UNOFFICIAL CIVILIZATION 2 STRATEGY FAQ/GUIDE 


By Tuukka Takala
Last updated 17.5.1998
Version 1.0

DISCLAIMER
The purpose of this strategy guide is to let you get the most out of Sid Meier's Civilization II by Microprose. Tuukka Takala denies all responsibility regarding any illegal activity directly or indirectly concerning this guide.
TRADEMARKS
Civilization 2 is a trademark, and is so acknowledged. Any trademarks not mentioned here are also acknowledged.

CONTENTS:
1 INTRODUCTION
2 UNITS
 2.1 Infantry
 2.2 Mounted units
 2.3 Vehicles
 2.4 Heavy Weapons
 2.5 Naval Units
 2.6 Aircraft
 2.7 Trade Units
3. CITIES
  3.1 Buildings
  3.2 Wonders of The World
4. TERRAIN
5. GOVERNMENTS
6. OTHER STUFF
 6.1 Add-ons


CHAPTER 1:INTRODUCTION

This CIV2 Strategy guide is in no way related with Microprose or the official guide except in topic, and is not meant to be competition to the latter either. The material in this guide is free for everyone and I hope it will help you enjoy CIV2 more.
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CHAPTER 2:UNITS
 
2.1 Infantry

Settlers/Engineers
Settlers are replaced by Engineers with the discovery of Explosives. Engineers move twice as fast as settlers and therefore also build roads,irrigate etc. twice as fast as settlers. Settlers also have 2 moves instead of 1 for settlers. Both settlers and engineers are very vulnerable, so defend them.
Another good thing about Engineers which settlers can’t do is terraforming: to change terrain radically. Use this possibility as much as possible to improve the resources around your cities.

Warriors
These are the worst combat unit in the game. Only build  them if you’re desperate and have no better technology. The only good thing about them is that they are very fast to build, even with a very low production rate.

Phalanx
At the beginning of the game, these offer the best cost-stregth ratio. However, Archers are better and you should upgrade as soon as possible. A good defensive unit in the beginning of the game.
Phalanxes are upgraded to Pikemen.

Legion
Quite a good unit against Phalanxes and Archers but slow to move. The legion has a short life span as the invention of Elephants makes these units moreless useless. Legions are upgraded to Musketeers.

Explorer
A very good unit if attacking an enemy when you don’t know exactly where his cities are and how big his empire is. The explorer has a movement of 3 regardless of terrain and it ignores enemy zones of control.  Use the explorer to discover the extent of your enemy’s civilization if you are planning to attack and don’t know where all his cities are.
Partisans can be used as improved explorers once you invent Guerilla Warfare.
Explorers are never upgraded by Leonardo's Workshop and do not become obsolete.

Pikemen
Pikemen have their defensive strength doubled if  they're attacked by mounted troops. If you use Legions or other unmounted units to attack pikemen, they are easy to beat.
Phalanxes are upgraded to Pikemen. Pikemen are upgraded to Musketeers.

Musketeer
An excellent defensive unit until the invention of conscription (Riflemen).  It's hit
points are double that of the non-gunpowder troops so they are good for attacking anything like Phalanxes, Archers, Pikemen etc. even when these are fortified. Also use these to attack Dragoons and Cannons: unfortify them if these are just outside your city because its better to not take the risk of the cannon or Dragoon beating your Musketeer (because they can) when you can easily beat them by attacking.
 
Riflemen
The best cost/strength ratio, and a good defensive unit for the rest of the game. A regular, cheap unit that you can build if you can’t afford/ don’t have the time to get better ones. Also good for attacking Cavalry, Cannon, Musketeers, Dragoons etc.
Leonardo's Workshop upgrades all defensive units to Riflemen when you discover Conscription.

Alpine Troops
A bit better than Riflemen but more costly. The good thing is they can move three squares regardless of the terrain type. They can still take advantage of Railroads, but Roads don’t help. A couple of these fortified in a city will work even against Tanks (Armors).
These troops are never upgraded by Leonardo's Workshop and no other infantry types are upgraded to Alpine troops.

Paratroopers
The computer uses these a lot. If you leave a city undefended (or all the defenders are killed)the computer will use one if it has one. Always. Good for taking islands (eg. Japan) if used with naval bombardment (attack the town with ships). Use Paratroopers with Battleships or Bombers to get the best out of them and don’t be afraid to attack Partisans with the Paratroopers.
These troops are never upgraded by Leonardo's Workshop and no other infantry types are upgraded to Alpine troops.

Marines
The major ability of Marines is that they do Amphibious assaults (they can attack directly a city from a transport ship. Have the same attack points as Cavalry but better defence (also less moves).
These troops are never upgraded by Leonardo's Workshop and no other infantry types are upgraded to Alpine troops.
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2.2 Mounted units

Horsemen
Horsemen are good for taking cities at the very early stages of the game. Phalanxes make Horsemen just about useless for attacking. You can still use them for exploring, though.

Chariots
Chariots have much less use here than in Civilization (the old one). The equivalent in CIV2 of Civ Chariots are Elephants: don’t bother with Chariots, build Elephants.

Elephants
A good unit which is strong and fast. Use it against Phalanxes and Archers, but forget Elephants when you get Musketeers.
Upgraded to Crusaders/Knights.

Knights
These are the equivalent of Elephanzs at a later stage in the game. Watch out against Pikemen though.
Elephants are upgraded to Crusaders. Upgraded to Dragoons.

Crusaders
Basically improved knights. Weak in defence however.
Elephants are upgraded to Crusaders. Upgraded to Dragoons.

Dragoons
A good unit against Musketeers and anythin weaker than Musketeers.
Upgraded to Cavalry.

Cavalry
The best of the mounted troops. The Cavalry/Riflemen strength ratio is like the Tank/Alpine Troops ratio.
Not upgraded to anything. Dragoons are upgraded to Cavalry.
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2.3 Vehicles

Armor
Armors (tanks) are good for both defending and attacking. Especially good against Riflemen. The tank also has 3 moves making it very mobile.
No units are upgraded to Armors. Is not upgraded to anything.

Mechanized Infantry
The best defensive unit around. Also relatively cheap to build.
No units are upgraded to Mech. Inf..Is no upgraded to anything.
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2.4 Heavy Weapons

Use Cannon/Artillery/Howitzers with railroads. Build the railroad up to the enemy city and then use the Heavy weapons. This is the best strategy because of the poor defence and slow movement of these units. If you’re prepared to take the risk of sacrificing two engineers, then use the 2 engineers to build a railroad, this is a fast way to get enemy cities. (2 engineers can build a railroad on a road in one turn if you make them do it on the same turn)

Cannon
Weak for defending and slow to move so make sure you either have a defensive unit on top of the Cannon or have no enemy mounted troops around.
Cannons are upgraded to Artillery.

Artillery
Use this with railroads and defend it well because of its weak defence and slow movement rate.
Cannons are upgraded to Artillery.

Howitzer
A very powerful unit if used correctly (defence and movement are better than with Artillery).
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2.5 Naval Units

Trireme
A good ship for initial exploration. Carries only 2 though.

Caravel/Galleon
Good ships for exploration and Colonization.

Frigate
Don’t bother, get an ironclad.

Ironclad
A good unit until Destroyers come along.

Transport
Carries 8. Escort these with Destroyers and Cruisers/AEGIS Cruisers.

Destroyer
A good unit until the invention of coastal fortress and cruisers. If you’re the first to get it, you have an upper hand and will be the most powerful naval force. Fast and cheap, good also for reconnaisance.

Cruiser
Basically an improved Destroyer: slightly stronger, slower and more expensive. A good unit for patrolling and escorting transports.

Battleship
A very powerful weapon. The strongest naval unit. Until the invention of the Cruise Missile, you can roam the seas at will. This unit can beat any sea unit and is also excellent for coastal bombardment. The civ with the most of these rules the seas. After the invention of the cruise missile, protect these with AEGIS cruisers, “ AEGIS for one Battleship. It’s worth it since the Battleship is so powerful.
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2.6 Aircraft

Fighter
Use these to destroy Bombers and Spies/Diplomats. You can also use these against weak units: Engineers, Artillery, Explorers, Cannon, Destroyers etc. Veteran Aircraft are significantly better.

Bomber
Put these on top of units so as to make these units unattackable by land units. When bombing cities, use these in large numbers: one is useless, you need 2-3 at least to weaken the city defences properly.

Stealth Fighter
A powerful weapon against Armors, Bombers, even Mech. Inf. Never attack a city with a fighter. Also try to have veteran fighters.

Stealth Bomber
Same as for Bomber but many times more powerful. Use these in large numbers and with Aircraft carriers.

Cruise Missile
Causes unrest in a Republican or Democratic city and quite expensive. However, excellent against Battleships. Don’t bother using it against AEGIS cruisers. You should also use these against submarines if you see that they are carrying missiles (could be nukes!)

Nuclear Missile
Use these only in the following cases:
-You’re sure the enemy doesn’t have nukes (or has very few)
-You have SDI defence in all or most cities.
-You are sure that you can take some big cities (the enemy will make peace)
-You can handle the pollution (solar plants, lots of engineers) to prevent global warming
You can make missile silos with nukes and airbases: just remember to defend the airbases with land units (NB. you can’t build fortresses on airbases).
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2.7 Trade Units

Caravans/Freights
Caravans are very slow except if you have roads/railroads. Use them because they bring you lots of money if you get the supply/demand right. The further the destination city is from the starting city of the caravan/freight, the more money you will get. (I once took a freight from Europe to America withe two cities of about 20, I got 1200 gold! And I didn’t mention the increased arrow production in my town). Freights are good because they’re easy to produce and move 2. You can also use Caravans/Freights to help build wonders if you need to outrace an opponent in building a wonder.
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CHAPTER 3: CITIES

3.1 Buildings

Palace
Reduces corruption a LOT.The further a city is from your capital (where the Palace is) the greater the
corruption (except when you’re a Democracy.)
Without a palace every city has corruption like it was the maximum range away!

Temple
Reduces the number of unhappy citizens by 2. Increased effect with Mysticism and the Oracle doubles the effect (if you have it).

Granary
this allows you to gather food stores which halves the city’s growth time and acts as a buffer during famine: very useful.
The Pyramids give a granary into each of your cities. Also changes one unhappy person into a content one.

Barracks
If you have Barracks in a town than any new land unit produced there is veteran. Also any unit heals much faster in a town with Barracks (make it sleep for 1 turn and it will be completely repaired.) Airports have the same effects on air units and Port Facilities for naval units.

City Wall
City walls double defensive the strength of any units within the city. The best defensive situation in a city is to have 2-3 Veteran and Fortified modern units (Phalanxes/Archers, Musketeers, Riflemen/Alpine Troops, Armor/Mech.Inf) and City Walls.
Air units and Howitzers ignore city walls. City walls prevent losing one population every time a unit within the city is destroyed.
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3.2 WOW (Wonders of the World)

Always build a WOW if you can, but if you have to choose, here’s a list of importance.
If you have to race for the building of a WOW with another civ, here are some tips:
· Disband units (preferably obsolete ones) in the city (this adds 1/2 the production cost of the unit to the WOW construction.)
· Use Caravans/Freights to “help build wonder”
· Put your tax rate up to max taxes for the time of you construction and then buy the WOW when you can (but don’t forget to adjust the tax rate back again)

The BEST:
Great Library, Leonardo's Workshop, Michaelangelo's Chapel, Darwin’s Voyage, United Nations, Statue of Liberty

GOOD ones:
King Richard's Crusade, Great Wall, Hoover Dam, Copernicus's Observatory, Magellan's Voyage, SETI project, Eiffel Tower, Sun Tzu’s Academy, JS Bach’s Cathedral.

Don’t worry if you haven’t got THESE:
Oracle, Pyramids, Hanging Gardens, Lighthouse, Shakespeare's Theatre, Marco Polo's Expedition, Apollo Project, Manhattan Project, Women’s Suffrage.

If there’s a lot of water (like on the Large Earth map) Magellan’s expedtion and the Lighthouse shoul be placed in the ‘BEST’ category as they increase the speed of your ships leading to more naval power and chances at colonisation.

Denying Wonders
If you have a wonder, this means obviously no one else can have it. Use this to your advantage. When faced with powerful enemies, here’s some WOW’s worth a building races and some sacrifices for:
· UN/Great Wall- (you will have to make peace if the enemy wants it)
· Great Library- The enemy will develop by far faster than you
· ManhattanProject - Try not build this except if you really need nukes because once somebody has built  it,  everyone who has missiles can get nukes.
· Leonardo’s Workshop- whoever gets this should become the most powerful military force (presuming they discover things relatively fast)

Some discoveries cancel the effect of wonders. So plan carefully in advance the effects of your discoveries. Here are some examples:
· Metallurgy cancels the Great Wall
· Automobile cancels Leonardo’s Workshop
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The Great Wall
The great wall gives city walls to each city and forces other civ’s to offer peace in negotiations; a good thing. Beware though, if someone invents Metallurgy and you’re unprepared, you will be in a very vulnerable position, especially if your reputation is bad.

Leonardo’s Workshop
Leonardo’s Workshop is one of the best WOW’s, it upgrades your units to the most modern ones available every time you discover a new thing. However, all units lose their veteran status when upgraded. Watch out no other civ gets this.
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CHAPTER 4: TERRAIN

Use engineers settlers as much as you can (and build LOTS of them). To give you a number, sometimes I’ve had over 35 engineers in action at one time. The trick to land development and expansion is as follows:
At the beginning, alternate settler construction (build a settler, build something else, build a settler...etc) This allows you to expand and grow simultaneously.
With these settlers, Irrigate and build a road or do any other 1or 2 actions (but no more). Then build a city and more settlers. Like this you can expand very fast.
Once you have around 6-7 cities, build a little less settlers, put some to develop the land constantly, and keep building cities with the rest.

Irrigation
Irrigation gives you more food. But start by irrigating ‘shields’ and Wheat (if there is any).

Roads
Build roads between your cities. This improves your military strength and helps you for trade.

Mines
Once you have some irrigation and roads, build mines to increase your production rate. Mines and a railroad on Hills is excellent, and mines on Coal or Copper with a railroad is AWESOME. There are some places on Earth where there is excellent production potential. One is at the tip of South America. With a Democracy, Railroads and mines, I achieved 105 shields! In the Middle East aroud Baghdad there’s another one of these places (with the coal and the hills) Here I managed to get 112! (And I never cheated with these, I swear!)
Madrid on the Europe map is also an excellent place for production.

Railroads
2 Engineers can build a railroad in 1 turn. Use this to build railroads to enemy cities and the Blitzkrieg them with Armors and Artillery/Howitzers!

Farmland
This is good if you’re looking for big cities . On the Earth (Large Map-in France), using terraforming and Farmland and with a democracy I managed to make a city of 42! (Without cheating!)
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CHAPTER 5: GOVERNMENTS

Republic
A very good form of government: efficient and relatively easy to keep the people happy.
Military and Science are balanced.

Democracy
This form of government should only be used in 2 cases:
· You are either the largest or else a very large civ which can afford increasing Luxury rate and paying for temples.
· You are a very peaceful nation and are not going to go to war with anyone else for a while.
In these cases, and maybe some exceptions, this government is EXCELLENT for Economy and Science. It cuts back the military though. You can keep up with a short war if you have WOW (especially the UN) and can afford to put the Luxury rate quite high up.
There are 2 more important things to a Democracy:
Units/cities can’t be bribed (YES!)
CAUTION! One turn of disorder causes government to collapse and anarchy to set in (watch out if you are a big civ) This can happen if you invade a city and forget to check the happiness of the people. BE CAREFUL!

Fundamentalism
This is THE govt for war. You get TONS of money and LOADS of units. Unhappiness is 0 but so is science.
I suggest you adopt this when you are ether very far ahead the others in Science or the others are  far ahead of you (discovery by conquest).

Communism
An OK early version of Fundamentalism.

Monarchy
In the beginning try and switch to this as soon as possible.

Despotism
The only good thing abou it is that it’s not Anarchy!

Anarchy
Hmmmm.....well.......I can’t think of anything good about it.
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CHAPTER 6: OTHER STUFF

· Remember to capture your continent completely as soon as possible: on earth, build forts around the Suez canal for Africa, Mexico for either one of the Americas. Asia and Europe are harder to seal off but if in one of these, try to get the Middle East: it has excellent production potential.
 
· Barbarians come in areas that are undiscovered (at least if you play ‘raging hordes’) Play with ‘Raging Hordes’, it’s much more fun and sometimes the Barbarians can capture enemy cities (cool). You also get 20 extra points on your score (if you care).
· Trade and Settlers are the key to money and science...remember that.
· Don’t trust civ’s that break treaties, they’ll do it again, trust me!
· COLONIZE and EXPAND: don’t stay on the same continent, move out  early in the game, otherwise you will never beat it.
· On Earth, each area has its own assets, take your pick: China is very fertile (lots of people), Africa is very isolated (safe at first, but tough to expand), America is also isolated (beat the other civ’s in America early and you can have both South and North for yourself, its tough to conquer the rest of the world though.) Europe is good for warlike players who want are good at fighting and not so good at economy/happiness.



6.1 Add-Ons

“Conflicts in Civilization”: Scenarios
A good collection of scenarios with new units and music.

“Fantastic Worlds”
I don’t know yet, I’m having problems with it. Sounds good though.
 

Please email me if you have any suggestions or hints and I will add them here.

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Copyright © 1998 Tuukka Takala  lordtuukka@oocities.com

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