The complete Civilization solution

Solution Summary

Start
THE WONDERS
MEET A CIVILIZATION
WHEN PROGRESS COMES ...
THE GOVERNMENT
THE SPACESHIP AND FUTURE TECHNOLOGIES

Start

Is the terrain to your liking? Ok! So, first of all, you have to found your capital: trying not to lose more than two or three turns before founding the city, find a place near the sea (or a river) and preferably with a couple of "special" land "(the" special "lands are those that have particular bonuses: the plain with the horse, the sea with the fish, etc.) so that you can count on a few more units of food and production.
In fact, by going to the city screen, you will see that the city has a worked land for each person depicted in the upper left: by clicking on it, remove the one you are working on (at first you will have only one) and try to place it on the other land. available. You will find that the plain increases production (the shield) and food (the corn cob), while the sea improves trade (the arrows). At the beginning you should increase the production, in order to create the units in less time: you will have to create at least three defensive units (phalanx) and a couple of militia, to be used as explorers. Fortify the phalanx, two in the city and one not far away, preferably on easily defensible terrain, such as mountains or hills.
Try with this unit to defend the access routes. For example, fortify it near "bottlenecks" where the continent narrows to two squares wide. Instead with the militia you explore the territory, with three purposes: to realize the geography of your continent, in order to find favorable areas for the construction of other cities, to find other civilizations or to discover villages (they are the gray ones): in fact the latter they are very important, because they can hide both threats and fortunes - you can find money, scrolls that reveal a science, units that can put themselves at your service or even found a city!
If you have four or five units, it's time to think about "internal politics": immediately build the barracks, which increase the readiness of your military units, and subsequently, the granary and the market. If by any chance you do not have the necessary knowledge, or have already built them, start the production of a settler unit. Be very careful: these are special units, which can build roads, irrigate the countryside or clear swamps, but they cost one unit of food per round, so if you run out of food, the settlers are automatically dispersed. Also, when you build a settler, the "rank" of your city (the number that appears on it) decreases by one, so if the city is rank i, you will destroy it! Use them for ten turns to improve adjacent terrain. to your city, irrigating them and building roads, then move them to build a second city. So develop it like the first one, and after a while, build another settler, to build another city with, and so on.
If you can, build your cities neither too close to existing ones (so that they do not interfere with each other for land resources) nor too far away: in fact, if they are five or six squares away, and are connected by a road , you can move units very quickly from one city to another, in order to avert a sudden threat (such as the landing of barbarians or invaders).
When you have five or six cities, you will need to stabilize your economy: in inner cities, shift development to land that increases trade and food production and build (if you don't already have them) markets, granaries and temples. In border cities, even those on the coast) build walls and favor territories that increase your production. Also, start considering changing the form of government: if the cities are beyond rank 5, it is better to transform yourself into a monarchy, in order to increase production and trade, even if you will have to pay all the units. For this reason, dissolve all militia, because at this point in the game they should be too obsolete, and leave only two units per city, otherwise you run the risk of not being able to produce anything.





THE WONDERS

In Civilization you can build many wonders of the ancient or contemporary world. The most useful, if not essential, are: the Lighthouse and the Magellan (allow you to move one more space with naval units), Isaac Newton College (your scientists will immediately discover two inventions), the Apollo Program (you can see all the cities on the map) and the Manhattan Project (allows you to build atomic missiles). The others (Cure for Cancer, the Sistine Chapel, Shakespeare's Theater, etc.) are useful for increasing the number of happy citizens, but they are not essential.
Remember that by capturing a city that has Wonders, you will receive the bonuses of these automatically, without having to waste many turns to build them. A little dirty, but effective!

WHEN PROGRESS COMES ...

You will find that by around 8oo you can already build a huge range of buildings: professorships, power plants, hydroelectric plants, etc.
obstruct them in the cities of the interior, leaving the task of "holding" the defense to the external ones. Also, each unit will cost you one "production" per turn, so periodically get rid of useless or obsolete ones. In case of financial problems you can sell all buildings in a city (but only one per turn) - just click on the red dot next to the building name. By the way, just before completing the development of some discoveries (invention and gun powder), sell all the barracks you have: in fact these discoveries make them useless, so it is better to sell them before they are automatically deleted.
As for the war units, the factors of movement, attack and defense will change, but the rules of the game do not change: before attacking a civilization, prepare a collection center, remembering that the enemy will also have more or less of your means ( therefore, while before it took six turns to cover six squares, with tanks one turn is enough and it's on you!). The aircraft carriers and atomic missiles deserve a special mention. With aircraft carriers you can safely bomb enemy cities that are on the other side of the world, without running any risk at home.
The new tactic is to attack cities with bombers (usually a city is defended by about three to four units) and then land with ten fifteen assault units and two or three defense units (each transporter carries eight ... ). The best task force consists of three transporters and one aircraft carrier. The risk is that you may happen to see enemies land where you least expect it. To avoid this ominous hypothesis, just keep an aircraft carrier and two transporters close to your territory, loaded with bombers (the first) and assault vehicles (the second). When (if ...) they attack you, let them take over the city; in two or three shifts you will be close enough to take it back, without too much effort: just don't do things too quickly, leaving the transporters without air defense.
Atomic missiles are a weapon, in my opinion, NEVER be used. First, they destroy the city on which they are used (the population is halved). Secondly, they allow you to destroy many units at a time, but they pollute the environment and cost, in terms of rounds to build, much more time than tanks. If you fear a thermonuclear attack, you can build PSDI in larger cities (which are the ones most at risk). Remember that the most devastating weapons of the enemy are (in modern times) the aircraft carriers (to be destroyed on sight!) And the loaded transporters (which practically cannot defend themselves). Nuclear weapons can only travel 15 squares, and then either hit the target or are lost.



THE GOVERNMENT

There are many types of governments in Civilization; at the beginning you will start with despotism: easy to manage (the units cost nothing), it allows you to happily lead the first Soo years of your civilization. As soon as the cities exceed the factor of 5, change into a monarchy, taking care, before changing the government, to dismantle all units that are useless, obsolete or that are very far from your cities. Analogous to the monarchy is communism, with the difference that corruption is equally divided in each city. If a city rebels under monarchy, despotism, anarchy or communism, fill it with military units (one for each black pissed off) and you can control them.
Monarchy and communism are fine if cities are below grade 15 and if you plan to go to war or are threatened by some opposing civilization. As soon as you can, transform yourself into a republic; you will receive more taxes, but you will not be able to keep many military units away from their city, otherwise there will be endless riots. If by any chance you are forced to go to war, switch immediately to the monarchy or to communism, because fighting a war under the republic is really difficult.
Only when you have won against all the enemies and one or two enemy cities remain, can you transform into a democracy. To avoid years of unrest, dismantle all military units except one per city. Under this form of government it is impossible to manage a war, since every military unit far from the base city makes two men unhappy. Then, as you approach the end of your term (which can be between 2200 and 2020, depending on the level you choose), send an ambassador and incite a revolt in the cities left to the enemy. Democracy will allow you to develop your civilization beyond all. limit, making you a lot of taxes and increasing enormously!
trade. If, unfortunately, only one of your cities should rebel, democracy will fall into anarchy, collapsing your empire in a few turns. In fact, passing from a higher form of government (democracy or republic) to a lower one (communism, monarchy, anarchy or despotism) is a real cataclysm: given that the land makes fewer cities with a grade higher than 15 they will not be able to create enough food to survive. , and you will risk seeing many of your subjects die of hunger.



THE SPACESHIP AND FUTURE TECHNOLOGIES

If you have cities that have already built all the buildable, you can try your hand in the race for space. You will have to build a good number of SS Structural, two SS Components (a motor and a tank) at least three SS modules (a habitation, a solar cell and a vital subsistence group). By increasing the component pairs you will accelerate the journey to Alpha Centauri, which will allow you to create an extraterrestrial civilization.
And if you have discovered all the sciences and inventions possible, you can put your scientists to work on future technologies, which have no real effect (they do not allow you to create other city improvements or military units) but increase your final score. Also to improve the score, build settlers and clean up the dirty areas of the planet.

MEET A CIVILIZATION

Sooner or later you will meet another civilization (or maybe another civilization will find you!). If you can produce the diplomats, send one to establish the embassy, ​​so as to discover the orientation of their leader: if he is classified as a militarist or a perfectionist, expect an attack, even (and above all ...) treacherous. If, on the other hand, he is friendly, there will be no problem if you are not the first to invade. Unless you show an expansionist trend. In Civilization pacifists won't last long ...
If you are in the first case, be prepared in time, remembering that the best defense is the attack! In inland cities, produce attack units (catapults or legions), while with border cities, focus on producing defensive units. Choose a point that is defensible enough (perhaps surrounded by mountains or rivers) and far enough away from your cities (four to five squares at least) and gather the attacking units, along with some defensive units, to be placed a little further outside. , so you can prevent a possible attack.
Remember that if a catapult attacks five enemies on top of each other in the same square, it has a good chance of destroying them all in one shot! Then defend your assault units. Also, with a couple of settlers (but remember that they are very vulnerable) connect the collection point to both your cities and the border, so you can withdraw or get to the scene of the clashes very quickly. When you have enough units (usually 15 attack and 5 defense are enough) approach the border and cross it. Anything can happen from now on, so save often! Approach at least two enemy cities (in order to divide the opposing forces) positioned in the squares adjacent to the defensive units and fortify them. This is because, especially from the third level up, the computer attacks the assault units. The next turn, advance the assault units and attack.
If an assault is particularly unfortunate (ie you lose more than half of your units), go out and reload (it's not honest, but that's okay!). If, on the other hand, you have captured the besieged cities, take care to defend them with the defensive units, trying to advance a little further with the attacking ones. Then take some fairly fast units (chariots or knights) and explore the enemy territory, looking for other cities and in particular the capital. When you have found the capital, set up another collection point. Along with the "land" ship, build two or three ships (if you only have the triremes, forget it!) And load them with storm troops. Approach both land and sea, and attack in two waves, first from land and then from sea: this is because if the land attack goes wrong, you can retreat faster by sea. If the enemy capital falls, the enemy civilization will often split in two, allowing you to ally with one of the two factions to destroy the other.
If you are faced with a particularly powerful enemy, you can try to destabilize it: for example, with ambassadors, you can incite riots in cities, destroy buildings (sometimes they go down the walls!), Or steal technologies not yet in yours. possession. Another way is to scatter its territory with your own units: since a unit n can pass close to an opponent, you will block its movement, and, at the same time, keep an eye on the enemy units.
Finally, if you have to conquer a particularly well-defended city and your enemy is under a regime other than anarchy, you can lay siege to it. Prepare five or six defense units (you should have mu.eteers by now) and some ambassadors. Place the defense units near the city (remembering that a city can use the outside terrain within a two-square m radius) and fortify yourself. Since military units close to an enemy city) are not blocked (ie they cannot pass them), position yourself with the ambassadors on the cafes that are difficult to reach. In this way the enemy ltty will completely lose the production of food (therefore the citizens will revolt, making the city more unstable) and will no longer be able to maintain military units. After two or three weapons, it will be on its knees, ready to be conquered.

The complete Civilization solution Civilization pc
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Exit date: August 12 1990

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