Posts Tagged ‘strategy’

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.

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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.

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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

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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…

National Wonder #4: Specific. Key for some scenarios.

March 21, 2010 Leave a comment

This is the fourth edition of a four-part series about National Wonders which is supposed to describe the scenarios in which those play a role. As usual when evaluating a building, unit etc. in civ it´s vital to not only look at effects and abilities, but as well at costs, required technologies and most importantly the overall context: In what situation in what kind of game will the building/unit/etc. help me achieve a certain goal? The more situations and different kinds of scenarios there are, the better is the examined object.

There are 14 National Wonders. The series consists of the following four parts:

I. Click here for National Wonder #1: Flop 3
II. Click here for National Wonder #2: Top 3
III. Click here for National Wonder #3: Good. Basic. Not Game Breaking.
IV. Specific. Key for some scenarios.


Cost: 300hammer (Double Production Speed with Marble)
Effects: +100% culture in this city; +1 Great Artist

Requires technology Nationalism

There are two scenarios where you might consider building the Hermitage.

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MP Strategies #2: Ironman/ffa – “Cav Upgrade Rush”

March 19, 2010 Leave a comment

This strategy is designed to quickly and cheaply kill/conquer a neighbour who is some turns behind in military technology in any kind of ffa/Ironman game. Like with any Ironman/ffa strategy its not something you decide to do at the beginning of the game, but something that needs specific circumstances to become a viable option, which I am going to explain as well.

The General Idea

The Idea is to upgrade 20-30 Knights to Cavalry once they become available and add some quickly slaves once to those and then rush in with about 30-40 Cavalry on an opponent who doesn´t have Riflemen yet. Having a two-moving stack of superior units then allows you to take down your opponent within 3-4 turns so he can´t put up any further resistance.
The other way this can be used, is to only raze 2-3 cities of someone in an Ironman/ffa game to take him out of the race for the lead.
Upgrading a Knight to Cavalry costs 68 gold on fast speed, so upgrading those Knights will cost you about 1500 gold. With the usual state of economy at that point of the game, this is three to four turns of money saving. Since you can upgrade your units after having moved 5 tiles on roads, you can have a Cavalry stack of considerable size in position to move in within four turns after researching them, which is possible no other way.
The second big point of this strategy is, that its difficult to notice. You can build the necessary amount of Knights over a long period of time, making it look like you only build them to have some defense army (which often actually is the case). This doesn´t cause a considerable rise in the power graph, especially not the sharp ones that are a sure sign of approaching war. The real rise in power only comes when actually upgrading to Cavalry which is done at the end of the turn you go into position to move in. Thus your opponent can only detect the rise in power in the very turn you are moving in on him. Of course there are more subtle hints something like this might be coming, be he has to monitor your moves rather closely to find you out.
This should already make clear, that is tactic doesn´t work, when you are playing with some kind of diplomatic agreements, that force you warn your opponent of your attack. Read more…

MP Strategies #1: Medi 3v3 – “The Hammer”

March 11, 2010 2 comments

This strategy is for a medieval start 3v3. It´s been played in games on the passive flat Inland_Sea map where only two fronts between teams exist. It can be applied to more open maps like Lakes just as well though. It was initially invented by clan [RUS] which been applying it successfully in clan games and tourneys for quite some time now.


players: 3v3
era: medieval
turn limit: 90
city elimination: 2

map: Inland_Sea
wrap: flat
sea level: medium
resources: balanced

game speed: quick

The Concept

This strategy is an aggressive straight-forward attack in a medieval game. It´s not very subtle and doesn´t require an elaborate buildup.

The plan is to move with all three players frontal onto an opponent at one front with a slow stack and hit whatever is there, trying to use superior units and those in bigger numbers compared to your opponent.
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