Chakasulu
Chieftain
- Joined
- Apr 25, 2015
- Messages
- 32
Hello all. Long post here asking for help. Thank you in advance for all who read all of it and reply.
After a long break from Civ IV I recently decided to try for Emperor Elite Quattromaster. I figure this will take me at least a year when being honest about my available playing time, speed of play, and inevitable break periods when I won't play at all. I chose Emperor because it took me quite some time to get comfortable at it and there are only 18 EEQMs, so it's still a challenge albeit not as great as Deity/Immortal which I just don't know if I have the time and patience to learn. Also despite claiming to be comfortable, I don't always win on emperor, even with a great starting location provided by Map Finder. (Although I haven't yet found one worthy of those in the awesome starts thread)
I have been a lurker for years, and I have read all the Civ Illustrateds.
So in the interest of refining my gameplay for faster, more efficient conq/dom wins and achieving any kind of consistency at all for Space/Time I have upon reflection come up with some questions regarding my weaknesses;
1) Tech races: I almost exclusively play conq/dom. My priority is usually Food/slavery, Alphabet, Currency, Math, Construction, Beeline Lib.
After writing I'll pause to consider aesthetics, but on Emperor it rarely seems worth it. Usually by the time I get Alpha everybody still needs writing, which I can then use to backfill, while teching currency to stabilize the economy. I continue to roll that tech advantage to trade for other things like Monarchy, Engineering, IW, MC, and gold to keep me going if I get on a roll with Elephants or Melee backed up by catapults.
Having won the Lib race I'd say I take Nationalism about 90% of the time. It depends on if I think I'll be able to trade something else for it like Printing Press, then hard teching Gunpowder and MT. I reserve GS to speed up Education and hopefully Philo as well. I'd say two GS is my average between writing and finishing Paper.
For space races I've suffered some spectacular late game failures at Emperor level, because I honestly don't know how to play past Cuirs and Rifles. I read the guide about tech order starting with rocketry, but assuming that strategy is sound there's a sizeable gap between Liberty and Rocketry to cover. My conq/dom strategy might need a little tweaking, but my space/time game needs significantly more help than that, as I am not sure what to prioritize going forward. My guess for paths to take would be: Corporation, Democracy, Medicine, Assembly Line, then Rocketry, although I wonder if the Democracy line is something I should be trading for rather than teching it myself. I'm not very familiar with AI tech preferences past Lib. I've also read that the AI doesn't prioritize steel or radio, and that maybe I should get them to trade for some of the techs on the paths I listed.
I've already submitted and had accepted a culture victory. One is enough, so no need for help there.
2) Binary Research: I am very good at keeping up with binary research the whole game through without fail. Should I keep it that way or are there times to break the routine? When building research buildings should I start shutting it down the entire time it takes to build them to take advantage of the eventual modifier bonus? I also feel like I've heard it advised to shut down research during war. Assuming it's not your final war is that a good idea? Are there any other times when I should deviate from the binary routine?
3) Espionage: I need to spend some more time reviewing the guides out there for this, so no need to repeat anything in any of them, because I know I've only skimmed them. I know espionage can be powerful in space/time victories; if the answer to my question is in them, I will not be offended if you just say "read the guides first." That said, on Monarch and below, it was pretty easy to use it to incite revolts for my stack. On Emperor, it's becoming harder to do due to a lack of points even by the time I have cuirs. Am I doing something wrong, or is that just part of the Emperor experience?
4) Courthouses: I do not build them. Should I when going for Space/Time? If so, what signals am I looking for to help me decide?
5) New Cities: Whether through settling or conquest I set a goal of 4 cities and 6 workers by 1000BC and 7-8 cities with 9-10 workers by 1AD. When warring I keep only the best cities, unless I can vassalize the opponent, in which case I'll keep all but the absolute junkers to be returned afterwards. Thoughts? Criticisms?
6) Fog busting: I understand it and I do it however, I sometimes struggle because on standard or larger maps, the AI doesn't always quite build fast enough to eliminate the possibility of barb axes sneaking in and eating one of my warriors for lunch, creating a new opening for them to come in and wreak havoc. My first and only win on a huge map I played without barbs and I do realize that it allowed me to play significantly more aggressively towards the other AI with huge tracts of undeveloped land along my border sitting all game long and only token defense in each city. I'm thinking that my best two options to dealing with barbs other than turning them off, would be to add more AI and/or more REX. Thoughts? Criticisms?
7) Apostolic Palace: More of a note than a question. I've done little reading up on this victory condition, so no need to give me advice just yet. After putting in the time and effort to research I may have questions, but until then no need to address this.
I have a few other questions, but they are more HOF specific, so I'll post them there.
Thank you again Civfanatics for any help you are able to offer.
After a long break from Civ IV I recently decided to try for Emperor Elite Quattromaster. I figure this will take me at least a year when being honest about my available playing time, speed of play, and inevitable break periods when I won't play at all. I chose Emperor because it took me quite some time to get comfortable at it and there are only 18 EEQMs, so it's still a challenge albeit not as great as Deity/Immortal which I just don't know if I have the time and patience to learn. Also despite claiming to be comfortable, I don't always win on emperor, even with a great starting location provided by Map Finder. (Although I haven't yet found one worthy of those in the awesome starts thread)
I have been a lurker for years, and I have read all the Civ Illustrateds.
So in the interest of refining my gameplay for faster, more efficient conq/dom wins and achieving any kind of consistency at all for Space/Time I have upon reflection come up with some questions regarding my weaknesses;
1) Tech races: I almost exclusively play conq/dom. My priority is usually Food/slavery, Alphabet, Currency, Math, Construction, Beeline Lib.
After writing I'll pause to consider aesthetics, but on Emperor it rarely seems worth it. Usually by the time I get Alpha everybody still needs writing, which I can then use to backfill, while teching currency to stabilize the economy. I continue to roll that tech advantage to trade for other things like Monarchy, Engineering, IW, MC, and gold to keep me going if I get on a roll with Elephants or Melee backed up by catapults.
Having won the Lib race I'd say I take Nationalism about 90% of the time. It depends on if I think I'll be able to trade something else for it like Printing Press, then hard teching Gunpowder and MT. I reserve GS to speed up Education and hopefully Philo as well. I'd say two GS is my average between writing and finishing Paper.
For space races I've suffered some spectacular late game failures at Emperor level, because I honestly don't know how to play past Cuirs and Rifles. I read the guide about tech order starting with rocketry, but assuming that strategy is sound there's a sizeable gap between Liberty and Rocketry to cover. My conq/dom strategy might need a little tweaking, but my space/time game needs significantly more help than that, as I am not sure what to prioritize going forward. My guess for paths to take would be: Corporation, Democracy, Medicine, Assembly Line, then Rocketry, although I wonder if the Democracy line is something I should be trading for rather than teching it myself. I'm not very familiar with AI tech preferences past Lib. I've also read that the AI doesn't prioritize steel or radio, and that maybe I should get them to trade for some of the techs on the paths I listed.
I've already submitted and had accepted a culture victory. One is enough, so no need for help there.
2) Binary Research: I am very good at keeping up with binary research the whole game through without fail. Should I keep it that way or are there times to break the routine? When building research buildings should I start shutting it down the entire time it takes to build them to take advantage of the eventual modifier bonus? I also feel like I've heard it advised to shut down research during war. Assuming it's not your final war is that a good idea? Are there any other times when I should deviate from the binary routine?
3) Espionage: I need to spend some more time reviewing the guides out there for this, so no need to repeat anything in any of them, because I know I've only skimmed them. I know espionage can be powerful in space/time victories; if the answer to my question is in them, I will not be offended if you just say "read the guides first." That said, on Monarch and below, it was pretty easy to use it to incite revolts for my stack. On Emperor, it's becoming harder to do due to a lack of points even by the time I have cuirs. Am I doing something wrong, or is that just part of the Emperor experience?
4) Courthouses: I do not build them. Should I when going for Space/Time? If so, what signals am I looking for to help me decide?
5) New Cities: Whether through settling or conquest I set a goal of 4 cities and 6 workers by 1000BC and 7-8 cities with 9-10 workers by 1AD. When warring I keep only the best cities, unless I can vassalize the opponent, in which case I'll keep all but the absolute junkers to be returned afterwards. Thoughts? Criticisms?
6) Fog busting: I understand it and I do it however, I sometimes struggle because on standard or larger maps, the AI doesn't always quite build fast enough to eliminate the possibility of barb axes sneaking in and eating one of my warriors for lunch, creating a new opening for them to come in and wreak havoc. My first and only win on a huge map I played without barbs and I do realize that it allowed me to play significantly more aggressively towards the other AI with huge tracts of undeveloped land along my border sitting all game long and only token defense in each city. I'm thinking that my best two options to dealing with barbs other than turning them off, would be to add more AI and/or more REX. Thoughts? Criticisms?
7) Apostolic Palace: More of a note than a question. I've done little reading up on this victory condition, so no need to give me advice just yet. After putting in the time and effort to research I may have questions, but until then no need to address this.
I have a few other questions, but they are more HOF specific, so I'll post them there.
Thank you again Civfanatics for any help you are able to offer.