![]() Make sure it's a balance of food and production: No Food = no more pop = no more citizens working tiles = low production city. In general, having three tiles with a score of 4 or higher is ideal. You want to have as high of a "score" as possible for your city. Science/Culture is worth 2 points.įor later cities: Faith is worth 0.5 points (once you have a pantheon), Science/Culture is worth 1 points (one you have a campus/theater district). Gold is worth half a point.įor your First City: Faith is 1 point if you know you want a particular early pantheon ASAP. "Score" of Adjacent Tiles: Imagine each yield on a tile is worth 1 point: A Grassland tile is 2 food/0 production = 2 points. House = Max Population Size = Max yields from the city. Where do I settle? You're looking for four things:Īccess to Water: Adjacent to River/Lake is best, otherwise adjacent to coast. Secure Friendships and Alliances to that people can't kill your religious units by declaring war on you. Religious: Spread your religion fast and early. Prevent Scored Competitions like Foreign Aid Requests from happening, or work hard to win. How to Stop It: Work with other Civs to make world congress not vote the way the leader wants. Gold for Foreign Aid requests = Commercial Hubs/Harbor Districts. Priorities: Envoys for Suzerenity = Diplomatic Favor points = Win votes. Closed Borders, don't trade with culture civs.ĭiplomatic: Earn Diplomatic Victory points by winning World Congress votes and winning diplomatic challenges (World Cup, Requests for Aid, etc). How to Stop It: Generate more Culture for yourself. Commercial Hubs/Harbors for Trade Routes + Great Merchants. Priorities: Theater District in every city to fit great work slots. ![]() ![]() Any improvement that gives a tile +Culture or +Faith also gives +Tourism once you have Flight. Think of Rock Bands as units that send bursts of Tourism directly to a single country, instead of a slow trickle to all countries.ĭon't neglect Science - getting to Flight tech is very important. ![]() Think Culture = HP, Tourism = Damage: reduce all other Civ's "HP" to 0.įaith is a very important end-game currency (Rock Bands, Naturalists) - even if you don't have a religion. Learn Tourism Modifiers (for example: Open Borders = +25% Tourism, Trade Routes = +25% Tourism, Different Governments = -10% to -40% depending on era) to multiply your Tourism. Early game aggression saves lives.Ĭulture: Generate Tourism (from Wonders, Great Works, National Parks, Rock Bands) that is more than the Culture generated from every single other Civ since the start of the game. The longer you wait = the bigger their tech advantage = the stronger their units = the harder it is. How to Stop It: Spies to sabotage production/pillage spaceports. Diplomoatic Quarter to weaken enemy spies. Many Trade Routes = Can stack domestic trade routes to drastically increase production at end game. A couple VERY high production cities (Industrial Zones, Encampments, etc). Priorities: Campus District in every city to maximize Science. High Population Cities = more districts, more base science production. Science: Research the end of the tech tree, and then spend TONS of production on Spaceports and Spacerace projects. While the video series might help, some concrete advice:
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