Civilization II (MicroProse)
                Combat: Because units can win but be
                wounded in the process, always try to have a
                tactically advantageous retreat position. That
                wounded Chariot may be vulnerable to a
                clunky Legionnaire out there on the plains,
                but back him up into some hills or mountains,
                and the counterattack is much less sure. This
                technique also has the benefit of luring
                enemy units out of their protective cities and
                into dangerous combat.

                Technology paths: At the start, if there is
                no direct military pressure on you, press for
                the Monarchy as soon as possible by
                researching Ceremonial Burial and then Code
                of Laws. Monarchy now gives you three units
                per city without upkeep, so this is the perfect
                long transition to the Republic, especially if
                you are using the quantity approach. After
                you pin down the Monarchy, go for Mysticism
                next--the Oracle will make your life much
                easier during those awkward growing years.

                Fortresses: Don't build them! No matter how
                tempting it is, sooner or later they will turn
                into hiding places for the enemy. In fact, the
                computer loves Fortresses so much it doesn't
                have enough units to cover half of them, an
                enthusiasm you can take advantage of. Use
                them as healing shops for damaged units.

                Villages: I have yet to see one village break
                out in barbarians when a city has been built
                next to it. Don't feel like risking your
                Settler? Put down roots and wait for one of
                your inexpensive Warriors to reveal a prize.
                Also, look for plenty of villages along the
                polar land caps.

                The big bribe: Get out of Despotism and
                into a crown before picking any fights--the
                computer now has a real knack for bribing
                units and towns unhappy with their Despotic
                Leader (and you know how much money the
                computer seems to have to throw around).
                Once spies can pack nukes, you should leave
                one spy on guard in each of your big cities,
                just in case.

                The ol' take and give: If you are broke and
                a neighbor isn't, and you both are relatively
                equal in technologies, taking over a city, even
                though you know you will lose it right back,
                can empty his treasury into yours with just a
                couple of repetitions. Just make sure you
                spend all those gold pieces before you cough
                up the city again.

 
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