Author:
Mike Uhl
Strategic
Comment:
Cameron Hills
Date Submitted:
5/6/00
Description:
A rather long
strategy & guide for the addictive scenario,
After the Apocalypse
Editor's Choice
& Comments:
This tactic is of course an editor's choice one.
It includes detailed description on what you
should do in the scenario.
STRATEGIC
CONSIDERATIONS
FOR THE "AFTER
THE APOCALYPSE"
Introduction
The Conflicts in
Civilizations add-on package 'opened the door' in
1997 to many exciting possibilities of scenario
play and design for Civ2. The 'After the
Apocalypse' scenario featured a heap of the 'then'
new elements consolidated in an imaginative set up
in the form of; warring 'mutants' all over the
place and out of control global pollution.
Game
Commencement
The start of the
game begins in an oppressive environment; the
human tribes have small villages, few units, at
best a modest bank balance, pollution problems,
and only a handful of technologies. Furthermore,
foreign reports indicate that the non-human
(mutant) tribes are chasing Industrial Age Wonders
of the World — certainly enough factors to make
the novice player pretty nervous!
There are however
two saving graces for the human tribes:
Firstly, the
villages have an excess of city improvements for
their needs. City Walls, Libraries (in two tribes'
cases), and even Barracks can be sold off in the
first few turns with little to worry about. This
not only provides instant funds, but the cash flow
starts to take on a far less daunting complexion.
Secondly, each
human tribe have a diplomat or two. Having sold
off a few city improvements, they can go 'a
wandering' and would do well to bribe either some
of the barbarians deftly spread around the globe,
or one of the Saurian's Quetzalcoatlus
'bomber-type' units.
Early
technologies
In a nutshell, the
challenges the player confronts in the first stage
of the scenario are starvation problems caused by
global warming, expansion problems in broadening
the geographic influence of the empire, and
economic difficulties that impact in a few
different ways.
In order to
confront these dilemmas the player must chase as a
priority technologies that will turn around the
low production of cities (particularly of food),
and extend opportunities to grow.
Most human
starting cities are seaside ones, and the Harbor
city improvement will circumvent population
decreases caused by ongoing global warming and
convert a struggling, problematic village into a
contributing entity of your empire. Consequently,
Seafaring is one 'milestone' advance that should
be sought out.
The other
difficulty is financial hardship. As earlier
noted, the diplomat is an important unit in this
game (arguably the most important). Its
ability to bribe units with offensive capability
let alone enemy cities is contingent upon having
hundreds (if not thousands) of gold in the
coffers. 'Trade' is the key to addressing the
problem of a floundering financial predicament.
Establishing decent trade routes with your
caravans for both the bonuses and the ongoing
income will provide the fuel for your diplomats to
'build through bribery'.
Technology
Development
Other technologies
of significance are those that lead to any Wonders
that the player may seek.
Consider the paths
for;
- Units
(particularly Metallurgy for artillery, and
Espionage for spies),
- Government
forms (Fundamentalism is a good option for
this scenario — bags of money, no happiness
worries, reduced corruption and waste, and
great unit support), and
- City
improvements (Refrigeration for the
Supermarket is another plus, and may be
obtained from the mutant tribes).
Wonders
Many of the
Wonders of the World will be unavailable for the
player to build due to the poor technological
start that the human tribes get. This still leaves
the option for Wonders to be taken off the enemy
— and this should not be disregarded lightly,
particularly if Democracy or even an extended stay
in The Republic is part of the plan where 'happy
Wonders' are worth a premium.
Due to the diverse
set up of the human tribes and the mutant tribes,
The Great Library can make an easy avenue to
getting up to speed on the mutants' Renaissance
and Industrial Age advances. The 'downside' of
this Wonder can be felt here though, and can delay
the pursuit of getting to the advances that the
player is keenly seeking (as the more advances you
possess, the slower the rate of technological
growth).
The Pyramids is
one of the Wonders that can significantly help in
this scenario. With the notable number of cities
that suffer from the effect of pollution and
global warming, the Pyramids can assist in
offsetting some of this pain. Likewise, the need
for Granaries is alleviated, so these may be sold
with a clear conscience.
The
Enemy
Despite what on
first view is a pretty intimidating foe, the
mutant tribes are really less ferocious than the
player may first expect. While most have a few
decent naval units, and the Saurians (light blue
tribe) have three bombers (that can kill off units
even if they can't take cities) beyond these,
their early-game firepower is much less
impressive. All of the human tribes begin with an
approximately equivalent starting position.
Each player will
take a different approach, however establishing an
alliance with at least one of the mutant tribes so
you can access tributes while making an enemy of
at least one other could be considered a workable
tactic. The Saurians do have the three
Quetzalcoatlus units and their cities are not
concentrated in Eurasia — so they could arguably
make a good potential early ally, in that they may
otherwise lay some serious damage to your units
yet not present themselves as a good target for
expansion. On the other hand, the Mutants (white
tribe) and the Kritters (orange tribe) are less
powerful initially and much closer to home (note
however that the Kritters' principle domain is not
readily accessible to one human tribe; 'the New
Beetles').
The human tribes
are not bound by alliances, and may present
themselves as no more affable than some of the
'mutant' tribes.
The
Bottom Line
This scenario is
well set up for diplomats and spies. Despite a
relatively isolated and difficult start, key
technologies and expansion on the Eurasian
continent should provide ample footing to make a
convincing claim on the game and head towards
victory.
ENDING
SCREENSHOTS
Cameron Hills won
the April 2000 General of the Month Award.
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