building up empire by 116 turns

LivingJurka

Chieftain
Joined
Jul 16, 2006
Messages
1
as said one german troop in 1942,, german tank can kill 10 soviet tanks, but they always have 11, as you suppose this statemant is based on how to build up strong production base,, if you think that in this game tehnology is more important than you are wrong

this strategy is quite simple,, you are building 6 cities - in the early stage,, as more as it possible, but you must build them with a plan,, many ppls build cities near resources but often loose to me, production is more important,

you need to draw while playing in MP game a plan of your future cityies locations,, if you are expirienced player than you should know how to draw,, draw panel allocates in Global View option, in left bottom bar, under the players tab,, when you will plan your cities start to rush 6 settlers,, this is fully safe game strategy

1. civilization specialities
1.2 your civilization leader must have Creative trait in order to you dont have to build cultural improvements to influence newly builded cities to reach its economical radius fully, this is mayor importand,, second you must have scout to recon area for making city building plan, thirdly i made some counts for Imperealistic trait (warlords) +25% settlers production

I recomend you catherine creative and\imperealistic in future

my theory is based on many victories games, this strategy best fits for Inland Sea Quick FFA game

all tiles in civ4 are good but in my stage (116 turns) we will talk only about prod tiles, best prod tiles are 4 prod or richer, such as flood plains and hils, not talking about bonus tiles(wheat, pigss,copper and t.d) they produce 5-6 prod with farms or mines (food or hammers not importand,,, not wealth!)

i made my counts on building 6 cities+capital counting all tiles to be 4 prod tiles, this is minimal count so it will be that or higher

2. building plan
2.2 worker it will take 10 turns(8if you lucked to find a city on a hill)
2.3 warrior to defend city in any case and to avoid unhappy faces
2.4 you are improving your state manually! do not automate improve richest prod tiles
2.5 city must grow till population of 6 = max population on noble diffuculty to not have any unhappines, while it will grow i advice you to build arhers to defend future empire
2.6 when you will reach 6 pop city build a second worker, by that time you should finish improving you working squares to goal 4 prod tiles by that time you city will produce 199 hammers - 40 hammers for worker it will mean that you will have around 8-9 archers
2.7 build roads to your future cities now its time to prepare you territory for agressive expansion building 6 cities will cost you 312 hammers (imperialistic) you prod will be not lesser then 13/per turn, so you will finish you task not slower than in 24 turns
2.8 build up roads to future cities , in all newly cities you must start to build 1 worker,, when city will be build improve 1 best square and move forward to build roads for next cities
2.9 when you cities will finish to build worker its up to you what they will build next, soldiers or buildings, depending on F11 rivals power , your worker must now build improvements on 4 prod square manually

you will spend 312 hammers on settlers, and after that your newly builded cities in 66 turns will reach 6 population and produce more than 2000 hammers not including worker spendings, capital prod and tiles with more than 4 production and all you empire prod will be above than 100 per turn (not counting forges)

Please observe my statemand and make suggestions or tell me if you have other opinion obout my strategy rightness,, i am not at home now so i cant attact any screensshots or make my counting graphick, but i plan to made it in soo future :(
 
Just a comment:

It will be a balance between Commerce and Production. Commerce is responsible for research, which is important. It is be a good idea to have at least 1 Commerce City and a great person farm. When you actually get a great person, turn them into specialist or building to boost commerce. In this way, you will still have 5 Production cities, 1 Commerce City and 1 GPF. The Commerce City will be ideally located close flood plains (3F) with cottages (which can turn to 4C in 40 turns and 5C after replaceable part).
 
Hmm, a question. You say (If I got you right) that your building queue is
1. worker
2. something else
Doesn't that stagnate your city? (Building a worker with pop 1, only 10 turns?)
I prefer to wait for the city to grow to 2 or 3 (if there are 3 food tiles). In the meantime it makes warriors/scout and gives me time to research the tech I need to improve. (Mining, AH, Agriculture - whatever you don't start with)

I can't play to test it out right now, so I wouldn't mind some details explained:)
 
as said one german troop in 1942,, german tank can kill 10 soviet tanks, but they always have 11

This is misquoted, it was 10 American tanks not soviet tanks, American Sherman tanks were small, cheap and weak compared to the heavily armored Panzer, but were produced in huge numbers. Soviet Tanks such as the T-34 were much closer to parity and were also produced in huge numbers.
 
It's a bit difficult to comprehend what you wrote, but I think I've deciphered most of it. I have tried pretty much everything you can do for the 40-50 first turns (normal game speed) in all kinds of different situations (map types, starting resources, starting techs, etc.) and I have to say this strategy is not a very good one. I only play on Monarch and higher so perhaps it works for lower levels, but I find it unlikely.
 
i am with you dronten. for a start this is indeed not a good guide.
i agree with the worker-first in most cases but the rest is kind of bad
 
I think this is for Multiplayer, hence the MP acronym early on. It is an OK strategy for MP, but single player is a whole lot different!
 
this is one of the worst ideas I have ever heard! (except mabye the thing about finding city sites based on normal tiles, not only special - resource tiles)

1: you stagnate big-time if you build a worker first.( the city doesn't grow while you build the worker, and in 400 bc that is a huge dissadvantage)

2: you keep your warrior in the city?!? oh... you build a warrior and you keep it in the city?!?!? (after you just spent 10 turns not growing) why???
Just in case? in case what? in case you get attacked by barbarian paratroopers? oh... and you don't avoid (un)happy faces until hereditary rule!

3: you say 4 prod / tile, counting the food too (worker/settler production I guess)... but then you say that you have 199 prod that gives you 8-9 archers. now... that's a bit much :)

4: now... assuming your settlers dont get killed (I guess they dont - as you seem to have that horde of archers you were talking about), and you dont wind up losing all your money even at 0% research (because of 7 city maintenance so early on), the part about rush-building 6 cities is actually not that bad.

5: but now again with the worker as the first build!!!
THIS IS NOT CIV3! it's a big setback for a city of pop 1 to be building a worker or a settler.

Conclusion: Mabye I was too drastic... it's not such a bad plan, but only if you build your first worker after your city has 3... or at least 2 pop.
and explore with all your army! at least until you find a barbarian warrior or another player.

good luck :P
 
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