OK, not really noob. As I said in the other post, I played some, not lots of Civ4, was alright, certainly not a pro, but was beating immortal every game, and probably played about 20 games. Been playing Civ5 since it came out and am now returning to CIv4, and am a little rusty. About to finish my first game. Started a game as Isabella on emperor, but emperor was just too easy- the AI were just too far behind. I had electricity and biology completed before anyone else had education. So stopped and went to immortal, and this seems like a good place. Have a few questions about strategy and whether or not there are some mods that may address some annoyances I have:
1.) How many cities? It seems like the more the merrier, as long as you can keep your economy in order. There are also some obvious number-of-city needs based on victory conditions, culture victories need 9 so each of your 3 cities can have 1 of each cathedral-ish building, domination requires you to paint the map with your cities. But for space, conquest and diplo, how many cities do people build? Again, it seems like the more you have, the better you'll do, as long as you can stay on top of your economy. But as a micro-addict, it'd probably be more enjoyable if I can have less but still compete. Do people do space race games or dom games with 3, 4, or 5 cities?
2.)the AI and wonders. OK, I know that I'm only playing immortal and not deity. But coming back from civ5, it seems like the AI just doesn't build wonders. It's not fair to compare civ5 deity to civ4 immortal, but even on emperor in Civ5, you need to be lucky with a production start and a worker steal, and then beeline the tech AND have some chops if you want one of the early game wonders. In civ4, they seem to just not be interested in wonders. Case in point was when I was playing as Isabella (granted, it was only emperor), I was expansive so didn't really need Hanging Gardens; actually forgot about it since I didn't need an aquaduct until well after civil service and consequently didn't even see it. So, I could have built it somewhere around 1000 BC, but it was still available and I completed it close to 1200 AD. Do the AI just not build wonders? Did I happen to be going against a set of AI that have a low wonder flavor?
3.)the spiritual trait I'm having trouble playing civs without this trait. Early game, it's a nice bonus to not have that one turn of anarchy when switching civics, that plus up to 7 half-priced happiness buildings puts it on par, or maybe a little behind, the other top notch traits (philosophical, organized, financial.) But late game, it's more of a need than a want. When things like your choice of either mercantilism or free market become available, or pacifism, or state property, you need to switch to take advantage, but then it is multiple turns, and at that point you're making hundreds if not thousands of beakers, dozens if not hundreds of hammers, etc. The cost of a single turn of non-productive cities is absolutely huge. You lose too much when switching, so I try to just figure out what the end-game civics are going to be and beeline the techs to unlock them and get all the anarchy in one, extremely expensive, anarchy session. This works, except for the big problem in 4. below:
4.)war weariness From what I'm experiencing, I'm guessing the rate at which war weariness increases is based on population of cities and maybe number of cities. The way this works early game seems fair and makes sense; after you've been involved in a war for 20 turns or so, your citizens become anxious and you'll lose a happiness point. 4 or 5 turns later, they're wanting you to wrap things up so maybe it's another point of unhappiness (2 total), and so on. Late game war weariness is so ridiculous it essentially prevents late game warring (unless you're spiritual, above) You get about 3 turns from the time you declare to finish the war, and on the 4th turn you get hit with 2-4 unhappiness and it adds one just about every single turn. I know that Mt. Rushmore + jails + police state means no war weariness, but switching to Police State kills your research, which is ok for a spiritual civ who can switch to PS and then back to rep when it's over. For non-spiritual civs, I guess you just decide, "I've got warring to do in this game still, so I'll stay PS for the rest of the game, or at least until I'm done with my city taking/removal needs, and just sacrifice my research the whole time?" Are there any mods, not that remove war-weariness, but make it function late-game similarly to how it functions early game, where it's still a cost of war, but one that's realistic? This really stinks because I'm finding it means that you research so hard for so long to get these really cool units that you can never use.
5.)Percentage patch Is there a patch that addresses the RNG? I have no problems with warring, I understand sometimes I'm going to lose a knight to an axeman in open terrain, and I'm fine with that. I can always make another knight, and in my HE city it'll only be a turn or two. I do have a problem with the Great Person percentage RNG results, though. One situation that happens every single game is the problem of National Epic giving +1 artist points. So every game, my NE city is 99% scientist (or whatever I need) and 1% artist. I've gotten artists WAY WAY WAY more than 1 out of 100 times. Like I said, I played about 20 games before, and the NE city probably spawned 10 great people per game, so I should have gotten the unwanted artist twice over the course of 20 games, or about once every ten games. The actual results were more like the unwanted artist 3 or 4 times per game. It's the sole reason why I save-cheat (save, manually adjust the citizens/specialists to hit one turn early, if it's an artist, reload and wait a turn to try again, if it's still the artist, manually remove specialists to hit one turn later.) I don't like cheating like this, but having such improbable results forces me to. What I'd really like is a mod that makes whatever the highest percentage great person to be automatically spawn; that's the one you've set up to get, that's the one that your strategy needs to get, that's the one you should get. Is this mod out there?
1.) How many cities? It seems like the more the merrier, as long as you can keep your economy in order. There are also some obvious number-of-city needs based on victory conditions, culture victories need 9 so each of your 3 cities can have 1 of each cathedral-ish building, domination requires you to paint the map with your cities. But for space, conquest and diplo, how many cities do people build? Again, it seems like the more you have, the better you'll do, as long as you can stay on top of your economy. But as a micro-addict, it'd probably be more enjoyable if I can have less but still compete. Do people do space race games or dom games with 3, 4, or 5 cities?
2.)the AI and wonders. OK, I know that I'm only playing immortal and not deity. But coming back from civ5, it seems like the AI just doesn't build wonders. It's not fair to compare civ5 deity to civ4 immortal, but even on emperor in Civ5, you need to be lucky with a production start and a worker steal, and then beeline the tech AND have some chops if you want one of the early game wonders. In civ4, they seem to just not be interested in wonders. Case in point was when I was playing as Isabella (granted, it was only emperor), I was expansive so didn't really need Hanging Gardens; actually forgot about it since I didn't need an aquaduct until well after civil service and consequently didn't even see it. So, I could have built it somewhere around 1000 BC, but it was still available and I completed it close to 1200 AD. Do the AI just not build wonders? Did I happen to be going against a set of AI that have a low wonder flavor?
3.)the spiritual trait I'm having trouble playing civs without this trait. Early game, it's a nice bonus to not have that one turn of anarchy when switching civics, that plus up to 7 half-priced happiness buildings puts it on par, or maybe a little behind, the other top notch traits (philosophical, organized, financial.) But late game, it's more of a need than a want. When things like your choice of either mercantilism or free market become available, or pacifism, or state property, you need to switch to take advantage, but then it is multiple turns, and at that point you're making hundreds if not thousands of beakers, dozens if not hundreds of hammers, etc. The cost of a single turn of non-productive cities is absolutely huge. You lose too much when switching, so I try to just figure out what the end-game civics are going to be and beeline the techs to unlock them and get all the anarchy in one, extremely expensive, anarchy session. This works, except for the big problem in 4. below:
4.)war weariness From what I'm experiencing, I'm guessing the rate at which war weariness increases is based on population of cities and maybe number of cities. The way this works early game seems fair and makes sense; after you've been involved in a war for 20 turns or so, your citizens become anxious and you'll lose a happiness point. 4 or 5 turns later, they're wanting you to wrap things up so maybe it's another point of unhappiness (2 total), and so on. Late game war weariness is so ridiculous it essentially prevents late game warring (unless you're spiritual, above) You get about 3 turns from the time you declare to finish the war, and on the 4th turn you get hit with 2-4 unhappiness and it adds one just about every single turn. I know that Mt. Rushmore + jails + police state means no war weariness, but switching to Police State kills your research, which is ok for a spiritual civ who can switch to PS and then back to rep when it's over. For non-spiritual civs, I guess you just decide, "I've got warring to do in this game still, so I'll stay PS for the rest of the game, or at least until I'm done with my city taking/removal needs, and just sacrifice my research the whole time?" Are there any mods, not that remove war-weariness, but make it function late-game similarly to how it functions early game, where it's still a cost of war, but one that's realistic? This really stinks because I'm finding it means that you research so hard for so long to get these really cool units that you can never use.
5.)Percentage patch Is there a patch that addresses the RNG? I have no problems with warring, I understand sometimes I'm going to lose a knight to an axeman in open terrain, and I'm fine with that. I can always make another knight, and in my HE city it'll only be a turn or two. I do have a problem with the Great Person percentage RNG results, though. One situation that happens every single game is the problem of National Epic giving +1 artist points. So every game, my NE city is 99% scientist (or whatever I need) and 1% artist. I've gotten artists WAY WAY WAY more than 1 out of 100 times. Like I said, I played about 20 games before, and the NE city probably spawned 10 great people per game, so I should have gotten the unwanted artist twice over the course of 20 games, or about once every ten games. The actual results were more like the unwanted artist 3 or 4 times per game. It's the sole reason why I save-cheat (save, manually adjust the citizens/specialists to hit one turn early, if it's an artist, reload and wait a turn to try again, if it's still the artist, manually remove specialists to hit one turn later.) I don't like cheating like this, but having such improbable results forces me to. What I'd really like is a mod that makes whatever the highest percentage great person to be automatically spawn; that's the one you've set up to get, that's the one that your strategy needs to get, that's the one you should get. Is this mod out there?