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Build Order Strategy

Discussion in 'Civ4Col - Strategy & Tips' started by persself, Sep 24, 2008.

  1. persself

    persself Chieftain

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    So I've played about 10hrs. total, and have better idea of the concepts involved.

    Wanted to know what build order is working/not working for you.

    I realized too late for current game about the importance of bell production -
    my fault, didn't read manual all the way thru! :rolleyes:

    I think it's a great idea to purchase the missionary and fisherman specialists as soon as they pop up in the homeland. And the silver mining specialist, if you're lucky enough to find silver on the map.

    The missionary for converting natives early in game, and the fisherman because I try to settle on coast with multiple fish/crab. Of course, change this to expert farmer if you got lot of wheat instead.

    Now, here's where a lightbulb went off for me: very early, after buying/obtaining those specialists, build a school so you can start training
    more of them instead of expensively buying them. Course, keep in mind that the particular specialist you want must be in the same city as the colonist being "schooled."

    Thoughts? Share some hit/miss build order strategies.
     
  2. snoopy369

    snoopy369 Apolytoner at large

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    Bell production is a big thing definitely :) I was lucky in my first game and got an elder statesmen very early on, off the docks. Very nice. :)

    Priests are more important than expert missionaries, I think, as you can just get a bunch of regular missionaries off the docks. Yes, definitely start with schools reasonably early, though Indian training is more important early on I think - it's quite easy to do and usually is appropriate for your local raw materials anyway.
     
  3. persself

    persself Chieftain

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    Where is the Indian training explained? I didn't see it in the manual.

    Had no idea you could do that! :blush:

    Could you elaborate? I take it you send a missionary to an Indian village, then what?

    edit: training not trading
     
  4. ChrTh

    ChrTh Happy Yule!

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    Send someone to an Indian village (can be a scout), and talk to the Chief (there's an icon for it, but the game will prompt you also). The Chief will tell you what they'd like to trade for (We Need Guns! ... yeah, good luck with that Monty), and what that particular village will train (Expert Fisherman e.g.). Send a native convert or ordinary citizen (not sure if indentured servants or petty criminals can be trained, hopefully someone else will update with that info) to the village, they'll be asked if they want to be trained. Say Yes. After several turns (not sure how many), voila, you have an Expert.

    If you're big on picking up native converts, a good thing to do is put a mission in a village with something you need many of (if you have a lot of coastal cities, an expert fisherment for example). Then once the native is popped, have him train immediately in that village. It saves the time of moving a unit to the village to train.
     
  5. Tmoney02

    Tmoney02 Chieftain

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    You just move a non expert unit into an Indian camp and they will offer to teach him a skill. Each camp offers a different skill. After a few turns he comes out an expert of whatever skill the camp is known for.

    Changes from the original I noticed.

    You can have more than one unit training in a camp at a time though it may slow down how fast they are trained. None the less made schools not as important since I could just shuttle around units to whatever tribe offered the skill i needed, though larger maps would probably force schools.

    Also it looks like it is unlimited on how many units each camp trains. I started my first base off next to two camps, one that trained expert fisherman and one that trained expert farmers. Definitely an awesome way to get started.
    -----------------

    As for missionaries the only thing I have actually seen them do is they generate crosses in Indian camps, and when these crosses get to a high enough level an Indian unit will join you. It is like the European immigrants but specialized for only Indians. Also if it is like the old col. then missionaries improve relations with that camp.
     
  6. Dale

    Dale Chieftain

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    Don't bother training native converts. They are already specialists at raw material gathering and food production. Just have them do all the "outside" jobs, and let your Euro colonists work inside growing lazy and fat. :)
     
  7. ChrTh

    ChrTh Happy Yule!

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    *sigh* can't you let us come up with our own strategies? :mischief:

    Question (while you're here): natives get a production bonus working tiles. If a native is made an expert, do they get the same bonus, or are they indistinguishable from a colonial expert? I'm guessing it's the latter.
     
  8. Tmoney02

    Tmoney02 Chieftain

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    Now to make sure my question is seen.

    What is the deal with Jesuit Missionaries? I played the Dutch and they were not available to recruit on the European screen! I looked twenty times nothing.

    How do you get them? I was only able to get three from the one founding father that offered them.
     
  9. Tmoney02

    Tmoney02 Chieftain

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    I am 95% sure they are treated just like a colonial expert.
     
  10. Dale

    Dale Chieftain

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    If you make a convert an expert, he is no longer a native. He's a specialist colonist. So the bonuses are the same as a Euro-specialist. That's why I say don't bother training them as they can cheaply and very efficiently replace your farmers, fishermen, ore miners, planters, lumberjacks. Infact, in most cases they produce more than the Euro version. :)

    You'll get more money having Indians in the fat square, and the Euro colonists growing fat and lazy in the buildings. And money is the key to winning the war. :)
     
  11. Dale

    Dale Chieftain

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    You don't "buy" missionaries.

    Double-right click and hold on the docks and left-click missionary (severely mangled this process is). Or once they hit the new world just select missionary from the occupation button in a colony. :)
     
  12. ChrTh

    ChrTh Happy Yule!

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    Wait, Indians produce the same as Experts? That doesn't jibe with what I was seeing last night. If so, I need to rethink what I'm about to do ...
     
  13. Tmoney02

    Tmoney02 Chieftain

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    That is to make regular missionaries. Jesuit Missionaries are "expert" missionaries that generate 50% more crosses inside Indian camps. You can look it up on the civopedia, but basically in the old one you would buy them like elder statesmen from the European docks screen.
     
  14. Tmoney02

    Tmoney02 Chieftain

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    Yeah if it is like the old colonization Indians make more per tile then free colonists but experts make even more per tile than indians.

    So it would be something of the order of:
    1)free colonists - 4 furs

    2)Indian - 6 furs

    3)Expert trapper - 8 furs

    I thought thats how it was working in COl. 2 as well but I guess we need confirmation.
     
  15. ChrTh

    ChrTh Happy Yule!

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    I had a Jesuit Missionary appear on the dock at the start of my game (it was one of the three I could hurry). I don't remember if they were purchasable.
     
  16. Dale

    Dale Chieftain

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    Yeah you can't buy the expert missionaries. Those only appear. Just use regular missionaries. 3-4 feed 6 cities very well. From that number you'll get a convert every couple of turns for the whole game. :)
     
  17. Dale

    Dale Chieftain

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    When it comes to raw material gathering, they produce more than the standard Euro-version. The experts still make more though in some cases. So:

    Standard-version < convert <= Euro-expert.

    I'm pretty sure that's how it works.
     
  18. Tmoney02

    Tmoney02 Chieftain

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    I was afraid you were going to say that. Just seems like a very odd choice to take that out. Were The Jesuit Missionaries overpowering if they were able to be bought? There would be a high price for each so it seems unlikely that game balance would be a problem. So why the change? Or are we underestimating their power, especially when possibly combined with founding fathers? :confused:
     
  19. Zhahz

    Zhahz PC Gamer

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    I like to get a seasoned scout on the first trip - better results from "huts" and you want to talk to all village chiefs (like hitting a hut and learn what they train) asap. I found two settlements quick and return to europe for scout lottery.

    Getting a jesuit early is nice too if you want converts (I'm playing french and between converts and free cols via all my food specialists trained by natives it's a colonist bonanza). Other than that I'm hoping for a lumberjack, carpenter, or some other production specialist I can put to immediate use.

    It seems quick and easy to have natives trains fishermen and farmers (1-2 turns on normal as french - it's glorious). So, I don't usually bother with food gathering specialists from europe unless they're freebies.

    For buildings at this point I'm thinking warehouse first - storage seems to be the only issue I run into early. I'm clueless and learning though, so who knows.
     
  20. ChrTh

    ChrTh Happy Yule!

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    Ok, here's what the Civilopedia says (and I tested it):

    For every raw material, a converted native gets +1

    For food, an expert produces +3, with an additional +2 on a resource tile (crabs, corn, etc)

    For other raw materials, an expert produces +100%

    So the only time a converted native is worth the same as an expert is when there's one non-food resource as a base. Every other time, the expert is worth more.

    So I think training converted natives is definitely worthwhile.
     

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