You also block the movement of rivals who share your continent, so it is a good way to seal people off. Your ships can cross through from one side of the continent to the other, as if there were a Panama canal. If human enemies only glimpse a few cities, they might be confused.īuild on any isthmus you find. Give your homeland the names of your civilization's late cities, and give your far-flung cities the names of your civilization's early cities. Don't build too far from your capital or you lose science to corruption (have to check the algorithm for this- anybody know it offhand?). If there's a special trade resource nearby you will get 4 trade, lose one to corruption, convert one to gold, and still have 2 left for science instead of just one. Building on grass/river or plains/river gives you 2 trade. These options give you the 4 science immediately, but they are less desirable because your capitol will grow too slowly to produce settlers.Īs for other early cities, building on wheat gives you rapid growth, which is especially important when you're trying to pump out settlers. Other ways to get 4 base science in your capitol are to build on wine with another wine nearby or build on gold with any river or sea nearby. You can even buy a library and get 6 science. It will quickly grow to size 2, at which point it will produce 4 science and 5 production. The best spot for your capitol (Palace) is on a wheat/river square with two whales nearby. There are a few special rules for placement of your first few cities. This is especially important for coastal cities, because you'll have a very hard time evicting unwelcome guests who land next to you. Avoid building cities next to the best defense terrain (hills, mountains, river+other defense terrain). The first cities in a new land should be high on food and decent on production, so they can pump out settlers.Īs a general rule, build coastal cities on defense-bonus squares (forest, jungle, swamp, river, hills, mountains) or on grassland, which can later be transformed to hills. This will allow for more efficient construction of improvements later. Instead of mixing all types of resources, plan out your placements so you have some super-trade cities and some super-industry cities (each with enough food for a large population, of course). Make sure your cities' areas of influence don't overlap too much, but also make sure any unreachable gaps include only a few less-useful squares. This will surely hurt me in a game full of human smallpoxers, both because smallpox is hard to beat and because all the looters on the planet will drool over my glorious cities.īuild on special resources when you can. This does give certain advantages of population growth and ample free squares which the cities are built on, but it sacrifices much of the game's richness because temples will probably be the only city improvements of any practical use. Most people like to play "smallpox", meaning they plaster everything with little cities packed as closely together as possible. Perhaps you guys could play these strategies, and tell me of any flaws or factual errors? I will then re-release this strategy guide with your suggestions included.įreeciv Strategy Guide (for version 1.14.99-devel and past versions, but probably applicable to 2.0 unless they change the AI significantly) When playing against humans, it gets annoying to lose every single battle thanks to my Pentium-60 with 14.4Kbps cellphone connection. When playing against the AI, it gets boring to nuke Musketeers. In fact, I rarely make it to the modern age at all. These strategies are poorly tested against human players, and I've never fought a modern war against humans.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |