#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.
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.