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Espaņol /
English |
The Academy
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First Moments
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The artificial intelligence (AI) expands ruthlessly (thus, it has been
called REX). If you do not imitate to the AI, you'll find it is impossible
to compete with her in any aspect of the game; so, the human player must
become the T-REX of all REX, expanding as fast as the AI point-by-point,
running to all the key points with settlers or warriors to limit AI's
chances and reserve for yourself a considerable amount of terrain. |
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AN EMPIRE'S NEEDINGS |
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If you want to build an empire, you have (at least) to have a basic plan to
follow. What plan is this in order to success? Survival is obviously the
first step, but what about the next one? Will you try to be the conqueror of
the ancient age? If the answer is 'yes', you have to think where are you
going to buil barracks. Otherwise, if you've decided to build an ancient era
Wonder, you have to find a good place to build the city where you're going
to place the wonder - and the sooner, the better.
So, let us state the targets that your empire must accomplish to success:
- Settler farms: You'll need two cities with a great food production if
you want to compete with the AI's expansion; these two cities fhould be
founded as soon as possible, because they'll control the expansion of your
empire.
- Worker farms: With just a worker farm, you'll have enough for all the
ancient era. It should have a good food production (like the settler farm)
but with a granary almost every city will do. The target is to produce, at
least, a worker per city (but if you can build more, do it without
hesitating); use these workers to build a road network, to irrigate the
tiles near the cities, build mines, etc. This worker farm is essential for
your prosperity in long term, and shold be one of your highest priorities
- perhaps the third city you found.
- City of barracks/city of wonder: if you're going to play as a
conqueror, beginning with your fourth city you'll have enough critical
mass to start producing units everywhere to crush your nearby opponent.
Though, for a non-so-militaristic game, it'll be enough to have a single
city with barracks. That city don't need to have a specially good food
production ratio, but must have access to many hills and mountains to have
a good shield production from the beginning; you should also build a
granary there to allow the 'accelerated production' in despotism. If
you've decided that the city is going to build wonders in spite of
military units, you can forget about the barracks, but you should build
the granary anyway. In both cases, there should be a temple, because of
cultural reasons and of unrest, and it's good that every city have a
worker to work in the nearby tiles. To build deffensive units is optional
in a city of wonder, because you can build them in nearby cities.
- Luxuries/Resources in the Ancient Era: When the first three (basical)
points have been accomplished, it's time to think in middle-term, and that
means to think in horses and iron. With correct diplomatic agreements, and
paying attention to the techtree (the wheel / iron working), you'll
discover the location of these resources, and that must attract your
attention at once. The same with luxiries (specially, you have to run to
reach the most nearby ones, because the tiles with resources give extra
trade units).
- Long-term investments: have you seen the desert you've crossed a lot
of times to find proper locations to your cities? What about that dense
group of hills in the north, or the jungle in your southern border? Once
you've stablished in your terrain as indicated above, you have to colonize
these terrain, thinking in long-term investments. The cities you found in
those terrains won't grow a lot, and won't be very productive, but will
improve your chances to get those really valuable resources in the later
eras.
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DOUBLE DUTY |
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Of course, if one or your cities is able to accomplish
two of the above indicated targets (for example, to be a settler and worker
farm controlling resources or luxuries simultaneously), much better. If
possible, build cities able to do multiple tasts; thus you'll improve your
chances to reach the top positions in the game.
Following the above advice, it's possible to even
(and, sometimes, to make it better) the AI's expansion in Monarch difficulty
level. |
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THE SURROUNDING TERRAIN |
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Your terrain can boost you to the top or to drown you in
the deepest ocean, specially if we think in the corruption effects. The
location fo your first city can (and surely, it will) define your behaviour
in the first moments of the game. To test it, let's see
two extreme examples:
- In the first one, imagine that you start in the center of an (at
least) mid-size continent. Your capital city (your first city, by
default), will be in the center of your empire, no matter how do you
decide to expand. The most probable result is that, at least in the
beginning, you expand in all directions (a city per cardinal point),
changing the exact location of every city depending on the available
resources.
Thus, when you expand in additional circles around your
capital, you'll note an increasing corruption that will force you to build
the forbidden palace [ from now on, FP ]. Please note it's not neccessary
to change your capital city, and you can easily control the direction of
your expansion.
- In the second one, imagine that you start in the extreme of a
peninsula, or next to a great desert you've to cross to build interesting
cities. In this case, your game will be much different from the first
example because most of your cities will have corruption problems, as a
result of the long distance to your capital.
In the game, that means that, even if you can expand as fast as the AI,
your cities will be less productive, what will force you to search more
cities with more food available than you should have searched in other
situation, to produce buildings sacrifficing the population (many people
will do normally, but in this situation it's a duty). Of course, the
permanent solution is to change your capital to a better place when you
have an empire big enough and then build the FP. That will be a
disadvantage, because building a palace is not for free. But there are
possibilities to improve your position. If your capital is in a
bad location (i.e, not in the center of your natural expansion circles),
you always have to be aggressive. This means that you've to be clever with
your expansions, because you're going to use your capital as a settler
farm for a long time. A poor starting position means that every colonist
much travel more to found a new city, what makes a good road network (one
that avoids crossing rivers, for example) in something much more important
than usual, because you're going to need all the speed you can get to
compete with the AI.
Of course, you can be agreessive in other senses of
the term. You can always act this way, but if your starting position is
bad, it's almost a duty!
- Military agression: this way has a lot of advantages, because you
don't have to build the wonders of the ancient age. Just let the other
civs build them while you build an army to steal them. You'll have to
build a city with forests nearby (better if there are special resources
near) to use it as troop training base. A good reason to do this if your
starting position is bad, it that you'll get a leader sooner this way;
you will be able to use it to hurry the construction of a palace, thus
changing your capital city. In the ancien era, surely you'll have many
cities producing few shieldes, due to the losses caused by the distance
to the capital; so, you'll be sotpped if you're not able to relocate
your capital city soon. A military leader can do this for you. You have
also to build cities in a circle surrounding your future capital
(normally a nine-cities network; keep those you capture near and burn
the others).
- Palace Strategy: specially useful if you start in a peninsula,
surrounded by your rivals. Probably those rivals will colonize the main
terrains of the peninsula to strangle your expansion (it will be
intended); if they do that, after a fast movement of your capital to the
border and accelerated production of many cultural buildings, you'll
attract nearby enemy cities. With these cities assimilated, relocate the
palace again (this time, to its final location), so you'll surely get
any other cities by your cultural influence
- Mapmaking: I'ts specially important if you're in a small continent,
or surrounded by a bigger and more culturally advanced than you. Then,
you MUST build a ship and scape from that position: find another place
to expand, and do it fast - remember that AI expands like a rabbit using
Viagra; if you don't find room to expand soon, the AI won't let an empty
place for you.
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CONCLUSION |
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A centralized starting point is better than an isolated,
even if this one includes a resource, because of this reasons: first, it
limits the size of your empire due tu corruption effects. Second, to keep
being competitive in long term, you should build FP and a palace; meanwhile,
a player who starts from a better position only has to build the FP. This
means that you won't be able to build ancient era wonders, and if you can,
it will be much more expensive (talking about efforts) than if you'd had a
better starting position. An isolated position requires
a much more aggressive military behaviour, and makes Mapmaking a technology
that you must research inmediatly. No matter how do you choose to combat it,
it's clear that a bad initial position decides many of your first movements
in the game, and have consequences that you'll experience for all the whole
game. |
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| Javier Muņoz, "Yaroslav" |