Fastmoves and Apolyton have merged

August 20, 2010 Leave a comment

A couple of months ago the new staff of Apolyton and us at fastmoves decided to merge. Now finally our common site is online. We´ll be sailing under the flag of Apolyton from now on, trying to do what we´ve done here – additionally provide more services (stay tuned during the next days and weeks!).

You can find us from now on at:

As to the existing Civ4 content here – we´ll move that gradually.

Hope to see everyone visit us at our new home! 🙂

Categories: multiplayer

Fastmoves: Present and Future Plans

May 10, 2010 15 comments

Hi guys,

this is a post regarding the current situation of fastmoves. During the last weeks we didn´t post any new content. That is due to different circumstances. First there is real life with all its non-civ related shenanigans consuming our precious time. Then there is the reality of Civ5 having been announced next to Civ4 having reached the point where there is pretty much nothing new to be discovered and no challenging scenario left to be tackled.  With the exception of a fun competitive match here or there it´s pretty much Civ5 from now on. Last but definitely not least we are currently working on some big, big plans regarding fastmoves and its future concept. If nothing else news regarding this project will soon be released here. All in all the work has progressed very fast and we are closing in on completing the job…

Regarding further plans we are planning on visiting the Gamescom, the largest Games Exhibition in the World in August later this year, obviously planning on Coverage of Civ5 short before its alleged release date in September this year. Press Accredations for the event have already arrived and high-end video equipment has been secured 🙂

For now we´ve updated the library of all articles and posts released on fastmoves – see the post below this one.

Best Wishes and see you soon in a different civ world 😀

Your fastmoves staff

Categories: Uncategorized

Fastmoves Library

May 9, 2010 2 comments

This post gives a categorized overview on our work, with short descriptions of the categories or individual articles, especially for those readers, that didn´t join us right at the start.

your fastmoves staff

Introductions into Civilization Multiplayer

Introductionary articles for players that are new to Civilization Multiplayer. They contain information on concepts of civilization that are not used in singleplayer but in multiplayer and introduce the common game formats in the multiplayer community.

A summary of the ways civ4 is played in multiplayer

Civilization Multiplayer: city elimination, simultaneous turns and timer

Useful Tools: Civ4Fans, Teamspeak and Hamachi

General Articles on Civilization Multiplayer

The Art of Attacking in Civilization Multiplayer
Extensive Article on how to attack best in Civ Multiplayer explaining underlying principles, the effects of terrain and culture. Shows and explains several strong ways of attacking, like direct hit, fork and culture bomb.

Defending in Civ MP
Counterpart of the article on attacking. Explains the importance of sentry network and culture, gives advice on how to plant your cities to provide good defense, block enemy moves and how to best counter approaching stacks.

Anti-Choke: Dealing with Warriors and Archers in Ancient
Guide on how to defend against units attacking you early in game. Gives detailed information on how to anticipate units coming for you and how to best protect your buildup.

Vision range and its role for offense and defense in civilization multiplayer
Describes the rules of vision range for units, which is very important for building up a sentry network for defense on the one hand and plan sneaky attacks on the other hand.

How to read the Power Graph in Demographics
Lists of power values of important units, average unit values in each era and guide on how to device the amount of enemy army from the demography screen.

Tricks #1: The Culture Bug
Explains the use of the so called culture bug, that allows you to build culture and a unit/building in the same turn. This is a common (and important) part of later era games.

The Art of Boating
Article on efficieny and different ways of attacks via sea (commonly called boating). Gives advice on when boating makes sense and how to do so best.

Putting a Great General to good use
Explains the diffent ways a Great Geneal can be used.

The Happiness Cap
Explanations of the concept of the “happiness cap” and its impact on the game and possible strategy.

Components of Score
Article on how score is calculated, what it can tell you and when and how it effects your strategy.


Traits in ffa and Ironman
About the individual usefulness of traits for ffa and Ironman type games and how you have to adopt your game style to those traits in order to put them to full use.

Maps, Difficulty, Settings – how to adapt
Description of what impact different maps and other options like difficulty have on the game, how you need to adopt your game style to that and what influence that has on how good the different traits and civs are, with a special focus on choice of civ.

Interaction of traits and choice of leader
Article explaining how the traits interact with each other, why certain combinations aren´t good and two good traits dont make a good leader and what combinations can be useful in which situation.

When to attack and NOT attack
Guidelines on what circumstances are necessary for a war to make sense in a Ironman/cton/ffa game with special distinction from duels and teamers.

How To: Space Race

CTON #1: Getting started

CTON #2 Midgame Party

Introductions into later Eras (non ancient start)

Most players only know Civilization games starting in ancient era. However in multiplayer every era is used as starting era, to enjoy all parts civ while keeping games within a reasonable timeframe.
The buildup principles and strategies for later era starts are obviously very different from ancient (especially Renaissance and later). The articles of this category explain the basic buildup principles for their specific era and give an overview of common strategies in order to introduce players into those eras, that are new to them.

Renaissance Start, especially in Multiplayer Teamer

Modern & Future Start, especially in Multiplayer Teamers

Introduction into Industrial

Introduction into Medieval

Series MP Strategies

This series features strategies for actual ingame situations relying on our theoretical raw material in the general articles. The strategies are common or actually not so common ones, that are actually used in exactly that fashion by top players in CCC as well as regular games.

Medi 3v3 – “The Hammer”
Strategy for a massive slow stack attack with a leathal mix of Cho-Ko-Nu, Samurai, Macemen,War Elephants, Pikemen, Catapults and Trebuchets shortly before the opponent reaches Knights in a 3v3 Medieaval Inland Sea Teamer.

Ironman/ffa – “Cav Upgrade Rush”
Strategy for quickly and cheaply killing an techonologically inferior opponent in an Ironman/ffa game with a stack of Cavalry mostly upgraded from Knights.

Ironman/ffa – “The great Modern war”

Strategy for a big conquest war with Infantry/Artillerie/Machine Guns, relying on overwhelming your opponent by superior production and massive force.

Other Strategy Articles

About the Expansive Trait
Math behind and use of the strongest trait in ancient start, noble difficulty.

A Flop5 of Unique Units

A Top7 of Unique Units

National Wonders

National Wonders #1: Flop3

National Wonders #2: Top3

National Wonders #3: Good. Basic. Not Game Breaking
#4: Specific. Key for some scenarios

Series Civics in Focus

Each part explains one branch of the Civics menu. The articles contain the effects and requirements of each Civic, explain in which game formats and in which situations they can be used and give short introductions into how they can be put to their best effect.

I. Government
II. Legal
III. Labor
IV. Economy
V. Religion

Series Good UB – Bad UB

Series on Unique Buildings. Each Part evalutates two to 4 unique buildings, explaining in what situations they can be used and why they are useful there – or otherwise why they are not.

Introductory post of each Part:
There are no just good or just bad buildings
Even though the title suggests different, there are basically no just good or just bad unique buildings (and units). Every UB and UU has to be evaluated in the context of the game settings and overall strategy it´s supposed to be used in. A (fictional) unique unit archer that gets +100% against melee units is useless in an game played on Islands, where you have no (military) contact with your opponents until Astronomy is researched and archers are long obsolete. A unique building is good if it significantly supports a (playable) strategy.

#1 Research Institute, Terrace
#2 Salon, Hippodrome
#3 Mint, Ger
#4 Forum, Baray
#5 Pavilion, Stele, Rathaus, Ikhanda
#6 Assembly Plant, Mausoleum, Hammam, Ball Court
#7 Obelisk, Odeon
#8 Dun, Citadel, Totem Pole
#9 Apothecary, Garden, Dike
#10 Cothon, Trading Post, Feitoria
#11 Madrassa, Sacrificial Altar, Stock Exchange, Seowon, Mall, Ziggurat

The Fastmoves Challenge

Fastmoves multiplayer related edition of the game of the month, with video analysis on the best possible approach afterwards.

#1 Robinson Crusoe´s thirst for knowledge
Video Solution

#2 Montezuma´s Revenge

#3 Smart Ragnar

Video Solution

Quiz Time

#1: Max Production in 10 Turns


#2 The Eternal City


#3 Manchester´s Big Brother


Concept Ideas

Articles on conceptional ideas for Civilization, like new functions for building or guidelines for mapskripting.

#1 Building: Assembly Line

#2 City Commerce and Specialization

#3 Mapdesign for Multiplayer Civ


Single Player Funkiness

4 city Ancient buildup with Shaka

Report on CCC Playoff Match between clans [RUS] and [PPP]

Not Gameplay related Stuff

Civilization Network – a commentary

New Mapscript: fm_Mirror_Inland_Sea1

Echoes from the Civ World

Echos from the Civ World #1

Announcement of Civilization 5

Civilization 5: First info and screenshots

Civilization 5: “1-unit-per-tile” concept

Civilization 5: trailer by 2k.Games

Civilization 5: All known Civ5 Facts

Civilization 5: Video Content

New Civ5 Revelations

Categories: multiplayer

Challenge #3 Smart Ragnar – Solution

April 20, 2010 2 comments

After a long time and tons of problems with video programms and upload rates we finally managed to put together the solution for our last challenge (click me if you don’t have photografic memory).

The challenge simulates the standard 3-city-buildup as Ragnar of France in a Renaissance Teamer. Goal was to build as many French Muskets as possible within 30 turns while still being able to work 60 beakers in the end.

This time the video is with audio commentary by myself, though unfortunately I am pretty unfriendly, because we had to cut away my introduction. So imagine 11 second being warmly welcomed by a smiling Shizanu.  Same is true for the goodbye at the end ;). The solution itself was developed together by Jobe and me.

Have fun

P.S. We have a new software now – from next time on the video quality is going to increase significantly.

Quiz #3: Solution

April 7, 2010 9 comments

Here the solution to Quiz #3. In the end a couple of you guys even handled me changing the rules more than once :P.

Sorry for that, but since one cannot win anything here I found it more important to have the “interesting” way forced through this time even if that meant changing a thing or two I forgot in the beginning. This one was pretty complicated in terms of all the stuff one had to take into consideration and I simply didn´t get all the aspects in my mind when I designed the question. I´ll try to be more careful in the future regarding that, but then again those questions are designed to have everyone dwell into civand I hope that worked out … 🙂


  • Expansive leader of Japan
  • City planted on plains hill with Coal
  • City Size: 20
  • Working 14 flat grass Iron and 6 flat plains Iron
  • 1 Corn on the map
  • Rest of map Iron (Overall 382 Iron, 1 Corn, 1 Coal)
  • Mass Media not researched (not make Apo. Palace obsolete)


  • Globe Theatre: No

Read more…

Categories: series Tags:

The CTON #2: Midgame Party

April 5, 2010 Leave a comment

This is the second part of the CTON series. I hope you could take something out of the first part, that focused on the CTON start. Taking a quick review on the things that are important at the beginning, we came to the conclusion that a “scan” of the given game variables at the start will help you determine your strategy in pretty much every CTON. The basics, so to speak, include examining your land, chosing the right tech path regarding your starting resources, playing your traits and possibly using your UU/UB.

Today, we will “continue the game” and take a look at the things that become viable for a succsessful CTON mid game: In the first part, I will focus on meeting your enemies, “knowing” what your enemy is doing or might do, setting up the first cities, grabbing land versus GNP versus wonders, exploring the map and setting up a (first) semi sentry net. The second part includes a tech path review, talks about Units vs Technology and the full sentry net.

Read more…

Categories: CCC, multiplayer, series, strategy Tags: ,

Quiz Time #3: Manchester´s big brother

April 2, 2010 29 comments

What is the highest production you can achieve for more than one turn on a theoretical setup with the following rules?

  • Map is duel sized (24×16 tiles), e.g. Inland_Sea
  • Resources on flood plains are not allowed.
  • You can make any tile on the map be whatever you like just it have to be tiles occurring on usual civ maps.
  • You can use the entire map = make it be in your cultural borders (just as if you planted it all)
  • There is no turn limit: You can have your city build anything you like and you can research any technology you want.
  • Only those production modifiers count that apply to every project, so traits for example don´t count.
  • Overflow doesn´t count.
  • No Slaving.
  • Hanging Gardens are banned.
  • Settling Great People in the city is banned.
  • *UPDATE*: Future Techs are banned. (For future reference in relation to the solution post.)

Think up a theoretical setup (=the land to plant and work) and name what is necessary to achieve maximum production in your city.

Post your solutions as comments.

Categories: series Tags:

Echoes from the Civ World #8: New Civ5 Revelations

April 1, 2010 Leave a comment

1. Gamervision Civilization 5 preview from Pax East 2010 Exposition was at Pax East 2010 and brought back a preview of what they got presented by Firaxis.

2. Video Interview with Dennis Skirk

Interview with Dennis Skirk revealing some new information on mechanics of Civ 5. Talking among other about how Civ5 is gonna make use of the rock-paper-scissor concept known from previous civ releases.

Categories: Civilization5 Tags:

How To: Space Race

March 31, 2010 Leave a comment

This article is about how to most effectively build a spaceship under peaceful conditions, which will often decide the game in ffa-diplo style games. This can be applied 1:1 to singleplayer, presuming that techtrade is disabled or the AI too far behind to trade. Only possible exception is the Internet, as it´s usually banned in Multiplayer.

The two factors deciding how fast you are, are how long you need to research all the necessary techs and how long you need to build the final parts. You build all parts except the second Engine.

Read more…

Echoes from the Civ World #7: Civilization V – Video Content

March 30, 2010 Leave a comment

And here is another video showing an Interview with Pete Murray from Firaxis, sadly not embeddable into WordPress.

Categories: Civilization5, series Tags: ,