Estratégias para Civilization II
Como aprimorar e administrar com sucesso a sua civilização, iniciar bem uma partida etc.
Temos aqui um pequeno guia escrito por Mike DelPrete com estratégias para Civilization II, a continuação do Civilization que, aprimorando e revisando elementos e mecânicas do indelével clássico de Sid Meyer de 1991, tornou-se também um grande clássico.
Pra quem não fraga, Sid Meier’s Civilization II é um game de estratégia em turnos 4X da série Civilization. Desenvolvido e publicado pela MicroProse e lançado em 1996, coloca os jogadores (numa partida vanilla), no controle de uma tribo primitiva competindo com outras civilizações rivais em busca do domínio, seja por dominação global ou por vencer a corrida espacial. Isto é feito gerenciando cidades, unidades militares, desenvolvimento de tecnologia, diplomacia, modo de governo, roubos estatais (impostos) e outros aspectos. Civilization II foi um sucesso estrondoso de vendas e críticas, e é de fato um jogo muito bom, inclusive um de nossos Hall of Famers.
Já o texto foi publicado originalmente em 25 de abril de 1996, na época que a internet ainda era escrita com PH, e ensina como aprimorar e administrar com sucesso a sua civilização, dando exemplos de como iniciar bem uma partida e tudo mais. Como é também uma daquelas viagens no tempo que nos leva à era onde os guias eram publicados em formato ASCII, adicionei-o aqui sem modificações, incluindo em seu idioma original (inglês), pra manter a fidelidade e manter a nostalgia.
Mas chega de papo furado e vamos às estratégias para Civilization II.
Civilization Strategies
by Mike DelPrete
4/25/96
CONTENTS
I. Starting Strategies
II. World Conquest
I. Starting Strategies
In this section, we will discuss good strategies for the
beginning half of the game. First off, you must decide what your
method of play will be. Generally there are two types, world
conquest and the long term space race. The first, of course, is
where you gear your entire economy toward eliminating the
opposing players as quickly as possible. The second is where you
build up a sound infrastructure and deal diplomatically with the
other players until you can launch a spaceship, hopefully before
they do. Each of these particular strategies will be discuss
later in detail.
When you start out, the first thing you should do is to check
if you have one or two settlers. In some rare cases games will be
started with one civilization having a pair of settlers instead
of just one. If you have two you are very, very lucky. No matter
what you start with though, you must first decide where to
settle. It is a good idea to build your first city on a river or
on the sea. This will give you a boost to trade at the beginning
since rivers act as roads for trade purposes. If you build your
first city on the sea, this will guarantee you a port from with
to launch ships to go explore the remainder of the world, or just
explore the small landlocked lake that it really is. Whatever
the case may be, keep an eye out for bonus squares on the map
near your first city. The most valuable your first city are the
whale, the pheasant, or the corn. The first two will give you an
ample supply of food and resources, and the corn will yield more
food than normal, especially when you irrigate it. So, in
conclusion, if you can locate your first city near or on a river,
on the sea, or near a bonus square, do it, but do not spend more
than three turns doing so! You need to get your city up and
running so you can pump out more units to explore and settle.
If you have a second settler unit, treat it like it was your
first. Pick a direction to move in, rivers often make a good
choice since they act as roads, and move a bit away from your
city until you come across a good city location. Of your first
two cities, at least one should be on the sea, and at least one
should either be on a river or near a bonus square.
Well, your first city is now founded, and you find yourself
wondering what to build. Either that or you are making some
warriors because you have played before and have some clue as
what to do. If you haven’t figured it out yet people, produce a
unit of warriors first and then send them out to explore. Do not
send them in only one direction though, like just moving up every
turn. Have them zigzag so as to explore the most territory for
possible city sites. If you encounter a hut, you must make a
decision. It could either be money, a unit to join you, settlers,
a new city, technolgy, or barbarians. Usually at this point in
the game, it will either be a new city or some unit to join you.
But remember that the possibility still exists for it to be a
group of barbarians that will destroy your unit and sack your
city. If it is the later, you can always load up the auto
save of your game and try again. But anyway, if it is a new city,
you are very lucky indeed. What is under these huts can shape the
development of the game ahead, since if you uncover two or three
new cities it will give you a huge boost to trade, production,
and unit production. But back to the first city. After you make
two units of warriors, you should shift to one of three things.
If for some reason there is already a good defensive unit in your
city (bonus hut gave you and archer), then go ahead and make a
settler. If you have bronze working, make a phalanx, and
providing you have enough money try to buy it half way through.
If you don’t have bronze working, which may very well be the
case, then make another warrior to garrison your first city. For
the last two cases, after you make the unit, fortify it and start
making settlers.
We will take a little detour here to quickly discuss tax,
science, and luxury rates for the beginning game. You should go
under the Kingdom menu and then Adjust Tax Rate. You can play
around with the figures a bit, but the desired result would be
where you are making a few coins each turn and the rest go to
science. If you are playing on a hard level, you may later on
want to increase luxury a bit to keep you citizens happy. Make
sure you adjust this early, since if you are getting a lot of
trade arrows at the start you will be making more money than you
need to be and which science could greatly benefit from. Make
sure you check this menu often, and definitely after a change of
government or construction of a wonder that will affect it
(Colossus, Adam Smith’s Trading Company, Isaac Newton’s College,
etc.)
All right, back to the game. You should now have your first
city (possible more if you had luck on your side) and a settler
unit ready to settle. Send your settler out to a good location
for a city, again following the hints above for city placement.
You want it in a location where it will grow quickly, not where
it will take settlers a dozen turns to develop the mines and
irrigate the plains near it. At this point no settlers can be
spared for land development yet; you need more cities.
Well, now that you have your first two cities, it gets harder
to give good advice. It all depends on whether you are on an
island, a huge continent with other civilizations, or don’t even
know yet. If you have come in contact with other civilizations
and you have decided to eliminate them, you should start building
good defensive units (phalanx or archer) and fortifying them in
good defensive locations between your civilizations. After this
border is established, you can then start to produce more
offensive units at your discretion and attack when you feel
ready. It is a good idea though to try to destroy the enemy
quickly, especially at this early in the game, so you can get
back to building up your civilization.
If you find you are on an island all alone, you can pretty much
give up an idea of fast global conquest. If your island is very
small (only capable of sustaining up to three or four good sized
cities) you should get map making and triremes as fast as
possible. Once you have a ship, get a settler on it as soon as
you can, along with an escort or explorer. Send it around your
island looking for land, and once you find some get your units on
land quickly. Then send your trireme around this newly discovered
land mass to get a better idea of what to expect. Have your
settler build a city quickly, and send you unit or explorer
around to scout the nearby land area. Get your ship back to port
and loaded with either a settler or another military unit,
preferably both. Then send your ship to your new found land mass,
and drop the settler off to found a new city. This new city
should be on the sea if the other one wasn’t, and remember to
look for rivers. These new cities should start the entire routine
over again; building warriors or explorers, then settlers to
found new cities. A good method for expansion that I used was
that after a city was founded, I build a phalanx, then a settler
(to go found a new city), then a granary or temple (this was on
emperor level), then another settler to settle the lands around
the city. After this I started to build what the city needed,
such as a granary, marketplace, etc., and the occasional military
unit of needed.
On to governments. It is very important to switch to a Monarchy
as soon as possible. It is just so much better than Despotism,
and if you can get settlers to irrigate just a few squares around
the city growth will be much faster. After Monarchy, government
type depends on what you want to accomplish. The next logical
step, unless you are engaged in a huge war, is to advance to a
Republic. This will double all of your trade, thus giving you a
lot of money and faster scientific progress, as well as making
more people happy with luxuries. This is where you face a problem
though, the next government (although it is possible to stay with
Republic), either Fundamentalism or Democracy. Personally, I love
Fundamentalism, since you don’t have to worry about keeping
people happy (which is a big relief on the harder levels) and
unit maintenance is non-existent until the eleventh unit. Of
course scientific progress is cut in half, so this government is
best suited for someone who wants to conquer the world. Democracy
though is a good choice for someone who is aiming to win the
space race. It has the benefits of increased trade as well as
giving you the chance to successfully wage war against an enemy.
These are just the two extremes of government, and depending on
your style of play and goals in the game, your ideal government
will vary. I suggest trying each government for a while at least
once, and just seeing how it works out.
One last thing I have to mention that is very important here:
Wonders. In the early stages of the game, committing a city to
complete the right wonder can be a huge boon to your
civilization. Basically, what you have to choose from are the
Pyramids, the Hanging Gardens, the Colossus, the Lighthouse, the
Great Library, the Oracle, and the Great Wall. If you are in a
real “conquer the world” type game, the Great Wall will probably
help you the most, that is only if you want to commit the time to
building it instead of those extra catapults. Personally I used
to think the Colossus is great, since it doubles trade in the
city it is built. That is really good for more money and science,
but it doesn’t affect your entire empire. The Lighthouse isn’t
really worth the effort, unless you have nothing better to do.
There are other Wonders you could build, such as the Great
Library. This is good if you are behind the other civilizations
technologically, or if you want to set your science rate real low
and make tons of money. This is possible mainly because if two
computer civilizations are allied, they will usually trade
technology often. This will leave you the victor by getting both
of their technologies for free. The Pyramids are good, since if
saves you the time of building a granary in each of your cities.
It is worth it if you can spare a city to build it, and your
strategy is expansion, not war. The Hanging Gardens are good, but
will only prolong the inevitable unrest that will sweep over your
cities on the harder levels. If you can’t get the Oracle, then go
for the Hanging Gardens. Finally, the Oracle is probably the best
early wonder you can build, especially on the harder levels.
Combined with a temple and mysticism, you can make four unhappy
citizens in each city content. This saves a lot of trouble when
you can’t build a colosseum, cathedral, or Michelangelo’s Chapel
yet. So, in conclusion, go for the Oracle if you like to play on
a hard level and don’t want to deal with unrest in your cities,
but on easier levels the wonder you want will have to depend on
your style of play. Well, hopefully this past section has given
you some idea how to get your civilization off on the right foot.
These first few thousand years are the most important, and what
you do then will affect how the game plays itself out in the
future.
II. World Conquest
This section will deal with good hints for successful world
domination in Civilization II. Remember, these are only one
persons view on how to do this, and they are by no means perfect
or the only way to go about it. The best method is to experiment
yourself, and to do what you feel is right. This section is only
here to give you some ideas and pointers, and how veteran
Civilization players would go about it.
The most important thing to remember when attempting this is
speed. Once you decide to conquer the world, you must commit
everything to it and do it as fast as possible. Speed as two
advantages. First, the faster you defeat everyone, the higher a
score you will get. Believe me, you get a lot more points when
the world is yours at 1500 BC then at 1990 AD. The other
advantage is the faster you assault a city or attack a
civilization, the less time they have to build up forces to
counter-attack or defend. If you can take a city in one swift
blow the benefits are greater than if it were long siege.
Basically, I think there are two basic methods of world
domination. The first is the obvious one of supreme military
power and just rampaging over enemy cities. The second is a
little more subtle, and consist of subverting enemy cities one by
one. Both can work just as well as the other, although the second
method cannot be done until your civilization has large cash
reserves, usually only in the later half of the game.
In the first method, the goal is to build up a strong enough
military to defeat all opposing players. Unless you have a huge
empire and can afford the expense, you should only concentrate on
one, maybe two, fronts at once. In other words, don’t declare war
on everyone at the same time, that would be suicidal. Take them
out one at a time, then move on to the next. It is a lot easier
than facing a united world against you.
One quick note: When you destroy a civilization, another one will
pop up somewhere in the world. That means that you should move
quickly to find were the new one has spawned. It is a whole lot
easier to destroy a civilization in its infancy than when it has
a moderate amount power.
First you should pick a neighbor that you don’t want around any
longer. It should be the closest if possible, with a land route
to their empire. If there are several civilizations an equal
distance from you, you should either pick the weakest or
strongest, depending on how you are doing. If you defeat the
weakest one first, you will get more cities to make units and
eliminate a foe later on the game, but at the same time the
strongest enemy just got stronger, and they could attack you at
any moment. If you defeat the strongest enemy first, then that is
all over and it is downhill from there. With your economy all
geared up for a tough war with a formidable opponent, you should
be able to take out the remaining civilizations rather easily.
Usually though, it works out that your civilization will attack
the closest foe, which is usually just one civilization. No
matter what the case is though, these are good points that you
should consider before going on a war.
After you pick your target, start building up an offensive
force to attack with. If you have diplomats available, build them
to. Even if you can’t afford to bribe units or cities, sabotaging
units and destroying city improvement (city walls) will prove to
be invaluable. Send a good defensive unit toward your border
with the enemy civilization and fortify him in a good defensive
location. This will keep hi units away from your home turf an act
as a staging point for attacks into his territory. After you get
a good sized force (it will vary on your empire size and his),
move it around your staging point. Now you must deal with them
diplomatically. Talk to them if you can, and try to get them to
break any treaties of cease-fires you have. Try demanding
tribute, that usually works well. If it comes to it though, you
may just have to declare war on him and face the loss in
reputation. Another good method to declare war on them with
minimal consequences is to talk to a third party civilization
that doesn’t like your enemy very much. If you can get them to
ask you to attack the civilization, then go for it. Try as hard
as you can to get another civilization to help in your attack,
and ally with them if it is favorable to you.
Now to the attack. Send you diplomats in first, scouting the
territory for you slower units behind. Send cavalry or other fast
moving units first also. Try to get an idea where the enemy
cities are, where their units are, and how their road system is
laid out. When you get to a city you want, you can do one of many
things. First, you can just brute force attack it. This works
best if it doesn’t have city walls or you know the defending unit
is very weak. The other option is to lay siege to the city. This
consists of fortifying your units around the city in good squares
and destroying the roads, mines, and irrigation in the other
ones. This could starve the city down a bit, but is usually only
used to wait while stronger units are brought up to attack
directly. When this strategy is used on the harder levels, the
enemy city will be able to still make units faster than you (they
cheat), and you will end up making the city stronger than it
originally was. The best method for attack is to send a diplomat
in to destroy the city walls (if first you don’t succeed, try,
try, again), then attack with your good offensive units (catapult
or legion). If you have the money and you really don’t fell like
fighting for another city, just send a diplomat in and bribe the
city to revolt. This method works especially well if you control
the enemy capital or if it has none, since that lowers the bribe
price significantly. There isn’t much else to add here for the
attack, just that you should never let up making units, and
making faster ways to get them to the front (ships or roads).
Make sure you have a settler making roads that keeps moving into
enemy territory after you crusading force since this will help in
rapid troop movement to help the war. This probably only applies
to longer wars, since the short, earlier ones don’t really last
that long.
Eventually you will face the task of fighting an enemy that is
overseas. What to do in this case, if it is still early in the
game, is to produce a few ships and load them up with good
offensive units. Just land them near the city and attack. Most
likely you surprised them, and took the city. With this city you
can ship more units in, and proceed to take the empire by the
conventional means discussed above. If you have time on your
hands in the game, and want to play it safe, you could send
diplomats and explorers over to scout around and choose an ideal
city to attack. Or you could get a diplomat to bribe the city and
avoid the battle all together. There are many ways to do it, so
again experimentation is the best advice.É isso aí!
Mais uma curadoria da Era de Ouro da Internet feita com sucesso.
Espero que este guia com estratégias para este grande clássico, Civilization II, seja útil de alguma forma para você e, como sei que você vai compartilhar com a turma, por que você é muito gente boa, seus amigos. Depois, comente aqui suas experiências com o CIV2 e considere também tirar o escorpião do bolso e tornar-se nosso apoiador para financiar nossa campanha de dominação mundial!
Abraços!
Mais Civilization
Informações adicionais
- Categoria: Dicas e soluções
- Tag: Civilization (Série)
- Adicionado por: Facínora
- Acessos: 20
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