Negociação (Civ5)
O comércio é um conceito vital na série Civilização, bem como no mundo real, e significa o intercâmbio de bens e serviços entre a população. Geralmente é conduzida por entidades privadas, conhecidas como comerciantes, que se ocupam de transportar mercadorias de um lugar para outro, comprando-as em uma e vendendo-as em outra. Desta forma, eles ajudam a distribuir bens de lugares que estão sendo produzidos para locais que precisam deles, o que é uma parte vital da economia mundial.
É claro que o comércio mundial contemporâneo é muito mais complexo e muitas vezes é feito sem que ninguém saia de seu lugar, graças à tecnologia. O comércio financeiro, por exemplo, é feito totalmente através de computadores. Mas não discutiremos problemas tão complexos aqui. No jogo, o comércio é vital para manter a renda do ouro do seu império e a felicidade de seus sujeitos. É também uma maneira de obter recursos estratégicos vitais que suas terras não têm, etc. Em suma, você perderá o jogo se você não souber trocar, tanto ao estabelecer Rotas Comerciais quanto ao negociar acordos comerciais com outras nações.
Tipos de negociação Editar.
Existem vários tipos de negociação no jogo, todos com diferentes mecanismos e finais. Aprender a ativar e usar cada um é a chave para o sucesso econômico na Civilização, então leia atentamente!
Negociação doméstica Editar.
Isso se refere à troca natural de bens dentro do seu próprio império. Os líderes sábios entenderam há muito tempo que deixar o comércio livre é a melhor maneira de distribuir bens em todo o seu império e enriquecer o Tesouro Nacional, de modo que o comércio doméstico acontece quase que automaticamente. Toda a régua precisa fazer é estabelecer uma conexão infra-estrutural entre as cidades do império e os comerciantes capital-privados, então comece a usar essas conexões para conduzir seus negócios. Quando uma cidade fica conectada à rede de comércio, um pequeno ícone aparecerá abaixo do banner da Cidade para indicar isso. Para obter mais informações sobre a mecânica exata da abertura de Rotas Comerciais nacionais (AKA 'City connections'), leia este artigo.
O comércio interno tem vários usos:
Renda do ouro. Podemos dizer que o Estado cobra uma taxa por cada transação comercial, que vai diretamente no Tesouro. Então, quanto mais negócios entre suas cidades, mais você! A quantidade exata de conexão por cidade depende dos tamanhos (População) da cidade e da Capital; o maior - o melhor! Felicidade. Os comerciantes não só podem trocar bens básicos, como roupas e alimentos, mas também no que é conhecido como Luxos. Estes são bens particulares que os seus cidadãos amam (em oposição aos outros, que eles simplesmente precisam), e eles pagarão muito por tê-los. Aqui o seu papel como governante é maior - é sua responsabilidade assegurar o acesso aos luxos! Colhê-los de seu território, ou importá-los de outras nações ou Cidade-Estados. Assim que seu império tiver acesso a pelo menos 1 contagem de qualquer recurso de luxo, ele é distribuído no seu sistema de comércio interno e aumenta em 4! Note-se que não importa quais cidades estão atualmente conectadas à capital para o bônus de chutar - desde que tenha pelo menos 1 contagem de Luxo, o efeito começa. Além disso, ter mais de 1 contagem não importa (não aumenta mais), então sinta-se livre para usar excessos em negócios comerciais externos. Funilando alimentos e produção para uma determinada cidade. Este é um novo recurso, e envolve o novo sistema de Rotas de Negociação. Com isso, o governador nomeia um dos tragaminhos da Rota Comercial que possui, e a Unidade de Comércio que o serve, para transferir qualquer uma ou para uma cidade do império. Para isso, a cidade-fonte deve ter, respectivamente, um celeiro ou uma oficina. Esta opção dedica os recursos de carga e comercialização para abastecer uma cidade regularmente, para que possa superar os problemas ou reforçar uma das suas duas principais características: crescimento populacional ou produção. Para mais informações, verifique o artigo da rota de comércio internacional.
Comércio internacional Editar.
Esta é uma nova forma de negociação, introduzida no Brave New World. Consiste em uma empresa mista de governo privado, onde o governo fornece uma Unidade de Negociação e infra-estrutura para comerciantes privados, que então eles usam para realizar negócios com cidades-alvo, nomeadas pelo governo. Graças ao sistema, seus comerciantes podem negociar com outras civilizações ou Estados da cidade! Para a mecânica particular da empresa, verifique o artigo da rota de comércio internacional, mas esteja ciente de que o estabelecimento de rotas de comércio internacional requer tanto slots de negociação gratuitos (desenvolvidos através da tecnologia) quanto as respectivas unidades comerciais disponíveis. Também requer a proximidade física das cidades-fonte e destino.
O comércio internacional tem os seguintes benefícios:
Renda de ouro - o Estado cobra uma taxa por cada operação realizada pelos comerciantes; desta vez, no entanto, as variáveis que determinam o lucro final são muito mais. Infraestrutura, diferentes recursos disponíveis, recursos de terra e até distância, todos desempenham um papel na determinação do quanto os comerciantes (e assim você) estarão fazendo da empresa. Para mais detalhes, verifique o artigo acima mencionado. Religião - tanto a religião da cidade-fonte quanto a religião da cidade alvo se espalham graças às Rotas Comerciais. É uma maneira para você influenciar cidades distantes, convertendo-as para a sua Religião, mas esteja ciente de que o contrário também pode acontecer! Ciência - o progresso tecnológico em ambas as civilizações também é compartilhado pelos comerciantes. Graças às rotas comerciais, você pode reforçar sua pesquisa um pouco. Note que este efeito não funciona no caso de Rotas Comerciais que se conectem à influência cultural da Cidade-Estado - Finalmente, os comerciantes espalham a fama da cultura de suas civilizações para outras civilizações com as quais trocam. Abrir uma rota de comércio para uma nação aumenta o seu para aquela nação em 25%. Novamente, não funciona no caso de City-States.
Ofertas de negociação Editar.
O último tipo de negociação, e o mais complexo, são os negócios negociados que você estabeleceu com outras nações. Isso é feito sem pré-condições (você não precisa estabelecer nenhum tipo de rede), embora é claro que você precisa estar em paz com seu parceiro comercial. Estabelecer acordos comerciais é o resultado de negociações diplomáticas, iniciadas por você ou pelo seu parceiro, em que ambos os lados concordam em trocar bens ou por um montante fixo de 30 turnos. No mundo real, esse tipo de negociação é um dos tópicos mais freqüentes de conversas diplomáticas, embora geralmente venha a acordos que estabeleçam regras gerais de negociação e não o intercâmbio direto de mercadorias.
O que você pode negociar? por turno - você concorda em dar ou receber um determinado valor cada turno, enquanto o contrato dura uma taxa fixa em - você dá ou recebe um montante único, pagável na confirmação do contrato. Isso só é possível se você fez uma Declaração de Amizade com eles. Recursos de luxo - uma contagem de cada recurso é permitida por acordo comercial. Note que você não pode trocar unidades de recursos de luxo que são dotados por Aliados City-State! Recursos estratégicos - você pode negociar tanto quanto você deseja deste item por acordo. As mesmas restrições se aplicam em relação aos recursos dotados por Cidade-Estados. Tratados - você pode negociar a assinatura de tratados como Fronteiras Abertas ou um Contrato de Pesquisa em troca de bens. Note que você precisa de uma Embaixada em sua Capital para fazê-lo. Cidades - você pode "vender" (ceder) ou "comprar" (adquirir) cidades. Note-se que as nações só concordam em vender suas cidades nas mais terríveis circunstâncias, por exemplo, como parte de um Tratado de Paz quando estão perto da extinção, ou você realmente tem a vantagem na guerra. Votos do Congresso Mundial - este item você só pode negociar se você tiver um Diplomat em sua Capital. Você pode trocar por um voto "Yeah" e "Nay" para cada uma das propostas atuais no Congresso.
Todos os itens acima, ou a combinação deles, são permitidos em Trading Deals. Por exemplo, você pode negociar um recurso de luxo para outro luxo ou para; ou você pode oferecer por turno, um recurso de luxo e alguns recursos estratégicos em troca de um voto no Congresso Mundial. Ou você pode trocar um Contrato de Pesquisa, sem itens adicionais.
O que influencia as ofertas comerciais? Realidade - você não pode trocar itens com os quais você não tem controle, ou cujos requisitos você não completou, não importa o quanto você deseja fazê-lo. Então, não é permitido fazer batota. Além disso, quando o outro lado tem múltiplas cópias de um Recurso, eles se separarão com mais facilidade, do que se eles apenas tiverem uma cópia. O AI tem um comportamento definido que calcula o preço relativo de um bem em qualquer momento, e você raramente pode enganar isso. Relações diplomáticas - melhor as relações diplomáticas com a outra nação, as condições mais favoráveis que estarão dispostas a aceitar. Então, tente sempre fazer negócios com nações com as quais você é pelo menos Neutral - dessa forma você será melhor para obter mais lucro por seus produtos, ao contrário de fazer negócios com nações protegidas ou hostis (se você conseguir fazer QUALQUER causa com eles em tudo).
Melhorias na negociação Editar.
Há uma série de edifícios e tecnologias que você precisará para melhorar suas capacidades de negociação (eles apenas atuam para Rotas de Comércio Doméstico e Internacional, as Operações de Negociação dependem inteiramente das negociações):
Tecnologias - formam a mecânica de suas habilidades de negociação; Quanto mais avançadas as suas tecnologias comerciais, mais uso você fará de suas rotas comerciais. Muitos técnicos desbloqueam slots Trading adicionais, que você pode usar para abrir novas rotas comerciais. Verifique aqui a relação exata dos técnicos que podem fazer isso.
Além disso, alguns técnicos ampliam o alcance das rotas comerciais, permitindo que suas unidades atinjam as cidades mais longe.
Os edifícios e outras infra-estruturas também podem melhorar consideravelmente suas habilidades de negociação. O Caravansário e o Porto estendem a faixa de rotas de Comércio de Terra e Mar, além de proporcionar rendimentos adicionais por Rota de Comércio quando se conectam a outras civilizações (mas não Cidade-Estados). As estradas também estendem o alcance das rotas terrestres. Todos os edifícios financeiros aumentam a produção de suas cidades, é claro, mas o Mercado e o Banco também fornecem adicionais das Rotas Comerciais de outras nações conectadas às suas cidades. Olhe para construí-los primeiro em cidades críticas perto de seus vizinhos e, portanto, provavelmente receberão suas Rotas Comerciais. Observe também que o ouro das rotas de comércio recebidas sempre é adicionado diretamente ao resultado da cidade-alvo - outro motivo para construir edifícios financeiros lá primeiro. O Celeiro e o Workshop, construídos em uma cidade, conforme indicado acima, permitem transferir, respectivamente, para outras cidades do seu Império. Embora sejam esses edifícios básicos que você os construirá de qualquer maneira. Postagens comerciais - essas melhorias são um tipo de hubs de comércio doméstico local, que, no entanto, precisam ser trabalhados por cidadãos de uma cidade próxima para serem efetivos. Embora estejam relacionados ao comércio, eles não o afetam diretamente. Use-os para sair da terra. Grande comerciante - eles também não estão diretamente relacionados ao processo de negociação, mas suas habilidades especiais podem ser usadas para cortar mega-negócios únicos com os Estados-Cidade por toneladas de e.
Finalmente, você poderia melhorar significativamente o comércio através das Políticas Sociais:
Comércio - todo esse ramo é projetado para melhorar o comércio, comércio especial por terra. Aumenta em cada rota de comércio de terras, e aumenta os efeitos dos recursos de luxo, ajudando o seu império adquirido por eles. Também aumenta a eficácia do grande comerciante. Exploração - embora este ramo esteja focado em melhorar as viagens marítimas, também ajuda as rotas da Marcas.
Estratégia Editar.
O comércio é vital para o crescimento do seu Império, porque é a principal fonte de ouro. Você precisa de ouro para manter seus edifícios, seu exército, etc. A partir de Brave New World, agora é incrivelmente difícil manter um fluxo positivo enquanto apenas produzindo a terra. Com o progresso do seu Império, é necessário mais e mais para manter seu império. Isso ocorre porque você continua construindo Edifícios em suas cidades, e você continua atualizando as unidades do seu exército (que ficam mais caras de manter enquanto subiam a escada).
Jogo inicial Editar.
Sua primeira negociação é comumente feita (e deve ser feita) através de um acordo de negociação com um de seus vizinhos, nas 30 primeiras voltas ou assim, e consistirá em vender um luxo em excesso ao qual você tenha acesso. A razão pela qual isso não pode ser feito através do estabelecimento de Rotas Comerciais é simples - você não possui tecnologia e as Unidades para fazer isso. É muito mais fácil (e mais importante) produzir um Trabalhador nessas primeiras voltas e usá-lo para melhorar os recursos em sua cidade inicial, depois tentar desenvolver a tecnologia e produzir uma Unidade de Comércio. Então, fique com esse trabalhador, pesquise os técnicos necessários para acessar os luxos que você recebeu no seu local inicial e crie as melhorias necessárias. Cada local inicial tem acesso a múltiplos nós de Luxos, então tente melhorar, ou todos eles, tente vender os excessos às civilizações que você conheceu (lembre-se, você só precisa de 1 contagem de cada Luxo para obter o impulso para seu povo). Tenha cuidado com quem você vende - muitas civilizações não poderão oferecer-lhe dinheiro suficiente, então tente vender para o melhor posto. Eles geralmente nem tentam trocar.
Em seguida, você deve tentar desenvolver sua negociação doméstica estabelecendo Conexões da cidade. Você precisa da Roda para isso, e os trabalhadores que criam estradas entre suas cidades. Por volta de 80, você deveria ter feito isso - é importante para o seu equilíbrio e para a mobilidade de suas forças em seu império emergente.
Você também deve estabelecer suas primeiras rotas de Comércio Internacional - produzir as Unidades de Negociação necessárias (Caravanas ou Navios de carga) e escolher os locais mais lucrativos que podem alcançar. Note-se que normalmente existem algumas cidades acessíveis com as quais você pode negociar nessa fase - você não desenvolveu a tecnologia e a infra-estrutura necessárias para ampliar o alcance de suas Rotas Comerciais; Então, pegue o que pode e não espere. Os bárbaros serão um grande risco para suas primeiras Rotas Comerciais, devido à sua incapacidade precoce de controlar o terreno e sua roaming livre e aparecendo sem aviso prévio. Além disso, se um bárbaro saque uma rota de comércio, você não só perde a renda (e tem que construir novamente a Unidade de Comércio, que no início do jogo é uma dor na bunda), mas também convertem sua Unidade em um Bárbaro, para que agora você tenha mais inimigos para lidar com isso! Para evitar esta situação desagradável, tente poupar algumas de suas unidades para proteger as Rotas Comerciais que você estabeleceu. Não estabeleça Rotas de Comércio Doméstico, mesmo que você possa. Você não pode dar ao luxo de perder Slots comerciais para aqueles ainda, o que tem que fluir!
É um perigo real de falir no início do jogo no Brave New World, então tome o parecer acima em sério e preste atenção ao seu saldo! O maior perigo é a acumulação de Unidades, então não gire o Overlord conquistador e acumule um grande exército, porque isso vai falir você ainda mais rápido! Ou melhor, faça isso só se você estiver pronto para equilibrar as despesas que um exército traz.
Um par de Wonder Wonders, o início do jogo, irá ajudá-lo consideravelmente com o comércio - Colossus e Petra oferecerão um slot e uma unidade de troca gratuita (o primeiro - um navio de carga, o segundo - uma caravana), além de produção adicional para os seus cidades.
Jogo médio Editar.
Com a extensão do seu jogo Empire in the Middle vêm mais despesas, para Edifícios, Unidades, etc. Você também pode encontrar-se na necessidade de acesso adicional a Luxuries para manter. Isso significa que você precisa fazer uso completo da Trading agora. Research Compass e conectar todas as cidades das Ilhas com Portos para completar sua rede de comércio interno e acessar seu potencial total; use melhorias de infra-estrutura para ampliar o alcance de suas rotas comerciais internacionais e encontrar os destinos mais lucrativos para o comércio internacional. Finalmente, faça tais negócios de negociação para ganhar ambos os Luxos que você falta. Tente expandir o seu Império de forma a abrir novos horizontes de negociação, estabelecendo cidades em locais como para permitir que novas Rotas Comerciais atinjam novas cidades (se, é claro, você não tem outros objetivos mais urgentes quando estabelecendo novas cidades).
Neste ponto, você pode começar a estabelecer Rotas Comerciais Domésticas para cidades cujo crescimento você deseja ajudar. No entanto, sempre tenha em mente que você precisa manter seu equilíbrio geral e não ficar muito animado. Você deve ter pelo menos 3 a 4 Rotas comerciais lucrativas em todos os momentos.
Você também deve tentar neste momento para comprar influência com os Estados da cidade - isso lhe proporcionará Recursos adicionais para o seu Império. Você pode vender seus próprios recursos para obter mais renda. Tenha em mente, no entanto, que você tem que manter suas alianças, para não arriscar uma queda súbita ou eficácia de Combate quando você perde recursos adicionais.
Claro, nem sempre é fácil fazer tudo isso - algumas civilizações como os venezianos têm vantagens naturais na negociação e poderão fazer muito mais uso do que outras. Além disso, tenha em mente que ser particularmente guerreiro pode prejudicar suas opções comerciais - suas Rotas Comerciais podem ser saqueadas por nações inimigas, ou você pode simplesmente ficar sem parceiros comerciais potenciais.
Jogo atrasado Editar.
Não há muitas mudanças na negociação do jogo tardio, em comparação com o jogo do meio, exceto o alcance de suas atividades de negociação. Você terá acesso a recursos consideravelmente maiores (embora você também precise muito mais), suas Rotas Comerciais devem agora poder abranger todos os continentes e oceanos e se conectarem às cidades a meio caminho em todo o mundo. Neste ponto, uma única Ruta do Comércio pode te custar até 30 ou mais por turno, e muitas vezes uma única Ruta de Comércio pode significar a diferença entre um fluxo de ouro positivo e negativo, então considere bem as guerras que você começa e tente diversificar sua parceiros comerciais para não se arriscar a perder grandes pedaços de sua renda quando alguém declara guerra a você inesperadamente e espalha suas rotas comerciais. Felizmente, neste momento, não é difícil substituir unidades comerciais perdidas.
Outra grande preocupação no final do jogo torna-se o congresso mundial e as tentativas dos seus inimigos de atingir suas negociações através de resoluções do Embargo. Eles podem Embargo sua civilização, para que você não possa formar Rotas Comerciais com outras civilizações (e vice-versa), ou podem bloquear Estados-Cidade (então não Rotas Comerciais com Cidade-Estados), ou um recurso particular de luxo importante para seu comércio. Desconfie de todas as propostas, e quando você vê alguém tentando cortar sua renda, lute contra a formação de uma aliança diplomática para derrubar a proposta. Isso envolverá o envio de Diplomatas para outras nações e a negociação de seu apoio na próxima votação no Congresso. Você também pode negociar suporte para outras resoluções que o beneficiarão, o que envolverá mais negociação. Em suma, as ofertas de negociação se tornam muito importantes no final do jogo, não por causa do dinheiro que eles fornecem, mas por mais recursos e apoio diplomático no Congresso.
Civ 5: Rotas Comerciais.
Dicas para Renda de Ouro, Slots Max, Rotas de Pena e Escala.
As Rotas Comerciais foram introduzidas na Brave New World Expansion for Civilization 5. Esta nova característica permite o comércio internacional com outros impérios, em oposição às Conexões da Cidade que estão presentes em Vanilla e Gods and Kings. Você ainda é capaz de formar City Connections com suas próprias cidades para gerar Gold Per Turn (GPT). O sistema Trade Route simplesmente substitui Gold from Tiles ao longo de Rivers e Trading Posts como o principal meio de ganhar ouro para sua civilização. Você também pode enviar suprimentos de Alimentos e Produção para suas próprias Cidades para melhorar o seu crescimento ou velocidade de construção e as taxas de treinamento unitário. Neste Guia, vamos aprender tudo sobre Rotas Comerciais de Terra e Mar, as Tecnologias que desbloqueiam rotas adicionais e estendem seu alcance, e como o Ouro que você ganhará deles é calculado. Embora esta página cubra somente as Rotas Comerciais e sua mecânica, eu tenho um Guia de Diplomacia que abrange as Ofertas Comerciais com outras Civilizações.
A Tela de Visão Geral do Comércio - Conheça as Rotas mais Rentáveis.
Esta tela é muito importante para maximizar sua renda de suas Rotas Comerciais disponíveis. Clique no menu suspenso no canto superior direito da tela para acessar este menu inestimável. Você pode clicar no ícone esquerdo do Ouro para mostrar quais as rotas disponíveis que lhe darão mais GPT ou Ciência. Veja o exemplo do tiro no topo deste Guia para um exemplo. Use isso com sabedoria, e você melhorará a eficiência do seu uso da rota comercial e ajudará sua civilização a prosperar. Se você detectar uma boa rota, use o comando Alterar Cidade de Origem em seu Navio de Carga ou Caravana para chegar lá, e então inicie a nova rota na próxima etapa.
Fundamentos da rota comercial.
Como funciona: Trade Route Slots.
Sua civilização pode usar qualquer mistura de rotas comerciais de terra e mar, com base no máximo atual - tanto interno, quanto para outras civilizações para ouro e ciência. Rotas comerciais adicionais são desbloqueadas pela pesquisa de novos técnicos, enquanto outros vão ampliar o alcance. Existem também certos edifícios que ampliam o alcance de cada tipo de Roteiro Comercial. As cidades só podem enviar uma rota de comércio por cidade de destino. Por exemplo, Washington se conecta a Londres através de uma rota terrestre ou marítima. Se você quiser enviar outra rota para Londres, você precisaria usar Boston ou outra cidade para fazer uma segunda conexão.
O rendimento obtido de uma Rota de Comércio é baseado na Diversidade de Recursos, na renda das duas Cidades e em qualquer edifício especial que tenham. Quanto mais Recursos as duas Cidades podem compartilhar entre si, mais você receberá - 0.5G cada. Então, se você tem 3 luxos em sua Cidade e o destino tem 2 Recursos Estratégicos, você obteria 0.5G adicionado à fórmula para cada um, totalizando 2.5G antes de qualquer% de modificadores. O Gold Output da Cidade também é importante. 5% da saída de ouro da origem e do destino da cidade são adicionados ao valor recebido. Isso significa que as postagens comerciais e as casas aduaneiras dos grandes comerciantes podem aumentar a receita que você receberá, assim como os furos mercantes em operação na sua Cidade de negociação, especialmente quando você tiver edifícios como o Mercado, o Banco e a Bolsa que aumentam a receita em uma porcentagem. As Rotas Comerciais de Terra aumentam 25% mais para o rendimento, desde que a Cidade de Origem limite um rio. As Rotas Comerciais do Mar não recebem este bônus de rio por razões óbvias, mas seus rendimentos são automaticamente duplicados na Fórmula (por vários motivos possíveis, explicados abaixo).
Mercados e Bancos adicionam +1 Gold para o proprietário e destinatário. Gold Per Turn obtido destas rotas muda de forma dinâmica, por isso não está bloqueado quando você faz a Route Trade. Você pode ganhar mais através da construção de postagens comerciais, Merchant Slots, ou a construção de uma Alfândega e ver o GPT do aumento da rota na próxima etapa. Os números também são arredondados para cima / para baixo, então você não receberá fracções de ouro.
Ciência por turno.
A ciência também é obtida através da utilização de Rotas Comerciais. A quantidade de Ciências obtida é baseada no número de Tecnologias que cada Civ sabe que a outra não, dividida por duas. Então, se você estivesse atrás tecnologicamente (como é o caso em dificuldades mais altas), você ganhará mais Ciência por Turno do que o outro Civ (quem pode realmente obter 0 Ciência). Se eles conhecessem 10 técnicos que você não fez, eles receberiam 5 Ciência por Turno. Não deixe isso desencorajar você de negociar quando você estiver à frente. Você já possui uma vantagem e a Ciência das Rotas Comerciais é insignificante e não é multiplicada por nenhum edifício. Quando você alcançou influência exótica ou superior com um Civ através do Turismo, você ganhará mais Ciência por Turno, independentemente disso - aprenda mais sobre isso no Guia de Turismo.
Rotas de Comércio Interno - Alimentação e Produção por Era.
As rotas comerciais do mar são duplas, assim como ocorrem nas rotas comerciais de ouro. A quantidade de Alimentos / Produção enviada através de uma Rota de Comércio é determinada pela Era atual. É muito útil enviar seu Capital Food de outras cidades para que ele possa trabalhar Especialistas, como escritores, artistas e músicos, sem prejudicar o crescimento. Existe um Steam Achievement para enviar 3 Caravanas para uma cidade que transporta a Produção para ajudar a acelerar a construção de uma Maravilha. Você quase sempre deve usar algum comércio interno, pois eles podem beneficiá-lo muito. O alimento, em particular, acelerará o crescimento das Cidades, resultando em mais de tudo - Ciência, Ouro de Tiles / Conexão da Cidade e Produção. Você obtém os seguintes rendimentos: Era Antiga - +3 Alimentação / Produção de Carvans, +6 Alimentação / Produção de Navios de Carga Época Clássica - +4 para Terra, +8 da Era Industrial do Mar - +5 para Terra, +10 do Mar Moderno E depois Eras - +6 para Terra, +12 do Mar Enviando Alimentos e Produção de uma Cidade não resta de seus rendimentos. Este é simplesmente um bônus para negociação entre cidades, e nada parece afetar os rendimentos, mas a Era. O único meio de aumentar isso, de outra forma, é a Política de Pedido de Cortina de Ferro para elevar os rendimentos em 50%.
Tecnologias que Desbloqueiam Tragaminhos de Rota de Comércio Adicionais.
Cada uma das seguintes tecnologias adicionará +1 ao número máximo de Rotas Comerciais. Seu Civ começa às 0, e pode começar a negociar com Pecuária ou Navegação. Pecuária (Era Antiga) Bacia (Era Medieval) Banca (Era do Renascimento) Biologia (Era Industrial) Ferrovia (Era Moderna) Penicilina (Era Atômica) Neste ponto, você terá uma total total de 8 slots Trade Route, a menos que você tenha Petra ou Colossus, que adicionam +1 cada um por um máximo de 10.
Caravanas e navios de carga - Alcance extensivo e Raising Income.
Caravanas: edifícios e tecnologia para aumentar o alcance da rota de comércio de terra e ouro por turno.
As caravanas são mais fáceis de proteger contra os bárbaros do que os navios de carga, simplesmente porque você é capaz de acessar mais facilmente a rota e as áreas intermediárias são mais propensas a serem "vistas bloqueadas", pois os bárbaros não podem gerar em qualquer área que um Civ possa ver. O alcance máximo para essas rotas é de 30 parcelas. O intervalo inicial é de 10, então considere uma Caravana para ter 10 movimentos. Serão necessários o caminho mais curto possível. As estradas aumentam a faixa da rota comercial, mas não seria particularmente útil para você construir estradas no meio do nada, apenas para se conectar a outra área. Isso pode permitir que você faça conexões que de outra forma eram impossíveis, como na captura de tela acima. Apenas faça isso se você estiver fora do alcance e precisar do Modificador de Turismo. O seguinte também aumenta a faixa de comércio de terras:
Caravansário (Construção) - Estende a faixa de comércio de terra 50% sobre a base (15 pré-combustão, 30 com Combustão) e adiciona +2 Ouro para o proprietário da cidade para todas as rotas desta cidade. Combustion (Tech) - aumenta a faixa de Land Trade Routes em 10.
Navios de carga: edifícios e tecnologia para aumentar a faixa de rota de comércio marítimo e GPT.
Os navios de carga ganham automaticamente o dobro da quantidade de ouro que recebe uma rota de comércio de terras. Isto é presumivelmente não só por causa da capacidade de carga adicional dos navios, mas o risco adicional - Uma cidade costeira enviando rotas comerciais no início do jogo pode encontrar suas rotas saqueadas pelos bárbaros. Durante a Guerra, eles também são mais vulneráveis, pois geralmente viajam fora de suas terras. Os navios de carga possuem uma ampla gama de rotas comerciais, começando com 20 telhas. Novamente, considere-os ter 20 movimentos e que eles usarão a rota mais curta possível. Com ambos os técnicos abaixo e um Porto, o alcance total seria de 60: Compass (Tech) - Adiciona 10 telhas extras ao alcance da base. Porto (Edifício) - Amplia a faixa de Comércio Marítimo 50% sobre a base. Refrigeração (Tech) - Adiciona 10 telhas extra ao alcance da base.
Mais sobre as Rotas Comerciais.
Pressão religiosa através de rotas comerciais.
Quando enviados pelas Cidades com uma religião de Maioria, as Rotas Comerciais também espalharam a Religião da Cidade, convertendo gradualmente os Cidadãos - então essas Rotas podem ser usadas estrategicamente para enviar Pressão a uma Cidade distante e convertê-la em sua própria Religião. Saiba mais sobre isso na seção Ciências de conversão e pressão religiosa do Guia de Religião. Em suma, porque uma cidade só pode enviar uma rota por cidade de destino, você precisaria de várias cidades enviando rotas para converter outra cidade rapidamente. Religião Espalha naturalmente para cidades dentro de um intervalo de 10 telhas. As cidades dentro desta faixa não recebem pressão adicional das rotas comerciais - uma cidade só pode enviar Pressão por um método - quer da maneira natural (dentro de 10 telhas), ou com uma rota comercial (fora de 10 telhas). Uma crença Enhancer pode ampliar esse intervalo para 13 telhas.
Trade Routes & amp; Vitória Cultural.
As Rotas Comerciais desempenham dois papéis na Vitória Cultural. Primeiro, eles dão um Modificador + 25% ao Turismo enviado a outro Civ. Em segundo lugar, eles ajudam a espalhar sua Religião, que dá outro Modificador de 25%. O terceiro modificador é Open Borders. Estes podem ser aumentados para 40% cada com a Estética.
Declarações de guerra causam que as rotas comerciais sejam canceladas.
Quando uma nação declara guerra em outra, todas as rotas comerciais entre elas são canceladas e as unidades perdidas. Não há ganhos de ouro nessa, e você terá que reconstruí-los. É melhor levantar as rotas comerciais entre o Civ que você quer para o DoW como o ato que inicia a guerra, para que você possa ganhar algum ouro da ação.
Transportando Rotas Comerciais de Inimigos para outros Civs durante a Guerra.
Enemy Caravans / Cargo Ships irá traçar automaticamente rotas em torno de suas unidades, tratando-os como bárbaros e evitando conflitos. Se você permanecer no caminho e interceptá-lo, você irá saquear automaticamente a Rota quando a virada for finalizada. Caso contrário, se você vir uma Caravana e puder se mover em cima dela, você terá a opção da Rota do Comércio da Pata. Fazer isso com um Civ que negocia com seu inimigo os arrasta para a Guerra, pois a pilhagem constitui e atua de Guerra. Não parece haver nenhuma desvantagem para saquear as Rotas Comerciais Civis quando você já está em Guerra, apesar do fato de que a Civs deve ficar irritada por isso, já que estão perdendo GPT pela perda da rota recebida.
Maravilhas que Desbloqueiam Rotas de Rota de Comércio Adicionais.
Há duas Maravilhas do Mundo que desbloqueiam os tragaminhos da Route de Comércio adicionais. Controlar ambos teriam suas rotas máximas em 10. Eles são The Colossus (deve ser construído em uma Cidade Costeira) e Petra (deve ser construído em uma cidade em ou ao lado de um Desert Tile. Ambos os darão uma unidade instantânea para iniciar o Trade - o Colossus dá um Navio de Carga, Petra a Caravan. O Colossus lhe dará +2 Gold para quaisquer Rotas Comerciais que outros Civs enviam para você, enquanto lhes dão +1. Petra torna as Cidades do Deserto muito mais habitáveis. Maravilhas muito desejáveis.
Políticas sociais e princípios ideológicos que afetam as rotas comerciais.
Confederação de comerciantes (política de patrocínio) - +2 GPT para cada rota comercial com cidade-estados. Wagon Trains (Commerce Policy) - +2 GPT de todas as rotas de comércio de terra. Treasure Fleets (Exploration Policy) - +4 GPT de todas as rotas comerciais do mar. União Econômica (Ideologia da Liberdade) - +3 GPT para todas as Rotas Comerciais para outros Civs seguindo a Liberdade. Organização do Tratado (Ideologia da Liberdade) - +4 Influência por turno para cada Cidade-Estado com quem você possui uma Ruta de Comércio. Cortina de ferro (Ideologia da encomenda) - 50% mais de alimentos / produção a partir de rotas de comércio interno.
Civilizations Good at Trading.
Os seguintes Líderes de Civilizações têm Bônus que lhes dão um impulso ao Comércio: Arábia - Caravanas ganham + 50% de alcance alargado. Land/sea trade routes spread the home city's religion at double effectiveness. Germany - their Hanse Unique Building (Bank Replacement) will give +5% Production to all Cities for each Trade Route you have to City-States. Iroquois - Units and Caravans move through forest/jungle in your territory as if they were roads. This means those 'roads' will slightly extend the range of their Land Trade Routes. Morocco - +3 Gold and +1 Culture for each trade route with a different Civ/CS. Other Civs get +2 Gold for connecting to Moroccan Cities, encouraging them to send more Trade your way. Portugal - Resource diversity grants double gold for Portugal in each trade route, which can amount to a lot of extra Gold. Venice - Double the amount of max Trade Routes, depending on Tech level - Petra/Colossus also add +2 each instead of the usual +1.
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I'd like to attract more civs to create routes to my cities, but I don't know which buildings are giving such an enormous bonus.
Strategies (Civ5)
This page is used to submit and view strategies for Civilization V .
Basic Concepts Edit.
Dollar Diplomacy Edit.
Early on, try to find city-states (30 Gold if you meet them first, and 15 Gold if you don't) and sell your embassies to the AI for 1 Gold per turn. Remember though that this gives the AI knowledge of the location of your capital city, which could result in them coveting your lands. Think twice about giving embassies to warmongering civilizations (the Zulus, Mongols, Huns, etc.), especially on higher difficulties. Starting to trade with civilizations early on makes them friendlier and more likely to give you a Declaration of Friendship. Early alliances also allow you to sell your luxuries for 240 Gold instead of just 6 Gold per turn, which equals only 180 Gold (though this differs on slower or faster game speeds). Always start your game by building at least 1-2 Scouts on big continental maps and fewer on island maps to explore adequately and meet the most city-states first.
Citizen Management Edit.
In the early game it's most important for your city to grow. Set your city on production focus and lock "growth" tiles (tiles with 3 or more Food, so named because each citizen consumes 2 Food). When a city grows, the new citizen will automatically work the highest production tile and you will get the benefit on the very same turn, because food is consumed first, then the city grows and all the production and gold is used. If you left your city on food production instead, the new worked tile would go to waste. Lock down your citizen on a food tile for following turns.
Optimal City Placement and How to Expand Edit.
The perfect city placement needs the following, in order of importance:
A river (extra Food on Farms next to river with Civil Service and the ability to build Water Mill, Garden, and Hydro Plant) At least one luxury resource A mountain (requirement for certain Wonders and Observatory) Placed on a hill (extra Production at the start of the game and extra defensive stats) Sea access (if there are sea resources nearby, or your cities are all coastal for feeding them with Cargo Ships)
While producing a Settler your city cannot starve or grow, which allows every tile to be devoted to production and gold generation. 3 Food counts for 1 Production in Settler production. You generally shouldn't produce Settlers before having 4 Population, because it will take too long to build a Settler and your city will take too long to catch up to other players when you finish the Settlers.
Your expansion should be located next to luxuries you don't have or settling a claim on an extremely good strategic position for further conquest or turtling. You should always aim at least for another luxury, because settling each city consumes 4 Happiness. It is often advisable to settle directly on luxuries that require a Camp (such as Furs and Truffles) or a Plantation (such as Cocoa, Citrus, Wine, and Cotton). Settling on a luxury delays the need for a Worker early, since the city automatically works it with the appropriate tech; however, it denies your city the tile yields of the improved luxury. Camps and Plantations only yield additional Gold when improved whereas Mines and Quarries yield additional Production (a much more important resource); thus the opportunity cost of settling on a resource that requires a Mine or a Quarry is much higher.
Basic Worker Use Edit.
The primary purpose of Workers early on is to increase the yield of tiles worked. Something very important to consider early on is that tile improvements can be changed later in the game. Your first focus should be around improving luxury resources you may have that you have the appropriate tech for. Improving tiles that can become Farms is equally important as this will significantly boost food. Improve tiles that do not require preliminary work, such as clearing a forest or a jungle, first so as to have the quickest yield from tiles. If you pursue the Liberty policy tree, be sure to unlock the policy that grants an additional Worker and 25% faster tile improvement speed, as this will help throughout the game.
Especially on higher difficulties, Workers are prohibitively expensive to produce. Do not be afraid to steal Workers from city-states or AI opponents early in the game. Doing so early often does not result in any meaningful diplomatic penalty later in the game while yielding you "free" Workers and potentially seriously setting the AIs back.
How to Ally City-States Edit.
Don't ignore the value a City-State can provide as an Ally. Depending on the path a city-state follows, you can be granted Culture, Faith, Food, military units (some of which you can't acquire otherwise), or Happiness. You can increase your friendship with a city-state in several ways. Money gifts work well, and the bonus you get when a city-state is working on a project can increase your friendship level dramatically. Gifting units also provides an increase, but each city-state will ask for favors or make special requests, such as building a new world wonder or finding the territory of another civilization. Completing these missions provides friendship points that can be picked up rather easily. Fighting Barbarians is another effective way to gain influence with a city-state. You can gain 12 Influence by killing a barbarian unit in or adjacent to a city-state's territory, and when the city-state asks for help in getting rid of a certain encampment, up to 50 Influence can be awarded.
In certain situations, you can expand your friendship with multiple city-states at once, or rapidly increase the rate of gaining influence, with some careful planning and unit placement. If two city-states' territories come together, and an encampment spawns at their border, killing barbarians will increase friendship with both city-states. Also, rescuing a city-state Worker and returning it to the city-state is worth 45 Influence. Playing with rampaging barbarians (selected on the setup screen) will increase the rate at which encampments will generate new barbarians. If you can rescue a Worker outside the encampment, it often possible to position your units in a such a way that you can control which direction the Worker heads. By keeping a Worker close to an encampment, you can allow barbarians to capture the Worker again and again, rescuing it each time and gaining points for killing barbarians as well as rescuing Workers. Just be cautious that a wandering unit from another civilization doesn't come and ruin your good thing by killing the barbarians (or their encampment) themselves.
Religion Edit.
Religion is not a win condition, but it helps you achieve cultural victory, because tourism has a greater effect with civilizations sharing your religion. If you want to have a strong religion game, you need to pick a civilization that has a religious theme (such as the Celts or Ethiopia) or have a city with a lot of workable desert tiles (especially oases and hills) while rushing the pantheon Desert Folklore (which makes each desert tile produce 1 Faith).
Great early game faith generation allows you to found the first religion, granting you access to all religious beliefs available. Generally, you want to fit the religious beliefs to your playstyle but the best are Tithe (for gold generation), Pagodas (buildings purchasable with faith that grant happiness), Religious Texts (faster spread of your religion) and Jesuit Education (can purchase scholarly buildings with faith). If you can't pick those, get some that fit with your overall plan.
Warmongering on Immortal and Deity Difficulties Edit.
This guide describes how to pull off conquest assisted victories on higher difficulties (and Pangaea/Continents maps), and lists four good units to do so with: the Composite Bowman (Classical Era), Crossbowman (Medieval Era), Cannon (Renaissance Era), and Artillery (Industrial Era). It also has more information describing how best to start (build order; Tradition, Liberty, Honour; 3 city early National College; rush Oracle; etc.) Finally, it also drops hints on how to manipulate city-states in your favour during wartime. This guide is massively helpful in bridging the gap to a higher difficulty.
This guide assumes a Standard turn time; however, Epic or Marathon are much easier for war, as it takes longer for units to become obsolete.
Small Piety Edit.
This guide describes how to pull off a completely peaceful diplomatic victory using Piety to spread a religion all over the world, despite being behind in Demographics for a large part of the game and on Deity . Despite any bad start (with Greece, no rivers, spawning next to the Zulus), the guide demonstrates how it can still be pulled off on a Standard sized map. This strategy can likely be refitted for other map sizes and victories too. Because of the culture from a dominant religion, all the friendships and city-state alliances, you can take Rationalism easily, have multiple Research Agreements, and gain city-state science through Scholasticism, gaining a scientific victory. Cultural victory may be slightly harder with only 3 cities, but a "Sacred Sites" religious approach may work.
Basic Tech Order and Building Edit.
Every win condition requires you to have a good science game. More science gives you more advanced units, better cultural buildings, a better chance at more advanced wonders, and the opportunity to find important strategic resources before your opponents do.
The first tech to research is Pottery, as it gives you access to two very important buildings: the Shrine, which allows you to found a Pantheon and eventually a Religion; and the Granary, which aids your city's growth and leads to greater science output. Next comes Animal Husbandry, which allows you to see Horses on the map (aiding your expansion placements) and allowing you to build a Caravan. Sending Caravans between your own cities causes them to grow faster. If your cities are coastal, Sailing may be a better choice as a second technology as sea trade routes are always better than land ones. Next, research the appropriate technologies to improve the luxuries in your capital and expansions (e. g. Calendar, Trapping, Mining, or Masonry). Next, go for Writing to allow you to build a Library, increasing your science output. Build a Library in all of your cities so that you can build the ever-important National College upon researching Philosophy. If you neighbor a warmongering civilization, you may want to research Construction prior to Philosophy to allow you to build Composite Bowmen. To further increase your science output, research Education. Build Universities in all of your cities as quickly as possible, but hold off on building Oxford University. Then, head into Metal Casting and optionally Machinery. Metal Casting allows you to build the Workshop, an essential building that increases the production of your cities while Machinery allows you to build the Ironworks National Wonder that further increases production (allowing you to complete important buildings and wonders more quickly). If any of your high science output cities are located adjacent to mountains, research Astronomy and build an Observatory wherever possible. The next important technology is Scientific Theory, which allows you to build Public Schools. Next research Electricity. While you are doing that, begin building Oxford University. Leave it with one turn left until you finish researching Electricity, then complete it and use the free technology it gives you to unlock Radio. This will push you into the Modern Era very early in the game, usually giving you first pick of Ideology. Industrialization should be next, allowing you to build Factories to further increase production. Plastics is another very important technology because it gives you access to both Research Labs and Infantry, an important science building and powerful military unit respectively. From this point on, begin focusing on technologies relevant to your chosen victory.
This, of course, isn't set in stone. Adjust your tech order to build important wonders and buildings specific to your intended victory type. There can (and should) be filler techs between those listed in the skeleton above.
Great Scientist Building Edit.
After you complete Public Schools, or maybe a bit sooner, start saving Great Scientists. After you complete Research Labs in most cities, increase your science production to the max for 8 turns (employ all specialists, set cities to Science production). After those 8 turns are up, bulb all your available Scientists for free technology advancement. You get more science this way because bulbing Scientists adds an average science production of the last 8 turns (though this differs depending on the game speed).
Great Writers Building Edit.
Bulbing Great Writers works the same as Scientists. You get the max return after 8 turns of cultural production. Ally all cultural city-states, max out culture in all your cities, win at the World's Fair and start a Golden Age with your Great Artist. After 8 turns, start popping your Great Writers.
Opening Strategies Edit.
The early game is the most important part of Civilization V , because if you fail early, you won't ever be able to win. The following are tested openers at least on Immortal difficulty (unless stated otherwise). They should all work on difficulties below that where they will be even more efficient. Click the expand button to open a strategy.
Strategy for Duel Maps with Lots of AI Players Edit.
More than a complete strategy, because as always there are more possible ways how to play and win a game in Civilization V , there are some very useful tips to play on very small maps. Best if you have a lot of AI enemies, like 7 or more. (You have to add them in the advanced settings when creating a single player game.)
1) Start with a good civilization/leader for small maps. Good leaders include Pocatello (Shoshone), Washington (America), Gandhi (India), Ramesses (Egypt), Ahmad al-Mansur (Morocco), Maria I (Portugal), Gustavus Adolphus (Sweden), Enrico Dandolo (Venice), and Nebuchadnezzar II (Babylon). Simply pick a leader who is good to combine with Tradition. Pocatello is absolutely great for this, because of his extremely quick land grabbing.
Bad leaders include anyone specialized a lot to play with city-states, like Alexander (Greece) or Ramkhamhaeng (Siam) or warriors like Genghis Khan (you will be a warmonger too soon on extremely small maps).
2) Trade Caravans are great. And you have a lot of them soon. It is very important, because you need gold not only to buy buildings/units from time to time, but also to buy important land tiles with strategy/luxury resources.
3) You can trade luxury resources, but do not expect much. On small maps, only from time to time is there a chance to switch resources. So you must trade additional luxury resources for gold coins. On the other hand, even AI players with one city will gladly buy A LOT of Iron, Horses, or other strategic resources.
4) If possible, build cities on coastal tiles. Maps like donut or oval are great for this type of game.
5) Trade your embassy to enemies, so you have a few coins from the start. Try to get technologies like Writing and Civil Service quickly. Also, trade your borders for 50 Gold - from 10 enemies, this is 500 Gold! Use them wisely.
6) Creating wonders is important. If you are able to get the best tiles, then you can build a lot of them. And to get the best tiles, building like Monuments, Amphitheaters and Pagodas. Also, use gold from selling embassies or open borders to buy Workshops, Windmills or other buildings that allow you to improve your production.
7) If you made a religion early, try to build Missionaries quickly and spread that religion. On small maps, if you convert two other cities, others will (relatively soon) follow as well.
Infinite City Sprawl Edit.
Multiplayer Religion ICS Edit.
You have to play a map with a lot of water for lots of coastal city locations. Get the Messenger of the Gods (+2 Science from City Connections) pantheon, fill out Liberty and the first few policies in Exploration, only found coastal cities, go Order. Each city will start with 4 Production, 3 Science, and 1 Gold, which is huge in the mid-game. Each city only costs 2 Happiness to found, due to the immediate 1 Happiness from Harbors and 1 Happiness from the city connection. Also, every city will immediately get the 20% Production from railroads as soon as you research the technology, as well as an additional +3 Production and +1 Culture, Food, Gold, and Science if you adopt the Five-Year Plan and Party Leadership tenets.
Hanging Gardens and Petra on Immortal Edit.
This strategy guarantees getting classical wonders Hanging Gardens and Petra on Immortal difficulty. You will be behind in Science a bit, but it should kickstart a great capital city. The free Caravan from Petra will help with extra beakers from more trade routes with more advanced civilizations. The Great Engineer point from Petra combined with the free Garden guarantees an early Great Engineer, which you should implement into your plan after you finish this stuff.
Since a desert bias is fantastic for the belief Desert Folklore, you want to start with the Shrine. You can skip Monument and use Legalism to get it for free. It will delay your policies a bit, if you don't find a culture Ancient Ruin, but it is not an issue. There will be small window of time where you can't produce anything in the build order, use that time to put a couple of turns of hammers into a Worker or Caravan.
You have to beeline Currency, otherwise you risk an AI getting Petra. You have more time, if there are no other desert starting bias civilizations in the game, but don't delay it too much. It's worth getting Masonry, if you have Marble, because its passive bonus speeds up production of classical Wonders. If you hit a science Ancient Ruin and you get a needed technology, squeeze in Writing for Libraries.
Nothing too complicated here. Start Tradition, get Legalism for free monuments and then Aristocracy to speed up Wonder production. After that complete Tradition and transition into your mid game plan.
Desert Folklore is absolutely essential. You will have a lot of Faith generation early and you'll be able to secure a good Religion. Pick beliefs according to your overall game plan.
Babylon (rushing Great Library and Science Victory) Edit.
Requirements for rushing a Great Library - 3 food tile from lvl 1 - hills, preferably uncovered.
In any type of map, choosing Babylon as your civilization will give you an amazing head start. Build whatever buildings/units you want, but make sure to set research to Pottery, followed by Writing. Once Writing is obtained (in about 16 turns), you will gain a Great Scientist. Making an Academy with the Great Scientist will generate 8 more science per turn, more than doubling it from the 6 you should (already?) have at this point. This will effectively reduce the number of turns needed for each of the other starting technologies by more than half, yielding you a great advantage in the early stages of the game.
Tested on: Quick, multiplayer. (turn 23 - t1 city) (turn 25 - t3 city)
Tech order: Pottery, Mining, Writing, Calendar, pick Philosophy as your free tech.
Build order: Worker, put work into the Granary while researching Library tech, Great Library into National College. 2 Archers. Settler, Caravan, Worker.
Build order in expansion: Library, Granary, University.
Policy management: Tradition, Aristocracy.
Citizen management: Grow city until lvl 4; after that it's okay to stagnate and focus only on production. Set back to growth after you complete the Great Library.
Worker management: Park it on a hill until Mining is complete and build a mine. After the mine is complete, chop down forests around your city to speed up production. Tiles inside your territory give you more production.
Warrior management: Explore until you build a Worker, then move back the Warrior to protect it.
Shoshone Sub-220 Wins Edit.
Poland UA (4-city superpower) Edit.
This 4 city opener is taking advantage of the Polish unique ability Solidarity which gives a free Social Policy when you advance to the next technological era. It uses these free policies to expand faster and more efficiently, giving you a headstart. It can be used with other Civilizations but it is not as effective. It works on every difficulty and maps with enough space for expansions that have 7 tiles between them.
After this opener aim for Hagia Sophia, Pyramids, Sistine Chapel, Chichen Itza (if not Deity) and Porcelain Tower, but judge wisely, if they are really obtainable. It supports all victory types. (Note that this requires the Brave New World DLC.)
Only get Shrine if you don't find an ancient ruin with Faith or meet two religious city-states, which are enough for a free Pantheon. By the time you are producing Settlers, you should already have Collective Rule social policy active. When you get to constructing Oracle, Aristocracy should also kick in. Buy an additional Worker when you have 310 gold. You can also steal one from a city-state or an enemy civilization. They spawn around turn 30.
In your expansions first build Monument, Library (buy them if you have enough gold from selling Luxuries), Caravan, Worker, Granary.
This is the most efficient technology order for quickly jumping ages and getting the free policies. You can add Archery, if you have issues with barbarians or neighbour an aggressive civilization. By ignoring the lower part of the research tree, your Caravans will provide a lot of extra Beakers, make sure to take advantage of that.
This social policy order takes advantage of Collective Rule and Aristocracy when you are actually abusing them to their fullest potential. Wait to take Legalism until you complete Monuments in all your cities. You can pick Oligarchy before it and pick Legalism with the free policy from Oracle.
Religion isn't vital for this strategy. As your Pantheon, take Fertility Rites (+10% growth) and build Hagia Sophia for your Prophet, but don't prioritize it over Oracle or National College. As your beliefs you will want Feed the World (Shrines and Temples provide +1 food) or Swords into Plowshares (15% faster Growth rate for city, if not at war). If you can enhance your religion, take Religious Texts (religion spreads faster).
Tier Lists Edit.
Since part of the effectiveness of a civilization depends on individual playstyle and game settings, there is some subjectivity involved in coming up with a civilization tier list. They can, however, provide some helpful food for thought and advice for using the civilizations to their full potential. See the following tier lists and surrounding discussions for more information:
Civilization V Tips & How To's.
for Vanilla Civ 5, Brave New World & Gods and Kings.
This guide features a selection of tips for Civ 5 and its DLC, Gods and Kings and Brave New World. Civilization 5 can be very difficult to master, and for people not used to the turn-based strategy genre, very difficult even on the "normal", Prince difficulty. Here I hope to offer helpful hints about managing your Civilization. If you'd like to provide a tip for this list, please send an email to carlcarlsguides.
Civilization Management in Gods and Kings & Brave New World.
Managing Your City - the Governor, Specialists, and Locking Tiles.
You can tweak cites to get maximum output of multiple resources when utilizing Specialists like Scientists and Engineers. Make sure the manual specialist control check box is clear, then select the priority for your city - food, production, etc. The Governor will choose the best tiles available for your workers and assign specialists that boost that resource, if available. After this, for each Specialist you add, the Governor will take a citizen off the worst tiles first, keeping your City's main priority intact while trying to prevent starvation. I say all this because you can only set one priorty for a city and seeking two or three goals requires some micromanagement of your population. You may tick food as the priority, lock a high gold tile, and assign some merchant and science specialists. Now your city is doing its best to make food to grow, some gold, and science. In this example, production may suffer.
You may choose to lock some tiles so that the Governor will not stop working them, which is very situational - perhaps you want to work a special tile with faith or culture while your city is set to prioritize food. To lock a tile, just click it when it's not worked and a lock icon will appear. Any that you select will be stuck, just as manual specialist control is automatically enabled when you assign those on your own. You can reset all tiles by clicking on the city's tile on the map while on the City management screen. The Governor wll unlock all tiles and pursue the priority you've set, while Specialists are not reassigned until you uncheck the manual box. The Governor is smart and usually efficient, but taking some control on your own can increase efficiency when you're pursuing multiple goals.
Food Focus is Important.
Aside from the Production trick below for very early in a game, you will want your Cities on Food focus for the majority of the game. This ensures maximum growth, and will define whether you're at 20 Pop or 30 by the mid-late game. If a City has very poor Production, you can purchase buildings there with Gold to help it keep up with the latest Technology. It's better to have more Citizens by the mid-game so that you can have a higher Scientific Output and be able to work more Specialists, particularly Scientists. This pretty much applies in every game, no matter the Civ. There are times you will want to Produce, and you may elect to keep a few Mine/Lumber Mill tiles locked to ensure a City grows AND Produces. You just never want 30 Turns to pass with your City nearly stagnant. You could have gained 3-5 Population in that time, which would speed up future Research and Production in that City. When you are rushing to build a Wonder, you may need to switch to Production to get it out before the AI can complete it, which is natural. This is why Wonder-whoring may be ultimately slowing down your Civilization's Scientific progress.
Lock Food Tiles and Focus Production Early-Game Trick.
Because the game calculates Growth first and Cities that have just grown always start at 0 Food (without Aqueduct), it is better to choose Production Focus from Citizen Management while manually locking Citizens to all Food tiles early in the game. When your City grows, the new Citizen will automatically be set to a Production Tile and contribute that toward the City's current build queue, since Growth comes before Production in the game code. This can shave a Turn off the City's current construction, which can have a big impact early in the game when costs are low. Later on, you can stop micromanaging and just leave the Cities to grow and set Food Focus.
Explore the Overviews.
You can learn a lot about your Civilization's status and that of Civs you have met through the various Overviews accessible in the top right of your screen. View Demographics to see how your Civ compares to others in a variety of categories from population, literacy (science progress), military strength, and more. The Diplomacy overview can show you the resources controlled by other Civs so you can set up trades to get Luxury and Strategic Resources. The Military screen can show you a quick list of all your units and help you find them on the map to invest in upgrades when you have researched new technology.
Have a Plan for your Start: Your First Social Policies.
You should choose whether you'll go Tradition, Liberty, Honor, or Piety for your first Social Policies. Tradition will help your Capital City more, and also provides some helpful gold and happiness for growing empires while allowing construction of the hanging gardens giving +6 food to the city that builds it. Liberty will help you to expand faster by providing a free worker and settler, reduce culture costs for founding new cities, and grant you a golden age. Liberty allows construction of the Pyramids, boosting the speed of tile improvements and granting free workers. You can unlock the Hanging Gardens and Pyramids by merely adopting the policies, not actually finishing the trees. Honor is a good choice for Eliminating Barbarians and later upgrading your Military. Your units will gain levels faster and you'll be given the opton of buildng the Statue of Zeus, which raises unit combat strength. Again, adopting it is enough.
This all goes hand in hand with your first city's build order. You CAN make up for mistakes, but it's best if you know how you'd like to open development of your Civilization. Research choices should at first be based on the luxury and food resources available in your land, so you can boost happiness, the growth of your Capital, and allow for expansion. Build a shrine or find some other means of generating Faith so that you can found a Pantheon and later a Religion to get extra bonuses. Because of all the bonuses you get from Religion, you may choose to found one faster than usual by starting with Piety which boosts production of shrines and temples, while giving you more faith and gold from those religious buildings. You may give your Religion a greater spread on your continent and reap more benefits from bonuses like Tithe. Getting to choose a Reformation belief for finishing the tree can allow you to get some great options, such as buying post-industrial units with Faith. In general, Piety starts are horrible, however, so do keep that in mind.
Scout New Lands.
You should build a Scout first to explore your continent and find ancient ruins (goodie huts) to get free tech, maps, unit upgrades, population, etc. This will also help your Civilization to find natural wonders, which increase happiness permanently. Eventually, make a trireme to explore the coast and locate all potential sea trade routes on your continent. Later, when your Civ is seaworthy (Astronomy Tech), explore the rest of the world with a Caravel and see what you're up against. The earlier you accomplish these things, the better for you get bonuses being first to meet a city state and knowing all Civs and their locations helps you build a strategy. You may go in thinkng you will get a Cultural Victory and ultmately switch tactics to Dominaton or Space Race depending on the circumstances. The more Civs you know that have researched a Tech, the lower the cost of that Tech as well!
Score Can Be a Good Indicator, but Demographics are Better.
When you view the Diplomacy screen, you'll see your current score. If you're higher than most Civs, you're doing fairly well but Score can be misleading as Wonders are valued highly while Military prowess is undervalued. Obviously, you want to be dominant in certain areas. Look to the Demographics screen to see where other Civs are passing you and shore up your weaknesses by booming research or building up your military.
Building New Cities and Expanding Your Civ's Land.
Building Settlers Faster.
Cities do not grow while building a Settler; it cannot even stockpile food, but nor will the population starve. With early cities, put cities on Production focus when creating a Settler, and consider even manually taking them off food to shave a turn or two off the production time. In fact, you can do better than the Governor by putting all your workers on tiles that have 2 production or more. Unemployed citizens give +1 hammer, so unless there is Gold on a tile, there's no reason to use a +1 production tile when making a Settler. If you're surrounded by mainly food tiles, unemployed Citizens can make your Settler faster.
Now, things get more complicated when your city is developed. Cities get bonus production at certain levels of excess food . Citizens take 2 food each, so if you had 4 citizens, they would require 8 food. You get +1 hammer at 1 excess food, in our example you'd need 9 food. Further gains are made at +2 food, +4 food, +8 food, and +12 food. So, for our example city needing 8 food, if you made it to 20 food you would have +5 hammers. Thus, the best configuration for building Settlers fast depends on the land and tile improvements around your City. With a little tweakng, you may be able to shave a few turns off the build time. If you'd like further explanation of the excess food production bonus, see this video.
Chopping for Settlers & Chop/Swap Method.
While you can certainly save Forests for Wonders to help speed their production, you can also use them to help you get Settlers out faster. A Forest tile within your borders gives 20 Production when chopped. If you start the chop, then switch to the Settler when there is 1 turn left, you can put all that Production toward the Settler while losing growth on only one turn. You can swap back and forth between a Settler and building you need by doing this chop/swap method to get a Settler out while sacrificing little growth and getting progress toward a Granary or other helpful building. Be sure to have the City on Production Focus so that you get the most Production possible each turn.
Unhappy Civs: Be Careful About Expanding too Fast.
If your Civilization is low on happiness, don't expand to a new city just then unless you can afford to buy some buildings in the new settlement. Your Civ takes a happiness hit based on the number of cities 3 per City, plus 1 per Citizen - so a new City takes 4 Happiness. A rapidly growing new city can also cause problems, as it will add +1 Unhappiness each time it grows. Unless you really need to snag a tract of land make sure you can afford the happiness hit because unhappy civilizations take a loss to production and growth. If you are at or near 0, you may want to switch to Avoid Growth on your cities to prevent them causing Unhappiness.
Maximum Workable Tile Radius for Cities.
How far apart should cities be built in Civ 5? Cities can only work three tiles out. So, for optimal placement you'll want to shoot for placing new cities seven tiles away from one another. This could be visualised as:
However, you shouldn't consider this a hard and fast rule. Sometimes it's better to have another city than be anal about their placement. Cities do not have to be massive, they can serve as outposts to give you a resource. That is one scenario in which the Avoid Growth button comes in handy. You can get control of a strategic resource, and tell the Governor not to allow the city to grow. Also, only extremely far into a normal game will your cities begin to even come close to working every tile avilable to them. Often, you'll work most of the good ones while utilizing specialists.
Gathering Distant Strategic/Luxury Resources.
Your cities can expand beyond the 3 workable tiles through culture, but they won't be able to work them. However, that doesn't mean you won't get resources for the land you control. If something you don't have, like a luxury or strategic resource, is situated up to 5 tiles away, you can eventually get posession of it through cultural land expansion. While you won't get the nifty gold bonus of collecting from Gems, you can at least get the +4 happiness having gems in your empire provides and use the extra resources for trade agreements with other Civs.
Land Ownership is Permanent, Unless War Causes Cities to Change Hands.
Unlike Civ 4, in Civilization 5 you will not be able to flip tiles claimed by another Civ's city. So, when your city's limits expand beyond the three tile workable limit, those efforts aren't wasted. You'll be the sole owner of those tiles, so you can get a city into position to work them or prevent another Civ from taking the resource. The only way to take control of tiles claimed by another Civ is to conquer them or use the Great General's Citadel ability. Every tile surrounding them becomes yours. Use with caution: stealing another Civ's land with a Great General can trigger war as it causes a Diplomatic Penalty.
Buying City Buildings with Gold.
Certain City Improvements are smart to buy quickly when you've just founded a city, and others are useless depending on the purpose of the city. Don't buy a market when a city has just been founded, instead buy a monument to expand your territory and gain control of those useful tiles and resources. One of the biggest factors when first starting a new city is getting the best tiles nearby. GIving your new city a culture boost will ensure tiles are bought quickly and automatically with culture. Otherwise, your city is best going for a food focus to take advantage of rapid early expansion. Have a worker nearby to begin improving important tiles soon after you use your settler.
Defending Your Cities.
Each City should have a ranged unit, though Cities have a high Combat Strength and 2 Tile Attack Range so can defend themselves from attack. Having a ranged unit in your city gives you a second attack to protect against small attacks, like those by Barbarians. You'll need an actual military with mobile units and solid numbers to survive a real war.
Progress is Kept When Switching Production.
You can invest a few turns into a unit or building project, switch to another building, and will find that all progress you'd gained on the previous unit/building will be kept. Use this to your advantage to keep cities efficient when a new vital building is coming up and you are waiting on the research project to finish.
Feeding New Cities.
With a Granary built and The Wheel researched, you can create Caravans that usually trade with other Civs, but you can use up a trade route to send food to one of your Cities. This food is not subtracted from the sender, so you incur no loss - just a nice boost of growth to your new city. Using Food Trade Routes, you can help the Population of a new City explode. Later in the game, Production Trade Routes become more valuable as City Growth slows.
Be Careful Expanding Near Other Civilizations and City-States . They do not like it when you expand too close and compete with them for land. If you do this too much, you can expect war. If you've already done this to a Civilization once, you should consider moving that next settler a couple of tiles further away. That is, unless you plan for the land to be yours soon anyway! You can try to be friendly and offer gifts to make that next settlement more acceptable, but be careful.
Game Option: Policy Saving & Ending Turns without Choosing.
If you've enabled the Policy Saving option before starting your game of Civ 5, you are able to save Policies until a later time. Perhaps you have finished Tradition, and do not want to adopt another Policy until your Civilization reaches the Renaissance to adopt Rationalism. The game doesn't make it clear how this is done, but a simple Right-Click on Choose Policy will cancel the notification and allow you to move on and end the turn. This does NOT work with Free Technologies. Those cannot be saved and you must choose the free tech when you complete the wonder that let you do this (for example the Great Library. Thus, you should time Free Techs for when you can select a more expensive or desirable tech after researching its prerequisite. You can get Oxford (safe) or GL (risky as someone else might build it) to 1 Turn remaining, then complete it when you've finished the prerequisite tech you need.
Workers: Building Tile Improvements.
Roads - Trade Routes.
After the invention of the wheel, your workers can begin connecting your Cities by road. The connection usually makes up for the maintenance cost of the tiles and gives your units mobility to protect your land. Cities can also be connected via Rail to get a +25% Production bonus with the Railroad technology, and Harbors provide cities a means of connecting to the capital from afar. Certain types of terrain may also help to form City Connections dependng on the Civ you're playing. To learn more, read the City Guide.
Farms - Boosting Population.
Early on, farms will help you a lot. The more you have, the easier it is for your City to work Mines and other tiles that lack food without sacrificing Growth. Place Farms around Rivers first, as they will get +1 Food when you research Civil Service. Other Farms do not get +1 Food until much later in the game with the Fertilizer Tech.
Trading Posts - Increasing Gold Income.
Trading Posts are more valuable than ever in Civ 5's Brave New World DLC. Whether your goal is to gift to City-States, form Research Agreements, or buy units and buildings outright, there's always a way to spend your Civilization's money. Trading posts give +2 gold to a tile when Economics is researched. That may not seem like much, but with a bank and market it's 3. While in a golden age, it's more - any gold-producing tiles are worth +1 gold because of the golden age, and the bank and market will boost that amount 50% per tile. These fractions of a coin can and do add up.
Another nice thing about Trading posts is that you can build them without removing jungle or forest tiles, the former being wonderful for boosting Science once your Civilization has researched Education and can use Universities. You'll earn enough food (+2) to support a specialist as well, so you can further boost your scientific research.
Do not build many Trading Posts around your Scientific Cities, because they need Food more - the higher Population will produce more Science than a Trading Post with Rationalism. Ultimately, the best place to spam Trading Posts are around Puppet Cities. They are contributing little to your empire, and you do not control them. Putting Trading Posts around Puppets will slow their growth and building production while allowing them to give your Civilization more income.
Marble & Quarries - Faster Wonder Production.
When a city is working a Marble tile, it will have +15% production toward any Ancient or Classical wonders. You will need a Quarry to get this bonus, so Masonry needs to be researched. This bonus can stack with others, such as the two flat bonuses to ALL wonders with the Tradition social policy's +15% and Egypt's flat +20% bonus. Founding a Pantheon early can also give you a +15% bonus to building Ancient/Classical Wonders. Getting Marble through trade will not work. To get the bonus, the tile MUST be worked by the city producing the Wonder.
Landmarks & Archaeological Digs.
You used to consume Great Artists to create Landmarks to boost culture, but with Brave New World, you'll now receive those from converting Archaeological Digs. You don't get to choose where these are placed; rather, they are found randomly around the map at the advent of Archaeology. It matters little unless it is in your territory on a workable tile. Most players will use Digs to get a Great Work Artifact that can be stored in a city to provide +2 Culture and +2 Tourism, which matters more for the game's improved Cultural victory condition. If you want to win Culturally, you need to get to Archaeology and spam Archaeologists from Cities with Universities (they are required to educate Archaeologists). Then send them out after the Antiquity Sites around our lands and even in other Civs' territories if you have open borders. It's safe to steal one artifact per Civ (in general) but more than that may lead to war. Be sure and have a Museum or other building with an Art slot ready, because otherwise you will be forced to build a Landmark. Putting Landmarks in other Civs'/City States' territories gives a Diplomatic Boost.
Resources like Cattle, Bananas and Wheat do not require tile improvements to get their benefit of extra food. Improvements simply provide extra boosts, like pastures giving +1 production for Cattle. You are forced to use these upgrades, as even a cattle on Grassland won't take a Farm to boost it to four food. There is only one case where I might not build an improvement, and that is when a Banana is on a Jungle tile. Jungle gives +2 Science with Universities, and you can get +2 more food from a Banana tile with a Granary in town. That pits +4 food, +2 science vs +5 food and the Science wins, big time unless that city is desperately in need of more food due to poor access to food tiles.
Only Appropriate Improvements are Available.
If a tile has a Luxury, Strategic, or Food resource available, your worker will be limited to building only the appropriate improvement for that tile. This is fine, but at times you may wish the restriction were lifted. Overall, you want to grab every resource your Civ can work. Don't bother improving food resources that are out of range. Otherwise, excess can be used to trade with other Civilizations.
Game Option: Stop Workers Replacing Improvements.
Hit ESC and go to Game Options > Gameplay. From there, you may want to check the box disabling Automated Workers from replacing tile improvements. I get thing set up the way I want with manual control, then let them fill in the gaps and it works out well for me. You may also stop them from removing tiles like Jungle and Forest, which is good if you prefer those tiles for whatever reason (Science from Jungle).
Tips Keeping your Civ Happy.
At the early levels of unhappiness, your cities will simply suffer a growth penalty - an annoying one, bringing growth down by 75%. At -10 Unhappiness, your Civ will practically riot. Your military units will suffer a combat penalty and rebel units may pop up around your cities to attack and attempt to dethrone you. Raise happiness quickly to get out of this situation. Every turn your Civ is unhappy, it is not growing and you are falling behind other Civs in the game.
The main source of Happiness in Civilization 5 are Luxury Resources. Acquire these by constructing tile improvements to connect them to your trade network. Strategic and Luxury Resources will be added to your total when the tile improvements are in place whether your City works the tile or not. Buy tiles with gold to speed up this process.
Trade is the second method of getting Luxury Resources for your Nation. Find Civs that have resources that you do not have and offer up extras of what you have - if you have three copper, you can trade off two of them and keep the +4 bonus for having the copper luxury resource. Trading off your last copy is a bad idea unless you're playing the Dutch, who'll get +2 happiness (half) if their last copy is traded. So, if there is a (1) next to an item in a trade, you'll be giving your last copy and losing any happiness bonuses or losing the Strategic Resource you need to make more units.
City States can give you Resources when you're allied with them. Provide gold gifts, do quests, and kill barbarians within their borders to boost your influence. At ally, they will give you a copy of all their strategic and luxury resources. Selecting City States by type and the resources they have is an important strategy to use for growing your Civ. Mercantile City States are the top target, as they give you Happiness at friends level and more at allies along with their available resources.
Religion plays a role in Happiness, as there are beliefs that can generate it, along with buildings you can buy with faith if you choose to unlock them when founding your religion. You can choose to take up the religion of another Civ if you like their bonuses.
Along with city population and a high number of cities, other things can impact happiness, such as a sustained war. Having your Civ influenced by another with a different ideology may put a penalty on you and press you to change. Civ 5 gives you a base amount of happiness based on the difficulty you're playing on - for example, on Warlord you will have a base happiness of 12. Bumping the difficulty up will lower this base to 9, making it slightly harder to keep the populace happy and productive.
Great People & Specialists.
Specialists serve a couple of purposes in Civ 5. First, they will generate a specific resource, be it gold, production, research, or culture. Secondarily, they'll generate Great Person points. You may be going for one or the other when allocating these. This is a feature in Civ that can go under-utilized by new players. It's very easy to keep progressing in the game without making tweaks to your specialists. You may only see them used when you select an off-beat focus such as science or culture. Even when focusing on food or production you can still utilize a specialist or two.
Boosting Specialist Output for more Gold, Research, or Culture.
Specialists of any kind benefit from % increases from buildings, down to the decimal. So, your +50% to research from a university will give you 4.5 beakers for a Scientist specialist that usually gave three. Any Wonders or National Wonders that increase Science Output work this way. This is but an example: it also works for merchants, engineers, musicians, writers, and artists.
With the birth of each Great Person in your Civ, the cost of all future Great People will go up. That means that you going for a spread of all kinds may not be a wise idea, depending on your goals. If you want a Cultural victory, you still need Science, but will need to focus on Writers, Artists, and Musicians to generate those.
Where's the Culture Bomb?
Great Artists used to be able to steal tiles by using a Culture Bomb of sorts that would convert one hex and all those surrounding it, giving you 7 new spaces of land. You could even steal them from enemies. Great Artists can now only create great works of art to raise culture and tourism or trigger a golden age. Great Generals are those who can steal land with their Citadel. It must be constructed inside or next to your border. This does the same as the culture bomb, but leaves behind a Citadel that gives a big defensive boost to units stationed inside. In most situations, you won't want the Citadel and can use a worker to change the tile to another improvement while keeping the new land for the glory of your Civilization. As before, these types of land grabs will piss off anyone with land nearby, especially if you flip control of their tiles.
Great Generals and Great Admirals.
Great Generals are earned over time as you defeat enemies. It'll take quite a bit of combat to fill the bar, which you can see when you look at the Military Overview screen (F3). Both Great Admirals and Generals give a +15% combat bonus to all friendly units within 2 tiles of them, so bring them along for big battles - especially helpful when taking cities, but keep them safe as they will be taken by opposing military units if vulnerable. Thankfully, they can stack with other military units which makes protecting them easy. Great Generals can build the Citadel, a powerful defensive tile improvement that steals surrounding hexes, making the territory yours. Because of its extreme defense, enemies moving next to it will take damage. This consumes the Great General. Great Admirals can instantly heal all adjacent naval units, giving you a big advantage in a large fleet engagement. Its use is very situational; far better to keep the +15% bonus unless you can prevent the destruction of multiple vessels by using the ability.
Science and Technological Advancement.
Population & Raising Science Output.
Both the Library and Public School base the amount of Science generated by a city on its population. The University provides some flat Science and a +33% bonus to total output - ie all science multiplied by 1.33. Going further toward the Modern Era, you'll make Research Labs that boost Science by another +50% in the city. Have a library in all cities to build a National College for another 50%. Oxford University, a Natonal Wonder for having Universities in all cites will give you a free tech as well. You can place each of these buildings into your higher population city to get a massive boost to science output.
Specialists are Important.
With the bonuses provided by the University and Research Lab, each Scientist Specialist you assign to your buildings will provide much more than the +2 you see. You can put a total of four Scientists into your buildings in the Citizen Management area of the City Screen. Prioritize Science and these will already be filled. I like to fill all science slots, keep manual specialist control checked, then put the city's focus on food - it'll grow and the Science along with it.
Ideologies, Social Policies, and Religion.
The biggest boosts to your beaker output come from the Rationalism Social tree. You can get +2 Science per specialist, 25% faster Great Scientist generation, Science from trading posts and extra science from research agreements. As for Ideologies, Freedom is not a bad choice for Science. You can reduce the food needs of Specialists (you'll have them in every city when going hard Science), which will allow your cities to grow larger and produce even more. With Religion and when running out of direct science boosts from Ideologies, go for happiness and growth. Populaton is everything for a Scientific Civ after all, and your citizens must stay happy to keep growing in number.
Building a city next to a mountaiin (one tile away), you can make an Observatory that will boost Science another 50%. Finding a spot with only one mountain and loads of grassland, you could make what was once known as a super science city by gathering this extra boost. It is still worth it if the city will be only medium-sized, as the output increase is huge enough to provide Science in ample amounts.
Once you've researched Education, you can begin entering into Research Agreements with other Civs. First talk to them and go to discuss and sign a Declaration of Friendship. Both Civs need enough gold (300+ by modern era) to enter the agreement. You can gift gold if they can't afford it. After 30 turns, you'll receive a big boost to your research points that will inevitably grant you free technology. While the other Civ will get the same, you can gain an edge by doing these with multiple Civs - they'll get 1 tech each while you get 3 or more, advancing your technology swiftly. The Porcelain Tower and final social policy in Rationalism, Scientific Revolution, will each boost your take from RAs by 50%, ultimately doubling the research you get, which is based on your current tech level and the cost of all available projets - so knock out the cheap ones while the 30 turns pass so you can grab higher rank techs.
When a Civ is more advanced than you, or at least knows technology you do not, use your spies (available in the Renaissance Era) to travel to their cities and attempt to steal tech. When they do, they'll level up, which makes them better at this. When a Civ has run dry of new tech, you can move them on to another. Later, that leveled up Spy can make a great Diplomat or be inserted into City States to Rig Elections and manipulate them into liking your Civ while reducing relations with others.
To learn more about outpacing your opponents in Research, read the Civ 5 Science Guide.
Using Religion to Win.
While Religion's benefits in the form of beliefs are obvious, Religion plays a role in Cultural Victory and can make this type of win much easier. Sharing a Religion will result in a 25% boost to Tourism output with other Civs when the majority of their Cities are following that same Religion. You can take on another Civ's Religion to do this or spread your own to their lands.
You may also tailor your Beliefs to aid in other types of Victory. Interfaith Dialog will give you Science each time you use a Missionary to spread Religion for example, and Beliefs can be chosen that allow you to purchase buildings that hold Great Works slots or even allow you to buy Military units with Faith to aid in a Domination Victory.
Religion and Diplomacy.
If a Civ did not get to found a Religion of their own, which is common, they will gladly accept your Religion if it spreads in their lands. Naturally, they will benefit from this - but so will you. Your Founder Belief is the obvious benefit, but other Civs under the influence of your Religion will gain a positive Diplomacy modifier. If a Civ has a Holy City, they are definitely trying to spread that Religion and will be angered by you converting their Citizens, however.
A little-known function of the Inquisitor is that they automatically stop Missionaries from spreading Religion in your lands. Positioning an Inquisitor within 1 hex of a City will prevent opposing Civs' Missionaries and Great Prophets from using the Spread Religion ability. This will not stop conversion through Religious Pressure, but does prevent them converting your people en masse with all the missionaries they may send throughout a game.
Removing a Holy City from the Game.
Inquisitors can also be used to remove a Holy City you have conquered (but only then). An Inquisitor using Remove Heresy in a Holy City will remove all other Religions but the one to which they're tied (yours), and in this case prevent it from coming back unless there are other Cities nearby of that Religion and spreading through pressure. Without a Holy City, most Religions will quickly die off.
Read my Guide to Religion to learn about the mechanics of spreading religion, the beliefs you may select, and how creating a popular Religion can help your Civilization.
Wonder Production.
Don't Try to Build Every Wonder.
Just because another empire may get a Wonder, it doesn't mean you should try to build them all. Cities that are constantly building Wonders aren't growing to be better economically. They aren't getting those bonuses that regular buildings provide, and that can set them back. You can stunt your scientific growth by skipping those libraries in favor of building Wonders, and won't get the growth benefits of a granary. Be selective about your Wonders, and build only those that fit your long-term goals. If you want to win the Science victory, by all means make a Great Library for its great scientist points and free technology that can be timed to move you up to the next Era. It is harder to get this Wonder on higher difficulties, and it may be best to focus on growth and simply build a Library to get your science going sooner without risking the wasted production.
If Another Civ Builds a Wonder Before You.
When another Civ completes a Wonder you were working on, you'll get gold from scrapping your project, based on how much production had been put in. At least you can use this to buy an improvement. Installing Spies in other Civilizations can help you by giving you a head's up that they are starting a new Wonder, which may prompt you to rush it and go all out on production in the city or abandon the project if it is going to take a long time.
Military and War Tips.
Having No Military is a Really, Really Bad Idea unless powerful allies. You should aim for a unit per city, at the very least but two would make you much less of an easy target. You have things that other Civilizations want, and even if you don't have something great you still have land. You must protect your people, so will need a larger military to maintain peace as you raise the game's difficulty.
Military Units and Health.
All units have 100 health. The difference between them is their combat strength. A powerful unit will deal more damage to a weak one, and take less in the process. This normalization of health and emphasis on combat strength and bonuses is a simple system, yet open to strategic use when you're familiar with the system. Other than Japan, due to Bushido, all other units will deal less damage when they are injured - which makes sense and adds some strategic depth. After all, an Archer with only 20 health and a pair of figures can only fire so many arrows when they attack, meaning your offensive unit will suffer less damage and likely with the battle.
Unit Health Regeneration.
Units that take no action on a turn, either skipping or fortifying, inside friendly territory regenerate +20 heath per turn, be it your territory or the territory of a Civ/City-State friendly to you. Outside of friendly borders, you'll heal only +10. In a city they'll heal +25 each turn. The unit must not have taken an action during the previous turn to receive this healing, even moving a single hex forfeits the healing. Units with the Medic promotion can help heal adjacent units faster, while Scouts can be upgraded to heal faster specifically when outside your territory - this lets them stay on the move longer, finding more goodie huts, natural wonders, meeting other Civs/City-States, and learning the lay of the land.
Zone of Control.
Military Units have a Zone of Control that can be used strategically. If a unit moves into it, they'll lose a move point. This zone extends one hext around the unit. You can use all moves when LEAVING the zone, but entering another hex in the zone will consume your move. Use this to protect workers and other units. Place your unit such that the enemy must enter the zone and lose a move, while on their way to, for example, steal your worker. It's helpful to know when waging war and when you cannot protect a unit by directly blocking the enemy's advance.
When you Fortify a military unit, it goes inactive and proceeds to defend at its current location. The Fortification bonus is 25%, but after a couple turns will rise to 50%. This makes your unit very hard to kill, particularly when they are doing this in a city or Fort tile improvement. There are many other bonuses you can get, but Fortify is one that can give you an edge in combat when you know an attack is coming. Sometimes, it's best to attack first, however, when you know you can weaken the enemy unit enough that it will either back off or do little damage should it attack your unit.
Any time you have two units with moves, and one is up front taking the damage, you can swap them by selecting then moving the injured unit to the tile with the healthy one, or vice versa. Swapping units from the front line and giving injured units a chance to back off can preserve your military, helping you to win wars by preventing the loss of units - particularly powerful units that have had many promotions. You may even keep a unit behind a Fort or Citadel so you can swap them in to relieve a unit from battle.
When a city's defensive strength is more than 50% more of your best units' attack strength, it's necessary to use ranged units to weaken them. Ranged units like archers and composite bowmen work well - the point is that you can weaken them while avoiding counterattacks on all your Melee units until the time is right to move in and take it over. So, use ranged to weaken while melee units like Cavalry can charge in and capture the city when its defense has been reduced to 0 or close enough for the melee to win and take over the City.
Aircraft in Cities: Where to Use Your Bombers.
To access the list of aircraft in Cities, click the number above a city's defense rating on the map. From there, you'll get a list of all bombers and fighters in that base. You can rebase them to get them closer to intended targets - select rebase and then click a city in which to station them where your airstrikes can reach their targets. Really late game, you may want to leave fighters in cities near the coast to protect from airstrikes from carriers.
You can bribe a Civ or convince a friend to go to war with a target Civ's ally to keep them tangled. If you can maintain your military edge while still advancing science, you will come out far ahead in military power through more advanced units. Civs tied up in war generally focus on Military while neglecting their economic and scientific advancement. You may even do quests or provide gifts of gold to your target's ally to steal their loyalty and take away the strategic and luxury resources available to them, getting them for yourself - but you must go all the way to allies.
Profit from Razing Cities.
You are able to sell one building per turn in a City that you are razing. To sell a building, simply click it in the building list to the right of the City Management interface. Any time you're not doing this, you're letting potential gold burn to the ground. Start with the most advanced buildings and work your way down as the City's raze timer counts down. This can lead to a lot of extra gold from the razing process, and help you afford to buy buildings of your own or upgrade your units.
Cities you conquer can be sold to other Civilizations for large amounts of Gold or Resources. Consider this instead of Razing or Puppeting a City if you have no need of it, yet needed it out of the hands of the Civ you're attacking. This is commonly used when you have been given a City through a Peace Treaty.
Early to Mid-Game: Barbarians and Barbarian Camps.
Barbarian Encampments are responsible for generating the Barbarians that will harass your city. It is up to all Civilizations to eventually wipe them out and civilize the world. Inevitably, you will need to deal with Barbarians near your borders to prevent harassment of your workers and, later, the plunder of your trade routes.
Often, a Barbarian encampment you are attacking will spawn a new unit. This leaves your unit outnumbered. Since you always have a bonus fighting Barbarians, it's wise to fortify in this situation or any other like it. Your unit stands a good chance of survival, and worst case will do more damage due to it taking more attacks to kill them.
Gradually beat down Barbarians and play it safe when more than one is in the area, possibly even backing off to heal for a few turns. Barbarians don't heal , so you have plenty of time to take them out. Work them down and a lone unit can gain a couple of levels, giving you a strong unit for later. You should almost never use the instant heal upgrade in these situations, rather pull back to a spot where no unit will hit you to fortify and heal. Fortify bonuses do not come into play if a unit has moved during that turn, even if you move only one hex.
Add Your Tips for Civilization 5 Gods and Kings & Brave New World.
Civilization 5 is a very deep strategy game and many people have come up with clever ideas to do things more efficiently. Share your Civ 5 Tips with others using our comment form below and help this page grow as an information resource for new players.
Share Tips and FAQs (18)
A common error people make in war is to see one of their cities taken and then to immediately focus all of their forces on taking it back.
This is an issue, unless you can immediately protect your city it will be invaded again, not only will this damage your own units but it will damage the population, starting a war with 17 population and ending with 3 you may as well have lost the city.
Rebellion under most circumstances will last a good number of turns, look at the counter and see how long you have before it starts to fire, spend that time attacking your enemy and you can hopefully clean them up and take back city, or alternately if unable to beat their army, retreat your's.
I frequently trade away a luxury entirely in exchange for an opponent's excess. The net Happiness for me is 0, but it does provide a diplomacy bonus, and it prevents the AI from trading that item to one of my other opponents. That reserves the trade for me in the future; I will probably have an excess luxury available when it's time to renew the transaction.
I'm new to CIV 5 and your guide is actually really helping me understanding that quite complicated game.
I didn't know where to post that but, that workd surely took you a lot of your time, and i wanted to thank your for that kindness.
Not all heroes wear capes.
As always, I appreciate all of your guides and they have been instrumental in my better understanding of the game.
I've got oil by the way. Do I need to have a radar so it works??
Anyone could help please? THX.
Doesn't the Great Artist "Cultural Bomb" grant the ownership of the tile he's on, and the adjacent ones, even though they are already owned ?
I seem to remember stealing resources from a CS this way (but that was before buying G&K and BNW, maybe is it not possible anymore).
This is from the Great General's Citadel ability, which allows a limited means of stealing land. Placed strategically, they can steal luxuries or fertile lands for your border Cities. They will, of course, anger the Civ you use them against or drop relations with any City-States you steal land from.
Great Artists create Great Works of Art (lLng-term culture+Tourism) or write Political Treatise that generate instant culture, helpful in adopting new Social Policies quickly.
A good way to get some culture early on is by putting 1 point in Honor and kill as much barbarians that spawn without actually destroying the barbarian camp. Works amazing with raging barbarians option turned on.
-is built next to the river for a garden (Indonesian Candi and Hanging Gardens are an exception).
-has a national epic built in it.
Additionaly The Leaning Tower of Pisa and Austria's coffehouse will help you to generate more grest people. With all these bonuses you will create great people (including artists, musicans and writers) over twice as fast. And correct world congress proposal may help you too.
One thing that continually irritates me about the game is that one's own stats are included in computing demographics. Unless one is quite average it skews everything and makes the table nigh useless for making good comparisons - as well as removing a slot that would otherwise be used to include another civ. For all the years that Civ V has been out, no one has seen fit to fix this piece of innumerate idiocy.
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[–]zech_ Ximicacan! Ximicacan! Ximicacan! & # 32; 36 очков 37 очков 38 очков 4 anos (0 dias)
[–]TheBigLen Jews in space, protecting the Hebrew race 27 очков 28 очков 29 очков & # 32; 4 года назад (2 дочерних комментария)
[–]Jellz Moving on up 11 очков 12 очков 13 очков & # 32; 4 anos (0 dias)
[-] [deleted] & # 32; 13 очков 14 очков 15 очков 4 года назад (8 дочерних комментарев)
[–]whitehat511 Ximicacan! Ximicacan! Ximicacan! & # 32; 1 очко 2 очка 3 очка & # 32; 3 года назад (1 дочерний комментарий)
[-] [deleted] & # 32; 10 очков 11 очков 12 очков & # 32; 4 anos de idade (3 dias)
[–]doctormeep Win every naval battle ever 5 очков 6 очков 7 очков & # 32; 4 anos (0 dias)
[–]failcheck Conquering the New World 0 очков 1 очко 2 очка & # 32; 4 anos (0 dias)
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[–]Darkrisk Your empire is small like babby! & # 32; 24 de outubro 25 очков 26 очков & # 32; 4 года назад (11 дочерних комментарев)
[–]jaredjeya "Rule, Britannia! Britannia rules the Waves!" & # 32; 2 очка 3 очка 4 очка 4 года назад (7 дочерних комментарев)
[–]Darkrisk Your empire is small like babby! & # 32; 5 очков 6 очков 7 очков & # 32; 4 года назад (6 дочерних комментарев)
[–]jaredjeya "Rule, Britannia! Britannia rules the Waves!" & # 32; 2 очка 3 очка 4 очка 4 anos (5 dias)
[–]Kilithaza Deity - Huge - Marathon - No Victory Conditions 2 очка 3 очка 4 очка 4 года назад (2 дочерних комментария)
[–]sydneygamer Can you hear, can you hear that thunder? & # 32; 5 очков 6 очков 7 очков & # 32; 4 anos de idade (3 dias)
[–]Vitamin_gun Torching and crakin' and rhymin' and stealin' 6 очков 7 очков 8 очков & # 32; 4 года назад (1 дочерний комментарий)
[–]Lobo2ffs Songhai on Marathon = +75 gpt 6 очков 7 очков 8 очков & # 32; 4 года назад (15 дочерних комментарев)
[–]RayMau2e This wonder seems ni.. and the AI took it. & # 32; 7 очков 8 очков 9 очков 4 года назад (10 дочерних комментарев)
[–]zellman The Nazis always take Paris 5 очков 6 очков 7 очков & # 32; 4 anos (5 dias)
[–]Luung DAE Desert Folklore? & # 32; 1 очко 2 очка 3 очка & # 32; 4 anos de idade (3 dias)
[–]zellman The Nazis always take Paris 0 очков 1 очко 2 очка & # 32; 4 года назад (1 дочерний комментарий)
[–]Muntberg All around the world, Statues of Zues crumble for me 0 очков 1 очко 2 очка & # 32; 4 anos (0 dias)
[–]Lobo2ffs Songhai on Marathon = +75 gpt 0 очков 1 очко 2 очка & # 32; 4 года назад (1 дочерний комментарий)
[-] kaybo999 Imperador muito fácil, Immortal muito difícil & # 32; 1 очко 2 очка 3 очка & # 32; 4 года назад * (3 дочерних комментария)
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