INTRODUCTION
------------

This is an annotated REPLAY file for a CIV game I played.  It is an Emporer
Level game of Earth.  My final score was 1303 and a rating of Augustus.  My
final population was 78 million.  I wanted to annotate this file to share
some of my comments, observations, techniques, and strategies with other
CIVers.


GENERAL STRATEGIES
------------------


There are several overall strategies I use:

1.  I try to locate as many huts as possible early on. 
2.  I try to build cities in a triangular formation, four
    diagonal squares away from each other.
3.  I pave before I irrigate.
4.  I try NEVER to let a barb cheiftan escape.  After all,
    two chieftans equals one barracks with some left over.
5.  I make extensive use of "flak cities".  More about this
    later.
6.  I avoid, to the greatest extent possible, attacking a
    unit in the field.  It is a game winning technique and
    failure to do this is the biggest mistake CIV
    players make on the Emporer Level.  More about that later.
7.  I keep rigorous watch on the game accounting system.
    I go through all the advisors after every move checking
    that everything is in order.
8.  WOW priorities:  Colussus, Great Library, Pyramids.  Then
    the Observatory and Darwin.  Woman's Rights and Cancer.
    Everything else is bunk.  To get these, I make extensive
    use of shield stacking, especially Darwin and Sufferage.
    Shield stacking is a real tedious process, but the rewards
    are worth it.




GENERAL COMMENTS
----------------

1.  I play with the German language version of the game (because I live
in Frankfurt).  It is a real bummer because once the upgrade patches
are installed, you get a very strange combination of two languages
and you can not speak to any of the other CIVS, except the French?.

2.  Things I always wanted to do in CIV, but could never accomplish:

        a.  Conquering the world before 3000 BC (before the copy
            protection message).
        b.  Winning a game without losing a single city.
        c.  Getting my spaceship off before 1 AD. 
        d.  Having a population of 100,000,000 before
            1 AD.
	e.  wrap the cities around.  In other words, make
	    the game run out of city names.  It is not
	    hard to do, and all the game does is to make
	    all new cities called Rome.  Which can get
	    very confusing.

3.  Things I wanted to do and did (not in this game, but in others):

        a.  Rolling out a BB before 1 AD.
        b.  Hitting a CP capital with 16 diplomats
            on one turn with sabotage.

4.  Optimal city-settling layout.  Whenever terrain
and conditions permit, I work towards a triangular
pattern where each city is two diagonal squares
away from the next.  Consider this layout for the
first two cities:

----------C------------
-----------r-----------
------------r----------
-------------C---------

where 'r' is a road and 'C' is a city.  The third
city gets placed so:

----------C------------
---------r-r-----------
--------r---r----------
-------CrrXrrC---------

And the fourth city,

----------C------------
---------r-r-----------
--------r---r----------
-------CrrXrrC---------
--------r---r----------
---------r-r-----------
----------C------------

Now, a good offensive unit (chariot, knight, and armor)
can provide coverage to any city in no more than 2 moves.

5.  Life-cycle of a defensive unit.  My defensive units
are the phalanx, the musketeer, and the mech.  These units
live a very structured and boring life: 
	a.  get born and fortify immediately.
	b.  move to the environs of a CP city
	    and plunder.
	c.  fortify on the same square they
	    plundered.
	d.  provide a temporary garrison
	    once the city is taken.

6.  How do you know when you have played too much CIV?
	a.  Do you have nightmares about little green
	    catapults?
	b.  Do you have an enlightened view about
	    Woman's Sufferage?


REPLAY.TXT begins here
----------------------

    NOTE:  to save room, the text map of the world has been deleted.
    
    
4000 BC: Romans found the city of Rome
4000 BC: Zulus found the city of Zimbabwe
4000 BC: French found the city of Paris
4000 BC: Aztecs found the city of Tenochtitlan
4000 BC: AMERICANS FOUND THE CITY OF WASHINGTON

	I settled immediately.  Normally, I would sell the Palace, but
	in the Earth game playing the Gringos, it is generally safe for
	a while.

	STRATEGY:  0 Tax, 10% Luxuries and 90% Science until the revolt
	to Democracy takes place.

	ALTERNATE STRATEGY:  Sell the palace, click five or six turns
	and buy a settler.

4000 BC: Greeks found the city of Athens
4000 BC: Mongols found the city of Samarkand
3920 BC: Zulus produce first Militia
3900 BC: AMERICANS DISCOVER ALPHABET

	I tried to get the critical path to the Great Library.
	Most of the next discoveries are hut discoveries.  I am
	an avid hut seeker.

	OBSERVATION:  With huts, there are a limited number of
	outcomes, and only one is bad - a barbarian nest.  In the
	Earth game, there are at least four huts in North America.
	If I find a tribe of mercenaries, I send them exploring.
	If it is the mineral deposits, I try to buy an improvement
	with the proceeds; If it is a city, I settle it and try
	to fortify it immediately.  If it is the barbarian tribe,
	well...

	And finally, finding a tech advance can mean the difference
	in the game.

3840 BC: Aztecs produce first Phalanx
3780 BC: French discover Pottery
3680 BC: Zulus produce first Settlers
3660 BC: AMERICANS DISCOVER WRITING
3600 BC: AMERICANS DISCOVER CODE OF LAWS

	TIP:  Whenever possible, plan tech advances to match
	the WOWs you need.  Easy enough to say.
	
3580 BC: Zulus discover Masonry
3560 BC: Zulus found the city of Ulundi
3340 BC: Mongols found the city of Bokhara
3320 BC: Greeks discover Iron Working
3280 BC: AMERICANS DISCOVER LITERACY

	After discovering this, none of the options offered
	was consistent with what I wanted, so I selected
	Currency in order to start in with Caravans helping
	to build WOWs.

3240 BC: AMERICANS FOUND THE CITY OF NEW YORK

	This was a shaping unit that paved a road to the site
	and then settled it.  I had enough in reserves to
	purchase a barracks after about three turns.
	
3200 BC: AMERICANS DISCOVER BRONZE WORKING

	Here, I started Washington on the Colussus.  Since there
	were little improvements or WOWs available, I could not
	really do shield stacking yet.
	
3140 BC: AMERICANS DISCOVER CURRENCY
3120 BC: French found the city of Orleans
320 BC: Zulus found the city of Bapedi
3040 BC: AMERICANS DISCOVER THE REPUBLIC
3020 BC: French discover Ceremonial Burial
3000 BC: AMERICANS: 2 CITIES; 130,000 POPULATION
*** 1:Mongols 2:Aztecs 3:Zulus 4:French 5:Greeks 7:Romans 8:Americans
3000 BC: Greeks make peace with French
2960 BC: Aztecs found the city of Chiauhtia
2940 BC: AMERICANS DISCOVER MATHEMATICS
2900 BC: AMERICANS FOUND THE CITY OF BOSTON

	Another shaping unit from Washington.

	My first triangle was now in place.  With such triangles,
	only two squares overlap, and a chariot can reach a
	neighboring city in one move, given that there are roads.
	I always build roads before irrigating for that reason and
	because they are faster to build.  If the CP honors a
	peace agreement, they will not enter a shaped square.

2900 BC: Mongols produce first Cavalry
2840 BC: Mongols discover The Wheel
2800 BC: Mongols make peace with Greeks
2760 BC: AMERICANS DISCOVER MAPMAKING
2740 BC: Greeks discover Horseback Riding
2720 BC: French make peace with Romans
2700 BC: Aztecs found the city of Chapultepec
2660 BC: AMERICANS FOUND THE CITY OF PHILADELPHIA
2640 BC: AMERICANS PRODUCE FIRST DIPLOMAT

	Most of the huts in North America were, by this time,
	found.  It was therefore time to create a dip and
	try to steal tech.

	TIP:  If you use a dip to turn a unit, the game accounts
	for two units.  When you delete the unit, the game still
	has you down for one unit - this is the dreaded "Phantom
	Unit" bug.  Later, when you need units, the Phantom units
	count against your tally.

2580 BC: Aztecs found the city of Coatepec
2580 BC: Coatepec destroyed
2580 BC: Tenochtitlan destroyed

	These cities were destroyed by my
	chariots.  I didn't want to destroy them, just
	to capture them, because they had no more tech
	to steal.
	
2560 BC: French discover Monarchy
2560 BC: Chapultepec destroyed
2540 BC: Zulus found the city of Hlobane
2520 BC: AMERICANS FOUND THE CITY OF ATLANTA

	This was founded on the former site of Tenochtitlan, because
	I wanted to exploit the fact that it was already paved and
	irrigated.  Normally, cities in Central America are poor
	producers, I will only found one there for the "canal", and
	even that's a poor choice because you don't really need the
	canal very much.
	
2500 BC: AMERICANS DISCOVER CONSTRUCTION
2480 BC: AMERICANS DISCOVER BRIDGE BUILDING

	Don't ask me how, but the French showed up in Washington
	wanting to trade technology.  I took them up on it.
	For reasons far beyond my comprehension, the French
	are the only CP you can talk to if you have the 
	German version of CIV.

	STRATEGY:  If a CP wants to trade tech, I trade every
	thing they have.  If a CP wants to intimidate me to give
	up technology, I refuse every time.

2360 BC: Mongols found the city of Nishapur
2340 BC: Americans make peace with French
2320 BC: Zulus found the city of Isandhlwana
2320 BC: Mongols produce first Chariot
2260 BC: Zulus make peace with Greeks
2260 BC: AMERICANS FOUND THE CITY OF CHICAGO
2200 BC: AMERICANS DISCOVER TRADE

	With this technology, cities can begin making Caravan units
	for the city building the WOW.

2200 BC: Mongols found the city of Karakorum
2160 BC: Zulus found the city of Intombe
2160 BC: Romans build the Colossus

	This was hard to belive.  And a bit unfair.  Reading back
	through this listing, I see that the Romans were next to
	the last, and that I was last.  I suspect that this is the
	game's way of helping them out.  Fortunately, I transfered
	all of my shields over to the Great Library.

	TIP:  When I get snaked out of a WOW like this, with lots
	of shields built up and nothing else to put them in, I build
	a settler with the shields and irrigate.

2140 BC: French form Republic
2120 BC: Zulus make peace with Mongols
2100 BC: Greeks declare war on Mongols
2080 BC: Zulus declare war on Greeks
2060 BC: Aztecs found the city of Ayotzinco
2000 BC: AMERICANS: 6 CITIES; 520,000 POPULATION

	At this point, I had two triangles of cities
	in place, and am exploiting the isolation of
	North America to maintain a high tech advancement.

*** 1:Zulus 2:Mongols 3:French 4:Greeks 5:Aztecs 7:Americans

	Where are the Romans?  Presumably number 6?  Oh well.

1980 BC: Mongols build the Great Wall
1960 BC: AMERICANS DISCOVER ENGINEERING
1940 BC: Zulus capture Athens
1940 BC: Greek civilization destroyed by Zulus
1920 BC: English found the city of London

	This is the replacement technique in CIV where
	an ousted CP gets replaced by a completely
	new one.  Here, the Greeks were replaced by
	the English.

1780 BC: Zulus produce first Catapult
1780 BC: Mongols make peace with Romans
1760 BC: AMERICANS DISCOVER INVENTION
1760 BC: Mongols declare war on Romans
1760 BC: Mongols found the city of Kashgar
1680 BC: AMERICANS FOUND THE CITY OF BUFFALO
1660 BC: French form Despotism
1620 BC: Zulus make peace with Romans
1620 BC: Zulus found the city of Mpondo
1620 BC: French make peace with Zulus
1600 BC: Mongols found the city of Tabriz
1580 BC: AMERICANS BUILD THE GREAT LIBRARY

	VERY STRATEGIC TIP:  When you are researching Gunpowder and
	Combustion, stay in close touch with your Science Advisor.
	When your discovery is just one or two moves away, go to all
	your cities and sell off your barracks.  That way you stockpile
	some cash (and put one over on the game - grin).

1560 BC: AMERICANS DISCOVER GUNPOWDER

	Gunpowder makes the barracks obsolete.  When this happens,
	all cities turn at once to rebuilding the barracks.  Fortunately,
	I am prepared to immediately purchase new barracks for one city,
	and to purchase a Musketeer on the next turn.

1540 BC: French found the city of Lyons
1520 BC: AMERICANS PRODUCE FIRST MUSKETEERS

	Once the Musketeers come online, the entire garrison
	of the city is sent out on a plundering mission.  This cleans
	out my obsolete units and gives the CP something to think about.

	The next two cities I capture are my old phalanxes and militia
	on suicide assaults.

1520 BC: AMERICANS CAPTURE AYOTZINCO
1520 BC: English make peace with Mongols
1500 BC: French form Republic
1500 BC: AMERICANS CAPTURE CHIAUHTIA
1500 BC: Aztec civilization destroyed by Americans

	Good riddance.  Now I presumably have North America and
	South America to myself.

1500 BC: Mongols produce first Legion
1500 BC: Mongols capture Orleans
1460 BC: Romans form Monarchy
1460 BC: Egyptians found the city of Thebes

	Not quite.  These guys sprung up (from 
	the civ replacement feature) right smack
	in South America.  

1460 BC: Ayotzinco destroyed
1440 BC: Lyons destroyed
1420 BC: AMERICANS DISCOVER BANKING
1380 BC: Mongols make peace with Romans
1360 BC: Egyptians form Monarchy
1360 BC: Mongols make peace with French
1340 BC: Zulus found the city of Ngome
1280 BC: AMERICANS DISCOVER MYSTICISM

	I had carefully avoided anything to do with Navigation, but
	this time, Mysticism was the only menu item offered.
	
1280 BC: Mongols found the city of Aleppo
1280 BC: Romans build the Lighthouse
1220 BC: English found the city of Coventry
1200 BC: Mongols found the city of Kabul
1180 BC: French form Despotism
1140 BC: AMERICANS DISCOVER PHILOSOPHY
1100 BC: Zulus found the city of Swazi
1020 BC: French form Republic
1020 BC: AMERICANS DISCOVER UNIVERSITY
1020 BC: AMERICANS FOUND THE CITY OF ST.LOUIS

	SUPER CITY TECHNIQUE:  There are two locations
	in the Western Hemisphere (that I'm aware of
	where super cities can be built (i.e., cities
	of population greater than 8 million).  One
	is one square North of the what I guess is 
	the Ohio River; and the other is on the Amazon
	River where it makes a little crook to the
	south.  These places are surrounded by twenty
	squares of productive land.

	Once they are build up, super cities can crank out
	bombers every four turns.

1000 BC: AMERICANS: 8 CITIES; 1,310,000 POPULATION
*** 1:Zulus 2:Mongols 3:French 4:Romans 5:English 7:Americans 

	This is definitely a CP cheat.  Because look at the
	English in place 5, and they were just created 900
	years earlier.
	
1000 BC: Zulus build the Hanging Gardens
980 BC: Romans discover Feudalism
880 BC: AMERICANS DISCOVER METALLURGY
860 BC: Zulus found the city of Tugela
820 BC: AMERICANS CAPTURE THEBES
820 BC: Egyptian civilization destroyed by Americans

	After the Aztecs bought it, the game put the Egyptians
	down in South American on the domain of my super city.
	
780 BC: AMERICANS DISCOVER MEDICINE
780 BC: Thebes destroyed

	Because the city was on the domain of my "super
	city", it had to go.  I do this by building settlers
	and starving the city out.

760 BC: Mongols found the city of Ormuz
760 BC: Mongols capture Philadelphia

	By this time, triemes are landing on the coast of North
	America.  The Mongols just came right in with catapults
	and waxed my city on one turn.  Incredible to relate,
	they had settlers out within one or two moves.
	
660 BC: AMERICANS DISCOVER ASTRONOMY
660 BC: Kashgar destroyed
660 BC: Ormuz destroyed

	These were little cities of size 1 each.  One pop from
	a chariot and they are gone.

660 BC: Philadelphia destroyed

	I destroyed the city in order to save it (grin).
	
640 BC: AMERICANS CAPTURE BOKHARA
600 BC: English build the Pyramids

	This signals that this game will be a conquer-the-
	world type rather than a space-ship type.  Here again,
	a clear CP cheat.  They are ahead of me with only 
	two cities and now they build a WOW.
	
540 BC: AMERICANS DISCOVER CHEMISTRY
480 BC: Americans make peace with English
460 BC: Mongols form Republic
440 BC: AMERICANS DISCOVER EXPLOSIVES
440 BC: AMERICANS FOUND THE CITY OF DETROIT

	This city was founded on the site of Philly.  Coming
	up on 1 AD, I had a commanding lead in technology
	and was dangerously low on cities.  All cities stopped
	to produce a shaper/settler.

	Somewhere along about this time, I started Washington
	on the Observatory.  Not because I wanted it, but because
	I didn't want the Romans to get it.

420 BC: Zulus found the city of Umtata
340 BC: AMERICANS DISCOVER THEORY OF GRAVITY
300 BC: English found the city of Birmingham
260 BC: AMERICANS DISCOVER CONSCRIPTION
220 BC: AMERICANS FOUND THE CITY OF BALTIMORE
200 BC: Zulus form Republic
180 BC: AMERICANS DISCOVER DEMOCRACY

	Half of the objective is done.  Due to my rather
	low garrison sizes and poor tax situation, I could
	not revolt until I had build the Sufferage WOW.
	
140 BC: AMERICANS FOUND THE CITY OF DENVER
100 BC: AMERICANS DISCOVER NAVIGATION
80 BC: AMERICANS PRODUCE FIRST RIFLEMEN
80 BC: AMERICANS FOUND THE CITY OF CINCINNATI
60 BC: AMERICANS PRODUCE FIRST SAIL

	My first transatlantic sortee is invariably a
	boatload of Caravans.  The CP always gives a chance
	to parlay and accordingly, it is free money.

	TIP:  Land your Caravans next to a city.  Accept
	the parlay, and then cash them in.  It almost
	always works on the first encounter.
	
40 BC: English found the city of Dover
20 BC: AMERICANS DISCOVER PHYSICS
0 AD: AMERICANS: 13 CITIES; 3,110,000 POPULATION
*** 1:Zulus 2:Mongols 3:English 4:French 7:Americans 

	I was still far behind at this point with both
	cities and population.  To sustain an overseas
	assault from North/South America, I generally
	try to build up a good port city and feed
	units into it from other cities.  
	
	My caravans had helped me to determine that
	the best foothold would be to take one
	or two English cities in Eastern Asia.

40 AD: AMERICANS FOUND THE CITY OF DALLAS
60 AD: AMERICANS FOUND THE CITY OF LOS ANGELES
60 AD: Mongols found the city of Basra
80 AD: Basra destroyed
100 AD: French form Despotism
120 AD: Zulus make peace with English
140 AD: AMERICANS BUILD COPERNICUS' OBSERVATORY
160 AD: AMERICANS DISCOVER STEAM ENGINE

	Here is where I started shield stacking for Darwin.

	SHIELD STACKING TECHNIQUE:  Go to the Science Advisor and find
	out how long it will take to discover railroad.
	Then look around for a useless WOW that requires
	a slightly more amount of moves to build, like
	Newton or some such.  When the discovery is made,
	sell off a few graneries, switch the city over to Darwin, 
	and purchase the WOW on the next turn.  Otherwise, some
	CP will luck out and get it.

200 AD: AMERICANS DISCOVER CHIVALRY
220 AD: AMERICANS FOUND THE CITY OF LAS VEGAS
240 AD: AMERICANS FOUND THE CITY OF MECCA

	Vegas and Mecca are the first of my "Flak Cities".

	FLAK CITY TECHNIQUE:  Flak cities exist only to 
	protect irrigation from the barbs.  They typically
	get a barracks, walls, and one fortified defensive
	unit.  They take the "flak" from the barbarians while
	the other cities don't have to worry about barbarian
	plunder.  How to best locate a flak city?  Read on.

	OBSERVATION:  The algorithm that selects a barb
	landing site clearly looks for the largest 
	unshaped, unsettled land area - like North of
	the Hudson Bay, down around Argentina, etc.
	Place the flak cities from where ever the 
	barbs are comming from.

	TIP:  If you settle up North of the Hudson Bay,
	you can typically eliminate barb landings in
	North America.  Unfortunately, none of the 
	squares up there have shields, so one of the
	productive cities has to send a permanent garrison.
	I usually settle two cities up there, both between
	lakes to exploit the terrain in such a way that the
	barbs cannot move South without destroying the 
	city.
	
300 AD: AMERICANS DISCOVER MAGNETISM
340 AD: AMERICANS FOUND THE CITY OF NAPLES
340 AD: English found the city of Nottingham
380 AD: Mongols build the Oracle
400 AD: AMERICANS FOUND THE CITY OF SIDON

    Sidon was my first "immune" city, the little
    island South of Japan.  

	IMMUNE CITY TECHNIQUE:  There are three places
	on earth that are totally immune from barbarian 
	attack, and almost totally immune from CP attack.
	At least I have never seen the CP attack them.
	They are the one square islands:  Singapore,
	the Shetland Islands (?) (North of England), and
	just South of Japan.  You can settle them with
	no garrison.

	These cities don't grow very big, but they almost
	always get up to about size 7.  Which means I can
	squeeze out an additional scientist or tax collector.

400 AD: AMERICANS FOUND THE CITY OF TYRE
420 AD: AMERICANS DISCOVER RAILROAD

    Ok.  By now, Washington had a whole bunch
    of shields stacked up while building Newton
    or some such.  I switched it to Darwin and
    it needed only about 30 shields to complete.
    I gambled that the CP's would not build it
    for 3 - 4 turns, so I waited until it needed
    only about 10 shields, then purchased it.
    
460 AD: Mongols found the city of Khanbalyk
540 AD: AMERICANS BUILD DARWIN'S VOYAGE
540 AD: AMERICANS DISCOVER INDUSTRIALIZATION

	Well, it's now time to start stacking
	shields for the Sufferage WOW.
	
540 AD: AMERICANS DISCOVER STEEL

	I am 500 odd years late producing a BB.  In reality
	they are only good in the early stages of the game.
	And I normally like to have them before 1AD, but I
	had bad luck with my cities to this point, including
	losing a few.

560 AD: AMERICANS DISCOVER THE CORPORATION
680 AD: AMERICANS DISCOVER ELECTRICITY
700 AD: Zulus capture Hlobane
760 AD: AMERICANS FOUND THE CITY OF TARSUS
820 AD: AMERICANS DISCOVER REFINING

	Here is time to start watching the Science Advisor
	again, in order to sell off the barracks before
	the game deletes them.
	
820 AD: Mongols form Despotism
840 AD: Mongols produce first Knights
880 AD: English found the city of York
960 AD: AMERICANS DISCOVER COMBUSTION

	Ha!  The game had no barracks to delete!  I cashed
	them all in, and had enough cash stockpiled to
	purchase a few new ones right away.

980 AD: Zulus capture Hlobane
1000 AD: AMERICANS: 21 CITIES; 5,420,000 POPULATION
*** 1:Zulus 2:Mongols 3:English 4:French 7:Americans 
1030 AD: English found the city of Liverpool
1060 AD: AMERICANS DISCOVER ELECTRONICS
1090 AD: AMERICANS FOUND THE CITY OF ISSUS
1090 AD: Mongols found the city of Khorasan
1140 AD: AMERICANS PRODUCE FIRST TRANSPORT
1140 AD: AMERICANS DISCOVER AUTOMOBILE
1160 AD: Zulus produce first Trireme
1190 AD: Mongols found the city of Shangtu
1220 AD: AMERICANS DISCOVER MASS PRODUCTION
1240 AD: AMERICANS PRODUCE FIRST BATTLESHIP

	STRATEGY:  BBs are excellent offshore
	bombardment units.  I park them offshore
	at an enemy city and bombard.  If I wipe
	out the garrison, I put the ship in sentry
	mode to wake up as soon as a unit is produced.
	With BBs (as with Bombers), I always try
	to avoid a blue-water engagement.
	
1260 AD: English found the city of Brighton
1270 AD: AMERICANS DISCOVER ATOMIC THEORY
1270 AD: AMERICANS FOUND THE CITY OF CUNAXA
1290 AD: AMERICANS PRODUCE FIRST ARMOR
1310 AD: AMERICANS BUILD WOMEN'S SUFFRAGE

	Well, from here on out is SHOWTIME!

	The first thing I did was to revolt to democracy.
	Prior to determining what government to be, the Anarchy
	period, I increased the Luxuries by 10%.

1310 AD: English make peace with Romans
1340 AD: AMERICANS FORM DEMOCRATIC
1350 AD: AMERICANS DISCOVER COMPUTERS
1360 AD: AMERICANS FORM ANARCHY

	This was bad luck.  One of the little cities I had
	was unhappy and peed on the whole parade.  Upon receiving
	the message that the government had collapsed, I revolted
	immediately.

1360 AD: Shangtu destroyed
1420 AD: AMERICANS FORM DEMOCRATIC

	Back to Democracy again.  This time I was relatively
	hopeful that I was going to work.

	TIP:  Once Democracy kicks in, sell off all the
	courthouses and temples.  The proceeds can be
	significant.  

1440 AD: AMERICANS BUILD SETI PROGRAM
1450 AD: AMERICANS DISCOVER RELIGION
1470 AD: AMERICANS DISCOVER FLIGHT

	I never build the fighter units.  They are waste of 
	time, along with submarines and cruisers, if your
	strategy is to hit cities.

1470 AD: Mongols form Republic
1470 AD: Mongols found the city of Kazan
1480 AD: Zulus build Magellan's Expedition
1490 AD: AMERICANS DISCOVER ADVANCED FLIGHT

	This is the point where I can begin using some
	muscle - note however that I'm still in last place.
	From here to the end of the game, only three types
	of military units get produced:  bombers, mechs,
	and armor.  Sometimes, I produce some BBs just
	to clear off all the black parts of the map.  But,
	in general I stick to a limited repetoire.

1500 AD: AMERICANS: 23 CITIES; 12,350,000 POPULATION
*** 1:Zulus 2:Mongols 3:English 4:French 7:Americans

	Still in last place, and I'm talking about about
	world domination.  By now, each city is preparing
	to build one veteran fortified mech.

1505 AD: AMERICANS DISCOVER COMMUNISM
1515 AD: AMERICANS FOUND THE CITY OF CREMONA
1520 AD: AMERICANS DISCOVER LABOR UNION

	All the pieces of the puzzle are now in.  Each
	city gets one fortified veteran mech.  I began mobilizing
	for my land assault on East Asia.

	STRATEGY:  There is no land based unit with a stronger
	defensive strength than the mech.  I used to try keeping
	carriers as garrison units, but they are unreliable and
	too expensive.

	TIP ON TAKING CITIES:  Once a city has a permanent garrison,
	build a few more mechs and approach the objective city without
	engaging, and if it looks like you have to engage in the field,
	either fortify or run (this is a definite CP cheat when my
	vet mechs get knocked out by catapults and knights).

	Move in to the domain of the city and plunder.  A square is
	completely plundered after three turns.  Once plundered, fortify
	the mech in place.  Send in a few more mechs to plunder additional
	squares.  Be patient.  Nothing is stronger than a fortified
	mech.

	After a while the CP will go nuts trying to dislodge your mechs.
	If you lose one, send another.  Eventually, the city will start
	to starve and reduce its size.  This is wonderful because the CP
	starts to think that the city isn't very important because it
	is so small.  You know this happens when the CP stops trying to
	defend it.  Then send in a few bombers on suicide assaults (that
	means make the bomber attack on both moves) until the garrison
	is knocked out.  Then awaken your mechs and move in.

	It's easy.  On the downside, you have to keep a lot of mechs
	out in the field.  On the upside, starving out a city usually
	means no pollution and less malcontents to deal with.

1525 AD: Khanbalyk destroyed
1525 AD: English make peace with French
1530 AD: AMERICANS DISCOVER RECYCLING
1530 AD: English found the city of Oxford
1535 AD: Oxford destroyed
1535 AD: AMERICANS CAPTURE YORK
                                      
    My strategy was to capture a good foothold
    in East Asia by knocking out the Brits.  I landed
    a transport with 8 mechs and lost 6 of them 
    on the unload.  The seventh was lost taking
    the city, leaving only one mech to fortify
    within the city.  Not exactly a good foothold.
    
	So I converted the entire city to taxmen
	to squeeze out some profit before losing
	it.  I also sold improvements on
	each turn.
	
1535 AD: English capture Aleppo
1540 AD: AMERICANS DISCOVER NUCLEAR FISSION
1545 AD: AMERICANS BUILD HOOVER DAM

	This is an interesting, but difficult WOW
	to figure.  You really need it in Asia, but
	seldom have a city mature enough to build
	it there.  So I build it, when possible, to
	prevent the Zulu's from getting it.

1555 AD: AMERICANS DISCOVER ROCKETRY
1555 AD: York destroyed

    I bought out the last settler.  So the entire
    first assault wave failed.
    
1560 AD: AMERICANS CAPTURE INTOMBE

	I didn't capture this city.  They revolted and
	became American.  This is annoying because it
	almost never works out when the Zulus are
	involved.  I clipped the whole city into
	taxmen and started selling improvements.
	Not a very nice thing to do to a city that
	revolted for me, but cash is cash.

	COMMENT:  Odd that the game revolts a city
	for which there are no supply lines and
	no way to defend it.  This city was in
	Central Africa.
	
1565 AD: AMERICANS DISCOVER NUCLEAR POWER
1565 AD: AMERICANS PRODUCE FIRST MECH. INF.
1570 AD: Zulus capture Intombe

	They recaptured the city and took tech in the
	process.  I think it was a CP cheat.
	
1570 AD: AMERICANS DISCOVER GENETIC ENGINEERING
1575 AD: Mongols found the city of Quinsay
1580 AD: AMERICANS DISCOVER SPACE FLIGHT
1585 AD: AMERICANS DISCOVER PLASTICS

	Along about here, I started increasing luxuries
	by 10% on each discovery.

1595 AD: AMERICANS DISCOVER SUPERCONDUCTOR
1595 AD: English found the city of Reading
1600 AD: AMERICANS DISCOVER ROBOTICS
1605 AD: Brighton destroyed
1610 AD: AMERICANS DISCOVER FUSION POWER
1640 AD: AMERICANS DISCOVER FUTURE TECH.

	Once future tech was found, I laborously
	and painstakingly when through all my cities
	and sold off the libraries on one turn and
	the universities on the next turn.

	All the cities were taken off of automatic
	mode so that they would not build libraries
	and universities anymore.
	
	Any lingering Temples or Colusseums were
	also sold off.

1660 AD: Liverpool destroyed
1660 AD: Mongols found the city of Kerman
1675 AD: Aleppo destroyed
1690 AD: Nottingham destroyed
1710 AD: AMERICANS PRODUCE FIRST BOMBER

	GAME WINNING TECHNIQUE:  It was either Ceaser or
	Napoleon that said that you cannot win wars by
	attacking armies in the field.  Maybe it was Stalin,
	I forget.  But it works every time in CIV.  When a
	CP puts a unit into the field, it devotes a shield
	to that unit.  Accordingly, it expends resources
	to maintain it.  As the CP's opponent, I want him
	to expend (drain) resources as much as possible, and
	not to build improvements or WOWs.  In a strange
	paradox, waxing a unit in the field is doing the
	CP a favor.  Also cities get very nervious without
	units.  

	So to the greatest extent possible, I use 
	bombers only to hit cities.  Even if I have to 
	snake around his units to do it.

	Whenever possible, I use land units in the same way,
	but it gets rather awkward, hence bombers.

	In the ideal case, I knock out the garrison completely,
	and send the city into revolt.  When this happens, the
	CP will sometimes kill off his units by himself or 
	sell of improvements to get a garrison.

	If I cannot get to an ungarrisoned city to capture it.
	I try to keep it empty and hope that the barbs can
	do the dirty work.  Or to my delight, a weaker CP
	comes in and takes it.

	Naturally, I don't mean that if a CP has entered your
	domain squares (i.e., squares belonging to a city) that
	you should ignore them.  Use all available means to 
	blow them away.  This brings us to a rather quirksome
	point about bombers...

	OBSERVATION:  I don't know why this is and can't even
	begin to guess how the algorithm works, but here's a
	definite theorem about bombers ideosyncracies.

	For some crazy reason, bombers almost always lose
	when the attack a unit or city on the corner (i.e.,
	diagonally).  To be effective with bombers, you
	have to hit the city or unit straight on.

	MAIN POINT:  Attack the cities.

	ASIDE:  by the way, a similar thing works like
	that in Masters of Orion.  When I see a 32K fleet,
	I don't try to figure out a way to defeat it
	head on, I try to see how to keep it together
	and let the planets burn themselves out supporting
	it - given that I don't get creamed in the process
	of course (g). 

1715 AD: Quinsay destroyed
1715 AD: Mongols found the city of Cannae
1730 AD: English form Republic
1740 AD: Cannae destroyed
1750 AD: AMERICANS: 24 CITIES; 35,960,000 POPULATION
*** 1:Zulus 2:Mongols 3:English 4:French 7:Americans 
1752 AD: AMERICANS BUILD J.S.BACH'S CATHEDRAL

	This is not a bad WOW, giving one happy per city.
	I normally don't build it unless I've got a city
	on the interior with nothing to do.

	By this time, my super cities are up to 7 million and
	producing bombers.  My coastal cities are in a cycle of
	producing a boatload of mechs, a bomber, and an improvment
	(then repeat the process).

	My immume cities are shield stacking, working on the
	bomb project - which I never complete.  They are shield
	stacking just in case the CP starts a space race, in which
	case I will convert the shields to SS modules.  Or in the
	doomsday case - if I get nuked - I will have 3 nukes ready
	to respond.

	NOTE:  The Manhattan Project and the Apollo Project are
	available to all players once completed.  So I always let
	the CP build them first.
	
1758 AD: AMERICANS CAPTURE NISHAPUR

    I unloaded two full transports of mechs on to
    East Asia and had two more transports loading up
    in North America.  This assault was intended to 
    roll through and capture as much as possible, 
    selling off the most expensive improvement, and 
    then leave the city ungarrisoned.  The second 
    wave was intended to arrive several turns later
    to capture and hold the cities.
    
1758 AD: AMERICANS CAPTURE BIRMINGHAM
1758 AD: English form Despotism
1760 AD: Kazan destroyed
1760 AD: AMERICANS CAPTURE ATHENS
1764 AD: AMERICANS CAPTURE TABRIZ
1774 AD: Aztecs make peace with English
1774 AD: AMERICANS CAPTURE SAMARKAND
1774 AD: Mongols capture Samarkand
1776 AD: Mongols found the city of Capua
1780 AD: AMERICANS CAPTURE SAMARKAND
1782 AD: Zulus form Despotism
1786 AD: Capua destroyed
1788 AD: AMERICANS CAPTURE KARAKORUM
1792 AD: Zulus capture Athens
1792 AD: Zulus found the city of Umfolozi
1794 AD: AMERICANS CAPTURE LONDON
1796 AD: French found the city of Tours
1798 AD: Zulus form Republic
1798 AD: Zulus capture Mecca

	The gall of these Zulus to capture my "Flak City".  Actually
	I didn't mind too much, there were no shields in that city
	and no way to mount a serious attack from it.  But annoying
	nonetheless.  The Zulus are toast.  Just as soon as I finish
	off the brits, the mongols, the romans, etc...   

1798 AD: Kerman destroyed
1800 AD: Umfolozi destroyed
1800 AD: AMERICANS CAPTURE COVENTRY
1802 AD: AMERICANS CAPTURE ATHENS
1806 AD: English capture Coventry

	I took the city and converted everything
	to tax men, and left the city ungarrisoned
	so as to commit the mech elsewhere.  The 
	result is an extra 40 coins for two turns.

	Why?  Because the city was a hell-hole of
	smokestacks and unhappy campers.  And because
	I needed cash without extra expenses.

1808 AD: French declare war on Romans
1812 AD: AMERICANS CAPTURE COVENTRY

	This time the city was a docile village.

1814 AD: Zulus form Despotism
1814 AD: AMERICANS CAPTURE DOVER
1814 AD: AMERICANS CAPTURE UMTATA

	Finally into Africa.  The Zulu's are always the
	worst.  I never played a CIV where they were
	not anything but BAD.

	The bombers are being cranked out in North
	and South America and the mechs are built
	in East Asia.  The entire American civ is
	one big war machine.

1820 AD: AMERICANS CAPTURE TUGELA
1822 AD: English form Republic
1826 AD: Romans make peace with French
1826 AD: Aztecs form Despotism
1828 AD: AMERICANS CAPTURE READING
1828 AD: English civilization destroyed by Americans

	The brits are history.  From here on, I expect
	to be a rolling juggernaut.

1832 AD: Romans form Republic
1832 AD: French make peace with Aztecs
1832 AD: AMERICANS CAPTURE NGOME

	The Zulus are so far behind in technology that
	it doesn't matter if they recapture a few cities.
	So I capture the cities and leave them ungarrisoned
	to move on to the next.  Every captured city sells
	an improvement to help finance the war machine.

1832 AD: AMERICANS CAPTURE INTOMBE
1840 AD: AMERICANS CAPTURE ISANDHLWANA
1840 AD: Mongols make peace with Aztecs
1842 AD: Aztecs capture Tabriz
1842 AD: AMERICANS CAPTURE MECCA

	I won back my Flak City, and this time left it
	ungarrisoned.

1848 AD: AMERICANS CAPTURE MPONDO
1850 AD: AMERICANS: 38 CITIES; 56,270,000 POPULATION
*** 1:Americans 2:Zulus 3:Aztecs 4:French 5:Mongols 
1850 AD: French found the city of Chartres
1850 AD: French declare war on Romans
1850 AD: AMERICANS CAPTURE TABRIZ
1850 AD: AMERICANS CAPTURE KHORASAN
1850 AD: Mongol civilization destroyed by Americans
1851 AD: Aztecs produce first Submarine

	The sub is a wasted unit.  It is good for 
	blue-water actions only.  Now if a sub could
	carry a diplomat...

1852 AD: French capture Rome
1852 AD: Roman civilization destroyed by French
1853 AD: AMERICANS PRODUCE FIRST CARRIER

	I didn't plan to have a carrier, I was shield stacking
	and forgot about it.

1853 AD: AMERICANS CAPTURE HLOBANE

	In the next ten turns, I knock out nine cities.
	This is done with concentrated suicide bombing raids
	followed by rolling my plundering mechs into ungarrisoned
	cities.  I attack in the field ONLY to clear a path to
	the city.
	
1853 AD: AMERICANS CAPTURE KARAKORUM
1854 AD: Chartres destroyed
1854 AD: French found the city of Bordeaux
1854 AD: Aztecs form Monarchy
1854 AD: Bordeaux destroyed
1854 AD: AMERICANS CAPTURE ULUNDI
1855 AD: AMERICANS CAPTURE NISHAPUR
1856 AD: AMERICANS CAPTURE KABUL
1856 AD: AMERICANS CAPTURE SWAZI
1858 AD: AMERICANS CAPTURE ORLEANS
1858 AD: Aztec civilization destroyed by Americans
1860 AD: Reading destroyed
1860 AD: AMERICANS CAPTURE ZIMBABWE
1861 AD: AMERICANS CAPTURE BAPEDI
1861 AD: Zulu civilization destroyed by Americans

	It wasn't pretty.  I had pollution all over the
	map of Africa and most of the cities on the verge
	of revolt.  Zulu units are the most irksome in
	the game.

1862 AD: Tours destroyed
1862 AD: French found the city of Rouen
1863 AD: AMERICANS BUILD CURE FOR CANCER

	Another nice-to-have WOW, but generally
	redundant with Democracy and Bach.

1866 AD: French found the city of Avignon
1884 AD: AMERICANS FOUND THE CITY OF TURIN
1885 AD: Avignon destroyed
1887 AD: French form Republic
1894 AD: AMERICANS BUILD UNITED NATIONS

	This was another shield stacker that I forgot about.
	Ordinarily, the UN is a wasted exercise.

	With pollution looming rampant, I decided to
	wax the French and call it quits.
	
1900 AD: AMERICANS: 48 CITIES; 75,860,000 POPULATION
*** 1:Americans 2:French 
1901 AD: AMERICANS CAPTURE PARIS
1902 AD: Rouen destroyed
1908 AD: AMERICANS CAPTURE PARIS
1910 AD: AMERICANS CAPTURE ROME
1910 AD: French civilization destroyed by Americans

	The end.  There you have it.  If I had to do it
	over, I probably would have nuked a few because
	pollution and global warming don't matter when
	the game is over.
	
	
MISC TIPS AND OBSERVATIONS
--------------------------

1.  Phantom Cities.  These are cities that do not respond when
you click them.  You can get them back in two ways:  1.  take
it with a unit; and 2.  wait until they finish building something.

2.  Diplomats.  A dip can enter the CP's shaped squares 
without causing war.  A unit can enter any square occupied by
a dip.  This is a good way to sneak in and fortify some mechs
during peacetime.  As a sabotage unit, the dip is effective only
in quantities of two or more.  The first dip disrupts production
and the second destroys an improvement.  I haven't found using
dips to revolt cities to be too effective in the long run.

3.  Democracy.  This is a great feature with two drawbacks,
you cannot declare war and you must have the Sufferage WOW.
If you don't have the Sufferage WOW, you have to capture
the city that has it, which can be non-trivial.  If you need 
to declare war, there are 3 techniques:

           a.  Revolt, attack, save the game, quit, and
               restore the game.
           b.  Hire another CP to attack him.
           c.  Goad him into it by having dips lead
               defensive units onto his shaped squares.
               
4.  Space Race.  The CP likes to build minimal spaceships, which
means you have about 40-60 years to knock out his capital city if
he launces before you.  It is the only occassion where I initiate a 
nuclear attack.

5.  Nukes.  He nukes, I nuke.  Plain and simple.  Also, whoever builds
the Manhattan Project is, in the words of Han Solo, "not gonna be around
long enough to tell anybody about it".


ON THE TOPIC OF CHEATING...
---------------------------

In general, the only "questionable" technique I use is the speedy 
settlers.  Since this technique is within the scope of possible things to 
do, and  because it does not involve changing a file with external sources, I 
consider it legal.  A big tip of the hat to Redmond for discovering
this one.  The speedy settlers technique works as follows:  instruct a
settler to irrigate; click on the settler and have it irrigate again; repeat
the process until the square is irrigated.  Once I used settlers to
build a bridge from South America to Africa.

On the topic of cheats, my most enjoyable is to patch the
saved game file to create an "alliance" with the other CPs.  

It is interesting because you cannot create an alliance without cheating
(apparently, the programmers left this out, but all the logic is
there once the alliance exists).  When you have an alliance,
you can leave all your cities ungarrisoned, and the CP will attack
anyone who attacks you.  You also get a full readout of how many
units they have and automatically gain tech advances and other little
tidbits.  The best strategy is to stop and save about every 10 moves, 
create an alliance between all the CPs, and proceed to develop a huge
civ.  You also get phenomonal bonus points for peace.

Did you ever wonder why you were way ahead in a game and some pathetic
CP declared war on you without even a prayer of winning?

Since I mentioned the alliance byte, I will also go ahead and talk
about the strange countdown byte.  When you make peace with a CP, 
this byte gets set with a (random?) number.  This value appears to
decrement every move and also every time you get the defense advisor's
warning about intrusion.  When the value reaches zero, guess what?
That's right, the CP declares war.

You want more cheat trivia?  Ok.  How about the most hilarious cheat?
You edit the saved game such that NO civ is the human player.  Start
the game, load the saved game file, sit back and watch the eight
CPs develop themselves all the way through 6000 years into a full
nuclear doomsday shootout.

You can, by the way, edit the file such that you have all the
tech advances on the second move, 3980 BC.  

CHEAT PROGRAMS
--------------

In terms of cheat programs, I have tried them all.  The best for me 
was CIVLDR.EXE, which is the only cheat that works in the German 
language version.  It allows one to alter the budget figure up to 
the maximum of 32,000 coins, or to change which CIV the human player is.
Because of its international usability, this cheat gets a 10.

The next best cheats work on the German version after the update
has been applied.  These are CC2.EXE and CIVEDX.EXE.  CC2.EXE allows
one to alter the characteristics of a city, adding improvements and
what not.  Wonderfully, you can also use CC2.EXE to exempt a city
from pollution.  CIVEDX.EXE allows one to change almost everything
in the game (which reveals a serious compliment to the developers,
who created a true parameter driven game).  Trying these cheats
on the native German version, however, leads to disaster.  These
cheats get 7's.

NOTE TO CHEAT DEVELOPERS:  please tell us what version you have
developed the cheat for.  Otherwise, thanks for a great job!!!

UNITDEP.EXE is a relative newcomer showing flashes of genius, were
it not for the rather eccentric interface.  This program allows
one to create, or duplicate, units.  Most interestingly, one can
create settlers that do not belong to any city, thereby paving
and irrigating for free.  This cheat program gets a solid 6.

I tried an MS-Windows cheat with an impressive installation
program.  CIVEDTR.EXE or something like that.  But I got so
confused with the menus that I got completely lost and gave
up.

On my own efforts, I have developed one program that reads
through the saved game and gives all my cities 111 foods and
111 shields.  Then I modified the program to incorporate
an option to create an alliance with all the other CPs.  

The End.

    This file was prepared by Garry J. Vass, 100020,777.

