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1. Get All AdvancesEdit
2. Projects Complete Each TurnEdit
No need to worry about construction cost when designing military units, and no need for railroad (except for movement) or mines or factories or power plants or offshore platforms. Apparently no unit maintenance even for Town Guards. Build many cities because each can build one military unit per turn.
3. Research Complete Each TurnEdit
Set tax to 100% because anything going to research is wasted. Build no libraries, universities, research labs; build Great Library, Leonardo, and Newton only for their morale value if you want more of that after building more practical Wonders. The only advantage in having friends for technology swaps is that they may allow you to leapfrog advances that have no intrinsic value, e.g. Polytheism if the Temple of Zeus is already built. Tax will cover your costs for a long time, so build town halls only if running short of money. Fundamentalism becomes more attractive because its lower research rate is of no effect while its Faith means no need to build and maintain buildings for happiness.
4. Cities Grow Each TurnEdit
Even if starving, a city will never lose population except when building a settler, engineer, or army of slaves. You may want Aqueducts much sooner than usual unless there are useful things for new settlers to do, which is very likely.
5. See EverythingEdit
See inside enemy cities and immediately see rare minerals and bonuses that usually await the discovery of Mass Production and Science. So no need for spy planes or MIR and little value in gliders and militia.
6. Nations Know Each OtherEdit
Instant contact with all nations - and they may all queue to be your friends initially.
7. No Modern Resources NeededEdit
Nos 2, 3, and 4 for shortish gameEdit
If you have projects, research, and growth each turn, some AI nations may build nothing but Town Guards for 40 turns or more, but human players will build many cities so as to build more units per turn and better units. Avoid making peace with nations you are closest to, and build beside their borders so as to increase your territory.
If you choose all seven manipulations, the game can be over by 3550 BC. On the first turn, the Settler starts a city and the Capital starts an Engineer, which then starts a third city. Space Port boosts some cities' production, but that's of little consequence; its main value is allowing an almost immediate start on the 12 items needed for the spaceship, which may be finished before other nations have more than a Habitation Module or two. AIs go for those modules, so you should start others and maybe try to capture some space ports if enemies are within bombing range.
A more interesting short game will result if you use only the first four items on the menu, so that nations need to access all three rare minerals and build with them (or capture suitable Space Ports) while fending off powerful units produced by rivals using future technologies. Build Space Port and MIR very early so that you know where to find the minerals and where your rivals' territories are. First research a basic ground unit (e.g. 204/204/1.5 Fanatic with Artillery) and a minimally-armed but long-range passenger plane (e.g. 51/51/12.5x4, carrying one unit), then go for Artificial Intelligence so that you can build strong bombers (with one or two spare fuel tanks, depending on topography) as soon as threatened. With the right mix of army units, spy planes, bombers, and passenger planes you could win before 2600 BC on a small map and before 2000 BC on a 230%-size map. You can afford the Insane level of difficulty because it has very little bearing on the game.
- Game reports subpage