Remember that your enemies understand these principles as well. Scientific Power: You're often set up perfectly for a war with better units on your side should anyone feel too far behind you, use that as an excuse for easy conquest.Diplomatic Power: Don't let another nation have many Delegates of their own if you can't get their Delegates through bribes and Spies, take out your rival by force to silence them at the World Congress.Cultural Power: If rivals start to focus on Culture to combat you rather than defense, seize them by force.Militaristic Power: When Gold and Happiness stagnate or if your targets become too strong, use your size to dominate them if your military can't.Should that balance ever change, be prepared to shift from defensive play to sudden aggression! When to Change They make this mistake because they get into a mindset that they're playing defensively.ĭefense should be a goal unto itself! It should be an action taken to protect yourself from an aggressive power that's in a better position than you. Cultural and Diplomatic nations frequently miss opportunities for wars that could net them substantial land, wealth, and power. Don't become so driven toward any single goal that you lose sight of the opportunities that develop. Or use your income from all those cities to buy City-State friendships and dominate the Diplomatic side of the game.Īlways keep this in mind: There are five ways to win, and all of them are useful to your empire. Maybe you'll have trouble finishing off a few opponents and decide to rush past them for a Science Victory. Using that power, it's easy to focus on Technology. Instead, you can leverage your strength to create a vast nation with many cities (stolen from the hard work of others!). That's what the world has handed you, and it's a gift! Take up coastal trade and use your navy to assist in whatever land actions you're going to take.Īs a militarist, you don't have to finish the game by seizing every Capital. If you start in a region with gorgeous coastlines and Fish, it doesn't matter whether you were planning on being a naval power. You need to play the map or play to your current situation. It's easy to understand this principle, but the trickier knowledge is that any nation can win in any way. Huns, Aztecs, Assyria, Zulu, and other militaristic nations are often good candidates for a Domination Victory. Specific nations have advantages toward a given type of victory. Ask yourself "Am I building toward war?" "Does this decision help me more than my enemies?" And, "Is this part of my plan?" The following paragraphs discuss these far-reaching techniques. The large-scale plans and actions of multiplayer help give you a framework for how to proceed each turn. What's New in Brave New World: In with the New Sid Meier's Civilization V: Brave New World
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