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The combination of C-evo's first four manipulations produces an interesting short game, generally between 20 and 40 turns.

Basics

Nations need to access all three rare minerals and build with them (or capture suitable Space Ports) while fending off powerful units produced by rivals using future technologies. Build many cities because each can produce a military or civil unit or building, and grow, each turn. Your computer-driven opponents seem to be unaware of that.

First three turns

Settler should start a city immediately without moving. Capital, on the first three turns, should build:

  1. Space Port
  2. MIR
  3. Engineer, who should move out for just one turn then start a new city

Then you go for a Revolution (and if you switch to Fundamentalism you have no morale or unit-support problems while the slower research is irrelevant) while the transition can affect only one city - but you may find that another Engineer is built and a third is ordered but delayed.

Later

Early Engineers should move away (preferably on passenger planes) for just one or two turns then build new cities.

Research

First research a basic ground unit (e.g. 204/204/1.5 Fanatic with Artillery) and a minimally-armed but long-range passenger plane (e.g. 0/51/12.5x4, carrying one unit) and identically-numbered spyplane.

Then go for Artificial Intelligence so that you can build strong bombers (with one or more spare fuel tanks, depending on topography) as soon as threatened: level 10 should handle most enemy marines, missile launchers, and early ships, but go to higher levels unless enemies are close in case enemies develop much stronger units.

Buildings

Military Academy, Airport, Harbor, Barracks, Algae Plant, Supermarket, Aqueduct, and Sewer System may be all the buildings you should want. It is debatable whether Granary has any value, though most AI nations build one. A Coastal Fortress may be useful but a bomber or two may defend better.

Ideally build a Military Academy, in a city that's not the closet to the Arctic or Antarctic, before building army units. Just before or while designing your first bombers, build airports in cities that are closest to enemies.

City growth

Don't be too worried by warnings of starvation, because the city growth usually neutralizes it. In fact, if you are building an Army of Slaves or a spaceship part, the starvation seems to be ignored. Minimize starvation by building Algae Plant, Supermarket, and Harbor.

The only value in letting a city grow is to build engineers or an army of slaves.

If any city reaches size 7, you could be prudent to build an Aqueduct so as not to waste the chance of growth next turn, but an Engineer might be of more value. Similarly at size 11, a Sewer System or an Engineer.

Wonders

Build Eiffel Tower early if you think you may be able to use Pyramids or Hanging Gardens or Sun Tzu.

Game reports

Several games have been the subject of reports, with a wide range of map sizes and land percentages.

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