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The Academy
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Advices for
Multiplayer Games
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Welcome to our
strategic school! We are starting our classes about stratefies in
Civilization with an article about the differences between single player and
multiplayer games at Civilization II. |
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It is obvious that strategies that work
against the Artificial Intelligence (AI) doesn't work neccessarily against
human player. So, you have to note these points: |
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- A human player doesn't have to build his cities over flat terrain.
This is shocking for the multiplayer newbies, but it is an essencial
truth. A city over a hill or forest tile receives a very interesting
deffensive bonus. So when you want to ensure your borders against other
human players, always try to get these mountains and forests with cities:
the growth of your cities will be limited, but your opponents will have
troubles to conquer them.
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- A human player uses diplomats massively. A single player is used to
see the AI rarely bribing cities or stealing an advance. But a human can
send a lot of diplomats along your frontiers at the same time. In a
multiplayer game, the technological advance can vanish in a few turns, so
you should remember that an advance that you can't turn into a marvel
sooner than another civilization is almost useless.
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- Alway, always, always build wonders. It's highly suitable to have a
city building Wonders and another one building caravans. With human
players, to discover any technologies like Monoteism or Invention and to
build the respective wonder is a matter of two turns or less.
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- Trade, trade. If there is a Civilization II topic that is unused at
single player games is the trade. Every caravan you drive into a city will
give you a benefit of money and since inmediatrly; a caravan can you help
to build a wonder, too. The extended use of caravans is a skill needd to
reach the victory against the best civilization players.
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- As general Waku says: “A strong Empire is a well-connected one".
Truly, a road network allows units to move fastly in your empire, reducing
the number of the units needed to defend your country and, much more than
this, allowing a caravan trada fast and profitable. Of course, roads add
trade bonus to each tile they cross
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- Naval power (based on an idea by Alfonsus72): Playing against the AI,
ruling the waves is not an important matter, because the AI is particulary
inept handling sea units; it uses to stack them in the same tile to make
you easier to destroy them. Though, human players do it higly better.
Every coast in your empire can be a point o disembark for the enemy: a
fleat allows disembarks at many points, surprise strikes and further
retreads. Having a fleet at the beginning of a game means that you can
attack another civ and the other player would be unable to respond.
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- Embassys: How many embassys do you open in a normal Civilization II
game? In multiplayer games, embassys are very helpful: you can know the
technologies of your opponent, which one is developing, which cities are
building wonders (a pre-emptive attack can cause him a high loss of
shields) and how many cities does he have (just to know if it's already
expanding). For the same reason, you won't want that an opponent
stablishes an embasy in your capital.
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- In case of war, don't expect limited attacks. Human players are able
to go round strong points, to dissembark by surprise, to bribe deffensive
units, etc. Any plan has to be based in the supposition that the enemy
will attack everywhere your empire is poorly deffended. But a mighty fleet
can prevent sea attacks, making your defense a lot easier.
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- There are useless wonders in multiplayer games, and there are wonders
that are even more useful than in single player games. An example is the
Great Wall, that will give you peace for many centuries against too
agressive players that will see how your city walls destroys their
attacks.
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- Agressiveness and astuteness: one of the keys of multiplayer games is
to be agressive in the beginning of the game, seizing as much terrain as
possible. Wars are often a psychological matter, and proofs of strength
(or false weakness) can make up the mind of your opponents. Learn to use
this, try to look powerful when you aren't or try to be weak and
fledging... hopefully nobody will disturb you.
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| Javier Muñoz |
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Our next lesson:
Trade, Trade and Trade! |