How To Lock Obsolete Wonders Inside Your Civilization

Many ancient and medieval Great Wonders will become obsolete with the discovery of advanced technology. Once a Great Wonder has become obsolete, it is no longer possible to build a replacement.

15 Tips For Achieving Civworld Greatness

Today, the makers of CivWorld are giving us tips. We asked for them. We needed help. So, courtesy of the people at Civ studio Firaxis and their publisher at 2K Games, here's how to succeed in CivWorld.

Science And Research: Being A Scientist For Your Civ

Science is one of the five major resources in Civilization World. Science is generated by Scientists working in the City or can be purchased from the market. Over the course of the game, science is used to discover new technologies.

Pure Worker Build Strategy

There are exactly two ways to increase the amount of resources built by harvesting: increase population or increase citizen productivity. The first is straightforward, but the latter has several non-obvious principles.

List Of The 21 Civworld Eras

Here's a list of the 21 CivWorld Eras, it's bonuses/penalties, and the amount of Fame Points you'll get from winning the different eras. (Real values might differ with 1 or 2; this is based on a formula that somebody has guessed). Each Era is divided into two halves: an early and a late period.

Tuesday, August 28, 2012

How to Lock Obsolete Wonders Inside Your Civilization

Hello and Welcome again to CivWorld Philippines! Today we will be discussing about CivWorld's Great Wonders, specifically, locking Obsolete Wonders in your civilization, so other civilization cannot steal, upgrade, or replace those particular wonders. Some background information about Great Wonders first, from wiki.2kgames.com:

Wonders are monumental buildings and events in the history of the world and are constructed using Great People. They are the method of scorekeeping and winning Eras through culture. Players can access the Wonders screen via the main taskbar. In Civilization World, there are two different kinds of Wonders.
Great Wonders - Buildings and projects which provide powerful and persistent bonuses to all members of the Civilization where the Wonder is built.
Wonder Events - Special events which provide a one-time bonus to a Civilization. Wonder Events do not count when measuring for a Culture Era victory.
On the wonders screen, the three available Wonder Events will appear on the first line. Any available Great Wonders will be displayed below them. 

You can win a Culture Victory for an era by constructing a number of Great Wonders. Early in the game, a Civilization can win with as few as three Great Wonders, with each era after that requiring more Great Wonders to win, up to a maximum of 21.
Building a Wonder
Wonders are built by combining different kinds Great People. If a player has a Great Person of the kind needed for the wonder, he or she may click on the empty slot in that Wonder to contribute their Great Person towards that Wonder. Once all of the Great Person slots are filled, the Wonder is immediately built in that Civilization.
Each player may contribute only one Great Person towards a Wonder. There are several exceptions: The Culture Minister of a Civilization has the power to contribute any number of people to a single Wonder, and members of a civilization with the United Nations Wonder or the Freedom of Speech civic can contribute any number of people to a single Wonder. Additionally, the King may contribute multiple people.
If there are no Great Wonders available to build, your Civ will have to research more technology to unlock them. For example - The Stonehenge Wonder becomes available after the Civ discovers the Literacy Technology.
Replacing Wonders
Each time a Great Wonder is built, another civilization may replace it by building a "better" version. Replacing a Great Wonder will cost at least one more Great Person than was required to build it originally, up to a maximum of six. Note that a civilization cannot replace their own Wonder with a better version.
Obsolete Wonders
Many ancient and medieval Great Wonders will become obsolete with the discovery of advanced technology. Once a Great Wonder has become obsolete, it is no longer possible to build a replacement. Instead, the civilization that held it at the time it became obsolete will continue to hold it until the end of the game -- the only way to gain control of obsolete Great Wonders is to conquer the civilizations that own them. Obsolete wonders still provide their bonus to their owner.
These are the list of technologies which make some Wonders obsolete. It is strongly advised that your civilization should get those Wonders before completing the technology or else, they can not be rebuilt anymore.




Technology About To Be Discovered
Wonder To Build Before Finishing Tech









Literacy
Stonehenge


(+25% Food)
Monarchy


Pyramids of Egypt


(+25% Production)





Democracy


Hanging Gardens of Babylon


(+1 Happiness)






Religion


Oracle of Delphi


(+25% Culture)





University


Great Library of Alexandria


(+25% Science)





Invention


Colossus of Rhodes


(+25% Gold)





Communism


Himeji Samurai Castle


(+1 Defense for Military Units)





Mass Media


Shakespeare Theater


(+25% Culture)





Flight


East India Co.



(+25% Gold)





Flight


Leonardo's Workshop


(+1 Attack for Military Units)





Globalization


Troyes Trade fair


(+25% Gold)








Thursday, August 23, 2012

15 Tips for Achieving CivWorld Greatness

Hello and Welcome again to CivWorld Philippines! The following first 10 tips is a repost from KOTAKU (a video games-focused blog) entitled: 10 Tips for Achieving CivWorld Greatness, From the People Behind the Game. The additional 5 were from IGN.com. Here it goes:
Today, the makers of CivWorld are giving us tips. (Thank you!) We asked for them. We needed help. So, courtesy of the people at Civ studio Firaxis and their publisher at 2K Games, here's how to succeed in CivWorld.

1. Have a Good City Layout
Make sure there is the shortest route possible from the citizen's house to the resource and then to the drop off location. This will ensure that the citizen is being the most efficient it can be. Another way to improve a citizen's efficiency is to make sure they are happy. You can do this by placing them next to neighbors of the same job, a forest, water or all three.
2. Guard Towers
Utilize guard towers to scope out the map to find better water, forest, stone, and Iron resource locations. Also upgrade for higher visibility and usability of the map.
3. Upgrade Whenever You Can
To make your citizens even more efficient, you can place down productivity buildings. For example, a granary will be a new drop off location for a farmer and the more you upgrade it, the larger it will get making your farmer even more efficient. The same goes for a scientist next to a library or university or a merchant next to a market or bank.

4. Get to Know Your Fellow Civ Mates
Use the chat room to speak directly to your civ to coordinate battles, technology research, Wonders building and any other strategies. Use the personal chat to work out treaties, agreements, and plan of attacks, with individuals in another civ.
5. Group Up on Technologies
Technologies are cooperatively discovered by a civ, from the pooled resources of all the members. The more members there are contributing their science to that tech, the faster they will collectively reach the goal and discover the technology. Coordinating a common research goal among your civ mates is the fastest way to discovery.
6. Become a Minister
There are six ministers that you can become -- defense minister, cultural minister, finance minister, political minister, interior minister, and science minister. When you become a minister, you have more responsibility and be able to help your civ. In order to become a minister, you have to be the first in your civ to accomplish a specific task and win medal that will promote you to a ministry. For example, if you are the first person to upgrade your library to ginormous size, you will get a construction medal which will promote you to the interior minister. As the interior minister, whenever you harvest, you'll also give 1 Harvest bonus to a member of your civ. If you become the finance minster, when you complete the caravan maze, you'll send your civ some gold depending on how much you win.
7. Collect Fame Points
As you collect achievements and medals, you will move up the ranks in your civ in hopes of becoming the king or queen. When a civ wins an era victory, Fame Points are distributed in descending order, so you want to be as high in the ranks as possible in order to get the most Fame Points. These points will then turn into gems so you can deck out your throne room and show off all of your achievements. The cool part about the throne room is what you place in the room is yours forever. So the more games you play, the more trophies you will win!

8. Get Hitched
You can marry other citizens in the game using the "Dowry" button. The word "Dowry" will show up at random on the World button. What it means is you have the opportunity for one of the citizens from your city to "marry" a citizen from another player's city. The resulting dowry will give you and the other player a onetime bonus in the associated resource with the chosen Citizen. Neither player loses their citizen -- dowries are purely a bonus.
9. Produce a Mighty Military
It is important to have either military units always on hand or a lot of production just in case a civilization decides to invade your civilization or vice versa. Having a lot of production versus gold helps in this situation because building a unit using production is almost always less expensive than buying it in the marketplace.
10. Stacking and Positioning Your Military
Stacking units or having a lot of the same unit also is important in a battle because it makes that particular slot on the battle field much stronger. During a battle, you should try to change the units' stance on every turn. Each unit can be changed to either "Fortify," "Heroic," "Normal," or "Retreat." While defending, you should change the units' stance to "Fortify" right before the turn is up to make sure your defense is at its highest. The same goes for "Heroic" when it is your turn to attack.
11. Diversify Your Plan of Victory
The difficulty of each Era victory increases as they are won throughout the game, which means the more times one type of victory condition is won, the harder it will be to win that condition again in subsequent Eras. For example: if a Civilization wins the Ancient Era with a Science Victory, the next Era could feature the same conditions for Culture, Economic, and Domination victories but have a harder Science condition. Then, if a Science Victory is won 'again', the Era after that could have an even harder Science condition. Therefore, the Civilization that diversifies and can switch its concentration Era to Era is often the strongest!

12. Take Advantage of the Different Eras
Most Eras have game-wide bonuses or penalties to the production of specific resources. The bonus/penalty for an Era applies to both halves of the Era -- Early and Late -- and until the Era is won, all players enjoy or suffer the Era's effects. An example of an Era bonus is during the Historic Era where everyone in the game gets a bonus of +25% to their Gold production. In order to take advantage of this bonus, increase the number of merchants producing Gold during this Era. Once the Era is over, change the citizens' job to take advantage of the next resource bonus.
13. Spy on Your Enemies
When plotting to invade another Civilization, you should take a look at their battlefield beforehand since the defending Civ gets the home court advantage. Spying on a Civ allows you to see the number of military units they currently posses and a battlefield summary which enables you to strategize offensive and defensive positions, field terrain, and number of battle slots. You can spy on the another Civ's military units and battlefield by clicking on the "World" button on your taskbar, then click "Details" on one of the Civs. Once you are looking at the details of that particular Civ, click on the "Military Units" banner at the top of the screen and their military units and battlefield summary will be listed.
14. Win an Auction or Contest
Contests or Auctions are displayed in the Market screen and are special opportunities for players to win unique bonuses and prizes. They are available at random intervals and do not run simultaneously. For Auctions, players use the Gold from their Treasury to try to outbid everyone in the game for a particular prize. An example of an Auction item is the Ark of the Covenant which promotes the winner to King or Queen of their Civ. A Contest is different in that you are not using Gold to win something, but rather by doing an in-game action exceptionally well. Also, the prize for winning a Contest is Fame Points. An example of a Contest is "Most Bonus Resources Grabbed" which is achieved by grabbing the most bonus resources in a certain period of time (bonus resources are the pop-up resources that you mouseover above houses). So, pay close attention to the different Auctions and Contests going on the Market screen.
15. Go into "Turbo Mode"
To quickly increase culture resources in the Great Art puzzle, you can activate the "Turbo Mode." There is a button on the bottom right of the Great Art puzzle screen that should say "x1" if you haven't activated "Turbo Mode." If you have a lot of swaps available, you can click this button so it turns on the "Turbo Mode". The button will display "x5" which means that for each successful swap you make, you use 5 swaps from your pool, but get five times as much culture. However, be careful when you're in this mode, as it will deduct five swaps for each incorrect swap made. So make sure you are confident in your swapping skills before activating "Turbo Mode."


Saturday, August 18, 2012

Science and Research: Being a Scientist For Your Civ

Hello and Welcome again to another article here at CivWorld Philippines. Just finished another game in CivWorld, this time with very disappointing results. We were so behind in science and technology, our military units were no match against advanced Tanks, Fighters, Bombers, etc... Lesson learned is, in CivWorld, Science and Research is one of the things you cannot just ignore or put aside. And also, a Scientist Build is not always inferior to a Worker build.



Science is one of the five major resources in Civilization World. Science is generated by Scientists working in the City or can be purchased from the market. Over the course of the game, science is used to discover new technologies. Science does not need to be "spent" like Production, but is rather accrued and applied to whichever technology is currently in research. Once enough science points have been banked to research the technology, it is discovered and the player may select a new technology from the Tech Tree.

Technology research has always been a huge part of the Civilization series, and Civ World isn’t any different. The game has a variety of technologies, each of which may unlock new military units or buildings for your capital city, or simply open up new avenues for research.


Technology is another path to victory in Civ World. Each era has a target technology, and you can win that era victory if you get that technology researched before anyone else. But it’s not going to be easy! You won’t be able to just stumble across a tech victory – you’ll have to work for it.

If you want to pursue science in Civ World, you’ll want to assign your workers as Scientists, and build them a Library or University so they can do their work. This will increase the rate that your civilization produces the research to complete the technology.


But if you want to help the process along, we have a really fun mini-game you can play! It’s a maze, and at the center of the maze is the research project you’re currently pursuing. If you can trace a line to that tech, you’ll win a big boost of science that goes towards your research project. This can save you a lot of time versus simply waiting for your scientists to research that tech. However, you only have a limited number of moves, and you generate additional moves by generating science in your civilization.


A player who focuses on science will generate these maze moves faster than a player who focuses on culture or gold.


If you’re the first player to unlock a technology in your civilization, then you might be promoted to Science Minister! The Science Minister shares some of the benefits of his knowledge, which means that a Civilization will research a technology faster if it’s the same one the Science Minister is working on.

Thanks for reading this article in CivWorld Philippines! I am Paulo Baldemor, click on my name and add me up as your facebook friend. Come let us play CivWorld together!. Let's conquer the World, Socially, possibly with our Philippine Empire!


Friday, August 17, 2012

Pure Worker Build Strategy

Hello and Welcome again to CivWorld Philippines! After playing about 4 or 5 games of CivWorld, I am now making a major change in my game strategy. If I were to start a new CivWorld game, either alone or with a team, I will now be using a Pure Worker Build Strategy, instead of my usual basic farmer build. Why?
"There are exactly two ways to increase the amount of resources built by harvesting: increase population or increase citizen productivity. The first is straightforward, but the latter has several non-obvious principles." (http://forums.civfanatics.com/showthread.php?t=430544)


Why not start with farmers anymore? Well for one, when you start a game in CivWorld, you cannot possibly fully maximize all your farmer efficiency due to limited hammers and limited spots for orchard placing. Also each farmer will be needing 1 granary per orchard to be efficient. Because of this, you will be forced to build five cornfields just to have a single food resource of 30 value.

Compared to a Forest Workers, who depending on forests chunks, can be four workers per lumber mill, with +2 to +3 happiness. That's the maximum amount of workers you can have at a Mill, four. Of course you can have more workers per lumber mill but then they will start working the same forest or a forest further away and that worker then becomes way too inefficient.


The next question to consider would be, what type of Production resource is the best for Workers.Would it be Forest, Stone, or Iron? What would be the best Drop Off building for workers? Lumber Mill, Stone Mason, or Iron Forge? Let me share to you Lionel G's wisdom about this topic.

Again, the maximum amount of workers you can have at a mill is 4, so that's 600 hammers spent on a Ginormous Mill to get max productivity from 4 workers. When you build a  Ginormous forge, you will spend 750 prod. Max amount of workers to a forge is 3 but never happens because land is never good enough to have more than one ecstatic forge worker working their own iron spot on same forge. So in essence, you're building a bunch more forges for less workers. 


On top of that, it is very hard to locate a good iron spot with surrounding trees,  wall or water tile to affect worker happiness. Lumber mills are really the only thing to go with for early battles, unless you have say one forge so everyone's gonna hit you up for dowries.

And yes, stone mason is the most useless building there is. You get no extra productivity for stone mason than you would a mill but it acts like a forge in that it is very difficult to put efficient workers to it, AND you pay more for mason than a mill. All a stone mason is good for, really, is claiming Interior Minister spot to pass out harvests.

So in conclusion, Lumber Mills would be the best Drop Off building for Workers.


Wednesday, August 15, 2012

Combat/Battles

Good day! Welcome again to Civworld Philippines! Today I will be reposting of a note made by the official Civilization World Page in Facebook about Combat or Battles:
One of the most exciting aspects of Civ World is war; from barbarian invasions to wars of sweeping campaigns of conquest. When your Civilization goes to war, you’ll need to be ready!   
Combat is represented as a card game, with military units presented as stacks of troop types – cavalry, ranged, naval, and melee. But each battlefield only has a limited number of slots to accommodate a player’s units! A battle on the plains might have plenty of room for cavalry and ranged units, but a mountainous battlefield will be dominated by melee units and won’t have any room for naval units. You’ll probably want to build a good mix of different combat units in your civilization, so you can always bring the best force possible to the battlefield.

We represent a military unit in Civ World with one of the unit cards. The card’s portrait tells you what type of combat unit it is, and each type has a specific kind of weather it fights best in. When the weather favors your unit type, it does more damage, so once you put troops on the battlefield; you’ll want to pay attention to see if the weather changes to favor a different kind of unit. Unit cards of the same type can stack, so if you have twenty Spearmen cards, they’ll only take up one slot on the battlefield. By the same token, a single Swordsman card will also take up a slot! You’ll be able to see how many of those troops are in your stack, and a larger stack of cards will last longer than a smaller one.
Once you’ve committed forces to combat, you can set them to fight defensively or heroically. A unit fighting heroically dishes out more damage, but takes quite a bit more, so you will want to use this sparingly or your units may be destroyed before you can react! A defensive posture means a unit takes less damage, but it deals much less damage as well, which is useful if you’re just holding on until reinforcements can be brought into battle.
You’ll begin the game with a small number of military units, and as you research technologies you’ll discover new units that you can build. You don’t just have to build units, either – you can trade for units on the marketplace, so if you’re the kind of player who likes to focus on the economic parts of the game, then you can still contribute to defending your nation!
There you have it,  Combat, according to the Civilization World Page in Facebook. Thanks for reading this guide! I am Paulo Baldemor, click on my name and add me up as your facebook friend. Come let us play CivWorld together!. Let's conquer the World, Socially, possibly with our Philippine Empire!

Tuesday, August 14, 2012

Harvesting Resources

Hello and Welcome again to CivWorld Philippines! Today we will be talking about Harvesting Resources. 


At the lower left of the screen is the "Harvests" button that shows the number of harvest turns the player has. Each time the player uses a harvest turn, all their citizens generate resources at their current rate. Players can use harvest turns whenever they wish, and can freely rearrange their city to produce different resources between harvests.


Players gain more harvest turns steadily over time, but the rate at which they gain them decreases if the player "hoards" their Harvests. Players storing 24 or more Harvests will gain new Harvests much more slowly than those who steadily use their Harvests as they appear. In addition, players with 24 or more Harvests will not gain trickle income. Once the player reaches 50 stored Harvests they will not be able to obtain anymore Harvests.


The Best Time To Harvest


By being selective with Harvest usage, the player can save harvests until he is in an Era that gives a bonus that better suits his citizen setup. For example, the Imperial Era's +50% bonus to Food is more useful to most players than no bonuses, Gold, or Culture, so saving harvests from the start of the game until that Era has arrived will allow the player to maximize his food growth.





Okay, so when would be the best time to use harvests? One ideal time of harvesting would be just before going offline, estimating that you will have less than 24 harvests the next time you log on to the game. And therefore, the best time to use up all your harvests would depend upon the Era bonuses.
  1. The Ancient Era: no bonuses/penalties.
  2. The Historic Era: +25% Gold.
  3. The Classical Era: +25% Culture.
  4. The Imperial Era: +50% Food. (Best time to use up all your harvest for Food)
  5. The Dark Ages Era: -50% penalty to Science.
  6. The Medieval Era: +25% Food.  (Last chance to harvest up Food, then switch your farmers to scientists)
  7. The Middle Ages Era: no bonuses/penalties
  8. The Renaissance Era: +50% Science. (Best time to use up stored harvest for Science)
  9. The Baroque Era: +25% Culture.
  10. The Enlightenment Era: +25% Science.  (Best time to use up stored harvest for Science, then switch your scientists to workers)
  11. The Exploration Era: +50% Gold.
  12. The Nationalist Era: +25% Production. (Good time to use up remaining harvests for Hammers)
  13. The Colonial Era:-50% penalty to Food.
  14. The Independence Era: -25% penalty to Gold.
  15. The Industrial Era: +50% Production. (Excellent time to use up stored harvest for Hammers)
  16. The Depression Era has a -50% penalty to Gold.
  17. The Atomic Era has a +25% bonus to Production.  (Either harvest for hammers or store them up for the next era)
  18. The Global Era has a +50% bonus to Science.  (Best time to use up stored harvest for Science)
  19. The Digital Era has a +25% bonus to Gold.
  20. The Space Era has a +25% bonus to Gold.
  21. The Galactic Era: no bonuses/penalties

There you go, a guide about Harvesting. Thank you again for visiting CivWorld Philippines!  I am Paulo Baldemor, click on my name and add me up as your facebook friend. Come let us play CivWorld together!. Let's conquer the World, Socially, possibly with our Philippine Empire!

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Monday, August 13, 2012

List of the 21 CivWorld Eras

Here's a list of the 21 CivWorld Eras, it's bonuses/penalties, and the amount of Fame Points you'll get from winning the different eras. (Real values might differ with 1 or 2; this is based on a formula that somebody has guessed). Each Era is divided into two halves: an early and a late period. 


(Source: CivWorld Hints and Tips)