Sid Meier's Civilization Revolution Tactics Guide
Written by Loughi the Boy Wonder


1. [Intd]: Introduction to guide.
2. [Civs]: The Civilizations
	a. [arb] Arabs
	b. [amr] Americans
	c. [atc] Aztecs
	d. [chn] Chinese
	e. [egt] Egyptians
	f. [egl] English
	g. [frn] French
	h. [gmn] Germans
	i. [gce] Greeks
	j. [idi] Indians
	k. [jpn] Japanese
	l. [mng] Mongolians
	m. [rme] Romans
	n. [rsn] Russians
	o. [spn] Spanish
	p. [Zlu] Zulu
3. [Cabd]: Cities and Buildings
	a. [typc] Type of Cities
	b. [ctym] City Managment
	c. [ctyl] City Locations
	d. [wndr] Wonders
	e. [gpep] Great People
3. [Tcts]: Tactics and guides
	a. [domT] Domination Tactics
		-[dCRSt] Crusader Tactic
	b. [ecoT] Economic Tactics
	c. [tecT] Technology Tactics
		-[tTRTt] Turtle Tactic
	d. [cltT] Cultural Tactics
	e. [civt] Civilization-Specific Tactics
4. [Askf]: FAQs
5. [Cntc]: Contact Information and Submission


	This guide is for those either new to the game, or having a 
slow start. Civilization has always had a lot of unused or misused
items that, when used correctly can pull you from 4th place, to 1st.

	Tactics may be submitted to me, scroll down to the contact 
information and all submissions will be credited to the person who 
sent me the guide.


-What Civilization suits you?

	This is the key question to ask yourself everytime you 
play the game. With the right Civilization in your hand, you can 
win with a strong victory. Now what does a strong victory mean? A 
strong victory is one where you stand out far above the other 
civilizations. This guide is here to help you accomplish that.

-Tips to choosing your cilivization.

	Pay attention to the bonuses that each civilization 
recieves. You don't want to go for a fast economic victory and 
choose a faction based on technology. Now I know this is common 
sense, but you'd be surprised how many people I've seen using 
someone like the Romans to beat the Chinese in a technology 
victory. I'm not saying it's not possible, but if the Chinese 
play their cards right they have a much larger technology 


A. [arb] ARABS

Starting Bonus: Knowledge of Religion
Ancient Bonus: Caravans Recieve an extra 50% in gold
Medieval Bonus: Knowledge of the Mathematics technology
Industrial Bonus: Calvary get a +1 to attack
Modern Bonus: Gold reserves receive a 2% interest rate every 



Starting Bonus: Begin game with a great person
Ancient Bonus: 2% interest on gold reserves
Medieval Bonus: Rushing units cost 1/2 price
Industrial Bonus: +1 food from Plains
Modern Bonus: Triple Production from Factiories


B. [atc] AZTECS

Starting Bonus: Begin game with extra gold
Ancient Bonus: Units automatically heal upon a battle 
Medieval Bonus: Temples produce 3 science
Industrial Bonus: 1/2 cost of roads
Modern Bonus: 150% Gold production in cities


C. [chn] CHINESE

Starting bonus: Knowledge of Writing
Ancient Bonus: New cities gain +1 population
Medieval Bonus: Knowledge of Literacy
Industrial Bonus: 1/2 cost of Library
Modern Bonus: Cities not affected by Anarchy


e. [egt] EGYPTIANS

Starting Bonus: Gain a random Ancient Wonder
Ancient Bonus: +1 trade and food on desert tiles
Medieval Bonus: Knowledge of Irrigation
Industrial Bonus: Rifleman movement increased by 1
Modern Bonus: 50% Caravan money increase


f. [egl] ENGLISH

Starting Bonus: Knowledge of Monarchy
Ancient Bonus: Longbow Archers gain a +1 to defense
Medieval Bonus: Naval units gain +1 to defense/attack
Industrial Bonus: Add 1 Production from Hills
Modern Bonus: 2x effect from naval support


g. [frn] French

Starting Bonus: Cathedral in capital
Ancient Bonus: Knowledge of Pottery
Medieval Bonus: 1/2 price of roads
Industrial Bonus: Cannons gain a +2 to attack
Modern Bonus: Riflemen movement increased by 1


h. [gmn] Germans

Starting Bonus: Units with an elite upgrade get upgraded with 
the technology
Ancient Bonus: New warriors start as veterans
Medieval Bonus: Forest Squares recieve 1 extra production
Industrial Bonus: 1/2 cost of Barracks
Modern Bonus: 2% interest on gold reserves


i. [gce] Greeks

Starting Bonus: Capital starts with a Courthouse
Ancient Bonus: Knowledge of Democracy
Medival Bonus: Gain great people faster
Industrial Bonus: 1/2 Cost of libraries
Modern Bonus: +1 food to sea squares


j. [idi] Indians

Starting Bonus: All resources are available to be harvested
Ancient Bonus: Cities unaffected by Anarchy
Medieval Bonus: Knowledge of Religion
Industrial Bonus: 1/2 cost of settlers
Modern Bonus: 1/2 cost of courthouses


k. [jpn] Japanese

Starting Bonus: Knowledge of Ceremonial Burial
Ancient Bonus: +1 food to sea squares
Medieval Bonus: Samurai Knights gain a +1 to attack
Industrial Bonus: Cities unaffected by Anarchy
Modern Bonus: New defensive units start off with the Loyalty 


l. [mng] Mongolians

Starting Bonus: Captured cities gain 150% trade
Ancient Bonus: Barbarian Villages join your civilization instead of 
giving a bonus
Medieval Bonus: Calvary movement increased by 1
Industrial Bonus: Mountain squares recieve an extra 2 production
Modern Bonus: Knowledge of Communism


m. [rme] Romans

Starting Bonus: Begin as a republic and knowledge of Code of Laws
Ancient Bonus: 1/2 price of roads
Medieval Bonus: 1/2 wonders' cost
Industrial Bonus: Gain great people faster
Modern Bonus: New cities gain +1 population


n. [rsn] Russians

Starting Bonus: Begin game with map of surrounding area
Ancient Bonus: +1 food to plain squares
Medieval Bonus: New defensive units start off with the Loyalty upgrade
Industrial Bonus: 1/2 Riflemen cost
Modern Bonus: 1/2 Spy cost


o. [spn] Spanish

Starting Bonus: Knowledge of Navigation
Ancient Bonus: 2x Cash from exploring
Medieval Bonus: Naval units gain +1 to defense/attack
Industrial Bonus: 150% Gold production in cities
Modern Bonus: Hill squares recieve an extra 1 production


p. [Zlu] Zulu

Starting Bonus: Overrun Advatage is lessed to 4 times stronger instead 
of 7
Ancient Bonus: Warrior movement increased by 1
Medieval Bonus: City Populations Grow
Industrial Bonus: 150% Gold production in cities
Modern Bonus: 1/2 Riflemen cost


-------------------------Cities and Buldings--------------------------

	The purpose of this section is explain the buildings, wonders, 
and types of cities you should look to build. City placement and 
management are important in making your civilization the top of the 

---------- Types of Cities ---------

One thing you need to know other than how you plan to win is what 
kind of cities you plan to build. This part of the guide will 
explain the types of cities you can build to help your city. By 
planning your cities well enough you can benefit from a strong 
support system.

__ Construction Sites __
(aka the production cities)

Construction sites are your wonder builders. These cities are usually
best built in mountainous/hilly areas. Early game they might do as 
well but later on buildings such as iron mines make these cities 
produce even the most expensive wonders in a single turn. 

These cities should also be your primary form of military production. 
A well-placed Construction Site can create multiple units every turn, 
which allows you to heavily fortify your cities, and build your forts 
to their strongest.

__ Forts __
(Choke Points and Blockades)

Forts are your defense-based land blockade cities. Building Forts on 
choke points to block off enemies from getting into your other cities 
by land allows you to place all of your defensive focus on a single 
spot, allowing your other cities to focus on their purposes. Forts 
become less effective as time passes because of more advanced ships 
and air units, but in early game these cities are your prime form of 
keeping enemies at your front door. 

Forts can also help you reach enemy cities easier by building roads 
and placing the cities near the enemies'. After a while of the 
enemies beat on your fort, they should get a lot of bonuses, which 
can help you get some engineer units for your other cities.

If you're lucky enough to get a choke point with a river around it 
you have one of the best possible fort positions as rivers give a 
-50% penalty to attackers.

__ Labs and Goldmines __
(aka the trade cities)

Labs and Goldmines are your cities that provide a significant 
supply of science or money. Most people prefer to make goldmines 
and let all of their other cities provide the science. But if you're 
going for an economic victory it's also ok to do the reverse. Good 
spots for these trade cities are usually lone islands. The Japanese 
have a real easy time with these cities becuase they start off with 
the ability to get food from water. 

__ Palaces __
(also known as your capital)

You have to have a palace, in fact you start with one or you start 
with settlers to build one. Your palace is your central building so 
make sure you pick a good spot for management. A good palace spot 
has at least 2 spots for production and 2 spots for food. 

---------- City Management ---------

Your city management depends on your type of city. When a city 
begins, it's a good idea to and build your population up. When you 
want to build something, or make unit, you obviously choose the 
production squares. I probably don't have to say it, but for your 
trade cities, you obivously want to maximize the amount of trade 
square use.

In the early game it's easy to manage your city squares, but as the 
city population grows it gets a little more difficult to choose the 
squares manually, which is why they made the ability for you to 
choose what you want the city to focus on. Don't take the ability 
to change the production of your cities lightly, they let you do it
for a reason.

The buildings in your city help with certain land and materials. 
Try to choose the best buildings for your city. if you have one 
tile of desert and 3 plains, build a granary before a trade post.

---------- City Locations ----------

You obviously want to pay attention to the landscape before placing 
a city, don't just place it in a random spot because you need a city. 
Place it where you need a city. In otherwords if you have a fort, 
you have a production city, and your palace, then you will need a 
trade city. Don't place it in the first possible place you see, 
instead, look for a nearby island to explore. You might find an 
artifact and a perfect place for a trade city, it's a win-win.

-------------- WONDERS -------------

The 21 wonders of the Civilization world can help you in many ways.

There are many common misuses of wonders and this part of the 
guide should help you figure out when and where you should build 
your wonders.


Colossus of Rhodes (Bronze Working)- 
Doubles trade sqaures' efficiency

Strategy: The Colossus is very helpful not only to your trade 
cities but your regular cities as well. It's best to build it in 
a production city because in the ancient times you will want your 
focus more on building up your civilization.


Great Library (Writing)- 
Gain knowledge of technologies researched by at least two other 

Strategy: This isn't that good of a wonder for the ancient times.
Unless you're having a horrible start you probably won't have to 
worry about other civilizations technology, chances are if you're 
not #1 in technology you're probably 2 or 3 because NPC's seems to 
study technology to a certain point then their research slows down. 
In the case you do fall far behind, this wonder can help you catch 
back up. 


Great Pyramid (Ceremonial Burial)-
Gain access to all governments

Strategy: This wonder could be a waste of time, unless you have a 
very good Construction Site. Democracy early on can be an 
extremely helpful boost. Not to mention you would have access to 
Fundamentalism when you need to go to war. This eventually becomes 
obsolete, but in an early game, gaining this wonder could help 
you jump ahead of the other civilizations.


Great Wall (Masonry)-
Forces all other Civilizations to be at peace with you

Strategy: This wonder, as most ancient wonders should only be 
built in production cities, and if you can afford the time it 
takes to make it. It doesn't last very long but the effect can 
give you enough time to build an army, an economy, or just 
give you time to do whatever you need to get your 
civilization to the top of the list.


Hanging Gardens (Pottery)-
Increase a city's population by 50%

Strategy: The problem with this wonder is that it only requires you 
to have pottery. It may not sound bad to you, but it doesn't sound 
that bad to your enemey either. The longer you wait to build this 
wonder, the bigger growth you will have, but the less chance you 
will have to build it. You can hold off as long as you want, but 
hope that your enemey doesn't gain it before you.


Oracle (Alphabet)-
This wonder warns you when you will loose a battle

Strategy: Unless you have nothing left to build, don't bother 
with this wonder. It becomes obsolete extremely fast and it's 
powers only help if you're going for an early domination.


Temples produce an extra 50% more culture

Strategy: If you're going for a cultural victory, this wonder can 
obviously help you a lot, but it's powers are limited to only help 
your cities for a few turns before someone makes it ineffective.


East India Trading Company (Navigation)-
1 Extra trade for sea squares

Strategy: The East India Trading Company can extremely help your 
trade cities, especially after they gain a courthouse. Don't feel 
like you have to build it, like all wonders, only build it when 
you have a chance, don't let it waste too much of your production 
time. Though if you have a well-placed Construction site you can 
make this wonder build quite fast.


Himeji Samurai Castle (Monarchy)-
Adds 1 damage per unit

Strategy: Soem misunderstood effects of this wonder, and effects 
of Fundamentalism are this. They add +1 damage to units, not 
armies. Since armies are made of 3 units, the army as a whole 
gains a +3 to damage. Combinding this wonder with the power of 
Fundamentalism, a person can easily dominate enemy cities. 
This wonder puts the wonder in wonderful. You also have to watch 
out for your enemies building it before you have the chance to.


Leonardo's Workshop (Invention)-
Upgrade all units to their modern versions

Strategy: A great wonder, Leonardo's Workshop. But the problem 
is, I've seen many people build it way too early. Granted it 
does prevent the most technologically advanced from upgrading 
their units. I have always waited until I at least gain the Mass 
production technology until I build this wonder so I know a great 
portion of my units and not to mention my defensive unit will all 
be updraded to their best. It's always good to save a great 
builder for this wonder if you manage to get one.

Also if you have built a lot of cannons/catapaults it wouldn't 
hurt to wait until you research the automobile.


Magna Carta (Democracy)-
Your Courthouses provide culture

Strategy: Save this for later in the game when you have a good 
amount of cities. Saving it for just the right moment can give 
you a good amount of great people fast. Make sure your cities 
have courthouses though, I would not know why they wouldn't 
though considering their great usefulness.


Oxford University (University)-
You recieve an advanced technology

Strategy: The Oxford University picks a random technology 
from the list of ones you haven't discovered yet. This could 
be good or bad, depending on the one it chooses. A good idea 
is to save this for when you need Space Flight and 
Globilization, that way you knock out one of the last few 
technologies you need, and either gain an extra 500 gold 
(that is if you discover it first) or work your way for 
SDI defense if you don't have the nuke.


Shakespeare's Theater (Literacy)-
Double cultural production in a city

Strategy: This is obviously a wonder that will boost your 
culture for a cultural victory. It's up to you on whther you 
want to build it or not. This wonder can help you gain a 
cultural advantage, or prevent someone who has that advantage 
from getting a much bigger one.


Trade Fair (Currency)-
Doubles a city's gold production

Strategy: It's obvious where you should build this wonder. 
You heaviest gold mines will double their wealth. This wonder 
has made me many money from a single city, some go up to 2000, 
even 5000 to 6000 gold a turn. Of course that's mixed with a 
lot of other gold producing buildings and great people, but 
still this wonder helps a great amount.


Apollo Program (Space Flight)-
Research all remaining technologies

Strategy: This wonder helps to a certain point. If you are
going for a technological victory then chances are your 
cities are producing enough technology to get the few remaining 
technologies fast enough. Building this would probably only 
stall the building of other wonders. This wonder comes from 
one of the final technologies so you'll probably only have one 
or two more to research, which in the time or money it would 
take to make this you could have a much better wonder.


Hollywood (Mass Media)
City walls no longer prevent a cultural takeover of cities

Strategy: If you can get way ahead of everyone, this wonder 
can allow you to takeover enemies without leaving the comfort 
of your own palace. This wonder is a good way to not only get 
some culture, but also to capture those enemey cities your 
land has consumed but been unable to convert. Only build it if 
it will help you really. If the enemy is more advanced in 
culture, then stay away from it.


Internet (Networking)
Wealth gained per turn is doubled

Strategy: This wonder is not only a good economic victory tool, 
but even if you're going for another type of victory the internet 
can help tremenously. Nothing really more needs to be said, the 
effect alone speaks for itself.


Manhattan Project (Atomic Theory)
Gain a nuclear Weapon

Strategy: This wonder not only helps prevent other civilizations
from gaining a victory, but it strikes fear within your enemies. 
That is if you're online, NPC's feel no fear. The nuclear weapon 
is one frustrating tool though. A Democracy won't let you launch
 it, and if you wait too long it'll be ineffective because of SDI 
defenses. The best time to use it is to etiher completely destroy 
an enemy city that has been bothering you or when going in to 
dominate a captial. Be careful that you do not have any units 
on the outskirts of the city you bomb, or they will die as well. 


Military-Industrial Complex (Corporation)
Reduce the cost of military units

Strategy: Build this in a very productive construction site. 
Not because it only effects one city, but because it has a 
pretty high cost. I've been able to build it in a single turn, 
and it helps an extreme amount, not only do you produce units 
faster, but the cost of rushing goes down as well.


United Nations

Strategy: If your enemy has a nuke, either build an SDI defense 
in your most productive city, or attempt to build it in your 
weakest city. When your enemey recieves the city's name, this 
will allow you to keep your better cities and hopefully your 
enemy will fall for the bait. You cannot use a great builder 
contrary to what you might think to build this building faster, 
unless they are settled within your city.


World Bank

Strategy: If your enemy has a nuke, either build an SDI defense
in your most productive city, or attempt to build it in your 
weakest city. When your enemey recieves the city's name, this 
will allow you to keep your better cities and hopefully your 
enemy will fall for the bait. You cannot use a great builder 
contrary to what you might think to build this building faster, 
unless they are settled within your city.

----------- Great People -----------

When building great people always keep in mind that spies can 
steal settled great people. Always build spies where your great 
people are. If you get a Great Leader, build like 2 or 3 rings 
of spies because they're an invalueable asset to your military.

Great Builders
INSTANT- Great Builders can instantly produce one thing in a 

SETTLE- When settled Great Builders can reduce the production 
cost of future items in a city.

Great builders are obviously great to be settled in your 
construction sites. Sometimes you may need something to be 
built before someone else, such as the Apollo Program. You can 
pretty much use these to rush any building except the United 
Nations or the World Bank.

Great Sceintists
INSTANT- Great Scientists can instantly research a technology.

SETTLE- Great Scientists can increase a city's science trade 
output by 50%.

Great Scientists should be used according to your situation. 
If you're going for a technology or even a cultural victory, 
always settle before using instant power. If you're looking for 
defense and that democracy power is 11 turns away, well you 
don't need me to tell you what you should do.

Great Humanitarians
INSTANT- Great Humanitarians can instantly add 1 population 
to each of your cities.

SETTLE- Great Humanitarians can be settled in a city to 
increase it's growth rate by 50%.

Like great scientists, great humanitarians should used according 
to your situation. If you have 2 cities, a +2 population isn't 
going to help you much. But if you have 8 cities, it can really 
increase your productivity all around by using the instant power.

Great Thinkers
INSTANT- Great Thinkers can instantly convert an enemy city.

SETTLE- Great Thinkers can be settled to provide an extra 50% 
to culture.

Converting an enemy city is a risk. This could anger your enemy 
into attacking you and you usually convert their worst city, which 
means a poorly made, poorly defended city surrounded by them. A 
settled Great Thinker can also help converting cities through the 
land your civilization's culture would consume. If you need the 
city and feel you can defend it quick enough, don't think it a bad 
idea. On the other hand if the city is surrounded by the enemy, it 
would probably not be wise to take the city, or it would just be a 
waste of a great person.

Great Explorers
INSTANT- Great Explorers can instantly supply some money.

SETTLE- Great Explorers can be settled to provide an extra 50% 
gold production to a city.

It's obvious you would make a lot more money with a settled 
explorer, but this doesn't mean that an advance on cash is a bad 
thing. The instant power can help early in game, but later on you 
might find that in a single turn you can earn more wtih the 50% 
bonus. Most people don't have many gold producing cities, but 
these are a definite aid whether you're going for an economic 
victory or not.

Great Leaders
INSTANT- Great Leaders can instantly upgrade all units to a 
verteran status.

SETTLE- Great Leaders can be settled to provide an upgrade to all 
units created in that city.

If you get one of these, NEVER use the instant power. The settled 
power is possibly the best bonus you can recieve for your units. 
Think of it like an advanced barracks. When building defensive units, 
always build them in the city with a leader, defensive bonuses can 
provide you with an invincible city.

--------------------------Tactics and Guides--------------------------

Once again, this section is open to submissions, look at the contact 
section for more information.

--------- Domination Tactics -------

Submitted by: Loughi Boy Wonder

This tactic is a very powerful and quick way to a domination victory. 
When I refer to an "Early Domination" this is a tactic that will help 
you achieve that.

Two technologies you need to focus on are monarchy and religion. 
Monarchy allows you to build the Himeji Samurai Castle Wonder, and 
religion gives you the Fundamentalism government. These two combind 
gives all of your units a +6 to attack. 

While working for those two technologies, build at least 3 cities, 
one for producing units, one for producing science, and a third for 
producing gold. With these three cities you should have enough 
production to get you a steady supply of units. If you have enough 
room, build a fourth city for more unit production. Worry less on 
defenses, I'm not saying ignore your defense, but focus less on 
them since you will be pushing the enemy back. You bonuses from 
both Fundamentalism and the Samurai Castle will give you a big 
enough offense to push in multiple directions if you seem to be 
surrounded by enemies. 

Once you start getting naval technologies, use naval units to get 
around faster and as a support for land units sieging cities. 
Since most people build near water for trade squares, you can 
usually have an extra attack bonus by placing your boats in the
right spots.

A good way to practice is to go against the computer and stay at 
war with everyone possible. It forces you to build up your offense. 
Anytime they offer peace, reject and stay at war. 

Suggested Civilizations:


Arabs are the prime choice for this plan. Not only do you start 
with Fundamentalism, but you also get Mathmatics in the medieval 
age. Go straight for monarchy as soon as you can so you can build 
the Samurai Castle wonder right off the bat. The 50% caravan 
bonus helps with the caravans you recieve from the villages and 


Aztecs start with 25 gold and this allows them to rush a single 
unit of warriors while everyone else has to wait. This is also an 
easy way to capture a nearby enemy capital right off the bat. They
also have an auto-heal bonus which allows the units to continue 
fighting without delay. 


Germany warriors are automatically built as veterans. This lets 
you waste less time with a barracks, and focus more on spamming 
out warriors in the begining. When those units become elite, 
they get upgraded to legions when you get the iron tech. This 
lets you worry less about getting new legion units to the bases 


Calavry is a bit underused. With Samurai Knights gaining a +1 
per unit, that all adds to a +9bonus with Fundamentalism and 
the Samurai Castle Wonder. Calvary move around fast and get to 
enemy cities before catapaults can. With their higher defense 
they can also survive a better than catapaults can.


Cities are created by killing barbarians, this is a significant 
way to build up a good empire for producing units. Calvary 
recieving + movement means much faster domination. This lets you 
get to enemy cities before they can research defensive 

The Zulu have the ability to move warriors around quickly so 
you can get behind the enemy warriors and head straight to their 
defenseless capitals. A good Zulu trap is to fake peace until you 
reach their city and then attack them. Their overrun advantage 
works well with the Fundamentalism and castle wonder power to 
allow faster takeover of enemies.

---------- Economy Tactics ---------

-------- Technology Tactics --------

Submitted by: SpectralEssence908

This is a very common and very basic tactic. This tactic utilizes 
civilizations that can build cities fast to create a defensive-
based win. 

Technology is a time based win, the faster you can research, the faster
you can win. 

Depending on your starting position depends on how effective the tactic 
will be. I will give a basic idea. 

You want to try and work in a square/rectangular area. 

|Brrrrrrr       rrrrrrrB|
|        r     r        |
|         rr rr         |
|           C           |
|         rr rr         |
|        r     r        |
|Brrrrrrr       rrrrrrrB|

B- Base
C- Capital
r- Road

This is an example setup of a defensive setup. You have your Capital 
in the middle with 4 other bases. This is a setup if you happen to 
have a lot of space to work with. But sometimes you won't be so lucky. 
Sometimes you start on narrow land.

| B |
| r |
| r |
| r |
| C |
| r |
| r |
| r |
| B |

B- Base
C- Capital
r- Road

This is an example of a narrow land setup. I'll explain further as to 
how you want your cities set up.

Your bases should be trade-based and defensive cities. Build building 
based to increase science trade.Your capital should be your production 
city. Place buildings based on production and make this your main form 
of producing units. Since walls usually take a long time to build, 
your capital should be your place to dish out archers, pikeman, 
riflemen, etc.

Try and build your bases on spot where your enemy can't pass through. 
This further protects your Capital so you won't have to worry too 
much about trying to defend your capital.

If you have enough space you can build more than 5 cities. Don't feel 
limited to what I'm providing. This is your base plan. I've won using 
this strategy with just 3 bases. It all depends on how well you can 

Using this defensive strategy should keep enemies at bay and allow 
your bases to produce enough science to gain a huge advantage over the 

Your Capital can also help you provide culture. Since culture can help 
you gain great people, this can provide a good bonus to other parts of 
your civilization, especially if you gain a leader or some scientists.

Reccomended civilizations for this are the China, Greece, Japan, Rome, 
or Russia.

---------- Culture Tactics ---------

----Civilization-Specific Tactics---

-----------------------Frequently Asked Questions---------------------

Q: What is the best Civilization?

A: There is no "best" civilization. The civilizations are very 
balanced. The civilization you should choose should be based on 
what kind of victory you want to shoot for. 

Q: Why are my cities falling behind everyone else's?

A: Well there are multiple reasons for this. Make sure you always 
build the right buildings in the right cities. You don't want to 
build a bank in a city made just for science. Make sure that you 
also keep an eye on your city management. If you don't keep an 
eye on it your cities might not pick the right tiles for the best 
city output.

-------------------Contact Information and Submission-----------------

To send questions email me at

For tactic submissions please follow the following template to make 
my job easier.

Name: Your name here (this will go under the "Submitted by")
Name of Tactic: 
Suggested Civilizations: 

Please provide a clear and accurate description of the tactic. I 
won't accept anything under 100 words.