Discussion in 'Civ4 - Strategy & Tips' started by King Younk, Jul 30, 2020.
I did. You are not the tech leader.
You have not be doing alright since turn 0.
(On another note, please use spoiler tags for pics..thank you)
Lol, I’m in first by 300ish points and am preparing to put 20% of land/popularion under my control!
I am well positioned for space race or diplomation. I’ll just conquer the oddball, unpopularly religiously affiliated civs.
How do I add a spoiler tag?
And why do people think I'm not doing alright? I'm now 600 points ahead with a vassal, and the potential to burn Carthage (the main threat for a cultural victory at this point, since I razed the Khmer capital, stopping the last one).
I will put my pictures in spoiler tags once it's explained to me how.
^ Try to change civics during a Golden Age and that's especially on Marathon where you'll have long anarchy. Best thing to do in modern era IMO is beeline Fission, build a bunch of ICBM's or preferably Tacticals if you have a nearby spot or subs to launch them from because Tacticals are cheaper. With enough nukes you can capture or raze all of their coastal cities on the first turn of the war and they can't do much to stop you.
Anyways get a move on and win Domination. You're the most powerful civ on the planet and you're just chilling building way way too many buildings.
Should I donate my military techs to the Khmer and take it easy on them in terms of demands to ensure they stay my vassal, and can contribute to my campaigns? Imma burn Carthage now to prevent a cultural victory for him.
Is Space race a bad idea? I know you suggest domination.
Space race is bad when you have the strongest military on the planet.
I have no oil, but can probably get Three Gorges (only Maya has Plastics besides me), and hopefully Internet. Then it's on to Apollo Project, and Space Race victory.
I think I'm doing pretty well - your advice was just different from my strategy. What do you think I did wrong?
I prefer a Manifest Destiny strategy where I conquer the continent and keep my forces consolidated. I don't get sucker punched that way.
I'm not interested in global conquest this game. I only took the continent to limit an invasion (and had to alienate Hannibal in the process) to whatever AI could fit on their ships. Worked pretty well.
I was messing around with the Aztecs, but I don't think I want to keep focusing on war.
On another note, what do people think of my commerce zone (the area I have circled in pink)? It is producing a great deal of gold at this point, and I think it is a strategy I will use again. Considering the fact that I am able to research at 100% while gaining a bit of gold each turn indicates that my strategy has worked very well.
Doing pretty alright, I think. Just got the Internet and am gunning for Space Elevator. Wasn't able to get Three Gorges Dam though - should have put my tech slider down to finish that with a gold buy.
Any ideas on what to do about the constant onslaught that will come from being ahead? Maybe just nuke the bastards?
You should win space here.
For reference, spoiler tags are made like this:
[spoiler]Text (or images) to be put in a spoiler block here[/spoiler]
[spoiler]Text (or images) to be put in a spoiler block here[/spoiler]
Won a space race. Will post deets l8rz
China pwns tho w/ mining and ag to start
Here it is. I just wanted to do a quick breakdown of what i could have done better...
1. Built more workers earlier (2 per jungle city, 1-1.5 per non-jungle city) in order to have build my commerce zone earlier and gotten ahead financially.
2. People are saying I should have gone for conquest, but I don't like sending a lot of troops abroad unless I am extremely confident in my abilities back home. The Khmer were an exception, and I warred with Carthage and the Aztecs since they were close and a threat, and then at the end nuked my old friend Pacal to stop his spaceship construction (which made everyone hate me, lol), so I think this strategy was fine.
3. I did not utilize workshops effectively. I am wondering if there's a ratio or rule of thumb to apply to how many workshops you should build.
4. I could have put more pressure on producing a Great Prophet sooner since I had a popular religion.
5. Good game overall, though I'm still not on Deity level (and not a BC spaceship launch level) which is my ultimate goal.
Thanks for the help everyone, and I'll post my next game in the King Younk thread! Lol
Regarding workshops: It sorta depends on your victory strategy. If you're going for a military victory, it's a no-brainer to bulldoze all your towns and just put workshops everywhere once you have your "winning" military tech (since tech will no longer be an issue). For a space race, it's more nuanced. On the one hand, you need production to actually build the parts, so workshops are pretty damn handy. Also, you can build wealth with all of those hammers, but often if you already have mature towns, you'll want to keep them so you can actually research all of the parts.
Marathon is a crappy speed to go for space though-it was basically put in the game to appease the ultimate warmongers. If you want to go to space, I'd highly suggest playing a game on standard speed.
What is a good ratio of commerce cities to production cities to Great Person cities to food cities to wonder cities? (Assuming non-cultural victory)
It's not a ratio, it's timelines.
The good ratio for commerce is : the more, the better. Same for food. Production, you use loopholes to get it.
On normal speed, you want 6+ food surplus and then you go all in on commerce. Maybe on Marathon you want 8+ (same argument for that was made for stacking workers : you shave turns).
Production cities are just helper cities : cities that do not have the food surplus to warrant infrastructure and, hopefully, share tiles with S-class cities that DO warrant infrastructure. Helper cities grow cottages and whip workers/units.
Great Persons : you get them when you need them.
Your last game showed great improvement. You actually developped your commerce base. This is what the game is about. Out-tech them.
Then there are plenty of tweaks. Early on, it's about avoiding the maintenance hits, so that you can develop that commerce base AND expand.
A little later on, it's about devoting some 6+ food cities to gpp production. See ? Timelines.
The commerce will stay on. The GPs, you don't need ultra early if your aim is to bulb into Education. If you want merchants for upgrades, you can even get them later.
Always consider the possibility of a Golden Age when you approach GP production. First, you get a free civic switch, then you get double production. At that point, under Caste, any size 9 or so city with decent food surplus can be a candidate to pop a GP.
When a city pops a GP, you ALWAYS know what it's for. Maybe you accept some randomness from pollution (wonders - I do), but you always have a plan for your GP. When you're bulbing, you're tweaking your tech path turns ahead. So you've reconized a strategy, a path, a bulb path, and play accordingly.
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