Condensed tips for beginners?

Can someone please explain...

I amass my army near the enemy's capital, then I decide to declare way, it boots my stack out of the cultural boundaries, back in my own territory. What happened? I guess there are no sneak attacks allowed?

You can't do that. The problem is, if you didn't have "open borders", which is a level of friendship and cooperation, you couldn't even enter their borders. When you declare war, that agreement is cancelled and you are "escorted" out of their territory.

Consider the consequences for the player if the AI could do what you are trying to do. It would be an impossible game to win.

In the same vein, when you turn over a city to a conquered foe, your units in that city will similarly be "escorted" out of their territory.

The move to make is to mass on their border prior to declaring war, find the best terrain to attack from and the most likely outside threats from the city you are attacking first.
 
Can someone please explain...

I amass my army near the enemy's capital, then I decide to declare way, it boots my stack out of the cultural boundaries, back in my own territory. What happened? I guess there are no sneak attacks allowed?

right no sneak attatcks,
you must have had an open borders agreement with the AI, which allows you to recon their territory
but if you want war you have to lerk outside their territory and declare war then enter.
all your agreements with them will be cancelled.
 
After reading the comments (thanks to all three), it makes so much sense I'm a little embarased I even ask the question. It makes warring a little harder (at least for me).

When scouting, what should I look for? All military units, not just those in the target city? Should I start by trying to take the capital or the smaller cities or simply take the city that will give me the highest yield in terms of resources? Once I declare war, conquer one city and stop the war, I'll have to watch that AI Civ closely for the rest of the game.
 
After reading the comments (thanks to all three), it makes so much sense I'm a little embarased I even ask the question. It makes warring a little harder (at least for me).

When scouting, what should I look for? All military units, not just those in the target city? Should I start by trying to take the capital or the smaller cities or simply take the city that will give me the highest yield in terms of resources? Once I declare war, conquer one city and stop the war, I'll have to watch that AI Civ closely for the rest of the game.

The questions you ask are really questions of style. The best advice I can give you is to explore this website, Civ Fanatics, for any tip essays. Go to the Civ IV War Academy section and there you will find a number of essays of different approaches and aspects of the game.
The folks here really know their stuff.

Personally, if I am at war I go for that city closest to my border on account of the logistics, the cultural effects, and the fact that it is right there. If you want, you can beat your opponent into a capitulation and they'll become your vassal. I trick I ;like is to take two or three cities, force capitulation, and then--since their attitude will be "furious"--I give back a city or two to gain the "you liberated our cities" adjustment. This may sound mad, but there are considerations--1. the captured cities may too far away and become a maintenance and/or revolt problem 2. the city itself will be happier and you won't be "stretched" militarily 3. Any resource you really need you can demand as a condition of vassalage anyway. 4. Because vassals, when properly used, are excellent buffers against outside enemies, let your vassal defend his own city instead of you having to. Better to wage war on someone elses territory.

Anyway, that's my two-cents.
Good luck.
 
When scouting, what should I look for? All military units, not just those in the target city? Should I start by trying to take the capital or the smaller cities or simply take the city that will give me the highest yield in terms of resources? Once I declare war, conquer one city and stop the war, I'll have to watch that AI Civ closely for the rest of the game.
Like Gudinsdiv said, check the War Academy. But like the title of the thread says, here's a few condensed tips:

  • When scouting, yes, have a look at the forces in your target cities, but be aware that those opposition forces may change significantly once war is declared and your stack is marching through their territory. Try to locate the biggest stack of enemy units if possible. If you can target and destroy them out of the gate, you can roll over the enemy easily. (It's often easiest to do this amphibiously.) If you have a lot of seafood resources you're relying on, try to find and target the city containing the most ships. The AI loves naval units and will swarm your own navy and pillage your seafood if given the chance.
  • In terms of cities to target, before the war even begins, determine what your objective(s) will be. For example, does your enemy own a wonder (or even several) that would benefit you? What about a holy city? Or perhaps certain resources? Or just a really choice city location you could use for a GP farm, military and/or production city, Ironworks, etc? This will determine which cities you want to capture and keep. Now, if there are other less desirable cities near those ones, they may need to be captured or razed in order to avoid cultural pressure.
  • And finally, do you want a vassal, a permanent but weakened enemy, or a completely vanquished (and vanished) foe? Consider your capabilities in terms of military, diplomacy, and happiness as well as your long-term goals, especially the victory condition you're pursuing. For example, if it's early in your pursuit of a domination win, it makes more sense to wipe the enemy out completely and claim all that population, land, and resources towards your own total. On the other hand, if it's late in the game and you're tantalizingly close to both dom limits, the 50% you get for a vassal's territory may be enough to put you over, so accepting capitulation makes more sense.
 
Can someone please explain...

I amass my army near the enemy's capital, then I decide to declare way, it boots my stack out of the cultural boundaries, back in my own territory. What happened? I guess there are no sneak attacks allowed?

Exactly. Amassing a lot of troops inside another civ's borders and then launching a sneak attack was a major (and stupid) exploit in Civ III, so they took it out.
 
Like Gudinsdiv said, check the War Academy. But like the title of the thread says, here's a few condensed tips:

  • When scouting, yes, have a look at the forces in your target cities, but be aware that those opposition forces may change significantly once war is declared and your stack is marching through their territory. Try to locate the biggest stack of enemy units if possible. If you can target and destroy them out of the gate, you can roll over the enemy easily. (It's often easiest to do this amphibiously.) If you have a lot of seafood resources you're relying on, try to find and target the city containing the most ships. The AI loves naval units and will swarm your own navy and pillage your seafood if given the chance.
  • In terms of cities to target, before the war even begins, determine what your objective(s) will be. For example, does your enemy own a wonder (or even several) that would benefit you? What about a holy city? Or perhaps certain resources? Or just a really choice city location you could use for a GP farm, military and/or production city, Ironworks, etc? This will determine which cities you want to capture and keep. Now, if there are other less desirable cities near those ones, they may need to be captured or razed in order to avoid cultural pressure.
  • And finally, do you want a vassal, a permanent but weakened enemy, or a completely vanquished (and vanished) foe? Consider your capabilities in terms of military, diplomacy, and happiness as well as your long-term goals, especially the victory condition you're pursuing. For example, if it's early in your pursuit of a domination win, it makes more sense to wipe the enemy out completely and claim all that population, land, and resources towards your own total. On the other hand, if it's late in the game and you're tantalizingly close to both dom limits, the 50% you get for a vassal's territory may be enough to put you over, so accepting capitulation makes more sense.

Thanks for this. Actually, I read your article on the early rush. I've gone though the Way Academy but I haven't paid attention to the military section - not much of a warmonger. I'm staring to explore this more and more.

Quick question: Workers and settlers - when these are being built, the city doesn't grow. Food and Hammers go into the build. So should I be manually rearranging my tiles in order to work the most productive tiles or is this done automatically? In this case are the foods and hammer tiles worth the same when building a settler or worker? So 2 food = 2 hammers? Does this make any sense? I should rearrange the tiles so that the most food and/or hammers go into the build?
 
Quick question: Workers and settlers - when these are being built, the city doesn't grow. Food and Hammers go into the build. So should I be manually rearranging my tiles in order to work the most productive tiles or is this done automatically? In this case are the foods and hammer tiles worth the same when building a settler or worker? So 2 food = 2 hammers? Does this make any sense? I should rearrange the tiles so that the most food and/or hammers go into the build?
Unless you've automated city management, you'll need to reassign citizens to tiles yourself--and I don't recommend automating city management.

Yes, food and hammers are equivalent when building workers and settlers. If you want the worker or settler to pop out ASAP, then yes, you should rearrange tile assignments. For example, if you have one citizen assigned to a 2F2C riverside grassland cottage tile, assigning them to a 1F2H plains forest tile may accelerate the build (especially if you're imperialistic for settlers or expansionistic for workers). Then again, it may not, and you may need that commerce and/or may want to keep working the cottage so it grows. So don't just assign tiles based on the city's current build; consider the overall goals of your civ as a whole, the city's specialization, and so on.
 
Sort of hoping for a quick reply on this super noob question :p do siege units receive the exp bonus from barracks? I am playing Isabella and the UB starts them off at +4 so this is gonna be nice for my conquest but hoping barracks does the same.
 
Check the Civilopedia and find out what types of unit the barrack gives bonuses to. If it doesn't include siege units, the answer is no :)
 
Yeah I checked it said land units, but melee & siege units are separate in the unit types.

I'll just test myself in quick
 
The other day I played a game as Izzy on Warlord difficulty. I found that I got boxed in by the AI pretty quickly. I tried to take land through war, but with too few cities and not enough production I couldn't really make enough units to support a continued war effort. So left with no other options, and with an abundance of religions I pursued a cultural victory. I might have made it if I had remembered to turn up the culture slider earlier (D'OH), but as it turned out Pacal beat my by eight turns to a space race.:blush:
I think my main problem is not expanding early enough. So in general, about when should I be settling my second and third cities? Is it okay to have the slider at about 70% in the early part of the game when expanding rapidly? I can usually pull of an early rush, but I want to try peacefully expanding.
 
Many, many people here will tell you that it's fine to expand until your slider is at 40%. Or 30%. Some recommend expanding until you are literally running at 0%.

It comes down to play style and the hand you're dealt, I guess, but my point is this: land is power. :p Expand early, and don't be afraid to let your slider dip - if you build enough Workers, you'll have those new cities' land improved soon enough to uplift your economy.

A rule of thumb that I've found quite useful is to settle your second city by 2000 BCE, and to have 6 cities by 1 CE.
 
If I have open borders agreement with an AI and then I attack it, will other AI be unwilling in the future to have open border agreements with me.
 
If I have open borders agreement with an AI and then I attack it, will other AI be unwilling in the future to have open border agreements with me.
It all depends on which AI you're talking about, and what your relationship with them is at the time.
The different AI leaders are hard wired (in readable XML code: assets\XML\Civilizations\CIV4LeaderHeadInfos.xml) to accept/reject different trade options if they are furious/annoyed/cautious/pleased/friendly with you.

As an example with Alexander - OpenBordersRefuseAttitudeThreshold = ANNOYED means that at annoyed or worse Alexander will not open borders with you, but at cautious or better he will.

So to come back to your question, if you've declared war on someone will the other AI still OB with you? They sure will. As far as I'm aware they don't have any memory of you 'backstabbing' anyone, the only thing they might have is a negative diplomacy modifier for "you attacked our friend". Provided you can get them above the OB attitude threshold by other means, eg, share religion, gifts, trades, etc, they'll sign OB with you.

Ghandi and Mansa Musa have thresholds of NONE, which means no matter what they think of you they'll always OB with you.

Tokugawa is a special case. Not only do you need to have him at least Pleased with you, I think for him to even consider OB you have to also have shared a war with him.

I guess I should also mention that if you are someone's 'worst enemy' they won't trade with you no matter what.
 
Here's the setting that I'll play in:
-Single player game against comps
-Noble level
-Mayan Empire
-Small map
-Temperate climate with normal speed and sea level

Usually when the game starts out, there's at least one of the following terrain feature near your potential capital: coast, river, hills, heavily wooded region (not jungle). These terrains provide different kinds of benefit early on in the game that is crucial to jump starting ur civ:
-coast: normally, coasts provide +2 money, but as a Financial leader of Maya, you get an extra money, so you get total of +3 money for each coast tile. Also, upon researching sailing, coastal trading is enabled.
-river: like coast tiles, the tiles the river runs through gives them +1 money, and enables trading when you research "sailing", and it can also be used to connect ur cities or resources without building roads to connect them.
-hill: hills are only beneficial if you build a mine on it in the beginning. WRONG. if you build your city on the hill, you can utilize the hammer.
-wood tiles: obviously they provide you a way for cut-and-rush tactic, where you can cut wood to finish products.

With these basic terrain features in mind, let's try to jump start the civ. Keep in mind that depending on the situation, you may need to be flexible.

When the game starts, move the given warrior/scout first to see if you can pick a better location to spawn ur city. That doesn't mean you should roam around the map looking for a perfect spot. If you can find a better location within 1 movement of settler, do it. Perfect spot will have all four terrain feature described earlier.

Because this is a small map, there's likely to be 2~4 continents, with anywhere from 1~3 civ on each continent. If you are alone on your continent, you can be a little bit relaxed about spreading, but if not, beginning is the perfect time to eliminate your opponent to avoid future clashing of cultures. Because the continent is pretty small, sometimes you may be less than 10 tiles away from another civ.

If you did as I advised and built your city on a hill, you can churn out the first warrior within 8 turns. Of course this should be done while roaming to search your nearest opponent. If lucky, you will find one early enough. The computer most likely made another warrior to guard the city and a worker, so if you go in with two warriors, there's a good chance you can take over the city and eliminate your first opponent.
If one warrior arrived at the other civ first, make sure the other one arrives near the city so you can declare war with two warrior, instead of have them enter separately and get creamed.

Unless you're dealing with a special civ that starts off with Strength 10% bonus for its melee units, or is on a hill, the warrior guarding the city could have maximum strength of 3.8, as opposed to your both of your warriors 4.0 if you defeated a couple animals/barbarians on the way their, there's a chance that you leveled, and the smart thing to do in that situation is to get the 20% city attack bonus.

However, there's a chance that this may not work. To get some benefit out of attacking the person, try to enter the city and declare the war when there's a worker working at the edge of the civ's city. That way, even if you aren't able to capture the city, you will have captured a worker.

If you don't think you can take over the city, you can still stall your opponent by pillaging, and taking over the tiles. The tiles your units occupy cannot be utilized by your opponent, so you willy quickly see the city's pop. dwindling.

If you did all this, you should be ahead of your opponent. You may potentially have a city, a worker, or both.

Here's the tech tree that I try to follow in the beginning: Maya starts off with mining, so I only need to research bronze working to be able to cut down trees. As soon as this tech is available, I use it to cut-and-rush my stonehenge project. Each tree chopping period takes 4 turns (1 turn to move, 3 to cut), and yields about 20 hammers. Stonehenge costs 120 hammers, so you can usually build it after clearing about 3~4 wood tiles. This enables your cities to expand its border after 10 turns, which is crucial for securing your locations on the map in the beginning in order get resources.

If you captured the first city, the same process should be happening with the Oracle, so you can get a free tech. If not, but you have warriors left from the war, use one of them to secure a potential plot for the city, while your capital makes the settler. After that, your capital should make the oracle.

There's a lot more to this, but I'm getting sleepy. Important thing is to be flexible. One thing I want to emphasize is that building a capital on the hill really does help for a long time.
 
Welcome to Civ Fanatics Jaiko :)

Nice broad overview of the beginning of the game. Just a few generic points:
Your city will only get the extra hammer if you settle on a 'plains' hill. (2:food:2:hammers: instead of 2:food:1:hammers:). Grassland, tundra and desert hills won't help.

And with Sailing - the extra benefit to trading along the coast is you can build a lighthouse = +1:food: in sea tiles. Otherwise, the 1:food: sea tiles generally aren't worth working.
 
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