After playing on and winning comfortably on Monarch for some time, I recently decided to try to move up a level. My first game I failed miserably when poor fogbusting and insufficient early defense allowed a barb spear to take a city. My second game I tried a HA rush. My first target was Sitting Bull cuz like, he was close and stuff and had good lands. It failed miserably (seriously, on monarch you can HA rush anyone and things like being protective with 2 promotion archers wont matter, I swear).
My third and most recent game I pulled off a Domination in 1816 AD and it was by far the most intense, challenging, and rewarding games of Civ4 I have ever played. I probably haven't challenged myself much in the past in terms of difficulty level, usually moving up only when I feel supremely comfortable; generally not moving up until not only can I win easily, but win while playing in auto-pilot, playing sloppily but still eventually spitting out like 15 units 2 eras ahead of everyone else to go mop everyone up with. This game was probably the first game I ever waged a late war without a tech lead or at least tech parity. Certainly it was the first time I can remember fighting offensively with inferior units as I was forced to fight with infantry/artillery against tanks/bombers/marines etc. I learned a ton from that game, and really began to appreciate the value of hammers and what unit spam really means.
However the game had a very favorable start and I was quite lucky in a lot of regards to get to that point as I made several mistakes that I was fortunate enough to not end up paying for. There's several key areas I know I am fairly weak in so I figured I'd try playing through a game here and let people point out when I'm doing dumb things!
I'm going to list what I believe are the areas of my game I need the most work in to improve, but as it may be a bit lengthy and not very interesting, I'll put them in spoilers, since they are mostly for my reference to keep me focused and evaluate my performance post-game anyway.
Goals for the game:
Anyway, so here's the settings for the game: Pangaea/Standard, No Huts/Events (Honestly I usually keep these on--not because I think they're fair but because I know they aren't. Anyway I understand why they should be off for a learning game), Epic Speed (Sorry, this is my one crutch I won't give up yet, I just really prefer this speed), everything else standard.
We've gone with random leader and ended up with Churchill. Charismatic is decent and Protective is lulz, so whatever. Redcoat drafting is quite fun though, so we'll see how things go.
Here's the start:
Honestly I've never been much for analyzing the first move. I probably SiP in like 95% of my games without even thinking twice. So I'm probably not very good at analyzing this but I'll try anyway. SiP gives us 2 corn, 2 sugar, 4 green hills, 1 freshwater, 3 grass river, rest grass. We have freshwater but not riverside. Appears some plains north, small amount of green then coast west, jungle east, possibly good land along river south, unless it just goes into ocean. If I were to not SiP, then I'd look south somewhere to try to pick up more riverside tiles. 1S is not an option to me because I don't want settle on a special resource. We can move the Warrior 1 SW however and see what we have down there.
Actually I'm just going to do that now anyway and see what other people think before I settle.
(Idk why it's all lined up weird but anyway you can see what's going on)
I can see an argument for both 2S or even 2S1E. 2S gives us 5 an extra green hill, an extra green river, an extra lake, puts us riverside, and picks up a cow at the cost of basically the 2 sugars. 2S1E gives us only 3 hills but picks up an extra grass river if we want a slightly better bureau cap. The downside I see is that it may be difficult to make a city by the sugars useful early on; if we're lucky we could irrigate them and maybe run some hills, but no guarantee of more than 1 hill up there. On the other hand SiP will almost surely let us settle a solid early city by the cow. What do you guys think?
(Btw, save is in BUG mod. I think. It's been so long since I installed it
)
My third and most recent game I pulled off a Domination in 1816 AD and it was by far the most intense, challenging, and rewarding games of Civ4 I have ever played. I probably haven't challenged myself much in the past in terms of difficulty level, usually moving up only when I feel supremely comfortable; generally not moving up until not only can I win easily, but win while playing in auto-pilot, playing sloppily but still eventually spitting out like 15 units 2 eras ahead of everyone else to go mop everyone up with. This game was probably the first game I ever waged a late war without a tech lead or at least tech parity. Certainly it was the first time I can remember fighting offensively with inferior units as I was forced to fight with infantry/artillery against tanks/bombers/marines etc. I learned a ton from that game, and really began to appreciate the value of hammers and what unit spam really means.
However the game had a very favorable start and I was quite lucky in a lot of regards to get to that point as I made several mistakes that I was fortunate enough to not end up paying for. There's several key areas I know I am fairly weak in so I figured I'd try playing through a game here and let people point out when I'm doing dumb things!
I'm going to list what I believe are the areas of my game I need the most work in to improve, but as it may be a bit lengthy and not very interesting, I'll put them in spoilers, since they are mostly for my reference to keep me focused and evaluate my performance post-game anyway.
Goals for the game:
Spoiler :
Fogbusting/Barb Control: Losing a city to barbs is completely unacceptable. Focus on getting fogbusting units out earlier, or make sure a reasonable defender is available if barbs can't be completely fogbusted early enough.
City Specialization: This is probably my biggest hole in my game atm. Despite being aware of the advantages, I rarely specifically designate roles to certain cities, especially in terms of planning out early where certain national wonders will go. In particular, I need to work on the following...
GP Farm/National Epic: I just frankly don't end up doing this and I know I should. Honestly, 80% of my games I don't even build National Epic, and the other 20% it ends up thrown up somewhere as an afterthought. Right now I consider Philosophical the weakest trait because of how poorly I utilize GPP.
Heroic Epic/Ironworks/Maoi Statues: I need to identify cities that can benefit from these early on and plan to build them. Right now Maoi is probably the only one I frequently use, but even there I could better planning as it's available so early in the game.
GP Usage: Unless there's a very obvious use for a GP (i.e. Academy in Oxford City, Bulbing something important, etc.) I am very indecisive about what to do with them, and often end up just stashing them away then using them for a Golden Age for civic swaps. I need to make better decisions on the most efficient use of them.
Espionage: I don't think I've ever adjusted EP weights ever. I usually build 0 spies, unless I get a Great Spy and there's some juicy techs available to steal. I need to incorporate espionage into my game more.
Micromanagement: After the early game, I usually get lazy and stop checking my cities to make sure they are working the right tiles and trying to maximize their output. Either I need to slow down and check these more often, or I need to get better at looking at the map and quickly being able to observe where a city is working an inefficient tile.
Whipping: I've been incorporating it into my game more, but I know there are plenty of situations where I am not maximizing my gains through the whip, especially in regards to when I've reached the happiness cap.
Reloads: I need to not use reloads. In particular, when I'm not sure if I have enough units to take a city, I need to learn to figure out my odds better rather than just saving, attacking, and reloading if I fail.
Diplomacy: I need to understand diplomacy better and recognize when I may be in danger of a DoW, how I could avoid them, and when to give into demands. My previous Emperor game was nearly derailed when Toku unexpectedly declared on me in the medieval era. Also, I need to take better advantage of tech trading and knowing what techs the AI is likely to research and which I can get to trade around. Right now I am mostly only using things like Alpha/Aesthetics as good trade bait.
Transitioning Economy For War: I need to recognize that war generally means my cities need to stay focused on war, instead of making sure my science slider stays high and 'Oh I should probably make military in this city here.... but I really could use a market! ....and a bank/university/observatory/aqueduct/etc.' That may fly on lower difficulties, but I will need larger armies and more units here.
Hopefully after the game I will go back over these and see where I've made improvements and what areas I still need to work on.
City Specialization: This is probably my biggest hole in my game atm. Despite being aware of the advantages, I rarely specifically designate roles to certain cities, especially in terms of planning out early where certain national wonders will go. In particular, I need to work on the following...
GP Farm/National Epic: I just frankly don't end up doing this and I know I should. Honestly, 80% of my games I don't even build National Epic, and the other 20% it ends up thrown up somewhere as an afterthought. Right now I consider Philosophical the weakest trait because of how poorly I utilize GPP.
Heroic Epic/Ironworks/Maoi Statues: I need to identify cities that can benefit from these early on and plan to build them. Right now Maoi is probably the only one I frequently use, but even there I could better planning as it's available so early in the game.
GP Usage: Unless there's a very obvious use for a GP (i.e. Academy in Oxford City, Bulbing something important, etc.) I am very indecisive about what to do with them, and often end up just stashing them away then using them for a Golden Age for civic swaps. I need to make better decisions on the most efficient use of them.
Espionage: I don't think I've ever adjusted EP weights ever. I usually build 0 spies, unless I get a Great Spy and there's some juicy techs available to steal. I need to incorporate espionage into my game more.
Micromanagement: After the early game, I usually get lazy and stop checking my cities to make sure they are working the right tiles and trying to maximize their output. Either I need to slow down and check these more often, or I need to get better at looking at the map and quickly being able to observe where a city is working an inefficient tile.
Whipping: I've been incorporating it into my game more, but I know there are plenty of situations where I am not maximizing my gains through the whip, especially in regards to when I've reached the happiness cap.
Reloads: I need to not use reloads. In particular, when I'm not sure if I have enough units to take a city, I need to learn to figure out my odds better rather than just saving, attacking, and reloading if I fail.
Diplomacy: I need to understand diplomacy better and recognize when I may be in danger of a DoW, how I could avoid them, and when to give into demands. My previous Emperor game was nearly derailed when Toku unexpectedly declared on me in the medieval era. Also, I need to take better advantage of tech trading and knowing what techs the AI is likely to research and which I can get to trade around. Right now I am mostly only using things like Alpha/Aesthetics as good trade bait.
Transitioning Economy For War: I need to recognize that war generally means my cities need to stay focused on war, instead of making sure my science slider stays high and 'Oh I should probably make military in this city here.... but I really could use a market! ....and a bank/university/observatory/aqueduct/etc.' That may fly on lower difficulties, but I will need larger armies and more units here.
Hopefully after the game I will go back over these and see where I've made improvements and what areas I still need to work on.
Anyway, so here's the settings for the game: Pangaea/Standard, No Huts/Events (Honestly I usually keep these on--not because I think they're fair but because I know they aren't. Anyway I understand why they should be off for a learning game), Epic Speed (Sorry, this is my one crutch I won't give up yet, I just really prefer this speed), everything else standard.
We've gone with random leader and ended up with Churchill. Charismatic is decent and Protective is lulz, so whatever. Redcoat drafting is quite fun though, so we'll see how things go.
Here's the start:

Honestly I've never been much for analyzing the first move. I probably SiP in like 95% of my games without even thinking twice. So I'm probably not very good at analyzing this but I'll try anyway. SiP gives us 2 corn, 2 sugar, 4 green hills, 1 freshwater, 3 grass river, rest grass. We have freshwater but not riverside. Appears some plains north, small amount of green then coast west, jungle east, possibly good land along river south, unless it just goes into ocean. If I were to not SiP, then I'd look south somewhere to try to pick up more riverside tiles. 1S is not an option to me because I don't want settle on a special resource. We can move the Warrior 1 SW however and see what we have down there.
Actually I'm just going to do that now anyway and see what other people think before I settle.

(Idk why it's all lined up weird but anyway you can see what's going on)
I can see an argument for both 2S or even 2S1E. 2S gives us 5 an extra green hill, an extra green river, an extra lake, puts us riverside, and picks up a cow at the cost of basically the 2 sugars. 2S1E gives us only 3 hills but picks up an extra grass river if we want a slightly better bureau cap. The downside I see is that it may be difficult to make a city by the sugars useful early on; if we're lucky we could irrigate them and maybe run some hills, but no guarantee of more than 1 hill up there. On the other hand SiP will almost surely let us settle a solid early city by the cow. What do you guys think?
(Btw, save is in BUG mod. I think. It's been so long since I installed it
