Civ 4 Dummies - Game 1 - Hannibal - Chieftain

Well come to Bay Area. The allergy has been killing me.



I'll try to answer the first question. Built 3 warriors before you start building anything else. And use 2 food 1 hammer tile to do the job. (yes, city micro) if your city grow to 2 in the process. changed to oasis and a 1f2h tiles to keep the warrior out fast enough. send your first warrior out and find your first neighbor, the use that warrior circle around the neighbor's border and scout. when all 4 warriors arrived, declare and heading to his capital, and use sheer number to kill him. This should work on your level. Try it out and report back. :)

Heh I'd like to conquer a rival with more than 1 city. I want to show how to run a successful campaign and take over several cities to increase territory. I'll do a "rush" in another game to show how that's done, but this game is going to be more basic. :)
 
Heh I'd like to conquer a rival with more than 1 city. I want to show how to run a successful campaign and take over several cities to increase territory. I'll do a "rush" in another game to show how that's done, but this game is going to be more basic. :)

Later on, AI got archers up, then you will be on the mercy of where AI builds there cities. It usually requires 2:1 Axe/Archer if not more to take down any plain city be to safe... If you do that, it takes a LOT longer... see you in ADs... and maybe you'll have a Axe/Cats combined army like what did in the test drive. Anyway, have fun...
 
Hello again, everyone! :) I played the first 16 turns of the game tonight, but I will only be posting a summary of the first turn and a detailed explanation of some game concepts that will help us later on. Here it is:

TURN 0
- [UNIT] Warrior moved SW
- [UNIT] Settler build city - Carthage founded - queue Warrior

On the first turn, I decided to simplify things by just plopping down immediately where the computer placed me. Carthage is founded! Hurray! :) The city immediately starts production of a second Warrior unit (we started the game with one Warrior already). At this stage in the game, my goal is to get out there and explore as much as I can. Exploring serves three purposes - meeting other civilizations, scouting the land for resources, and finding village huts.

Before we finish the first turn, I want to take a few moments and describe an extremely critical concept in Civ 4, one that is rarely understood quickly by new players (including myself back when I first started): Commerce.

Commerce is represented by a little coin icon (:commerce:) in a city screen. Let's open our city info screen to learn a little bit more about how commerce works. You can open the city info screen of any city by double-clicking the city on the map (just above the city name).

Civ4Dummies_Game1-0004_T0-BC4000_CityScreen01.JPG


Before diving into the guts of commerce, let's step back for a moment and take a look at the concept of city management in general. Even if you are a newbie, you have probably figured out much of this already, but I don't want to assume so I'll go through it anyway.

Notice the two white circles within my city screen. Those circles represent the tiles that my population is "working" for food (:food:), production (:hammers:), and commerce (:commerce:). You get to work the tile your city is founded on for free, and then you get an additional tile for each point of population in the city. Because Carthage is population 1 (shown at the top as "Carthage: 1"), that means I can work a total of 2 tiles: the city tile, and one other tile of my choosing. If you never mess with this screen, the governor (AI) will automatically select which tiles your citizens will work, but you can always override this at any time. Currently, my governor has selected the oasis tile just south of my city as the tile my 1 population will work.

Between the two tiles, I am producing 5 food, 1 production, and 4 commerce. Food and production are fairly simple. You need to feed each population point 2 food per turn. In order for your city to grow, you must make more food than the bare minimum needed to feed your population. The greater the surplus food you have, the faster your cities grow. Production is used to produce whatever is in your build queue. Each item has a cost in production points, and each production point you gain from working tiles is applied to that cost every turn until the cumulative production exceeds the cost. For instance, if my city produces 2 production points per turn and my item costs 10 production points, then I will build that item in 5 turns (10 / 2 = 5).

Commerce, however, is a bit trickier. Commerce isn't directly used by a city. Instead, it is converted into some other benefit for your empire as a whole. This early in the game, your commerce can only be converted into research (:science:) or gold (:gold:). Later on, after discovering any other civilization, it can also be converted to espionage (:espionage:). Still later, after discovering the Drama technology, commerce can be converted into culture (:culture:) as well.

Going back to the city info screen, I can manually override my governor's selection of tiles to work simply by clicking another tile. The little white circle will then move to that tile, indicating that it is being worked now. Let's try some different tiles and see the effect on my city output.

Civ4Dummies_Game1-0007_T0-BC4000_CityScreen04.JPG


By working the plains hill tile, my city produces a total of 2 food, 3 production, and 1 commerce from tiles. Notice that the little food bar now says "Stagnant" - this is because I am not producing any more than the bare minimum amount of food needed to feed my population. I have no surplus, so my city cannot grow. However, the benefit is that my Warrior will be produced 3 times as fast as before. Notice that it only takes 5 turns instead of the previous 15.

Civ4Dummies_Game1-0008_T0-BC4000_CityScreen05.JPG


By working the forested grasslands tile, my city produces a total of 4 food, 2 production, and 1 commerce from tiles. My city is once again growing because I have a surplus of food, but my warrior is going to take 8 turns to build now (15 / 2 = 7.5, rounded up to 8).

Civ4Dummies_Game1-0004_T0-BC4000_CityScreen01.JPG


I'm going to switch it back to the oasis tile. This early in the game I just want my population to grow as fast as possible, and this tile provides more food than any other (3:food:). I get an additional 3 commerce as well which, as explained before, can be converted to research or gold depending on the settings I choose for my empire.

To try and simplify the commerce learning curve a bit, you can think of commerce as funding for different government departments. You get to decide at all times just how much of that funding goes to each department. Imagine the 4 departments are as follows:

Department of Science (research)
Department of Finance (gold)
Department of Arts & Entertainment (culture)
Department of Foreign Affairs (espionage)

I might choose the following distribution scheme:

40% commerce - Department of Science
30% commerce - Department of Finance
10% commerce - Department of Arts & Entertainment
20% commerce - Department of Foreign Affairs

If my empire generates a total of 100 commerce, that means I have 100 "units" of funding distributed as described above (40 research, 30 gold, 10 culture, 20 espionage points). You can use the little +/- icons next to those icons in the upper left to change the distribution empire-wide. Note that you can't change this distribution on a city-by-city basis - it always affects all the cities in your empire the same way.

Going back to our game as an example, notice that I am producing 12 commerce total, as shown by the following image (you can see the summary box I have in the upper left by hovering over the numbers for research or gold):

Civ4Dummies_Game1-0005_T0-BC4000_CityScreen02.JPG


If I am only producing 4 commerce from my tiles, where is the other 8 commerce coming from? Notice that this city has a building in it - the Palace (listed in the left side of the screen under Buildings). The Palace has the benefit of producing 8 commerce for the city all by itself. Ahhhhh, so that's where the other 8 commerce is coming from.

I have my commerce "funding distribution" set to 100% research, and 0% gold. That means every single point of commerce is being routed to our Department of Science to research new technologies. You can see a mathematical summary of this ratio by hovering the mouse over the number next to the beaker. My base commerce from the city is 12, and 100% of 12 = 12, so my city is producing a total of 12 research.

What happens if we change the ratio in the upper left using the +/- buttons? Let's try it! Let's move research down to 50%.

Civ4Dummies_Game1-0006_T0-BC4000_CityScreen03.JPG


Notice that I am now producing 6 research and 6 gold. 12 * 50% = 6, so that makes sense. You can play around with this to see the effect, but for now I am going back to 100% research. I don't have any particular need for money in my treasury right now, but I do want those technologies faster, so it makes more sense to stay at 100%.

Ok, now that we've dug into the guts of city management and gotten a basic understanding of how food, production, and commerce work as well as how to force population to work specific tiles, we are official done the first turn. Don't expect every turn in the game to have a huge post like this. I just wanted to make sure I explained this finer point of managing a city (in particular, commerce) so that future decisions make more sense. Please let me know if you have any questions on this topic. I'll try to post the remaining 15 turns tomorrow night if possible, but no guarantees as I am flying to San Francisco.

I hope you are enjoying Civ 4 Dummies so far. Until next post! :)
 
Good thread. I'll be keeping up with this one as I'm a bit of a noob and need to figure out some of the game mechanics.
 
Once again, excellent writeup. I remember my start in Civ and my complete ignorance of the commerce system...for a long time, I just thought it was gold! :)
 
nice starting point!:goodjob:
this is actully my first chieftain game lol. i played it through and won a diplomatic victory in 1917 for 5000 points.

spoilers:
Spoiler :
no horse and only 2 iron on the map! :( + your stuck with a bunch of leaders that can expaned at crazy speeds. [world was all claimed at 1000 ad :eek:]
 
Keep it up. For new players and low level players this is golden. I see so many things explained that I was wondering about when I played my first game with this.
 
Thank you ... i was looking for something like this.
Very nice write up, and i actually learned something from it :)

:goodjob:
 
Hello again! :)

On to the next few turns:

T1: 3960 BC
- [TECH] set research to Bronze Working
- [UNIT] Warrior moved SW - revealed Stone, Corn & hut


At the beginning of Turn 1 (which is actually the second turn since it starts with Turn 0), the game prompts me to select a technology to research. I had forgotten to do so on the first turn, but that's ok because any progress I made last turn with no tech selected will automatically be applied to the tech I select this turn. The game is forgiving in that respect.

We begin research on Bronze Working for a couple of reasons, one of which is specific to our civilization:

  • COPPER - One of the most important strategic resources in the early game is Copper, and it is revealed after researching Bronze Working. Copper is vital for building the better early military units like Spearmen and Axemen. Let's hope we have it in or around our starting city.
  • SLAVERY - Slavery is enabled, allowing us to sacrifice population points in a city to speed production. This may sound counter-intuitive, but when a city produces a lot of food and little production it serves as a nice way of "converting" food into production. You do have to be careful when you use it as it negatively impacts a city's happiness for some time, but it's extremely useful for finishing buildings early or instantly squeezing out a military unit to help defend.
  • FOREST CHOPPING - Bronze Working allows us to chop down forests, which is required before building tile improvements like mines & farms on forested tiles. The other advantage is that chopping a forest down will result in an immediate influx of production for the nearest city, speeding up production of whatever it is building. Many players chop forests to help speed production of Wonders.
  • COMPASS - Our unique building, the Cothon, requires the knowledge of Compass. Bronze Working is a pre-requisite for that technology so we would have to research it anyway.

Now that our civilization is happily researching a technology, the only other task that remains is giving orders to our Warrior. We move the Warrior SW one tile onto the forested hill tile. Notice that the Warrior can see everything up to two tiles away instead of the usual one:

Civ4Dummies_Game1-0009_T2-BC3920_WarriorOnForestHill.JPG


This is because when you are on a tile, you can see "past" any other tile with a lower elevation than yours. The elevations are as follows, from lowest to highest:

  • Water
  • Flatland
  • Hill
  • Mountain

Since our Warrior is on a hill and all the other tiles next to him are flatland tiles, he can see "past" them to the next tile below. Also notice that hills give defending units a +25% defense bonus and forests/jungles give defending units a +50% defense bonus. Defense bonuses are cumulatively added, so our Warrior on a forested hill is receiving a 75% defense bonus (25% + 50%) which raises his power to 3.5 (base 2 power * 1.75) when defending. You can find a small summary of a tile's defense in the lower left just above the unit stat summary built into the UI by rolling over a tile. Wild animals and barbarians can potentially appear anywhere there is fog of war, so it's good to make a habit of ending your turns on these defensive tiles as much as possible.

Our extended hill vision has revealed Corn and Stone resources which we'll be able to snatch up with a city later on. Corn provides additional food and health to allow a city to grow faster and larger, while Stone is a strategic resource that allows our cities to make certain buildings and wonders twice as fast. We've also revealed a village hut 2 tiles SE. Village huts can be "popped" by landing on their tile to provide a random benefit (or sometimes hostile barbarians if you are unlucky). Let's head SE to pop that hut before anyone else!

T2: 3920 BC
- [UNIT] Warrior moved SE

On this turn, we've moved one tile SE towards the hut. Notice that no new tiles are revealed. Since all the tiles around us are the same elevation (flatland), our vision is reduced to 1 tile and contains only tiles we had already revealed last turn from the 2 tile vision of the hill. Also notice that our defense bonus is gone. We're on non-forested flatland, which provide no defense bonus whatsoever.

Civ4Dummies_Game1-0010_T3-BC3880_WarriorOnPlains.JPG



T3: 3880 BC
- [UNIT] Warrior moved SE - popped hut, got new tech
- [TECH] discovered Hunting
- [CITY] Carthage queue Scout


On Turn 3, we move our Warrior SE one more tile and pop the village hut. The villagers have given us the secret of Hunting! Woohoo!

Civ4Dummies_Game1-0011_T3-BC3880_DiscoverHunting.JPG


Hunting gives us a couple of advantages. First, our works can now build Camps, which are a tile improvement that allow us to make use of certain animal resources such as Ivory, Fur and Deer. That doesn't help us immediately, but we might find something that needs it down the road, and hey we got it for free, right? We can also train Spearmen if we find Copper, and Bronze Working will reveal all copper as soon as we're done researching it. Last, but most importantly at this stage in the game, we can now train Scouts! Scouts only have 1 power and can only defend, but they get 2 movement points instead of one and they have the added benefit of never receiving hostile barbarians from popping village huts. This makes them the perfect early game explorers.

This is important enough of an event that we should switch production in Carthage from a Warrior to a Scout. I double click on the city of Carthage to open the city screen, and then click on the newly available Scout button at the bottom.

Civ4Dummies_Game1-0012_T3-BC3880_QueueScout.JPG


Notice that the Scout appears in the build queue on the bottom left ABOVE the Warrior. Clicking to build something while something else is in the build queue tells your city, in essence, stop whatever you are doing to build this FIRST. Then go back to whatever build you were doing before. I'll get into more details about queue management and build decay in another post, but for now it's enough to know that you can make a city produce something else for a while without losing your production on the other build. It will resume where it left off, so the 3 production points we've already invested into the Warrior don't just mysteriously vanish.

The next few turns were fairly uneventful:

T4: 3840 BC
- [UNIT] Warrior moved SE - revealed Spices


We reveal Spices the next turn, which provide happiness and eventually health to your cities with a plantation. That's not for a while though - we'll need the Calendar technology to build those.

T5: 3800 BC
- [CULTURE] Carthage's borders expand
- [UNIT] Warrior moved SE


On Turn 5, Carthage's cultural borders expand. Just in case you don't know, cultural borders define the size of your empire's influence. You get certain advantages inside of your cultural borders, such as the ability to build any tile improvement, faster healing for your units, the ability to upgrade units, and the ability for a city to work tiles. As your city accumulates culture, it will pass certain thresholds that increase its cultural rank:

  • 0 - Poor
  • 10 - Fledgling
  • 100 - Developing
  • 500 - Refined
  • 5000 - Influential
  • 50000 - Legendary

Cities with Poor cultural rating (0 to 9) have cultural borders equal to the tile of the city and all tiles next to it, including diagonals (3 rows of 3 tiles). Each time the borders expand, each column and each row of tiles expands by one tile on both sides. Since the starting boundaries are a 3x3 grid, they expand 3 times on each of the 4 sides, resulting in a "fat cross" shape.

Carthage's borders have increased to this "fat cross" shape, and at this point the maximum possible workable tiles area of a city are defined. Even if the city's cultural borders expand again and encompass more tiles, only the tiles in the fat cross are eligible for citizens to work. This makes it very important for a city to get at least 10 culture for that first expansion to allow your citizens to work the most amount of tiles. Anything past that is gravy - good for expanding borders but not required for the city.

T6: 3760 BC
- [UNIT] Warrior moved NE - revealed Dyes & another civ's borders


Civ4Dummies_Game1-0013_T6-BC3760_SpottedCivBorders.JPG


Exploring NE this turn reveals Dyes, which are great for boosting happiness, but once again we have to research Calendar to get Plantations first.

But wait, what's that? I spy a sliver of dark yellow civilization borders to the east, just barely peeking out of the fog of war. Looks like we're about to meet our first neighbors!

This is a good stopping point for now. I'll post the results of the next couple of turns sometime soon. The Game Developers Conference has been great fun, but kept me very busy so again I apologize for the delays. If you have any questions or comments feel free to post them! Until next time... :)
 
So far, so good! The resources here look very nice, covering both health and happyness issues.
You forgot though to mention that you have also found clams, which are a nice food source.
Things seem pretty solid so far, I also spotted two possibly good areas to settle :
1) 1S from the Corn : A decent harbor city which can work (when borders expand) both the Corn and the Stone. It will also be a Harbor city which will get advantage from your Cothon. You should scout the area south from that place to see the rest of the terrain in order to decide if you want to settle there and what that city would make out of it. From looks, it could become a production city (mine, stone quarry, Workshops + lumbermills if more food) or a commerce city with cotages if grassland is revealed south from there, which will also have decent production for the needed buildings.

2) Your other city could be 2N from spices, where it could claim the spices, dye and clams for food. That should become a commerce city though definately, with a workable plain hills mine, good food (to even support a scientist or two) and cottages. By making the city 2N from spices, you will settle on that desert tile, actually ignoring the fact that it is desert and getting 2F1H1C more out of a desert tile ;-)

Now, the fact that you got stone out is very important since it can lead the way to some crucial wonders. (also counting the difficulty of the game, it will be very easy to get all the wonders that you want-stone at least). Having stone, Maoi Statues, Oxford, West Point (from National) and Pyramids, Hanging Gardens, Stonehenge (possibly), Spiral Minaret, University of Sankore,Ankgor Wadatt and the Great Wall pops up to mind. Building any of those wonders could dictate the course of your game.. but we shall speak later on that.

I would advise (especially if you hook up to some bronze) to make your capital a Gold-making city, focusing on Great Merchant and Great Prophet wonders and specialists. More specific : Great Lighthouse, Maoi Statues, The Colosus, Angkor Wadatt, Spiral Minaret, Wall Street, Statue of Liberty and Eifell Tower, founding possible a couple of Corporations there. If you also find Marble, you could make The Versailles as well and move your capital further to the center of your empire either to cut down maintenance or to run a nicely cottaged Bureocracy Capital to make out your science ;-)

Having stone helps also getting an early Great Engineer and Great Spy (the hardest type of Great People you can get) by building the Pyramids (+Hanging Gardens) and Great Wall respectively.. Now, an Espionage Economy would not help out, so the Great Wall seems a bit of no use... Keep your eyes open though for a place with river and good hammers (hills or forests for lumbermills) + food (perfect if you could get it by sea as well). If you find a place like that, make a new city by the river, chop the pyramids, have a forge and let an engineer specialist run it and make the Hanging gardens, producing wealth/troops untill the time you can make it your Ironworks city.

But that is a bit far ahead in the future.. so back to the present : Your scout will be out in 12 turns. Bronze working in 2. Have your Warrior scout the areas arround the two cities I proposed, then place him on a hill to fogbust the area and save your from any early barbs.
Get your scout out then make a worker. Bronze Working will defo be out by then. When your first worker is out, chop a second, then use both of them to chop a settler out and speed up your initial expanding.

With your new settler, I would make City 1 (Corn + Stone). There, I would use the workers to chop a settler for City 2 (Clams + Spices + Dye)

In Capital I would build Lighthouse,Stonehenge, Great Lighthouse, Maoi Statues for sure. Start building Stonehenge when your BFC expand to cover the stone.

To do all those, you will need to research (in the following order) : Sailing, Mysticism, Masonry (after BW). I do not remember if you have Roads + Agriculture from the difficulty level. If you have them, good. If you do not have them yet, try to research Roads Before Masonry and Agriculture after Masonry. After those techs are done, get Animal Husbandry, since you will need to see if you have Horse out for your unique unit. If you do, Horseback Riding becomes a priority. If you do not find any Horse, Consider Iron Working. After those techs are done, it is time for Pottery/ Writing / Alphabet, following Mathematics, Calendar and Compass.
If you DO find Bronze, Metal Casting becomes a priority to make forges and The Colossus.

From the 1st City (Corn + Stone), Chop settler for 3rd, then make a couple of boats for your capital, following a barracks to crank out some defenders.

From your 2nd City (Spices + Dye + Clam) make sure to chop a settler first and use him to cap any source of Bronze you might find.

At that point you will have 4 Cities, which is a nice number to work out your economy, scout the land and decide what kind of victory you want to pursue and further adjust your strategy (expand peacefully or via war, colonize, etc).

(Big post :-P)

PS : If you DO go for wonderspam in Capital, have City 1 crank out defenders and City 2 focus on commerce + 2 scientist specials to help out a bit with the research.
In case I forgot, Pottery will help out getting Cottages to boost your economy. Try to build any cottages on river tiles, so your Financial trait kicks in from the start.
 
Update? Comments from anyone?
 
Good city site suggestions from AlienSexFilth. I found proper city placement to be one of the most important subjects to get a good grasp on when learning the game.

To that end, I recommand installing the newest BUG mod. Most of the options in BUG is for more advanced players, but by pressing ALT-X, you bring up a dotmap editor which is a tremendous help in city planning.
 
Good city site suggestions from AlienSexFilth. I found proper city placement to be one of the most important subjects to get a good grasp on when learning the game.

To that end, I recommand installing the newest BUG mod. Most of the options in BUG is for more advanced players, but by pressing ALT-X, you bring up a dotmap editor which is a tremendous help in city planning.

Where can I get that BUG mode?I think I need to get it (if it is the one I think it is from all the screenies) Is it easy to install? I am running on Vista... :-S
 
The BUG Mod is available here.

Is very easy to install, but you need to make sure that your BtS is patched up to at least 3.13, although I expect you will have 3.17.
 
Where can I get that BUG mode?I think I need to get it (if it is the one I think it is from all the screenies) Is it easy to install? I am running on Vista... :-S

it's a question i have asked myself. :)

here

Oops, a bit of too late. :(
 
The BUG Mod is available here.

Is very easy to install, but you need to make sure that your BtS is patched up to at least 3.13, although I expect you will have 3.17.

I have CivIV Complete so I think it comes with 3.17 patch by default. Correct me if I'm wrong please :-D
 
If you want to make sure, Civ4 displays the version number at the start-up screen. You can also see it in the Advanced option, I believe.
 
I have Civ4 Complete. It didn't come with 3.17, maybe 3.13 but I'm not sure, I know I definitely have to patch to 3.17 each time I install.

On a side note do not patch from within the game, it never seems to work.
 
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