Top 10 Tips to Get Started in Civ4

Thunderfall

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Do you have some good Civ4 tips for players new to the Civilization series? If you do, post them in this thread and you could win a copy of Civilization IV: Beyond the Sword!

The best 10 tips will be included in a monthly e-zine called the 2K Edition, which is published by the UK division of 2K Games. This month's edition will focus on Civ4, Chronicles, and the upcoming BTS.

EDIT (May 10): Thanks for all the contribution to the thread! This event has ended. Harpe will select the best tips from the thread and notify the winner (who will be randomly selected). The thread will remain open and you can still post in it, although you will not enter the drawing.
 
Don't expand too fast; in Civ IV, it is the number of cities that affects the upkeep of your civilization, not the buildings in the cities. When founding cities, look for good spots with bonus resources and a minimum of infertile tiles (deserts, mountains, tundra and ice without any bonus resources) on them. However, you should strive for at least seven cities. Nine is even better. Sometimes keeping a captured barbarian city instead of razing it is a good idea; they are often well situated, and when the game has progressed for a while they frequently possess buildings and terrain improvements (and workers!) so you don't need to build them yourself.

When researching, go for either Animal Husbandry or Bronze Working early so you can build good units to keep out barbarian invaders. Archers are good city defenders, but not all that efficient against barbarian axemen out in the open. Chariots are great against melee troops and spearmen against chariots and horsemen.

If an aggressive neighbour demands tribute (money or a technology) at a stage when you don't feel ready for war, consider giving it to them. You can always get even later, if you feel like it. Also, if another civilization demands that you adopt their favourite civic, you might decide to do so and then switch back to your preferred civic after ten turns. You'll still have a bonus with that civilization. (This trick is particularly efficient if you play as a spiritual civilization, which has no period of anarchy during a change of civics.)

It can be quite hard to stay on good terms with two civilizations that hate each other. Ponder carefully which one you'd prefer to have as a friend.

If you don't want to go to war, build lots of military units. That will make other civilizations less likely to attack you.

Consider how much you need a particular Wonder. Building them takes lots of time which could be used on building other things, and you may still lose the race building it to someone else. You should also consider how many of the other civilizations are at a stage where they can start building the Wonder, or have reached that stage before you. (Of course, none of this applies to Minor Wonders, which can be built by every civilization.)

Make notes of which great people are born in other civs; that often gives you an idea of how advanced your rivals are. If, for example, a Great Merchant is born while you are still researching, say, Guilds or Education, that means that somebody has probably discovered Economics before you.

Remember that every time you attack another civ which you have a peace agreement with, that is noted by all the other civs. If you breach faith often, they might very likely decide that you are a menace and attack *you*. Most of the civs are much less likely to attack someone who acts honourably - and has a good army.

Keep in mind the traits of various leaders. Gandhi, for example, very seldom attacks anyone, but he is a hard bargainer, especially when it comes to trading technologies. He often offers duff deals. Cyrus, on the other hand, is not very aggressive either, and at the same time he is much easier to do businss deals with. Montezuma is a raving lunatic - if you refuse to pay tribute to him, he will attack you pretty soon, and even if you do pay tribute he might well decide to attack you anyway later on. Isabella hates everyone who has another religion and can be a great friend to anyone to adopts her religion. Alexander the Great and Napoleon will attack you at some point if you are neighbours. Louis XIV and Kublai Khan are sneakier and can wait a long time, preparing carefully, before attacking you if you let your guard down.

Build up your economy - let your workers build cottages in fertile cities and build as many market places and banks and groceries in your cities as you can.
 
Öjevind Lång;5422762 said:
Keep in mind the traits of various leaders. Gandhi, for example, very seldom attacks anyone, but he is a hard bargainer, especially when it comes to trading technologies. He often offers duff deals. Cyrus, on the other hand, is not very aggressive either, and at the same time he is much easier to do businss deals with. Montezuma is a raving lunatic - if you refuse to pay tribute to him, he will attack you pretty soon, and even if you do pay tribute he might well decide to attack you anyway later on. Isabella hates everyone who has another religion and can be a great friend to anyone to adopts her religion. Alexander the Great and Napoleon will attack you at some point if you are neighbours. Louis XIV and Kublai Khan are sneakier and can wait a long time, preparing carefully, before attacking you if you let your guard down.
Is anyone aware if there is a good comprehensive summary of these traits, including Warlords leaders, in words (I know the ref charts have the numeric AI variables from the XML, but I'm looking for a more subjective summary like yours Öjevind). I've looked in the War Academy but didn't find one. I'm trying to bump up my game by taking these traits more into account in my long term strategic planning, but the lack of a coherent resource is limiting that. Thanks in advance to anyone who can point me that direction!
 
Check out my sig. I have posted a spreadsheet you might find useful.
 
Ah, crap, missed it.

Here's what I had yesterday:

Ten tips for those who could not be bothered to read the manual:


Geography:
1) Know what land is worth: Build your cities on good land.

Aside from your starting resources, every single resource in the game comes from land. Every one.

-Food sustains and produces citizens, which help you gather more resources. Two food sustains one citizen.
-Commerce sustains cities and military units, and helps you research technology.
-Production lets you build buildings, military units, and special projects.
-Special resources like Wheat or Bronze have special applications. Some give additional happiness to all cities in your empire, some give additional health, some allow access to special military units, and some make buildings cheaper to build. Multiple special resources of the same type are redundant, but may be traded with other empires.

Cities have access to the 21 land tiles around them that are within your empire’s borders (a 5x5 box with the corners trimmed, a “fat cross”). Know what land tiles produce what and know what they're capable of producing if you invest in them.


2) Scout: Measure twice, cut once.

As important as it is to build your cities on good land, it’s just as important to know where the good land is (and where your rivals will be coming from).
Your first few cities will probably be close to your capital, but the earlier you get a sense of your surroundings, the more informed you can be when you plan your empire out.


3) Grow: Expand intelligently.

The earlier you claim land, the less you’ll have to fight for it later. But if you expand recklessly, you may be spread too thin to support your empire militarily, socially, or economically.
The core of the game is accruing enough power to win. The meat of the game is striking a happy balance between growth and strength.


War:
4) Defend: Trust your rivals as far as you can throw them.

Never send out settlers without a military escort and never leave cities undefended. It is extremely rare to go an entire game without crossing swords with somebody and the weaker your defenses, the more likely it is that rivals or barbarians will invade.


5) Attack: Take what’s rightfully yours.

At some point, there will be no unsettled land left to claim. If you wish to expand then, you will have to start claiming settled land.
Bear in mind that advantages don’t last too long in Civilization. It’s best to press them when you have the opportunity.


Peace:
6) Make friends: Trade to get ahead (well technically, to get even).

You can’t fight everybody all of the time. There are generally 5-12 Civilizations in any given game and making friends with some of them is important. A friendly civilization will be more willing to trade technologies or make alliances. Access to their resources was what you wanted in the first place; with diplomacy, you can get it without a costly and unnecessary war.
The combined might of your two empires can give you a good leg up on the other dozen civilizations. And you can always turn on them later if you have to.


7) Be first: Beat rivals.

The first Civilization to settle on land gets to keep it. The first Civilization to research a technology gets the bonus or founds the religion and gets to trade it away before anyone else can. The first Civilization to complete a Wonder of the World is the only civilization to complete it.
As with war, you must press your advantages in peace, if not more so. While war makes your empire grow, peace makes your empire strong. Engaging in a war while running a race may hinder progress towards a peaceful objective that’s often more important than screwing your nearest neighbor. There’s your next-nearest neighbor to think about.


Technology:
8) Know what you need: Direct your research.

Not all technologies are equally useful. Bronze working reveals copper, lets you build Axemen, lets you use slavery, and lets you cut down trees, being useful for almost every single game. Sailing is obviously pretty useless if you’re not near water. Drama is similarly often useless without dyes or happiness problems.
Don’t concern yourself too much with researching every tech. If you don’t really have a pressing need for it, there’s a good chance that you can trade for it for cheap later on.


History:
9) Have a plan: Set goals.

Success in Civilization is staggered.


10) Don’t get emotional: Think strategically.

The AI is programmed to be emotional. You don’t have to be.

On the other hand, it’s a game; play as emotionally as you like! *_* Found all seven religions in the same city! Drop 20 nukes on France! We’ve all done it; you know you want to.
 
Check out my sig. I have posted a spreadsheet you might find useful.
Thanks, but if that was directed to me (post before yours, asking if there was a good summary of leader behavior traits), I couldn't find it in either of your sig links. Your sig appears to link to a thread that gives (very nice) anlaysis of UU, not leader traits. AM I missing something?
 
EDIT (May 10): Thanks for all the contribution to the thread! This event has ended. Harpe will select the best tips from the thread and notify the winner (who will be randomly selected). The thread will remain open and you can still post in it, although you will not enter the drawing.

When will that drawing take place?
 
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