TRADE/DIPLOMACY STRATEGY

There are two major styles of play evident from reading alt.games.civ2:

One is to win at all costs. This player typically plays on Deity and has a militaristic-expansionist strategy.

The other type typically plays on King or Emperor and is interested in diplomacy and winning with a decent reputation intact.

This is not to imply that diplomacy-type players are a bunch of saints. I usually play a somewhat defensive tech game where I try to get a spaceship win. This involves, typically, 8-12 cities, careful diplomacy and a lot of emphasis on trade and city management. I wouldn't call it isolationist, because I like to explore, trade and make alliances. And I'm perfectly willing to do limited warfare. I'm just not looking to own the map, or even necessarily a full continent. I definitely enjoy hoovering up weak Civs nobody cares about and encouraging the stronger Civs to war with each other while I pick out all of the good city sites!

My fundamental strategy rotates around being the second-best Civ on the planet and playing catch-up in the space race. The disadvantage of this strategy is that there is a definite chance you could lose the game, even right up to the last few years. There are a lot of plusses, though. You don't have to worry about being ganged up on. You can play the AI's off each other using diplomacy (psst, buddy, declare war on them!) The endgame can be *very* tense and exciting, with nukes falling everywhere just as your spaceship is about to land. You can feed on weak AI's without fear of world censure. Also, knowing there is a stronger Civ out there lends a certain 'rebel' feel to the game, especially if you kick their butt. Finally, world peace scenarios are possible during all stages.

A policy of conducting small, limited wars with nearly every Civ you meet actually encourages global peace. AI's that are fighting you have an incentive to declare peace with other AI's so they can focus on their war with you. Try to make peace immediately with the Civ that looks likely to be #1 in the game, so you don't get bogged down in prolonged warfare in the mid-game.

MITCHELL'S GAMBIT

Send your initial settler(s) in search of a goodie hut. Don't build any cities in the early game! Collect mercenary after mercenary from the goodie huts. Continue to spread your found units out from your starting area, grabbing more huts. While expanding, scout an ideal spot for your first city (large river valleys are great in the early game). Don't build your capital until you've amassed a good-sized army. This shouldn't take too long if you're on a fairly large continent. Go ahead and found your city. At this point, you are off to a late start on tech, but the AI's are all still very much in 'ancient' technologies and you have a siege army that is all NONE units! Go plunder. You'll get your lost tech advances and more as you run the AI warriors into the ground.

The best results seem to come when playing Aztecs, Spanish or Persians. Choice of civ may influence seeding of the goodie huts.

This doesn't always work, but even when it fails there isn't much time invested.

EMPIRE ARCHITECTURE

Build most of your cities inland, in a ring configuration. Building on an inland sea is the best of both worlds - you will have a tremendous advantage pushing ships around unchecked by your opponents and sniping any enemy troops that drift close to the shore. Hook the ring up with roads, followed by railroads ASAP. This becomes a WoW engine, producing tons of caravans sent to a single well-guarded WoW center.

SUGGESTED TECH TREES

Tech:
Alphabet, Writing, Code of Laws, Literacy, Ceremonial Burial, Mysticism, Philosophy, Masonry, Mathematics, Astronomy, University, Theory of Gravity

Naval Dominance:
Alphabet, Map Making, Seafaring, Masonry, Mathematics, Ceremonial Burial, Mysticism, Astronomy, Navigation, Writing, Code of Laws, Literacy, Physics, Iron Working, Magnetism

Always be on the lookout for chances to jump way ahead on the tree via trade or conquest. For instance, if you grab Astronomy early, you can skip Masonry through Mysticism in my Naval Dominance tree.

Try a tech tree that gets you the marketplace and bank early.

Note that a tech strategy is fundamentally a trade strategy, since science output comes from trade.

DOMESTIC POLITICS

Despotism, Monarchy, Republic, Communism
- Communism gives you veteran spies automatically. It makes it easy to keep your population happy and has little or no corruption.
- It can be difficult to keep your citizens happy in a Republic. Statue of Liberty is a must-have if you prefer to skip the Republic phase.

CITY SPECIALIZATION

Note which cities naturally produce a lot of trade and tech (typically cities with lots of plains, roads and rivers) and which produce a lot of shields (forested or mountainous areas). Maximize these tendencies by producing trade-enhancing developments in trade cities and shield-enhancing in shield cities.

Produce all your defensive units from a single city with an up-to-date barracks and good production capacity. (courtesy of iadkins@ozemail.com.au)

Build a single 'tech city' with Colossus, Copernicus' Observatory and Isaac Newton's College. If you build it on a riverbed area it's even better. You don't even have to build a road to get a trade icon on the rivers and when you get bridge building you can add a road for two icons! It is possible to generate upwards of 250 beakers in a single city.

Reassign caravans to your top trade city and send a lot of them across the seas.

MILITARY STRATEGY AND TACTICS

Build a defensive Civ. Build fortresses on mountaintops and fortify a couple of strong defensive units there, particularly in strategic areas: isthmuses, borders, etc. Build cities on riverbeds, providing a defensive bonus. Build city walls. Since the AI's don't have any compelling reason to continue war with you, they'll usually give up and solicit peace.

Controlling the location of the theatre of war is one of the great, but often over-looked, strategic elements in the game.

Do some limited beachhead based expansion on other continents to establish a relationship with other Civs and scout for the prime city locations (Explorers are great for the scouting role - use Partisans later on).

Beachheads give you diplomatic representation on other continents, without the overhead of conducting full-scale war. Do plenty of exploring. You can have a moderately large empire by pushing ships around the map and taking prime undeveloped real estate. Consider doing a few city subversions (x2 to avoid an incident). Do them far away from your capital.

A beachhead warfare policy also encourages the AI's toward peace. They seem more inclined to want to end wars on their home turf (naturally enough) and will often continue to fortify around your 'colony', thereby pulling their resources (and the AI equivalent of their attention) away from other computer players.

The unit which captures a city is immediately repaired, so select a unit that is low to send triumphantly in.

If relations with a strong neighboring Civ seem tense late in the game, flying planes back and forth along the border with them may discourage aggression.

OFT-IGNORED UNITS

Frigates
A small fleet of Frigates manned by mostly Legions and Knights makes a great attack force early in the game. Three loaded Frigates will often be enough to take out even crucial Wonder-holding cities. The secret is to get this little fleet together before your opponents develop Gunpowder. Softening up cities defended with Pikemen, Archers and Phalanxes is no problem at all. The Frigate's ability to ignore City Walls, along with an attack of 4, gets the job done.

Bombers
A combined Bomber/Paratrooper army is a very flexible city-winning machine. Great for island hopping.

Leaving Bombers over nearby mountaintops and hills before taking a city prevents the AI from placing enemy partisans there.

Spies
The veteran Spies produced by communism can be a tremendous weapon late in the game. Poison can reduce key cities very quickly. Exploit railroad networks to move spies across great distances.

THE TIGHTROPE OF DIPLOMACY

Go to Writing early and send diplomats around to establish embassies. Building Marco Polo's would be helpful. Make an alliance or two. Ask for gifts and exchange techs on a regular basis. If you are generating a lot of cash, give a few small cash gifts out. Eiffel Tower is a good choice for a later wonder. Great Wall and UN will also help you avoid protracted warfare.

Ally with a warlike Civ and trade your civil advancements for their military ones. They will lag behind you in science development so won't be competing too closely in the space race. Fight one or two small wars of conquest at the very start of the game and look for a Civ on equal footing to be an ally. Then turn to peaceful improvements and wonders.

Your ally may ask you to come to his aid by declaring war on another Civ. Usually you can do this without actually attacking anyone else. It is particularly safe if your ally's enemy doesn't share a border with you. If you find you just can't join the conflict, your ally will ask you to offer a tech instead. Go ahead and do it.

If another Civ gives you trouble, invite your ally to declare war on them (usually your ally will do it without any prompting from you - one of the best features of alliances).

Don't become the most powerful Civ, because the AI's will then attack you no matter how nice you are. Stay in second or third position and sneak a spaceship in at the end. Let your ally have supreme power, if they can achieve it. Focus on tech and cash and support their military might.

Share world maps in mid-game. You'll usually get the best effect from this around 1500 AD or so.

Feel free to ask for gifts, particularly if your ally has a lot more cash than you do. They'll warn you if they're losing patience.

Build the U.N. If you have some cash, play the AI's off against each other. Get them to focus their resources on war while you aim for space. It also helps prevent them from trading advances late in the game.

Towards the end, build some defensive improvements (SDI, SAM, Coastal Fortress) in your main cities. Even your ally may turn against you when they realize your spaceship will arrive before theirs. If they are still allied after you launch, send them to squash your new enemies.

Equip each city with at least 2 spies, to guard against espionage and sabotage.

The diplomatic game is a delicate balance; practice and experience count for a lot. As a reward for your patience, there is incredible potential for satisfaction and narrative intrigue in a diplomatic game.

HIGH FINANCE

Use capitalism in the end game to build a large cash pot in anticipation of starting your space program. Focus on civil improvements such as Supermarket; let your allies handle offensive warfare and military improvements.

Build extra caravans early on and stockpile them for building wonders and establishing trade routes.

SPACE RACE:

Sometimes you will be in a very close race at the end. Don't panic - a disciplined human can often catch up to and beat an AI, even at this late stage. Steal or buy crucial technologies (including rocketry and nuclear fission) and shave the science rate back to 0% when it comes time to make spaceship parts (or as soon as you're done researching critical techs). Sell Libraries and Universities to help fund the project.

For a 3 module ship that is fusion powered:
6 components, 15 structurals, 15.7 years to reach AC
8, 17, 13.2
10, 21, 10.0
12, 25, 8.3
14, 29, 6.7
16, 33, 5.7 -- This is the fastest ship you can build.
(courtesy of vtnmswndr@aol.com)

Wait for the top Civ(s) to launch spaceships and then send a faster one that will pass them up on the way to Alpha Centauri. Launching a 3, 16, 33 will reduce the number of rounds that Civs with 'spaceship envy' will be able to annoy you with their attacks.

TO THE VICTOR...

The final count is of 'citizens'. The number of cities doesn't matter. Happy citizens count double, so maximize happiness at the end. Each future tech is 5 points. Wonders are a bonus, so if you can sneak a couple in at the end, go for it. You might even consider capturing a couple of cities (buy them if you have a war chest) for wonders and citizens, but it's up to you whether it's worth rocking the diplomatic boat at that late stage.