probably help your research more than a library.

What about buildings like markets and grocers? The extra gold from the building depends on the ideal slider rate, and this building will also change the current beaker-per-gold ratio. Unfortunately there is no simple formula that exactly determines the extra beakers produced.

But we can still make some assertions. For example, say you have libraries throughout your empire but not many markets. If your maintenance is bad enough that your ideal slider rate is near 50%, then building a grocer in a city has more immediate benefit to research than a university. If your ideal slider rate is higher, less commerce is devoted to gold and so gold-multipliers have less research value. This may just be considered common sense, but what is not obvious is the role of the beaker-to-gold ratio. If this ratio is high a grocer could still be better for research even for ideal rates approaching 70%. But for even higher ideal slider rates, it is doubtful that the value of gold could ever be high enough to compensate.

Tech Buying

So far we have been speaking about the research value of small amounts of gold per turn. What about decisions like whether to use a Great Merchant for a lightbulb or a trade mission? Large amounts of gold and beakers involve more strategic elements. Gold is not 'converted' to beakers instantly through deficit research. Your net expenses per turn (the number M in the above formula) determines the time for the 'conversion' to take place. Unless you plan to use the production aspects of gold it is usually better to get the same amount of beakers now in the form of a tech, rather than over several turns by using gold for deficit research. A Great Merchant still may present a tough decision since the beaker value of a trade mission is typically much higher than the beakers gotten through lightbulbing - and the beakers eventually produced through settling will typically be much higher than both.

So the 'value' of large sums of gold has no simple mathematical definition. Even so, the beaker-gold ratio gives a decent rule-of-thumb for pricing techs in trades. If you are buying a tech from an AI for more gold than the value of the beaker cost, you are probably getting a bad deal. You could research the tech faster than you could produce the gold you are trading. On the other hand - if it prevents a fair tech trade - it may be disadvantageous to sell a tech for its 'fair' gold value. The seller potentially gives up a tech now for the same amount of beakers over a delayed time.

It is still possible to have a mutually beneficial tech buying trade, though. The player buying the tech may have a lower beaker value of gold than the seller, and the production aspects of gold may have higher strategic value for the seller. A less common situation would be where the buyer is running a surplus at 100%. In this case the buyer can't actually research at the ideal slider rate, so it would take longer to research the tech than it would to produce the equivalent gold.

More importantly, in a tech buying deal the seller does not lose the traded tech, while the buyer loses the value of the gold. This means it often makes sense to price a tech for less than the beaker value in gold. Even so, the AI tends to give you close to the beaker value in gold when you sell to them. So tech selling can sometimes get you more delayed beakers than a tech trade, while the AI also loses a similar amount.

.......................

I hope this post wasn't entirely obvious to everyone. I know that I certainly didn't have a clear appreciation for how much things like merchants and courthouses improve your research rate until I did the math. I've included the derivation of the beaker-gold ratio in the spoiler below, but it's not necessary to understand the concepts in this article. And yes I spend too much time on this game - but if you got this far in the post, so do you

Feel free to argue or point out errors, thanks for reading!

Spoiler:

The numbers G, M, B, and b are the same as in the text.

We define the 'ideal' research rate, x, as that at which there is no change in the treasury.

So (1 - x)(G - M) + M = 0, which means x = G/(G - M)

At the ideal rate, we make x(B - b) + b beakers. This is x(B - b) more beakers than at 0%

And at 100%, we make B - (x(B - b) + b) = (1 - x)(B - b) more beakers than the ideal rate.

What happens if we use a given amount of gold G0 for deficit research?

We can sustain 100% science for G0/(-M) turns, so we make (1 - x)(B - b)*G0/(-M) extra beakers.
Using our expression for x, this simplifies to (B - b)/(G - M) * G0.

So (B - b)/(G - M) is our beaker to gold ratio.

What happens if we turn off research until we build up a given amount G0?

It takes us G0/G turns to build the given wealth, so we lose x(B - b)*G0/G,
simplifying to (B - b)/(G - M) * G0.

And again we see the ratio (B - b)/(G - M), and we note we can't get extra beakers by changing the slider.


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Guide to City Specialization and Land Improvements

Basic Overview

First we need to go over the basics, terms and abbreviations so that everybody is on the same page. There are 3.5 types of specialized cities. I say 3.5 because a few of them are just a specialization of one. They are:

  • Great Person Farm City (GP Farm)
  • Production City
  • Commerce Cities
    • Scientific Commerce City
    • Money (Gold) Commerce City
    • Holy Commerce City
    • Hybrid Commerce City
We will discuss each in detail later on. But the basic function of each is pretty self explanatory. GP Farms grow nothing but Great People. Production Cities make your defensive units. Commerce Cites make your money and science. The ratios of how many of each you need vary from player to player. Typically, only one GP farm is needed for the map, and a ratio of 2 production per 3 Commerce cities is sufficient. A lot of this depends on if you plan on being aggressive or scientific/cultural, and also how many of your commerce cities can double as production cities (called hybrids). You can get away with having just two pure production cities, but it helps to have more in war times. If you have a lot of hybrid cities (which you will), count them as both a Production and Commerce city, and still aim for the 2:3 ratio.


There are also a number of National Wonders that you can build to enhance your cities specialization. Most will probably go in Production cities, just because it's quicker to build there. We'll discuss which ones are useful for what cities when we get into the detail of each, but let's list the wonders first. All Nation Wonders generate 1 Great Person Points, and the type it favors is listed in parenthesis:

  • Forbidden Palace: (Merchant) Reduces maintenance in nearby cities
  • Globe Theatre: (Artist) No unhappiness from this city. Can turn 3 citizens into artist
  • Hermitage: (Artist) +100% culture in this city
  • Heroic Epic: (Artist) +100% military unit production in this city
  • Ironworks: (Engineer) +50% hammer with Coal. +50% hammer with Iron. Can turn 3 citizens into Engineer
  • Mt. Rushmore: (Artist) -25% War unhappiness from all cities
  • National Epic: (Artist) +100% Great People birth rate in this city
  • Oxford University: (Scientist) +100% research in this city. Can turn 3 citizens into Scientist
  • Red Cross: (Scientist) Free Medic I promotion for units built in this city
  • Scotland Yard: (Scientist) Required to train Spy
  • Wall Street: (Merchant) +100% gold in this city
  • West Point: (Engineer) New units receive +4 experience points

Understanding Commerce Points versus Gold/Money

I needed to add this section, because even I was confused by it. Civ4's use of Gold icons and terminology gets really confusing, so let's explain it because it is critical to city development.

Commerce is the number of gold "coins" and money bags that appear in your city's workable tiles. To prevent confusion, I'm just going to call these Commerce Points (which I'll abbreviate to CPs). A coin equals 1CP and a money bag equals 5 CPs. Foreign trade routes also generate CPs (if somebody wants to explain how this works, please do). All of the CPs generated from your trade routes and tiles are added up and become your City's total Commerce.

Gold or Money is what is generated after you take your CPs and put them on the Science/Gold/Culture Slider. Usually this is set to something like 90% Science, 10% Gold. So if your city generates 100 CPs and is put through the slider, you will get 90 science beakers and 10 actual Gold pieces of Money.

This is important to know because your city buildings effect what happens AFTER the CPs have gone through the slider. Building a bank will increase the Gold produced in the city by 50%, not the Commerce! So if your city makes 100 CPs and you put it through the 10% slider. You will wind up with 10 gold. Multiplied by the 50% bank bonus, you get 15 Gold in Money. You do NOT get 150 in Commerce Points.

Same thing with Science. Constructing buildings or wonders will increase the science output after it's gone through the sliders.


Feeding your City

This part of the strategy was given to me by Wreck, so I can't take credit for it. I will try and explain it though.

The key to getting your city to thrive is to give it just enough food improvements (farms) to grow to maximum size. Everything else is excess and will take away from the specialization. (The GP Farm is the exception)

Every population point in your city consumes 2 food. Fortunately, every population point (up to 20) provides a new worked space in your city's fat cross (workable area around the city) and that in turn provides more food. When you start a city, you get 2 extra food from the city itself (called +2F) plus whatever food is in the first space highlighted or "worked". Usually that is +2F or +3F as well. Ideally, if every square around your city was +2F (grassland), then your city would grow to full size, because every time your city would grow, a new worked spot would provide +2F to cover the -2F needed for the higher population. You would always have the +2F surplus that's given to you when you start your city. (-2F for a population of one, with a +2F for one worked spot plus the +2F from the city itself)

I hope that makes sense!

The problem is, you never have +2F in every square. When you start using areas with only one food (+1F) or no food, then your will start reaching a point where your city no longer grows, because you are eating into that initial +2F surplus you get when you start the city. To get back onto the plus side, you need to use tiles with extra food bonuses, like floodplains or resources ... or build farms (which give +1F on top of your tiles normal production)

But you never want to build more farms than you need, or else you're wasting tiles. Ideally, what you want to aim for is no food surplus when your city hits size 20. That way all tiles are being worked, and you don't have to worry about growing any bigger ... plus you have the maximum amount of tiles are being used for commerce and production. (Note: You will likely have a few cities with unworkable tiles like mountains or ice or worthless tiles like tundra. If this is the case then aim for a city size the is 20 minus how many ever tiles you plan not to work.)

So how to do this ...

The first thing you need to do is count the number of extra food in your fat cross. Remember you get an extra +2F just from the city itself, so count that as well. Any tile that gives you more than 2 food, count as an extra +1F. A floodplain gives you +3F, so that's +1F. Various resources will also give you bonuses. Count the extra amount of food given over 2. Don't count bonuses given by creating a farm. This is just "as-is" bonuses.

Next you need to count the number of spots that have less than 2 food in them. Any Plains spots count as -1F. Deserts, Tundra and Mountains count as -2F. Jungles are a bit tricky, because they take away food bonuses. You should plan on chopping your jungle to make room for a cottage or mill, so count it as if it were normal grassland, hills or plains. (Note: If you are planning for a smaller city because of useless terrain, do not count the terrain you don't plan on improving in your calculations)

Then combine your two numbers. If your number is 0 or greater you are in great shape. If it's below zero, then you will know exactly how many farms you need to add to maximize your land.

So for example, if you have a city built with 6 plains spots, 1 floodplain, and every thing else grassland ... Your extra count would be +2F (city itself) +1F Floodplain for +3F. Your losses would be -1F x 6 (6 Plains) for -6F. Everything else provides 2F, so they don't effect the equation. Add the numbers, and you have a -3F shortage. Build three farms, and you are even. Everything else can go towards specialization.

Building farms on food resources where a farm is needed (corn/wheat/rice) is highly recommended, since it will give +2F on top of it's initial value. That means you have one less farm to build elsewhere. Not to mention you also get the health bonus and resource as well.


Specialized City: The Great Person Farm

Now that you know how to optimize your city's food ... let's look at the lone exception: The Great Person Farm. The sole purpose of the GP Farm is to generate a ton of Great Person points. One way to do that is to build wonders. But the other, easier way to do it is to have a ton of specialists. You can do that by having an extreme abundance of food.

This is usually the second city you build. You will want to find a nice grassy area, preferably with a river running through it and food resources nearby if possible. If you can get an area with some plains hills (2 or 3) in the corner, then even better. If you can get the area covered in forests, then you're really in good shape. Some people would probably disagree with the hills, but I like to try and build wonders if I can get them, since it can't hurt to have some extra GPP points coming in. Also it helps to have some extra production to build health and happiness when you need it.

To improve this area, you are looking at mostly farms. Farm the resources, floodplains and areas around rivers first. When you get a chance, mine the hills to get your production. Then go back and farm everything else.

The forests are very useful for pumping out World Wonders, which give you an extra +2 GP Points. You can try to build some of the earlier wonders and chop rush your forests to make room for your farms. You then get your Wonder bonuses and benefits, plus the GP Points you'll need later.

As for National Wonders, National Epic and it's +100% Great People birth rate is a no-brainer. The Globe Theater is a good one to build as well, as it will eliminate the unhappiness barrier you will constantly run into with your large population size. Some people like to build the Hermitage for it's +100% Culture, but I'm not sure that it's necessary unless you are going for a cultural win.

The City Buildings you build are only going to be the ones you need to boost happiness and healthiness. No need for banks or barracks or the like here. You just want to keep your large population happy and healthy as you will be brushing the maximum frequently.

The real trick to this city is watching the happy numbers and to a lesser extent the healthy numbers. You will usually gain a point every time your population goes up (and it will go up quickly). So the trick is to slam the brakes on population growth as soon as happiness equals unhappiness. Watch these number frequently, like every third turn or so. When you max out, switch your food squares to your production squares and build something to raise the maximum (temples, aqueduct, coliseum, etc). If there are no buildings available to help, then turn off your worked squares and convert them to specialists. You will want to stay at "stagnant" population growth until your maximum happy goes up again. Trading for resources can also help. If needed, use your "stop growth" button to keep from getting too big (Helpful if you have an odd number of food surplus) ... but be sure to turn it back on when you can get bigger. Health is a different story. You can afford to get into the "unhealthy" state, but watch this closely as well, because an unhealthy city will start eating at your food surplus. If you get too unhealthy, your growth will become stagnant and you will be unable to switch over to production without going into negative growth.


Specialized City: The Production City

The Production City is primarily used to build your military units, but can also be used to to create some World Wonders late in the game. I've had a few good production cities end up becoming secondary Great Person farms, just because I was able to build so many world wonders in them. (Granted, this probably won't work in higher difficulty, and it's not recommended to do, since it will hurt the efficiency of your actual GP Farm) Still, this is where all your unit generation comes from. If you plan on being a war monger, you might want a few more of these cities than usual.

A production city should ideally be placed in a city with a lot of hill spaces, but also some grassland as well. An area with a lot of plains and forests will also work as well, although it will take awhile before you can build lumber mills. (Although the benefit of a forest space is that it can't be pillaged!) The problem with a lot of hills is that unless they are grassland, you're not going to get a lot of food to make your city grow. A hills/grassland combo works best, because you can grow farms on the flat areas and mines in the hills ... and you will be able to use the mines almost right away.

To improve, you will want to get a farm or two going to get the population up. Then start a mine or two, and alternate back and forth as you grow. As you would expect, mine resources and farm food spots first. If you calculate out a surplus and have some extra grassland spots, save a few forests for production and make lumber mills later on. For plains terrain production cities, you will likely be building a lot of farms, but each farm will also give you +1P so the production will add up as you grow.

World Wonders are really up to you. If you choose to build any, these would be the cities to do it in. The Three Gorges Dam is a decent production-specific wonder as it will provide power to all your cities. The Kremlin is also nice, as it will be cheaper to rush units. If you get a few good production cities that can turn out units in 4 or 5 turns, you can pump out an army incredibly fast just by producing one turn, and buying the next.

National Wonders should go to your best production cities, and are usually better when paired up. National Epic and West Point are great to have together, as you will turn out some elite units very quickly. Iron Works paired with Red Cross works just as well to produce units quickly with an extra medic promotion. Scotland Yard can also be paired with Iron Works to make a lot of spies. Mount Rushmore is a good candidate to build in a production city, just because it will be built more quickly than in other cities, and it's effects are felt everywhere.

Your city buildings are mostly going to be geared towards increasing production. However, with the added production, it will be fairly easy to build other improvements as well. Try to build forges, factories, etc as soon as the become available. Build Happiness and Health buildings when they are needed. Health is probably your main concern, since most production increasing buildings hurt health. Build military units the rest of the time. If you don't plan on building a large army, then you can afford to build just about whatever you want here, because it will get done fairly quickly.

These cities usually aren't as high maintenance as the GP Farm. Occasionally check in to see that your unhealthiness hasn't exceeded your health maximum. (Otherwise your food calculations won't work!) I usually concentrate on growth when I first start these cities, and then switch it off when it gets to a moderate city size. After that, the hammers will increase every time it grows, so there's no real need to turn on the production emphasis. (Unless you want to hurry up and build a forge/factory/etc)


Specialized City: The Commerce City

The Commerce Cities are probably your most important city to have. Without it, you would be unable to support a military or research new technologies. The key to Commerce Cities are cottages, and building them as soon and as often as you can. Cottages only grow when they are being "worked" so it is important to monitor your food situation as well.

The ideal location for an Commerce City is just about the same as a GP Farm. A lot of grassland, a river touching a lot of squares, a couple of hills, and a number of resources. However, just about any area can be used to create an Commerce city. It's all a matter of balancing your farms and cottages so that your food surplus hits +0F when your city size maxes out. If you are lucky, you will get an area with a lot of grassland (+2F) and you can just build all cottages. If you get a lot of plains, you might have to get a lot of farms to support your cottages. (Worst case scenario, you just make it a production city)

Improving your land just follows the "Feeding your City" section. Build just enough farms to stay in a surplus until city size 21, and then cottage everything else. I like to have a few hills in these cities because production will be awful here. Because you are aiming for flatland/grassland areas, you're going to end up with all farms and cottages. Production needs to come from somewhere if you plan on having a bank, so it's nice to switch to your hill spaces when it's time to build something. As for cottages, aim for the floodplains first. They already give a +3F output, so building there means you get your food advantage, while having that cottage "worked" and growing. If you have an over-abundance of a resource, sometimes it's better to cottage the space and reap the tile benefits while growing the cottage. Mature cottages will generate a lot more cash than the fixed income a camp or plantation will give you. Also try to build on rivers if you can (you may need them for farms), because the river provides some extra commerce.

You may end up changing your improvements a lot in these cities. Start with mines on your hills to begin with, but change them windmills later on. When you get the +1F per square from Biology, you can also turn a lot of farms into cottages. Don't be afraid to throw cottages on your grassland hills either.

World Wonders are a little tough to build here, because you are sacrificing production for commerce. If you can, chop rushing something like the Great Lighthouse or Colossus early on can be beneficial to generate Commerce from water spaces. If you have a lot of trees early on to waste, then you can consider rushing another wonder, but usually these are best left for the production cities.

National Wonders and City Buildings depend on which of the four kinds of Commerce Cities you plan to build. More on these in a bit

Monitoring these cities is a little more difficult than production. Depending on what you are building, you may need to switch over to production-heavy squares when needed. Try to always keep your cottages "worked" or they will not grow. These spots should get preference over anything else. Emphasizing Commerce is probably a good way to go.


Specialized Specialized City: The Scientific-Commerce City

Balancing you Science Commerce cities and Money Making Commerce cities is key. I usually use my best or two best Commerce producers as Science Cities and use all the rest as Money Making Commerce. With a lot of Money Making Cities and Universal Suffrage, I'm able to buy just about anything I need later in the game.

Science Commerce Cities are usually my best Commerce Cities (check the beaker counts in each city). The only difference is, you want to specialize in a lot of science buildings if you can. Because there are your best Commerce cities, production will likely be very low. Try to concentrate on science buildings like Libraries/Universities/Labs/etc first, and Happy and Health Buildings only when you need them. Try to save any forests you have for chop rushing Oxford University. The +100% science is a huge boost to have in your best science city. If you get a Great Scientist, build an Academy here as well.


Specialized Specialized City: The Money Making-Commerce City

Naturally, the best city buildings here are going to be banks, markets, grocers and the like. Anything that increases Gold/Money production. For your water cities, a lighthouse is a must. Once again, it's going to be very difficult to create buildings here because of your loss of production. Aim for Money buildings as soon as they are available and try working on Happiness and Health building the rest of the time.


Specialized Specialized City: The Holy-Commerce City

These are cities that are fortunate enough to found a religion. As soon as you get a Great Priest, build that religions special building and get your religion spread. With the proper civics, you will generate a ton of Money from other cities using your religion.

The best city building improvements here are going to be the same as a Money Making City: banks, markets, grocers, etc, but also the Holy buildings as well. The Temples and Churches should aid your happiness numbers, so you should only check in with your health numbers occasionally to make sure it isn't killing you.

The best National Wonder you can build here is Wall Street, which provides you with 100% Gold. Unless you happen to have another Money Making City that's generating more Gold/Money.


Specialized Specialized City: The Hybrid-Commerce City

These are cities that are basic Commerce City, but also have a lot of production to go along with it. Because most of the cities you create need to be Commerce cities, you wind up with a lot of cities on plains or hills or in a nice mix of terrain. I just count these as both a Production and Commerce city, although it won't be as efficient as a purely specialized city.

Because Commerce is most important, treat this city like a Commerce city. Build cottages where you can, and farm, mine and windmill the rest. If you follow the "Feeding your City" section, you will wind up with a city that has a couple of cottages generating some money, but a lot of added production to boot. This is helpful in times of war when you need a couple different cities turning out units.

But as I said, treat this as a Commerce city, first and foremost. The production bonus is more of a by-product of the terrain.

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Hammer Overflow

Hammer Overflow

Introduction

In this article, I will explain what happens between turns to the excess from a completed build. After that I will examine some potentially uses of overflow to gain some advantages. Throughout the article, any numbers I quote are from the marathon game speed but can be scaled appropriately to your game speed of choice. Also note that everything here is using Warlords 2.08 although it appears to work the same way for Beyond the Sword 3.03.

Definitions:

True Cost - The actual cost of a build
Production Multiplier - The production bonus applied to a build converted from a percent + 1
Base Cost - True Cost/Production Multiplier
Excess Hammers - at the completion of a build in a city, the total number of invested minus the True Cost
Base Hammers - Excess Hammers/Production Multiplier
Hammers per Turn - the number of produced in a city each turn before any production bonuses
Modified Hammers per Turn - the number of produced in a city each turn for a build including production bonuses
Overflow Hammers - the number of that are carried over the turn after a build is completed in a city (how to calculate is below)
Overflow Gold - the amount of added to the treasury as a result of overflow (how to calculate is below)

The Mechanics of Overflow

At the completion of a production project in a city, if the Base Hammers value does not exceed both the Base Cost and the Hammers per Turn values, then the Overflow Hammers = Base Hammers. This is what happens most of the time.

However, if the Base Hammers exceeds both the Base Cost and the Hammers per Turn values, then the Overflow Hammers = max{Base Cost, Hammers per Turn}. To compensate for the lost , Overflow Gold = Excess Hammers - max{True Cost, Modified Hammers per Turn} is added to the treasury.

The Wonder Whipping Overflow Trick

Whipping wonders does not convert to at the same rate as whipping normal buildings or units. However, if you whip a building the turn before completion, the Overflow Hammers will be applied to the wonder that follows even though they were created using a more beneficial to ratio. This is very easy to pull off, just try to ensure that none of your Excess Hammers are being converted to Overflow Gold by whipping only on a building that has a Base Cost somewhat greater than 90 .

The Chopping/Whipping Wealth Without Currency Trick

Another possible use is to generate gold by creating an enormous Excess Hammer value. Since production bonuses do apply to the gold generated this way, early double production buildings can be used to create a large amount of gold. Lets do the math on one example:

Say we have an aggressive leader knowing mathematics(not Shaka since his barracks are more expensive) and bronze working, have adopted slavery, and are building a barracks in a city with some available forests, a granary and at least 2 population. We build to within one turn of completion then move it down in the queue and build something else while we chop two forests simultaneously. On the turn that the forests finish chopping, we move the barracks up in the queue and whip it. So

True Cost = 150
Production Multiplier = 1 + 1 = 2
Base Cost = 150/2 = 75
Excess Hammers = [90 (forest chop) + 90 (forest chop) + 90 (whip hammers)]*2(production bonus) + 150 (cost of barracks being covered by "real" production of city) - 150 (True Cost of the Barracks) = 540
Base Hammers = 540/2 = 270
Hammers per turn is unknown but certainly less than 75
Modified Hammers per turn unknown but not relevant because of the above
Overflow Hammers = 75 since 270 > 75
Overflow Gold = 540 - 150 = 390

So, for the cost of chopping two forests and whipping one population we have created an overflow of 75 and 390 .

Do Production Modifiers Really Make a Big Difference?

Heck yes. Lets do the math for this with a monument.

True Cost = 90
Production Multiplier = 1
Base Cost = 90 = 90
Excess Hammers = [90 (forest chop) + 90 (forest chop) + 90 (whip hammers)]*1(production multiplier) + 90 (cost of monument being covered by "real" production of city) - 90 (True Cost of the monument) = 270
Base Hammers = 270/1 = 270
Hammers per turn is unknown but certainly less than 90
Modified Hammers per turn unknown but not relevant because of the above
Overflow Hammers = 90 since 270 > 90
Overflow Gold = 270 - 90 = 180

So we are only getting 180 and 90 .

But How Does This Relate to the Protective Trait?

What a great question . Lets redo the above math, but this time we will be using walls with a protective leader and access to stone.

True Cost = 150
Production Multiplier = 1 + 1 + 1 = 3
Base Cost = 150/3 = 50
Excess Hammers = [90 (forest chop) + 90 (forest chop) + 90 (whip hammers)]*3(production multiplier) + 150 (cost of walls being covered by "real" production of city) - 150 (True Cost of the walls) = 810
Base Hammers = 810/3 = 270
Hammers per turn is unknown but certainly less than 50
Modified Hammers per turn unknown but not relevant because of the above
Overflow Hammers = 50 since 270 > 50
Overflow Gold = 810 - 150 = 660

So, for the cost of chopping two forests and whipping one population we have created an overflow of 50 and 660 .

Admittedly, you did just build a walls and everyone gets to make fun of you for that.

Can You Do the Numbers for Other Game Speeds?

No. It isn't too hard to convert them yourself. In general any numbers I've used as an example here that aren't multipliers will be multiplied by a factor of 1/5 for quick, 1/3 for normal and 1/2 for epic. Multipliers are obviously independent of game speed.

Conclusion - Isn't that a Little Cheap?

Hey, I'm just reporting the mechanic here. Exhibit restraint if you think its an exploit. I do agree that at best this borders on exploitative. I haven't actually used this in game but a way to generate that type of cash that early in the game seems pretty decent.

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Intermediate Tactics and Gambits

Table of Contents
Introduction
1. The Oracle/Metal Casting/Pyramids Gambit
2. Riverside Ironworks
3. Trade Withdrawal
4. Trade Renegotiation
5. Trade Denial
6. Trading for Obsoletes
7. Specialist-Powered Cultural Victory
8. Great Prophet-Powered CS Slingshot
9. Multi-Turn Technology Trading
10. Fat Cross Overlap
11. Queue Loading

Introduction

I thought I would take some of the lessons learned from the ALC series (and other games) thus far and turn them into a strategy article. Rather than dealing with an overall, "big picture" strategy--there are better articles here on those--I thought I'd detail a few of the smaller tactics and gambits you can fit into just about any game.

I’m referring to these as “intermediate” mainly because I’ve learned and tested them on an intermediate difficulty level, Prince (and I’m starting to try them out on Monarch as well, and I've had success with most of them so far). This is not to say they won’t work on the beginner or advanced levels, just that they may be overkill on the former and I have not personally tested them yet on the latter.

Thanks and credit must go to the many ALC posters who alerted me to these. I am not the originator of these tactics; I'm just trying to distil what I've learned from others and pass it along, just as I did in my Beginner’s Guide. I encourage, expect, and appreciate refinement and correction and will edit the article accordingly.

1. The Oracle/Metal Casting/Pyramids Gambit

The idea of this gambit is to generate a Great Engineer as soon as possible, then use him to build the Pyramids, which a GE can do in a single turn. You can have the Pyramids by 1000 BC and never have to lift a brick!

Essentially, you’re going to build your first two cities within close proximity of one another. You’ll build the Oracle in the capital and use it to obtain Metal Casting, they you’ll build a forge in the second city in order to run an Engineer specialist and generate a Great Engineer before the capital generates a Great Prophet.

Because the 2nd city’s GP generation has to play catch-up, the most critical part of this gambit is to build the forge in the second city within 6 turns of finishing the Oracle. This is no mean feat. This is why you will build a barracks or obelisk in the city, but stop building it when you’re one turn from finishing. You want to whip this building to completion so that the overflow of hammers goes towards the build of the Forge (and in the capital, towards the Oracle).

Be sure to grow the population of the 2nd city to at least 3 and pre-chop the 3 forests required. Be prepared to use the whip to get the forge completed in time, but don’t whip the population down to 1 unless it will recover on the next turn. You need at least 2 pop in the 2nd city in order to run the Engineer specialist.

This really requires a Philosophical leader because of the +100% Great Person point generation bonus. A non-Philosophical leader may be able to pull it off, but with the greater delay in generating the Great Engineer, the likelihood of the AI finishing the Pyramids before you is much greater.

Frederick the Great and Saladin are probably the two best leaders for this gambit. Frederick starts with Mining and the Creative trait means his cities’ borders will expand without having to build Obelisks or Stonehenge. Saladin has the advantage of both of his starting techs being on the required tech path, giving you a head start.

(Getting the Pyramids this early lends itself to a running a specialist economy, since you now have access to all the government civics. A specialist economy also leverages the advantages of the Philosophical trait, since more specialists generate more GP points and therefore more Great People. But there are other threads on this board dealing with that economic strategy in more detail and so I won't attempt to cover it here.)

Tech Path:
  1. Agriculture
  2. Animal Husbandry
  3. The Wheel
  4. Mysticism
  5. Mining
  6. Bronze Working
  7. Meditation
  8. Priesthood
  9. Pottery
  10. Masonry
  11. Metal Casting (from Oracle)

City 2 "3F" Rules:
  • A 3 Food source within the city’s workable area (if the leader is not creative, this may only be the initial 9 tiles!)
  • 3 Forests within the city’s workable area (ideally they should be between the 2nd city and the capital, but make sure that when chopped, the hammers go to the 2nd city)
  • 3 tiles from capital, maximum (this is to minimize the impact of maintenance costs on research, and to maximize the efficiency of the Workers)
Worker Tasks:
  • FARM or PASTURE tiles so each city has at least one 3-food tile
  • build ROADS on forest tiles (preferably between cities)
  • PRE-CHOP three forests for each city, especially for City 2
  • MINE a hill or production resource for each city to provide additional hammers
City Build Queues:

City 1 (Capital):
  1. Worker
  2. Settler
  3. Barracks or Obelisk to within 1 turn of finishing
  4. Military Units
  5. Oracle when available (Priesthood); whip-finish Barracks or Obelisk so the overflow of hammers goes to the Oracle
  6. Chop/Whip the Oracle
City 2:
  1. Worker
  2. Barracks or Obelisk to within 1 turn of finishing
  3. Military Units
  4. Forge when available (Metal Casting); whip-finish Barracks or Obelisk so the overflow goes to the Forge
  5. Chop/Whip forge (within 6 turns, remember!)
  6. Pyramids once Great Engineer appears
Warlords Variation:

In the original Warlords expansion pack, this gambit is even easier. Research to Masonry and build the Great Wall world wonder. The Great Wall generates 2 GP points towards a Great Engineer. Use the GE from the Great Wall to build the Pyramids. The only thing to really be careful about is if you’re building Stonehenge as well. Make sure the Great Wall finishes first, and in a different city from Stonehenge, so that you don’t generate a Great Prophet instead of a Great Engineer.

However, the 2.08 patch for Warlords reduces the the GP points from 2 to 1--making it unlikely that you'll generate a GE in time to beat the AI to the Pyramids. Still, the original tactic described above should still work, and could even be combined with the Great Wall in some way for added effectiveness.

2. Riverside Ironworks

By the later part of the mid-game, the production offered by waterwheel and workshop tile improvements will have improved significantly. Watermills get +1 additional hammer with Replaceable Parts and +2 commerce with Electricity; Workshops get +1 hammer with Guilds and another +1 hammer with Chemistry. In addition, the State Property civic (available with the discovery of Communism) adds +1 food to watermill and workshop tiles.

So with Replaceable Parts, Electricity, Guilds, and Chemistry under the State Property civic, tile yields are as follows:
  • Plains riverside tile with watermill: 2F 3H 3C
  • Grassland riverside tile with watermill: 3F 2H 3C
  • Plains tile with workshop: 1F 4H (1C beside river)
  • Grassland tile with workshop: 2F 3H (1C beside river)
Financial civs will gain an additional 1C from the watermills, of course.

A workshop on grassland or plains, then, has equivalent production output to a mine on the same type of terrain on a hill, but with +1 food under State Property. The extra food ensures that the city can grow to its maximum size and not only sustain the population to work every tile, but also run several Engineer specialists for additional hammers and to potentially produce a Great Engineer.

Around this time, Steel is discovered, making the Ironworks national wonder available. The late-game production city where Ironworks (and a Forge and Factory) should be located is not a city surrounded by hills, but one with a significant number of river tiles and mostly grassland tiles in its fat cross. The idea is to exploit the food and hammer yields from Watermills and Workshops.

The first priority is to increase this city’s population, so you should leave farms and food resources in place for a time. Place as many waterwheels as you can on the river tiles. Do not be afraid to replace cottages. On any flat land tile where a waterwheel cannot be built, build a workshop. Eventually, you should consider replacing the food resources’ farms or pastures with Watermills or Workshops—if they will provide more hammers than supporting an Engineer specialist would.

To maximize this city's production, you want its citizens to work every tile, so you may end up "stealing" some tiles from nearby cities if their fat crosses overlap.

A tip for maximizing the number of watermills: build the watermills on the tiles with the fewest sides next to a river first. This is because if you build a watermill on a tile with 3 river exposures, the watermill may get placed on the same side as an opposing tile with just that one river exposure, and now a watermill cannot be built there.

One obvious advantage to using a riverside city this way is that it can then be used to build the Three Gorges Dam world wonder, which can only be built in a city next to a river. In addition, a riverside city with a large number of grassland tiles is usually near the equator (the grassland was probably jungle at the start of the game). This puts the city in the required location (within 30 degrees latitude of the equator) to build the Space Elevator if you are pursuing a Space Race victory. In fact, you should choose the riverside Ironworks city with these end goals in mind.

Flood Plains Caveat:

You can also build watermills on flood plains, of course. However, remember that flood plains are detrimental to a city's health (-0.4 health per flood plains tile in the fat cross). You can mitigate the effects of flood plains with forests (each 2 forest tiles add +1 health). And a lumbermill with a railroad on a forested tile provides the same yield as a workshop would on the same tile type. So if there are several flood plains in the city's fat cross, try to preserve some forests (always an even number, remember) and optimize their yields with lumbermills instead.

3. Trade Withdrawal

I regard this as an exploit now and have stopped using it, but I'm leaving it here for the sake of thoroughness and in recognition that "Civ Ethics" can be a very relative thing.

Your target: an AI civ which has at least 1 gold per turn (gpt) available for trading. You have a gpt surplus and at least one resource that your target lacks. Ideally, you should not be expecting or planning to go to war with this civ for a very long time, if ever.

In the diplomacy screen, check how much gpt the AI leader has available for trading. Gift them 2 gpt. Now check their gpt for trading again. If it went up by 2 as well, gift them another 2 gpt. Keep doing this until their gpt for trading does not increase, or only increases by 1. You have now found the limit that this civ is willing to give you in trade for a resource.

Now offer them one of your resources in return for all their gpt, which now includes all (or nearly all) of the gold you gave them as a gift.
If you have another resource they want, repeat the process.

You will pretty much break even for the next 10 turns. Once the 10 turn minimum before trade agreement cancellation is up, go in to the diplomacy advisor and cancel all the 2 gpt gifts you gave them. Do NOT cancel the gold-for-your-resource trade. You now get all that gold back, and just as important, you have taken all that gold from the AI's gpt total, dealing a blow--potentially a significant one--to their economy; the AI civ will likely have to ratchet down the research slider to compensate for the loss. You will NOT get a diplomatic demerit, because you did not cancel all trade with that civ.

Note: Do NOT attempt this with a civ that has 0 gpt to trade. They may be running a deficit and there is no way to tell how much gold you will have to give them to bring them out of it.

As a further refinement, if you expect that other civ to be around for awhile and you have several resources to offer them, do NOT trade a resource to them that expires (e.g. whales, ivory, furs) if another is available. Otherwise you will lose the gpt and they get it back when this happens.

4. Trade Renegotiation

In a way, this is a simpler variation of Trade Withdrawal (above), but is much less of an exploit.

Over time, the amount of gold per turn (GPT) that an AI civilization is willing to give you for a resource will tend to increase. You could sell them another spare resource to get that gold, of course. Every resource you sell to an opposing AI civ, however, allows them to grow their cities larger and to thereby better compete with you. You therefore want to trade as few resources to the AI as possible. But how do you do that and still get your hands on all that lovely gold that's just burning a hole in the AI's virtual pocket?

Trade one resource to an AI civ for the maximum amount of gold they'll offer you for it. Check the diplomacy screen frequently to see if the amount of GPT that AI civ will offer you has increased. Provided that ten turns have passed since you initiated the trade, you can cancel the deal and then immediately renegotiate its terms. Again, sell just the one resource to the AI for all the GPT they offer. Repeat this throughout the game.

I should mention that when you broker deals in the diplomacy screen, arrange for only one deal at a time. That is, finalize an Open Borders agreement, for example, then negotiate a resource trade. Otherwise you end up having to cancel several or even all your deals just to renegotiate one of them.

5. Trade Denial

There are certain resources that you should almost never, if you can avoid it, trade to an AI civilization, because they could be used against you.

First and perhaps most obviously, never trade a military resource--that is, one that can be used to build and/or fuel military units--to the AI. You don't want the AI to use your resource to build units with which it can turn around and attack you.

The following items should be considered military resources and should never be traded to the AI:
  • Copper
  • Iron
  • Ivory
  • Horses
  • Uranium
  • Oil
  • Aluminum
Trading Aluminum is a double no-no since it speeds the AI's ability to build space ship parts for a space race win. Remember that a space race win is the AI's favoured victory condition, the one it will pursue above all others. Don't make it easier for them!

You should also not trade coal, marble, or stone to the AI. Denying them coal will keep them from building railroads, while denying them marble and stone will make it harder for them to complete wonders.

In terms of what you should or can trade, health resources such as wheat, rice, fish, and cows are better trade offerings than happiness resources such as fur, silk, and gold. The reason for this is that cities' happiness caps are lower than their health caps, so a health-boosting resource is usually less helpful than one that boosts happiness. Of course, you could also trade a happiness resource to the AI, let them grow their cities larger with its help, and then cancel the deal and plunge them into unhappiness. But that would be wrong.

Probably the best resources to trade to the AI are livestock (cows, pigs, sheep, deer). This is not only because they aid health rather than happiness, but also because the building that doubles their effectiveness, the supermarket, comes very late in the game. After that, the next best are seafood (fish, crabs, clams), since doubling their health boost is only possible in coastal cities with a harbour.

Non-Absolutist Caveat:

"Never" is a little too absolute a term to use in a game as complex as Civilization IV; there may be times when you want or need to trade these resources to the AI. The AI may demand the resource as tribute when you're not yet ready to resist them militarily, leaving you with no choice (the game's equivalent of "Go fetch me a stick so I can beat you with it"). Or you may be allied with an AI civ and want them to build better units to attack your mutual enemy. Or you may trade aluminum to the AI to keep it preoccupied with building space ship parts while you build military units and prepare to conquer them. As the saying goes, these are not rules, merely guidelines.

6. Trading for Obsoletes

This is a situation that arises very rarely, but when it does, be prepared to take advantage of it.

Certain luxury resources expire when you research certain technologies. To wit:
  • Whales are made obsolete by Combustion
  • Ivory is made obsolete by Industrialism
  • Fur is made obsolete by Plastics
When you finish researching the technology that makes the resource obsolete, you are denied the benefits of the resource if it's within your borders. Citizens of a city with the resource in the fat cross may still work the tile, but the happiness benefit from the luxury resource is gone. Or is it?

Keep an eye open for a less-developed civilization that has access to one of those resources with a best-before date. Until that civilization also obtains the obsoleting technology, they have access to the resource. If they have a surplus, they can trade the resource to you and you can regain the happiness benefit. Be warned, however, that once that civ obtains the obsoleting tech, the trade deal will be cancelled and the happiness benefit lost. This tactic may, however, buy you some time if you need to build happiness boosters like temples and theatres in cities that need them.

7. Specialist-Powered Cultural Victory

The prevailing wisdom regarding cultural victories is to research up to and including the late cultural technologies (Radio, Mass Media, Electricity), then turn research "off" in favour of increasing the percentage of commerce going to culture.

However, this approach sacrifices science and commerce from all of your cities, and therefore of your entire civ, for the sake of three cities. Other civs may outpace you technologically, threatening to attack you with a superior military or win the space race.

The solution: never touch the culture slider. Instead, use artist specialists just in the three cultural cities to generate the required culture.

Required elements of this strategy:
  • The Caste System civic for unlimited Artist specialists
  • Convert all tile improvements around the three cultural cities to those that produce the most food, allowing you to run more specialists
Optional but helpful elements:
  • The Mercantilism civic for a free specialist
  • The Statue of Liberty world wonder for another free specialist
  • The Sistine Chapel world wonder for an extra +2 culture per specialist
  • Biology for +1 food from each farm
One advantage of this gambit, as illustrated in the Victoria ALC game, is that you can leave your final push for (and commitment to) a cultural victory until quite late. So rather than playing as a peaceful wimp all game and worrying about getting invaded, you can warmonger happily until quite late in the game and pursue a cultural win from a position of power and, therefore, safety. The only early game goals to pursue would be getting to Music first for the free Great Artist and building (or capturing) the Sistine Chapel.

One caution: you may be running Caste System at the same time that other civs are switching to Emancipation. This will result in a happiness penalty for your cities which will grow over time. To deal with it, you first of all don’t want to exacerbate the problem with war weariness, so try to stay peaceful if you can. Also don’t trade or gift Democracy to any civs; the same thing goes for Mass Media (you want to avoid having the United Nations built and being forced to adopt the Emancipation civic). If any of the other civs do switch to Emancipation, try to bribe them to Caste System. If worse comes to worst, raise the culture slider.

8. Great Prophet-Powered CS Slingshot

On Noble difficulty and below, it is relatively easy to achieve a Civil Service (CS) slingshot: research techs up to and including Priesthood and Code of Laws, build the Oracle, and choose Civil Service as the free technology.

On Prince level and especially higher, it is difficult if not impossible to achieve this. The AI will usually beat you to completion of the Oracle if you delay finishing it until you have researched Code of Laws. An alternative and more reliable means to obtain Civil Service early is to rely on the technology-granting capabilities of Great Prophets.

In this gambit, you research (if required) Mysticism and build Stonehenge. Then you research Priesthood and build the Oracle in the same city, as both wonders produce Great Person points towards a Great Prophet. Also research Meditation, Polytheism, Pottery, and Writing (or trade for them) but not Masonry. For your free technology, you can choose Code of Laws, or even Metal Casting. In some ways it doesn’t matter; you can research Code of Laws on your own if it won’t take too long.

By having Meditation, Polytheism, and Code of Laws researched by the time the Great Prophet from Stonehenge and the Oracle appears, and not researching Masonry, you can use the Great Prophet towards research points for most of Civil Service. (If you have Masonry, the GP will pop techs along the Monotheism – Feudalism tech path.)

Warlords 2.08 Addendum: The Warlords patch makes this tactic difficult if not impossible to pull off. First, Great Prophets will now "pop" the Masonry tech before they'll do the same for Code of Laws or Civil Service; in addition, Civil Service now has Mathematics as a prerequisite, so you'd have to finish researching that tech before you could pop the GP for CS anyway. Furthermore, the Great Wall wonder has made Masonry a more attractive early tech, and the change of Civil Service's civic cost to high has made it less attractive to run early. All this means you'll probably end up researching Civil Service honestly, and be better off for it in some ways.

9. Multi-Turn Technology Trading

Many players, if they have researched a technology which most other civs lack, will shop that technology around to other civs for tech trades on the same turn. However, it can be advantageous to only tech trade with one civilization per turn. The reason for this is that once you obtain a technology’s prerequisite tech, you cannot trade for the more advanced tech to which it provides access until the following turn.

By waiting a turn to trade your new technology with another civ, you may gain access to other technologies. For example, you may obtain Guilds on one turn, and then be able to obtain its successor, Banking, on the following turn by trading the same technology to a different civ.

The risk you run is that the first civ to whom you traded your new tech will, in turn, trade it to other civs before you can do so on the following turn. But this is often a risk well worth taking, especially since the AI seems programmed to prefer to hang on to a tech advantage rather than trade it away.

10. Fat Cross Overlap

Overlapping tiles in neighbouring cities’ fat crosses are not always a bad thing. One of the best types of tiles to have in more than one city’s fat cross is a commerce resource such as gems, gold, or silver. This is because these tiles yield high amounts of commerce. However, these tiles usually produce relatively low amounts of food and production.

In the early game in particular, a single high commerce tile contributes heavily towards research, so it is highly desirable to obtain and work a high commerce tile early on. However, high commerce tiles contribute little towards the building of a Worker or Settler. In those cases, food and hammers matter more.

By having a high commerce tile shared between two cities, you can have one city not work the tile while building a Worker or Settler; meanwhile, its neighbouring city, without either of those items in its build queue, works the tile instead to obtain the financial and research benefits for your civ.

This can also be advantageous with cottages, which must be worked in order to grow. One city can work the cottage while the other works production-rich tiles for a more expensive build such as a wonder. Or you can simply work the cottages to maturity before one of the cities has the population necessary to work those tiles.

Frankly, any shared tile can be flip-flopped this way to match each city’s build queue and other needs (growth, for example). A high-food tile, for example, can be worked by one city with room to grow instead of its neighbour which has reached its health or happiness limit.

Overlapping fat crosses have other advantages, such as allowing Workers and Settlers to travel between your cities without running the risk of encountering any barbarian animals. Shared forest tiles provide their health benefit to all cities that have them within their fat cross; this can allow you to chop more forests while retaining that health bonus.

11. Queue Loading

Just because you have items in a city's build queue doesn't mean you have to let them finish in the order listed. You can add and remove items from the queue, and they will retain the hammers they've accumulated for several turns (usually 10 at normal speed) before they start to degrade (i.e. lose hammers). You can ctrl+click a different item to add it to the beginning of the queue, delaying the completion of the initial build.

Why would you want to do this? One reason is to better leverage overflow from whipping (i.e. slavery), but that's not my focus here, as it's covered in detail in other strategy articles (in Zombie69's "Micromanagement is Alive and Well in Civilization IV" in particular).

What I want to discuss is how you can use queue loading in combination with Vassalage and Theocracy. These are commonly called the "war civics" because they each contribute additional experience points (XPs) to military units. The problem is that switching to these civics may require you to switch away from civics that are more beneficial to your economy and research, such as Bureaucracy, Free Speech, Organized Religion, Pacifism, or Free Religion. The thing to remember, however, is this: military units gain the war civic XP bonuses simply by coming to completion while the war civics are in effect. It doesn't matter if most of the units' hammers were contributed under other civics.

So what you can do is run other, more beneficial civics while building military units in your city's queues. Then, when the unit is one turn from completion, ctrl-click to insert a different type of military unit into the queue, ahead of the one that requires only one turn to complete. It must be a different type of unit; inserting the same type of unit into the top of the queue doesn't work, it will just complete on the next turn. Build up several units in this way, and then change to the war civics. Now let the units complete with their additional XPs.

Be careful not to build units in the queues for too long, as their accumulated hammers start to deteriorate after 10 turns. On the turn that you change civics, it's a good idea to change the queues so the "oldest" units are at the top of the queue rather than the bottom so they will complete first, ensuring that they retain all the hammers previously contributed to their builds. In addition, if your switch away from a civic that provides a production bonus (such as Bureaucracy, with its +50% hammer bonus in the capital), you may find that the some units in the queues now require more than 1 turn for completion. They will, however, retain their accumulated hammers, provided you complete them before the hammers start to degrade.

Once you have enough units built, you can change back to other civics, having spent the minimum number of turns required running Vassalage and Theocracy.

Discuss this article on the forum

Micromanagement is alive and well in Civ4

This is a thread for those who love micromanaging, for those who don't mind spending 5 minutes working something out just to gain one more beaker, for perfectionist and arguably very anal civ players! This is a place to share all the extreme micromanagement that we use in our games.

The spiritual trait in itself makes quite a few more possible, but here are some basic tricks that i use in every game with every civ. Please feel free to add your own to the list.

Binary science rate

I always keep my science rate either at 0% or at maximum to avoid wasting fractions with bonuses. Here's the reasoning.

Imagine you have 10 commerce in your city. The city has 25% bonus on science with a library and also 25% on gold with a market. Let's say you want a 70% research rate. These numbers are just for the sake of the example; you can use any other numbers you wish. The effect of doing this micromanagement is almost always positive and never negative no matter the numbers used.

By setting science at 70%, you're getting 7 beakers and 3 gold. You get 25% more beakers, and 25% of 7 (rounded down) is 1. You get no extra gold, since 25% of 3 (rounded down) is 0. You're getting a total of 8 beakers and 3 gold per turn. After 10 turns, you'll have 80 beakers and 30 gold.

What you should do instead is run at 100% science 70% of the time, and at 0% science 30% of the time. Then when running science (for 7 out of 10 turns), you'll get 10 beakers. You'll also get 2 extra beakers (25% rounded down). This for a total of 12 beakers. On the turns you run 0% research, you'll get 10 + 2 = 12 gold. After 10 turns, you'll have 12 * 7 = 84 beakers, and 12 * 3 = 36 gold. This is 4 more beakers and 6 more gold than by doing the easy but inefficient 70% science rate all the time.

There's another advantage to doing this. By making sure you run at 0% science for enough turns to be able to afford 100% science for the duration of your entire research for a given tech, you won't get the tech later, but you will give the chance to the AI of getting the tech before you really start researching. The more AIs have the tech, the better bonus you get on your research.

Also, doing this on more than one tech, when the intermediate techs aren't immediately needed (and making sure you have enough accumulated gold for researching all the techs in the chain), you can get the intermediate techs later, which means that the AIs will get less research bonus on them since on less player knows those techs. This can be the difference between being the first civ to reach a critical tech at the end of the chain or coming in second and missing the one-time bonus.

Of course, by doing this, you'll often have large sums of money at hand. This comes with its own set of advantages and disadvantages. Mainly the AI is more likely to demand tribute when it sees you have lots of money in treasury (bad) but you have the ability to rush buy units in a pinch when in dire need (good).

Another advantage of this method is the added flexibility in choosing which tech to research. After running on 0% research for a few turns, you can change your mind about what tech to spend the extra gold on, if your priorities have changed in the mean time. Then you won't have lost any time researching the wrong tech.

Notice that specialists hurt this strategy, especially if you get one free specialist per city and he produces science or gold. This is because the specialist can make gold when running at 100% science, or can make science when running at 0% science. This causes potential wasted fractions for both science and gold in that city, instead of just one kind. However, the strategy always remains useful, even though the gain can be smaller.

There is an important note that i need to add after it was mentioned further down on this thread (thanks guys). On the last turn of researching a tech, you can exploit a bug in how carryover is calculated to your next tech. The gain from exploiting this will usually be larger than the losses from wasted fractions by going to a non-binary research rate on this one turn. Information on the bug can be found here : Technology research explained. Strategy to exploit it can be found here : Tech jumping. This bug has been corrected in patch 1.61.

Before you get your first building that gives a bonus to science or commerce (usually a library, but could be a monastery, a market or even an academy), binary science is of course useless in terms of fractional losses. It's still useful for having more money in the bank for emergencies, and more bonuses for other civs knowing the tech you research. However, these benefits are of limited value. Until you meet other civs (which on maps like archipelago could take a while), here's what you should do instead. Play around with the science slider, and for each setting check your financial advisor to see what the total research is. Pick a setting that gives a multiple of five. If you can't get a multiple of five, then 5n+1 is your best shot, followed by 5n+2. This way, you'll maximize the benefit of prerequisite techs, which give 20% bonus each towards research of the current tech. By picking a multiple of 5, you minimize the fractional loss on this bonus. This doesn't apply to the starting techs, which have no prerequisites. This doesn't apply either when you start meeting civs who might have the tech you're researching, because they add their own bonus, so the total bonus you get may not be a multiple of 20% anymore, and therefore aiming for a multiple of 5 becomes useless.

Commerce and production in packs of 4

I keep my commerce and production per city at multiples of 4 whenever possible to get the most out of 25% and 75% bonuses. If i can't have a multiple of 4, at 75% bonus i aim for 4n+3, if not then 4n+2, and i avoid at all cost 4n+1. At 25% bonus 4n (ideal) > 4n+1 > 4n+2 > 4n+3 (avoid at all cost). If the bonus is 50% or 150%, i aim for a multiple of two (i.e. an even number) in basic commerce/production. If, because of monasteries, the bonus is 45% or something else that's weird to calculate, i try different combinations and choose the one that seems to give the best ratio of total commerce/production to basic commerce/production. At 35%, i just try to get a multiple of 3, minus one for every 21 (i.e. i aim for 3, 6, 9, 12, 15, 18, 20, 23, 26, 29, 32, 35, 38, 40, 43, etc.), the absolute best being multiples of 20, and the best after that being the numbers right above those, not below.

This implies switching worked tiles whenever there is an overflow that's not a multiple of 4 (for production), or whenever a cottage/etc. upgrades to another level. This can mean switching between cottages and mines, or cottages and forested grasslands, or cottages and hamlets, or river cottages and non-river cottages, etc.

This tile switching can be combined with the binary science rate by using some other tricks to improve results even more. For example, in my science cities i try to use less advanced cottages at 0% science, so that i can grow them without any penalty to my science output. On the other hand, in my cities without as many science bonuses (e.g. no academy), or with more gold bonuses (e.g. market in a holy city), i'll do the opposite and try to use the most advanced cottages while at 0% and grow them while at 100%.

I'll admit to not always doing this perfectly for commerce as it gets a bit tedious and can't always be switched efficiently, but i always check production carefully when i have any kind of bonus.

Keep on working while moving

When needing workers to move their full movement or more, this is what i do to avoid wasting worker turns. I move workers 3 tiles on roads, give them an order and then cancel the order. Next turn, i keep on moving to where i actually need to be. Here's why this is helpful.

Let's say that you need your worker to move 8 tiles through roads for his next task. You can take 2 full turns to move the 8 tiles. Then on his 3rd turn your can make him do his improvement. On the first two turns, he won't have done any improvements at all. A worker turn where all he does is move, if it can be avoided, i consider a waste. Exceptions include moving to forests or hills with no roads, where you can't avoid it.

I would micromanage it this way. On the first turn, i will make him move 3 tiles. He still has 1/2 movement left. Then i ask him to make an improvement there. It could be anything i know i'll need there in the future. Then i cancel the order. Part of the improvement will already be done for later when i come back to it. For example, if i ask for a cottage (4 turns) and cancel, when i come back to it, there will only be 3 turns left to do. Therefore the turn hasn't been wasted.

I'll do the same on turn 2. On turn 3, i'll move the remaining 2 tiles and do the actual improvement that i wanted there. It starts on turn 3 either way, so nothing has been wasted, but improvements on the 2 intermediate tiles have already begun, so i've gained 2 worker turns doing this.

An alternative method is moving to a tile where another worker is making an improvement, then start making the same improvement. Take the worker who was there initially and move him further than the other worker could have reached from his starting position.

Chop, prechop, pre-improve

I don't think i need to explain settler chops anymore, this has been done to death already. This allows for making settlers while still letting your city grow, by producing settlers entirely out of trees. Of course, i use the variant where you switch production in the middle of a turn for maximum efficiency.

Also, whenever you chop (doesn't have to be settlers, this applies to everything), there are some things to keep in mind. First, make sure that your total production for the turn, including chops, doesn't exceed the needs of the current build plus another identical build. For example, when making a swordsman (cost 40 hammers), and he's already at 30/40, you don't want to produce more than 10 (the remaining production needed for the build) + 40 (the production needed for another swordsman). This is because overflow is capped at the current build's cost. For example, when producing something that costs 40 hammers, your total overflow can't exceed 40. To avoid this, you can either switch what the city produces at the start of your turn, or you can stop the chop and finish it later.

In fact, prechopping is a good idea a lot of the time. The best example is when you know you'll get the technology for a critical wonder in a few turns, or a technology that lets you make superior military units that you want to use for an offensive, or any other technology that opens up a new option that requires a lot of production quickly. In such a case, you may want to chop each forest for two turns, then stop and build a road. The forest is still there but almost completely chopped. Whenever the technology arrives, send your workers back to the forests and complete the chops instantly. This trick sometimes allows you to completely build a wonder on the first turn it's available, without using a Great Engineer!

Prechopping is also good if you ever find yourself with workers that have nothing to do anymore. In this case, rather than simply chopping, it's often better to order the building of an improvement over a forest. This gives the idle worker more turns of work to keep himself busy. For example, a forest takes 3 turns to chop, while building a cottage requires 4 turns. Ordering a cottage over a forest thus requires 7 turns, while leaving the forest up even after 6 turns of work. Another alternative is to pre-build a cottage over a farm that you know you'll want transformed later, or any other improvement switch where you still want the current improvement for now but know that you'll want a different one later. This way, whenever you're ready for the other improvement, you can have it right away. Just remember that on hills and in forests, when prebuilding, you should always put down a road so that it's easier to come back later to finish the job.

Prebuilding units

I prebuild an axeman, then before i finish it, i prebuild a swordsman, then before i finish it, i prebuild a spearman. Then i finish them all in the order i started them. Because i finish the first two units later, i'll save on maintenance during the turns where they sit in the build queue, since units in the queue don't cost maintenance, but finished units do. This of course assumes that i don't need the first two units immediately. It also has the convenience of being able to finish a unit or two in one turn each in times of crisis because they're already almost finished. Just be careful not to leave a unit in the queue for more than 10 turns or you'll start losing production on it.

Alternately, you can prebuild a unit for this city's defense, then make a building that takes 10 or less turns to finish while the unit is in queue. This is just as good as actually having the unit defending the city because you can switch back and have it in one turn at the first sight of trouble, but saves you the maintenance cost while you're making your building.

Whip 'til your hands bleed

Pop rushing is way overpowered in this game, and should be abused to the max if you intend to master this game. Part of the reason why it's so overpowered is because of a bad calculation that they haven't even bothered to fix in patch 1.61.

With pop rushing at normal speed, you're supposed to get 30 hammers for every pop spent. That's already pretty good, considering that with a granary, a city only needs about 11 (at level 1) to 31 (at level 21) food to grow back the pop you've spent. Spending 11 food to get 30 hammers is already mighty good, but because of the exploit, it gets even better.

Assuming the building or unit is already started (so you don't get a penalty), what the game does is it checks to find how many base hammers you need to complete the build, and charges you an amount of pop based on this. Let's say there is a forge in your city, or you're using organized religion. This means you have a 25% bonus on production. With 30 base hammers, you then get 38 total hammers (small rounding error, should have been 37). If what you need to complete the build is 38 hammers, the game will only charge you one pop.

However, the game always gives you an amount of hammers that's the smallest multiple of 30 needed to complete the build. This is total hammers, not base hammers. So in the case above, you'll get 60 hammers because 30 wouldn't be enough to complete it. Congratulations, you've just received 60 hammers by expending only 11 food (assuming a size 2 city going down to size 1). That's a grand total of 5.45 hammers per food spent! Tell me that isn't overpowered. Even taking into account that normal hammers would receive a normal 25% bonus, you still need 4.36 normal hammers to equal every food used. No improvement anywhere in the game can provide 4.36 hammers to compete with the 1 food a farm provides.

Pop rushing is so overpowered in this game that i find slavery to be by far the best civic, all branches included. I abuse it to such an extent that in a typical game, until gold rushing comes along, about 70% to 80% of all my production is obtained through this mean, and only about 20% to 30% from actual hammers obtained from tiles. It's so overpowered that a city full of farms becomes a better producer than one full of mines!

The best ways to abuse the system are using 1 pop for 60 hammers when needing 31 to 38 with a 25% bonus (getting 30 hammers for free because of the bug), or using 5 pop to get 210 hammers when needing 181 to 187 with a 25% bonus (getting 60 hammers for free). However, it's good at all levels, as long as you make sure to be at a point that will provide more hammers than you spend pop for.

Because of the unhappiness penalty involved, you don't want to whip much more than once every 10 turns (so the unhappiness has time to wear off). However, because it's so overpowered, you definitely want to use it as soon as the unhappiness penalty wares off, if not earlier. You don't want to waste a single turn that's not being spent on making unhappiness disappear. Yes, this means that you want to be in a constant state of unhappiness due to whipping!

For cities with low food, it will take them time to grow back the population, but little time to get rid of the unhappiness. For those, you ideally want to whip a single pop every 10 turns, and no more. This increases the bonus obtained from the bug, while minimizing your pop spent. Time your production and use your queue to make sure that you have a building that will have just the right amount of production done by the time unhappiness falls down to zero. With a 25% bonus, this means you should have something that needs 31 to 38 hammers to finish. With a 50% bonus, that's 31 to 45 hammers.

For cities that have high food outputs, growing is not a problem, and unhappiness quickly becomes huge. In this case, you want to whip as many pop points as possible every time you whip. This means you should have buildings barely started waiting to be whipped. Those buildings should have somewhere between 1 and 30 hammers done on them, depending on the total hammers required, to ensure the biggest gain possible as described above. For example, a bank requires 200 hammers. Therefore with a 25% bonus you want to whip 5 pop to gain 210 hammers. This can be done by having 181 to 187 hammers left to the build. Therefore you should let normal production of the bank reach 13 to 19 hammers, then put it in the queue until you can whip the rest. Actually, due to a rounding error this will work at 12 hammers as well.

Another thing you want to keep in mind is when to rush. The ideal time is usually not on the very turn where unhappiness disappears, but before that. Ideally, you want to be as close to that point as possible, to keep unhappiness at a minimum and be able to use as many productive tiles as possible for as long as possible. However, there is another factor to consider, one that becomes more significant the more pop you whip in one swoop.

You see, the cost of whipping depends on your city size. Assuming a granary, whipping one pop costs 1 more food for every extra pop your city has before the whip, because it will cost one more food, for example, to go from size 4 to size 5 than it would cost to go from size 3 to size 4. As you whip more pop at a time, however, the effect gets bigger. Whipping 2 pop will cost 2 more food per extra initial level, because each of the two levels you need to grow back will cost 1 extra food. Similarly, whipping 5 pop will cost 5 extra food per initial level, i.e. it will cost 5 more food at level 11 than at level 10, and 10 more food at level 12 than at level 10. This really adds up.

So you want to be at high levels as long as possible to use more tiles, but you want to whip at the lowest level possible. Solution : whip at the end of a level. Use you level to the max, wait until you're right about to jump to the next level, and whip right before this happens, rather than right after it does. Ideally, what you want to have is the following. The last turn before whipping, you want to make just enough food to reach the next level, and not one more. Set you governor to "avoid growth". Then the next turn your city will be at 30/30 food or something like that. Set the governor back to normal, whip and witness your city now at 30/26 or something like that (which is nice because now you know the first two increases will come quickly), and let it grow again.

Note that sometimes it may be better to whip right after growth rather than right before. This depends on too many factors for me to provide precise guidelines, but here are a few pointers. By whipping after growth, you get at least one turn (the one where you click on the whip button) at one size higher. If you whipped more than one pop, you may also (but there's no guarantee) grow some of the levels back one turn earlier. Therefore, by doing this, you're trading away food in exchange for whatever the tile gives you (don't forget to count -2 food for what the tile gives you, because it needs to feed a citizen). If all you intend to get from the tile is 1 food (a grassland farm), then it's never worth it to whip after growth (you'll save more food by whipping before growth than you could gain by whipping after it). If it's production you want from that tile, again it's not worth it, because the food saved otherwise can be turned into lots of more through whipping later on, than what you'd get from the tile. If what you want is commerce, than it might be worth it, since there's no easy way otherwise to turn food into commerce, especially if you're already working all the cottages you can.

Whipping at the middle of a level is never a good thing. Usually it's better at the end of a level, occasionally it may be better at the beginning of a level if you want commerce, but there's never any point in doing it somewhere in the middle. Note that if whipping just after growth, the use of the city governor is still recommended if the growth will lead you into unhappiness. What you want to do then is grow your granary to the max with "avoid growth" turned on. Next turn, turn it off and grow as much as you can. This leads into unhappiness but it has no impact since the instant you get there, you'll whip away the malcontents.

When to do this and when to let your city grow instead? Well, the gist of it is that if in the time it takes for your whipping related unhappiness to drop down to zero, you could grow an extra size and fill that granary again (or at least come close to filling it), then you should do that; otherwise you should whip at this level and not wait for unhappiness to subside. By going down in pop, happiness won't be a problem for a while anyway. Another thing to keep in mind is that it's sometimes preferable to wait until you're at max happiness before whipping; this maximizes usage of tiles at the cost of less whipping (i.e. less abuse). There are also other factors to consider, like whether or not you've got extra 3-food or 2-food tiles you could use, but i'll let you find that out through your own experimentation.

One last thing. Whenever you've got a big overflow from whipping (around 30 hammers at normal speed), it's often a good idea to use that overflow on a worker or settler. This way, you're not wasting your time making them the normal way and getting only 1 hammer per food. Also, workers and settlers make good candidates for the whip for the same reason.

Just how efficient is this tactic? Further in this thread, for one particular example, it was calculated that doing this was 16% more efficient in terms of hammer and commerce than simply using hills and cottages without whipping. The particular example included the following :
- city of size 8 (bigger = less efficient whipping, smaller = more efficient)
- 5 excess food (more food = more efficient whipping, less food = less efficient)
- 2 grassland hills and 2 plains hills available (better tiles = less efficient whipping, worse tiles = more efficient)
- whipping 3 pop at a time (more at a time = less efficient whipping, less at a time = more efficient)

For a nice spreadsheet showing the points that provide more hammers than you paid for at each game speed, see this file graciously provided by Malekithe.

Quick tips

You can finish all worker actions and all other queued actions by pressing Ctrl-A.

If you don't mind re-issuing every worker's task every turn, you may want to use Alt-Escape on one worker at the end of every turn. This will cancel the current task of all workers so that you can re-issue a task next turn. This works well with chopping to ensure that you can switch production to whatever you want to rush before the chop comes in.

When changing from serfdom to something else, make sure to do it after all your workers have done their actions. When switching from organized religion to something else, make sure to wait until after all your chops for the turn have come in, so that they still get the bonus.

If you have units on a tile that need to move, and workers making a road on that tile, make sure to order the completion of the road before you move the units out. Of course, this only matters if they can be moved out to another tile with roads. Obviously, the same thing applies to the tiles they're moving to, not only from.

Basic stuff

I won't even talk about assigning workers manually, assigning citizens manually and switching them around whenever needed, assigning specialists manually and switching them as needed, moving each military unit manually every turn, and so on. I consider these as basic micromanagement that everybody, micromanager or not, should use. These are not, at least in my book, cases of extreme micromanagement!

Anything else that i've forgotten or simply don't know about? Please add any extreme micromanagement trick that you use that's not listed here!

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Optimum Early Growth Strategy

This article is intended to determine the optimum strategy for maximizing production in the first 40 turns of the game. My intention is to quantify the advantages of chopping down forest and to compare different tactical paths in the early game. Tactics to be discussed include the relative advantages of growing your initial city, building workers, improvements, founding your second city, chop-rushing, and queue shuffling. I chose a 40 turn window because in this time it is possible to have two solid cities, with workers improving both, and to be in position to develop a third city if you desire. Over longer periods the mix of tiles, external threats, and other priorities (such as road building and military development) complicate the situation. I’ll contend that the following general conclusions apply for normal speed games:

  1. Building worker/worker/settler is optimal for early growth.
  2. If you can either build a mine or farm a special resource before chopping you end up equal to straight chopping at turn 40. This implies that you do not need to research Bronze Working first (but do need to have it completed by turn 20).
  3. Limited chopping (3 trees) is a key to getting your initial cities set up.
  4. Growing your city to size 2 before building a worker carries a significant production penalty.
  5. Queue switching will be discussed in a followup post, as will the develop-one-big-city first approach.

Commerce is omitted here, but I contend that is actually reasonable, since significant commerce usually requires worker improvements and thus typically takes off later than this period. As you will see below, any commerce advantage from early growth would have to be balanced against the rather substantial production disadvantage.

I’ll begin with some basics. A size one city has 3 free production and each additional population point (PP) can generate 3 more production (if there are forests or flood plains) before improvements. Each PP uses 2F. Before improvements, this means that

A size 1 city has 4 production
Growing a city by one PP adds 1 production

Chopping trees yields 30P (at normal) and takes 4 turns including travel time.
Costs for a warrior, worker, and settler are 15, 60, and 100 respectively. I’ll discuss epic speed separately, but tree-chopping is even more favored there (45 yield for a forest, workers and settlers are 75 and 125 respectively).

Farms and mines improve basic production, and building them takes a minimum of 5 turns including travel time.
Wheat and corn (with agriculture) and copper (with BW) add 3 production.
Mines add 2 production, as do deer camps (but the base is low on tundra and build times are longer). However, mines clear forests, so the maximum production from a mined tile without a special resource is 4 (gain of +1 over a forest or flood plain).
Normal farms add 1 production - but only on base 2 production sites or flood plains. Creating a farm on a flood plain also takes longer. For this reason I’ll only include the +1P (floodplain+farm and grass/hills+mine) and +3P cases for improvements.

You can already see from the above that starting a second city adds much more production than growing the first city, and that the best improvements are almost as valuable in the short run as founding a second city. Normal improvements increase total production modestly, but only on certain tiles.

No growth cases: in this model the first city build is a worker, usually coupled with researching bronze working. On turn 15 the first worker appears. I then compared the following strategies, all ending with 2 workers, and one settler. I also compared the lucky +3 production improvements and the more typical +1 production improvements. Here are the cases:

  1. Chop worker 2, both workers chop settler, improve
  2. Chop settler, chop worker2, improve
  3. Improve city(+3), chop worker 2, chop settler
  4. Improve city (+1), chop worker 2, chop settler
  5. Improve city (+3), settler with no chop, worker 2 with no chop.
  6. Improve city (+1), settler with no chop, worker 2 with no chop.

Here are the results. Worker turns is the number of turns that you would have workers available to do things by turn 40 other than chop settlers/workers and build the first improvement:

Case A: Worker2 T23, Settler T27, Imp T32, 21 worker turns, 8 overflow
(12 x 4P + 120 from 4 trees = 168)
Case B: Settler T25, Worker2 T31, Imp T36, 13 worker turns, 24 overflow
(16 x 4P + 120 from 4 trees = 184)
Case C: Imp T20, Worker2 T24, Settler T28, 24 worker turns, 6 overflow
(5 x 4P + 8 x 7P + 90 from 3 trees = 166)
Case D: Imp T20, Worker2 T24, Settler T30, 24 worker turns
(5 x 4P + 10 x 5P + 90 from 3 trees = 160)
Case E: Imp T20, Settler T32, Worker2 T40, 15 worker turns
(5 x 4P + 20 x 7P = 160)
Case F: Imp T20, Settler T36, Worker2 T48, 7 worker turns
(5 x 4P + 28 x 5P = 160)

Now, to put these all onto a common metric:

The earliest completion of all workers and settlers is T27. After this point the main city can grow. Later starts are penalized 10P per turn of delay (4P in direct cost and 2P in delayed production from population points 2,3,4 each). Beyond that point the happiness and health limits can be relevant.

The earliest settler is T25. Later starting cities are penalized 10P per turn of delay for the same reason.

Every worker turn that is available after the base tasks above are completed is worth 7.5P (chopping trees; could also be improving for future growth, but that is tile-dependent).
Production overflow is credited to each case as available.

Case A: +145.5 (4 trees)
Case B: +81.5 (4 trees)
Case C: +146 (3 trees)
Case D: +100 (3 trees)
Case E: -87.5 ( 0 trees)
Case F: -307.5 (0 trees)

There is also a difference in the improved city production after the workers and settlers are produced. This is significant for cases A, B, C, E (where there is a good special available).

These cases get stronger production released after turns 32, 36, 28, 40. When this effect is accounted for, Case C (improve a +3P special before chopping) saves a tree and gets the highest yield. Cases A and C are thus very close).

Chopping is strongly favored, and building a second worker before a settler is favored. Improving a special resource is a wash with chopping first, and building a 4 production tile before chopping is disfavored. You don’t need to clearcut for a solid start.

What about growing first? If you have the right tiles available you can grow to size 2 and put out a warrior by turn 10. How does this compare with building a worker first? We’ll focus on Case A above (worker/worker/settler), as it doesn’t rely on a handy wheat or corn. In this case:

Size 2 turn 10, worker 1 T22, worker 2 T28, Settler T34, Imp T37, 10 worker turns, 20 overflow. In all the other cases we assumed the city would start growing on turn 27, while in this case 10 turns of early growth went to the city+unit and it is free to grow again after turn 34. As a result, I give this case 30 extra production for a growth head start (it gets 10 turns of growth by turn 34 while the other cities get 7), and add 24 for the extra production in turns 11 through 34. In effect, the worker-first cities catch up in size while the grow-first city is catching up in workers and settlers. This setup has a rating of +36, e.g. significantly worse than the build-worker first case. In terms of the land grab, it also postpones founding the second city by a potentially crucial 9 turns.

An early delay in building workers (without growing to size 2) costs 25 production/turn: a one turn delay in founding a city and two lost worker turns chopping trees. I hope this is useful; comments/questions most welcome.

Queue swapping is an interesting tactic to combine early growth and tree-chopping. It starts the same as the worker-first strategy, producing a worker on turn 15. On turns 16, 17, 18 the city grows and builds a warrior. On turn 19 the city switches to a worker, with 34 production (4 basic plus 30 from chopping a forest). The second worker appears on turn 23, both chop on turn 27, and one chops on turn 31 while the other produces an improvement on turn 32 (6 overflow). Relative to case A, the founding of the second city is delayed 4 turns, and 4 turns of worker action are lost; this is a 70 production penalty. However, the main city has had 12 extra turns of growth (a 120 production edge.) As a result, queue swapping is a net +193.5 on the original scale, but does burn 5 forests. There is some opportunity cost in losing resources that could be used later (for wonders, barracks, granaries, etc.)

There is also a trick to use only the chopped timber for settlers and workers (extreme queue swapping). Essentially, you set production to settler on the turn the chop is due, manually make the worker chop, and then set production back to warrior. This is more competitive at epic speed, but is an expensive idea on normal speed: settlers cost 100 and forests yield 30, so you would have to chop 6 forests (with 20 overflow) by turn 31 to get out the settler. Relative to normal queue swapping, this method loses 4 worker turns (30 penalty) and gains 4 turns of growth (40 benefit) with 14 extra overflow. The overall net is +217.5, so it scores highest on an absolute scale. If you subtract the opportunity cost of the forests used, however, the relative rankings are different:

No queue swapping +63.5
Normal queue swapping +43.5
Aggressive queue swapping +37.5

Whether you use this technique or not therefore depends in part on how many forests you can use and what else you might do with them.

An alternate approach is to build a large city first and then use the enhanced production to churn out units later. An additional advantage is that such a city produces more early commerce. However, this strategy is significantly weaker in production (and, over the long term, not as strong in commerce as it might appear) because of the power of chopping and improvements. Assume the most favorable case for growth, namely 5 good food resources or flood plains on a river. In this case the capital will grow to size 2,3,4,5 after 8, 14, 19, and 24 turns respectively. By occasionally swapping in some grass/hills/forest it is possible to build 2 warriors and grow to the prince capital happiness limit (5) in 25 turns. The larger city will have 8 production, and if you follow up with worker/worker/settler then you can have worker1(33 turns), worker2(37 turns), and settler (42 turns). There is a commerce edge until the initially smaller capital catches up in size (108), and a production edge (95), assuming the growth pattern is the same. However, there is a 16 turn delay in founding city 2 and you need 9 worker turns past turn 40 to finish the initial builds. The net effect is -132.5 on the original scale, or almost 300 production behind emphasizing settlers and workers early. If anything, this understates the disadvantage of growing onto unimproved tiles. A size 1 city working an improved wheat has almost the same production (7) as a size 5 city working 5 unimproved tiles (8). By the time the big city has produced its first settler, you could have had two medium cities (size 2-3) working improved tiles and could have even founded a third city with supporting worker. Even the commerce edge (roughly one good tech) has to be kept in perspective; a single gold mine has a much bigger long-term yield.

You could get better results by building two workers and then using them to improve tiles while letting the city grow to the happiness limit, then building a settler. The exact results are more complicated to compute because they depend on what tiles are available. In my view, this actually confirms the idea that building a worker first is optimal for a variety of play styles.

Different game speeds can significantly change the benefits of different strategies. The key thing to understand is the different way that units and tech/forests/growth/production scale with speed. As you go from Quick-Normal-Epic-Marathon (Q-N-E-M) the costs for a unit scale as
Q 4/5 - N 1 - E 5/4 - M 2
(for example, the respective costs for a settler are 80, 100, 125, 200).

However, tech costs, city growth, improvement builds, and forests change more quickly with speed. They scale as
Q 2/3 - N 1 - E 3/2 - M 3
(for example, the respective yields for forests and the turns to clear including travel are
Q 20 (3) - N 30 (4) - E 45 (5) - M 90 (9)
This means that Stonehenge always can be gotten with 4 forest (2 with stone) at all speeds,
but the cost in forests for a settler is
Q=4 N=3.33 E=2.78 M=2.22
and the time to build a settler with the basic 4 production of a city is
Q=20 N=25 E=32 M=50

With an important exception for technology speed at high difficulty levels and marathon, you can therefore expect the following
relative trends. I'll post details for other speeds if people are interested.

1) In quick games cities grow rapidly and the yield from tree-cutting is smaller. The rapid pace of technology also means that workers are more flexible - it is very likely that you can improve special resources immediately upon founding a new city. This makes improvements more powerful, and dramatically reduces the differential impact of chopping on early production. If you start with good special resources you can do better by improving the first one (after you have a worker) than you can by focusing on tree-cutting (an improved wheat has a higher return than a forest cut after 7 turns). Worker-worker-settler is still the preferred sequence, but clearcutters will quickly run out of forests. Building a big city before a settler still fares worse than building a worker first, since once the tiles are improved the capital will grow to the happiness/health limit almost immediately. Note that because cities grow very fast (as quickly as three turns per population), having extra workers in the early game will have a large impact on production; you'll benefit from hooking up special resources to raise the health and happiness caps. Peaceful builders and tree-huggers will probably like this speed.

2) In epic games the technology speed is still fast enough that it doesn't play the huge role that it will at marathon. Worker-worker-settler is strongly preferred to other build sequences. Trees provide so many hammers that queue swapping is extremely effective, and can be used to put out early warriors, etc. without a large production penalty. You may even want to do a reverse queue swap, putting a warrior in the build queue when you want to get it out quickly and then crediting the overflow to the worker or settler. Remember that the costs are not exact multiples of timber yields, so that you want 200 production going to your second worker+settler, not the 180 you'd get just from cutting four trees (so you will want to have 5 turns of native production applied to units, not growth, to avoid using up too many of your valuable forests.)

3) In principle you might expect marathon games to be a simple extension of the above trends, and a theoretical analysis supports that. But the glacial pace of research has interesting consequences - especially at high difficulty levels. When you found your first city and choose your first tech on a normal start, you'll see something like the following for bronze working (BW) and a Worker(W) at Prince:
Quick BW=9,W=12 turns
Normal BW=13, W=15 turns
Epic BW=21, W=19 turns
Marathon BW=49, W=30 turns. At Marathon/Deity, it take 67 turns to get bronze working....
(If you have a special start tile the worker time will be less, and if you have commerce on your second tile the tech time will be less. You can usually shuffle the worked tile in that case so that the arrival of the first worker and getting BW happens at the same time on epic).

What this means is that unless you either prioritize commerce or are extremely careful you will have extended stretches where your workers, and cities, have absolutely nothing useful to do. It is entirely plausible that it will take you 150+ turns before you can actually use that pig next to your starting city, and even improvement build times are long (15 turns for farm, etc.) As a result, financial leaders have a significant production edge, and coastal production, specials with commerce, etc. will dramatically speed up city development.
Timber is useful for a lot of things, and you should think carefully about how you want to spend it. The AIs don't tend to use it for wonders, for instance, and it does save a lot of time for buildings as well. Unless you can speed up the tech, there is no gain in starting with a worker until you can time their arrival to coincide with a useful task - you might as well spend the first 20 turns getting a warrior out, unless there is a lovely gold mine next door.

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Religions in Emperor and Above - Observations and Thoughts

First of all, we all know that it is nearly impossible to found a religion ourselves in higher difficulties, since the AI has a great advantage, such as research, especially at the beginning. Diplomacy in high difficulties seems always narrow down to clashes between a few prominent religions, until Liberalism (free religion) is well adopted by every Civ. If one makes good use of religious diplomacy, victory of all kinds is not very far away.

Here are a few AI's behavior patterns that I observed (mostly on Emperor and above, Terra or Pangea). Hopefully they are useful to you:

1) Due to AI's rapid road paving / missionary production efficiency, Buddhism and Hinduism usually becomes 2 prominent religions of the world, before the other religions are even founded.

Usually after the early phase of expansion, one would end up with having strong Buddhism and Hinduism neighbors. Then it becomes obvious -- pick one of the two religions, make good friends and trading partners, and expand towards the other.

The religion modifier goes as high as +8 on religion-minded leaders, such as Cyrus, Isabella and Mansa Musa. Isabella is particularly a fine religious ally, as she is aggressive enough to agree to war against civs of a different faith with you. Mansa Musa, on the other hand, would only agree if you give him multiple expensive techs.

2) During peace times, AI always switch to "Organized religion" to make us of its 25% building rate bonus in cities with the state religion. This civic is very nice indeed, and all you need is Monotheism, which you can easily trade from the AIs.

3) Sometimes one religion spreads so fast that every single civ in the world is in the big family, and they are usually happy among each other, much happier than to the player's Civ. This is not going to last forever, though... (see below)

4) The AI tend to switch religion to the one founded by itself, but usually comply with the international trend until a war breaks out between another civ of the same faith. This is quite important, as when you attack a Civ of the same faith, you would get -1 "You declared war on our friend!" modifier from all Civs of the same religion. But you won't after it switches to its own religion.

While the AI is losing the war and its own holy city. It will again switch religion to match the environment. Too late!

5) While generally speaking, leaders of the same religion almost always become good friend over time, it is possible to bribe the expansion-minded (and falling in tech) leaders to go against civs with the same faith since ancient times. Some examples are:

  • Montezuma of Aztec
  • Genghis Khan of Mongol
  • Alexander of Greece
  • Victoria of England
  • Tokugawa of Japan

Chances are some of them are on the map. This means even if everyone is everyone's friend, I can still stir a world war. Leaders will convert to their own founded religion, causing even more conflicts and military actions promoted (in secret) by nobody else than the player him/herself.

6) Peace loving leaders are extremely reluctant to go after anybody who shares the same religion with them. This means that you don't have to produce army during peace times when you are bordered with them only. Also, when you attack their neighbors, you don't have to worry about backstabbing because they can't choose which friend to help.

7) If there are multiple war-loving leaders (such as Montezuma and Alexander), it is quite important to keep them busy with somebody else as early as possible. They are like mercenaries, waiting for a bid. Even if they are pleased with you, they will still go after you if they have nothing to do with their neighbors.

8) Whenever possible, bribe AIs to war is a great idea even if it costs you your most advanced techs. Every single war put a -3 modifier on relationship permanently, so you are pretty much guaranteed of a life-long enemy between the two, which is a great thing to you. They won't come after you now, and you can come after them while they are exhausted.

However, you have to have a tech lead relative to them in order to bribe them. In order to have a tech lead, you have to have larger, juicier lands to start on, and good strategies to make money fast. There are many good posts here covering these aspects.

9) Aligning with the No.1 Civ, or the No. 2 Civ (while you are No.1) is not necessarily a bad idea when you are still not prepared in terms of military. Bribe someone to attack them as soon as possible, though. They will give you that -1 "You brought as a war ally!", but they are usually still pleased with you since you share the same religion.

10) If you are not using a Creative leader, during the very early game, you probably want to delay the declaration of a state religion so non-capitol cities with non-state religions can have their border expanded to level 2 (harvest diameter) first.

No state religion:
   Holy city of any religion: 5 culture / turn
   City with any religion: 1 culture / turn, it stacks up

With state religion:
   Holy city of state religion: 5 culture / turn
   Holy city of non-state religion: no effect
   City with state religion: 1 culture / turn, plus 1 happiness
   City with non-state religion: no effect

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Specialist Economy - Post Emancipation Tech Success

SE -post emancipation tech success

I have read elsewhere some gloomy comments about how specialist economies crash after emancipation becomes available to your rivals. The typical solution offered to this problem is a managed switch to a CE. I have found however three simple ploys help maintain and even continue growth for a SE even after emancipation without trying to pull off a mass switch to cottages.

So to recap the situation the typical SE is in at the time emancipation becomes available - running representation for the beaker bonus and running caste system for the unlimited scientists. Emancipation becomes available and other civs start switching over. As more and more civs switch over to emancipation your caste system economy gets lumbered with increasing unhappiness.

First solution is simply to counter the unhappiness with the culture slider. Some people more used to cottage economies are loath to touch the culture slider for happiness because as all of a CE's commerce goes through the slider each 10% of culture really hurts their science/gold/espionage output but the thing to realise with a pure SE is that very little of your sci/gold/espionage goes through the slider so the happiness gained from each 10% culture costs very little compared to a CE and shouldn't make any significant difference to your research/gold/espionage even if you put the culture slider up to 100%. theatres and colloseums are the most important happiness buildings for a SE because they work off the slider; every big city should have both. using the culture slider amplified by theatres and colloseums and you can create enough happiness to overwhelm the emancipation penalty almost indefinately even in time of war.

There may come a time under some circumstances when even the culture slider plus your other happy faces cannot overcome the emancipation penalty. When this happens you can use espionage missions to switch non-spiritual civs to caste system lessening the penalty for you. At about the time of emancipation lots of spy specialists open up for the SE and since under representation spy specialists deliver 4 beakers as well as the espionage points (a representation scientist gives 6 beakers) you can afford to switch on a lot of spy specialists instead of other specialists without hurting your research.

The third step is to realise that caste system is actually not so all important to a SE as all that and switch over to emancipation. Note you CAN keep running representation without a happiness penalty and in the end it is representation that really delivers the beakers to a SE. Okay without caste system there are limits to the number of scientists you can run. 7 scientists for your oxford city and 4 for your other science cities. But if you have the infrastructure you can still run other specialists alongside your limited scientists, (under rep civic - spies +4 beakers, artists +4 beakers, engineers, priests and merchants + 3 beakers). The trick is to abandon the idea you must run pure science cities with only science infrastructure and make sure that you have all the infrastructure up and running to allow you to run the maximum amount of specialists your food allows without caste system.

Lets say for example you have a science city under caste system that has enough food to run 10 specialists because you want beakers they are all scientists. Finally you switch away from emancipation and can now only run 4 scientists. What to do? Well probably this city has a market and a grocer already built because you wanted the health and happiness bonuses they give which means you can run 4 merchants. okay so they only give half as many beakers each compared with the scientist but they also give 3 gold each. More gold from you specialists means you can put your research slider up so indirectly your merchants boost your research. Okay so what about the other 2 specialists your 10 spec city can feed? Well this city probably has a courthouse at least so you can run a spy giving 4 beakers and epsionage points. More espionage points from specialists means you can lower the espionage slider in favour of research. This hypothetical city probably also has a forge so you can run an engineer for the last spec. Okay so he only gives 3 beakers but also gives 2 hammers. you can turn those hammers into research by occasionally turning your cities hammers into research with the 'build research' option.

The big idea here is that you can max out your specialists and keep up your tech rate without caste system just by running a mix of specialists and tweaking the slider, providing you have the infrastructure up.

In summary - surviving and thriving after emancipation by using these three gambits.

1. counter with the culture slider.

2. espionage to flip your rivals civics away from emancipation.

3. build up infrastucture before switching to emancipation then run a mix of different specialists in each city.

Additional - beware the 3 Cs - cottages, caste system and the culture slider.

At some point your likely to capture some cottaged cities maybe a lot of cottaged cities. The SE player has 2 options with dealing with them.

1. leave them be.

2. pillage the cottages preferabley BEFORE the culture border pops so that gold is gained and then intensively rework the improvements in the SE fashion, farms and workshops etc.

Which is the best option depends on what you intend to do when emancipation starts hitting you with unhappiness. If you want to hang on to caste system right into the late game then option 1 is the least efficient because although you save a lot of worker time once you start using the culture slider for happiness heavily those cottaged cities will become very commerce inefficient. Option 2 will work best for you.

On the other hand if you are happy to switch to emancipation and then run a mix of specialists in your cities leaving your captured cottaged cities as they are is probably best. Especially so if you are going for a culture victory and want to run free speech. Free speech will give those cottages a nice commerce boost if and when they become towns which with emancipation will happen sooner anyway.

The moral of the story is SE are planned economies so you had better plan ahead if you want to make the most of it. Considering early on which methods you will use to deal with emancipation unhappiness is necessary for deciding what to do with captured cities with cottages so as to make the most of them for your game.

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Specialization of Cities

One of the biggest ways Civ4 is different from Civ3 is in the way we choose locations for cities.

In Civ3, city placement was a sort of checklist, and the cities with the most checks were usually the best. Fresh water, check. Hills/mountains for production, check. Food tiles for growth, check. Resources, check. On the coast, check. And so on; you wanted the best checklist cities possible because with the exception of cultural victory cities and maybe super science cities (with double sci wonders), all cities really did the same thing. This is not so in Civ4, and when I first made the transition the need to specialize cities was one of the things that was most confusing to me. But I'm getting ahead of myself.

Why Specialize?

There are a number of factors that force us to specialize our cities. They are, in no particular order:

  • Great People system
    The nature of GP makes it far more beneficial to have one city produce a ton of GPP than have a bunch of cities all make a little bit of GPP.
  • Roads no longer produce commerce.
    In Civ3, we didn't need to make commerce-specific cities because every large, fully roaded (or RRed) city produced a lot of commerce on its own. This is not so in Civ4; you need to build a specific improvement (cottage) in order to increase a tile's commerce.
  • National wonder complement each other, but you can only build 2 per city.

    It is a great idea to have Heroic Epic and West Point in the same city; it will build military units faster and give them bonus experience to boot. Since the national wonders usually give a percent benefit to one aspect of a city's production, it obviously behooves us to ensure that the aspect receiving the bonus is as high as possible.
  • # of city upkeep forces us to limit the number of cities we found.
    This is probably the biggest difference from Civ3. There was a penalty from founding too many cities in Civ3 (corruption), but it was nowhere near as crippling as the penalty is in Civ4. Since we are severely limited in the number of cities we can make, we obviously want to make the most of those cities. (One thing that strikes me as odd about this is the dissolution of colonies in Civ4. If the game is designed to discourage founding a city specifically to get an important resource, shouldn't there be a built in alternative?)
  • Culture provides a defensive bonus.

    This means that in addition to any logistical benefits, a few high culture cities will always be easier to defend than a horde of low culture cities.
  • Religion!
    Simply put it is easier to spread religion to all of your cities if you have less cities.

So now that we have a good idea of why it specializing is good, let's look at the three basic types of cities.

The House of Commerce, aka Moneybag City, Goldsville

Essentially, this is a city that is designed to get as much commerce as possible. You will end up building cottages on almost every tile in the city's fat t, but it is important to have enough food to ensure that the city grows quickly. This city will have lots of gold (and therefore science), so it behooves you to build +% gold/science improvements here (depending on what you are doing at the time)!

When looking for places for commerce cities, remember that while eventual gold production is important, you also need to consider the speed at which the city will reach its optimal size. You could have the highest gold city in the world and it would be useless if it takes all game to get to size 6.

You have to balance this need for food with early cottage placement, however. Cottages take a long time to grow fully, and need to be worked in order to grow. You need to be wary of the opposite of the high-gold-no-people commerce city; the high-people-no-towns commerce city. Balance working food tiles and cottages while your commerce city grows.

Consider rivers carefully. Rivers provide a bonus to both commerce and, through farming, food. You need to decide whether to use a river for your commerce city or for...

The GP Farm aka Specialistville, Wondertown.

This city is built on pure population, converted into specialists to produce GPP. In low levels you can usually count on wonders to produce a good amount of GPP, but specialists are more reliably attainable and above all, convertible.

Look for fertile ground with lots of bonus food. If you also want to get wonders for GPP, you will need a good amount of production as well, so some hills would probably be nice too.

Obviously, it would be a good idea to get +GPP improvements/wonders here. National Epic should go here for sure.

One more thing - never put super-specialists in your GP Farm. GP Farms usually produce a fair amount of culture/beakers/commerce just by having so many specialists, but never forget that their primary purpose is making GP. Put the super-specialists in a place that could really use the extra production, like...

The Factory, aka Anviltown, Hill-Land, Detroit

What the house of commerce is for money and the GP farm is for food, the factory is for production. This city, when fully developed, should be capable of producing a ton of hammers per turn, and be fully endowed with national wonders that increase either production or the benefits of it. I have already mentioned my personal favorite combination of national wonders for the factory: Heroic Epic and West Point. Other combinations are possible too, most using Iron Works in some way. It is sometimes necessary to distinguish between a military factory and a wonder/SS/other factory.

What I said about the commerce city and growth holds true for the factory as well; you need to emphasis production, yes, but the city also has to grow. Remember, you can put a factory on the coast too, for mass production of ships.

Obviously, it is very difficult to have every single city in your empire be specialized in one direction (especially if you didn't found the cities). Use common sense and don't be too afraid to found a hybrid.

In addition to knowing what sort of cities you can build, you should know when to go for what type. It is when deciding which strategy to go for that Civ4 really begins to shine; there are so many considerations and layers of strategy that it is impossible to say what is best for every situation, but I think I can spew out some general guidelines:

Consider your leader traits when deciding where to found your core! A financial civ should make getting a commerce city a priority; a philosophical leader should seriously consider a GP farm almost immediately. It is important to maximize your benefit from both of your leader's traits.

Choose your civics carefully, as to maximize your advantages and minimize your disadvantages. If your GP farm is booming, but your commerce city is lagging behind (and thus slowing your research), you should seriously consider Representation. Don't become addicted to any one civic! They are all viable, and will remain so throughout the game (except for the civics that Emancipation kind of kills.)

Have an overall plan! I cannot stress this enough. In Civ4, more than ever, it is important to start reaching for your eventual goals at the beginning of the game. You want some flexibility of course; it doesn't work to be hell-bent on military conquest and then discover you lack Copper and Iron. But whenever you found a city, ask yourself, "How does this city help me reach my overall goal?"

I hope you guys find this article helpful.

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Subsidies and Aggressive Trading Practices

The following is a strategy for getting the most out of your GPT trades with the AI.

Have you often been in annoying situations with the AI, wanting to sell off a resource, but getting only a pittance in return? Is silk really worth only 3 GPT?

It turns out that the AI also values these resources more than they are paying, but are limited to only giving away as much GPT as they are currently making in profit. One of the most striking features of this is the fact that the AI always seems be willing to trade all of its available GPT for your goods, whether it is 1 or 5. How would you like to make 7, 9, or 12 GPT regularly per resource.

Well now you can! All it takes is a little patience, and plenty of extra goods, and you'll be in bushiness.

The primary limit on an AI's GPT trading is simply the size of their positive cash-flow that turn. There is a secondary limit based on how much they like you, but you don't often hit it. In order to trade as much GPT as possible with the AI, you have to make sure that they have enough GPT to cover the transaction. How do you do this? Subsidize them!

Subsidies: If you gift GPT to an AI in negotiations, it will (as you might expect) raise their GPT in turn. Gift an AI GPT in small increments until their Available GPT stops increasing. You have just determined their trading limit, and they will now be willing to buy resources off you at top dollar.

Here is an example scenario:
Suppose I was trading with the Persians, and they are listed as having 4 Available GPT.

  • I gift them 2 GPT, and their Available-GPT rises to 6.
  • I gift them 2 GPT again, and now their Available-GPT rises to 7.

    Where did the money go?
    They are simply not willing to trade at 8 GPT; their limit is 7.

  • I now sell them Furs for 7 GPT, and now their Available-GPT is at 1.
  • I gift them 7 GPT, and their Available goes to 7.
  • I sell them Rice for 7GPT, and their Available is down to 1 again.
  • I see that I can only sell 1 more resource to them, Silk, and so I gift them 6 GPT. Their Available is at 7.
  • I sell them the Silk for 7 GPT, and call it a day.

You are all probably noticing that throughout this entire affair, I'm only making a profit of 4 GPT while selling them 3 resources. I'm effectively giving them 2 resources for free! That is however, why it is called a subsidy. You don't make a profit just yet.

Making your profit: For the first 10 turns of your trading agreement, you'll be getting the short end of the stick. That now changes, because after 10 turns, you can cancel trade agreements! You are currently subsidizing the purchase of your goods at a cost of 17 GPT, but once the 10 turn limit expires, you can cancel these. Now, you are turning a nice healthy profit of 21 GPT from resource trading, not too shabby. The best part comes from the fact that you can do this with every civilization, resource sourpusses permitting. I have personally been able to break 100 GPT in trade-profits using this method.

Things to watch for:

  • If your potential partner's Available GPT is listed as 0, they are probably in deficit spending. Don't bother trading with them, since you'll have to subsidize them out of their deficit before negotiations can even begin, and you have no idea how much that's going to take. 5 GPT? 10? You have no way of knowing, and it will be expensive no matter what.
  • You yourself need a positive cash-flow before you can gift people GPT. To be on the safe side, set your science spending to 0% before entering negotiations.
  • Always sell to the highest bidder. Search around for who has the highest trading limit, and choose to trade with them first. This will make sure that you get the most out of the sale of your resources. Trading limits correlate pretty strongly with the Civ's attitude towards you, so you can be making 12-15 GPT per resource from your close allies.
  • As nations become friendlier with you over time, their trading limits will begin to rise. If you suspect this to be the case, you can cancel your trades and renegotiate. Their Available GPT will rise in accordance with their suddenly reduced expenses, and will still be available to you for buying your goods. If, in the Persian example, after a while the trading limit rises to 8, you renegotiate to sell them the first two resources for 8 GPT apiece, but you will probably have to subsidize the third. No problem there, since subsidies are a 0 net-loss, so for the first 10 turns, you will just be making 21 GPT. Once that's up, you can cancel the subsidy and come up to 24 GPT, making the whole thing worthwhile.

I do not believe this to be too much of an exploit, since the AIs have their own personal spending limits anyway, and are perfectly willing to pay that much for the resource. Furthermore, it seems stupid in retrospect to be selling your wheat off for 1 or 2 GPT. This tactic simply gets the AI to trade at their maximum trading level for as many resources as you have to offer. Now it might be theoretically possible to cause serious economic harm to a Civ when you cut off their subsidies, but that's why this is called Aggressive Trading. You make them trade to their very limit.

Additional Uses for Subsidies:

1. Extortion: (Edit: This has not been thoroughly tested and appears to deliver rather poorer results were originally though.)
All GPT deals are restricted by the amount of Available GPT the AI has in stock. Subsidizing allows you to bypass this limit, and so opens up a new world of options, namely "Coercive Bargaining" or "Protection Fees".
How to make use of this?

  • Get a Large and Threatening(tm) army.
  • Look for a weak Civ somewhere in the world, who you think might like to "stay in bushiness", but might be too much hassle to "take care of" yourself.
  • Having selected your victim, gift them enough gold up to their trading limit, to ease open their finances.
  • Demand a repayment in kind, but for as large a sum as possible (you are limited to their trade-limit).
  • If the first "trade" was not enough, try this again and again to see how much you can squeeze out of the little sucker. You may have to keep pumping them up with GPT so that they can afford your demands. (Tests show that AIs rarely if ever agreed to demands twice in a row. Yields are probably limited to 1 trading-limit's worth.)
  • After 10 turns are up, go ahead and cancel your side of the bargain, but their tribute will still be coming in.

I won't even pretend this is not an exploit, since any sensible player would cancel their tribute to an AI guilt-free after 10 turns were up. This will theoretically allow you to soak your victim nations for a significantly larger chunk of change than you could normally, since a 0GPT in diplomacy can't limit the tribute. The AI will faithfully send it's moneys to you basically forever once the deal is made, ending only if one of you declares war on the other. The best part about this is that you don't need to actually have any other resources than just a large military. Your relationship may suffer, but do you really care? If they don't like paying, then you can just tax them like normal citizens of your empire (after you 'assist' their citizenship).

Edit: Many questions have come up as to "How do I cancel my deals?". Due to some bug, it seems to be impossible to cancel a GPT loan in the diplomacy window with another Civ (it prompts to change the amount given, but then does nothing). To cancel these deals, you go to your foreign advisor (F3), and look under the "Active" section. This will show all current deals you have, and mousing over them will reveal how many turns until they can be cancelled. Click on a matured deal and you will be asked whether you wish to cancel it (y/n).

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The Hybrid Economy

Overview

The Hybrid Economy is a type of economy that combines the best elements of the Specialist Economy and the Cottage Economy, while minimizing the disadvantages of both types of economies. This article assumes use of the Beyond the Sword expansion, but it should be easily adapted to both Warlords and Vanilla Civilization IV. Like a Specialist Economy, a Hybrid Economy's cities are highly specialised. Like a Cottage Economy, a Hybrid Economy relies on cottages as it's primary source of beakers. Unlike either a Cottage or Specialist economy, the goal of a Hybrid Economy is to keep the science slider at 100%.

Characteristics
Attributes
  • most common improvements: farms and cottages
  • beaker source: primarily commerce, some specialists
  • espionage source: specialists
  • gold source: specialists
  • optimal slider position: 100% science
  • best civics: Representation, Free Speech, Caste System
  • best traits: Financial, Philosophical

Advantages
  • high degree of city specialization
  • no economic crash with switch to Emancipation
  • high GPP production
  • not as much micromanaging as a Specialist Economy
  • high degree of predictability in Great People produced

Disadvantages
  • using the culture for happiness causes research to slow down, but not as much as a Cottage Economy
  • more micromanaging than a Cottage Economy
  • unable to use Slavery Civic after Caste System to boost production

Cities in a Hybrid Economy

Cities in a Hybrid Economy are heavily specialized, just as in a Specialist Economy. Few buildings are constructed beyond the necessary ones, allowing the greatest number of specialists or cottages to be worked for the longest period of time. The city types are:

Capital

This city tends to become a "Jack 0f All Trades" city, usually having ample commerce as well as production, additional happiness, which often makes Bureaucracy attractive mid-game. Of course, if you start with Mysticism and you have a lot of extra food in your capital, you might want to consider founding an early religion, making it your Wall Street city, and running some other legal civic instead. Or moving your Palace to better location.

Production Cities
Production Cities produce your military and construct most of the wonders your empire needs. Most empires need only two or three. Improvements are mines and other hammer producers, plus the necessary farms to support the citizens to work the hammer tiles. Buildings are, naturally, hammer multipliers. National Wonders are Heroic Epic, West Point, and Ironworks.

Wealth Cities
Wealth cities produce the gold necessary to pay for costs of your empire, whether it is maintenance for your cities, civics upkeep, or pay for your military. Small empires only need one. Improvements are farms to support merchants. Buildings are, naturally, gold multipliers. The city with the highest food output gets Wall-Street. Ideally, this should also be a Shrine city. These cities produce a lot of Great Merchants, which should be settled in the Wall-Street city so you can keep that science slider at 100% for most of the game.

Science Cities
Science cities produce the beakers your empire needs to research new technologies. These cities make up the majority of your empire. Improvements are cottages and other commerce producers. Buildings are, naturally, beaker multipliers. The city with the second highest food production will eventually get Oxford University, and gets farms to support scientist specialists.

Espionage Cities
Espionage cities produce the espionage points your empire needs to conduct espionage missions, both active and passive. You really only need one in your empire. Improvements are farms to support spy specialists. Buildings are, naturally, espionage buildings. Due to the lateness of most espionage buildings, this is a good candidate for a late game forested tundra/National Park city.

Strategy by Age

Classical Age
The classical age is when you'll be getting your core cities established. By the end of this era, your HE city will be churning out units, your future Wall-Street city will be churning out gold and Great Merchants, and the rest of your cities will producing beakers, primarily through cottages. Civics would be slavery and organized religion, and Hereditary Rule, or perhaps Representation if you snagged the Pyramids. Hopefully, you'll be able to snag The Great Library in your future Oxford University city.

Middle Ages
Congratulations, you've just made the switch to Caste System. Get used to it, because you'll be sticking with it for a while. By now, you'll have enough improved tiles to switch citizens to hammer tiles while building infrastructure, and back to cottages or specialists the rest of the time.

During this age, your science cities should be slowly building banks after they've finished their Universities, so you'll be able to build Wall-Street as soon as possible. Needless to say, you probably won't have to build any unnecessary Universities in your wealth cities.

Renaissance
With Liberalism comes Free Speech, and with Democracy comes Emancipation, so it's time to start prepping your Wall-Street and Oxford University cities for the post-Caste System era. Start building cottages until one-turn from completion over your farms, and do the same with windmills over any mines. Once another Empire switches to Emancipation, it's time to do likewise, before unhappiness cripples your Empire. Switch as many farms to cottages as possible, and mines as windmills, until your city is growing while still running seven specialists.

Industrial Age
With Caste System no longer viable, you're going to get some beakers in your wealth cities, so it's time to build some libraries and observatories in your wealth cities. If you've been expanding aggressively, you might want to build some grocers in your science cities as well, since your science slider might have to drop below 100%. Fortunately, you already built all those banks.

This is also the Era of the Corporation, and you've been producing a lot of Great Merchants, so you should save one to found one of the Food Corporations in your Wall Street city. Spread it to your Oxford University, your production cities, and your capital. If you're lucky, you've saved a Great Engineer to found Mining Inc. in Wall Street, which you can then spread to your production cities and capital as well.

Modern Age
You haven't won yet? Then what are you waiting for? Build whatever you need to reach whatever victory condition you've been aiming for.

Other Issues

The National Epic
Unlike a Specialist Economy, which relies on Great Scientists to suppliment your beaker production, or a Cottage Economy, which uses this National Wonder to create a GP farm, you get to decide which Great People you want the most of. If you want a lot of Great Merchants, build it in your future Wall Street city. If you want a lot of Great Scientists, build it in your future Oxford University city. Maybe you'd like a lot of Great Spies late in the game, so hold onto it until your Espionage city is up and running, or Ironworks to get some Great Engineers to found Mining Inc. and rush some late-game wonders. Or pair it with National Park and get a super GP farm up and running. The choice is yours!

The Caste System -> Emancipation Switch
If your game runs long enough, sooner or later you’ll have to switch out of Caste System and start running Emancipation simply to deal with all the happiness caused by other Empires running that civic. In a Specialist Economy, this causes your research to crash, because there are no mature cottages to take up the slack for all those out of work scientists. It takes 35 turns (normal, Emancipation) to mature a cottage into a town, and since you’ve been relying on cottages to produce most of your gold, you probably won’t be able to run your science slider at anything over 60% until they’re fully mature. That means 35 turns before your economy recovers back to its pre-Caste System state... and those cottages need to be built first.

Since a hybrid economy means you’re getting most of your science from mature towns anyways, this switch doesn’t cause your research to crash. Only two cities are primarily affected: Your Wall Street City, and your Oxford City. These are the only two cities that need to be cottaged, which can be done very quickly if you prebuilt them before the switch. Furthermore, since your science slider is set at 90-100%, your Oxford city recovers after only fifteen turns.


The Care and Feeding of your Wall Street and Oxford Cities

These two cities are your primary Great People producers throughout the game. So the name of the game is to run as many specialists as possible, for as many turns as possible, while working as few tiles as possible. Because these are the cities most similar to a Specialist Economy’s normal city, they also require the most micromanagement in the game.

The Wall Street City

Early game, this city is quite simple. You want to build this city in an area that can produce a lot of food early, which means a lot of food resources and hopefully a lot of rivers or flood plains. Having a shrine in this city is a bonus, but not absolutely necessary. An enemy’s capital that holds the shrine to Buddhism or Hinduism is ideal, allowing you to cottage your capital to take advantage of Bureaucracy’s bonuses later.

Focus on building farms to support more merchants later, and build or whip the necessary infrastructure, including granaries and courthouses. Build some mines or workshops so you can build more infrastructure later. Settle any Great Merchants that emerge from this city back into the city. They’ll help keep your tech rate at 100% plus produce extra food.

During the Middle Ages, with the switch to Caste System, you’re going to want to keep an eye on this city. You want to grow the city as large as the happiness cap allows, while running as many merchant specialists as possible. When you get more happiness, send a few your merchants into the fields to grow the population. There are also two important buildings that will need to be built: a grocer and a bank. Immediately when grocers become available, set all those merchants to work in the mines and the workshops to build those buildings ASAP. Repeat this procedure with the bank. Don’t be afraid to starve your citizens a little in order to do so, you can always produce more food later. Plus they’re getting fat from laying around and counting money. Great Merchants still get settled back into the city.

The Renaissance signals the approach of the end of the Caste System Era. Sooner or later, you’ll have to make the switch to Emancipation, so it’s time to start pre-building some cottages. Don’t complete them, simply build them until one turn from completion. It’ll save time later.

The Industrial Age will likely see the end of Caste System. It also signals the approach of Corporations and Biology, so it’s time to consider the Switch. After the Emancipation Switch, your city needs, at most, a population of 27, so it’s time to consider slowing or halting its growth. During this age, you’ll stop settling Great Merchants in this city. You need one to found one of the food corporations, after all. Check how many turns it is until the next Great Merchant (don’t forget to check your Oxford city… it may produce a Great Scientist before Wall Street does) and compare it to how many turns it’ll take to get the tech for your chosen Food Corporation. If one will emerge before you research the tech, then settle that Great Merchant. Otherwise, save it to found the corporation. After that, send those Great Merchants on Trade Missions.

The Industrial Age also gives you levees, so if you placed your Wall Street city in an area with a lot of rivers (which seems likely), then you might want to send a few of those farmers to the mines and workshops to build them whenever you need to stunt your growth due to the happiness cap. The Industrial Age is also when you give your Wall Street city finally lives up to its name, and you build Wall Street. Building Levees will help you with that.

Hopefully, Wall Street will be complete before you have to switch to Emancipation. But after the switch, you’ll need to cottage as many farms as possible until you’re running food neutral while running seven merchants. With the extra hammers, you can start building science infrastructure. When you found a Food Corporation in this city, you’ll be able to cottage even more farms. Build about four so you can spread the Corporation to your Oxford city, your production cities, and your capital.

If you make it this far, the modern age is pretty much the same as a Cottage Economy.

The Oxford University City

The same strategy used with the Wall Street city works well with the Oxford University City... only you build science infrastructure buildings rather than wealth infrastructure. The main difference with this city is what you do with the Great Scientists the city produces. Settling a Great Scientist in Oxford rarely produces as much a benefit as building an academy in one of your science city, or rushing a tech.

In addition, unlike Wall Street, Oxford usually doesn’t need wealth infrastructure late in the game... though building a bank in the city makes sense, since you need a few of them to build Wall Street.

edited to expand upon the idea behind Oxford and Wall Street, especially post Caste System.

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Triangle Diplomacy

Many new players, it seems, do not practice diplomacy in an organized, coherent way but in a "spur of the moment" haphazard way. For example, an AI request will come up which asks you to "stop trade with someone" or "give tribute/help", "declare war", etc and I think many beginners just decide at the moment what "feels" best with no long term planning. But this isn't the best or most interesting approach.

What you should do, upon founding your empire and exploring the land is to see who and where the AI Civs are located and how powerful they are, then decide who is going to be your your long-term ally. Then using the F4 screen, figure out who another Civ that the potential ally really likes (and presumably that third civ likes back) that you also would want as an ally. Then you will attempt to (as much as possible) get relations between you and these two Civs as high as possible, forsaking all others when necessary. The key to remember is that you must ally with two Civs that themselves are extremely friendly to another thus avoiding the "trading with enemy" penalty and also the awkward situation where each ally asks you to war on the other! This usually but not necessarily requires you to have the same official religion as these other two Civs.

And that means that when they ask for reasonable tribute, you give it. That means when they ask you to stop trade with those outside the triangle, you do it. That means when they ask you to join in war, you do it if it is safe to do so (and it is a huge bonus to do it as it prevents the -1 you failed to help us in war but rather gives +1to4 for mutual struggle). Realize though that when you do that, that other Civ will be a lifelong enemy most likely but that okay. Of course, it means that relations with some of those Civs outside of the triangle will probably be irreparably harmed but it is much better to have strong friends and strong haters than to have everyone cautious or annoyed at you.

Now it is important to avoid having "backstabbing" or "rogue" or particularly warlike nations in the triangle. Although all AIs will backstab if you are too weak or present too much of a target (so in all cases having a credible military is a must), some do it much more than others. Montezuma and Isabella come to mind in most cases. Avoiding warlike civs is also good because you might otherwise be forced into too many wars and being a pariah nation yourself.

But it is important to also realize that you can shift or change the triangle as the situation unfolds. Unless you're playing with very few Civs, if you're playing with 8 or more, its unlikely that you have great relations within the triangle but all others hating you. Say you have a triangle with A and B but also have good relations with C and A also have good relations with C. You may then decide to have C in the triangle and drop B. So in this way, you can shift the triangle from time to time. But by focusing on two at a time, you will find the game proceeds much better than trying to equally please and equally displease everyone.

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Vocum Sineratio: Dona Eis Relions

Dona Eis Religions
Dost thou know the magnitude of thy sin before the gods?

Religion Basics

There are seven techs which each introduce a religion into the game. Each religion is introduced in a single city, but can spread throughout the world. Converting to a religion can provide bonus happy, more buildings to construct, diplomatic bonus (and penalties), and unlock powerful civics.

The actual mechanics of the religion engine are not always clear, so questions are common, albeit less common than wrong answers. Hence, this effort to put all of the right answers in one place.

Founding a Religion

For games that begin in the Ancient Era, no civs begin the game with knowledge of any of the religious technologies. Therefore, each religion is first introduced to the game when the corresponding technology is discovered:

Meditation Buddhism
Polytheism Hinduism
Organized Religion Judaism
Code of Laws Confucianism
Theology Christianity
Philosophy Taoism
Divine Right Islam
In Beyond the Sword Choose Religions is a custom game option that removes the relationship between a technology and the religion specific to it. If you are the first to discover a religious technology, you may choose which religion you found (save only that you may not duplicate an existing religion). Some of the AI Leaders have a preferred religion as well (defined in CIV4LeaderHeadInfo.xml), and will select accordingly. Those leaders who do not have a preferred religion defined will default to the religion normally associated with the technology.
These religions are almost interchangeable - the strategic resource which accelerates the construction of a Cathedral is the only difference in the game mechanics.

Note that there is are no tie breaker mechanics, because there are no ties. The religion is founded when you discover it (mid turn if you lightbulb the technology, between End Turn and the start of the next player's turn if you research the technology the old fashioned way).

For games which start in later eras, all of the players in the game share knowledge of one or more religious technologies. These religions are distributed randomly at the beginning of turn 6 (defined in CvGame::doHolyCity). The selection process is biased in favor of human players, and in favor of spreading the religions out. Each of the religions is checked in the order listed in Civ4ReligionInfo.xml - so in single player play the human almost always founds Judaism.
In Beyond the Sword, the bias in favor of the human player has been removed. Also, the turn clock is disabled if you are playing an Advanced Start custom game. Furthermore, your leader's preference takes precedence over your own, when the religions are being dealt out.
The Holy City

Each religion in the game has a single Holy City, which has a special, unique relationship with that religion. In game terms, the holy city for a religion is permanent - raze the holy city, and it is not replaced; expect severe diplomatic penalties.

The holy city is important in a number of respects - it generates more culture than a converted city, it is the source from which the religion magically spreads (see below), and it is the only city in which the Shrine for that religion can be built.

The last of these is an important element of religion based strategies, as a consequence, the mystery of which city will be the source of the religion is an important one.

One important point, often missed by those who prefer single player games, is that religious technologies, like every other technology in the game, is discovered by teams, not players. In other words, when "you" discover a technology, you may find that one of your Permanent Ally's cities is chosen has the holy seat. Which player lands the religion is determined by a random number added to the total number of religions in that player's cities, and a 10x multiplier that biases the result in favor of those members of the team who were actively researching the tech at the time.

Once the player has been determined, that player's cities are each checked in turn. A random seed is added to the city's population, which then has two negative factors applied to it - an 8x bias against the city with the Palace, and a smaller bias scaled with the number of religions already present in the city.

So while you cannot assign the holy city as you might wish, you can arrange circumstances so that the biases work in your favor (keep the population high, keep the population in other candidates low, refrain from spreading religions to your preferred city, aggressively convert the other cities).

Spreading the Word

After a religion has been founded, there are too vectors by which it may spread to another city.

Spontaneous Conversion

At the end of each player's turn, each of his cities is checked against each religion to see if the city will spontaneously convert to that religion. To be eligible, the city must be free of religions, and must be Trade Network Connected to the holy city.
Very rarely, you will see the announcement that you have founded a religion, and immediately find that it has spread to other cities. This demonstrates the timing of the game mechanics; after you hit end turn, your research occurs, followed shortly thereafter by CvCity::doReligion. The technology splash screen appears after all of this, at the beginning of your subsequent turn. With truly unfortunate timing (and rather dubious prioritization), you could theoretically find that - having founded a religion - you have a converted city (immediate spread from the holy city) but ruins where your holy city may have briefly stood (were it razed by one of the opposing players.
Trade Network connected means almost what it sounds like; there must be a connection between the converted city and the holy city - that is, the cities must be part of the same plot group. Plot groups are determined by explicit routes (roads, railroads), and terrain routes (oceans, rivers, coastline). These latter types depend on which technologies have been discovered by the owner(s) of the cities. Why almost? Because cities can connect through a closed border.

Two factors determine the probability that the city will convert, given that it is connected to the holy city.

The first factor is plot distance, expressed as a percentage of the maximum possible plot distance on the map.
Two different distance terms are used in CIV. Step distance treats diagonals as one unit of distance. Plot distance treats them as roughly 1.5. When you watch a city expand its cultural borders, you are seeing it expand using plot distance
In an unmodded game, you'll observe about 10% per turn if you are in the immediate neighborhood of the holy city, falling off to 0.1% at the furthest corners of the map.

The second factor is the amount of influence the holy city has - the only building which affects the influence is the shrine, which doubles the probability that the religion will spread.

Although all of the religions are checked each turn, the test is interrupted if the city converts, so you will only see one spontaneous conversion in a city. The religions are checked in order, so there's a probably-not-perceptible bias in favor of Judaism.

Missionaries
Missionary Man, he's got God on his side...

To deliberately spread a religion to a city, you may use a missionary to convert the city; this consumes the missionary. You can train the missionary in any city which has already converted to that religion if either of the following is true
  1. The city has constructed a monastery
  2. You are running the Organized Religion civic
Once the missionary has been trained, you simply move him to the target city, and click the convert action icon.

But... it doesn't always work. If a city already has a religion, there's some chance that the conversion will fail. The probability of failure increases linearly with the number of religions already in the city. You have better odds converting your own cities (about 9% chance of failure per previous religion), than those of other teams (the failure rate rises to almost 12% per).

For your own cities, the true conversion rates are (100%, 91%, 82%, 74%, 65%, 57%, 48%). Hooray for integer math.

Automated missionaries use a scoring algorithm to choose the city they will attempt to convert. Of some interest may be the fact that automated missionaries treat cities with no religions as though they had two religions for scoring purposes - therefore automated missionaries will prefer to convert cities with exactly one religion, all other things equal.

Theocracy

Complicating things further, the Theocracy civic is documented to "prevent the spread of non-state religions. Once again, this doesn't quite mean what it says.

For spontaneous spreading, this is precisely right; your state religion is allowed to flow to one of your unconverted cities (if it is connected to the holy city), but no other religions may do so.

For missionary spreading, you prevent your opponents from spreading non-state religions to you, but you don't prevent your teammates from doing so. You can always spread the religion yourself with your own missionaries, and your opponents can use their missionaries to spread your own state religion to you.

To be continued


Bibliography

A strategy for consistent cultural wins on Monarch
walkerjks dedicated a post to religious strategy
RB1 - Cuban Isolationists
Sirian wakes the Hydra
Pilgrimage to Mecca
DaveMcW's single screenshot response to Immaculate's challenge

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Vocum Sineratio: Evaluating Production

Introduction:

Behold a baseline production mega-city:

Before

What, don't see it?

After

The power of State Property is no great secret, and I don't expect that 63 base production is any kind of record.

But when I realized that this football field generates more hammers than each of the production centers in my last game, I became convinced that I didn't understand how production tradeoffs worked.

Simplifying Assumptions

In this analysis, I'll be working backwards through time, from the modern era to the past.

So for the moment, I assume State Property, and all the techs needed to maximize the yield of improvements. This means big mature cities without happiness or health concerns.

Furthermore, I'm assuming cities with a production specialization. In other words, the prime directive is to maximize hammers; commerce serves only as a tie breaker, GP points matter not a whit.

I'm also assuming an effectively infinite capacity for Engineer specialists. In other words, the analysis is going to start to break down if you are dealing with cities sustaining more than 46 food per turn (52 in the ironworks city). I don't expect this to matter in practice.

Resources occasionally appear in worked mines - I've no idea how often, or what the relative probabilities are of getting strategic vs luxury resources, so I'm going to pretend that this happens infrequently enough that it can be safely ignored.

Food

With 40 food available in the fat cross, distributed entirely on good tiles, our production yield is 63.

It really doesn't matter much how that food is distributed. For example, you still get 63 hammers if you replace a plains tile with a grassland hill.

Also note that at this point, we are counting unimproved food.

The presence of desert, mountains, ocean, and other junk tiles reduces the productive population. A more general equation would be 2 * pop food yields 3 * ( pop + 1 ) hammers.

For each two food beyond 40, you get two more hammers by running an engineer specialist.

Alas, an additional one food beyond forty doesn't do so well; you get two hammers per turn when you are starving, and no hammers when you are growing. If you actually starve away a pop point, the food bar stays empty, so the growing phase is approximately twice as long as the starvation phase. Under these conditions, an extra food is worth 2/3 of a hammer, on average.

When you do have an excess of food, there's often an opportunity to eek out an extra hammer by retooling your improvements. The banana plantation, which brings you to 42 food (65 hammers), can be replaced by a banana workshop ( 40 food, 66 hammers).

Farms

With less than 40 food available, production suffers...

Hungerton

The two extra plains tiles give us 38 food as our base. To correct for this, we need to replace a workshop with a farm. We're giving up three hammers to get two food in return, for a net of -1H/2F. As usual, it doesn't matter whether you replace a grassland workshop or a plains workshop - the net yield is the same.

Farm here refers to any +2F improvement - deer camps, sheep pastures, banana plantations are Farms. They just have some extra vigorish, so prioritize hooking up these resources over irrigating land, when necessary.

Watermills

In the previous section, I told a small fib....

New Hungerton

Same topology, but I'm back to 63 hammers. The big advantage of a flat stretch of river is that it can be used for either a workshop or a watermill, allowing you to add food to a city without cutting production.

So for cities lacking food, each watermill that you can put down is equivalent to an extra food. Count your watermills carefully; watermills can't be built on corners, and they can't share the same edge of river. They can be adjacent when the river zig zags.

Riverside

For counting purposes, cow pastures are potential watermills, as the tradeoff between the pasture and a workshop is the same as the tradeoff between the watermill and the workshop. The vigorish is different in each case - watermilling cows on a river is an option if you prefer commerce to the resource.

Hills

Surprise! Adding hills to a city is neutral, and it's possible to have too many hills.

Seven Hills

Changing these workshops to mines on hills is production neutral, because we had watermills in reserve. So we're doing ok so far, but we've run out of watermills.

Nine Hills

Two more hills means the loss of two more food. The net loss is one hammer, as we switch from three workshops to two mines and a farm.

Eleven Hills

Again, we need to irrigate, and we lose another hammer.

So up to this point, we are paying 1 hammer for every two food missing in the city.

Too Many Hills

Busted. With no more room to irrigate, we have to break out the windmills. In effect, we've converted three workshops to three windmills, which is just a lousy deal. From here on out, you lose one hammer for each food you lose.

Mirages

You have to exercise some care when counting food in tiles that you cannot improve.

Mirage

These tiles look, from a food perspective, as though they are equivalent to a pair of grassland tiles. However, the restriction against improving an oasis means that tile represents one hammer, rather than three. In other words, you lose two hammers working that tile (which is still better than not working it, but not much).

A lake, when you have a lighthouse, is an Oasis. A lake without a lighthouse is junk.

Desert Inn

This is my favorite illusion. It looks like you have gained a hammer; instead of nine hammers courtesy of three grassland workshops, you have ten hammers at the same total food.

What's actually going on is that you have two bonus food resources (+2P) supporting a farm (-1P)! ( 10P+6F = 6P+10F ). If you have to have a farm tile, you do want to work it, but it's not as good as a Mine.

A windmill on a desert hill is an Oasis.

Resources

Each strategic resource in the fat cross adds one to your production. In a production city, Ivory is a strategic resource, uranium is not (uranium is terrain).

Each metal in your fat cross adds an additional one to your production. The four strategic metals are Aluminum, Coal, Copper, and Iron. The non-strategic metals are Corn (with irrigation), Wheat (with irrigation), and Fish (with lighthouse).

Beware of double counting: both corn and iron, when improved, give five production over the base tile. But we already counted one for the corn when trying to get the food to balance; it would be an error to count corn as food and a strategic resource and metal.

Don't forget to an extra hammer or two if the city tile has a goodie.

Improvements

In production cities, improvements are properly classified by the F+P yield they give.

You get +3 from Mines. Watermills and workshops are mines, as are the funny looking irrigation improvements one applies to corn, rice, and wheat. The city tile itself, which yields two food and a hammer without using up any food, is a Mine.

You get +2 from Farms. You don't mine gold in a production city, you farm it. Likewise you are farming horses, stone and oil - hook them up on the flats, but if you find them on a hill you would rather mine them.

You get +1 from Wineries, which include ivory camps, marble quarries, sugar and spice plantations. Mining these is a better choice if you have that option, farming them a better choice when you have that option. When you have neither option, you take what you can get.

Evaluation

Just add it up. Three for every mine, two for every farm, one for every winery, one for every surplus food, one for each strategic resource, one more for each metal. Ignore any tile that isn't giving you one of those things.

References

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Vocum Sineratio: The Whip


CR12 - Correction for nerf of Expansive in BTS
CR11 - Example of Granary optimization
CR10 - Presentation changes
CR9 - Updated Bibliography
CR8 - Minor correction on overflow
CR7 - Unit Obsolescence
CR6 - Images added
CR5 - Notes on traits
CR4 - First rewrite of 1.61 exploit
CR3 - Hammer banking
CR2 - Added some text which may better explain the stacking of whip penalties. Or it may not.
CR1 - Added bibliography, mod guide


The Whip
No time to argue. Throw me the idol, I'll throw you the whip!


WHIP BASICS

"The whip" is a slang term for sacrificing to complete the production of a unit or building in a city. Clicking the Hurry Production button on the City Management Menu (as described on page 151 of the manual) trades population and a temporary happiness penalty for hammers.

The whip is only available if your government is currently using the Slavery labor civic; the technology Bronze Working unlocks this civic. Since this civic has the same Low Maintenance cost as the Tribalism civic it replaces, you need to have a very certain purpose to justify delaying a switch to this civic as soon as it becomes available.

The whip can be used only to finish the production of a unit or a building, and only if that item is at the top of the build queue. When your goal is maximizing production, you'll want to be whipping on a regular basis. The implication here is that you will want to schedule your builds so that you have an appropriate item to whip ready when the time comes.

Each population point yields 30 base hammers at normal speed. As base hammers implies, your usual production bonuses apply on top of that. From this, you can calculate how much population must be sacrificed to finish the current production - but of course the game does this for you; simply hovering over the button will tell you.

How many hammers do you need? Under most circumstances, that is simply a function of the number of hammers remaining in the build. There are two exceptions: a 50% production penalty if you attempt to hurry production when you have not yet invested any hammers in it, and a 50% or 100% production penalty if you are trying to rush a Wonder.

At any given time, only one half of the city population can be sacrificed.

HAPPINESS

Each time you crack the whip, you incur a +1 unhappiness penalty which is local to that city; when you inspect the details of the unhappiness, this penalty appears with the heading "We cannot forgive your cruel oppression". At normal speed, the penalty lasts for 10 turns.



If you crack the whip again before the previous penalty expires, then the unhappies stack - if you crack the whip twice in a single turn, you'll be facing a +2 penalty. Furthermore, the clock on the second penalty doesn't start until the first penalty has expired. In other words, cracking the whip twice on the same turn gives you a +1 penalty for 10 turns, and another +1 penalty for 20 turns.
It may help to understand how the game is keeping track of things under the covers. Each city has a HurryAngerTimer - when you crack the whip, you add 10 turns to the timer. When calculating the amount of unhappiness your oppression has caused, the game divides the HurryAngerTimer by the duration of the whip penalty, rounding up.
So, at normal speeds, if the timer is at 17 turns, that always means an oppression penalty of 2 - it doesn't matter if you got there by whipping twice on turn 0, then hitting end turn three times, or if instead you whipped on turn zero, hit end turn three times, then whipped again.
When you crack the whip, the population goes down, therefore the penalty from crowding goes down even as the happiness penalty from the whip goes up. So in the normal course of events your net unhappiness will stay even or improve when you crack the whip. However, if you are running at a food surplus, your population is going to grow, and the regrown population may well be unhappy.

There are three common remedies which manage the extra unhappiness generated by the whip.

One is the use of the culture slider; converting a percentage of your commerce to "goodness". Unfortunately, this is a global solution to what is usually a local problem.

Military police help to keep your citizens motivated if you are running the Hereditary Rule civic (unlocked by Monarchy). Each defender in a city provides an extra happiness, so you can move the military around to keep your cities productive.

The most common approach is simply to manage growth. The penalty isn't restrictive until you grow back to the size where you whipped - if this growth occurs on the turn when the penalty expires, the unhappiness penalty has no practical effect at all.

In Warlords, the Aztec unique building is the Sacrificial Altar, which reduces the duration of the happiness penalty for whipping by 50%.

FOOD

The whip is converting population to hammers, which in effect is translating food to hammers. So to properly understand efficient whipping, it is important to see the precise relationship involved.

The key point is this: cracking the whip does not change the amount of food collected in the food bin. It does, however, reduce the population, which reduces the amount of food required to regrow a population point. For example, if the food bin is at 20/30, and you whip three population, the bin will then be at 20/24.

The sweet spot for the whip will be that point where, having whipped the population, you are immediately growing one of the whipped population back. In this way, you get the hammers without sacrificing more turns working your tiles than is absolutely necessary (you will necessarily lose one turn of work, because city production comes before growth).

The Granary plays a significant role in whipping efficiency, because of the enormous impact it has on growth rates. The way the granary works is very simple - each turn you have a food surplus, the food stored in the granary increases by the same amount (likewise, if you are running at a food deficit, you lose food in the granary as well). The capacity of the granary is capped at 1/2 the food required to grow to the next size.

How much surplus food is required to grow from 24/30 to 24/32? Without the granary, the math is straightforward - 6 food to hit 30 (at which point the city grows one size), then another 24 to fill the food bin to the desired level. With a granary, we need the same 6 food to grow, but at that point our food bin is at 15/32 - we need only 9 more food to get to 24/32 - the amount of food required to grow has been chopped precisely in half.

In other words, the presence of the granary reduces the amount of food each population represents by 50%, thereby doubling the efficiency by which we convert food into hammers.

PRODUCTION

Whips are worth 30 hammers per pop, base - all of your production multipliers are applied to them. So the question becomes, when do you whip?

To reiterate the first, and most obvious point: rushing when you haven't yet invested any hammers in the build gives you 20 hammers / pop, rather than 30, so that's never going to be ideal (although in emergencies it may be necessary).

You get better hammer/food rates when the population is small. As the happiness penalty does not depend on the number of people that you whip, this will generally mean that you will want to whip as many people as possible when the goal is maximizing production.

This fact requires a bit of care when timing the whip. Assuming no production bonuses are in play, an axeman with 5 hammers invested in it requires only one population to finish, rather than two. You'll normally want to have fewer hammers than that invested, to get the most out of the whip. This means that you are often setting your city into a low production configuration immediately prior to the turn when you whip (for example, having no hammer tiles worked aside from the city tile itself).

Furthermore, because the number of population that you can whip is capped by your population size, you'll normally want to whip big ticket items before smaller items. If you are at size 8, you can whip a forge and an axeman on the same turn, but only if you whip them in that order. Reverse it, and you are too small to whip the forge (assuming you have only one hammer invested in it).

Overflow is an important consideration, since the number of hammers you generate is determined by the population you use up. The overflow is only available when you finish the unit. In normal production, the amount of overflow you get is rarely enough to matter, but when whipping many items in rapid succession you may need to exercise some care. You can carry the overflow from one build to the next, but there is a cap on the amount of carryover that occurs; in low production cities, the cap is controlled by the number of hammers required for the produced build. For this reason, if you have whipped multiple builds (which you will normally do biggest to smallest), you'll want to be sure that you produce the builds smallest to biggest, minimizing the carryover lost to the cap.

In Civ 1.61, the hammers in excess of the cap were lost. In Warlords 2.08, those excess hammers are converted to gold, at a 1:1 rate.


Managing overflow is a common way to get a large enough investment in your big ticket items - especially your wonders which have a penalty associated with them for whip production. Instead of trying to whip these items directly, you whip smaller units, and apply the overflow to the target item.

With no production modifiers, axemen and spearmen make excellent candidates for this approach. But once the 25% modifier kicks in, axemen require only a single pop to rush, and generate negligible overflow. Catapults, which cost 40 hammers each, are an excellent substitute (or missionaries, for a more peaceful approach).

There's one additional twist to consider, primarily relevent if you are using the Spiritual Trait: your production bonuses are based on when you whip, not on when you finish the unit. It may make sense to whip a unit now, then take it off of the production queue, with the intention of finishing it after a change into civics which provide an experience bonus. But don't wait too long - production rot will start eating your hammers if you wait too long.

Police State ( +25% when producing military, unlocked when you discover Facism) and Organized Religion (+25% when producing buildings, unlocked when you discover Monotheism) are the civics you want to be in when you crack the whip, but Vassalage and Theocracy are where you will want to be when the military units start rolling off the build queue - assuming you have the luxury of making the switch.

If you are intending to use the Slavery civic only for a short period of time, remember that you can prepare for it by investing a single turn of production in several builds prior to making the swap (build queue management).

TRAITS

When considering the production of a building where your traits give a production bonus, a little extra care may be called for,

The math all works out fairly, as illustrated by the following example. Assume a spiritual civ trying to produce a Temple, in a city that generates one hammer per turn. After the first turn, there are 2/80 hammers invested. A two population whip yields 120 hammers with the bonus, so the temple is seen to be at 122/80. Ending the turn with the temple on the queue adds two more hammers (124/80), and when the temple is finished we have... 22 hammers of overflow. The production bonus applies only to the hammers used to produce the temple, just as it should.

With small buildings (barracks, granary, lighthouse), the production bonus takes you from a two pop whip to a one pop whip. It may be preferable to whip units, and apply the overflow to the building. For example, if you whip a barracks (1 pop), you get 10 hammers of overflow to apply to your axeman; but if you whip the axeman (2 pop), you get 25 hammers of overflow to apply to the barracks - more than enough to finish it with the production bonus.

For expansive civs training workers, and and imperialistic civs training settlers, there is an additional consideration. These civs get a 50% production bonus when training these units, but the bonus applies only to hammers - not to food. Hammers generated by whipping, however, do get the production bonus - this means that whipping gives a much better return on food invested than training the unit normally. Note: Expansive was nerfed in BTS - the bonus is now 25%.

TRICKS

1.61 EXPLOITS

Patch 1.61 has a bug in the whip production calculation that allow you to generate game breaking numbers of hammers from the whip. The nature of the bug is that population and production bonuses, which are used in the calculation to determine how much population must be whipped, are not considered when calculating the yield.

Instead, the number of hammers you get is simply the number of hammers you need, rounded up to the nearest multiple of 30.

Now, this bug can work against you. For instance, if you try to whip an archer (25 hammers) with nothing invested, two population are sacrificed. So the production of the archer should be 2 * 20 = 40 hammers. Instead, you get 30 hammers - the lowest multiple of 30 greater than 25.

If you instead whip an axeman (35 hammers) with nothing invested, the bug breaks in your favor. Two population are again sacrificed, so your yield should be 40 hammers. Instead, you are getting 60 hammers. In effect, the bug allows you to instantly whip axemen at no penalty.

Where things get really silly is the case where you have a production bonus available. A 25% production bonus should give you 37 hammers per pop. So if you invest a single hammer in an axeman, then whip, the game correctly recognizes that a single pop point will complete the unit. But instead of 37 hammers, the bug gives you 60 hammers (the lowest multiple of 30 that is greater than 34).

But have a care - if you invest 5 hammers in the axeman, the bug will reduce your yield to 30 hammers, rather than the 37 you are entitled to.

GRANARY OPTIMIZATION

Most of the time, it is best to rush the production of a build when the food bin is nearly full. The exception to this rule is the Granary, which you will want to have in place as soon as you can manage it. The explanation is that the Granary requires a substantial amount of kept food to have any real impact, and even then it has no effect at all until your city grows another size. So if you are planning to whip a granary at size 4, it is slightly preferable to whip when the food bin is at 0/28 than when at 27/28.

You can do best by showing a bit more care with the timing of your whip. Consider two cities, each with population 4 (food 0/28) and 1 hammer invested in the granary. Let us suppose that the last two population are each assigned to 2F tiles - in other words, the surplus food doesn't change when we whip the population. We choose to whip the granary immediately in the first city (now at 0/24), while the second city puts some build ahead of the granary and continues to grow. Question: when the first city reaches 12/24, how much food has accumulated in the second city? Clearly, it should be at 12/28. If the second city now cracks the whip, it too will be at 12/24.

The second city has worked some extra tiles, at a cost of not yet having stored any food in the granary. However, because the amount of food stored in the granary is capped, the second city has precisely enough time to catch up before both cities together grow to size three. In addition to the profit from the extra tiles, you've also potentially accelerated the production of some other unit or building (simply because it can be finished naturally in the second city on the turn where the first city is whipping the granary).


WORKER

A worker first build normally requires 15 turns to complete - 60 hammers at 4 (food plus hammers) per turn. This is about the amount of time required to research Bronze Working if you start with Mining. For these civs, there is an interesting optimization available when there is a 3F tile inside the inner ring of your initial city.

A 3F surplus grows the city to size 2 in 8 turns, and 6 turns at 5 (food plus hammers) per turn reduces the amount of production required to a point where whipping a single pop will finish the worker. As soon as Bronze Working is finished, revolt to Slavery and whip out the worker. The worker appears on schedule, but you have gained the hammers produced while growing to size two, and perhaps a bit of commerce as well. The exact timing will depend on the details of the terrain available, and whether or not you pay an anarchy penalty when switching civics.

With the right set of tiles and a bit of micromanagement, you can get a warrior or scout finished before starting the worker: after seven turns the food bin will be at 21/22, and you will have 7 hammers invested in the build. Now switch to a 1/0/2 tile; the city grows to 0/24, and you have 10 hammers available. Work two 1/0/2 tiles, and you are still at 0/24, but 5 more hammers finishes the build, and you can begin producing the worker.

For an expansive leader, the timing is slightly different, as only 15 hammers need to be invested prior to the whip, rather than 30. On most maps, this means you will want to start the worker three turns before Bronze Working finishes.

HEREDITARY RULE

Hereditary rule gives you +1 happy for each military unit stationed in a city. So whipping a military unit is a break even proposition. You can use this notion to lean very hard on the food to hammer conversion. Since the happiness penalty cancels out automatically, you can in theory whip as often as you want. In practice, you need something sustainable - since the population cannot grow back faster than one pop per turn, the maximum yield you can get out of the whip is 30 hammers/turn. But you can certainly get all of that.

The game here is to keep producing military as quickly as you can (occasionally allowing the overflow to spill into something useful). As long as you have enough surplus food to work, you can grow every turn, keeping the cycle going indefinitely (you will occasionally need an extra turn to grow a pop point, which is ok as that is the turn you use to produce something useful with the overflow hammers you have been accumulating). Of course, military aren't particularly useful until you move them out of the city, and when you do that the city goes pear shaped. But a junk city like this can be used to whip up an army very quickly - just don't bother with a lot of infrastructure, because it shan't do much good. If you are going for this sort of a gambit, you'll usually be placing this city in close proximity to some useful city, so that it overlaps a food resource and a few other tiles.

HEROIC THEATRE EXPLOIT

The Globe Theatre takes the Hereditary Rule gambit a step further, as the theatre completely cancels out all unhappiness penalties, allowing you to whip out hammers as quickly as you can manage to grow the population back. This is a game breaker, especially when combined with barracks, forge, and the Heroic Epic - you are now producing promoted military units at 67 hammers per turn. We're talking Cavalry every other turn, with overflow. Furthermore, because the Theatre cancels all previously incurred happiness penalties as well, you can use the hereditary rule trick, with overflow, to get the Globe Theatre built, then immediately pull the garrison out of the city.



HAMMER BANKING

One issue that comes up when trying to optimize the production yield of the whip is that of timing - those circumstances where you should be whipping now, but the thing that you want to apply the overflow to isn't available yet. The trick here is to remember that, having whipped a unit, you can take if off of the queue until you are ready to apply the overflow. A few turns later, when the tech you are waiting for comes in, you can restore the unit to the queue and direct the overflow to your desired build.

Another circumstance where you may want to bank hammers is if you are about to acquire a production doubler. When circumstances permit, you would prefer that your overflow of hammers go to the Pyramids after Stone has been connected, rather than before.

This approach has the additional benefit that you pay no unit upkeep costs while the finished unit is parked on the queue. Just don't forget that you've a limited window before the invested hammers begin to decay. Using buildings instead of units to store the hammers offers a longer opportunity window, because the building production decay time is 50 turns, as opposed to 10 turns for units.

UNIT OBSOLESCENCE

Cities cannot produce obsolete units. For example, if you have discovered Bronze Working and Hunting, you can no longer create warriors in cities connected to a copper resource. If you have a partially completed warrior in the queue, those hammers will be carried over into the training of a spearman.

First application: this shaves a turn off of the time required to whip out a unit without penalty. The normal order for whipping out a unit is to start the unit on turn 1, and whip it on turn 2. But because hammers are carried forward, you can move everything back a turn - start training the old unit on turn 0, then whip the unit as soon as it is available on turn 1.

Second application: because of the ordering of tech discovery and production, you can actually shave an additional turn off of the production of the new unit. Simply start the old unit two turns early, and whip it to completion on the turn before the tech finishes. With the carry over applied, the new unit is available to move on turn 0. As in the case of hammer banking, you can whip the previous unit early, and keep it off queue until you are ready.

MOD GUIDE

GlobalDefines.xml

NEW_HURRY_MODIFIER - the % penalty you pay to rush a build with no production invested in it.
HURRY_POP_ANGER - the magnitude of the cruel oppression penalty for each whip
HURRY_ANGER_DIVISOR - the duration of the cruel oppression penalty, in turns

BUILDING_PRODUCTION_DECAY_TIME - number of turns before a dequeued building begins to lose invested hammers
UNIT_PRODUCTION_DECAY_TIME - number of turns before a dequeued unit begins to lose invested hammers

CIV4GameSpeedInfo.xml

iHurryConscriptAngerPercent - how the duration of the cruel oppression penalty scales with game speed
iUnitHurryPercent - how the production required scales with game speed
iHurryPercent - how hammers per pop scales with game speed

CIV4HurryInfo.xml

iProductionPerPopulation - number of hammers generated for each pop whipped
bAnger - toggles the penalty for whipping units

CIV4BuildingInfos.xml

iHurryAngerModifier - % change to the duration of the whip when this building is present in a city
bNoUnhappiness - toggles whether this building eliminates unhappiness
iHurryCostModifier - additional penalty for rushing this type of building

CvCity.cpp

CvCity::unhappyLevel determines the effect of the Globe Theatre and other buildings with bNoUnhappyiness set.

BIBLIOGRAPHY

The Inner Mechanics of Food, Growth, Granary, and Whipping
Details of experiments to reveal how the granary works.
Does Using Slavery Hurt My Game
Experiments on how using the whip affects commerce cities
Whipping Cycles
More math experiments investigating efficient whipping
Micromanagement Is Alive and Well in Civ 4
Details the slavery exploits in 1.61
Is Slavery Broken? Or Is Just the 2 Pop Whip Trick?
Adventure 14: Compromise's Report
The Realms Beyond crowd discusses variant rules to bring the whip back under control
malekithe's 1.61 whipsheet
A zipped excel spreadsheet which calculates whip efficiency
Hammer Banking the Great Library

Apolyton: The Whipping Thread
Blake's whipping guidelines, with case studies
CREDITS

The Heroic Theatre exploit was first described by Paeanblack.
The mechanics of whipping the first worker was described by Blake
Unit Obsolescence was first brought to my attention by Zombie69

Discuss this article on the forum

Ways into Happiness

(This could be a religious thread, but no it's only a game )
Happiness, as we all know is the key to everything, much more important than health (don't flame me, I put another article on health here).

This article identifies the factors that will lead a population to be happy, and also notes some of the unhappiness-causing elements.

As the player selects more difficult levels, cities become quickly unhappy ("We just enjoy life" bonus gets smaller at higher levels) even with small populations, so having a good knowledge of the happiness factors will help the player to create and manage a stronger empire.

Here you can see the happiness bonus you start with at every level :
  • SETTLER : _ 6
  • CHIEFTAIN: 6
  • WARLORD : 5
  • NOBLE : _ _ 5
  • PRINCE : _ _4
  • MONARCH : 4
  • EMPEROR : _3
  • IMMORTAL : 3
  • DEITY: _ _ _3
Generally speaking, you will try to have more happiness than unhappiness. It doesn't matter where the happiness and unhappiness comes from.
As long as you have more happiness than unhappiness, you have no angry faces.
If unhappiness is higher than happiness, you'll have
[unhappiness - happiness] angry faces = citizens eating and costing but not working.

Note that you can not have a "we love our leader day" if there is an angry face in a city. It's not game changing, but it's a loss and it's avoidable.


So, how do you get the happiness you need to grow?

In vanilla cIv, there are exactly 7 ways to get more happiness (and a helluvah lot to have unhappiness).
In warlords, you have 2 more ways to gain happiness : charismatic trait ("OH YEAH"), and vassals (yes, having vassals makes your people think they're big and strong )

  • resources
    (Fur;Ivory;Gems;Gold;Silver;Dye;Incense;Silk;Spice s;Sugar;Whale;Wines)
  • buildings
    (Palace, colosseum, theatre*, Broadcast Tower, temples, markets*, cathedrals*, forges*, barracks**)
  • religion** (+1 isn't much, + 7 is better)
  • civics
    (free religion, nationhood, environementalism, representation , Hereditary Rule)
  • wonders
    (globe theater in the biggest city will make a huge difference in one city ,
    Notre dame a small one but everywhere,
    Broadway/hollywood/rock'n'roll will provide a happy resource)
  • commerce slider
  • future techs : I won't expand a lot on future techs. Every future tech gives you +1 happiness in every city. But who cares? The game is over at this point!

* : depends on a resource
** : depends on a civic.

where does unhappiness come from :
  • population itself = "too crowded" :
    1 unhappiness for each population point (yes the 1st pop thinks it's already too crowded )
  • "We fear for our safety" :
    a big city (size 3 and more AFAIK) without garrison unit will have unhappiness. A warrior is enough to remove this.
  • slavery penalty = "cruelty" :
    1 unhappiness for each whip. The penalty goes away after 10 turns. If you whip more than once, the penalty only gets removed one at a time.
    (example :in the first turn after revolt you whip a captured city for a theater and a granary, you get 2 unhappiness for 10 turns, then 1 unhappiness for 10 other turns)
  • drafting penalty = "we won't go":
    3 unhappiness for every draftee in a city. The penalty goes away after 10 turns.
  • war weariness"what is war good for?" : the more you fight outside your borders, the more unhappiness you get. full information on this in krikkitone's article : war weariness mechanics
  • "we yearn to return to our motherland" :
    when you capture a city, the ancient culture of the previous owner gives you unhappiness. This is removed when your culture gets dominant (=more than the ex-owner's) or when you kill the ex-owner.
  • "we won't fight our brothers in faith" :
    when you attack a civ which shares the religion of this city, you get another share of unhappiness
  • "We demand emancipation" :
If other empires run emancipation, and you don't, you get unhappiness. This can be huge, when most of the others run emancipation.

WW, emancipation, brothers in faith, mother land penalties all are size dependant = a big population city will face a bigger penalty.

edit : after so much time, I'll simply assume I have them all.

Note that there are ways to reduce unhappiness.
For example police state reduces war weariness,
and emancipation removes unhappiness from lack of emancipation
Jails also reduce WW, mount rushmore (national wonder) also reduces WW.
Slavery : Whipping reduces population, and so reduces "too crowded", WW, emancipation, "brothers in faith", "mother land" unhappiness .

example :

here you see
  • a size 6 city : 6 unhappiness "too crowded"
  • a captured city (was german, now aztec) : 2 unhappiness "we yearn to join our motherland"
  • a hinduist city, when in a war against a hinduist civ: 1 unhappiness from "we won't fight our brothers and sisters in Faith"
  • This city has been whipped twice (temple and theater) : 2 unhappiness "we cannot forget your cruel oppression"
  • war weariness : 4 unhappiness "war.. what is it good for? nothing"
making a total of 15 unhappiness
  • 1 happiness from the building (temple) : "some buildings are making us happy"
  • 12 happiness from resources (including forge, market, theater doubling effect on ressources like gold, ivory and dye) : "we enjoy our luxurious resources"
  • 1 happiness from hinduism being in the city while our state is hinduist : "in our religion we trust"
  • 4 happiness from the culture slider (20% with a theater) : "we appreciate our entertainement"
  • 1 happiness from the building (temple) : "some buildings are making us happy" [Bug?]
  • 4 happiness because it's monarch level : "we just enjoy life"
for a total of 23 happiness
= room to expand to size 14, or to stay at war while growing.

early game:
You don't have access to civics, you have limited access to resources and buildings = low happiness potential.
What to do?
- live with it
- search the best way to improve it.

Obviously a very low happiness cap is making life difficult, but with slavery you can live with it.
I often do (cap at 5 is usual), but it's a choice. Under 4 you can do so few moves it's not funny anymore, since with the whip, you'll have a cap at 3 for 10 turns without WW!

3 things are to considered in this order, IMHO:
- the map
- your traits/starting techs
- your victory goal (if you start with this one, be prepared to suffer!).

The map will show you what happiness resources you can have.
Your traits will give you an advantage on certain buildings or on civic swaps.
If you're industrious and the map has gold, silver and gems, don't go for religion! you need metal casting for forges, and connected mines.
You really should tech to mining (if you don't have it already), then BW then MC, while building settler and workers to connect those ressources.
+6 happiness is a lot. With this on hand, you don't need monarchy right now and you don't need to switch to a state religion.

Same thing, if you have ivory and fur, teching to currency is huge.
If you don't a religion is better + priesthood for temple + open borders for other religions.

OTH if you have calendar resources everywhere, calendar becomes a priority, so don't spend time building stonehenge.

You see the point.
More in chapter 1 below on what tech are needed for each resource/associated building.

What the thing about victory condition?
If you aim for cultural, you need the religions. open your borders to let them in and tech to priesthood for the temples. If you manage to found a religion on the path, good for you. If you don't, it doesn't matter really. + you'll run a high culture slider in a not too distant future. Tech towards drama!

If you aim for conquest, you don't need big cities, and you will be able to take a resourceful city somewhere. Look harder on the map : there is gold somewhere probably.

If you aim for diplo (it's a bit early but who knows), you may be able to trade some resources for others or for money or even for free. Take it into account.

Domination/space really need loads of happiness, usually. Cannot say more.

mid game
Here it's basically giving up something for something else.
Religion spreading / temple building costs hammers.
Unit building costs hammers.
Culture sliding costs beakers or gold (though gaining land is a side benefit).
You need something to trade if you want a resource = giving up another resource.

You can use HR while building up an army, then the slider while warring.
Or you can have 5 big cities, and keep the others low on pop if you run representation (hello pyramids).
Or you can trade for resources.
Or you can turn builder and have all those bonus buildings everywhere.
Or you can be in between .

I value Notre Dame a lot, and conquering it (you won't build it, will you?) is high on my priorities. Same thing for ressources I miss, obviously.

late game
If you did well up to that point, you should have little happiness problems in peace time.
My usual way is to go to war for "short" periods, in which i crank up the culture slider. You can live with 40% culture, believe me.
Other tactics include mount rushmore, jails, police state to reduce WW.

I favour the culture slider because i go for domination mostly. And 20/30/40 % culture for a few turns is always welcome when you need land.

1) resources :
there are 12 happiness resources

For each resource, you need either to
- have it on a tile included in you cultural borders, have the right improvement built and have the tile connected to your cities
- trade for it

Fur : camp improvement, requires hunting tech
Ivory : camp improvement, requires hunting tech
Gems : mine improvement, requires mining tech
Gold : mine improvement,requires mining tech
Silver : mine improvement,requires mining tech
Dye : plantation improvement, requires Calendar tech
Incense : plantation improvement, requires Calendar tech
Silk : plantation improvement, requires Calendar tech
Spices : plantation improvement, requires Calendar tech
Sugar : plantation improvement, requires Calendar tech
Whale : Whaling Boat, requires optics tech
Wines: winery improvement, requires monarchy tech


with Broadway (hit musical),
rock'n'roll (hit single) ,
hollywood (hit movie) you can have 3 more resources
Those wonder resources don't require tile improvement of course, but require the wonder. They can be traded.




Here you can see
2 hunting happiness resource, both doubled by markets (currency tech)
3 mining happiness resources, all doubled by forges (metal casting tech)
5 calendar resources, one doubled by theaters (drama tech), one doubled by markets (currency tech), one doubled by cathedrals (music tech)
1 monarchy resouce
1 optics resource, doubled by markets (currency)
3 late wonder resources (linked to Electricity, Mass Media, Radio techs), all doubled by broadcasting tower (Mass Media)

That's a grand total of 15 ressources, 11 of which can be doubled, one can be multiplied by 8 (incense with cathedrals, see next chapter) =
33 potential happiness from resources.

Beware :
plastics obsoletes fur
industrialism obsoletes ivory
Combustion obsoletes whales

2) buildings
- colosseum (construction tech): 1 happiness + 1 happiness for every 20% culture from the slider (see slider effect),
- theatre (drama tech): +1 happiness for every 10% culture, + 1 for dyes,
- Broadcast Tower (mass media tech): +1 happiness for every 10% culture rate, +1 happiness from hit movies, hit single, or hit musical,
- temples (priesthood tech): +1 happiness (you can gain +1 one happiness from every temple, regardless of state religion = potential of 7 happiness)
- markets (currency tech): +1 happiness from furs, ivory, silk, & whales,
- cathedrals (music tech): +2 happy face if state religion, +1 happy face from incense (for every cathedral so it's potentially +7 from incense),
- forges (metal casting tech): +1 happy face from gems, gold, & silver,
- barracks (nationalism tech for civic choice): +2 happy faces if running nationhood

The slider is specific, see further. No counting on culture slider, that's a grand total of 30 potential building happiness points, 18 of those have already been counted in the resource chapter.
So it's another possible +12.

Hey we're already at 45! Why do you have a happiness cap at 5 ?

3) religion
If you have a state religion, all cities that have this religion will gain +1 happiness.
If you run free religion civic (requires Liberalism tech), every religion in a city will give 1 happiness
( so potentially +7 happiness)

That's 53! Is this guy mad?

4) civics
- free religion is adressed in chapter 3 (every religion gives +1 happiness),
- nationhood is adressed in chapter 2 (barracks give +2 happiness),
- environmentalism (+1 happy face from jungles & forests)
- representation (+2 happy faces in the 5 largest cities : "We love this great city of ours!" )
- Hereditary Rule (+1 happiness for every unit in a city : "we are impressed by the military presence")

Hey where is the limit? With HR, there is no limit!

Now, there is no limit!

5) wonders

globe theater (requires drama + theatre in 6 cities, map size dependant) in a city will make a huge difference in this city : no unhappiness (national wonder).
Notre dame (music tech) gives a small benefit but everywhere : +1 happiness in every city,
Broadway/hollywood/rock'n'roll will provide a happy resource, this is already adressed in chapter 1.

That's one city immune to unhappiness, and 1 more happiness for every city.

phew! there was already no limit, and now one city doesn't even care

6) commerce slider

(To use this, you need the drama tech)

For every 10% culture, you gain 1 happiness.
+1 more with a theatre
+1 more with a broadcast tower
+1/2 more with a colosseum (you need 20% culture for 1 happiness with the colloseum).

+1 permanent happiness from colosseum is already adressed in chapter 2

So, with a theatre, a colosseum and a broadcast tower what do you gain at every culture level:
0% : 0 (really? yes!)
10% : +3 (1 from slider, 1 from theatre, 1 from broadcast tower)
20 % : +7 (2 slider, 2 theatre, 2 broadcast tower, 1 from colosseum)
30 % : +10 (3/3/3/1)
40 % : +14 (4/4/4/2)
50% : +17 (5/5/5/2)
60% : +21 (6/6/6/3)
70% : +24 (7/7/7/3)
80% : +28 (8/8/8/4)
90% : +31 (9/9/9/4)
100%: +35 (10/10/10/5)

Here we see there is a potential of +35 happiness from the slider.

What do you want with 35 happiness when there was no limit ?

That's it for a start.
Any constructive criticism is welcome.
To do list :
- show the text for each source of happiness (including civics like environementalism)

Discuss this article on the forum

Ways into Health

(This could be a medical thread, but no it's only a game )
Health, as we all know is the key to everything, much more important than happiness (don't flame me, there is another article on happiness here).

This article identifies the factors that will lead a population to be healthy, and also notes some of the unhealthiness-causing elements.

As the player selects more difficult levels, cities become quickly unhealthy even with small populations, so having a good knowledge of the health factors will help the player to create and manage a stronger empire.

Here are the health bonus you start with for every difficulty level:
  • SETTLER ______4
  • CHIEFTAIN____4
  • WARLORD_____3
  • NOBLE________3
  • PRINCE_______2
  • MONARCH ____2
  • EMPEROR_____1
  • IMMORTAL____1
  • DEITY________1

Generally speaking, you will try to have more healthiness than unhealthiness. It doesn't matter where the healthiness and unhealthiness comes from.
As long as you have more healthiness than unhealthiness, you have no green faces.
If unhealthiness is higher than healthiness, you'll have
[unhealthiness - healthiness] food lost every turn.

Note that an unhealthy city can't have a "we love our leader" day. It's not game changing but it's still a loss, and it's avoidable.

So, how do you get the healthiness you need to grow?

In vanilla cIV, there are exactly 8 ways to get more health (and 3 to have unhealthiness).
  • trait : expansive gives +3 health (+2 only in warlords patched version and BtS)
  • Fresh water
    (a city built next to a river, a lake or an oasis will gain 2 points of health)
  • Terrain
    (each forest in a city’s fat cross gives 0,5 health)
  • resources (see chapter 1)
    (Banana; Clam; Corn; Cow; Crab; Deer; Fish; Pig; Rice; Wheat)
  • buildings (see chapter 2)
    (Aqueduct; Granary*;Grocer*;Harbour*;Hospital; Supermarket*, public transportation in BtS)
  • civics
    (environmentalism : +6 health in all cities)
  • wonders
    (Hanging Gardens : +1 health in all cities)
  • techs : Genetics gives you +3 health.
    I won't expand a lot on future techs. Every future tech gives you +1 health in every city. But who cares? The game is over at his point!
* : depends on a resource

where does unhealthiness come from :
population itself = "too crowded" :
1 unhealthiness for each population point (yes the 1st pop thinks it's already too crowded )
terrain :
Each flood plains account for 0,4 unhealthiness each. With 20 flood plains, that’s 8 unhealthiness.
Each jungle tile accounts for 0,25 unhealthiness.
Fallout accounts for 0,5 unhealthiness each.
buildings :
(Airport; Coal Plant; Dry-dock; Factory; Forge; Laboratory, IronWorks, Industrial park in BtS)
Resources in BtS:
(Oil and coal with factory and/or industrial park)


If I missed some unhealthiness factors, let me know.

Note that there are ways to reduce unhealthiness.
Cutting the jungle reduces terrain unhealthiness.
Building a recycling centre removes building unhealthiness.

Credits to kroym, friskymike, michelangelo for Civ IV reference chart
edit : corrected sheep and banana according to the info center (error in the ref chart?)

There are 14 health resources

For each resource, you need either to
- have it on a tile included in you cultural borders, have the right improvement built and have the tile connected to your cities
- trade for it

  • Corn : farm improvement, requires agriculture tech
  • Rice : farm improvement, requires agriculture tech
  • Wheat : farm improvement, requires agriculture tech
  • Clam : working boat, requires fishing tech
  • Crab : working boat, requires fishing tech
  • Fish : working boat, requires fishing tech
  • Banana : plantation improvement, requires calendar tech
  • Cow : pasture improvement, requires animal husbandry
  • Pig : pasture improvement, requires animal husbandry
  • Sheep : pasture improvement, requires animal husbandry
  • Deer : camp tech, requires hunting
  • Spice : plantation improvement, requires calendar tech
  • Sugar : plantation improvement, requires calendar tech
  • Wine : wineyard improvement, requires monarchy tech ,
    note that spice, sugar and wine (strangely enough! It should provide unhealthiness IMHO) provide happiness, they only provide health through a grocer

So there is a potential of +11 health, that can be increased to +25 health including building effects, from resources.

From those:
3 (rice, corn, wheat) require Agriculture, and can be doubled with a granary (requires Pottery)
1 (deer) requires Hunting and can be doubled with a supermarket (requires Refrigeration)
3 (clam, crab, fish), require Fishing and can be doubled with a harbour (requires Compass)
3 (cows, pigs, sheep) require Animal Husbandry , +3 more health with supermarket (requires Refrigeration)
3 (banana, sugar, spice) (only 1 giving health directly) require Calendar, + 3 more with grocer (requires Guild)
1 (wine) (not giving health directly) requires Monarchy, +1 health with grocer (requires Guild)

Aqueduct: +2 health, requires mathematics and masonry;
Granary : +1 from corn, wheat, rice, requires pottery;
Grocer : +1 health from bananas, spices, sugar, & wine, requires guilds;
Harbour : +1 health from clams, crabs, & fish, requires compass;
Hospital : +3 health, requires medicine;
Supermarket : +1 health from cows, deer, pigs, & sheep, requires refrigeration


You can have a total of +21 health from buildings, 16 of those being already accounted for in chapter 1: the resources.

And as I mentionned in the first post,
recycling centre removes unhealthiness from other buildings, as forge, drydock and factory. It requires Ecology which is so near to the end of the tech tree you just can't rely on this too much.

Discuss this article on the forum

Ways into Production

This could be an industrial thread, but no, it's only a game.
After health and happiness articles, by popular demand (a whole person asked for it), I'm back with some kind of "do it yourself" article about production.

I'll put more work into this in a few weeks, but I don't want my franchise to get lost, do I ?

Production as we all know, is the key to winning the game a lot more so than happiness, health, beakers or gold (just joking, check the other articles (credits to me is already done, credits to hackapell for his economic summary).

This article identifies the sources of production, the bonuses that you can get and some nice combos to benefit the most from them.
I'm not going into specialization for now, so I'm assuming it is clear for everyone that some cities aren't going to be production powerhouses. Don't expect your cottage spammed city to produce its library in 1 turn.
However, generally speaking, you will try to have the most production possible. This is what you see as in the game.

Where do you get those you need to build troops, buildings or wonders (or gold or beakers or culture)?

5 sources :
  1. hammers from worked tiles
  2. hammers from specialists (settled Great engineers, great prophets, great scientists, or engineers, priests and citizens)
  3. chopped forest from around your city
  4. conversion from population to hammers via slavery
  5. conversion from gold to hammers via universal suffrage

There is a 6th source in BtS, for religious buildings of the "world religion" (the state religion of the Apostolic Palace owner). I won't go into much details on this. I will consider those hammers as those coming from settled specialists in the rest of the article.
There is also a 7th source in BtS with corporations. same as before, I'll consider those hammers as coming from settled specialists in the rest of the article.
Still, I'll try to get some informations together in chapter 1 about those 2 sources.

There is is also an overflow feature (check vale's article about it), that can be used to "focus" production on a specific project or to abuse the bonus multipliers.

There is another way to get troops when you need some, without actually producing them : drafting is shown in good details in this article from Vale.

How does it work :
You sum up overflow + hammers from the first 3 sources (chapter 1) and this gives you your base production for the given turn in the given city.
You then apply production modifiers (chapter 2) and you get your production total for the current turn in this city.
If you're not happy with the result you can (chapter 3):
- move around your citizens, from food and commerce tiles or from being specialists to higher production duties.
- use your workers to chop more wood around your city (source 3)
- rush the production by whipping your population (source 4)
- rush by paying for the missing hammers (source 5)

Tiles output for a start :
(I don't mention commerce, which has no impact on production here)
F = food
H = hammer

* Base tiles
Plains 1F1H
Plains hill 0F2H
Grasslandhill 1F1H
deserthill 0F1H
Forested plains 1F2H
Forested grassland 2F1H
Forested grassland hill 1F2H
Forested plains hill 0F3H
Forested tundra 1F1H
forested tundra hill 0F2H
jungled plains 0F1H
jungled grassland hill 0F1H
jungled plains hill 0F2H


In this pic, you have at the bottom tundra, then plains, then grassland, then desert, then for completeness a peak, a floodplain and an oasis.

Note that when you settle on a tile, the feature layer is removed. For instance, if you settle on a forested tile, the forest is removed. This being said, you get the unimproved output of the tile in food hammers and commerce in the city center, with a minimum of 2F1H1C.
So if you settle on a plains hill, your city center gives you 2F2H1C.
Even better, if you settle on stone on a plains hill, your city center gives you 2F3H1C.



* improved tiles under basic conditions (1)
(1) you need agriculture to build farms, mining to build mines, fishing to work water tiles, metal casting to build workshops, machinery to build windmills or watermills, Replaceable Parts to build lumbermills
Farmed plains 2F1H
Windmilled Plainshill 1F2H
Windmilled Grassland hill 2F1H
Windmilled deserthill 1F1H
Mined plains hill 0F 4H
Mined grassland hill 1F3H
Mined deserthill 0F3H
workshopped plains 0F2H
workshopped grassland 1F1H
workshopped FloodPlains 2F1H
watermilled plains 1F2H
watermilled grassland 2F1H
watermilled Floodplains 3F1H
Lumbermilled forest grassland 2F2H
Lumbermilled forest plains 1F3H
Lumbermilled forest grassland hill 1F3H
Lumbermilled forest plains hill 0F4H


* production specials(base/improved without commerce)
first part : I will assume for the following specials that they are on a grassland hill
Aluminum 1F2H / 1F5H (revealed by Industrialism, requires a mine)
Coal 1F2H / 1F5H (revealed by steam power, requires a mine)
Gold 1F1H / 1F2H (requires a mine)
Silver 1F1H / 1F2H (requires a mine)
Gems 1F1H / 1F2H (requires a mine)
Copper 1F2H / 1F5H (revealed by bronze working, requires a mine)
Iron 1F2H / 1F5H (revealed by iron working, requires a mine)
Marble 1F2H / 1F3H (requires a quarry)
Stone 1F2H / 1F4H (requires a quarry)

Please note that :
- precious metals reduce the hammers output.
- marble with a quarry isn't better than a mine, from the hammers point of view


second part (these specials don't show up on hills) : I will assume that they are on grassland
Ivory 2F1H /2F2H
Cow 3F / 4F2H
Horse 2F1H / 2F3H
Oil 2F1H / 2F3H

whales with whaling boat get 1H.


Techs improving hammers output :
guilds and chemistry improve workshops (+1H each)
Replaceable Parts improves windmills (+1H)
biology improves farms (+1F), making it possible to work less farms for the same food = you can work more hammer rich, food poor tiles like mines.
Railroad allows the railorad improvement over mines, lumbermills and quarries, giving +1h to those improvements

Civics improving output
Universal Suffrage gives 1H to towns.
State Property gives +1F to workshops and watermills. Although it's not a direct hammer output improvement, it allows you to replace farms with watermills or workshops, making for the given city a huge hammer improvement.
In BtS, caste system gives +1H to workshops.

Buildings (+wonders) improving tiles output, BtS only
for buildings giving bonus on base hammers, see the next chapter
Levees (require steampower and a city on a river!) give all riverside tiles +1H
Moai statues give all water tiles +1H


fully improved tiles output
(you must have the following techs : guilds, chemistry, replaceable parts, biology (for farms), railroad, you also need iron and coal)
Plains farm : 3F1P
Plains lumbermill with railroad : 1F4H
Plains hill mine with railroad : 0F5H
Plains lumbermill hill : 0F5H
Plains watermill : 1F3H (2F3H if running state property)
Plains workshop : 0F4H (1F4H if running state property, 0F5H if playing BtS and running caste system, 1F5H if running state property and caste system in BtS)
Plains town (who cares about cottages ) : 1F1H (1F2H if running universal suffrage)
Grassland farms produce no hammers but 4F !
Grassland lumbermill with railroad : 2F3H
Grassland hill mine with railroad : 1F4H
grassland lumbermill hill with railroad : 1F4H
grassland watermill : 2F2H (3F2H if running state property)
grassland workshop : 1F3H (2F3H if running state property, 1F4H if playing BtS and running caste system, 2F4H if running state property and caste system in BtS)
Grassland town : 2F0H (2F1H if running universal suffrage)



I won't go into more situations (it's getting a bit long already!), but with aluminium or coal or copper or iron, you add +2 hammers to a mine, bringing a fully developped plains hill mine with railroad and iron underneath to 0F7H.

Note that workshopping/watermilling ivory gives a better hammer output than sticking with the obsolete ivory camp.

Special notice : there are events in BtS that modify a tile's output. Since you can't expect this to happen really often, I don't go into this and leave you the surprise.


specialists' output :
Engineer : 2 h, 3GPP
Priest : 1H 1gold, 3GPP
citizen : 1H
When to use specialists instead of tiles, with such a low output?
1° when you want a great person!
2° when you don't have tiles giving you what you want or when you have no more tile to work
3° when you have free specialists (SoL, mercantilism, industrial park in BtS)!

settled great people output
Great engineer : 3H, 3 beakers
great scientist : 1H, 6 beakers
Great prophet : 2H, 5 gold coins
The good part on those settle guys is this : you don't need to feed them and they are never unhappy + they benefit from representation's specialist bonus and fromp sistin chapel's bonus.
The other good part is you can earn the great people in 1 city and use him in another where he has more impact (like settling a great engineer in your ironworks city).
In a similar fashion, you can get 2H per religious building of the Apostolic's Palace religion if you run it as state religion.

So many informations, and you still don't know how to get a productive city?
check Voice of Unreason's articles about production.
evaluating production
commerce and production


In the previous chapter you saw what base output you could get from working tiles or specialists (don't forget to feed your miners or engineers!)
In this chapter, I'll summarize all the available bonus you can get.
bonus from buildings
  • a forge gives +25% production
  • a factory +25%, +50% with power (you only get 1 bonus from power even if you have a nuclear plant, a coal plant and a hydroplant)
  • ironworks (+50% if you have iron, + 50% if you have coal)
  • heroic epic for military units,
  • labs +50% for space parts

bonus from civics
  • bureaucracy, +50% hammers in your capital
  • police state, +25% for units
  • organized religion, +25% for buildings (includes wonders, but not space parts)

bonus from resources
  • stone +100% H to walls and castles, to christian cathedrals, synagogues and a large number of wonders including the famous pyramids,
  • marble +100% to hindu mandirs, mosques and to a large number of wonders including the great library, the heroic epic and the national epic
  • copper +100% to Buddhist Stupas, Confucian Academies, Taoist Pagodas, to space parts (Cockpit, Life Support, Stasis Chamber) and a few wonders including the Internet
  • iron +100% for some wonder, +50% in your ironworks city,
  • coal +50% in your ironworks city,
  • gold +100% to some wonder in BtS (the unwritable one which allows all religious civics),
  • ivory +100% to some wonder in BtS (statue of zeus?),
  • aluminium +100% on some spaceship parts

- bonus from traits :
  • most traits give bonuses on some specific buildings, like +100% on hammers towards barracks if you're agressive. This bonus can be the best think of a given trait, like double speed of theatres and libraries for creative!
  • industrialism also gives a 50% bonus on all wonders,
  • expansive gives a bonus on workers(+50% hammers in warlords, +25% in BtS, zilch in vanilla)
  • imperialistic gives a bonus on building settlers (+50%? need to check)

What all this for?
Let's assume you are running bureaucracy and organized religion, and you are industrious.
When you start building the pyramids in your capital (with your state religion), with 10 base hammers (not a lot but it's early), you get
10 * (1+0,25 from orgrel + 0,5 from capital + 0,5 from industrious) = 22,5 hammers/turn.

Also note that those bonuses apply to hammers from chopping forests and from whipping.


In this chapter, I'll try to show what you can do to help things going a bit faster.

Mostly, this is done by chopping, whipping away population or $rushing.
It can also be done by starving your population (or slowing growth), which is the slow way to whip (you need mines for this obviously).



What can you expect from those rushing options?

Chopping
To cut wood you need to know Bronzeworking, and you need a worker in the woods.

Chopping a forest down is worth 20 hammers on normal speed before maths, 30 hammers after (you need the tech to count the trees, probably). This is the maximum output. The further the trees are from your city, the less you hammers you get from it.

Chopping a forest costs 3 worker turns on normal speed. So either you send 3 workers on a tile and chop it down in 1 turn (+1 turn to move into the forest if you're not playing India with its fast workers) or send 1 worker and let it chop for 3 turns.
Note that both the output of chopping and the number of worker turns needed scale with game speed.
Also note that all the bonuses you have in the target city apply to the hammers from chopping.
What is prechopping you've heard about? It's about applying worker turns to a forest then leaving before the forest really is chopped. This is useful for a wonder you really want : you prechop all the forests around your city, then as soon as you have the tech you need, you send a worker in and apply the final worker turn to chop. This way you can get all your forests cut down in a single turn with 1 worker/forest. Note that if you don't build a road into the forest you still lose 12 turn to move in.
Prechopping can also be used to keep your workers busy while researching a worker tech in the beginning.
Another thing about chopping is to chose where the hammers from a chop are going.
This is rather simple. They go into the city that has the tile amongst its active tiles. This means that even you don't work the tile in your target, you should not let a different city use it if you want the hammers.
If no city has the tile in its active tile, they go into the closest city. If 2 cities are equidistant, it's the oldest that gets the hammers.
Beware : you can chop inside foreign cultural borders, but you won't earn the hammers.

Whipping population aka pop rushing:
You need to be running the slavery civic, which requires bronze working. You can only whip away half the population in a given city.
Although you can whip more than once in a given city in a given turn, you can only finish one item at the end of the turn.
One population point is worth 30 base hammers on normal speed.
This scales with game speed, and all the bonuses you have in the city apply to the whip.
There is a penalty for whipping before having invested hammers.
There is also a penalty for whipping a wonder.
There is a unhappiness penalty of 1 for 10 turns. This penalty stacks in a very painful way :
If you whip twice, you get 2 unhappies for 10 turns, then you get down to 1 unhappy for 10 more turns.
What can you do and what do you get? You can finish a building/unit/wonder (not a project) at the end of the turn by pushing the pop rushing button provided you run slavery and have the necessary population = twice the cost of the whip.
For example, in a size 10 city, you can whip 5 population points away which is 150 base hammers worth of production, provided you spend at least 1 turn putting hammers into the build.

What would a whipper's turns look like?
Turn 1 : you assign all your citizens to max food tiles, earning a few "normal" hammers (let's say 3), and start producing an item (let's say a catapult)
Turn 2 : you whip away 2 population points, get 60 base hammers towards the catapult + 3 from turn 1 + 3 from turn 2.
Turn 3 : you have a catapult, and 26 hammers overflow + the 3 you're still producing. You can start anything, with 29 base hammers. If you did it right, you grew back 1 pop immediately to reach your happiness cap again immediately.
turn 4 to 10 : grow if possible (happiness cap!), or work max hammer tiles to prevent growth or build settlers/workers.
turn 11 : back to turn 1.

There is a very good article from VoiceofUnreason on whipping you can check, for more information.

Cash Rushing
You need to run universal suffrage (available through democracy or pyramids) and to have money in the bank.
You can buy units, buildings and wonders, but not projects.
The price is high : 3 gold/hammer.
There is a penalty for rushing without hammers invested (same as for pop rushing).
There is a penalty for rushing wonders.
Bonuses don't apply.
So you can buy walls for the same price, if you have stone or not.

What do you get? you get the item at the end of your turn, there is an overflow of exactly your base hammers.
You can manage more overflow by queue juggling.
An example?
Let's say you have 5 honest base hammers.
Turn 1 : you start a forge. 5 hammers go into it.
Turn 2 : you start a granary. 5 hammers go into it.
Turn 3 : you start a library. 5 hammers go into it.
turn 4: you start a courthouse. 5 hammers go into it.
Turn 5 : you pay (120-5)x3 = 345 gold to finish the forge.
turn 6 : you pay (60-5)x3= 165 gold to finish the granary.
turn 7 : you pay (90-5)x3 = 255 gold to finish the library.
turn 8 : you pay (120-5)x3 = 345 gold to finish the courthouse.
turn 9 : you can build what you want with (20 hammers overflow + 5 base hammers )*1,25 from the forge = 31 hammers.
My example doesn't seem very impressive? Ok, I must agree.
Now try it with your massive base hammers city, and get a 4 turns discount on the engine production .


I'll try to show here a few combos to let you get things done as fast and good as possible when it is needed.

preliminary philosophy course:
- You're not aways spiritual, but sometimes you are (or sometimes you play BtS and can switch civics for free, during a golden age or when you have christo redentor). This is good for using the best civics for a specific production.
- Everything has a price. You really must be aware that you're not getting representation's free beakers when you're $rushing.

Short list of combos:
- BW is a combo by itself, allowing to chop forests and to whip population. every early rush needs this.
- OrgRel when building up infra, then either pacifism or theocracy for using your infra. This can be coupled with slavery for the fastest results. Rushing a forge under orgreal to have even more bonus is kind of cool. Even better if you have gold, gems, silver to get over the happiness cost.
- police state + slavery + theocracy (or vassalage) for a few cheap high level units. Overkill, if you go police state + vassalage+slavery +theocracy, but with a ger you can reach level 4 out of barracks .
- bureaucracy combinations : bureau + orgrel + the right resource for a +175% hammers towards your favourite wonder. bureaucracy + police state + HE for fastest unit production ever.
- nationhood + theocracy for empire wide expansion. Cheaper and faster than slavery : drafting.
- (kremlin +) universal suffrage + state property (+ caste system if you play BtS) for "production anywhere". You keep your cottages in your ancient cities, load your new cities with workshops and watermills, buy the forges, factories and stuff you need, and build the spaceship faster that you research the techs.

One day soon, I'll move my lazy a$$ and write some details about those combos, but I'm sure you see the trick already.

Discuss this article on the forum

You , Yourself, and Your Shadow: Some lessons on isolated starts

You , Yourself and your shadow : Some lessons on isolated starts

( or a small summulae based on the results of the Lonely Hearts Club Games )


Introduction


Isolated starts ( by isolated I mean the ones in which you have at least one tile of Ocean between the land mass where you’re standing and the one where your nearest neighbor is ) are one of the most dreaded kinds of starts in Civ IV ( It is rare the week where some poster don’t make a allusion of how “it sucks” to start in isolation )… in fact I’m pretty sure that a lot of people simply regen when he/she notices that he’s alone in that land mass.

And why that happens? Basically because most of the players developed a game strategy that requires neighbours , like the famous early rushes of all shapes and colors. In fact isolated starts are exactly the opposite of the early rushes: you normally have more than enough space and can plan the city sites without urgency ( in early rushes it’s the exact opposite: normally you don’t have neither space and time for cities and your second city normally is designed to grab a crucial resource ASAP ) .

Another issue is the diplomacy : for good or bad you are casted away from the diplomacy nets that will flourish in the Autre Mer… this means you can’t trade tech , bribe or be a religious pal before first contact. But it also means that there will be not hated until first contact, that you can’t lose or be forced to anything via AP ( BtS ) and that you can trade more valuable techs because you haven’t touched the WFYBTA limit…..

In this article I’ll try to make a catch up of what I learned in the Lonely Hearts Club games, from my games and from others ( will try to use game examples as possible ) . All of the points are personal ( I’ll try to be the more objective that I can ) and open to discussion. I’ll try to be not specific to any of the Civ versions and when it happens , I’ll try to be explicit

Index of contents

  • Definition of isolated start. Degrees of isolation
  • Brief Comparison between normal starts and isolated starts
  • How can I get/not get a isolated start?
  • What not to do in isolated starts
  • Some approaches to the isolated starts: tech paths and some economy hints
  • What type of economy should I use in isolation?
  • Contact and late game
  • Victory types: some rough guidelines
    -AP ( BtS… pre and post 3.13 )
    -UN ( pre and post BtS 3.13 )
    -Conquest/Domination
    -Cultural
    -Space
  • Some ideas and gambits ( examples from games )
  • Conclusions

Definition of isolated start. Degrees of isolation


A start can be said isolated when you have at least one tile of Ocean between the land mass where you’re standing and the one where your nearest neighbor is. Said this there can be various levels of isolation ( P.S some of the things below are version dependant ):
  • Really isolated start: in the nearest point you have 3 ocean tiles between your land and the nearest civ. This is the classic isolated start, no contact or trades before Astro. You’re by yourself….
  • Skin contact: there is a place between your land and other civs land with only 2 ocean tiles ( and 2 coastal, of course ) and your city got contact with a civ by cultural border contact. This is rare ( IIRC never happened in the LHC history ) and the results would vary a lot with the civ version… In BtS you will get espionage access to your neighbor and ability to trade techs, but no unit or trade route pass through the ocean ( and by consequence no religion spreading as well )
  • Trade route available: you only have one tile of ocean separating you from the nearest civ. This means that you or your neighbor can control that tile culturally … this ( in BtS again … must check Vanilla and Warlords on this ) grants unit and trade route access ( and religion )to the civ that controls the ocean tile.
Why are this definitions important ? Because you can get situations where you can use the last item for a strong Trade route economy, for a early AP win or for a pre Astro invasion. Besides that , in the two last situations you can start tech trading and entering in the diplo game far earlier….. for good and for bad.

Brief Comparison between normal starts and isolated starts


Why do people shun isolated starts ( I do not particularly love them, but they help us to sharp some skills )? Mainly because they are pretty different of the usual starts, where you can start warring ASAP ( in fact it is better to start hammering your foes fast if you can ) , you can tech trade pretty early and you can start your diplomatic games early as well. In isolation things are exactly the opposite…..

As a personal note ( and made me understand why a lot of players shun isolation ) , I can remember pretty well my first isolated start… Vanilla, Noble… one of my first games. Wanted to try new and shiny Preatorians ( yup… made me want to wallbash ) . Discovered that I was in a Australia like island ( a little colder )…. Bye bye Preat rush, hello economical buildup ( That game teached me a lot about Civ IV… )

I suppose that a lot of Civ IV players hate isolation because of that: no one to rush ….. More seriously: in isolation you need to build your own settlers, to improve all of the land you use, you can’t count with the other AI for anything ( not even for fogbusting…. Isolation with raging barbs can be pretty intense stuff )… you can’t simply build units and take what you need from the cold dead hands of a AI. That can be pretty overwhelming if you don’t use your cards right…. And of course, you can be pretty limited in terms of resources….

On the other hand you have some advantages when you start in isolation: You don’t have to compete for land (you can place your cities exactly where you want them ), you’ll be not bored by AI requests for a long time ( that can be a big blessing ) and you be able to control your diplo in a more planned way after you made contact ( you can choose your side easier… if you want to choose sides ) .And of course ( BtS ), no problems with foreign AP stuff.

Which is better? I think that none is better per se … they simply push you in different directions . Isolated starts are pretty much focused in your development and in the day you finally meet the other AI…. Non isolated start… it depends a lot of the player’s style ,but the AI will be always a shadow in your game ( for good and for bad )

How can I get/not get a isolated start?


There is no Firaxis script that creates automatically isolated starts. Putting high sea level will make them more likely…. Archipelago, custom continents with high continents number, Hemispheres with islands, varied and high number of continents are settings that will create isolated starts often. Fractal creates a isolated civ in a high number of occasions as well

If you don’t want a isolated start, the solution is simple: play Pangea, Continents, hemispheres with 2 or a little more continents. Lowering the sea level also helps.

And a reference to another situation ( a very common one ) : the post rush isolation , where you killed all of the civs in your mainland. Not all of the things that appear here will be applicable but I think most of the things written here can be useful for that kind of common situations .

What not to do in isolated starts


Before we enter in the really important issues, I wanted to focus some of the things that will surely make you lose the game when you start in isolation. Some of them are common to all to the games but are more acute in this situation:
  • Don’t have a clear plan: In isolation you can only count with yourself. If you want a city in the x spot ,you need to make the settler, escort it there and found the city. If you want a tech you have to research it…. If you want a wonder you have to build it. This means you need to have a clear idea of want you want for that game ( far more than non isolated starts ), because you can’t rely in tech trades or in conquering anything for a long while.

  • Inefficient fog bust / insufficient anti barb forces : This could be included in the previous point ,but IMHO this was why Sisiutil lost the ALC 15. If you are isolated you need to do all the fogbusting you need ( normally humans outsource this partly to the AI ). This means you can’t fall in the the attractive temptation of neglecting early military build up…at least you’ll need sufficient fogbusting and a adequate anti barb protection.

  • Bad city placement.: You need to squeeze all the possible profit from your land and your dotmap must be done accordingly

  • Too fast/slow empire growth: This is one of the points that would fit in any game… but in isolation the risk is somewhat higher. Players can lose their references without AI in sight….

  • Be the best friend of the first guy that drops by: This is a serious nono most of the times. Committing to a AI without having a decent grasp of how the big diplomatic picture looks may put you in the dreaded position of the world most hated guy.

  • Collect religions without any particular reason: This is a very common mistake. And why this is a mistake? Because any religion you found in isolation is one that the AI will not have access, restricting the possibility of inter AI religious hates. If you want to get religions , at least have a good reason for that….

This are only some of the issues I can remember … surely I could put some more others with ease….

Some approaches to the isolated starts: tech paths and some economy hints


Most of the players , when confronted with a isolated start, have only one thought: getting out of there. This usually means going to Optics and astronomy with all the possible strengths. But it is that the best way in all times?

My personal experience is that bee lining optics most of the times is a subpar tech path. Why? Mainly because of the techs you need to lay behind to get Optics and astro in usable time ( unless you bulb astro like Sisiutil made in the Ragnar ALC and some of the LHC players did in the Elizabeth LHC ( warlords ). I’ll discuss that later ). To get astro you need to go IW, Machinery, Compass, Optics, Calendar…. And this lets techs like Currency ,Code of Laws, Civil Service and Philosophy behind…. Most of them strong economical techs and on the path to Liberalism. This can lead to a early contact without anything to trade with the AI besides Optics and Astro ( things that you don’t want to trade, obviously ) and a subpar economy, clearly not the best scenario. But if you can get 2 GS and avoid theology and Civil service, you can bulb Astro if you have calendar and Optics… This is a strong move, because you’ll have Astronomy in very early dates and lots of money from intercontinental trade routes pretty early.

Other option is letting the AI get to you and spend your precious beakers in the middle economical techs, Currency, Code of Laws, Civil service.... This strategy has the merit of focusing on your economical development , but has the great demerit of letting you somewhat of the AI hands in terms of first contacts and in danger of being invaded without having how to counter that in sea or even to know it until it is too late

A third option is going by the religious path: focus on the religious wonders and techs. Apostolic Palace(BtS ),University of Sankore, Spiral Minaret, Ankgor Wat ,Sistine Chapel ( BtS one has a different flavor )…. This economy can be pretty robust , but the heavy hammer spending in wonders restricts it pretty much to Industrious leaders. And has the downside of forcing you to have a different religion from the rest of the world , with the possible diplomatic backfire….

And one of my favorites ( that links pretty well with the Astronomy path ), the Collosus /Great Lighthouse combo. This combo makes your coastal cities to have a profitable position almost from the beginning . The big downside is that the Great Lighthouse is a pretty early wonder and this means you have to commit a lot of early efforts to put this up ( same to the Collosus is a lesser scale ). And this wonders get merchant GPP , a thing that can make getting 2 GS in usable time problematic……

Of course there are other possibilities , but this one’s are the more seen in the LHC games

And the million dollar question: which one to use? It depends strongly of your traits , starting position and general landscape. If I start in a coastal city in isolation, my first thought is to make the great Lighthouse….. If I’m Industrious and have a shot in a religion, I may think in going by the religious path.

But the big decision is between the economical path and the “get away from here” path: from my experience it depends strongly of the land you have in hands and from the perceived AI tech pace ( religions, wonders,… ). If I have a decent / good land and / or the AI is teching reasonably ( compared to me, of course ) , I prefer to stick with improving my economy. If the AI is teching slowly and or / I have lots of desert and tundra ( it happens ) going to the Astro path may be the best idea.

What type of economy should I use in isolation?


Economy types in Civ IV always have been subject of acrimonious and bitter discussion… I’ll not enter in that kind of discussions here …. But this is a question that arises to all players that face this game ( regardless of starting isolated or not ) and as isolated starts have special constritements, I think that saying a word of two about it would be useful…

In hindsight, isolated starts seem to be the cottage heaven: no enemies, resolution of the game relegated to Industrial age most of the times ( or even later ) that gives time to mature cottages. That is surely truth and cottage approach is clearly a valid and normally strong option ( most of the games posted in LHC are cottage based games ). Combined with Hereditary rule , you can get really big cities early with lots of advanced cottage improvements pretty early and offset the fact of tech trading being impossible until Optics.

Basing in specialists may not be as attractive in first sight: GP are weaker in bulbing techs as the game progresses , towns normally are much better than specialists (in a food basis comparison ) in the late game with all the town enhancer civics in game and the cherished Caste system civic may put you under serious emancipation anger in the late game. That is true to a certain extent, but it hurts especially the bulbing versions of specialist based economies ( that assume implicitely that you’ll be able to trade the bubled tech ).

But Specialist economies have two big points in favor in isolated starts: first they don’t need much land per city ( allowing you to put more useful cities in the same map, a crucial thing in isolation ) and second , the simple shape of isolated starts force you to have more contact with the sea and normally have more access to seafood than the average map… and seafood is good for a specialist based economy. And if you settle most of the obtained GP ( bulbing in isolation IMHO is a waste , except for some exceptional cases: Theology ( aiming for the AP), Divine right ( for the Spiral Minaret ), Education ( universities … a big plus in isolation ) and astronomy ( already hinted why: early access to intercontinental trade routes ) ) You may have the equivalent to one or two more cities ( especially with a Bureaucratic capital ), a thing that in confined environments can be huge.

Other option, that can be used with both cottages and specialists ( it is debatable to which one it links better ) is simply growing your cities to the highest population possible, get access to foreign intercontinental (BtS )trade routes ( they are very profitable, especially considering the distance bonus and the ( BtS ) prolonged peace modifiers as well ) as early as possible. Called by many as Trade route economies, this links extremely well with the Great Lighthouse and with some UB ( the Carthaginian Cothon ), but implies trade route access ,either by Astronomy ( bulbing is the best choice ) or by intelligent use of the cultural borders in some maps. This restricts the use of this approach somehow, but it is a strong move if you can pull it. And it suffers a lot in warring times as well…..

Other option is using the bonus that some wonders give to religious buildings and combine it with a shrine, the so called religious economy. Based in the use of wonders like Sankore, Minaret, A. Wat, Apostolic Palace ( BtS ) and Sistine ( BtS version has a different flavor ), it has a strong link with the use of priest specialists…. Its resilience is really astonishing and makes almost any city profitable from the beginning ( if you have free specialist providers even better ) with a really small need of land. The biggest drawback is that it forces you to use a religion that will be hated by everyone else in the world, making you automatically the world’s worst enemy most of the times ( at least you’ll have serious diplomatic problems until most of the AI get to Free religion ). And the high spending of hammers in wonders makes them only a option for industrious leaders or for heavy forested maps….

A option of water maps like this isolated maps normally are is using the Colossus wonder as basis of the economy. It can be a strong move if you have a great quantity of seafood 8 allowing to work a lot of sea tiles, but it has two big drawbacks: first is that it obsoletes early and second is that you need to work extensively sea tiles to get profit… and we must reckon that ,besides fresh water lakes and seafood , sea tiles are not exactly attractive.

Of course that this can be combined in all possible ways ( no reason to not have the great Lighthouse coupled with a heavy cottage economy ,for a example ), but the big mantra here is to use the hand that it is given to you wisely, and that implies to maximize the leader/civ/map combo as much as you can. No one ( I think ) would try to use a cottage approach with a map where more than half of the terrain is tundra and desert and where there is only one small river…… No one would try a wonder heavy approach in a map with few hills and forests…..

Civ IV is a game where you should play heavily in your strengths…. Isolation, with its forced egocentric approach , simply magnifies that.

Contact and late game


Regardless of how you fueled your economy or what tech path you had chosen, you finally got your first diplomatic contacts. And it this moment there is one big temptation: finally you can trade techs….. and the guy has some juicy ones that you would love to have. Giving in to that is a big mistake most of the times. Why? Because:
  • You don’t know how the diplomatic matrix is in the faraway lands and you may be trading with the the worst enemy of a lot of people. That kind of diplo backfire doesn’t go away and should be avoided at all cost
  • Most likely that AI will broker the tech(s) you sold them to the other AI and you’ll not gain anything with it… some turns more of waiting could give you a much bigger revenue.

Other issue is the Open borders agreements. You should only make that kind of deals if you really need them or if there is no way it can backfire on you. OB are only useful for you in three ways:
  • Diplo bonus
  • Trade route access ( hint: avoid OB with civs that have astro when you don’t have it… no need to give them access to trade routes with you when you can’t do it )
  • Religion spreading ( for AP victories or for you to acquire the big guys religion )
The first times after the contacting most or all the civs are the ones of big diplomatic decisions ( in fact I think that this the critical part of the game in isolation ). Normally you can devise quickly the big blocks, the AI that have chances to win the game, the ones that can be easy targets, the ones that will get most of the late wonders, even the ones that will attack you sooner or later ( some civs , like Shaka or Alexander ,can start thinking on attacking since first contact and even to wait ages until they can get a way to do it. Check for “ hands full” status religiously ). It is time for deciding how you’ll fit in the world and how are you going to manipulate the AI to your profit.

Before all that , some warnings. There are two things that normally happen in isolation:
  • First , you normally are one of the weakest civs in game. That is normal: besides barbs and military police, there are no incentives to military buildup and normally is wiser to spend the hammers in buildings and wonders. This can put a bullseye target in you if you trash your diplo, so be very careful with diplomacy until you are strong enough to not fear reprisals. This may mean humiliating caving in to demands…. Normally it is wise to swallow up the pride. You can repay them later, if you want….
  • Second, identify the worst enemy of the world and simply ignore him. Unless he’s useful for your schemes, trading with him will only give you widespread problems.

And now some words on laying diplo plans:

Finally you got a decent picture of the world diplomatic plan… you know who is strong and who is weak, the blocks, who hates who and who loves who, the geographical disposition ( a isolated Ai is always a good first target option for a military action ). Now is time to think on how you are going to use this knowledge.
The safest and more simple plan is to buddy with one of the blocs, probably the strongest: cave in to their demands, fight a token war or two with their enemies,… This has the big bonus of diverting one of the big dogs out of you back and of getting useful helps. On the other hand, this may gain you the hate of the other bloc and mark you as a target. I recommend this kind of strategy where are a small number of blocs in the world with trustworthy leaders.

Other is to identify the big dog and simply divert his attention to other targets while you work on your choosed victory. This is probably the best way of dealing with that kind of situations where there is a well defined top dog ( Shaka can become this easily if he gets a useful vassal ), but is a risky game… he may win before you and this situations normally cascade: as you get stronger, the AI will vassal easier, that makes you even stronger….

A interesting way is to work the diplo in a way that you make the world to hate your next target, save the world of them, rinse and repeat. This is a good idea when you have some other isolated civs in the maps with shunned religions ( AI normally are not smart enough to change religion because of diplo ). This will give you more land and power and to even win some diplo bonus , but unfortunately you can’t use it all the times. And of course, another AI may be interested in dividing the spoils…..

A final ( and pretty hard ) approach is to play with the inter AI hates and launch them one against each other, making everyone hate someone more than to you. This is a risky and hard path ( it can backfire on you easily ) , but it is probably the best way of dealing with a game with lots of backstabber AI ( Alexander ,Catherine,… ) where they are both untrustworthy for you as to their neighbors…

A final note on this: normally there is a AI or two that tries to keep it self away of the wars and to beeline of a peaceful victory. That can’t be allowed Identify it and get a way of forcing it to war with someone. That will divert part of his efforts for a peaceful victory to units and will provoke hates ( and hate generates hate )… I bet that particular AI will start brewing war plans from that day on.

About war:

War in isolation is clearly more sea and air based than the war in other map types…. And it comes later too: rarely musket and earlier units will be involved in wars, unless you become seriously backward. This means that war must be thinked in different molds …

First of all you should think defensively: you should not look as a sitting duck. This means that you need to get military tech parity as soon as possible ( do not expect that AI will trade them with you unless you want to be ripped out ) and to get enough naval units to at least protect you seafood. Build enough siege units to soften technically superior military if needed and maintain a eye in the AI naval gathering points to spot possible naval SoD launches on you. This is very important: normally you have the game in the bag when you can assure that no AI stack can land on your island and survive more than 2 turns.

After having enough defense ( this depends obviously of you diplo ), you may start thinking in offense if you want to win in a more militarized fashion. There are some well defined ages for that:
  • Galleons + frigates + (Ships of the line ( BtS ) )+ Riflemen + Grenadiers +cannons +Cavalry
  • Transports + destroyers +infantry +artillery
  • Transports + Battleships + marines + tanks + carriers +air support
  • Same as above , but with Modernized versions ( mechs ,modern armor,…. )
The first of them is clearly a logistical nightmare, but if you can draft the rifles it can be used against a crippled or isolated AI. Good to get a beachhead in another continent before the railroads can force you to fight all the enemy army vs your landing spearhead.

The advent of Oil based navy and of oil based air units and airports make two pretty noticeable jump points in your ability to wage war in other lands and if you have them first than your enemy and you have a chance of using it, you should strongly consider it. The ability of putting your navy with a high cargo capability where you want it or airlifting units are huge assets and should be treated that way. And of course, if you want to wage war against a powerful foe, maybe it is better to divert his troops elsewhere….. war allies are always useful for that.
And of course, try to have better troop producing ability them your foe…. This makes Factories, HE, power plants and IW crucial, especially if you can get them in front of your foes.

Other option you have is to simply cripple your foe. This will require less investment and can be more useful than a full war assault. Normally it requires a missile approach ( nuclear or ( BtS ) conventional ) or , if your foes don’t have rocketry or flight, planes ( even based in friendly cities ( with escort… remember this ) ) and to destroy crucial improvements ( or simply put his towns in rubble ). Spies ( pre and post BtS ) can also be used for that.

Another issue we can talk about is the diplo providing buildings, UN and ( BtS ) AP .You should always be very careful with those and with who controls it. You should almost always aim to have at least a minority block vote in them, to block certain nocive votes , like the diplo wins ( with AP you can simply avoid the AP religion like the plague as alternative ). UN votes can be pretty bad to you, even with the ( BtS ) ability of defying them ( they can force you into civics you don’t want ,for a quick example ), so having a good idea of who are going to be the UN contenders far before the UN is built is a good asset to have ( normally is the Ind civ that builds it and the top pop dog ), because it allows you to have a rough idea of how to use the UN to your benefit.

And finally wonders… In late game you’ll regain the ability of competing in wonder making ( because of you achieving real tech parity or even superiority ), but it is always better to have some parcimony and build only the wonders that will do good to you…. Don’t build the Pentagon if you’re planning to win by space or UN if you think that you’ll be overthrown of the Sec general seat….. Common sense applies here pretty well

Corporations ( BtS)


Corporations can be used to give some extra life to your late game: they put you in a plan B cultural win ( consult OKATU guide on that ) or to give extra food ( for a UN win ) and hammers ( space , Conquest, Domination ) . They can also provide you with resources you don’t have in your land ( like oil or aluminum ), a acute problem in some isolated starts ( not having oil can kill you and not having aluminum can simply take a Space victory out of sight ). On the other hand, normally Mercantilism and State property are not strong enough competitors to them in isolation….. simply not enough cities to make it worth. The only big competidor to corps is Golden ages in terms of GP usage, but that is clearly specific of each situation….

But what corps to use? .Given the map nature of isolated starts ,sushi is a big competidor due to the sea food. The others are more blury and depend strongly of the particular situation: Ethanol for Oil, Al co for a space win ( aluminum ), Creative + Jewels +Al co +sushi for a win by culture…. All map dependant

Other way to use corps is as cash collector and AI crippler. This will require a corp that can’t do too good to them ( Jewels is a good candidate if the AI is not aiming to a cultural win ) and spread it aggressively in their land to raise the maintenance fees. This works particularly well with forced UN environmentalism and it can drag a AI enough to give you a win in a tight SS race… the corporation money normally cover the executive expenses, so you don’t suffer much harm. It worked in a very noticeable way in pre 3.13, but it is still a useful tactic.

Victory types: some rough guidelines


AP ( BtS… pre and post 3.13 )

Apostolic Palace victories were probably the easiest way of winning in isolation ever before patch 3.13 …. It consisted mainly in:
  1. Found a religion ( Christian is a good choice… you’ll need theocracy anyway )
  2. Build the AP
  3. Spread religion to all of your cities
  4. Beeline optics
  5. Spread the word to one of every civs cities
  6. Grow your pop as much as you can ( unhappy or not , they will still count for your votes )
  7. Call the vote
  8. Win

I done it this way in the De Gaulle LHC … Cheffster done a really good road guide on this in the João LHC, including some ways to work around the Theocratic civs
With patch 3.13 the diplo wins have a security valve that disallows a civ to call a vote if it can win solely with their votes ( I really don’t like this solution , but I must reckon that calling a victory diplomatic when the only guy that voted for you was yourself is somewhat stupid ). This made both UN and AP more difficult, because:
  • You need to not pass the victory limit ( 75 % in AP )
  • You need to get someone to vote for you ( and that your votes + their yotes > 75 % )

In terms of isolation you have two main ways of getting a extra AI to vote for you:
  • Heavy buttering of a weak AI
  • Vassals

The first option is somewhat complicated but it is doable if you can wait for the positive diplo modifiers to jump in, and as in AP there is the possibility of only having one candidate the danger of divided loyalties does not arise. In my experience you normally need to have a +10
Global diplo to make a AI vote for you, if there are not candidates to the AP win ( otherwise they will vote for themselves ). This almost surely means that you will need to cave in to some requests, that you and them are both running their favorite civic and that you gave them a lot of stuff ( to kick in the “fair deal” and the “shared technological” modifiers ). For that you need to be picky about the civ you choose: it has to be a easy to please one, that does not beg too much and with a easily achievable favorite civic ( Nothing like State property ,that only is achievable pretty late ).

The other option is vassals…. Vassals are forced to vote to you if they are not candidates to the AP win. Capitulated vassals will have most surely another religion, so you only need to spread your AP religion until you + vassal have more than 75 % of the votes ( with the obvious caution to avoid that he’ll flip to your religion ). Colonies work pretty much equally, but as you create them ,you need to warrant that they will not have the AP religion as the state one…. This means most likely that you need to have access to other religion to force the colony to adopt it….. It can be very tricky.

How to spread the AP religion to maximize the AP effect?


I normally follow this rough guide ( copied from a response to pawelo about how to optimize a AP win in isolation ) :



Following this guide will give you normally something between 60 -80 % of the AP votes at first vote call opportunity. After that you just need to do the necessary adjustments ( to spread more the religion to lower your % or to fatten yourself or one of the voters in you )

All of the written above assumes that you had built the AP. Trying to win via a foreign AP in isolation is extremely difficult , because you need to acquire the AP religion, to spread it in your lands and to get another person to vote for you ( like in above )… and the AP owner will always be a contender….. Besides that you can be caught in the between having religion in one city and to have enough votes to block a AP win with a AP win vote , it is a big amount of work…. Not sure if it would be worthy in most cases

UN ( pre and post BtS 3.13 )

I’ll not talk much about this , mainly because Invisiblestalke made a pretty good article ( available in the war academy exactly about how to win via UN in isolation ( click here ), in spite of the article being of Warlords time ( It would need to include the possible effects of corporations in fattening the UN votes and the use of espionage to lower the enemy population ,that in BtS is very different of Vanilla and warlords )….

The principle is exactly the same described above: you need to get someone else to vote for you ( unless you start conquering , it will be extremely improbable that a isolated civ will get enough pop to have more than the UN win threshold ) …. Colonies ( BtS )won’t help much in here, but capitulated vassals will. If you can’t/ don’t want to get a vassal, you’ll need to butter a AI to get the necessary votes ( same as above )

Victory types: some rough guidelines ( continued )

Conquest/Domination

I joined this two victories because they will need pretty much the same home base improvements… just the final touch can differentiate them.

For you to win by conquest or domination, you’ll need first of all of tech parity with the targets. That and logistical considerations rarely let that you start a intercontinental invasion before the age of galleons and rifles. If you have a riflemen UU ( redcoat ) and you want to win the world via war, you should consider starting the hostilities with them … they are draftable and your foes most likely will not have railroads , allowing you to get a less virulent counter strike.

But the golden age to start the wars is with the infantry + artillery + destroyers +transports combo…. Infantries are very resilient units and can be used for a lot of roles ( anti cavalry, anti gunpowder, city taking ( some leftover CR promo ) ,specialized tile defense…. ). Artileries are good both to wear down the defenses as to grind the AI units in city and in field and can even be useful as stack defenders if you suffer a lot of collateral damage from AI siege ( machine guns are good for that ,but you may not want to divert too much production to them…. )

The entering of the air borne units bring a intense advantage to the one that gets there first, both because of the pure air power as because of logistical considerations ( airlift and ( BtS ) paratroopers ). This means that you should aim to get Flight ASAP, because it multiplies your capability of waging war and the damage to the enemy …

Industrialism opens another set of war waging units, with the advent of other strong duo in a isolated start: marines and tanks. Tanks are superb attacking units with their blitz promotion and can even replace most of the artillery in terms of wearing down city garrisons ( with a little help from the sky to wear down the cultural defenses ) and can also take care of them self on field ( except against dedicated tank counters , like gunships or ( BtS ) Anti Tank infantry ). Marines are stronger than infantries ( but also bring the infantry units: marines don’t have anti gunpowder bonuses ) and have a natural anti siege bonus on attack, making them good to fend both artillery stacks and entrenched machine gunners. They can also be airlifted as needed to protect newly conquered cities ( in this days you should be running Universal Suffrage or Police State … $ rushing airports is a strong move, as the extra military production ( and above all , no war weariness )…. Both have their uses. I personally love lowering all sliders to the minimum and complement production with cashrush… has serious logistical advantages ( you can cashrush needed buildings and you can cash rush near the front , instead of having to airlift or even to transport by sea ) )

The last era of military units is basically a enhanced version of the tanks era: better bombers ( stealth ) , better infantry ( mechanized ) , better tanks ( modern armor )… it does not bring a big jump in terms of new tactics ( except the missiles ( especially the (BtS )cruise missiles…. They are possibly the more overpowered unit in the game, because they simply don’t have any kind of possible counter…. They are exceptionally good to cripple a foe )

The choice of target of your actions is pretty important. Normally it is better to start by shunned and/ or weak civs ( nobody will cry for them… maybe you’ll even win some extra diplo because of that ). Other consideration to have is the geography…
Combining both, we can draw a nice list of good targets for first attack:
  • Isolated civs… no risk of a neighbor SoD to intervene and possibly you’ll erase a shunned civ ( AI in isolation beeline religion with utter vigor and tend to stick with their religion… not good for their diplo )
  • Two civs continents… much alike the above ,but you may even be invited by one of the civs. And after finishing erasing one, you may turn to the another….
  • Blocked and crippled AI in a corner of a big continent… perfect beachhead for the assault to the big guys
  • Religious black sheep… self explanatory

Now comes a big problem… in isolated starts your first cities are normally designed to maximize or food ( to specialists ) or commerce. Now you need production…. You have some options: convert some of the cities to production, use food cities to whip or draft or simply make new cities as production centers.
My personal favorite is to make new cities geared to production: reconversion of cities is always a hard thing to do well, whip becomes extremely inefficient, draft is very cost effective, but very inelastic ( only 3 units/turn and only from a very restricted lot of units ) and costly in terms of happiness. Making a production geared city is quite fast ( you only need barracks ,granary, production multipliers ( forge ,factory ,plants ,Ironworks ) and health buildings to counteract the heavy unhealthiness…. If you do it right it is fully functional in 40 turns… ) and in that era you can choose between various models ( farm + mine , farm + workshop , farm + watermill , farm + lumber mill, …). BtS levees and corps can also help a good production city ( either by hammers of by food to feed the working citizens ).
This cities should receive the military production enhancers as soon as possible ( HE if still available , military academies as soon as GG start to appear , drydocks… ) and at least one of them should be able to produce naval units

There is a fact that you should always take in account when you think in attacking a faraway civ before you have a solid pont de apuis there: your spearhead runs the serious danger of having to face a big SoD…. There are some ways of dealing with it:
  • You make a roundup stack with lots of anti promos ( pinch, formation, guerrilla , woodsman, drill ( to survive better to siege ) , march ) and land him in a convenient hill to attract the enemy SoD ( that normally has a lot of CR promos ) to them, while the real expeditionary force lands elsewhere.
  • Attack after the AI had moved their SoD elsewhere due to another war ( provoked by your bribes or not )
The second option is normally the best , but is not always in hand…..

After you take some cities in other lands you need to decide how are you going to deal with your newly acquired domains:
  • You vassal your former foe
  • You create a colony
  • You keep it all
  • You raze as a mad man and move on
All of this options can be useful, depending of your objectives, but they lead to different paths: vassals are better to Conquest and diplo wins, keeping all is more directed for a true dom win. It also has effects in the civics: the increased maintenance costs of overseas possessions point directly to State Property as the solution… with the inevitable consequences of (BtS ) lost of corporations effects and of Free Market ,mercantilism and environmentalism benefits . This is a important decision and should not be taken lightly….

Space

Before I start to talk about going to space in isolation, I must warn you that I love space races and I do not consider that I master a level until I win by space ( my dream would be to win a Space race in deity… Then I would consider that I had mastered fully the game )… and that most of my LHC wins were by space. So forgive me a little of over enthusiasm….

Space is a nice and viable option for almost all the isolated starts, mainly because you have time to put a economical structure to work before you are in the middle of the diplomatic mess of the world. But normally in isolation you have the handicap of being land limited ( I consider that normally a viable SS race needs 8 decent cities and sometimes you simply don’t have room for that in your island ) and the possible lack of resources ( the lack of coal and Aluminum is pretty handicapping … trying a SS race without access to those resources is worse than upping a level IMHO ).

So what you need to try a good SS win in isolation?

Before anything, winning by space in isolation rarely is a good last chance option if the military path goes bad ( unlike it happens so much in non isolated games ). In isolation you are confined to a island unless you conquer something outside and for that you’ll need a lot more of hammer effort than for a non isolated game (at least you’ll have to build a decent navy and to make a SoD good enough to hold the first counterstrike with no big chances of fast reinforcements) and you have less time. This means that you most surely will have to choose between units and universities pretty soon simply because you don’t have enough hammers per turn for both. Space normally it isn’t a last resort option for a isolated start ( in fact I must say that my LHC experience ( both as player and as lurker of other players games ) makes me to think that in isolation you sort out a lot of possible options for a in far sooner than in other games….. the simple fact that you are isolated pruns some options pretty badly )

Any SS race (isolated or not) has two main phases: a big science thrust and a late prod twisted era to build the SS. The first phase is normally a nice builder paradise in isolation: most of cities getting beaker enhancers ( libraries, universities , observatories… ) and focusing on getting beakers to the research ,while your diplo is geared towards getting filler techs ( as the levels go up, the necessity of getting good tech trades increases for a SS win: you simply can’t win a SS race vs the AI using your own beakers in a equal soil basis ) and maintaining peace ( you really don’t need a to divert your precious hammers from universities to units…. And having a enemy SoD in your lands is not exactly helpful ) as possible and helpful ( peace in Civ IV is not always the best option, even if you are in the losing side…. ) . The last phase normally means a complete shift of the focus to maximizing production, mainly because SS parts are a big hammer investment and in the late years you normally can get the techs faster than the SS parts that it enables. Some players get to extremes for that and even make radical landscape changes (watermills over towns, for a quick example )….

The first phase, as said before, revolves around techs. As you can imagine, there are some techs that are crucial in a SS race… in isolation the first big ones are Education and Astronomy: both unlock beaker multipliers ( the first after libraries and the possible academies ) and astronomy unlocks foreign intercontinental ( BtS ) trade routes, that gives a huge boost to a isolated civ economy. Biology is a nice tech booster as well, via the extra pop ( be sure you have enough happiness to take full advantage of that ). Printing Press and democracy are also good techs to have, but they are more economy type related ( in spite of SoL being a nice wonder to have/deny to the AI )… and as I already won SS races with CE, SE , religious and trade route economies in isolation , I let to the player choice which economy to use for a SS win. Regardless of all that, you should have a decent idea of what tech paths the AI in your game are following, to maximize trade opportunities ( and that is one of the reasons I didn’t talked about some techs, like Physics.. as AI loves it so bad, rarely it is worthy to beeline directly for it )… this will multiply your real teching ability.

The first tech that opens the late prod phase is Replaceable parts, that allow you to transform forests in something more useful than a unmined grassland hill….If you haven’t chopped as a mad man this will help you a lot. But the real deal is the duo Steam Power – Assembly Line, because both unlock two heavy prod boosters, Factories ,Coal Plants and (BtS) levees( and the coal for the second one ). Steel , with Ironworks ,should be considered as well. By this time you should start worrying in making at least 3 strong prod cities to chunk out the more hammer intensive SS parts…. I normally use new cities for this ( I already explained why in the Conquest/Dom item: I don’t like to reconvert cities ), at least for the IW and (BtS ) NP city ( this normally can be made a strong prod city by a combination of priests and engineers and the hammers from the preserve forests ). You can make a prod city very easily and with various designs ( my favorite is the heavy lumbermill IW … this heavy prod cities are very unhealthy especially the BtS ones , and the simple presence of forests helps a lot with that ) in a short amount of turns: a pure prod city for a SS race only really needs: granary , forge, factory, plant ( which one you prefer ), observatory and lab ( a levee or Moai ( BtS ) ( if by accident you haven’t done it yet ) if possible is a no brainer … and of course the food, happy and health enough to run the show ( the last one most surely means some extra buildings, like aqueducts and hospitals ) ) and can be assembled pretty fast in the late game.

The diplo should never be disregarded if you go to space… you should identifty the AI that can steal the win from you ( the crazy techer, the guy that eaten 2 civs and vassaled another and that says that he prefers to win the game if you try to bribe him out of war, the Ind guy with 6 religions and with a high culture account in the big 3 ,the AP owner….. ) and to work accordingly… the more dangerous for me is the midly loved AI that is in a corner of a big continent and that had the bright idea of not messing in wars. Of course that it has a good infrastructure and decent army ( never lost units ), probably good access to religions ( more cathedrals ) and will be hard to turn someone against him. I’ll put some examples of how to isolate a possible threat in the “Some ideas and gambits (examples from games)” section.

And now the really important issue: you teched until the beginning of the modern age and have 2 -3 good prod cities ready to chunk out SS parts. Probably you have 2 or 3 AI that are roughly on the same level as you and that can become contenders ( I suppose that you already identified possible culture winners and that took care of the issue ). Now you can’t rely on tech trades (AI will never sell SS techs... it is hardcoded) to get the techs you need: which path to follow?

About that a thing must be said: all of the Civ IV AI versions are pretty poor in terms of SS races. Warlords and Vanilla one simply piled techs for order of beaker price (making them extremely predictable and easy to outpace by good beelining) … BtS one makes more conscious efforts for a win ( sometimes I saw a AI beelining genetics , that is one of the possible good moves ) but the new tech tree and the fact that SS can have different speeds and components didn’t allowed a better optimizing of AI tech path … and it continues to be extremely predictable.

AI, when starts thinking about a SS win, makes a pretty distinctive path: Rocketry ( either via flight or artillery ), Radio , Industrialism , Plastics… then it wanders around refrigeration or Fission, maybe it will take Advanced flight or Laser, some will try a stab on robotics…. Have you noticed the pattern? They don’t beeline the heavy techs : Fusion and Genetics Besides that the AI research path does not take in account the necessary/optional requirements for a SS launch in BtS. In that regard the AI needs to be tweaked: they beeline the tech that gives SS casings and build them all and then they go to Fusion for engines. That disallows AI of trying a hasty launch with less casings, just letting them to decide between a slower SS now ( 1 engine ) or a faster one in a few turns ( 2 engines ), not between a slow but safe ship ( complete SS ) and a faster ( to get there earlier than a already launched SS ) but riskier SS ( with less than the max number of casings ) , like humans do in tight SS races. And that gives a huge advantage to the human.

Other issue that should be taken in account is that the BtS AI sometimes tries to stop a SS success via military invasion …. This means that the Human player should always try to build the SS parts in the minimum amount of time possible ( this is good advice for pre-BtS as well )

All of this leads to one conclusion: You should aim to Fusion and Genetics as fast as possible ( they unlock the heaviest SS parts hammerwise and ( BtS ) launching with one extra engine may be the difference between winning and losing )…. This means to beeline Computers or (BtS ) Superconductors to get the labs on ( you still need to tech a lot of beakers… and they give a huge discount in SS parts … and the Internet may still be useful for 1 or 2 free SS techs ), Industrialism -> Plastics ( aluminum and the three gorges dam… besides that both open a lot of techs and units in the late era ), Rocketry and Fission ( the last one can still be traded… ), then a determined beeline to Fusion and to Genetics ( I prefer fusion first, then Genetics …. We have to build 2 engines ( BtS ) and there is a free engineer for the first one to get there ). Refrigeration can enter here or sooner and to end Ecology, Satellites and Composites ( the cheapest parts … and (BtS ) if you need to do a hasty launch you can do it sooner cutting some casings ). Using this scheme ( it will depend of the game ) you can easily launch a full SS 8 turns after you had finished your first SS part and 20 – 25 turns after you made Apollo ( normal speed… ) ,most likely preventing a AI of attacking you due to the sheer lack of time to prepare the naval invasion. Of course this is the barebone path and it can cause you some trouble due to the possible late wars… missile cruisers eat battleships and even more with guided missiles on deck. Feel free to divert research to/steal/trade for some military techs if you sense danger….

There is still one last thing to say: you should avoid to run a SS against only one contender at all costs…. My experience with it is that facing 2 SS contenders is far easier, probably due to the fact that when you’re facing one SS contender probably he smashed the other AI enough. And this is always a dangerous AI type to face… work early against this AI ( isolate him diplowise ,bribe a backstabber AI to attack it,.. ) and you will not have to work hard.

P.S I sincerely hope that the next patch brings a more SS competent AI. If that happens I reserve myself the right of withrawing my low regard comments on the AI SS ability

Cultural

Before I start , I must reckon that I’m not a big fan of cultural wins… it is a matter of personal taste. I could count by the fingers of one hand the cultural victories I had in this game and that does not make me the best person to talk about cultural victories.

Before all, let’s look to the definition of cultural victory. To win a cultural victory you need 3 cities with 50000 culture (normal speed ) … given that besides wonders, most of buildings give 4 culture per turn or less and that a settled artist gives 12 , it forces you to think about the culture multipliers ( cathedrals, Hermitage , the Hits wonders (Rock n’ Roll , Broadway , Hollywood ), Broadcast towers ( or Eiffel ) and some UB ( Chinese and Ethiopian one ) ). There is also the culture slider, unlocked by Music ( that gives a free Great artist as well ). Some civics can also add to your cultural slider ( Free religion, by allowing every religion in a city to produce culture ) or Multiply it ( Free Speech ).

The ways of winning a cultural victory in isolation are basically the same that in non isolation:
  • The good all beaten path of founding a good number of religions, beeline Music , make cathedrals in the big 3, research Liberalism and democracy, adopt Free religion and free speech ( along with caste system ( to allow unlimited artists ) and Pacifism instead of Free religion ( to boost Great artist generation ) ) and put culture in the highest possible level ( and bite nails until the end while pressing enter ).

    This was the stand art way of winning by culture in pre BtS times and it has a apparent synergy with isolation, because it implies a good focus in infrastructure and because isolation meant a great deal of security in terms of AI invasions (pre -BtS AI was absolutely dreadful in intercontinental invasions ) compensating the fact that your military would get obsolete pretty fast. It works, but has some dangers: the first being the fact that you’re denying religions to the AI ( I can’t stress this point enough: Isolation gives the human a big power in religion manipulation… but it presents big risks if you misuse it ), that can complicate things to you pretty badly…. And that BtS AI is far more competent in terms of naval invasions, making this approach extremely shaky sometimes. Other issue (not one of the minors ) is that you may not have room for the 9 cities that are needed for this ( assuming stand art map ) besides cramping some pretty badly.

  • The way that Sisiutil describes in his Intermediate Tactics and Gambits article in point 7: resumed in a nutshell refers to tech normally while pilling artists in the big 3 without lowering the beaker slider ( using Caste and Pacifism, and bombing/settling the Artists that you get in the weaker of the Big 3 ). I believe that this approach is the best in pre-BtS times ,because it allows you to maintain some tech parity with the AI, thus helping to maintain a decent defense technology. It also allows to get the late game culture multipliers, a thing that the previous approach does not. It is a safer bet, in spite of not allowing sooner wins than the previous.

  • BtS revamped completely the culture win scenarios, by changing the Sistine Wonder ( now much more powerful in terms of culture generation ) and by the introduction of Corporations. OTAKUjbski has a good article on corps use for cultural wins…. Basically you found Sushi , Jewels, Creative Constructions and Aluminum and spread it to the big 3, while trading for the corps resources. This synergize well with Sisiutil’s idea, especially considering that Sushi , besides giving culture it also gives food for more artist specialists.. I’ve seen games with corps giving 100 raw culture per turn… this combined with Sistine artists and temples, wonders and some culture multipliers, can give easily 1000 culture per turn, allowing the game to finish pretty fast.

A warning sign for BtS players: AI understands cultural victories and it is not uncommon to see a invasion aimed at you to stop you from winning ( you would do the same …. ). This means that or you win before that or you need to prevent it, either via pure military power or via the subtle ways of diplomacy. A lot of what is said about manipulating civs diplomatically above can and should be applied here… and that is one of the reasons I discourage the use of the first option for culture wins, besides the obvious case that you can win in the 1600ishs or under: it relies too much on luck, because you don’t have time to manipulate diplomacy and you have no army to speak for…. A mix of the second and the third options makes less spectacular wins ,but much more safer ones…..

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Civilization IV: Military Strategy & Tactics

You can call this the Warmongers' Corner. These articles deal with planning and execution of war, as well as effective usage of units.

A Comprehensive Unique Unit Guide

While the War Academy teaches specific strategies involving extensive use of the prominent UUs, there isn't a guide to explain the uses of the others. Strong ones like the Praetorian often need no introduction, but many players are not exposed to the possibilities that the more subtle ones present. What spurred me to start this guide are the fairly common disparaging comments about some UUs, comments that are often simply one-sided.

I hope this guide would help you leverage the different UUs effectively or at least inspire you to be more creative with them. Give all of them a chance! But please note that this guide is written mainly for single player games. Some tips may still be useful for multiplayer, but I can't promise that. This guide also assumes that you are playing as leaders under the normal civs, which might not be true if you are playing BTS.

Thanks to Robo Kai, kniteowl, Cabert, Wodan, johnny_rico, gusi, UncleJJ, Bjorn190, dime, s.c.dude, drkodos, kristopherb, Elandal, Thyrwyn, Phrederick, Polycrates, Thedrin, agc28, PraetorianSteve, svv, carl corey, Andrei_V, Mr. Civtastic, Thomas G., GeneralGab, Percy, r_rolo1, facistal, jason77024, GoliathFF8 and InvisibleStalke for ideas and contributions that helped make this guide possible.

And now I shall begin. The different UUs are listed under their civs, in alphabetical order.

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America: Navy SEAL (Marine)

Once you've gotten over the fact that it comes very late in the game, you might realise that the Navy SEAL is actually good UU. A marine replacement, it might seem to be a niche unit. After all, how often do you conduct amphibious attacks (which include those across a river, by the way)? But take a closer look at its unique advantages and you'll realise the potential it has.

Its first strike and first strike chances are not to be taken lightly. First strikes can help you deal more damage to the enemy and comfortably win battles that you might otherwise take heavy damage in or even lose. The free March promotion, meanwhile, allows the Navy SEAL to heal on the go, reducing the time it takes to recover before heading off to another battle. Bringing a Medic III unit along with your SEALs means that as soon as they have attacked, they are eligible for the 30% healing the next turn (5% from enemy territory and 25% from Medic III). So as long as they are at or above 16.8/24 strength, they will be back to full health the next turn. They can also heal right after making an amphibious assault aboard a Medic transport. The SEALs in Civ4 are indeed an elite task force worthy of their name, capable of enduring and sustaining a long campaign.

The 50% attack bonuses against machine guns and artillery are a thick layer of icing on the cake. With SEALs, you don't have to fret when attacking cities defended by machine guns (which are immune to collateral damage) without tanks. Their first strikes also help by negating the machine gun's first strikes. And, also due to their first strikes, SEALs are probably the best stack protectors against enemy artillery attacks. Divide your stack(s) into smaller SEAL-protected groups and you don't have to worry too much about getting overwhelmed by mass artillery.

Whether you have some coastal cities to assault or a land campaign to conduct, Navy SEALs are an excellent unit to bring along with your invasion force. They do come late, but they come at the right time if you're planning on a late domination push that would win you the game.

Arabia: Camel Archer (Knight)

Camel Archers are knights that have a higher withdrawal chance (25%) and don't require horses or iron. You could simply use them like normal knights, but the thing about them is Flanking promotions make them very good at surviving failed attacks (+55% withdrawal chance with Flanking II). This means you don't have to balk so much at attacking a city or a stack that has a defending pike, making them more reliable as an attack unit. Of course, if you end up with no horses or iron, they give you the option of building knights in the first place.

If you're playing on Warlords, stables can give your Camel Archers enough experience points to start off with Flanking I and II, so you don't have to be running Vassalage or Theocracy. Also, you can improve their ability even further by attaching Great Generals to them as warlords. Give a Flanking II Camel Archer the Tactics promotion (+30% withdrawal chance) and it would have 85% chance of retreating from a failed attack. Of course, you might still get unlucky and lose it, especially if you attack at very low odds. It's not 100% withdrawal chance, you know.

Aztecs: Jaguar Warrior (Swordsman)

Traditional whipping boys, these guys get 2 free promotions in Warlords, Woodsman I and Combat I (the latter thanks to Montezuma's Aggressive trait). If you've built those cheap barracks, giving them Woodsman II immediately would allow you to rush a relatively cheap stack of them (Jaguars cost less than normal swordsmen) to enemy cities through forests and jungles, in which they have two moves. Of course, this comes at the price of not being able to give them the City Raider promotion first, but depending on how fortified the target cities are, this may not be such a problem. Jaguars do get the swordsman's inherent 10% bonus when attacking cities.

On a more conventional level, the benefit of the Jaguar is probably similar to that of the Gallic Warrior - better stack protection when standing on a particular terrain. Jaguars can even defend against axemen when positioned in forests and jungles, as they get 70% terrain defense bonus there (+50% from the terrain and +20% from Woodsman I), making them good all-round defenders in this situation. Give them Woodsman II or Shock (both available immediately with barracks) and they would have no need to be afraid of axemen as long as they have trees to cover them. Hence, if the enemy's lands sport plenty of foliage, you may want to bring a few of them along in any case. Note that this applies only to jungles in Civ4 vanilla, where Jaguars get 75% defense bonus (+50% from the terrain and +25% jungle defense bonus).

Jaguars don't require any resource so you can start building them even before hooking up copper or iron. You can also whip them out (probably with unhappy citizens) in newly conquered cities that are not connected to any metal resource, immediately creating some units for either garrison or further offensive purposes and thus helping you proceed with your campaign without having to wait for reinforcements. The value of this UU greatly increases when you find yourself without copper and iron in the first place.

More on the no resource requirement, Jaguars are a sure way to rush a neighbour early in the game. You can plant your second city on the best production site in the direction of your target without waiting for copper or iron to be revealed. Then you build barracks and granary, research IW and start whipping Jaguars out without even having to bother with any resources. Get a stack of them and attack Aztec-style.

For BTS players: With the addition of the Woodsman III promotion, Jaguars have become much more useful in an interesting way. Woodsman III grants 2 first strikes, +50% forest and jungle attack and the ability to heal units on the same tile at the rate of 15% per turn. Since Jaguars get Woodsman I for free and barracks can give them Woodsman II off the bat, they are effectively 2 XP away from becoming the ultimate forest/jungle warriors of their time and effective medics. If you need to take out some enemy units that are fortified in a forest/jungle, especially those that are there to choke your cities, unleash the Woodsman III Jaguars. If you need some quick healing, you have Woodsman III Jaguars. A very handy support unit to have around for early warfare. They are probably still not such effective combat units on their own, but the first strikes might help.

You can even maximise the Jaguar's healing ability by attaching a Great General to it and giving it all three Medic promotions as well. Woodsman III's healing stacks with the Medic promotions (provided they are on the same unit), giving you a whooping 50% healing rate. And this isn't difficult to achieve since Jaguars get free Combat I (required for Medic I) thanks to Aggressive, so you only need 26 XP to get there. Attaching a Great General to a unit gives you 20 XP, so that Jaguar effectively only needs 6 XP, the first 3 of which can be given by barracks.

Carthage: Numidian Cavalry (Horse Archer)

Warlords and BTS only. This is a UU that people are divided about. Some regard it as a good UU (though not great). Others think it is weak. The latter opinion can usually be attributed to the traditional aversion to horse archers, Horseback Riding (HBR) and Archery (techs required to build horse archer-type units). Horse archers have two moves and are good for busting archer-defended cities, but they die to spearmen, rendering them easy to counter. Archery is widely viewed as a useless dead end tech early on, while HBR is fairly expensive, making it tempting to research other more beneficial techs first. The latter's beaker cost also makes it difficult to ensure that your opponents don't have spears yet by the time it's researched. Add the fact that horse archers suffer from a 10% penalty when attacking cities in Warlords, and that the Numidian Cavalry is 1 strength weaker than normal horse archers, it's easy to turn your back on the Carthaginian UU.

However, if you consider it carefully, you may find that it's actually worth something depending on the situation. In Warlords, HBR allows you to build stables (+2 exp to mounted units), which would give your horses an edge in promotions before Vassalage/Theocracy, making the tech more attractive to research early. And the Numidian Cavalry starts with Flanking I, so, with stables, you can give them Flanking II and another promotion (eg. Mobility) right off the bat. This would give them a 50% (20% natural ability + 30% from Flanking I and II) chance to withdraw from losing battles and, if you choose Mobility, the ability to more very quickly even in enemy territory. With the Charismatic trait, it's easy to get your Numidian Cavalry to the next level for yet another promotion. Don't forget that the free Flanking I would not disappear when you upgrade them to knights.

Those are not all. The Numidian Cavalry also gets 50% bonus vs. melee, as well as the 50% bonus vs. siege that horse archers have, making it virtually an improved axeman. It has no need to be overly afraid of spearmen, thanks to the melee bonus. And you can rely on Flanking II to increase the survival rate of your Numidian Cavalry when up against spears, or you can even the odds with Combat I and Shock. If there's no heavy cultural defense, Numidian Cavalry can do a decent job busting cities on their own, although you'll need a good number of them. As active empire defenders or counter units, they are versatile enough, having bonuses against two categories of units. As pillagers, they are excellent since spears, the easiest counter, are not as effective against them - just be sure to build stables and give them Combat I and Shock (of course, you may want a few Sentries). It may seem like a waste of their free Flanking I, but this way the enemy cannot easily drive your pillaging Numidians out. The few Flanking-promoted ones can attack enemy units guarding key resources. Remember to pillage ivory and horses first, since elephants and horse archers are the most effective counters to your UU.

The cons of the Numidian Cavalry are their reduced strength, the 10% penalty against cities and the fact that they can't get City Raider promotions. Once there's significant cultural defense in an enemy city, expect to take huge losses if you don't bring siege weapons along. Even if there's no cultural defense and the city is not on a hill, Numidian Cavalry are actually not as strong as the city's unpromoted fortified archers, so you need to bring at least twice as many. You can beeline to HBR and rush a neighbour with a moderate stack of them to quickly capture a few cities, but don't expect them to carve out a large empire for you.

For BTS players: Horse archers no longer get the 10% city attack penalty, so the Numidian Archer is slightly stronger now. It also gains mounted units' flanking attack ability (not to be confused with Flanking promotion), whereby it does 'collateral damage' to siege units in the stack it is attacking, making it better at countering mass catapults than before. These changes certainly mean that Carthage players have something to cheer about.

Celtia: Gallic Warrior (Swordsman)

Warlords and BTS only. The Gallic Warrior is a much-maligned UU. Most people wonder why an offensive unit is given a promotion for hill defense. How on earth is that going to help him attack cities, which is what it does best?

Attacking a city is the culmination of an offensive movement, which begins with your entering enemy territory. If you're careful, you would want to move your stack along the safest route to the target city as far as possible, which often means favouring forests and hills over flatlands. This is where the Gallic Warrior's free Guerilla I can help. While spearmen protect your stack against mounted units and axemen/crossbows protect it from melee units, a Gallic Warrior on a hill is the best defender against counterattacking catapults and can even take over the role of the other stack-protection units. For example, if your spearman is badly injured, the Gallic Warrior can defend against chariots or horse archers as long as you're on a hill. Thus, while normal swordsmen may be badly injured before reaching the target city in these circumstances, chances are Gallic Warriors would be in better shape.

And note that Gallic Warriors can be promoted with Guerilla II and III. Such units can be a thorn in your enemy's side, running through the hills pillaging mines and maybe raiding a weakly defended city or two, thanks to Guerilla III's movement bonus on hills. The 25% bonus for attacks on hills and 30% withdrawal chance that this promotion gives also make it easier for you to deal with stubborn hill cities. And now that you can build Gallic Warriors with copper in the latest versions of Warlords, this UU can make an extra early appearance for city-busting.

Another neat thing about this UU is the fact that you can upgrade it to more advanced units in its line without losing the free Guerilla I. So, in effect, the benefit of this UU lasts for a long time. Remember that forests can be chopped but hills are permanent.

For BTS players: Somewhat like the Jaguar, this UU benefits from an improvement to its natural promotion branch: the change to Guerrilla III. It still gives +25% hills attack but now it gives a 50% withdrawal chance, making a Guerilla III Gallic Warrior a very effective crack troop. Need to attack that fortified hilltop city before Construction? Guerilla III Gallic Warriors can soften the defenses and have a good chance of surviving even after losing. The 50% withdrawal chance really is quite amazing, outclassing both the Flanking promotions combined. Moreover, since both Celt leaders are Charismatic, it's really easy to get to Guerrilla III. With barracks, your Gallic Warriors can start with Guerilla II and you are only 1XP away from Guerilla III. Sounds like fun.

China: Chukonu (Crossbowman)

The Chukonu has a fearsome reputation. Collateral damage is something well-loved by most Civ4 players, and a respectable non-siege ground unit that has the ability to inflict it would surely become the favourite of some. The biggest weakness of siege units is their inability to defend effectively. The Chukonu, however, can function as an improved crossbowman, thus having an important benefit of siege units without the drawback.

You may find it hard to pinpoint the exact role of this UU, though. Crossbows are primarily a counter unit, designed to help eliminate the threat of enemy melee units, and can in turn be countered by mounted units. If the enemy builds stacks of melee, your Chukonus will tear them apart with their bonus vs melee, first strikes and collateral damage. If the enemy mixes his stacks with mounted units, Chukonus are less effective. Thanks to collateral damage and the extra first strikes, however, they are much less helpless than normal crossbows and are still able to attack such mixed stacks, although you would probably sustain losses initially. The idea is to wear the enemy units down with your extra hits and collateral damage. Given enough Chukonus, there's almost nothing you can't defeat in the field (assuming you are facing units of the same era). But the question arises: Are they more cost effective for this purpose than catapults, since the latter are cheaper? If the enemy only has melee units then the answer is clearly yes. If the enemy has mounted units (which may be immune to first strikes) in his stack, sending in a few scuicide catapults first would probably be a better idea. The Chukonus can do semi-cleanup, dealing even more collateral damage to the enemy units and making them extremely weak and easy for more Chukonus or other units to take out.

You can apply the same concept when attacking a city. Siege units are still needed to remove the city's defenses, but who does the first few assaults would depend on what sort of units are defending the city. If they are macemen and pikemen/spearmen, use your Chukonus. If there are archery/mounted units in the city, use the siege units first, followed by the Chukonus and finally the cleanup crew (if you have any). Remember, Chukonus don't get City Raider promotions, so be prepared to lose some as they attack at lower odds than your CR units might have.

The Chukonu's first strikes are useful on the offense, but they become the primary advantage on the defense. When Chukonus are defending, they won't get to inflict any collateral damage on the enemy units, but their first strikes would be a great boost. First strikes grant chances of hitting the enemy unit before the combat proper even begins, thus improving your odds. The stronger your unit is compared to the enemy's the better first strikes are, since the hits you score would do more damage, thus increasing the possibility of your unit winning without taking much damage. This makes them even better a defense against enemy melee units than normal crossbows. Their first strikes also work well when defending against siege weapons, since they might be able to win before much collateral damage is suffered.

Whether you give your Chukonus Drill promotions for more first strikes is up to you. Note that this UU has higher chances of being promoted than normal crossbowmen, since they are more suitable for an offensive role, making it possible to accumulate quite a few Drill promotions and a lot first strikes. Moreover, if you're playing on Warlords, both Chinese leaders are Protective, so Chukonus start with Drill I, giving you a headstart in that line of promotions. Gunpowder units can't choose Drill, so upgraded Chukonus can be interesting. Incidentally, Protective also makes the Chukonu better at defending cities, thanks to the free City Garrison I promotion.

On a final note, here's a tip on how to get Chukonus early and really overrun your neighbours: Choose Qin Shi Huang as your leader and aim to build the Oracle to grab Metal Casting (requires Pottery and Bronze Working). The Industrious trait makes getting the Oracle viable, even without marble. Metal Casting leads to Machinery, but it also allows you to build your cheap Industrious forges. Build one asap and run an engineer specialist. When a Great Engineer is born, use him to lightbulb Machinery, giving you access to the Chinese UU very early. But do note that Machinery requires Iron Working and Chukonus need the iron resource to be built, so make sure you get this tech researched while waiting for the GE to be born. The worst scenario is finding no iron in your territory. To help prevent this situation, research Iron Working as quickly as possible to locate iron resources and claim them if necessary.

Egypt: War Chariot (Chariot)

At 5 strength, the Egyptian War Chariot is essentially an axeman on wheels with no City Raider promotions but has withdrawal chance. It is a very powerful and mobile unit that can win your game from as early as the Ancient Era.

An Egyptian player who does not have copper has less to worry about. In fact, horses are much more important for him/her, making Animal Husbandry (AH) a priority. And since Egypt starts with Agriculture, which leads to AH, things are pretty much set up for you. Egypt also starts with The Wheel, which is required to build chariots and roads (to hook up those horses). What serendipity! Feel free to delay Bronze Working till you wish to use Slavery, unless it turns out that there are no horses within reasonable distance. If you discover horses nearby, get a settler there as soon as possible and hook it up. You can then begin preparing for your offensive. Chariot rushing has never been so effective.

While the chariot rush tactic of pillaging the enemy's metal mines should still be applied, War Chariots aren't as afraid of spears as normal chariots because of their increased strength. Additionally, you can give them the Shock promotion to help deal with enemy spears that you might encounter. This would also help vanilla players who face enemy axemen, since the chariot bonus vs. axes applies only after Warlords (vanilla players are somewhat compensated by having 20% withdrawal chance instead of just 10%, though). That said, I have found Flanking promotions a generally better choice when up against spears. Even with Shock, War Chariots have lower odds of winning, so you might as well increase their survival rate.

A little later in the game, a combination of War Chariots and axes would be good to guard against counterattacking spears, since War Chariots don't get defensive bonuses and would almost certainly lose all the time. In most games, axes (and maybe swords) would gradually replace them as the premier city raiders anyway. As enemy cities accumulate more defensive ratings, those spears become more and more costly to dislodge with War Chariots alone. The loss in mobility that would result from this handing over is usually nothing to worry about, since it corresponds roughly to the time when you need to expand at a slower pace until you can get upkeep costs down.

Speaking of upkeep, be wary of over-expanding with War Chariots. It's easy to fall into this trap since they pack a good punch so early in the game. While judicious use of them might mean smooth sailing for the rest of the game, their careless use can ruin you as you fall hopelessly behind in terms of technology and development paying upkeep, especially on the higher levels. This and the lack of close neighbours are the greatest early adversaries of the Egyptian player.

England: Redcoat (Rifleman)

The terror of your enemies in Civ4 vanilla, this unit is dramatically different in Warlords. In the former, it has 16 strength compared to the normal rifleman's 14 and an additional 25% bonus vs. gunpowder units. Hence, they are uber powerful in their era, quite unmatched by any other unit until infantry. The use of the Redcoat on vanilla is, therefore, quite straightforward. Build lots of them and/or upgrade your CR units to them and go on the offensive. Combine them with cannons for even greater effect and watch the colours on the minimap change rapidly. Even grenadiers are unable to counter them effectively due to their additional bonus. The only way the enemy can really fight back is by throwing lots of cannons at them, but you can always spread your stacks out, and the AI isn't likely to do that anyway. Don't let the enemy get machine guns, though. These are a sure counter to Redcoats on the defense.

In Warlords, however, it's not so easy. Redcoats have the same base strength as normal riflemen. They only retain their bonus vs. gunpowder units. That said, they are still quite effective. Given no terrain or promotion-based bonuses, no unit of the same era can beat them when they attack. They are vulnerable to attacks by enemy grenadiers now, but still not as badly as in the case of normal riflemen. They own any other unit when defending. You can still use this UU the same way, but more careful planning is required. A proper defense against enemy grenadiers must now be provided for, and cannons play a greater role. Do note that Redcoats have no advantage over normal rifles when attacking cities defended by longbows.

In Warlords, you must consider the Churchill factor as well. The new English leader is Charismatic and Protective, making his gunpowder units especially effective. They start with City Garrison I and Drill I and require fewer xp points get promoted. As city defenders, Churchill's Redcoats are certainly a force to be reckoned with. They are also better on the offensive, since Drill helps in any combat situation and, thanks to the free City Garrison, you can better defend newly captured cities against enemy counterattacks. Some players even consider Churchill part of the reason why Redcoats had to be nerfed.

A final point on this UU: Drill IV Redcoats are formidable. They get a total of 5 first strikes and a chance at another (immunity from first strikes are rare enough post-Gunpowder), an extra 10% bonus vs. mounted units and an amazing 60% reduction of any collateral damage sustained. These units are likely to take less damage in every way and win more often. And, in Warlords, Drill counts as a prerequisite promotion towards Cover, Formation and other "vs unit type" promotions. Hence, units with Drill are not condemned by not choosing Combat, should the need for those promotions arise. Especially valuable is the availability of Pinch as a promotion, since it helps to neutralise the threat of attacking grenadiers. The trouble is gunpowder (and melee) units don't get Drill promotions, so it's only possible to create such units by upgrading your archery units to Redcoats, which requires you to set aside a tidy sum. To make matters worse, archery units are generally not used offensively and are thus difficult to promote. However, the good news is Churchill players can do this more easily. With the Protective trait giving free Drill I to your archery units and Charismatic making promotions easier to obtain, you can use crossbows (the most likely candidate, since it has greater offensive value compared to archers and longbows) extensively in the hopes of getting some of them up to Drill IV to be upgraded later.

For BTS players: The Redcoat has indirectly been improved from its Warlords version since all gunpowder units can now receive Drill promotions. That means elite Drill Redcoats are much closer to reality, especially for Churchill. Gone are the days when you have to upgrade archery units to get them.

Ethiopia: Oromo Warrior (Musketman)

BTS only. Musket UUs generally don't get a lot of love, although the ones that the game has to offer are actually quite useful. But even if you're really not a fan of musket UUs, give the Oromo Warrior a try before you knock it. It is immune to First Strikes and starts with Drill I and II promotions; that means 2-3 First Strikes and -20% to collateral damage received out of the box. And if you throw the experience from barracks in, you get Drill III Oromo Warriors straight off the assembly line. Just add in Theocracy/Vassalage or a military instructor and you can be training Drill IV Oromos. Naturally, this UU has a potentially high survival rate, even after being battered by siege weapons (thanks to the Drill promotions' protection against collateral damage of up to 60%). They will perform normal muskets' defensive role extra well, and you need not be so hesitant about using them to attack even when faced with knights. Longbows are also less of a worry since Oromos are immune to First Strikes. Moreover, they are draftable, and you can get Drill III draftees with just Theocracy/Vassalage/a military instructor.

If those aren't enough, you needn't worry so much about this musket UU getting obsolete quickly (BTS has delayed the advent of grenadiers to prolong the life of muskets anyway) because the promotions will remain on them when they are upgraded to riflemen. You might have read about the elusive elite Drill IV Redcoats. Well, with Ethiopia, Drill IV riflemen are a lot easier to come by. Suddenly those enemy cannons are not so scary anymore, are they?

France: Musketeer (Musketman)

Although they are 1 strength point weaker than knights, musketmen have no hard counter in their time, which is the whole point of this unit. Also, knights don't get defensive bonuses so they are not as good at defending. Musketmen fare well as an all-round stack protector. And when one of your cities is threatened, wouldn't it be ideal to have a versatile defender that can counterattack as well? Remember that musketmen can be drafted.

Now, think of the potential uses of Musketeers, which are musketmen with 2 moves. They can reinforce any threatened city quickly, which makes them potentially more effective as city defenders than longbowmen. And when you need stack protection during a campaign, Musketeers, besides being an insurance that covers you against everything except knights and Pinch elephants (both of which you can simply counter by bringing pikes), are also able to pillage along the way with the extra move (which can be useful for taking out strategic resources). Not just that, their speed means you can have reserves catching up with your stack to take over the role of their wounded comrades should your stack come under attack.

Offensively, they have their uses as well. Musketeers can do clean-up work when all your siege weapons and CR units have spent their move attacking, since they have 9 base strength and aren't countered by any particular unit. And, of course, they are great for a pillaging campaign. Mix them with pikemen in small stacks and they can move and pillage within a single turn and with near impunity. Versatility is the name of the Musketeer game.

A major gripe that people have about this UU is the fact that it obsoletes too quickly, since Chemistry is effectively only a few techs away. Moreover, nothing upgrades to muskets and you have to build them from scratch, further narrowing their window of opportunity. The Musketeers' speed actually helps to alleviate this problem, since you can get them to the frontline to be used a lot more quickly compared to normal musketmen. Also, researching Nationalism and switching to Nationhood to draft can help you get enough of them out in time to be used to full effect. You can stay in Nationhood and research towards Rifling next, so that you can soon start drafting riflemen to complete your offensive.

On this note, there's another interesting use for Musketeers. Try postponing Chemistry and beelining to Military Tradition for early cavalry. Research techs along the Education route, be the first to get Liberalism and grab Nationalism as the free tech. Then research Gunpowder (which is also needed for cavalry), start drafting/building Musketeers (you may use them first if you want), research Military Tradition (requires Music, which you should trade for) and start building cavalry. Escort your cavalry with Musketeers and either launch a lightning campaign or pillage with impunity. Only Musketeers can keep up with cavalry while protecting them against costly counterattacks by enemy pikes. Flanking cavalry often prevail against longbow-defended cities by themselves with relatively low casualty rates, so even if you plan on taking cities, there might not be a need to bring slow siege weapons along. If you do this right, you can finish off one or two neighbours just like that, before they can build riflemen to counter your cavalry.

Germany: Panzer (Tank)

Despite being the latest UU in the game, the Panzer really packs a punch. A tank with 50% bonus versus armour units, it will eat other tanks alive and beat even modern armour. This gives them the power to dominate the battlefield. Just watch out for those gunships, which are an effective counter to them.

If you get Panzers before the enemy gets Flight, you can solve this problem by beelining for enemy oil wells and pillaging them to prevent him/her from building a single gunship in the first place. This should be relatively easy to do, since the enemy can't stop you with his/her own tanks. Once that is done, you'd be facing mostly gunpowder units, against which the Pinch promotion would be effective in the field. With it, the Panzer can match even mech infantry, unless the latter is better promoted or is receiving defensive bonuses. And with the free Blitz promotion that tanks have, a stack of Panzers can annihilate up to double the number units in a turn.

When taking cities, the Panzer might only be as effective as a normal tank, since you are likely to face many gunpowder units, which receive defensive bonuses unlike armour units. But that is alright, since tanks are excellent at taking cities anyway, having access to both Barrage and City Raider promotions. After you've chewed through the toughest defenders, whatever armour is sitting in the city would be easy pickings. Apply the blitzkrieg strategy by using your bombers to soften city defenses before rapidly moving in with your City Raider Panzers. Be sure to have some Drill Panzers to clean up, since they are good at taking out the weaker units without suffering much damage.

The biggest problem with this UU is how late it appears. It is enabled by Industrialism but requires oil, which means you have to get Combustion and build oil wells in addition to it, placing it even later in the timeline than Navy SEALs. Many players would have won the game by then, or at least they would be in such dominant or winning positions that having Panzers would have little influence on the outcome. Once you get them, however, they can last till the end of the game. Their ability to stand up to modern armour means you can delay getting Composites and survive without aluminum. Even if modern armour is already available, you would probably want to leave some of your Panzers un-upgraded as a versatile counter to enemy armour. Of course, you must have oil to build Panzers in the first place. Being German and not having oil in the later eras in a tightly contested game would be a shame.

Greece: Phalanx (Spearman)

The Phalanx, derided by some, is in fact one of the stronger UUs in the game. With 5 strength and +25% hill defense (not to be confused with free Guerilla promotion), it has enough qualities to set it far above normal spearmen. Don't forget that it also gets free Combat I from Alexander's Aggressive trait.

The Phalanx is essentially a super spearman. However, if you build them early enough in single player, chances are the AI might not have anything except archers. Thus, it would do just as well as the axeman when used as a rush unit, except that it holds the ground better on hills and isn't afraid of Warlords' chariots (which get +100% attack vs. axemen). The fact that the Greeks start with Hunting (which is required to build the UU) certainly helps if you are thinking of rushing with it.

In its conventional role, the Phalanx also boasts a very long lifespan of more than two eras. Elephants give normal spearmen cause to worry, while knights are too strong be countered well by them. Phalangites, however, are able to counter elephants effectively and hold their own against knights. When they are defending on hills, no mounted unit before cavalry can beat them one-on-one without having at least the Shock promotion (perhaps with the exception of the melee-busting Conquistadors). They are also good at defending on hills, especially in hill cities, against most units in the Ancient and Classical eras. A truly solid package for a UU.

For BTS players: The Phalanx has, for better or worse, been changed in BTS. It is now an axeman that is not vulnerable to chariots. That means chariots do not get a 100% bonus when attacking them. This effectively transforms a defensive UU into an offensive one, as Greek players need not worry about having to protect their earliest city raiding units from chariots. If you are the kind of player who says the glass is half empty, this change at most saves you from having to build a few spearmen and to research Hunting before you begin an axe rush. But if you like to say the glass is half full, this makes a strong rush unit that is exactly like the axeman in vanilla, which can only be countered by another axeman. Indeed, saving you the effort of building spearmen can be crucial in the early game, when cities are few and hammers are scarce. It can mean a few extra Phalanxes, which might decide whether you can take and hold a (or an extra) city or not.

On the defense, the new Phalanx also performs decently in the early game. Now you don't have to build spearmen to deal with the occasional pillaging chariot, though of course spears would be more effective. Not having to build spearmen might also mean having extra Phalanxes to defend against an enemy axe rush. You might prefer the old version of this UU, but you can't say the new one isn't useful.

Inca: Quechua (Warrior)

Dubbed by some as one of the worst UUs when Civ4 was still new, the Quechua has gained notoriety through the Quechua rush, a strategy that might win you a Deity game even if it's far above your current skill level. How is that possible, you ask? Quechuas are cheap at 15 hammers each (cheaper than half an axeman) and they get a 100% bonus against archers, the AI's primary/only city garrison unit early in the game.

This rush is simple to do. You can probably start building Quechuas in the beginning and overwhelm the nearest AI capital with numbers (provided you've located it, of course). However, it's advisable that you build a worker, barracks and another worker first. The first worker would improve food resources (for whipping), build mines and chop trees, while the second would start building a road to the nearest AI capital (which, presumably, you would have found by then) and make logistics less of a nightmare. The barracks allows your capital to grow in between the worker builds, but, more importantly, it allows you to build Quechuas with Cover. In vanilla, Huayna Capac is Aggressive and hence Quechuas get Combat I free, allowing you to promote them with Cover immediately if you've built a barracks. Even though the Inca leader is no longer Aggressive in Warlords, Quechuas still get Combat I free, so this tactic still applies. Quechuas with Cover have a much higher chance of winning against fortified archers so you don't need as many of them. You would be able to capture one AI city after another much more quickly. This method also has the benefit of allowing the AIs to settle more cities before you attack, thus giving you early game expansion possibilities without having to build your own settlers.

Once you have the workers and barracks (and have researched Mining and Bronze Working), you can start building, chopping or whipping Quechuas out. If copper is discovered within your territory, you can supplement your rush with axemen, who can gradually take over as your main city raiders, ensuring that your offensive is longer-lasting.

This rush does have its limitations. It requires a close neighbour. Otherwise, it would take too long to get there and you would have to pay an unreasonable amount of distance upkeep if you succeed in capturing the city. Of course, you can resort to razing, but this strategy would then lose half its value. It also assumes that the AI builds archers to defend itself. On that note, you need to be playing at a high enough difficulty, where the AI can either build archers immediately or soon enough. Warriors might be too cost-effective for Quechuas to be facing, even though you can choose the Shock promotion instead of Cover. A higher difficulty level also means the AI is likely to start with a free settler or two and would thus have more cities up for grabs when you begin your rush. The AI may also conveniently choose to settle his cities towards you.

The downside to this rush is the relatively high amount of unit upkeep that you have to pay early in the game. Coupled with the distance maintenance you have to pay for captured cities, your early technological development might be retarded for a while. You can, however, count on being able to catch up fairly quickly if you've nabbed an especially powerful neighbouring capital. Huayna's Financial trait can also help you recover more quickly.

Beyond this strategy, the Quechua's usefulness is quite limited. They are effective against barbarians, since those often take the form of archers, and would hence perform well under raging barbs setting. They are also better than normal warriors at worker stealing (since they survive better against archers), should you choose to be aggressive from the start even though you have no plans of capturing enemy cities yet. Besides these, it's hard to conceive of another way to exploit this UU without rushing, making it rather situational. It either shines or fades into relative oblivion.

India: Fast Worker (Worker)

The Fast Worker is a worker with 3 moves (which, interestingly enough, is unmatched till gunships in the modern age). This means, with all their moves unspent, they can enter forest/jungle/hill and immediately begin improving the tile without ending their turn. However, they do end their turn if they enter a forested/jungled hill.

Indirectly, this means the Fast Worker is faster at doing what workers do. It does not improve tiles faster, but being able to begin earlier in many situations would translate to a lot of saved worker turns by the end of the game. By the way, yes, it is the only UU that lasts throughout the game. Their extra movement also means they are able to cover distances more quickly, allowing you to move them around your empire efficiently. This enables a much tighter worker strategy, where you can have fewer workers improving tiles in different cities according to which city would grow and work the tiles next. To put it simply, playing as India, you do not need as many workers to develop your land.

To get the most out of this UU, adopt an early worker strategy (i.e. building a worker first). You'd develop much quicker than the other civs and could use this early game lead to your advantage for the rest of the game. Their 3 moves also make them excellent scouts, especially early on when revealing your surroundings quickly is crucial. Just make sure you keep them away from animals and barbs. With their speed, it shouldn't be that difficult.

Some players do not like the fact that it is not a military UU, but few would be able to argue against its merits. The only downside to the Fast Worker is the fact that slower game speeds diminish their advantage, since the turns saved by their extra movement would be less and less significant compared to the increased number turns needed to improve tiles. If you're playing on Quick or Normal speed, this UU is certainly amazing.

Japan: Samurai (Maceman)

The cool factor aside, there seems to be little that is interesting about this UU at first glance. It is a regular maceman that cannot be built with copper (requiring specifically iron) and has 2 first strikes. The second thing is what gives the Samurai its power, and which has sparked considerable debate on how useful it makes this UU.

After much testing and debate, it is generally agreed that the 2 first strikes are a great boon. They help the Samurai survive, even at lower odds, and give them an edge against archers and longbows, the primary city defenders of the day. First strikes essentially mean that the unit gets the chance to inflict damage on the enemy unit even before the combat proper begins. Both archers and longbows get 1 first strike, which help them deal with regular city attackers (i.e. units with access to City Raider promotions, such as macemen), but have this advantage cancelled out by one of the Samurai's first strikes. And the Samurai still has another first strike to use. This also applies to crossbowmen (who also get 1 first strike), making the Samurai less vulnerable to that effective anti-melee unit. And, just as importantly, this advantage also has the effect of giving Samurais a higher chance to win battles while suffering less damage. That means they are potentially able to recover faster for another attack, thereby shortening the length of the Japanese player's campaigns.

But do take note that this bonus is not the same as getting free Drill promotions (to which, by the way, macemen do not have access). It is better than merely a free Drill I, but it will not remain when you upgrade your Samurais. And beware of knights (especially Conquistadors or those with Shock promotion). They are a fast and effective counter to Samurai, since they have enough strength and ignore first strikes, so bring enough pikemen when facing a sufficiently advanced opponent who has researched Guilds.

The main drawback of the Samurai is the requirement of iron. While regular macemen can be built with copper as well, without iron, the Japanese player will be stuck without his/her UU or even regular macemen. Thankfully, this strategic resource is quite commonly available. But if you do find yourself not having one readily available, planting a city in the tundra or invading your neighbour to get it might be worth the effort before the age of the Samurai arrives.

Korea: Hwacha (Catapult)

Warlords and BTS only. If you like axemen, you'd love the Hwacha. It is a catapult with 50% bonus vs melee units, making it an axeman with collateral damage, bombard ability and withdrawal chance for a mere five hammers more (Normal speed). The only downside is the Hwacha doesn't receive defensive bonuses like an axeman, so you might want to use your Hwachas offensively and turn up the heat so the enemy is forced to defend in his nice cities.

The Hwacha has some interesting synergy with Wang Kon's Protective trait. Protective really shines when you have no metals and are forced to adopt a defensive position with archers in the early game. Construction represents the departure from such a stance, since you're now able to build catapults and attack. Hwachas, being super catapults, puts you in an even better position to go on the offensive, with Protective archers/longbows for support as defenders.

If you have iron, Protective crossbows and spears/pikes are perfect companions to Hwachas. They eliminate the threat of enemy melee and mounted units and help defend new possessions while your Hwachas take down enemy defenders. You don't need axemen. A few swords to help clean up can complete your arsenal.

When macemen and trebuchets come into the picture, Hwachas gradually take a back seat, but not before you can deal some serious damage to a neighbour or two. Nonetheless, a Korean player would benefit from picking up Construction as quickly as possible. Why not put this powerful weapon into use as early as you can? And Wang Kon's Financial trait can certainly help with that.

For BTS players: Unfortunately, as it stands, the Hwacha has been weakened by the inability of siege weapons to kill units and to gain more than 1 experience point per battle. Its bonus still applies, but you can no longer rely on a stack of Hwachas to actually capture cities for you. You also need enough units to kill off all the weakened defenders. While this job can be done by almost any non-siege unit, this means hammers probably need to be diverted to other units, resulting in fewer Hwachas built. Then there's the 1xp only rule, which is worse since it means your Hwachas can no longer gain valuable additional promotions through combat, making it less effective.

The impact of this UU has certainly been reduced. You can still make good use of it much in the same way as before, but remember to build more units for clean up duty and to take up the slack caused by fewer veteran Hwachas.

Mali: Skirmisher (Archer)

Skirmishers are archers with 4 strength and 1 extra first strike chance, effectively making Mali half a Protective civ until Feudalism comes around. With them, Malinese cities are certainly not ones to be taken easily in the early game.

The normal use of Skirmishers is pretty straight forward: Defend your cities or hill improvements with them. As such, they play a rather passive role as a UU. This puts into question the rationale of going straight for Archery, even when playing Mali. First, you don't start with Hunting (required for Archery). Second, the threat of barbarian or enemy axes make axemen a better unit for defense, since they are able to counterattack and prevent your improvements from being pillaged. Lastly, Bronze Working is needed for Slavery anyway, and if you happen to find copper nearby after researching it you can soon build axes. Skirmishers can help with defense if you don't find copper around, but in that case you might want to beeline to Iron Working, so Hunting and Archery are still not the priority. But of course, in the worst case scenario where you find no metal around, Skirmishers can become quite important.

Warlords improves Skirmishers a little by making chariots a counter to axes. Now you don't have to fear barbarian/enemy axemen if you don't have copper but have horses. Barb spearmen, if they do appear, can be countered somewhat by Skirmishers. You can thus concentrate on teching up with chariots and Skirmishers for defense, without having to beeline for the relatively expensive Iron Working. If you want to be aggressive, you can rush a neighbour with a stack of chariots and some Skirmishers. The latter can help secure newly conquered cities.

Now for the less conventional. If you are going for a really quick rush as Mali, you can beeline to Archery from the beginning. Skirmishers don't require resources, so you can technically rush a neighbour with them Jaguar-style. Get Archery as quickly as possible, build barracks - maybe settle a second city - and start building Skirmishers. After you several of them, rush the nearest neighbour's capital. Skirmishers are better than normal archers, so with a ratio of about 3:1 in your favour, you may be able to overwhelm the defending archers. The surviving Skirmishers would then help you hold on to the conquered city.

If you whip to rush build Skirmishers for this tactic, becareful of the hammer overflow. You might quickly begin to whip them out for one population point each and run into serious happiness issues. If you want to try this rush, you should have a food-plenty and hilly area (i.e. a good production city site) as the site of your capital. You'll need the hammers because you'll be building most of the Skirmishers the slow way.

Mongolia: Keshik (Horse Archer)

Keshiks are horse archers that ignore terrain movement cost and get 1 first strike, but aren't immune to first strikes. Hence, they are extremely adept at raiding and pillaging, but aren't as good at attacking archers/longbows with Drill promotions. This has a few implications on a Mongolian player.

Surprise is the best asset of the Keshiks. Ignoring terrain movement cost means they can traverse forests/jungles and hills as easily as flatlands. Thus, it is easy for a Mongolian player to strike across difficult terrain at the unlikeliest of places, grabbing unguarded workers and lightly-defended cities or pillaging improvements (especially on strategic resources). However, this advantage relies on the enemy's inability to counterattack immediately with spearmen or a superior force, so good intelligence would be needed to know where exactly the enemy places his spears and the bulk of his units. If you do not have this luxury, you could always send more Keshiks in case you meet spears, but be prepared to lose quite a few of them. In addition, you could pillage enemy roads to eventually cripple his ability to counterattack. However, at the end of the day, the strategic advantage you gain from your harassment must outweigh the lost hammers you spent on the dead Keshiks

The Keshiks' first strike, meanwhile, makes them better than normal horse archers at picking off non-spear units in your territory or in the enemy's. Combined with their terrain movement advantage, this makes them good empire defenders and hit-and-run units. Unfortunately, the enemy can easily counter them by having spearmen guard his units, so this might only work effectively against the AI. There's also a limitation on how good Keshiks are in fighting non-spear units compared to normal horse archers. The immunity to first strikes that normal horse archers get makes them better at fighting archery units with Drill promotions or units with Drill III/IV. The Keshiks' own first strike can only negate one of the enemy units' first strikes. To remedy this, you have to give your Keshiks Flanking II so that they get immunity to first strikes as well.

This, in turn, highlights the Keshik's relative weakness (compared to normal horse archers) in attacking cities defended by Drill-promoted archery units. In Warlords, this means Protective civs are better covered against attempts to take cities with Keshiks. The 10% city attack penalty that the horse archer unit-type gets in Warlords makes them even less desirable as city raiders. Thus, the only hope Mongolian player might have in using Keshiks to conquer in Warlords is to rely on speed, Flanking promotions and numbers (also applies to vanilla, but not to such a large extent).

With barracks and Ger in the city, a Keshik gets 7 xp upon being built. Unfortunately, that will still allow for only 2 initial promotions (unless you're running both Vassalage and Theocracy for a total of 11 xp), though of course your mounted units would be promoted to the next level sooner. But, at any rate, 2 initial promotions are good enough. Give most of the Keshiks Flanking I and II to give them 50% withdrawal chance each (including the natural 20%) and immunity to first strikes. Give Combat I and Medic I or Combat I and Shock (for defending against spearmen) to the rest. Have at least one Medic I Keshik and one Shock Keshik in each stack. If you get Compass early enough, you can use explorers (strength 4, ignores terrain movement cost and starts with free Guerilla I and Woodsman I) to help protect your stacks when they stop on hills or forests/jungles. 3 or 4 cities with Gers pumping out Keshiks would usually be good enough to amass a sizeable army in reasonable time.

As your Keshiks attack enemy cities, some will die, some will withdraw and some will win. The medics will ensure that the withdrawing and winning Keshiks heal up more quickly. If you manage to overwhelm a prepared enemy with numbers, your speed advantage (from ignoring terrain movement cost and faster healing) will ensure that the enemy cannot fight back or resist as effectively, hastening his destruction. If the enemy is unprepared in the first place, your speed advantage will ensure his quick defeat. Note that this strategy can only work if the enemy doesn't have longbows yet.

You should be prepared to build courthouses and marketplaces to help you keep your winnings. But even if you're not, you can just resort to razing and pillaging for some barbaric fun. Long live the Golden Horde!

Netherlands: East Indiaman (Galleon)

BTS only. Now here's an interesting UU. Although it does have some combat capability, it serves primarily as a support unit. But the East Indiaman is pretty good at it, offering an extra cargo space for a total of 4, which is quite a big leap from a normal galleon considering the fact that transports have the same capacity. If you're planning on waging war during the age of the rifle, especially against an overseas civ, or if you are planning a large-scale settling another landmass, you don't have to build quite as many ships to carry your units over. Three East Indiamen carry as much as four galleons, thereby saving you 80 hammers, which can almost make an extra frigate (90 hammers) to protect your fleet. Moreover, since they carry as many units as transports, you might not need to decommission or upgrade them till the end of the game.

The East Indiaman also has the nifty ability to travel within rival borders without needing an open borders treaty. Have you accumulated much EPs thanks to the Financial trait? You can send your spies anywhere in the world conveniently, even directly into an unfriendly overseas civ. And the extra cargo space is useful for espionage as well, helping you keep a constant flow of spies even if many get caught.

Lastly, the East Indiaman has 2 more strength than a normal galleon, making it tougher to sink. While it still can't beat a frigate, it can more than annihilate caravels and destroy other galleons, so you have naval superiority at Astronomy until your rivals get Chemistry and build frigates. And, should there be privateers prowling the seas, you needn't worry so much about being ambushed by them while moving units across water without escort during peacetime. This is probably a UU that you would appreciate on maps with lots of seas.

Ottomans: Janissary (Musketman)

Warlords and BTS only. The Janissary’s advantage is a 25% boost against melee, archery and mounted units, making it a great all-round unit for its time. It is pretty much effective against all previous era units (with the big exception of siege units), so you can potentially put some serious hurt in your enemies.

In order to get as much use out of Janissaries as possible, you need to look for ways to get to Gunpowder early. You might even want to make a beeline for it, either through the northern path (Maths -> Currency -> Priesthood? -> Civil Service -> Paper -> Education) or the southern path (Metal Casting -> Machinery & Monotheism -> Monarchy -> Feudalism -> Guilds) in the tech tree. Different lightbulbing strategies are available (with Great Merchants for the southern path and Great Scientists for the northern one), so you don't have to self-research everything. Strictly speaking, it may not be necessary to do a beeline, but it's probably the best way. The point is to get to Gunpowder before your enemies are even close to it, and rapidly exploiting this opportunity gap by building, whipping and possibly drafting as many Janissaries as you can to use against them. To be able to draft, you would need to pursue the northern path and probably research Liberalism first to grab Nationalism as the free tech, before actually researching Gunpowder. It is a slight diversion, but it may be worth the delay if your empire does not have the capability to build or whip enough Janissaries in time to give you a real edge, as often is the case.

Once you have them, Janissaries are quite a fearsome force in the medieval battlefield. They have no hard counter, so the best bet your enemies might have is to promote their units with Pinch, which requires Gunpowder in Warlords. Knights with Pinch, however, are a good counter to Jannissaries, as are regular musketmen (against whom Janissaries have no advantage whatsoever), so once your enemies have Gunpowder as well you may find your edge disappearing. If they manage to get to Chemistry, which isn't that far away, this UU is practically obsolete. Janissary stacks are actually relatively vulnerable to siege units (and the associated collateral damage) as well, since they don't get any bonuses against these. But unless you're playing MP, this shouldn't be a big problem. The AI does not generally build many catapults.

Also take note that Janissaries may not be the best city-taking troops you can get, since they do not have access to City Raider promotions. Needless to say, if you're relying on them as the backbone of your army, you still need to bring siege weapons along if you hope to grab some enemy territory. Given the fact that they are not actually very different from the conduct of normal campaigns of the time, Janissary campaigns might still be slow going, so don't be surprised if you don't manage to knock out more than one enemy with them, even with your best efforts (assuming you're playing on the higher levels). Hence, the emphasis is again on getting them as early as possible so as to enlarge the window of opportunity that you have.

Overall, without the mobility of the Musketeer, this UU is quite situational and, to an even higher degree than the former, requires some long term planning in the early game to be put to good use. It is probably better the lower the difficulty you play on, since you would be more likely to out-tech the AIs and get to Gunpowder much earlier than them.

Persia: Immortal (Chariot)

It seems odd that Immortals are chariot-replacements, and you may miss the ownage days of playing as Persia with their Civ3 incarnation. Fortunately, they are still very effective in Civ4.

When you have horses and a neighbouring civ nearby, you know you're in for some fun. Immortals get 50% bonus vs. archery units, as well as an innate 30% withdrawal chance. No AI I've seen can resist them very early in the game. Hook up those horses quickly, build/whip out some of these creatures and head straight for the neighbour. If you managed to build barracks, you can give them Flanking I for an extra 10% withdrawal chance. If you have time to kill some barbs as well, before heading for your neighbour's cities, you can promote some with Flanking II for immunity against first strikes and a total of 60% withdrawal chance. This would give them a high survival rate against archers. Don't they sound like excellent AI city busters? What's more, they do get defensive bonuses, making them less vulnerable to counterattack and decent garrison units.

If or when your enemy gets spearmen, however, Immortals lose much of their power. Even one spearman in a city you're attacking can give you a lot of trouble. You really have to count on the withdrawal chances if you want the first few Immortals to survive a direct attack on the city. In Civ4 vanilla, enemy axemen would be a problem too, since chariots don't get the 50% bonus when attacking axemen like in Warlords. To help prevent difficulties from arising, you should pillage any AI mine that you see sitting on a metal resource. If a city is on top of one, pillage the roads around it to limit spear production to that city. You would thus prolong the effectiveness of your Immortals. Until your enemy gets Feudalism, that is. If he can. Although the 50% bonus also applies when fighting longbows, the latter are too strong when defending in cities to be dislodged by Immortals alone. The same may be said of enemy crossbows. But with the help of siege weapons, Immortals can still take them down quite easily.

The biggest problem is when there is no neighbour near you. In that case, you can't use Immortals to their full potential. However, they are still quite handy against barbs, since the latter usually take the form of archers. In Warlords, they are also great for dispatching barb axemen. Clearly, the expansion has given this solid UU even more oomph.

Rome: Praetorian (Swordsman)

Praetorians are a blunt instrument with which you can rule the early battlefield. Taking cities is the name of the game, and Praetorians easily destroy enemy archers defending cities (even those with some cultural defense), with odds so favorable that they'll likely not suffer losses. You may lose a few if the enemy city is on a hill and the defender has City Garrison promotions, but the odds will still favor you most of the time. You probably want to give your Praetorians City Raider (CR) promotions to help bust those cities.

Because of their high strength, Praetorians can hold their own against axeman, their natural counter. Nevertheless, it may be best to build your own axemen or promote a few Praetorians with Combat I and Shock for stack defense. Praetorians will also prevail against mounted units of the same era, though a spearman or two will only do you good, leaving your Praetorians to focus on taking those cities. After the enemy gets longbowmen, the Praetorian is still useful, but you need to support them with catapults to remove city defenses and soften up the defenders to avoid catastrophic losses. Watch out for crossbows, though; they are very effective against Praetorians. The best way to guard against them is to pillage the enemy's iron mines before he/she can build them. The same goes for enemy Shock war elephants, in which case you should pillage his/her ivory camps.

Praetorians require Iron Working and iron. A Roman player would probably want to take advantage of the Praetorian as early as possible, so beelining to Iron Working is a good call. You may want to have a settler and some workers ready to exploit any iron deposit you see as soon as the tech is researched, although there's some chance that you'd find iron within your existing borders. You should also build barracks first, so that you can give your Praetorians a promotion from the get go, whether it is CR 1 for city busting or Combat 1 for Shock later.

The problem with Praetorians is the Roman player may become a victim of his own success. Because it is so easy to expand quickly with this UU, the temptation to expand beyond your limit is great. You may end up too many cities, causing your economy to crash from the upkeep. One solution is to raze cities rather than keep them, unless they are close to yours or have high value (eg. capitals, holy cities or those with wonders). This also has the effect of severely weakening or even eliminating your enemies so it is easier to actually expand when your economy is able to support it later. And, while you're doing this, do pillage the improvements around razed cities to set your enemies back even further and for extra funds. You can also help yourself by building up your infrastructure at home to support your campaigns, such as laying down lots of cottages.

This UU is the main reason why it's good to play as Rome when you're new on a difficulty level. Try not to get too used to having them, though, as you might become too dependent on their strength to play with any other civ.

Russia: Cossack (Cavalry)

Besides the Redcoat, the Cossack is one UU that has been changed in Warlords. In Civ IV vanilla, the Cossack has a fearsome reputation. A cavalry with 18 strength and +50% against mounted units on top of the ordinary cavalry capabilities (+50% against cannon and 30% withdrawal chance), it can beat almost every unit in its era. Even riflemen, its counter, have less strength if you don't consider promotions or defensive bonuses. Pinch-promoted Cossacks can eat them alive. Riflemen need to be one level higher (4) and get the Formation promotion to even out the playing field, though you should note that Aggressive riflemen can get Formation at level 3. Redcoats do counter Cossacks very well, but Cossacks are faster, can withdraw and aren't destroyed by machine guns and massed cannons the way Redcoats are.

If you are using them in the vanilla game, consider getting them as early as possible by beelining to Education, getting Liberalism and choosing Nationalism as the free tech. Nationalism leads to Military Tradition (requires Music, so make sure you trade for it) and Education leads to Gunpowder, techs needed to build Cossacks (and you must have horses, of course). If you pull this off early enough, the rest of the game should be easy - Cossacks versus longbowmen is no contest. You can shoot for a domination victory right away. All you need to do is keep pumping out Cossacks, with the whip whenever possible, while ideally running the military civics (Vassalage and Theocracy) to give your Cossacks an even bigger edge. It's no wonder that some people consider them overpowered in vanilla.

Warlords, however, is a vastly different game for Cossack fans. On one hand, there's the introduction of the stable, which improves mounted units by giving them 2 more experience points. On the other hand, the Cossack has the same strength as normal cavalry now, only retaining their bonus against mounted units. They are basically cavalry that excel in killing other cavalry. This is a lot more useful in MP, where cavalry versus cavalry is pretty much a fair game and you need to get riflemen to gain an advantage. Having Cossacks means you already have an advantage against enemy cavalry, forcing your enemies to tech to riflemen to stand a chance on the battlefield or risk being holed up in their cities and becoming sitting targets for your cannons.

In SP, however, much of the action would ideally take place at enemy cities to begin with, and in this respect the Cossack is mostly as good as normal cavalry in Warlords. It can get the 2 extra experience points from stables, but so can normal cavalry. The only time you have a real advantage against the AI is when it masses cavalry. In that case, your Cossacks would cut through the AI's army like knife through butter. Unfortunately, you would probably have to capture cities to end the war anyway. That said, Cossacks are pretty good for pillaging if you promote them with Pinch, since they would then be more difficult to counter (neither riflemen nor cavalry would work effectively against them). But, still, as you can see, what was an amazing UU has become a pretty situational one.

Spain: Conquistador (Knight)

With this UU, the road to El Dorado can be wide and clear. It has the potential to be exploited in a game-breaking way. The reason is this: Conquistadors get 50% bonus vs. melee, which gives it an advantage against the most common counter to knights - pikemen. They also get defensive bonuses, which means they can exploit the terrain to make counterattack difficult. To top all of this off, Conquistadors benefit from 2 first strikes (which normal knights don't get), making them even harder to defeat.

You need horse and iron to produce this UU. Playing as Spain, I'd make sure I get those by the time Conquistadors can be built. The Spanish player would also do well to research Guilds early, extending the life and usefulness of the UU. Conquistadors can fill the role of your main city attackers, following your siege weapons to capture city after city. They don't get CR upgrades, but they can perform decently against city defenders even when they haven't accumulated promotions. Their first strikes and immunity to first strikes certainly help, especially against longbows. And, thanks to their bonus against melee, defending pikes don't scare them that much. With defensive bonuses to help, they can also act as stack-protectors during your campaigns. Furthermore, since they have 2 moves, they can attack enemy units and come back to the stack in the same turn. If you're playing on Warlords, they make the perfect companions to Citadel-improved siege weapons. Woe to the enemy cities!

Once those shiny cities have been taken, Conquistadors can help defend them until you get suitable defenders (such as longbowmen) there. This works especially well if a city is on a hill. As you can see, the versatility of the Conquistador almost matches that of the Musketeer.

However, here are a few words of caution. Siege weapons are not to be excluded from your Conquistador campaigns. Unless your target is still fielding archers, bringing siege units for bombardment and some collateral damage should still be part and parcel of your plans. Conquistadors are strong but not invincible. Without the proper support, they would still die to entrenched units, especially pikes and longbows. The other thing is, beware of elephants! These are the ultimate counter to Conquistadors. Under normal circumstances, there is no way a Conquistador can beat an elephant, and the latter is much cheaper to train. Just make sure you target opponents who have no ivory and you should have great time conquering with this UU.

Vikings: Berserk (Maceman)

Warlords and BTS only. Hate them or love them, Berserks are a popular UU. Although, not as powerful as their Civ3 incarnation, these guys can really be useful. Their 10% bonus vs. cities is certainly nice. However, for many people the problem is finding a good use for their free Amphibious promotion.

The Vikings have a higher potential to rule on water maps than any other civ. Ragnar is Financial, which means coastal tiles produce 3 commerce instead of 2, and his UB allows his ships to move further earlier in the game by giving free Navigation promotion. Combined with the Berserk's ability to attack amphibiously with no penalty and its city attack bonus, a Viking player on a water map can fast tech to Civil Service and Machinery and have fun raiding enemy coastal cities with Berserks on fast galleys. One method to do this early is building the Oracle and grabbing Metal Casting as the free tech (which, by the way, gives access to Colossus for a further boost to those coastal tiles). Then build/whip a forge and run an engineer in a city without the Oracle. Research your way to Code of Laws and Civil Service a.s.a.p. (in the pre-patch version you can use a prophet generated by the Oracle to lightbulb CoL/CS by not researching Masonry). In the meantime, build several galleys to prepare for your sea adventures. You'll get a Great Engineer as your 1st or 2nd Great Person from the forge city. Use him to lightbulb Machinery and start building Berserks. You could also put your research slider at 0% for a few turns and upgrade some axes to Berserks (being Financial helps with accumulating money for that). If you catch your opponents without longbows yet, you've done really well.

There are limitations to your Berserks' ability to raid cities from the sea, though. If a city is defended by longbows, on a hill, has high cultural defense and/or walls, it could be difficult to take and might render an attempt not worth the cost. To attack such a city, you probably need to bring siege units along as galleys/triremes are not able to even bombard the city's defenses. Having to land siege units to bombard/deal collateral damage nullifies the Berserks' amphibious advantage. As such, you would need to look for softer targets to strike at. You don't have to keep the city. Find a weak spot (a lightly defended coastal city), raid, raze and pop back into the galleys before the enemy can counterattack. Landing a spear with the Berserker that has to land on that turn would help the latter survive a counterattack by mounted units (the most likely reaction you'll get from an AI). But becareful not to attack too close to an AI capital. AIs tend to stack more units in their capitals and can easily counterattack with a stronger force from there. Humans in MP will be wary of a sea attack, so watch out for axes/xbows in or within reach of coastal cities.

Even if you're not playing on a water map, Berserks present some interesting options. With them, you have the advantage when laying siege to a city across a river if the enemy doesn't have Engineering. His non-mounted units cannot counter attack from the city without suffering a 20% penalty for attacking across the river. With their free Amphibious promotion, Berserks get no such penalty attacking the city. The only downside is your siege units do suffer from the penalty if you want to cause some collateral damage first. Conversely, this idea works in defense as well. When enemy units are across a river beside one of your cities, you can attack them with your Berserks with no penalty while they would suffer it when they attack. At the very least, Berserks always get their 10% bonus when attacking cities.

Perhaps the most valuable thing about the Berserk is the fact that he keeps the Amphibious promotion when upgraded. This allows a Viking player to build Berserks (especially City Raider ones) and upgrade them later on to grenadiers or riflemen with free Amphibious. Frigates are able to bombard city defenses, so you can get yourself an elite amphibious attack force long before marines make their appearance. The free Amphibious also works the opposite way, allowing your older units to benefit from it when upgraded to Berserks. Hence, it makes sense to do so with all of your more experienced axemen or swordsmen. It would almost certainly be worth the money.

Zulus: Impi (Spearman)

Warlords and BTS only. On the surface, the Impi may not appear to be a stellar UU, since it does not come with extra strength or with obviously strong bonuses. However, the tactical value of this unit is considerable.

The Impi comes with the Mobility promotion (-1 movement cost to enter tiles that would normally cost 2 moves or more) and 2 moves. Thus, they have the ability to rapidly cross territory and catch another nation with a weakly defended city in the early game, when borders are not really expanded and cultural defenses are not high. They can be two tiles from a city and attack it on the same turn that war is declared. Thanks to Aggressive, they also start with Combat I, making them a little stronger. Furthermore, they are eligible for City Raider promotions, which would help crack the defenses of those early cities. Their relatively low cost, meanwhile, helps you amass a number of them as quickly as possible and simply bum rush a close neighbour.

They also make excellent pillagers. With the 100% bonus against mounted that spears get, the only units that can really catch them are not able to kill them effectively. Naturally, they can be put in your stacks or cities to defend and make counterattacks against mounted units. In your own territory, no enemy horse can hope to outrun them, so it's death to the common enemy pillagers!

An interesting gambit you can try is attaching a Great General to an Impi and giving him the Morale promotion, thus creating a 3-move unit with reduced terrain movement cost. If you manage to get it beyond Combat IV, you can add Commando to the collection. It's not going to be a particularly strong unit, but it might have some interesting tactical uses (such as running into a weakly defended part of an enemy empire to killl a worker and then getting out).

In addition, Impis have good synergy with the Zulu UB, the Ikhanda, which is a barrack that also acts as a mini courthouse (-20% maintenance cost for the city). Grab some cities from an unsuspecting opponent as outlined above and rush build Ikhandas in them to help pay for the early extra maintenance. Moreover, being Aggressive, Shaka builds his UB at double production speed, so it's more power to you.

The Zulus start conveniently with Hunting, which is required to build their UU, but Impis need copper or iron to be built. If you want to use them as an early attack unit, you must beeline to BW and find copper. If there's no copper around, well, then there's no hope for an Impi rush. The other downside to them is the fact that Mobility becomes useless when you upgrade them, unless you continue doing so all the way till they become mech infantry. No matter what, unroaded terrain would cost at least 1 movement point to enter and, except for mech infantry much later, the Impi's line of units only has 1 move each.

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Conquest-Oriented Diplomacy

Diplomacy is a very complicated thing. In some multiplayer games (not restricted to CV titles), diplomacy is undisputely the most important factor to victory. I don't have any word to say for Dipoomacy in Multiplayer games, because people are smart, creative, and sometimes annoying spoiled kids.

In single player games; however, the AI opponents can be viewed as dumb human players, who act according to predictable patterns. It is much easier to figure out some guidelines to crack AI's brains.

The purpose of this article is to discuss the diplomatic approaches used in a conquest-oriented game. This does not limit to a Conquest Victory, but generally applies to all games that the human player expands effectively and continuously.

If one expands extremely well, then there will be a Conquest Victory, or a Domination Victory. Otherwise one can still achieve Tech (space) Victory. Even if that is not possible, one can still aim for a Diplomatic Victory by adjusting the friend/foe ratio (mentioned later).

On this board there is an article "Triangle Diplomacy", which is a very good read. This article of mine is a more generalized description of what we can do. In other words, you have to figure out a triangle, a hexagon, an axis, or an alliance yourself. Humans are creative.

I only have 3 general guidelines.

  1. Keep all your opponents equally weak.
  2. Keep as many foes as friends.
  3. Keep expanding!

Let me explain below.

1) Keep all your opponents equally weak

This is the core of diplomacy. Do you know why the English divides up the Muslim Middle East in the early 20th century? *cough*

Obviously, you will emerge as the winner if all your opponents are weak. The trouble is other people will do the same to you, by sponsering your life enemy under the table. Do you know how much weapons the US is going to "encourage" Taiwan to buy from them?

In CV4, you identify your stronger opponent at the time, and try to bribe the weaker ones to hate it (such as declaring a war). This involves some planning because you need to make friend with the weaker ones in advance. You must know that both bin Laden and Saddam Hussein used to be USA's friends by now. Do you know why they were USA's friends? Hint: they were both fighting against some other super power that no longer exist.

In practice, you look at the score list, and figure out who needs to be put down, and who will be put down if you don't give them a lift. The high scorers sure needs to go down, and the bottom scorers not necessarily needs a lift (because of your limited power). Sure, it is fun to watch A put down B, but the consequence is A is going to merge B's land and evolves into a monster. You want to be that monster, not somebody else. So your mission here is exactly to help B to defend against A, but not feeding B too much so B eats A alive. When I was little, the TV cartoon hero's mission is always "help the weak to defend against the powerful". They do this for a reason that's not so naive, you see.

Things are usually more complicated than just scores, because you will be able to pick sides. Do you want to join the Budda's meditation class, or sing the chant of Hindu Blue? If you join one side, then you make CIvs on the other side hate you. Your powerful friend will become a headache, and your powerful enemy will also threaten your safety directly. This brings up the next guideline...

2) Keep as many foes as friends.

The most effective diplomacy in a war-oriented game is NOT about to make a lot of friends, but to make your friends and foes both busy at fighting each other, while staying on the winning side. Obviously, if you have too many enemies and too little friends, you enemies will overpower you and run you over. So it is easy to pick side at first -- pick the side that will grant you SAFETY!

Less obviously, if you have too many friends, you friends will kill off all the enemies and prosper, or plot some conspiracy against you, and you have no way to stop your friends from surpassing you in score and tech. This isn't the end of the world, though. You can always dump your friends. Saddam is on trial now, isn't he?

It is actually a careful balance of friends and foes. If you see too many enemies, bring one down to restore the balance. If you have too many friends, bring one down to restore the balance. Notice the common phrase here -- bring somebody down...! You are bringing down other Civs, one by one. Eventually you will be the only one left, hence the Conquest Victory comes.

The top scorers really needs to go fast. Friend or foe, you must bribe others to bring them down along with you. You are lucky if they are actually your neighbors, but what if they are not? Then you can either raze the cities, or give it to the underdog Civ who won't develop into the next superpower to dethrone yourself. During the "bringing down the biggest threat, then the next, then the next" process, you balance the ratio of friend and foe, to keep them busy with each other. You match them up, A1 hates B1, A2 hates B2, A3 hates B3, or even better A1 also hates B2 and B3, etc. They will drag each other into war, and nobody is really gaining anything through all the war because they are all equally strong, or weak relative to you. Later on, you will have a much easier time to wipe them out.

It is also very beneficial to bribe your target to attack somebody else, about 10 turns before your grand backstab. 10 turns is about enough to get most of your target's extra troops far away (or killed). Likewise, every time you go to war, make sure you can't get backstabbed. If you can, make all nearby unfriendly Civs busy, so even if your target calls for help, nobody will come.

3) Keep Expanding!

This is really obvious, but easy to froget. I just include it for morale boosting reason. You know the drill. Keep expanding! You already have a good plan of the sequence of attack. On the first second you see the map clear, and the religions laid out, you form some plans of how you are going to win this game, right?

Here comes a real game example. Every game is different, but the techniques used are similar. One can never go wrong by being creative, too.

Click to see full image (click thumbnail to see full image)

In this link above, I have some simplified pictures of the map at different times. They are not totally to scale, just for reference. You may want to un-shrink the map on your web browser to see the fonts clearly.

In this game I am the Magenta Civ (Mao) on the very right end of the Standard Pangaea. Don't worry about the city names - the leaders are matched to their color. To my left are:

Ghandi (purple)
Roosevelt (blue)
Saladin (dark green)
Isabella (pink)
Napolean (dark blue)
Bismark (dark grey)
Qin Shi Huang (yellow)
Montezuma (light green)
Elizebeth (light grey)
Mansa Musa (greenish brown)
Kublai Khan (brown)
Catherine (orange)
Alexander (blue-green)

1800 BC

My workers are hard choppers, and my axemen are swarming around like locusts. The international atomsphere is taking its shape. Ghandi founded Buddism earlier, and Bombay the Holy City is under my control. Lucky for me, Buddism spread to all of my religiously-fanatic neighbors, so they were all very happy with me (except Qin who declared war on me very soon.)

Apart from the Buddhism east, there is Hinduism west, slightly larger and centered on York (Elizebeth). Other Hindu members include Montezuma, Mansa Musa, Alexander, Catherine, and Kublai Khan. Around this time, Monty built a Oracle and founded Judaism, and later converted to it.

Liz's New Hamshire was taken by Monty very early in the game, before I even met Liz and Monty. The outcome of this skirmish was that Liz was permenantly crippled, and Monty's strong economical/military power was established.

Qin declared war on me while I was attacking Napolean, and by wiping Qin out later I made a big mistake. I gave Beijing (yellow BJ on the map) to Saladin, to avoid the death of an exposed, low health, but very highly experienced axeman. Saladin was the only Civ I've met at the time who was willing to take the gift, so I had no other choice. I should have just razed Beijing, and sacrifice that poor axeman. (more on the consequence later).

***

700BC.

With 9 cities to boot I was leading in score, followed closely by Saladin, then Monty. Saladin essentially took over all of Qin's land thanks to my gift of Beijing. Saladin is quickly catching up in tech and he has cottage spawned a huge grassland around Mecca and Medina. My lead is disappearing. Although I am well protected by brother/sister Saladin, Isabella and Bismark, I don't have any bright future.

My future is dim not only because my friend Saladin will outgrow me, but also the Hinduism west will unite and become a huge threat. Even Monty has a huge stack waiting. (see here Attachment 120672)

***

What can save me besides the map editor? You got it -- Conquest-oriented Diplomacy! Dang Dang!

***

My great evil plan is to make a world war. I wish to keep the west busy and hate each other. They will keep fighting, weakening each other, while nobody gains anything, and I gain lands from the east.

Fortunately, since I own Buddhism, I can kill 2 birds with 1 baldy, well actually quite a few baldies. These bald missionaries will bring me incomes and friends. With my stream of baldies some Civs in the west will convert to Buddhism, become my friend, take my bribe to attack Hinduism Civs.

I can't convert people without an Open Border, so I have to give them really cheap deals to get the +4 "Our trade relationship has been fair..." so the Hindu Civs' will agree on an Open Border.

At this point I managed to Open Border with Mansa Musa, Catherine and Kublai. But I have to be careful not to convert everybody - I need as many foes as friends, so they will fight each other, and weaken themselves.

There is a simple pattern of AI's conversion. If an AI doesn't own a particular holy city, it will automatically convert to the religion that has the most popularity in its land. For example, Kubali Khan has 4 cities, 3 of them with Hinduism. He has a good reason to become a Hindu. However, after my missionaries added Budda's shiny statue to ALL 4 of Kublai cities, he converted himself to Buddism. I don't even have to ask and lose a tech. (Well, maybe Saladin or Isabella did )

If there are 2 or more equally popular religions, the AIs can be pursuaded to convert to any side. Another factor is the international atmosphere. Obviously one tries not to become the only pagen.

As you can see from my mini-map, Catherine is blocking Kublai's way out, so they are a natural pair of archrival. I want Catherine and Kublai to go that way, even if they like each other now. So, I spread Buddhism to all of Kublai's cities; he converts. However, I spared Cath's Moscow and another city, so Cathy stays a Hindu, which is present in all of Catherine's cities. I still spread Buddhism to other Catherine's cities so I get some income from them from my Shrine.

Catherine and Kublai used to be close friends, but after Kublai's flip, I easily bribed Cathy (the best backstabber according to Personality Matrix) to go after Kublai.

Another example I have is Mansa Musa and Alexander. Alexander helped Monty to attack Mansa before (Alex briefly converted to Judaism, but converted back to Hinduism later), so MM and Alex already dislike each other. Now since my baldies cannot enter Alexander's land due to a lack of Open Border, I convert Mansa Musa to Buddhism. They are now even more likely to fight again in the future!

Just to make sure Mansa Musa the crazy tech racer is not doing the best he could, I bribed MM to go after Monty. He took one of Monty's cities, and Monty took one of his. Excellent!

I also bribed Bismark to go after Monty, just to make them hate each other, and keep Monty's attention away from me. (I am a paranoid, thinking Monty's huge stack was intended to me). Monty's stack of death sacked Bismark's border city, but didn't do so well on Hamburg's tough defense. Monty didn't use any catapult and simply threw them to the stone wall. Now Monty hates Bismark more than me, and I will be able to border Monty safer after I take Saladin's northern territory.

Now the (miserable) future of the West is roughly decided; I can concentrate on the present east - my rival Saladin. The war isn't the point of this article, so I will just tell you in brief. I bribing Saladin to go after Elizebeth, and mass produced all kinds of troops to backstab Saladin. If I didn't bribe Saladin's large maceman stack away, I don't think I had a chance, though.

***

50 AD.

Finally I took over Saladin's lands on the east. Interestingly, Saladin never pulled back his maceman, but to leave all of them in the west, defending London and other English cities, which he captured from Elizebeth (stupid AI. Any human player would give up those cities and rush back to defend homeland.)

My troop chased Saladin across the Pangaea, and finished him in a small town on the west coast. That town used to be a prosperous city of Mansa Musa, but Monty sacked it, and culturally it flipped to the English, only to be taken by Saladin a few turns later. Now this town is given away to Alexander by me, along with other former English cities. Alex has been in the bottom of the list for long enough.

Apparantly it is a weird decision of me to give 3 cities to Alex. York is the holy city of Hinduism. By giving it to Hindu Alex, I am pretty much gauranteed a Hindu Alex in the future, and sure he will not like me.

So why do I bother to make a potential enemy strong? Well, I really want to establish some enemies for Mansa Musa, the notorious tech racer. With a well-grwon Alex in the future, Mansa Musa will be surrounded by 3 hostiles, Monty, Alex and Catherine. (I bribed MM to attack Cathy later. You can see on the next map St. Peterburg was taken by MM's musketeer, thanks to my free gunpowder.)

Just to summrize the relationships in the west.

Monty (Judaism) - Catherine (Hinduism) - Alexander (Hinduism)

vs.

Mansa Musa (Buddhism) - Bismark (Buddism) - Kublai Khan (Buddism)

Past wars:

MM --(attacked)--> Monty
Bismark --> Monty
Alexander --> MM
Catherine --> Kublai
Alexander --> Bismark
MM --> Catherine
Monty --> MM

***

380 AD.

With the west further "blanaced", I had the free time to take out Isabella. Actually the war with Saladin cost me a few hundred years in tech development. I rushed to Chemistry by Liberalism. Before Liberalism I rushed Economics to get the free Great Merchant. Guess how much I got from MM's capital? 6900G! I upgraded all of my assaulting melee units to Grenadiers, and still had more than 2000G left. Isabella, who has never seen war, became a victim of Grenadier + knight + musketeer + catapult sea rush. She went down on the 8th turn. If I had not bribed the western world to war on each other, they would definitely beat me on Economics and Liberalism at this point. (I beat MM of Economics by 2 turns.)

***

It is now clear that I am going to win. I will then take down the other Civs one by one, a friend, an enemy, a friend, an enemy, until there is nobody left. I think Bismark -> Monty -> MM -> Alex -> Cathy -> Kublai is a good route.

To the power of Diplomacy!

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Drafting for Fun and Profit

Drafting for fun and profit

Introduction

You will find almost every Civilization IV player has come over to the enlightened view that slavery is a wonderful civic. Yet many of these same players ignore the very powerful and efficient drafting mechanic available from the nationhood civic. In this article I will first attempt to explore some of the power inherent in this civic while examining potential trade-offs for adopting and using it. Then I will attempt to point out some synergies available with other civics, wonders, as well as with particular traits. Throughout the article I will indicate game speed differences by slashes(/) demarcating quick, normal, epic and marathon respectively.

The Mechanic

Warrior/Quechua: 1 population "You know how to use a club?" "I play paintclub on the weekends" "Good enough you're in"
Axeman/Phalanx/Vulture/Dog Soldier: 1 population
Maceman/Samurai/Berserker: 1 population
Musketman/Musketeer/Janissary/Oromo Warrior: 1 population
Rifleman/Redcoat: 1 population
Infantry: 2 population
Mechanized Infantry: 3 population

The mechanics behind drafting are very simple. If a city has sufficient population to have at least population five after a draft, its controlling nation is using the nationhood civic, and the cultural presence of the controlling nation is at least 10% inside the city, the draft button is available. Pressing the button immediately produces one unit of the type appearing lowest on the above list which is currently buildable. The unit is produced with only half of its normal experience rounded down. Drafting decreases the population of the city by the amount shown above and adds 3 for 6/10/15/30 turns. You can only draft once per city per turn and you can only draft three times per turn throughout your entire empire. This amount is modified by map size settings in the following way: duel - one time per turn, tiny - two times per turn, small and standard - 3 times per turn, large - 4 times per turn, and huge 5 times per turn.

So why is this fun?

Well let's start with the obvious: When you can quickly and efficiently create a large army of the most recent foot soldiers your empire has researched, that is by definition fun. The soldiers pop out instantly so responding to immediate threats becomes even easier than with slavery. The food to hammer conversion ratio knocks the socks off of anything slavery can do for you. Finally as a special bonus, your Civilization now worships the God of war, making barracks into two happiness super temples.

In addition, in the Beyond the Sword expansion, your cities produce +25% espionage points. Also, in the addition by subtraction (from other legal civics) category, while Nationhood has remained a nice and no upkeep style civic, Bureaucracy has been bumped from medium to high upkeep, making it even less cost efficient in large empires. All hail the increased power of the nation.

So where's the catch?

The unhappiness penalty is very severe, especially if you stack draft weariness penalties and draft in cities without barracks, and combined with the war weariness you are encountering or are soon to be encountering (You do want to show off those shiny new troops to Monty right?) it can take generous helpings of the culture slider to overcome it when you overuse it. You can't use drafting to "whip" away unhappiness like you could with slavery. There are no fun overflow tricks or anything like that. It is a tool for making war. As long as you remember that and don't expect it to cook breakfast for you, you should be pleasantly surprised with the results.

Also as with any other civic change we should consider the opportunity cost of both the anarchy going in (and possibly out) of Nationhood combined with the time lost in the potentially very lucrative civics Bureaucracy and Free Speech. If I'm not spiritual, I look at Nationhood as one of the final destination civics rather than a quick change in and out type. If I'm planning on running it in this manner, my economy is geared very much towards that fact.

Hammer per Food Conversion Ratios

For all of these, I am assuming a granary is in the city and that the draft is occurring at the minimum population required for that unit.

Warrior/Quechua 1.2/1/0.64/0.67
Axeman/Phalanx/Vulture/Dog Soldier 2.8/2.33/1.54/1.56
Maceman/Berserker/Samurai 5.6/4.67/3.11/3.11
Musketman/Musketeer/Janissary/Oromo Warrior 6.4/5.33/3.57/3.56
Rifleman/Redcoat 8.8/7.33/4.89/4.89
Infantry 5.33/4.51/3.72/3.01
Mechanized Infantry 5/4.17/3.42/2.78

Obviously drafting becomes less efficient at higher populations and if you don't have a granary in the cities that are draft eligible at this point shame on you.

The main point here is that even on Marathon and Epic, the most likely candidates for drafting (Macemen, Musketmen and Riflemen) are providing you with very good value in terms of converting food into military hammers. Even drafting the relatively inefficient infantry or mechanized infantry is not the worst thing in the world. Mobilizing upgraded armies as fast as possible is its own reward.


Other notes about efficiency

This information is most relevant about drafting in your Globe Theater City, but can be useful for other planning. I am assuming a standard or small map. On smaller maps, you don't need as large an empire to fully abuse drafting (although it is less efficient overall, while on larger maps, you will need a corresponding larger empire to fully abuse drafting. To regrow from population 5 after drafting a rifleman or worse you will need 10/15/28/45 food. On Quick and Normal therefore, it is not at all out of the realm of possibility and quite likely if you have planned for this that you can draft indefinitely from the Globe Theater city. So if your empire can support two drafts a turn elsewhere, then you will be able to take full advantage of the drafting. On Epic you will need two turns to regrow the Globe theater city, so to take full advantage of drafting you will need to be able to support 2.5 drafts a turn elsewhere. Similarly on Marathon, you will need to be able to support 2.67 drafts a turn elsewhere.

These numbers imply that to be able to fully abuse drafting you would need a very large empire. But even if you have a small empire at the moment, there is a ball rolling downhill mechanic here. As you completely eliminate rivals and thus gain the necessary 10% culture in conquered cities to draft there, the Nationhood civic becomes more efficient allowing you to eliminate the next rival quicker and so on.

When and where should I draft?

Ideally drafting at a city that will regrow (one of) the population lost immediately is a better deal. Cities that are at or above their healthy cap but have some happiness to spare are good targets. Cities with high food surpluses are good, and conversely those with low food surpluses are bad. Drafting out of your main military city is counterproductive since you will typically have huge experience point bonuses there (which are halved by the draft) and huge military production bonuses (which are hurt significantly more by the loss of tile turns). Similarly drafting out of your core cities that have built up higher amounts of commerce multipliers is more detrimental. Drafting out of the Globe Theater city should be done with extreme prejudice. When I first switch to Nationhood, that city gets abused down to Population five as soon as possible and then is reintroduced into the drafting rotation when its population allows.

Unless you are sure you can handle the happiness hits, stacking draft weariness is a sure path to pure devastation of your economy.

Some random points

Taj Mahal (or a random great person used for a golden age) can be just the trick for a quick jaunt into Nationhood for a round of drafting before returning before the golden age ends (only applicable in Beyond the Sword where golden ages eliminate anarchy.

BTS K-k-k-killer combo = Cristo Redentor + micromanaging. Not much to say here, but if you land this beauty you can draft and still enjoy the "benefits" of running a different legal civic. Lots of other stuff going on here, but thats about it in relation to drafting. No reason not to do Theocracy simultaneously when you are actually pulling the draft trigger in this case for the xp. Also to make it ultra mega clear, assuming the city you are about to draft from has any religion, then your state religion should be matching one of its religions when you pull the trigger.

Globe Theater + High Food Surplus + Nationhood = Draft Capital of the nation

The whip can be combined with drafting to help manage the unhappiness as well as maintain balance in your armies.

A pure SE has great synergy with nationhood. You have high food surpluses, economic independence from the slider, and usually not as juicy a capital for the bureaucracy bonus and definitely not as juicy an empire for free speech.

Conversely, Nationhood is antagonistic to a pure CE. You would almost always prefer to be in bureaucracy or free speech. If you are running a pure CE, are not spiritual, and are not in dire need of troops without the cash to rush buy them now I would strongly suggest to step away from the anarchy.

A hybrid economy is a bit trickier to analyze. If you have a solid Bureaucracy Capital, it might be worth it to just bypass Nationhood. Otherwise, running Nationhood until you have enough emancipated cottages fully matured to justify a switch to Free Speech seems like it could be a possible route. Skipping Nationhood altogether seems like another possible route. I tend to stick to pure SE unless my leader demands otherwise so perhaps I can't answer this question fully.

In terms of civics that work well with nationhood, I find because of the strong synergy with an SE, the SE defaults seem pretty straightforward to me. However, I see many people recommending Theocracy with Nationhood. It feels somewhat antagonistic to me, since the Theocracy bonus is being halved on drafted troops. However, with a barracks, that allows drafted troops to come out with at least one promotion so perhaps it is all in my head. I tend to not have barracks in many of my cities so the Theocracy bonus amounts to a whopping half a promotion many times. I stick with pacifism or if the rapidly rising costs and unhappiness will get to be a problem, go free religion.

It is worth pointing out that the Ethiopians, the Sumerians, the Greek, the Native Americans, the Ottomans, the Japanese, the French, the English, the Viking and the Incans all have draftable UUs. If it fits with your plans, it's even twice the fun to be spitting out a quick army of your UUs shortly after obtaining them. Churchill and Tokugawa magnify this with traits that vastly improve their drafted army.

I don't think my idea of Nationhood as a final destination civic is such a heretical frame of mind. People see no problem with switching to state property final destination and watermilling and workshopping over mature cottages for the final push in the space race. Running Nationhood for that push towards domination seems to be analogous to me.

How do traits fit into this?

Spiritual: Quick changes to and from Nationhood in spurts to minimize cost of not running Bureaucracy or Free Speech
Aggressive: Cheap Barracks, Free Combat I promotion on drafted troops
Protective: Free City Garrison I and Drill I promotion on drafted gunpowder troops
Expansive: Cheap Granaries, a trait that lends itself somewhat to running an SE
Organized: Cheaper to support a large, well fed empire
Philosophical: Lends itself to running an SE
Creative: Cheap theaters for getting the Globe Theater up and running quicker. Cheaper culture buildings and free culture for assimilating less cultured captured cities to draft levels more quickly.
Imperialistic: More troops + more fighting = more great generals
Charismatic: Drafted Units progress in experience quicker
Industrious: Globe Theater is cheaper. i.e. minimal
Financial: Antagonistic relationship here in general.

Conclusion

Drafting is indeed a very powerful mechanic, but preparing for its use takes planning and preparation for many epics before the civic is even available. The significant tradeoffs of losing turns in Bureaucracy or Free Speech combined with anarchy can lead to this being given a miss out of hand, but the benefits are very real and very nice. Nationhood is a civic that lends itself well to a domination or conquest victory so if that is part of your plans, this might be a winner for you.

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Guide to Using Military Units

Like most people I have just got the game, and finding one of the biggest difficulties is remembering which units to use against which units in the game during a war.

So instead of endlessly having to go through the guide/civillopedia I thought it might be useful if there was an easy visual aid to hand that split the units into the era they are from and pointed out what they should be used against, and what they should be used for. Hence I did such a visual aid you can print out.

Units of the Ancient Era

 

 

 

 

 

Unit

Strength

Unit Cat

Use against and other suggested uses

Don't use against

 

 

 

 

 

Archer

3

Archery

City Defence

Horse Archers

Axeman

5

Melee

Other Melee troops

n/a

Chariot

4

Mounted

Pillaging

Spearmen

Horse Archer

6

Mounted

Archers and Catapults

Spearmen

Spearman

4

Melee

Mounted Units

Axemen

Warrior

2

Melee

City Defence

Axemen

 

 

 

 

 

 

 

 

 

 

Units of the Classical Era

 

 

 

 

 

Unit

Strength

Unit Cat

Use against and other suggested uses

Don't use against

 

 

 

 

 

Catapult

5

Siege

Bombarding cities and stacks

Horse Archers

Swordsmen

6

Melee

City attack

Axemen

War Elephant

8

Mounted

Other Mounted Units

Spearmen/pikemen

 

 

 

 

 

Units of the Middle Ages

 

 

 

 

 

Unit

Strength

Unit Cat

Units against and other suggested uses

Don't use against

 

 

 

 

 

Crossbowmen

6

Archery

Melee units

Knights

Knight

10

Mounted

Archery units

Pikemen

Longbow

6

Archery