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By Sullla at 2009-08-09 11:37
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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.
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By WilliamOfOrange at 2009-05-23 18:04
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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.
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By Flying Pig at 2009-05-09 11:22
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On Modern Warfare in BTS
Flying Pig
This article is an attempt to make a guide to warfare in ages beyond Industrial, termed from now on ‘modern’. It is by no means finished, comments and suggestions are appreciated. Thanks are due to all of the people who have written articles on anything discusses herein.
War in the modern age is one hell of a lot more complex than any other era. States are more developed, weapons are more developed, and economies are more developed than at any other point in history. It follows, therefore, that your strategies must be more developed as well in order to win.
War by the Land
By now, land units are fairly diverse.
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By dankok8 at 2008-11-24 20:42
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I have heard many on these forums question the use of Dog Soldiers because of their lower strength than regular Axemen, but let me tell you... they are a very strong UU and this guide will hopefully convince you of that as well as tell you how to use them effectively.
This guide assumes you are NOT playing unrestricted leaders (thus Sitting Bull of Native America) and these strategies have been tried in MP and only up to Monarch level and I cannot guarantee that they will work well in their entirety at higher levels than Monarch in SP. I would appreciate any constructive criticism and would be glad to incorporate the ideas of others into this guide as well.
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By Levgre at 2008-11-08 22:31
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In this article I will be listing the %s that buildings, specialists, and commerce obtain towards legendary culture. With this, you will be able to more easily plan your obtainment of legendary culture in a city, by seeing what by what % certain assets will bring you towards completion, and easily add those %s together.
Benchmarks to keep in mind. The below shows years per turn until certain years, and the amount of turns that go by at that years per turn pace.
40 years/turn till 1000BC (75 total)
25 till 500AD (60)
20 till 1000AD (25)
10 till 1500AD (50)
5 till 1800 AD (60)
2 till 1920AD (60)
1 till 2050 (130)
This thread will assume Liberalism being obtained at 500 AD, and the game being finished at 1500 AD, and at Normal speed.
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By jesusin at 2008-11-08 17:23
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This is a compendium of all I know about cultural victories. It is general enough to be valid for all Vanilla, Warlords and BTS. Most of it is probably valid for intermediate and low levels of difficulty too. I hope you enjoy. I would appreciate any comments or disagreements.
IMO the cultural victory is the most complex and complete one. It requires great skills in research, building, diplomacy and planning ahead. It requires balancing a lot of factors: the 3 cities among them, the research versus the culture, the commerce versus the GA, the army versus the maintenance... I hope you find cultural games as entertaining and enjoyable as I do.
Disclaimer
This is a compendium of all I know about cultural victories. Well, and who am I? I am a simple player who has spent the last 2 years trying to get the best possible cultural strategy (accomplished) and to play the best possible cultural game ever (yet to be done).
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By zizzeus at 2008-10-11 08:37
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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.
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By 6K Man at 2008-10-01 19:03
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Not sure if this has been said before, but I hope this is a starting point for some, anyway. Comments, corrections, additions welcome…
Privateers
Privateers may well be the most versatile and useful units in BtS. They have the ability to wage war without war weariness or diplomatic penalties, while still collecting GG points and xp far beyond what can be gained from barbarians. At the same time, they can pay for themselves by pillaging and blockading AI cities – and the money doesn’t come out of thin air, it comes out of the pocket of your AI victim.
The “classic” use of Privateers is to cripple one’s opponents by starving them, pillaging their cash and improvements and sinking their less-advanced navies, while simultaneously gaining cash, GG points, and a highly promoted navy of your own.
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By Mikkow at 2008-08-29 16:23
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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.
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By TheDS at 2008-08-08 12:23
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In this thread, I threatened to create an AAR/strategy guide for religions. Now that the game is complete, I can begin.
The questions to be answered are:- Are religions any good
- Are multiple religions any good
- Should I found one
- How do you maximize their benefits
- What victories should you shoot for
- Can you get all the religions
Are religions any good?
There is certainly some debate over whether or not a religion is worth your while, and you should experiment for yourself to find your own answer. My answer is this: Yes!
My personal focus is usually on increasing my hammer output, with secondary focus on science. Sufficient Culture is needed to get the borders out there, Gold is merely a means to keep my science slider high, and Food, Health, and Happiness only serve to feed the production engine.
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By dankok8 at 2008-07-21 20:00
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Julius Caesar of the Romans

Traits: Organized, Imperialistic
UB: Forum (Replaces Market; +25% GP points)
UU: Praetorian (Replaces Swordsman, but has strength of 8 and no city attack bonus)
Techs: Fishing, Mining
Julius, Julius… Basically, he's strong because of the praetorians, but his traits being Organized and Imperialistic have great synergy with his style of play. Organized reduces civic upkeep by 50% (great for large empires) and make courthouses, lighthouses, and factories cheaper (cheap courthouses are very important because they cut city maintenance).
Early Research and Build Order
Getting Praetorians up ASAP is important. Your tech order should almost always go Bronze Working, Iron Working, Wheel (needed to connect the Iron for praetorians).
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By Stormreaver at 2008-06-26 12:52
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Air combat explained
This is my attempt to clarify how air units works. Please point out any erros and I'll try to remedy them. I don't even mind you spelling out any errors in my english (pun intended), in fact I appreciate it, but I do have one request: please do NOT clutter this thread with "air combat in Civ4/BtS sucks, it should work this way", not even if you have a valid argument based on realism, gameplay or common sense. Those discussions belong in another thread, this one is about the mechanics that are in place, and how you use those efficiently! Just to be efficient, I've started another thread for this very purpose where I outline some complaints I have.
The article is split into two parts, first I go through the mechanics of air combat without too many conclusions. I will also include a couple of examples to illustrate.
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By Diamondeye at 2008-05-08 11:47
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Disclaimer: I, in no way, claim to be a player capable of Emperor+ games. This article is meant mostly to the players playing Monarch and below.
The impression most of us have of Tokugawa of Japanese is, to be honest, a ridiculous AI leading a rather mediocre nation. The reason to this is that the Japanese civilization has absolutely no economic traits or uniques (unless counting the rather late-game Shale Plant, which is underpowered, imo).
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By Melted Canary at 2008-05-05 20:39
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The Great Wall of Suleiman: a Warmonger’s Guide to Espionage
Before I begin, I would like to thank madscientist for his wonderful article “The Power of Great Spies,” which served as the initial inspiration for me to develop this strategy. I highly recommend anyone wishing to familiarize themselves with my strategy read it first (the link is below), as it served as my foundation. Secondly, I would like to admit that this is both my first article AND my first post on these forums, although I’ve been a long time lurker and have read most of the articles in this sub-forum.
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By BARBEERIAN at 2008-04-10 12:36
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This guide is intended to show players who haven't played a One City Challenge (OCC) before, or at least not one in Beyond the Sword, some basic strategies and guidelines to use.
What's different in an OCC
-As the name implies, you will be limited to one city for the duration of the game, so settlers will be removed from your city's build menu.
-Your Capitol will be limited to building 5 national wonders, a change from previous versions.
-Certain victory conditions are impossible, or nearly impossible, without playing a custom game with Permanent Alliances enabled.
Which Traits are ideal / choosing a Leader
Top Tier OCC Traits in my opinion (in no particular order) are:
Spiritual:
Spiritual is a great trait for OCC because it allows you to constantly tune your civics to maximize whatever it is your city is doing at that moment.
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By Thunderfall at 2008-04-07 22:19
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The Complete Civilization II Combat Guide v1.1
By: Marquis de Sodaq (a.k.a. Sodak)
INTRODUCTION
This document contains all there is to know about how combat works in Civilization II, by Microprose. Although it claims to be complete, there are some issues that need resolution. An occasional update can be expected whenever significant changes need to be recorded. Included with all of the general topics is the formula for calculating the probability of a unit winning a combat.
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By Thunderfall at 2008-04-07 21:55
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SeanL's Strategy for Civ2 Multiplayer Games
Written by SeanL (EyesOfNight)
Sections:
The Basics of Dueling
Contained in this section is the basic knowledge of playing a duel. What is a duel you ask? A duel is a 1 on 1 game with no AI on a small usually customized map. The entire idea of this kind of game is to destroy your opponent as soon as possible. There is no peace and you can expect to be fighting most of the time by 3400BC on average. Most of what I’ll be talking about on here is very basic and is geared towards the beginning player.
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By r_rolo1 at 2008-03-25 00:00
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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.
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By Mortac at 2008-03-18 07:42
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[INDENT][INDENT][INDENT]
The Complete Guide To Map Creation
There is an excellent semi-official map guide written by Robert B. Thomas (a.k.a. Sirian), who coded on the map generator himself. You can find it here. However, that guide does not cover all map types available today, including popular ones such as Hemispheres, Fractal and Big and Small. This guide will cover all official maps, so in addition to the 11 different map types not covered in Sirian's guide, feel free to use it as a complementary to the map types described in his guide.
Understanding exactly how each setting in the map generator will impact a world to be created can be both a bit difficult and confusing. For example, there is nothing stating how a Highlands or Shuffle map will turn out without actually trying them out.
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