Search results

  1. L

    Long 2 min initial load time ... is this normal?

    On my high-end machine the game takes almost 2 min to load up initially. Init Python is responsible for about half this time alone. Specs: AMD FX-55 Gigabyte GA-K8NSNXP-939 (nForce 3) board 2 GB RAM 6800 Ultra 256 MB video card (AGP) With this setup I run Civ4 on all high video...
  2. L

    Just signed up for hardest level in the tournament - I'm scared...

    Deity games are easier when you limit the % of land. The AI grabs it so fast that it actually behooves you to select small land masses. That way the AI civs don't get huge. Pangaea is also the hardest of the land types to win with. War is not something you want so I'd say continents is much...
  3. L

    Just signed up for hardest level in the tournament - I'm scared...

    The difference between Emperor and Deity is like night and day. A generic strat to win on Deity is ... 1. Start on good land. Deity is practically unwinnable if you start on crappy land. 2. Don't play land grab with settlers ... the AI will win. Instead, consolidate your best cities and...
  4. L

    Golden Age...too easy?

    On higher difficulty levels this doesn't happen much as the Ancient Wonders are very difficult to build due to the computer production bonus. In fact, I've gone through entire Deity games without triggering a Golden Age. In the long run though it doesn't matter much. Twenty turns is only a...
  5. L

    Wins on Deity

    I've won a few times on small maps on Deity level. It basically boils down to a good starting position where you have time to plant 7 to 10 cities before the 40% AI production bonus essentially squeezes you out. Hopefully you'll have a nice defensible border with only 1 or 2 neighbors. It's...
  6. L

    Best Civilization

    Revolutions and periods of anarchy from war weariness or general unhappiness will last anywhere from 1 to 10 turns. The mean appears to be around 5. The type of government you had prior to anarchy does not appear to have any effect on how long the anarchy lasts. It is quite random from my...
  7. L

    resource question

    You need Navigation or Magnetism to trade over sea squares. Magnetism also allows trade over ocean squares. Coastal squares only require harbors for trade. These advances are important if you have an island-like empire, or if you need to trade with other civs as soon as possible. This makes...
  8. L

    Civilization 3: by yankees, for yankees.

    'Civilization 3: by yankees, for yankees.' -Yep, Sid is an American, and Firaxis is an American company to my knowledge. 'I recently bought Civilization 3. That's great game, though lack of ability to choose starting technological level and low flexibility of map editor makes it somewhat...
  9. L

    Is there any difference between ...

    Assigning Tax Collectors and Scientists in the city view and adjusting the overall tax/science/luxury rate? I suppose that if you had a city with improvements that supported either tax or science then it would behoove you to assign the appropriate specialist. For example, if you needed more...
  10. L

    Best Civilization

    At high difficulty levels (Emperor and Deity) where you need every advantage, I've found that a few civs stand apart from the rest. Babylon: Scientific + Religious = cheap city improvements that generate lots of culture. They also have an excellent special unit in the Bowman (2/2/1) that can...
  11. L

    Deity help

    The most dangerous civ on Deity level is Germany, in my opinion. Bismarck will almost always be technologically advanced and have a strong military. Start off close to him and you may as well restart the game. Any Scientific civ will be a challenge on Deity level. Also, the Religious ones...
  12. L

    The Amazing Teleporting City

    The AI also pulls the 'warping' settler magical act when you give them your World Map. If you have a nice little plot of land earmarked for settlement, don't hand out any maps. Chances are the AI will beam down a settler and a spearman right before you can plant your city.
  13. L

    Deity help

    'Have you tried offering extra luxuries and resources to your strong neighbors as gifts? On Monarch and Emperor, this seems to keep them from threatening you over techs that you really don't want to part with. ' -Not really. I usually trade away luxuries and strategic resources for...
  14. L

    Deity help

    Eh on Deity you pretty much have to be a ***** to the larger civs early on. Once you have your rail network up you can actually afford a few defensive wars, but I still recommend avoiding war whenever possible. Even with the tech brokering you still research about half your techs. Wars tend to...
  15. L

    Whats the point in playing without war?

    Try playing on Deity level. Believe me war is something to avoid whenever possible. With a 40% advantage in production, and at least that much in technology, even a dumb AI will quickly thrash your warmongering ass. A good Civ player balances technology, city improvements (and yes there is...
  16. L

    Deity help

    The only way I've won on Deity is through space race victory. Cultural victory probably isn't viable since the AI builds like every Wonder. Without the Wonders I doubt you will achieve enough culture to win the game. Domination is possible, but again the AI builds and researches so fast...
  17. L

    ***resources***

    Resources can take up to 20 turns or more to appear on the map initially. Then they can randomly run out and reappear somewhere else. Coal is probably the worst of the resources that behaves in this manner. Just wait a few turns after you've finished researching steam power. If it doesn't...
  18. L

    When will the AI go for victory please?

    The AI really doesn't try to win the game like a human player would. It seems to do certain things well according to the civ, but it falls short of parlaying those assets into a victory. For example, expansionists civs are very good at building cities, but despite all those cities, the AI...
  19. L

    PYRAMIDS a must or no??

    Not necessary. Granaries halve the amount of food needed to increase population. Unless you are using a strategy that involves trading population for production, it's not that important. Cities with proper terrain improvements will max out at 6 then 12 pretty quickly. Additional growth is...
  20. L

    Combat Statistical Analysis

    It's binomial. Set up a matrix for attacker and defender, from 2 to 5 hit points, with the probability of winning each discrete encounter mapped across the matrix. For example. If an regular unit fought a conscript unit, the total range of possible outcomes would be ... 2 rounds reg wins...
Top Bottom