Condensed tips for beginners?

The weakness of the free Woodsman I promotion (as of the 2.08 patch) is that this is primarily an attacking unit, not a defending one. Nevertheless, if you can position your city-attacking stack on a tile with forest or jungle, Jaguars will help defend the other units.

Don't forget, if you are building your Jags in a city with a Barracks, you can move to Woodsman II right away, which gives your units good mobility in Forests/Jungles. With proper management, you can usually get 2 moves off a turn - this can be a significant advantage in mobility - especially early on when most of the land hasn't been chopped.

Bh
 
Is there a way to see which foreign cities have built which wonders without zooming in on the city and trying to pick them out visually ?
 
Is there a way to see which foreign cities have built which wonders without zooming in on the city and trying to pick them out visually ?
The Warlords 2.08 patch now has the game list the city containing the wonder in the "Top 5 Cities/Wonders" screen (F10). Provided, that is, you've had line of sight to the city after the wonder was built, either via a visiting unit of yours or shrine ownership LoS.
 
When I read the descriptions of the games of people who are really good at civ4, they seem to have many more workable tiles than I do. I'm playing the continents map since that feels like earth to me. I alternate between small and standard.

But I quickly run out of room for good cities. Peaks, desert, tundra, ice. My capitol city is usually in a great place, but after that pickings get slim quick. Do people play larger maps to avoid this? I also checked out the Plains map for the first time. Wow, it's ideal, but it also sort of ruins my fun of imagining I'm conquering the world.

Try Terra and Fractual, as well. Lower the sea level to gain a bit more land. Play around with climate type and see if that suits you better. Definitely play larger maps, if your computer can handle it.

You may also want to try starting games in the "custom game" screen, because you get a few more map choices that you might be interested in. Try custom continents and a few of the other ones and see if that might suit you better.

I agree with you-- the one thing I don't care for in the game is the map generation. However, it is like that because the game developers wanted to force longtime game players to building dozens of cities and concentrate on building fewer, quality cities.
 
OK, so I am not a complete newbie, but feel like I'm kind of just wandering in the dark. I've been playing for a while, and do OK, but I attribute it mostly to dumb luck (and I meand dumb!!).

When I start out, here's what I do. What could I do better???

Depending on the starting race, you start with a settler and either a warrior or scout.

1) I settle just about immediately, but what is the BEST location? I assume that wandering the settler around would not do a lot of good. Is it better to settle ON tiles with hammers or what?? I build another settler.
2) I wander the other unit around, looking for other spots to settle - usually near water (preferably the ocean), miscellaneous villages - who sometimes give interesting stuff & hopefully avoiding marauding barbarians. But early on, even scouts seem to beat barbarians.
3) when the next settler pops out, I build a worker & then start on combat units. The new settlement builds another settler.
4) I research agriculture, mining and animal husbandry early and then go toward military things - trying to get to gunpowder as early as possible. But I still have not figured out the best path to that.

I tend toward building many cities as early as possible. Hopefully I can block off an area and fill in later. I never allow open borders until things are MUCH further along.

So here are my questions:
- is this strategy OK?
- what is the BEST location to settle?
- what the heck good are forts?
- what is the BEST place to build watermills?

That's probably enough for now...
 
OK, so I am not a complete newbie, but feel like I'm kind of just wandering in the dark. I've been playing for a while, and do OK, but I attribute it mostly to dumb luck (and I meand dumb!!).

When I start out, here's what I do. What could I do better???

Depending on the starting race, you start with a settler and either a warrior or scout.

1) I settle just about immediately, but what is the BEST location? I assume that wandering the settler around would not do a lot of good. Is it better to settle ON tiles with hammers or what?? I build another settler.
2) I wander the other unit around, looking for other spots to settle - usually near water (preferably the ocean), miscellaneous villages - who sometimes give interesting stuff & hopefully avoiding marauding barbarians. But early on, even scouts seem to beat barbarians.
3) when the next settler pops out, I build a worker & then start on combat units. The new settlement builds another settler.
4) I research agriculture, mining and animal husbandry early and then go toward military things - trying to get to gunpowder as early as possible. But I still have not figured out the best path to that.

I tend toward building many cities as early as possible. Hopefully I can block off an area and fill in later. I never allow open borders until things are MUCH further along.

So here are my questions:
- is this strategy OK?
- what is the BEST location to settle?
- what the heck good are forts?
- what is the BEST place to build watermills?

That's probably enough for now...
If it works for you, it's a good strategy, because you're familiar with how to make it work.

That being said, part of the great appeal of the Civ series is that every single game is unique because of the map, location of resources, neighbouring civs, and so on. So all strategies need to be adjusted on the fly based upon the situation in which you find yourself.

Suppose, for example, you find yourself almost right next door to another civ. And you discover you have a military resource (copper or horses) nearby, maybe even in the capital's fat cross. And just to up the ante let's say your neighbour is Isabella, who can be a pain in the butt, and that she's founded a religion right off the bat as usual and has not only a well-placed capital but one that's a holy city to boot. :drool:

In that situation it makes sense to abandon your rapid expansion strategy in favour of an early war. Forgo all those extra cities, build lots of Axes and/or Chariots (you'll lose several overcoming a capital/holy city's cultural defense, but it can be done), and go kick some virtual butt. :hammer: :ar15:

Aside from that, some specifics:

  • The best tiles to settle on are whatever ones grab you the best combination of tiles in the fat cross. That's your overriding concern.
  • That being said, settling on a plains hill gets you an extra hammer right off the bat, and that can be a helpful boost in the early game.
  • Try to avoid settling on top of most resource tiles, especially those that are rich in food, hammers, or commerce, or you won't gain their full benefit.
  • Moving the Settler is okay, but wandering aimlessly is not. Starting locations in Civ IV tend to be very good, so don't move far. If the start is so bad you'd be better off moving far away, you're probably better off regenerating the map.
  • If you're winning against Barbarians early on, it sounds like you're playing one of the easier levels. Be warned that the Barbs get nastier, more numerous, and luckier the higher you go up the levels.
  • Most players, myself included, will prioritizing researching towards the very powerful Bronze Working tech early on. It reveals copper, which lets you build Axemen, one of the early game's best units; it allows you to switch to the powerful Slavery civic; and it gives your Workers the ability to chop trees to hurry production. Pretty darn impressive for one technology.
  • Every leader has different traits and every civ has different starting techs, unique units, and unique buildings. Be sure you take account of these in your strategy. If you start with Fishing, you want to find a city site on the coast with seafood available early on. If you start with Hunting, it's good to build a Scout right off and beat your rivals to the lion's share of the goody huts. If you have an strong early UU (Rome, Egypt, Zulu, Inca, and Persia have the best ones IMHO), you want to plan your campaigns around them. Bee-lining to Gunpowder is all fine and good if you're playing as the Ottomans or the French, but failing to take advantage of Praetorians or War Chariots is a cryin' shame.
  • Forts are useless.
  • See the link in my sig to my Intermediate Tactics and Gambits article, specifically the Riverside Ironworks, for an example of how to best use watermills.
 
So here are my questions:
- is this strategy OK?
no
because it's not a strategy, it's a recipe
sisiutil said it already, but each game is different, so starting with a recipe isn't OK.
That being said try to start with a worker or a warrior for a change, and enjoy the difference.


- what is the BEST location to settle?
each game is different
I often settle the initial settler where he stands, but sometimes I move him 1 tile and settle still in the first turn. Very rarely, I move more than this to get to visible choke point or to get more land tiles (starting coastal, when you don't know fishing is :mad: ).


- what the heck good are forts?

noone knows, and you shouldn't ask ;)

- what is the BEST place to build watermills?
on a river :lol:
This is a late game improvement. Early game, on a river, it's farm or cottage. Late game, sisiutil's riverside Ironwork is great.


That's probably enough for now...
Did you read some guides or walkthroughs or some succession games (or sisiutil's ALCs in this forum)?
Those things will give you a kickstart in cIV.
 
Thanks for the thoughts... I'll have to read sisiutil's tip sheets... But while I'm doing that, you've raised another question or two and I'm still not clear on a couple of answers.

(1) What is the fat cross?
(2) Should I Build cottages on a stream or leave those spots for farms and watermills (later). I usually build cottages in spots that can't build farms.
(3) When building watermills, sometimes, it adds value to the city and sometimes not. I cannot figure out WHAT determines that. My thought is that If I knew, I'd reserve those spots for future watermills and build the farms a tile or two away.
(4) When settling, which tiles are better to build on? For example, if there is a tile with 2 hammers, would you want to build ON it or next to it? I did not pay attention one time and built a city on a wheat field. Wondered the whole game if it really made any difference.
(5) on the barbarians, early on, I can usually kill the wandering ones. The current game, The slipped in to one of my cities and took it over. It was HECK getting it back. Had to throw 3x the archers at it. Lost a lot, but they lost one per round, so eventually (on the 5th or 6th round of the fight) I had more points than they did and got my city back.
(6) gonna have to try slavery next game. I don't usually mess with the cities too much.
 
This is probably a naive question but... How much does automating your workers tend to hurt you in the long run? I'm a beginner, and they seemed ok to me, except I started to notice them doing things like ignoring perfectly valid marble deposits which I needed for wonders... How much will my laziness hurt me if I don't keep tight supervision on my workers?
 
I suggest that it's impossible to win at Noble level or higher with automated workers. At Noble, you play with the same bonuses/penalties as the AI. Thus, you can't beat the AI if your workers aren't better than their workers. Automated workers tend to build cottages where you need farms, windmills where you need mines and roads where you don't need them. Worst is, they start farming fully-developed towns late in the game!

If my workers run out of things to do, I MIGHT assign one or two using the "build network" option but I've lost too many workers doing that when they get caught working too close to the border during a war.
 
if you're just beginning, automating workers isn't a terrible horrible thing. it lets you concentrate on learning the rest of the game. your cities won't be optimized, but there are so many other things you have to learn too. it can be overwhelming!

in the long run, as you get better and feel more confident, you'll definitely want to run them yourself. this thead is discussing some of that already, it might help you out.

one thing you can do for now, if you automate them but sometimes give them orders yourself, like quarrying that marble, is check the box in Options for "automated workers leave existing improvements". if you built a cottage on purpose somewhere, that makes sure they won't farm over it.
 
(1) What is the fat cross?
The "fat cross" is the total workable squares for any city. Basically, if you look at your starting city once its borders have expanded once, that's the "fat cross" for the city. Only the squares inside that are usable for that city.
(2) Should I Build cottages on a stream or leave those spots for farms and watermills (later). I usually build cottages in spots that can't build farms.
Like most answers, this one is "it depends". Building cottages on rivers can be quite valuable, as they get an extra commerce (and if you are a financial civ, they'll start at 3 total commerce). This can be invaluable in the early game. On the other hand, it's pretty hard to build watermills somewhere other than a river. And you want the irrigation from fresh water, and rivers are often the best way to get that.

My personal opinion is that it's important to get enough food for your city, so if you need to use some river squares to build farms, do so. Beyond that, figure out what the focus of your city is and adapt from there. If you are going for research/money, then you'll want to focus on cottages. If you're going for production or GPs (Great Persons), then you'll want watermills/farms.
(3) When building watermills, sometimes, it adds value to the city and sometimes not. I cannot figure out WHAT determines that. My thought is that If I knew, I'd reserve those spots for future watermills and build the farms a tile or two away.
Not sure what you mean by "sometimes" adding value. They always add -some- value. But they get better as you develop technologies that improve them, so that might be what you are noticing.
(4) When settling, which tiles are better to build on? For example, if there is a tile with 2 hammers, would you want to build ON it or next to it? I did not pay attention one time and built a city on a wheat field. Wondered the whole game if it really made any difference.
In general, other than squares with resources, the only square that will give your city more starting resources is a hills/plain square (it gives an extra hammer). Beyond that, your city's resources will always be identical. Therefore, it can often be a good idea to settle on the worst square (tundra/desert/etc). But it's generally more important to look at the resources in the area, and try and maximize them.

As for building -on- a resource, most of the time that's a poor idea. For someone learning the game, I'd go so far as to say it's always a bad idea (once you get better at the game, you'll notice the times when it's not). You'll never get the same bonuses for settling on a resources as you would from developing it and working it.
(5) on the barbarians, early on, I can usually kill the wandering ones. The current game, The slipped in to one of my cities and took it over. It was HECK getting it back. Had to throw 3x the archers at it. Lost a lot, but they lost one per round, so eventually (on the 5th or 6th round of the fight) I had more points than they did and got my city back.
Not much of a question here - are you asking how to deal with barbs? The two most common methods are "fog busting" - barbarians can only spawn on squares that are shaded (ie, you can't see them). So the more squares you can see, the less squares the barbs have to spawn on. Generally this involves placing them on hills around your cities, because you can see farther on hills (assuming they aren't surrounded by mountains/forests/jungles).

The other method is roving defense. Especially if you are playing Warlords, getting a few Chariots up will help immensely - Chariots are stronger than any of the early barb units (Axemen have a better base strength, but Chariots get a bonus attacking them). And because they have 2 movement, you can more easily get them to the points of attack.
(6) gonna have to try slavery next game. I don't usually mess with the cities too much.
Slavery can be rather tricky to master. It's easy to see what it does, but it's hard to figure out just when is best to use it. But the best way to do that is by experimentation.

Good luck!

Bh
 
I'm nearing the end of a game (I think win, but it will be a very small victory - I'm ahead on points, only a few turns left - I will concentrate on defense for the rest of the game - I'm the only one left on my continent and noe of the other civs are mad at me. I will work on appeasing them, too.) So, I'm thinking about the next game.

I understand the "fat cross" and can use that to select locations. I will chop as early as possible to gain points. I WILL research Bronze working as early as possible and generate axemen. If it seems to suit, I may go out and try and kill off one of the other civs early with my axemen. I'll build 6 or so cities early and wait a little while after that to expand. Does this sound like a plan??

One other question...

What is a "holy city" and how do you create one??
 
I'm not the best at city placement, but anyway...

CityPlacement.png


Which site do you think is the best? The way I see it is:

Red Dot:

Pros: Coastal, has access to all three resources (horse, cow, banana).
Cons: Lacks production (hills), lacks freshwater, peaks.

Blue Dot:

Pros: Adequate hills for production, freshwater.
Cons: No food resource (unless you count cow, also I figured flood plains might counter this), not coastal.

Pink Dot:

Pros: Has access to all three resources (horse, cow, banana).
Cons: Vast jungle, peaks, not coastal, no hills for production.

I'm still a learner on Prince. Any other helpful tips would be nice, and I'd like to know your opinion, especially if its not one of these three sites. If that northern peak didn't exist, I could have access to coast, two banana, one horse, and one cow!
 
I'm nearing the end of a game (I think win, but it will be a very small victory - I'm ahead on points, only a few turns left - I will concentrate on defense for the rest of the game - I'm the only one left on my continent and noe of the other civs are mad at me. I will work on appeasing them, too.) So, I'm thinking about the next game.

I understand the "fat cross" and can use that to select locations. I will chop as early as possible to gain points. I WILL research Bronze working as early as possible and generate axemen. If it seems to suit, I may go out and try and kill off one of the other civs early with my axemen. I'll build 6 or so cities early and wait a little while after that to expand. Does this sound like a plan??

One other question...

What is a "holy city" and how do you create one??
Time victories are kind of like kissing your sister, aren't they? ;) \

The tactics you list for your next game are all pretty standard, used by most players. The only thing to remember is that you have to be prepared to be flexible and respond to what you're given. For example, you could find yourself without copper. Or on a smallish continent by yourself. Be adaptable.
 
With these new rules about infinite city sprawl, how are you meant to sustain a conquest victory?
If you keep all the cities you conquer then your economy collapses, and if you destroy the cities you conquer then other civs come and take the land and resources.
Help
 
With these new rules about infinite city sprawl, how are you meant to sustain a conquest victory?
If you keep all the cities you conquer then your economy collapses, and if you destroy the cities you conquer then other civs come and take the land and resources.
Help
Welcome to CFC! :cheers:

You can keep all the cities you capture if you manage your economy carefully. That, however, would lead to a domination win rather than conquest.

If you're going for a conquest win, I find it's necessary to leave some units posted in any empty areas you leave vacant. If someone turns up with a Settler, kill them.
 
I'm still wondering about a holy city.... What is it? How do you build one?

Firstly, I don't understand why people keep confusing the condensed tips thread with the newbie questions thread.
Secondly, holy cities and shrines are abundantly discussed here.

To get a holy city, you can found a religion (by being first to a given tech, meditation for buddhism, theology for christianism, ...) or you can simply capture one. 4 axes = buddhist holy city ;)
 
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