Archive for the ‘multiplayer’ Category

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 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.

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: ,

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…

The CTON #1: Getting started

March 28, 2010 2 comments

The C4P league has by now four key game types that people play pretty much every day: Duels, Teamers, OCC, Ironman and CTONs. I will start a series about CTON games since this type is the one most people start with and one with fairly high variables and many strategies. This first post of the CTON series will be an introduction to the game type, rules, strategies and common ideas.

CTON can be compared to what people call FFA (free for all) on the lobby, although it has some important rules that make it a lot different from what you might know. The game type, and that part might be a fairytale, was originally invented by a Canadian player called CTON. She made up the rules a long, long time ago and people still seem to like them. A new “translation” of the term CTON caught my attention: Can’t Trade Or Negotiate. It sums up what the game is all about: Always war with your opponents, no private talk, no tech trade. You’re basically on your own and have to expect armies coming in from each side. The game is usually played on inland sea, which means that each player has one opponent on each side. CTONs can involve 5-6 (usually) up to 10 players on varying map sizes and sea levels.

What are the common rules? How do I start?

The settings that are most common and also played in the Civilization World Clan Championship Cup (CCC) are the following:

Players: 5-8+
Turn Limit: 120 (usually on the lobby) up to 140 (CCC Final Round)
Map: Inland Sea, small with 6 or less, standard with 7 or more.
Sea Level: Medium.
Era: Ancient
Civ Choice: Random, unrestricted leaders on, anonymous
City Elimination: 2
Balanced Resources
Spies allowed
Always War

Read more…

MP Strategies #3: Ironman/ffa – The great Modern war

March 24, 2010 2 comments

This edition of MP Strategies features about the only possibility to fight a war relying on brute force against an opponent that is rather close to you in tech and production in an Ironman/ffa game.

The Idea

When you are running a cottage economy from the point of having researched Democracy on, your production will quickly multiply. While before you have virtually no base production and slave everything, Universal Suffrage already gives you about 1:4prod: per tile you are working, providing you with a good base production.

Now we will combine two effects in order to again quadruple our production and then pump out a huge army. First is that with running Universal Suffrage a golden age about doubles your base production giving you a huge production boost. This is the reason, why you should safe your golden ages for after Democracy anyway, but for this strategy it’s even more vital.

The second effect is, that with Steam Power and Assembly Line the huge bulk of building for increasing production becomes available: Levee, Factory and Coal Plant also doubling your production, both things combined make the quadrupling.

Obviously golden ages don’t last forever, but for the major part of the army production phase, you will be running them. Usually you will blow two, if possible GP wise even three golden ages into this. This is 18 Turns golden age – if you were able to the Mausoleum of Mausolossos (probably strongest Ironman wonder anyway) even 27 turns. Thats the time you will you for building your army.

After having set up your production you produce a huge stack of Infantry, Machine Guns and Artillery, that is very difficult to counter, because of Machine Guns immunity to collateral damage and move in on your opponent. Read more…