Quibblesome
Warlord
- Joined
- Nov 8, 2009
- Messages
- 231
Trying to work out the efficient ways of playing this game and I have a bunch of questions if anyone fancies helping me out:
1. Four cities. Unless one is going for domination asap it looks like the only cities you should settle are the first four. The rest should be taken from other people later on. Is that correct?
When I "expand" later by stealing cities do I actually take them or just raze them to ensure my happiness doesn't spiral out of control or will later techs/tenets/etc save me from the incredibly punishing happy cap?
With this in mind what the hell is the purpose of that tenet that makes a new city 3 pop at the start? That sounds completely pointless. Also I swear I've seen screenshots of people with tons of cities at pop levels of smth like 14 or so but still with positive happiness. HOW? For a Civ IV player the global happiness feels incredibly restrictive.
Also what's the primary purpose of the first four? I'm often confused if I have one left to found and have some average nearby spots or a spot far away that secures another luxury or two. I usually go for the extra luxuries, is that wise?
2. Delaying workers. In Civ IV most opening builds start "worker". However in this game the yield improvements are very minor (usually +1 something as opposed to +3 you can get in Civ IV). This means we delay the workers at the start in favour of scouts that can give us money to buy a granary (+2 food) or discover things that help (pop, culture, faith).
I build the workers after the first scout or two and then the first settler when I'm around pop 3 or 4?
How many workers do I want overall? I tried a game out with 1 per city but it didn't feel like enough as my cities still ended up working unimproved tiles.
3. Build order. Essentially what we're looking for is National College and Libraries after all the worker techs and building stuff like granaries and water mills, is this correct?
The AI usually rushes writing but I personally leave it quite late right now.
4. Wonders. They don't obsolete?!? With the small number of cities of tradition they seem ridiculously strong if you _can_ fit them in (I imagine this is less possible on Deity). Are there any that are particularly powerful? The colossus looks good and I'm personally quite fond of the one that gives +2 gold on masonry spots if I start with 2+ masonry spots. Lesser "good" ones seem to be Hanging Gardens (+6 food) and Artemis (+10% growth combined with all the other available growth modifiers).
Which other early ones are also situational?
5. Religion. I don't really get religion yet. Beyond the benefits it brings your civilization (like forever needed happiness) I'm not really seeing the point yet. Does it provide diplo modifiers? Is there a religious victory condition I've just flat out not noticed?
That desert +faith Parthenon seems pretty OP on flood plains starts. Which other ones are really good?
6. Great people resource improvements. Last game I played I basically just made great merchant stuff so I just burned all my dudes on those lovely +4 gold plots. They seem pretty good. Are they?
7. Patronage policies. City states seem important but these policies feel really weak, is that true? I feel like I should just get commerce instead because that will easily give me enough cash to keep city states happy and commerce gives the sickest happy boost in the game(?).
8. Tech leads feel much less strong. Trading with someone behind gives them science and stealing science seems easy for the AI to do and the stuff to prevent stealing feels incredibly weak (reduce chance by 25%, possibly kill the spy but the spy will re-appear a bit later). Is that a fair assessment? I feel like being super science isn't really so strong due to how easy it feels to steal tech.
1. Four cities. Unless one is going for domination asap it looks like the only cities you should settle are the first four. The rest should be taken from other people later on. Is that correct?
When I "expand" later by stealing cities do I actually take them or just raze them to ensure my happiness doesn't spiral out of control or will later techs/tenets/etc save me from the incredibly punishing happy cap?
With this in mind what the hell is the purpose of that tenet that makes a new city 3 pop at the start? That sounds completely pointless. Also I swear I've seen screenshots of people with tons of cities at pop levels of smth like 14 or so but still with positive happiness. HOW? For a Civ IV player the global happiness feels incredibly restrictive.
Also what's the primary purpose of the first four? I'm often confused if I have one left to found and have some average nearby spots or a spot far away that secures another luxury or two. I usually go for the extra luxuries, is that wise?
2. Delaying workers. In Civ IV most opening builds start "worker". However in this game the yield improvements are very minor (usually +1 something as opposed to +3 you can get in Civ IV). This means we delay the workers at the start in favour of scouts that can give us money to buy a granary (+2 food) or discover things that help (pop, culture, faith).
I build the workers after the first scout or two and then the first settler when I'm around pop 3 or 4?
How many workers do I want overall? I tried a game out with 1 per city but it didn't feel like enough as my cities still ended up working unimproved tiles.
3. Build order. Essentially what we're looking for is National College and Libraries after all the worker techs and building stuff like granaries and water mills, is this correct?
The AI usually rushes writing but I personally leave it quite late right now.
4. Wonders. They don't obsolete?!? With the small number of cities of tradition they seem ridiculously strong if you _can_ fit them in (I imagine this is less possible on Deity). Are there any that are particularly powerful? The colossus looks good and I'm personally quite fond of the one that gives +2 gold on masonry spots if I start with 2+ masonry spots. Lesser "good" ones seem to be Hanging Gardens (+6 food) and Artemis (+10% growth combined with all the other available growth modifiers).
Which other early ones are also situational?
5. Religion. I don't really get religion yet. Beyond the benefits it brings your civilization (like forever needed happiness) I'm not really seeing the point yet. Does it provide diplo modifiers? Is there a religious victory condition I've just flat out not noticed?
That desert +faith Parthenon seems pretty OP on flood plains starts. Which other ones are really good?
6. Great people resource improvements. Last game I played I basically just made great merchant stuff so I just burned all my dudes on those lovely +4 gold plots. They seem pretty good. Are they?
7. Patronage policies. City states seem important but these policies feel really weak, is that true? I feel like I should just get commerce instead because that will easily give me enough cash to keep city states happy and commerce gives the sickest happy boost in the game(?).
8. Tech leads feel much less strong. Trading with someone behind gives them science and stealing science seems easy for the AI to do and the stuff to prevent stealing feels incredibly weak (reduce chance by 25%, possibly kill the spy but the spy will re-appear a bit later). Is that a fair assessment? I feel like being super science isn't really so strong due to how easy it feels to steal tech.