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#圣诞节#
A Guide to Sid Meier's Civilization by Gus Smedstad, War/Strategy
Section Leader.
This is a general guide to playing Sid Meier's Civilization, based
upon my experiences with the game. Keep in mind that while the strategies
laid out here work, they are not the only possible approaches to the game.
Food Under Despotism.....................................1
Roads and Irrigation Under Despotism.....................1
Building the First City..................................2
What to Research?........................................2
Advantages of Small and Large Cities.....................2
Expansion Under Despotism................................3
Early Warfare............................................4
Talking to Other Civilizations...........................4
Citizen Happiness........................................5
Libraries, Marketplaces, Banks and Universities..........5
Government Types.........................................6
Switching to Democracy..............................6
Keeping Order in a Democracy........................7
Wonders of the World.....................................7
The Knowledge City..................................8
Later Warfare............................................8
Diplomats................................................9
Converting Woods to Plains...............................9
Loophole Strategies......................................10
The Parallelia Strategy.............................10
The Mongol Strategy.................................10
Page 1
Food Under Despotism
At the start of the game your government is Despotism, and it's likely
to stay that for some time. It's actually a good government type, but it
has one major limitation: food production.
Under Despotism, any square which produces three of an item (food,
trade, or resources) produces one less item than normal. This is a minor
effect for trade and resources, but for food the results are far-reaching.
Every citizen in a city requires two food. Any extra food beyond that
is stored away. If your city is to continue growing, you need at least one
more food than you need to feed your citizens.
The basic source of extra food for any city is the city square, since
you work that square for free. It's also automatically irrigated when you
found the city.
Until you get railroads or change to another government type, all
squares produce at most two food, with the exception of an irrigated Oasis.
This means that working a square is at most a break-even proposition for
food, and you get at most two extra food from your city square.
Working a square that produces one food, such as ocean or woods, or
unirrigated plains or hills costs you one of your extra food. You can work
at most two such squares, or one if you wish to continue growth.
Supporting a settler also costs one food.
Irrigated plains squares therefore are very important, since they
produce two food and a resource. Grasslands and rivers with resources also
produce two food and a resource.
Other government types aren't as hungry since irrigated river and
grassland squares produce three food, adding one extra food. They still
must watch their food budget when few river or grassland squares are
available.
Roads and Irrigation Under Despotism
It's likely that you will need to irrigate squares early in the game
unless you start near a river or many grassland squares with the dimple
that means resources.
Though it's not spelled out in the manual, you can only irrigate a
square that has a source of water. Initially, this means squares adjacent
to an ocean or river square. However, irrigated squares also count as a
source of water, so you can steadily irrigate inland. The "free"
irrigation you get in a city square doesn't count for this purpose.
It is not necessary to maintain the chain of irrigated squares. If,
for example, you irrigate a hill, irrigate an adjacent plains square, and
then change the hill into a mine, you will not lose the irrigation in the
plains square.
Irrigation adds one to the food in a square. However, under Despotism
this has no effect on actual production in grassland and river squares.
Under Despotism only plains benefit from irrigation, but it is very
important to irrigate plains under any government.
While the movement benefits of roads are nice, the economic benefits
are more important. Roads add one trade to a grassland or plains square.
Roads and rivers are the primary sources of trade for most cities.
The ideal square under Despotism produces two food, one resource, and
one trade. To achieve this, a dimpled grassland needs a road, and a plains
square needs irrigation and a road. Some river squares start this way, but
you cannot improve those that do not.


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    Page 2
    Building the First City
    The first pick for any new city is an unimproved plains square. Since
    you get free road and irrigation improvements in the city square, building
    on a plains square saves you the effort of improving the square later.
    Second choice is a dimpled grassland square. Resources are important
    for a small city, and starting on a dimpled grassland or plains square
    guarantees that the city square will have a resource.
    Final choice is a river square. This is gambling, since there is no
    way to tell beforehand whether the square will have any resources.
    Near a river is a good spot to found any city. Many of the river
    squares will need no improvement at all, and the river will make it easy to
    irrigate plains squares.
    If there is no river nearby, look for at least two dimpled grasslands.
    Plains squares are also nice, but you need to improve them before they will
    feed your city. Ordinary grasslands produce food, but they're empty
    calories, since they don't produce any resources.
    In any case, don't take overly long finding a spot. Every turn you
    spend wandering in search of a location other civilizations are collecting
    taxes and building items.
    What to Research?
    Which path to take in research is a difficult question. Almost all of
    the improvements are useful. Early on, the only advances to avoid are
    probably Horseback Riding, Monarchy, and Feudalism. None of these provide
    much in the way of benefits except being prerequisites for Chivalry, which
    gives you knights. Knights are nice, but not very important, particularly
    since chariots are almost as good and much easier to research.
    Early important advances are Bronze Working, which gives you
    phalanxes, and the Wheel, which gives you chariots. Later you'll want
    Ceremonial Burial and Mysticism for temples.
    The most important long term goal is Railroads. Railroads are an
    overwhelming advantage. First, they cut your defense costs enormously,
    because you can shuttle units anywhere along your rail net in one turn.
    Second, any square with a railroad gets a 50% bonus to all food, trade, and
    resource production. Once you have railroads, you should build one in
    _every_ square you are using, just for this production bonus.
    Advantages of Small and Large Cities
    Though the player's notes claim that bigger cities are always better,
    they are mistaken. Small cities have several advantages.
    The most important one is the free use of the city square. A size ten
    city can work eleven squares, including the city square. Ten size one
    cities can work twenty squares, one for each citizen and one for each city
    square.
    Small cities grow faster under Despotism. Every new citizen costs ten
    stored food plus ten food for every existing citizen in the city, or half
    that if the city has a granary. A size ten city spends 110 food to make a
    new citizen, or 55 if it has a granary. A size one city spends 20 food to
    make a new citizen, or 10 food if it has a granary. Under Despotism,
    larger cities don't have more surplus food.
    Large cities require expensive improvements to keep the populace
    content. Once a city grows past a certain size, every new citizen is
    unhappy instead of content.


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      Page 3
      If you have version 3.0 or later of Civilization, you will find that
      this last advantage no longer exists. Once you build a certain number of
      cities, every new citizen in _any_ city, regardless of size, will be
      unhappy.
      Larger cities do have definite advantages as well. While smaller
      cities can work the land with fewer citizens, larger cities can get more
      from that work. City improvements can double the effective trade and
      resource production of the land. These improvements are impractical for
      small cities, since they cost more to maintain than they produce unless the
      city is large.
      Larger cities can also absorb more unhappy citizens without going into
      civil disorder. This is crucial to waging war in a Democracy or a
      Republic.
      Expansion under Despotism
      Early in the game, cities should be small, to get the maximum benefit
      from small population and to keep costs down. However, when founding new
      cities, you must keep in mind that eventually your expansion will stop.
      Sooner or later you will run into another civilization, or fill up your
      starting continent. With that in mind, you should found cities roughly 3
      or 4 squares apart so that they won't overlap when they reach their maximum
      growth.
      Initially, set taxes to 0% and science to 100%. You don't have any
      expenses so you don't need to collect taxes, and your people are content
      without luxuries.
      Build a militia to explore the countryside. They're cheap and
      expendable, and you need to know where to build your next city.
      Next, build another unit to defend your city, a militia or a phalanx
      if you have bronze working. Now you can start building settlers to found
      new cities.
      Each time you build a new city, you should immediately assign or build
      a militia or phalanx to defend it. Even relatively friendly civilizations
      will take an undefended city, and even warlike civilizations will talk
      before attacking a defended city.
      Once you have cities in all the suitable locations near your home
      city, you can begin improving your home city. Your home city should build
      one more settler to build roads and irrigation and then shift to things
      like a granary or a temple.
      Every city should follow the same pattern. Once it is no longer on
      the frontier, it should build a single settler and then shift to city
      improvements.
      Early Warfare
      The most important early military units are chariots, catapults, and
      phalanxes. Other units such as militia, cavalry, and legions are generally
      bad buys.
      Most early units have a very low defense strength (one), so often the
      side that attacks first will win. Chariots and cavalry move two spaces
      each turn, so they can advance and attack. Other units must move adjacent
      to the enemy first, which means the enemy can attack first and likely win.
      Chariots are better than cavalry because they're stronger and cost the same
      to maintain.


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        Page 4
        Sometimes, though, the defender has the advantage. Hills double
        defense strength, and mountains triple it. A fortified phalanx on a hill
        has a defense strength of 6, which is enough to defeat a chariot's attack 3
        times out of 5. Even in grassland, a fortified phalanx is fairly strong.
        Catapults do better than chariots attacking positions like this, though
        they both cost the same.
        It's important to note that units stacked together only defend as well
        as the best defensive unit in the stack. If a stack is attacked and loses,
        the entire stack will be destroyed unless the units are in a city.
        Sometimes it's worthwhile to stack a defensive unit such as a phalanx
        with an offensive unit such as a catapult or a chariot, but it's usually a
        bad idea to stack more units than that.
        Talking to Other Civilizations
        Unless you are a Democracy or a Republic, it's almost always
        worthwhile to talk to an ambassador from another civilization. Republics
        and Democracies must be more selective about whom they receive, since the
        senate will accept any peace offer.
        Early on, almost all civilizations are willing to make peace, even if
        they make threats first. It costs nothing to accept peace if you are not a
        Republic or Democracy, since you can always break the treaty at will.
        On the other hand, demands for tribute almost never get any response
        if you've already accepted a peace treaty. If you really wish to demand
        tribute, and don't mind being at war, refuse the offer of peace. If the
        other civilization is truly afraid of you they will offer money,
        civilization advances, or both in exchange for peace.
        Normally, Democracies can't start wars. However, you _can_ use the
        "revolution" option, which turns you into an anarchy, and then attack.
        When the government menu pops up, you can choose democracy again.
        The problem is that even if you have the Pyramids, this costs you a
        lot of food and cash, because anarchy produces far less of these items,
        just like Despotism. The reduced food income may starve some cities.
        Further, you get massive corruption, which costs you even more cash. Since
        most democracies rely on some of that heavy cash flow to pacify citizens
        with luxuries, you also get civil disorder, which halts production.
        Democracies and Republics can, however, still use a diplomat to incite
        a revolt in an enemy city. This will provoke a war immediately, without
        the expense of revolution.
        Another tactic is to take several squares away from an enemy city by
        first placing a diplomat or caravan in the square and then moving another
        unit into the square. This usually provokes a war fairly quickly.
        Citizen Happiness
        Depending on the difficulty level, the first few citizens of a city
        are automatically content. At Chieftain this is 6, at Warlord 5, at Prince
        4, at King 3, and at Emperor 2. After that every new citizen will be
        unhappy.
        The short term solution to unhappy citizens is to remove some workers
        from the land and make them entertainers. This solves the problem quickly,
        but it's very expensive. The city may halt growth or even starve.
        The cheapest way to pacify citizens for a Despotism is military force.
        Extra phalanxes don't cost much to build, and don't cost anything to
        maintain unless the city has already built several other military units.
        For other governments, military force is expensive, since military
        units cost 1 resource/turn, and each unit only pacifies one citizen.


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          Page 5
          Despotisms reach this limit too, once the city is supporting at least one
          military unit per citizen.
          A temple is the next cheapest way to keep the city content. A temple
          costs $1/turn, and pacifies two unhappy citizens, so it costs $0.5/citizen.
          A cathedral costs $0.75/citizen, and a colosseum $1.33/citizen.
          Luxuries are more expensive. The first luxuries make content citizens
          happy at $2/happy citizen. Each happy citizen offsets one unhappy citizen,
          so the overall cost is $2/citizen. Later luxuries first make an unhappy
          citizen content for $2, and then $2 more to make him happy, which is still
          $2/citizen.
          $2/citizen is still a bit cheaper than 1 resource/citizen. A "rush
          job" costs anywhere from $4/resource to $2/resource, depending on how much
          of the new item you purchase with cash.
          Despotisms, Monarchies, or Communist governments generally don't spend
          money on luxuries, since these governments are often short on cash.
          Republics and Democracies generally _must_ spend money on luxuries, since
          it's the only way to offset citizens unhappy about military units.
          Libraries, Marketplaces, Banks and Universities
          Libraries and universities increase your research, marketplaces and
          banks increase your tax and luxuries. All of them cost money to maintain,
          so you must balance the costs against the benefits.
          If a city is producing at least 4 lightbulbs, consider a library, and
          if it has 8 or more, definitely build one. Universities are slightly more
          complicated, since you must account for the 50% library bonus that's
          already there. Generally, if it has 12 or more lightbulbs, consider a
          University, and if it has 24, definitely build one.
          Libraries cost $1/turn, and Universities $3/turn. Both add 50% to
          research. To obtain any advantage, you need to gain an extra 2 lightbulbs
          from a library and 4 from a university. 2/50% = 4 lightbulbs. 4/50% = 8
          lightbulbs, but the library is already adding 50%, so that means 12
          lightbulbs.
          Libraries and Universities cost resources to build, resources that you
          would use for something else to improve your civilization. Once a city is
          past the break-even point, consider what else you'd rather build.
          Sometimes you just have spare resources, so the decision is easy. Other
          times you'll be at war, so military units are more important, or you'll
          want another improvement such as a cathedral.
          You can use these same criteria for marketplaces and banks if you
          substitute tax plus luxury for lightbulbs, or perhaps just tax. This is a
          complicated question, since extra luxuries don't benefit you directly. If
          all of your cities have extra luxuries, however, you can lower your luxury
          rate, which will give you more money for tax and research. Extra luxuries
          in a city also means a Democracy or a Republic can afford more military
          units, since the extra happy people offset the ones unhappy about the
          military units.
          As a general rule, only Republics and Democracies generate enough
          trade to get real advantages from Universities and Banks.
          Government Types
          Despotism and Democracy are the strongest government types in the
          game. Despotism has an overwhelming production advantage early in the
          game, because a Despotism pays little or no maintenance costs for military
          units.


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            Page 6
            Monarchy and Communism produce more food than Despotism, but the extra
            food is not worth the resource production lost to maintenance costs. On
            the other hand, Monarchy and Communism are more forgiving of mistakes than
            the other governments. Despots must worry about food production, and
            Republics and Democracies must worry about citizens unhappy over military
            units.
            Republic and Democracy nearly double the trade of Despotism and the
            other governments, which _is_ enough to offset the maintenance costs.
            These governments cannot use military force to pacify citizens, but this is
            not a serious problem, since luxuries are cheaper than military force under
            Monarchy or Communism.
            In a Republic, military units generate fewer unhappy citizens than in
            a Democracy. If your civilization is fairly widespread, though, the money
            you gain by eliminating corruption with Democracy will more than pay for
            the luxuries you must buy to offset those unhappy citizens. It's also much
            easier to keep the outermost cities happy.
            Switching to Democracy
            Switching to Democracy can be a painful process, and sometimes it
            seems it's impossible to make everyone happy afterward. Once you've
            actually made the switch, inspect every city to make sure that all units in
            the city actually belong to that city. If any don't, select them and
            change their ownership with the Home command. Next, dump _every_ military
            unit not in a city. It's hard wasting units, but the unrest at home may
            otherwise be too hard to control.
            Your income has just increased radically, so reduce your tax rate
            until your income is the same as your expenses, or perhaps a bit more. Now
            increase your luxury rate to the maximum, and then reduce it one step at a
            time until a glance at the Attitude report shows a city with more unhappy
            citizens than happy ones. Now raise it back a notch so that city won't go
            into civil disorder.
            Keeping Order in a Democracy
            Keeping the citizens happy under Democracy can be difficult, since you
            can't fall back on military force as you can under more repressive forms,
            and every military unit outside a city generates two unhappy citizens.
            Generally you get 2 trade/citizen with Democracy. A 30% luxury rate
            and a temple will keep your city happy to about 5 citizens (2 basic content
            citizens, 2 from the temple, 1 pacified with luxuries), at which point
            you're getting 10 trade. If you add 30% taxes to that figure, you've got 6
            luxuries and taxes, and a marketplace looks attractive. Certainly a
            cathedral or a colosseum would be overkill.
            A temple, marketplace, and 30% will hold you to 7 citizens (14 trade x
            30% = 4 x 1.5 marketplace = 6 lux = 2 happy citizens, 1 content, 4 unhappy,
            which the temple makes 2 happy/3 content/2 unhappy). Your choices are a
            bank, a colosseum, or a cathedral. The colosseum is cheapest to build, but
            very expensive to maintain. A cathedral costs more, and is cheaper to run.
            A bank is a bit more than the colosseum, and doesn't increase your limit as
            much, but is effectively very cheap to run since it increases taxes as
            well.
            A marketplace/bank, temple, and 30% luxuries brings you to 10 citizens
            (20 trade x 30% x 2 market/bank, +2 temple = 4 happy/2 content/4 unhappy).
            At 7 citizens, the net cost is $3/turn - 14x50%x30% tax = $1/turn, and at
            10+ citizens it's $0/turn.


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              Page 7
              The next step is a cathedral. It's more expensive to build than a
              colosseum, but operating costs are becoming a real concern - a size 10+
              city probably has a granary, an aqueduct, and a library as well, so the
              costs are $1+$1+$3+$1+$2+$1 = $10/turn. Taxes are 20x30%x2 = $12/turn, so
              you're just breaking even.
              Temple, marketplace, bank, cathedral, 30% luxury gives us 20 citizens
              (40x30%x2 +2 temple +4 cathedral = 7 happy/6 content/7 unhappy). This is
              the absolute population limit - any more citizens MUST be specialists. If
              need be, they can be Elvises, though that's strictly break-even.
              Wonders of the World
              The various Wonders of the World vary greatly in quality, though by
              the end of the game you'll want all of them under your control.
              The best Wonder is without a doubt Women's Suffrage. With Women's
              Suffrage, a Republic can wage war without any unhappiness, and a Democracy
              can wage war with severely reduced unhappiness.
              Next in quality are the Colossus and Copernicus's Observatory (if used
              together), J.S. Bach's Cathedral, the Cure for Cancer, and the Hoover Dam.
              Other good Wonders are the Pyramids, Isaac Newton's College,
              Magellan's Expedition, Michelangelo's Chapel, and the SETI program.
              The Apollo Program is an oddball, since the benefit is nice but small,
              but it's required to reach Alpha Centauri. If there are other advanced
              civilizations about, building the Apollo Program will result in a space
              race which the other civilizations may very well win.
              The Great Wall and the United Nations aren't worth much, since other
              civilizations will often offer peace and then break the treaty within a
              turn or two.
              Most of the early Wonders expire quite quickly, with the exception of
              the Colossus and the Pyramids, so they are rarely worth building.
              The Great Library can sometimes be used to good effect, but in general
              it's just a way of playing catch-up, since you don't get an advance until
              at least two other civilizations have it. This Wonder is worth more in
              games with many civilizations.
              At the higher difficulty levels in can be difficult to build the
              Colossus or the Pyramids before another civilization does. One strategy to
              counteract this is to follow the usual expansion strategy, except that once
              you have built a second city, one city should start work on the Wonder.
              The remaining city should continue to send out settlers to expand. It
              should also periodically send a phalanx to the Wonder-building city, since
              the Wonder city is not building troops or temples to keep its citizens
              happy.
              The Knowledge City
              One very useful strategy is to place both the Colossus and
              Copernicus's Observatory Wonders of the World in the same city, creating a
              "knowledge city" which produces lightbulbs at a fantastic rate. Many
              players overlook these two Wonders because they only affect one city.
              Taken together, though, their effects multiply, making them twice as
              effective as two separate cities each with just one of these Wonders.
              The Knowledge city can shift the burden of research from many cities
              with libraries and possibly universities to a single city with the
              Colossus, Copernicus's Observatory, a library, and a university. A
              library/university pair costs 240 resources. The Colossus/Copernicus


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                Page 8
                combination adds 500 resources to that cost, about as much as 2
                library/university pairs, but improves the city's research by a factor of
                4. Further, they don't require upkeep, and you get additional tax/luxury
                income from the Colossus.
                Even more important, you can place the Knowledge City to maximize
                trade, which is harder to do with several other cities. Maximal food is
                important too, since you want a large population. Generally this means
                picking a spot with lots of grasslands, plains, and rivers and putting
                roads in every plains and grassland square.
                Gold would seem to be very nice for a Knowledge City, but Gold squares
                don't produce any food. Under Despotism, this will halt your city growth
                entirely, and it can stunt it badly under any government until you have a
                large surplus from irrigated grassland and river squares. So if you can
                pick a spot with plenty of grasslands near a gold square, do so, but hold
                off on using the gold until you have left Despotism and have at least 4-5
                extra food production.
                Later Warfare
                Warfare remains much the same through the rest of the game.
                Musketeers aren't much better than phalanxes, and cannons aren't much
                better than catapults. Not until the introduction of battleships,
                riflemen, and tanks does technology make much difference.
                Until the introduction of Bombers and Artillery late in the game, city
                walls can make a city very difficult to capture. If the enemy civilization
                is not a Despotism, however, it must pay 1 resource/turn for every unit in
                the city. If you cover every square in range of the city which can produce
                resources with one of your units, the target city will have only the city
                square's resources. All but one of the defenders will vanish because the
                city can't pay for them.
                Battleships are the best military unit in the game. Not only do they
                have the highest attack and defense strength, they move very quickly,
                particularly if you have Magellan's Expedition.
                Bombers are too expensive for what they do. They do have the
                advantage of ignoring city walls, but fighters can shoot them down very
                easily, and they can only make one attack every other turn. Artillery is
                superior in just about every way.
                Nukes are something of an iffy proposition, since the massive
                pollution they create can ruin land all over the world by triggering global
                warming. At sea, though, they're perfectly safe. They're also good for
                taking an enemy capitol that you must take quickly in order to force the
                recall of a spaceship.
                Building the Manhatten Project is a terrible idea if any of the other
                civilizations have or will have shortly the ability to build nukes. Other
                civilizations are generally quite lax about the use of nukes.
                Diplomats
                Diplomats are actually very good units, though they're easily
                overlooked since they don't attack like other units. Diplomats don't have
                any maintenance cost under any government, and they don't make republics or
                democracies unhappy.
                The most important use of a diplomat is to establish an embassy. This
                gives you a lot of information about the other civilization, and gives you


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                  Page 9
                  constant reports on the other civilization's progress for the rest of the
                  game.
                  Inciting a revolt is the next most important ability, particularly if
                  the target city has city walls. Alternately, a wave of diplomats can
                  perform sabotage on the city until one destroys the walls.
                  Bribing single enemy units is usually too expensive, but it can be
                  useful in an emergency.
                  Aside from their other abilities, diplomats can be useful just leading
                  other units. Normally, a unit cannot move from one square adjacent to an
                  enemy unit directly to another square adjacent to an enemy unit. Diplomats
                  don't have this restriction. Other units can also ignore this restriction
                  if the destination square already has a friendly unit, even if that unit is
                  just a diplomat. Diplomats therefore can lead other units into squares
                  they couldn't otherwise reach.
                  Converting Woods to Plains
                  When you've made all other improvements you can, including mining all
                  the nearby hills, it's worthwhile to convert any woods squares to plains
                  for a Republic or a Democracy. Woods only produce 1 food, and your city
                  size is limited by food production. By converting to plains you make the
                  square self-sufficient, so you can spend that extra food on utilizing
                  another 1 food square, such as a mined hill or an ocean. Woods produce 2
                  resources; plains + hill produces 4 resources and 2 trade, and plains +
                  ocean produces 1 resource and 5 trade. Resources cost about $2 each in
                  rush jobs, so even if production is your only concern plains + ocean is
                  still better.
                  The Woods/Plains tradeoff becomes even more extreme once you have
                  railroads. Woods with RR produces 1 food and 3 resources. Plains with RR
                  produces 3 food, 1 resource, and 2 trade. That extra food means you can
                  now support 2 extra 1 food squares, or a specialist.
                  Specialists are generally a bad buy, since they produce only 2 trade,
                  and practically any square produces that under Republic/Democracy.
                  sometimes you have no choice, though, as when the city is unhappy or has
                  more citizens than available squares.
                  Still, even an extra specialist and 2 trade (total 4 trade) is worth
                  roughly 2 resources, which is what you lose by converting from woods.
                  Money from trade is more flexible than resource production, and more
                  important in the endgame.
                  Loophole Strategies
                  The Parallelia and Mongol strategies are game-beating strategies that
                  exploit loopholes in versions 1.0 and 2.0 of Civilization. Both of them
                  are fairly sure wins at any difficulty level, but they remove much of the
                  enjoyment of playing Civilization, since they avoid two important facets of
                  play: city improvements and citizen happiness.
                  Both strategies start with the same early expansion outlined in
                  "Expansion Under Despotism."
                  The Parallelia Strategy
                  The Parallelia strategy is exploits the free square of each city to
                  the utmost.


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                    Page 10
                    Once you have run out of room to expand, plant a city in every plains,
                    grassland, or river square. Do not build any roads or irrigation, since
                    these come automatically with a new city.
                    Eventually you will carpet almost your entire territory with size 1
                    cities. Any city that is not working a hill, mountain, or ocean square
                    should support a Scientist instead. Only outer cities need have an
                    military units.
                    This strategy produces technology advances at an incredible rate under
                    any government. In effect, each square produces 3 trade under Despotism,
                    or 4 under Republic or Democracy, since the Scientist is worth 2 trade, and
                    there are no costs for city improvements.
                    With version 3.0 of Civilization, cities under 5 citizens cannot
                    support scientists or taxmen, so the Parallelia strategy is unworkable.
                    The Mongol Strategy
                    The mongol strategy is relies upon the production advantages of
                    Despotism and the efficiency of small cities. The basic premise of the
                    strategy is to concentrate all production on military units and overrun
                    enemy civilizations with your hordes.
                    Once you run out of room to expand, plant more cities in the spaces
                    between the original cities. Continue to do this
                    Maximum city size under the mongol strategy is 3, because a size 3
                    city requires no crowd control beyond the single unit you'd want for
                    defense. Once a city reaches size 3, you should switch citizens from 2-
                    food squares to 1-food squares until you have no excess food production. A
                    normal mongol city works 2 irrigated plains squares or grasslands with
                    resources, one of which is the city itself, and 2 woods or mined hills, for
                    a total of 6 resources.
                    Tax is initially 100% science. Your goals for research are the Wheel
                    for chariots, Mathematics for catapults, and Navigation for sails.
                    Absolute minimum is the Wheel and Map Making. Once you reach those goals,
                    you can either set tax to 100% for more units or keep doing research.
                    You should build no city improvements except for barracks, which cost
                    no money to maintain. You should not build Wonders of the World, though
                    you may capture a few from your enemies.
                    Version 3.0 of Civilization has several changes designed specifically
                    to thwart the mongol strategy. The most important is that citizens become
                    progressively more unhappy as you acquire more cities. Eventually it is no
                    longer worthwhile to build or capture more cities.
                    It is still possible to use the mongol strategy with version 3.0, but
                    more difficult. You must build temples to assist with the keeping the
                    peace, which was not necessary before, and often deliberately destroy or
                    starve captured cities. Barracks are also prohibitively expensive to
                    maintain, so you should not build them.
                    Last edited by Martin G黨mann; December 11, 2010 at 18:28.


                    IP属地:广西10楼2017-01-11 11:11
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                      Really appreciate it, however, how to play it on PC?


                      IP属地:新加坡11楼2019-08-14 23:32
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                        小弟不才 靠机翻大概能看懂 借花献佛 发出来方便大家 一起凑合看 英文好的请自行翻译
                        专制下的食物..................................... 1
                        专制统治下的道路与灌溉..................... 1
                        建立第一个城市..................................... 2
                        研究什么.......................................................2
                        大小城市的优势..................... 2
                        专制扩张.................................. 3
                        早期战争............................................4
                        与其他文明交谈........................ 4
                        公民幸福........................................ 5
                        图书馆,市场,银行和大学....... 5
                        政府类型..................................................6
                        切换到民主..................... 6
                        保持民主秩序........................ 7
                        世界奇观..................................... 7
                        知识之城.................................. 8
                        以后的战争.....................................................8
                        外交官......................................................9
                        将树林转变为平原...................... 9
                        漏洞策略...................................... 10
                        并行策略....................................................10
                        蒙古战略........................ 10


                        IP属地:重庆12楼2020-01-09 21:42
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                          第1页
                          专制下的食物
                          在游戏开始时,您的政府是专制主义,这很可能保留一段时间。这实际上是一种很好的政府类型,但是有一个主要限制:粮食生产。在专制统治下,任何产生三个物品(食物,
                          贸易或资源)生产的商品比正常情况少一。这是未成年人对贸易和资源的影响,但对粮食的影响却是深远的。
                          一个城市中的每个公民都需要两种食物。除此之外还有其他食物被存储了。如果您的城市要继续发展,则至少需要一个食物要比养活公民所需的更多。
                          任何城市的基本食物来源都是城市广场,因为您免费为那个广场工作。您也可以自动灌溉
                          找到了这座城市。
                          在您获得铁路或改用其他政府类型之前,所有正方形最多可生产两种食物,但灌溉绿洲除外。
                          这意味着为一个正方形工作最多是一个收支平衡的命题食物,而您在城市广场上最多只能得到两种额外的食物。
                          在生产一种食物的广场上工作,例如海洋或树林,或未经灌溉的平原或丘陵让您多花钱之一。你可以工作最多两个这样的正方形,如果您想继续增长,则为一个。
                          支持定居者也要花一顿饭。因此,灌溉平原广场非常重要,
                          因为它们生产两种食物和一种资源。
                          草原和河流也有资源生产两种食物和一种资源。
                          自从河水灌溉和草原广场生产三种食物,增加一种食物。
                          他们仍然很少有河流或草原广场时,必须注意他们的食物预算可用。
                          专制统治下的道路与灌溉
                          您可能需要在游戏开始时就灌溉广场除非您从河或酒窝附近的许多草原广场开始
                          这意味着资源。
                          尽管手册中没有详细说明,但您只能灌溉有水源的广场。最初,这意味着相邻的正方形
                          到海洋或河流广场。但是,灌溉正方形也算作水源,因此您可以稳定地向内陆灌溉。免费”
                          您在城市广场上进行的灌溉不计入此目的。
                          不必维护灌溉正方形的链。如果,例如,您灌溉一座小山,灌溉附近的平原广场,然后
                          然后将山坡变成矿山,您将不会失去平原广场。
                          灌溉将食物添加到正方形中。但是,在专制统治下这对草地和河流广场的实际产量没有影响。
                          在专制统治下,仅平原受益于灌溉,但这是非常有利的。
                          在任何政府下灌溉平原都很重要。
                          道路的移动收益不错,但经济收益更重要。道路为草原或平原广场增加了一笔交易。
                          道路和河流是大多数城市的主要贸易来源。专制下的理想广场产生两种食物,一种资源,和
                          一种交易。为了实现这一目标,一个坑洼的草地需要一条道路和一块平原
                          广场需要灌溉和道路。一些河流广场就这样开始,但是你不能改善那些没有的。


                          IP属地:重庆13楼2020-01-09 21:42
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                            第3页
                            如果您使用的是文明版本3.0或更高版本,则会发现最后的优势不再存在。一旦建立了一定数量的个城市,每个城市中的每个新公民,无论规模大小,都将不开心较大的城市也确实具有明显的优势。虽然较小城市可以用更少的人口来耕种土地,大城市可以得到更多
                            从这项工作。城市的改善可以使有效贸易增加一倍,并且土地资源生产。这些改进对于
                            小城市,因为维护成本比生产成本高,除非城市很大。
                            大城市也可以吸收更多不快乐的公民,而无需进入内乱。这对于在民主国家或其他国家发动战争至关重要共和国。
                            专制统治下的扩张
                            在游戏初期,城市应该很小,以获得最大的收益人口少并降低成本。但是,当发现新的
                            在城市中,您必须牢记,最终您的扩张将停止。迟早您会遇到另一种文明,或充满您的
                            起始大陆。考虑到这一点,您应该找到大约3个城市或相隔4个正方形,以便在达到最大值时不会重叠增长。
                            最初,将税收设置为0%,将科学设置为100%。你什么都没有费用,因此您无需收税,而您的员工很满意没有奢侈品。
                            建立一支民兵,探索乡村。它们很便宜消耗品,您需要知道在哪里建造下一座城市。
                            接下来,建立另一个单位来捍卫您的城市,民兵或方阵如果您有青铜工作。现在您可以开始建立定居者了新城市。
                            每次建造新城市时,都应立即分配或建造保卫民兵或方阵。甚至相对友好的文明
                            将会占领一个不设防的城市,甚至战争文明都会谈论在进攻防御城市之前。
                            在您家附近所有合适的地点都拥有城市后城市,您可以开始改善自己的居住城市。您的故乡应该建再有一个定居者来修路和灌溉,然后转移到其他地方像粮仓或寺庙。
                            每个城市都应遵循相同的模式。一旦不再边境,它应该建立一个单一的定居者,然后转移到城市改进。
                            早期战争
                            早期最重要的军事单位是战车,弹射器和指骨。其他单位,例如民兵,骑兵和军团坏货。
                            大多数早期部队的防御力都很低(一个),所以通常首先进攻的一方将获胜。战车和骑兵移动两个空间每回合,他们就可以前进并进攻。其他单位必须相邻移动首先向敌人进攻,这意味着敌人可以首先进攻并有可能获胜。
                            战车比骑兵更好,因为它们更强大,成本也一样保持。


                            IP属地:重庆15楼2020-01-09 21:43
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                              第4页
                              有时候,后卫有优势。小山双防御力量,山高了三倍。山上的坚固方节
                              防御强度为6,足以战胜战车的攻击35倍。即使在草地上,坚固的方阵也相当坚固。
                              弹射器比战车攻击像这样的位置要好他们都花钱一样。
                              重要的是要注意,堆叠在一起的单位也只能防御作为堆叠中最好的防御单位。如果堆栈受到攻击并丢失,除非单位在城市内,否则整个堆叠将被摧毁。
                              有时值得一堆防御部队,例如方阵带有弹射器或战车等进攻单位,但通常是
                              堆积更多的单位不是一个好主意。
                              与其他文明对话
                              除非您是民主国家或共和国,否则几乎总是值得与另一个文明的大使交谈。共和国
                              民主国家必须对接收对象有更多的选择,因为参议院将接受任何和平提议。
                              早期,几乎所有文明都愿意建立和平,即使他们首先提出威胁。如果你不是一个和平主义者,接受和平是没有任何代价的。
                              共和制或民主制,因为您随时可以随意违反条约。另一方面,敬意的需求几乎永远不会得到任何回应如果您已经接受了和平条约。如果您真的想要求敬意,不要介意战争,拒绝和平的提议。如果其他文明真的害怕你会提供金钱,文明进步,或两者并存,以换取和平。
                              通常,民主国家不会发动战争。但是,您可以使用“革命”选项,将您变成无政府状态,然后发起进攻。弹出政府菜单时,您可以再次选择民主。
                              问题是,即使您有金字塔,也要花费您一个大量的食物和现金,因为无政府状态产生的这些物品少得多,就像专制粮食收入减少可能会使一些城市饿死。
                              此外,您将获得大量腐败,这将花费更多现金。以来大多数民主国家依靠大量现金流安抚公民有了奢侈品,您还会陷入内乱,从而停止生产。
                              但是,民主国家和共和国仍然可以使用外交官煽动敌方城市的叛乱。这将立即引发一场战争,而无需牺牲革命。
                              另一种策略是,从敌方城市首先将外交官或大篷车放在广场上,然后再移动另一个
                              单位进入广场。这通常会很快引发战争。
                              市民幸福
                              根据难易程度,城市的前几个公民自动满足。在酋长是6,在军阀5是在王子
                              4,国王3和皇帝2。之后,每个新公民都将成为不开心
                              对不满的公民的短期解决方案是遣散一些工人从土地上使他们成为娱乐者。这样可以快速解决问题,但是很贵这个城市可能停止增长,甚至饿死。
                              平息公民专制的最便宜方法是军事力量。多余的方阵不需要花很多钱,也不需要花任何钱
                              除非该市已经建立了其他几个军事单位对于其他政府来说,军事力量是昂贵的,因为军事
                              单位每回合耗费1资源,并且每个单位只能安抚一位公民。


                              IP属地:重庆16楼2020-01-09 21:43
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