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#1 |
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Chieftain
Join Date: Aug 2011
Posts: 79
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hello, been lurking this forum for some time already, posting for the first time.
following games here is a very good source of information and helped to improve my game a lot. recently I moved up from monarch to emperor. usually I am tech-leading until later ages, well till it matters really, because all I want is rifles + cannons to start warring although I've noticed that AI speeds up a lot in later ages, like I'm tech-leading and *BAM* suddenly I'm behind a lot in 20 turns. very strange.got a couple of questions though, that bug my mind. is it good to build cottages not on a riverside? or just irrigate and go for specialists? what do you do with plains, when all you can do is irrigate (lack of food around city) ? leave it alone or irrigate after all? one thing I've noticed is that on emperor I have to build many more units to keep up with power level of neighbours. do you make a production city and build units non-stop there or what? as I've run into problems several times, when AI DOWed on me due to lack of power. and lastly about research path -> I win liberalism race 99% of times, but I'm a bit lost @ research choices. firstly I just research worker techs, then writing->alphabet (iron working sometimes) -> aestethics (or currency and then aes.) -> literature ( for great lib ) -> code of laws then I have to decide what to do - CS or go for monarchy ? as happy faces are a limiting factor at this point. usually I can't trade for monarchy this early. what to do better ? bigger cities would be faster research as well.. ghm. I go for CS now, but started to ponder maybe monarchy is better.. also when you get education - how to build universities faster ? as commerce cities usually are a bit low on production, and they need unis the most. go for slavery and whip ? hmmm ok. last one if you have a warmonger (shaka or montie) or serial backstabber like Alexander as your neighbor -> do you always rush em ? it seems I almost always have to go to war with them when I'm least prepared (don't like to war till rifles). and they have LOTS of units when middle ages start, and war = i fall behind a lot = lost cause.
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#2 |
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Chieftain
Join Date: Feb 2007
Posts: 3,226
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Non-riverside cottages: depends on your time window. If you need to maximize return in say 30 turns, farms are better. But you can't always irrigate the grassland, and you might as well grow on something.
Power levels, depends on diplomacy/AI. Doesn't matter what the difficulty is, there's no need to build units with peaceful/friendly neighbors. Or if you can get fairly reliable neighbors to focus on other civs. Trade for monarchy. A lot of people like whipping universities immediately, especially in weaker cities. Collateral, walls, city on hills. The only earlier wars that tend to be more effective against spammers are collateral wars.
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How to click drag images into posts: imageshack toolbar. "Reading cfc and comparing your skill with the top players here is like reading a top notch science magazine and wondering why you don't understand the subtle details in a Nobel prize article." -Cabert |
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#3 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,586
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Alexander is a full on warmonger/psycho like Shaka/Monty/Genghis/Nappy. Rush them if they are relatively close or prepare to bribe them into wars before they attack you. You can get them to Friendly if you play it right and then use them. However, if they are very close it is general a good idea to get them out of the way.
AI bonuses do get better as the game progresses on higher levels, but probably the main factor in the human losing ground is not prioritize Unis and Ox. Prepare to mass whip Unis asap. You should be letting cities grow leading up to Education so that you have the pop to 4 or 5 pop these suckers. Depending on the make-up of the Ox city or whether I have stone, I will often whip Ox as well. Another factor is simply not specializing cities and having them focus on what they are doing earlier and getting them improved asap. Lastly, a factor is great people generation and usage.
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"Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity." Christopher Morley lymond's YouTube Channel - Watch me play Civ4 poorly CFC GameOftheMonth(GOTM) Page - why are you not playing these ?
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#4 |
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Chieftain
Join Date: Aug 2011
Posts: 79
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another q-> if I happen to build pyramids, the best choice should be to skip cottages at all and go for representation + specialists + farm everything in sight ?
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#5 |
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Emperor
Join Date: Jan 2008
Posts: 1,649
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very much depends on land, but building Pyramids often dedicates yourself to a specialist appoach
Although Cottages doesn't per say get worse from having Rep, Specialists (more specificly aiming at getting a lot of Great Persons) gets better
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Unless other said, Large Fractal Epic Emperor |
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#6 |
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Chieftain
Join Date: Aug 2011
Posts: 79
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what do you do with barb cities?
get them only after there is no more room to expand, or depends on situation if it is a very good site then get it earlier ? as it costs quite a few hammers to build several units, esp. if barb city is on a hill. |
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#7 |
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Emperor
Join Date: Jan 2008
Posts: 1,649
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depends a lot on the map, both where the barb city is for me, where it is for my enemies, if there is any enemies, how well defended it is etc.
But usually a barb city should be captured as fast as possible without blowing up your plans (suicide Catapults if well defended, or as a training area while building a rush)
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Unless other said, Large Fractal Epic Emperor |
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#8 | ||||||
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Defender of Nabaxica
Join Date: Sep 2007
Location: Plovdiv, BG
Posts: 4,300
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Last thing I will say is I am more MP player than a SP player - although I win 50:50 my immortal SP games, multiplayer is where I feel myself most confident, so all those advices may not work spectacular on a SP game
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It takes a ninja to kill another ninja. |
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#9 | |
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Chieftain
Join Date: Jul 2011
Location: Crawling on the ceiling
Posts: 50
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Quote:
Bulbing is usually sub-optimal unless it unlocks a specific tech (Currency, Philo, part of Edu, etc), you'd be better off building acadmies or settling them |
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#10 |
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Tribune of Rome
Join Date: Nov 2010
Posts: 1,377
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One of the strong points of the SE/GS's is that you can bulb monopoly techs(CS, Philo, etc.) and trade it around for things.
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BUG/BAT/BULL, I heartily recommend this for any cIV player who doesn't have it. If you've ever read D.J MacHale's Pendragon series, check out this mod by Radio Noer! Noble's Club, TMIT's Youtube Channel, Absolute Zero's Youtube Channel, three great resources to watch and play. |
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#11 |
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Defender of Nabaxica
Join Date: Sep 2007
Location: Plovdiv, BG
Posts: 4,300
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This is my opinion that the cottages are the way to go. Anyone can argue how strong SE is, but I will accept this if this one beats me 3 times in a row using SE while I use CE. Yes, I know it is boring to use cottages, but this is how it works.
The example you are giving is some specific scenario, which is not always possible. What if you miss the Pyramids? You restart the game or wait for Democracy to start teching serious?
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It takes a ninja to kill another ninja. |
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#12 | |
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Deity
Join Date: Nov 2006
Location: Gone fishing for the summer
Posts: 6,060
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Quote:
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Back from fishing and back in business! |
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#13 | |
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Deity
Join Date: Jul 2009
Posts: 3,037
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#14 |
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Defender of Nabaxica
Join Date: Sep 2007
Location: Plovdiv, BG
Posts: 4,300
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Great! One fighter at last ready to stand behind his words
![]() Any preferred settings?
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It takes a ninja to kill another ninja. |
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#15 |
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Deity
![]() Join Date: Feb 2009
Posts: 3,399
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SGOTM14, you are already in this challenge. I bet OSS will farm all the riverside tiles!
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#16 |
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Deity
Join Date: Nov 2006
Location: Gone fishing for the summer
Posts: 6,060
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A spiritual leader would be nice
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Back from fishing and back in business! |
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#17 | |
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Deity
Join Date: Nov 2006
Location: Gone fishing for the summer
Posts: 6,060
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Quote:
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Back from fishing and back in business! |
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#18 |
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King
Join Date: Aug 2011
Posts: 652
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Early game, cottages win
In general, early game, cottages win.
First, my assumptions: No rep / bio, and you're limited by happiness. Let's also assume you want a research city, since if you want a production city, obviously you want farms + mines. Here's why cottages win: Say you have 10 happiness cap. You could have 6 farms + 4 specialists = 12 commerce, or you could have 10 cottages = 20 commerce after the first upgrade, 30 after the second. Cottages = win. Another scenario: Let's say you have a weaker city: 4 grassland, the rest is scrub. You can have 6 cottages or 3 scientists. Cottages still win. 2 caveats: -In the cottage city, make sure you have at least +4 food, so you can grow. If you need to build farms, build them. Then swap off them when you're done growing. -You should have at least 1 great people city. Why? Because bulbing = win even more than cottages. 100 GPP = 1 tech = 300 or so beakers. So in the city that makes a great scientist, each regular scientist is really making 12 beakers/turn (3 actual beakers, plus 3 GPP each worth 3 beakers). But this only applies to the handful of cities good enough to run a lot of specialists (typically, ones with food resources), not the hypothetical "lots of grassland" city. Late game is entirely different. Farms are worth 4 food, and depending on your civics, you can have towns = 7 commerce + 1 production, or specialists = 6 science (or 8 from spies), but not both. So you need to make an empire-wide choice, commerce or specialists. (Why not take Rep + Free Speech, and just miss out on the production? Because, unless you're happiness-limited, specialists beat cottages without the +1 production. So you wouldn't get much use out of free speech, and you'd be missing out on other good civics). Most of the time, which way you go depends on how you're expanding: Cottages take a lot of turns to mature, while specialists are good right away. So if you're still conquering and inheriting poorly-maintained cities, go for specialists (Rep, maybe caste, maybe pacifism). If you've mostly got your ancient cities with mature cottages, probably doing all the town-boosting civics is better. I usually go for specialists late game because of the flexibility to switch to production as needed (workshop the scrub, you can pull specialists off research and onto production, while a cottage-heavy city is locked into commerce). Knowing that, any cities that won't have time to mature to a 3-commerce cottage go for specialists, not commerce, and when I swap, most towns get ripped out and replaced with farms. By the way, I mostly play single player, immortal, aggressive AI. |
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#19 |
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Emperor
Join Date: May 2009
Posts: 1,384
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It depends on the terrain. Completely. If you've got a wet-grass-corn + grass-cow city which can already work 4 specialists just off those two tiles plus the city tile, you might as well add another pair of farms and start working 5 specs. at size 9 - you'll probably get an extra GP or two eventually even if it isn't your NE city. On the other hand, if the city has absolutely no food specials (like in all the examples you worked out), you'd have to be crazy to try to make it into a specialist city before Bio.
Most non-GP farm cities fall somewhere in the middle - they've got 4-6 food surplus from resources plus the city tile, and you need to decide whether to add farms to fill up to happy cap or go with cottages (or just run a hammer econ). |
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#20 | |
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Prince
Join Date: Jul 2003
Location: Eugene, OR
Posts: 476
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Quote:
Learning war bribes is a bit annoying because each leader has different diplo criteria for both you and your target. They're expensive though, so you only have to check if you have techs to sell and your client isn't at war. When you have techs to sell, you probably already look for techs to buy; just start looking for wars to buy too. |
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