Civilization: Call to Power/Walkthrough: Difference between revisions

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Initial Setup and Tips.
(Getting started in Civilization: Call to Power.)
 
(Initial Setup and Tips.)
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Beginning;
Initial Setup and Tips.


In the beginning of a game you will have 1 or 2 Settlers, depending on how the AI assesses your position on the map. You'll get 1 if the AI determines you're in a strong position. Find a map location that has a combination of the following features:
In the beginning of a game you will have 1 or 2 Settlers, depending on how the AI assesses your position on the map. You'll get 1 if the AI determines you're in a strong position. Find a map location that has a combination of the following features:


1). Coastal tiles/plains/grassland. Essential for food production and growth.
1). Beach or Coastal/Plains/Grassland. Essential for food production and growth.


2). At least one trade good.
2). At least one Trade Good.


3). ''Not on a swamp''
3). ''Not on a Swamp''


Don't be afraid to look around for a turn or two before building your first (and by default capitol) city. The most advantageous position for a city I have found is on a forest/jungle or hill tile with a river flowing through it. This adds the Production, Food and Defense bonuses automatically to your city. Building a city on top of a trade good is fine since it means your automatically work that good.  
4). Some Forest/Hills/Mountains nearby.  


''Never'' build a city on top of a swamp. When Global Warming occurs (almost inevitable) the swamp tile will be converted to water and the city will be destroyed.
Don't be afraid to look around for a turn or two before building your first (and by default capitol) city. The most advantageous position for a city I have found is a coastal Forest/Jungle or Hill tile with a river flowing through it. This adds the Production, Food and Defense bonuses automatically to your city. Building a city on top of a Trade Good is fine since it means your citizens automatically work that good.  


One your city is founded start developing. Start with a list like this:
One your city is founded start developing. Start with a list like this:
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1). 3-4 Warriors.
1). 3-4 Warriors.


2). A Granary-Food storage, prevents starvation and allows for faster population growth. Requires ''Domestication''.
2). A Granary- Food storage, prevents starvation and allows for faster population growth. Requires ''Domestication''.


3). A Marketplace-+50% gold for that city.
3). A Marketplace- +50% gold for that city.


4). 3 of your most powerful military units. Most likely these will be Phalanxes.
4). 3 of your most powerful military units. Most likely these will be Phalanxes.


5). City Walls-+4 defence rating for units garrisoned within the city. Requires ''Stoneworking''
5). City Walls- +4 Defence rating for units Garrisoned within the city. Requires ''Stoneworking''.


6). A settler. I build a settler after every Wonder.
6). A Settler. I build a Settler after every Wonder.


7). ASAP build the Labyrinth. Requires ''Shipbuilding''.
7). ASAP build the Labyrinth. Requires ''Shipbuilding''.
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Set your Public Works (PW) percentage to 20%.
Set your Public Works (PW) percentage to 20%.


You will know certain Advances. These are psedorandomly generated by the AI but most likely you'll know ''Domestication'' and ''Mining'', maybe some others. Research ''Domestication'' if you don't know it, ''Bronzeworking'', ''Shipbuilding'' and ''Stoneworking''.
You will know certain Advances. These are psedorandomly generated by the AI but most likely you'll know ''Domestication'' and ''Mining'', maybe some others. Research ''Domestication'' if you don't know it, ''Bronzeworking'', ''Shipbuilding'' and ''Stoneworking'' in that order.


Once you have 2 warriors built, use one to explore. Fortify the other one as a city garrison until you can replace it with ''at least'' a Phalanx, preferably 2, or a Phalanx and an Archer/Mounted Archer. Warriors are more effective in reconnaisance than Mounted Archers because they can see 2 squares around them. Use them to find Ruins. Ruins are ''fundamental'' sometimes they will give you an Advance, military units or settlers, a new city or gold. Find them. Explore them.  
Once you have 2 warriors built, use one to explore. Fortify the other one as a city Garrison until you can replace it with ''at least'' a Phalanx, preferably 2, or a Phalanx and an Archer/Mounted Archer. Warriors are more effective in reconnaisance than Mounted Archers because they can see 2 squares around them. Use them to find Ruins. Ruins are ''fundamental'' sometimes they will give you an Advance, military units or Settlers, a new city or gold. Find them. Explore them.  


Once all of this is established, start developing PW. Start with food production by placing Farms or Nets on every square you can within the 2-square site-radius around your city. Some sea squares will cost more to place nets on than normal (300PW vs. 200PW)-this means that there is a Undersea Trench underneath it, making placing a net there +50% more extensive in PW. Your citizens will automatically start working those squares and receive a Production boost. Placing the Nets there will result in a +5 Food boost. If you have a river flowing through Plains or Grassland near your city, place your Farms there. Improve all food-producing squares before placing Mines.
Once all of this is established, start developing Tile Improvements using your Public Works (PW). Start with enhancing Food production by placing Farms or Nets on every square you can within the 2-square site-radius around your city. Some sea squares will cost more to place Nets on than normal (300PW vs. 200PW)-this means that there is a Undersea Trench underneath it, making placing a Net there +50% more extensive in PW. Your citizens will automatically start working those squares in preference to other squares and receive a +5 Production boost. Placing the Nets there will result in a +5 Food boost. If you have a river flowing through Plains or Grassland near your city, place your Farms there. Improve all food-producing squares before placing Mines.


Once this is accomplished concentrate on building the Labyrinth and the Sphinx, exploring and founding cities to claim Trade Goods. Placing a city on an isthmus with fortified units within it is a good defensive strategy as is limits enemy movement through it. Where there is 1 land square separating 2 bodies of water, building a city there allows your ships to sail though, shortening their trip.
Once this is accomplished concentrate on building the Labyrinth and the Sphinx, exploring and founding cities to claim Trade Goods. Once you have more than one city, start building Roads between them. Avoid building them over Swamps.


Once you have more than one city, start building Roads between them. Avoid building them over Swamps.
Tips:
 
1). Learn to use Build Queues in the City tab. Saves a lot of time especially when you know you're going to build the same improvements and units in every game.
 
2). Have ''at least'' 2 units fortified in each city. I prefer to use a combination of melee and ranged attackers eg: 2x Legions and 2x Archers. I have seen an army of this style, fortified in a city with City Walls, destroy an attacking army of 9 units (4x Phalanxes, 3x Samurai and 2x Legions) without even losing a single unit. The Legions were all critical in health but they were healed in 2 turns. This battle was a decisive one; I went on to win the war after capturing 4 enemy cities.
 
3). Don't be afraid of war.
 
4). It's largely a waste of time, resources and troops conducting an offensive war before developing Cannon/Ship of the Line. Build a strong force of 4+ Cannons and other units (you develop Musketeers at about the same time, so it might as well be them) and move it adjacent to the desired location-enemy city etc. Bombard the location for a while. This will kill enemy units at low risk to your army, especially if you fortify the other units while the Cannons Bombard. Bombarding also destroys City Improvements-like City Walls. I've found this tactic to be most effective when there are a minimum of 4 bombarding units in the attacking army or when coupled with Naval gunfire.
 
5). Pikemen are quickly superseded by Musketeers. No point in building them.
 
6). I never use Biological Warfare (i.e. the Infector unit) whenever a different Civilization uses that attack against me I declare "No Truce" and I set out to destroy them. Frequently I will build a massive force of Nukes and nuke them back into the Stone Age. Stealth Bombers (2x Nukes per unit) and Stealth Subs (4x Nukes per unit) are major advantages in this form of warfare by carrying your messengers of death within range of enemy cities.
 
7). Swamps are useless terrain except when they have an Alligator Trade Good on them. ''Never'' build a city on them because when Global Warming occurs (almost inevitable) the Swamp tile will be converted to Water and the city will be destroyed. Terraform them whenever possible-I always Terraform them into Plains at the cost of 600PW once Industrial Revolution has been discovered.
 
8). Piracy is your friend.
 
9). If you have built Stone and Bronze age Wonders (i.e. The Labyrinth, Sphinx etc.) delay researching Age of Reason as long as possible. Once this Advance is discovered, by anyone, all of these Wonders become obsolete and you lose their benefits. For this reason, as soon as I research Trade, despite having the Labyrinth, I build a handful of Caravans. Therefore as soon as the Labyrinth becomes obsolete, there is minimal disruption to my trade network.
 
10). Placing a city on an isthmus with Garrisoned units within it is a good defensive strategy as is limits enemy movement through it. If the isthmus is narrow enough, enemy units cannot advance past the city without attacking it. Where there is 1 land square separating 2 bodies of water, building a city there allows your ships to sail though, shortening their trip.
 
11). The AI might assess your initial location on the map as weak and give you 2 Settlers to start the game with. This is actually a major advantage because it gives you 2 cities for free.
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