|
Based on what you're saying, I recommend shutting off diplomatic victory, wonder victory (which is usually shut off anyway), and culture victory at game start, that way you are left with domination, conquest and spaceship, just like Civ2.
I look at the worker/settler split a little differently, I actually enjoy paying less (1 pop and 10 shields is really cheap, and even new settlements can start pumping them out in 5 turns if you do it right) for workers, with settlers becoming special-purpose units that you only build when needed (or predicting a need). The rule of thumb is to have at least one worker for each population center you own, although I personally like to up that number a bit.
Trade is a bit tricky. Things like technology and workers and gold and cities (these typically never get traded unless demanded or offered by you in the course of suing for peace) can be traded any time (stick workers on your capital to make them available for trade, although I seldom if ever offer my own people up, I only ever offer captured workers).
For the rest, you first have to have a road pathway, even if circuitous, from your capital to theirs. That is the prerequisite. Alternatively, you can use one of your harbors to one of theirs, but you need to be able to trace a line through explored water squares that your vessels are currently able to cross safely (i.e. early on, you're only going to be able to use coastal squares, then sea squares at Astronomy, and finally ocean squares at Navigation).
Once you have a road or harbor pathway, you can start trading excess resources. These are great not only to obtain extra luxuries that you don't have access to yourself, but also to offer for gold and technology. Much of the value proposition is a little trial-and-error but you can really benefit your empire if you engage in it.
Once you have a deal, it continues for 20 turns, then you renegotiate (make sure the "always renegotiate deals" option is turned on). Be careful, if you declare war on someone while you have an active deal with them, you are branded as treacherous and the AI is much less likely to deal with you (or deal with you favorably).
Maps can be traded once you obtain a higher-level tech. It used to be relatively easy at Map Making (which certainly seemed intuitive to me), but they made it harder now, I can't remember which tech it is, but Navigation is what rings a bell.
I recommend trying the Celts in Conquests, they're a really fun Civ to play, the combo of Agricultural and Religious is very powerful (early 30 point temples combined with rush building when you're 20 away at size 2 gives you great culture, and it also pops your city radius quickly so you can exploit all of your tiles), and they have one of the best Unique Units in the game, the 3-2-2 Celtic Swordsman (and it's also one of the coolest graphics). Make sure your start position has lots of fresh water nearby, because in order to get the bonus food in the center square, you need to be on a river or lake (ESPECIALLY for your first city).
This fresh water requirement goes away after you leave Despotism, but the key to Agricultural is to leverage it to a fast start. You will outgrow your neighbors quickly, if you do it right. I like having a sprawling empire big enough to intimidate my neighbors so that they don't declare war on me as often, and I'm also able to have most of the resources I need (especially iron, and later coal) already within my empire's borders, without needing to attack others as much.
One neat research trick is to race to Philosophy to get a free tech, and I either take Literature, or if I already start with Alphabet or if I can grab a lead on my opponents, I will take a brief detour to research Code of Laws so that when I get Philosophy, I can take the ultra-expensive Republic as my free bonus tech. Then a quick revolution (if you're Religious), and you're out of Despotism as early as 1500 BC or so.
Hope this helps!
DTH
|