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Old Nov 25, 2005, 11:25 AM   #1
Divi Filus
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The Divi Guide to Civ IV

see pdf attachment - Bronze Age through Renaissance...
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File Type: pdf divi guide.pdf (48.0 KB, 1072 views)

Last edited by Divi Filus; Dec 01, 2005 at 06:03 PM.
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Old Nov 25, 2005, 12:03 PM   #2
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you say that you will usually build a worker first, i find that it's usually better for me to build warrior first, and worker at size 2. Even if i have many resources and worker techs, building a worker first leaves your city at size one for much longer, so it will only be able to use one of the improved resource spots. I would rather have a pop 2 city working two unimpoved resources, than a pop 1 city working 1 improved resources.

Other than that, GREAT GUIDE!
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Old Nov 25, 2005, 05:23 PM   #3
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Quote:
Originally Posted by jafink
you say that you will usually build a worker first, i find that it's usually better for me to build warrior first, and worker at size 2.

Other than that, GREAT GUIDE!
That is pretty much what I do also. What I usually do is start a barracks, when city hits size 2 I change to a worker, then go back and finish the barracks.

I play a lot of multiplayer, barracks is not so important early on in single, so I may build more explorers or warriors to roam faster in single.

And every civ is a little different. If I play India, I tend to play on tropical custom maps and build lots of workers for an advantage over the AI or other players by clearing jungles a lot faster.
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Old Nov 25, 2005, 05:31 PM   #4
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The only time I build a warrior first, is if I play a civilization where I get an explorer instead of a warrior first.

Why? I usually use my starting warrior to steal a worker from the AI civilization's on Monarch -> Immortal difficulties.

Personally, I'd rather use my free technology from The Oracle on Metal Casting, as it costs almost 100 beakers more than what Code of Laws does. Confucianism is a great early religion, but you'll probably get it even if you take the time to research it.
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Last edited by Dairuka; Nov 25, 2005 at 05:34 PM.
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Old Dec 01, 2005, 07:04 AM   #5
sgrig
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Excellent guide! Gave me quite a few useful tips which I will be sure to use in my next game!
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Old Dec 01, 2005, 03:56 PM   #6
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Quote:
Originally Posted by jafink
you say that you will usually build a worker first, i find that it's usually better for me to build warrior first, and worker at size 2. Even if i have many resources and worker techs, building a worker first leaves your city at size one for much longer, so it will only be able to use one of the improved resource spots. I would rather have a pop 2 city working two unimpoved resources, than a pop 1 city working 1 improved resources.

Other than that, GREAT GUIDE!
Ah, but a pop 1 city working 1 improved tile often produces just as much (food+hammer) as a pop 2 city working two unimproved tiles!

But more importantly, if I build the worker first, I will usually have a pop 2 city working two improved tiles, while you still have a pop 2 city working two unimproved tiles.
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Old Dec 01, 2005, 06:05 PM   #7
Divi Filus
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I have updated the guide to include up to the Renaissance...
On the worker issue: the key thing is a worker (with Bronze Working) gives you flexibility.. you can chop out settlers or axeman... and you can watch your back or eliminate someone if the chance arises...
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Old Dec 05, 2005, 04:53 PM   #8
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Thank you for the update! I really enjoyed reading it. Looking forward to industrial age.
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Old Dec 05, 2005, 05:37 PM   #9
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Interesting guide. Do you find it's better to build your core of 6 cities as fast as possible, or get 2 or 3 out fast and then add the other ones as "infill" a bit later?
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Old Dec 05, 2005, 08:28 PM   #10
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Why is your warmonger building walls and Chichen Itza? If you really need to turtle behind city walls you have failed badly.
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Old Dec 05, 2005, 08:53 PM   #11
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Quote:
Originally Posted by DaveMcW
Why is your warmonger building walls and Chichen Itza? If you really need to turtle behind city walls you have failed badly.
I agree. A good warmonger should never have to defend itself.
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Old Dec 06, 2005, 08:09 PM   #12
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Quote:
Originally Posted by DaveMcW
Why is your warmonger building walls and Chichen Itza? If you really need to turtle behind city walls you have failed badly.
Personally, I think it makes sense to give your cities an extra defense bonus, to free up more of the stronger units for the conquests. However I never played in an all-out "conquest mode", so maybe my experience is limited on this point.
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Old Dec 06, 2005, 11:02 PM   #13
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Quote:
Originally Posted by DaveMcW
Why is your warmonger building walls and Chichen Itza? If you really need to turtle behind city walls you have failed badly.
I do totally agree. Building walls is a waste of time. 1 wall = 1 unit you can use to kick ass. Also, before the ennemy attacks you city, he will turn all your improvements to dust. Finally, there is only 2 untis which could piss you off in the game 1) Praetorians, 2) Cossack. You can whipe the rest with half og the ennemy force.
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Old Dec 07, 2005, 03:26 AM   #14
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walls are useless, that's true. since as a warmonger there should never be an assault on your core cities. war belongs to your UU frontier.

chichen itza may be nice since it gives newly conquered cities and advantage. but with massive units rushing to the enemy there should hardly ever be attacks on cities either.
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Old Dec 08, 2005, 11:03 AM   #15
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On the wall/ Chichen Issue:
Walls and Chichen cost NO Maintence and allow you to maintain a large force in the field; If you are a War Monger they would NOT be a first priority compared to UNITS, but comparativly to the other wonders/improvements, they are a priority (I will make this clearer in the next issue).
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Old Dec 08, 2005, 12:33 PM   #16
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With Chichen Itza, any newly conquered city gets an immediate 25% defensive bonus. That can be valuable since the other guy's culture reaches up to the city and they can come in quickly with units to try and retake it.
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Old Dec 08, 2005, 12:59 PM   #17
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Great guide Divi, keep up the good work!!
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Old Dec 09, 2005, 03:51 AM   #18
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There is an error in the guide when it says that you should not go for Military Tradition before Rifling, since Cavalry requres Rifling.

That's flat wrong.

Cavalry requres Military Tradition and Gunpowder, making MT and Gupowder rush pretty viable strategy, since without Riflemen for couter Cavalry does pretty good conquest and pillage job.
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Old Dec 21, 2005, 12:44 PM   #19
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Thanks for noticing the error player1, I will include the correction in the updated guide!
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