Condensed tips for beginners?

Much obliged Silu, I will keep those thoughts in mind.

Pluton, I'm having a bit of a hard time managing to specialize my cities early on. I kinda looked at every tile next to a river as a good cottage site so I never did quite get the folks I needed extra for GP's. Of course my over use of whipping did not help. I will retry with these suggestions in mind and see what I can manage. How soon should I be expecting to get my GP farm going by the way? I don't want to build it too soon and stunt my growth.

Thanks again everyone.
 
Roland Ehnström;3289853 said:
Catapults are absolutely essential.

Instead, place three or four Catapults next to the city. (If the enemy doesn't have a Catapult in the city, you can place them in a stack, and add a strong defender to defend it, otherwise spread them out around the city.)

ALWAYS bring in your cats (or canon or artillery) with some infantry to defend them, in a stack. Select cats and boom, walls down. The next turn you can decide how many cats to hurl at the city before the defenders will beg your swordsmen to slit their throats and end it. A steady supply of cats to the front can keep a big stack going indefinitely: you win most battles, have heavily promoted units including a medic (cover is also great for city attack since the best city defenders are archers), and your troops get to rest while the cats break down the walls each time.

G
 
I initially posted this in the General Discussions thread, but thought it may be better suited here. I couldn't delete my other post.

For a Diplo Victory:

Say I am elected Secretary-General, is there any good reason why I should try and bring forward other resolutions, other than a Diplo Victory?

For example, in a recent Diplo Victory on Noble, I built the UN and immediately proceed to call elections on a Diplo Victory. Why would I waste my time put in a resolution that would, if voted in, cause every Civ to switch to Universal Suffrage? Why would I care?

I could see if some Civs are running Mercantilism and I want to spread a corp, they could be forced to switch to Free Market, or something.

Is it safe to say that other resolutions are there so that if you know you have no chance at winning a Diplo Victory, you could propose UN resolutions that would help you achieve another Victory (like the Space Race)?
 
ALWAYS bring in your cats (or canon or artillery) with some infantry to defend them, in a stack. Select cats and boom, walls down. The next turn you can decide how many cats to hurl at the city before the defenders will beg your swordsmen to slit their throats and end it. A steady supply of cats to the front can keep a big stack going indefinitely: you win most battles, have heavily promoted units including a medic (cover is also great for city attack since the best city defenders are archers), and your troops get to rest while the cats break down the walls each time.

G

You know, not enough emphasis can be placed here. I mean, I'm terrible at timing an early rush. Even using Prats as the Romans, I usually end up building my empire, getting Construction, and start building Catapults. I never suicide any, and I have them in a second stack with my catapult defenders ie vs Ramesses, I had spearmen/pikemen defending my cats against war chariots.

Cats/Trebs are awesome and a must.
 
Is it safe to say that other resolutions are there so that if you know you have no chance at winning a Diplo Victory, you could propose UN resolutions that would help you achieve another Victory (like the Space Race)?

Well that's one good reason, but for example civs give you a reaction bonus for "you choose your civics wisely" and therefore forcing other civs to adopt the same civics as you may enable you to win a diplomacy victory later (after building your free speech and environmental goodwill) that you do not have enough allies to win today. The threshold for resolutions is much less than that for victory, so you can build your base.

Also, play at a higher level! ;o)

G
 
What's the best way to build cities at the beginning of the game? The CPU always recommends I settle my 2nd and 3rd cities very close to the 1st but I prefer spreading them out a fair bit and trying to connect them through an investment in culture and expanding borders. I started following the CPU's advice and it does really seem to help my economy early on, but I really like grabbing as much land as possible.
 
What's the best way to build cities at the beginning of the game? The CPU always recommends I settle my 2nd and 3rd cities very close to the 1st but I prefer spreading them out a fair bit and trying to connect them through an investment in culture and expanding borders. I started following the CPU's advice and it does really seem to help my economy early on, but I really like grabbing as much land as possible.
Like a lot of things - the answer depends on the situation.
In most games I find I'll have an AI reasonably close to me. In that case I'll settle quite close to them (but still a good location in terms of resources, especially food) so that I can block off some land which can be filled in later.
If I'm planning to go to war with my neighbour anyway, it's probably more important to have a good production city and blocking off land isn't so important, since it can be taken by force.
And the last case is if the AI is very far away, or there are no neighbours at all (eg, islands or small continents) in which case just settle wherever is best.

As an aside, the blue circles suggested by the game aren't always the best sites. Try to have in mind what you plan to do with the city before you settle it. Do you want more hills for production? Or more grassland for cottaging? Do you want to wait until the first border expansion before working an important resource, or is it better to settle immediately next to it? Etc.

Edit: Also, what are your long term goals? Will the game likely go to the Modern age where your city will work all 20 tiles around it, or will the game end much sooner through military in which case the city might never grow past 7 or 8, and you can pack more cities in close together.
 
What's the best way to build cities at the beginning of the game? The CPU always recommends I settle my 2nd and 3rd cities very close to the 1st but I prefer spreading them out a fair bit and trying to connect them through an investment in culture and expanding borders. I started following the CPU's advice and it does really seem to help my economy early on, but I really like grabbing as much land as possible.
Generally, closer cities are better because the maintenance cost will be much lower; too many distant cities with high maintenance costs early in the game can really cripple you. In addition, it's much safer to move units, especially vulnerable units like workers and settlers, between cities in close proximity; the more fog there is, the more likely a barb unit will use your roads to swoop in and snatch a worker or settler from you.

On the other hand, if a more distant city will snag a vital resource, or will block an opponent from expanding into territory you've allocated for yourself, or if it's just in a terrific spot, then it usually makes sense to go for it and endure the added cost and complications for awhile.
 
I've just picked up Civ IV after being unable to find Civ III in any retail stores. I've been playing Civ since 1996 (starting with Civ I, spending countless nights on Civ II and Civ III).

My concern is - I have a habit of creating EVERY commerce/science building possible. Libraries, Universities, Marketplaces, Banks, etc. Everything. But only in cities that are productive enough to build them in reasonable timeframes.

My question is - how practical is this in Civ IV?
 
I've just picked up Civ IV after being unable to find Civ III in any retail stores. I've been playing Civ since 1996 (starting with Civ I, spending countless nights on Civ II and Civ III).

My concern is - I have a habit of creating EVERY commerce/science building possible. Libraries, Universities, Marketplaces, Banks, etc. Everything. But only in cities that are productive enough to build them in reasonable timeframes.

My question is - how practical is this in Civ IV?
It's not always the most efficient, no.
There must be countless threads throughout the forums detailing the various pros and cons (well... there are no cons really) of city specialisation. It tends to come down to what improvements your workers will build around them and what buildings to prioritise.

One of the biggest challenges for a commerce specialised city where most commerce comes from working cottages is where to find the hammers for important infrastructure like libraries, etc. In this regard, slavery and whipping really can be your friend if you have a good food resource, or having a few mines in the area - while not necessarily that useful for producing commerce - can be very valuable for getting buildings up in a timely manner. Later in the game the same applies for Universal Suffrage and cash rushing things and the extra :hammers: from towns.

As for markets and grocers etc, my play style is to try to keep the science slider as close to 100% research as possible by finding :gold: from other sources, typically from resource/tech trade with the AI and building wealth in my production centres. With the slider at 100% markets, grocers and banks actually give relateively little benefit in terms of gold (although perhaps still useful for :),:health:) so that is a large chunk of :hammers: saved.
 
I've just picked up Civ IV after being unable to find Civ III in any retail stores. I've been playing Civ since 1996 (starting with Civ I, spending countless nights on Civ II and Civ III).

My concern is - I have a habit of creating EVERY commerce/science building possible. Libraries, Universities, Marketplaces, Banks, etc. Everything. But only in cities that are productive enough to build them in reasonable timeframes.

My question is - how practical is this in Civ IV?
As adrianj said, the key thing to consider here is city specialization. It's not that you shouldn't ever build these buildings in all your cities; it's more a matter of priority.

In a production city, for example, you're not likely to be raking in much commerce for conversion into commerce or wealth. If the city is producing 4 :science: per turn, for example, the 25% increase from a library will give you exactly +1 :science:. It's hardly worth the time and the investment of hammers. In that city you're better off building units to safeguard your empire, or buildings that enhance its production (like a forge and factory), or maybe a useful wonder that fits your overall game strategy.

Later in the game, you may find yourself working some water tiles in that city, and maybe you got lucky with one of its mines and struck gold or gems. Maybe now it makes sense to build a library or bank there, if it's bringing in more commerce and you have another city or two that can take over the production duties for a few turns. That's what I mean by saying the buildings you choose to construct are a matter of priority.
 
As adrianj said, the key thing to consider here is city specialization. It's not that you shouldn't ever build these buildings in all your cities; it's more a matter of priority.

Later in the game, you may find yourself working some water tiles in that city, and maybe you got lucky with one of its mines and struck gold or gems. Maybe now it makes sense to build a library or bank there, if it's bringing in more commerce and you have another city or two that can take over the production duties for a few turns. That's what I mean by saying the buildings you choose to construct are a matter of priority.

However, you need a certain number of banks to build Wall Street and a certain number of universities to build the University of Oxford (and of course a certain number of courthouses to build the Forbidden Palace), so in due time you may have to to build banks and libraries/universities even in cities where they don't do much good in themselves. Because forgoing Wall Street and Oxford is a no-no, at least as far as I am concerned.
 
Öjevind Lång;8527963 said:
However, you need a certain number of banks to build Wall Street and a certain number of universities to build the University of Oxford (and of course a certain number of courthouses to build the Forbidden Palace), so in due time you may have to to build banks and libraries/universities even in cities where they don't do much good in themselves. Because forgoing Wall Street and Oxford is a no-no, at least as far as I am concerned.

Even Wall Street and Oxford are expendable in favor of other aims if you are focusing on some particular types of victory conditions. I would estimate that many of the top players don't even get far enough along in technology to build those things before they have already won the game, when trying for certain types of victories.

Basically, you need to establish a strategy first: "How do I plan to win this game?", and then you need to specialize your cities accordingly. "How will this building help me win?" is a good question to ask before you build anything.

Sure... its tempting to build everything in a nice production city because they can build everything fast. But its far better to use the production city for helping your commerce cities defend themselves, or for wonders that help your other cities too. You should almost never build a military unit in a immature or low production city, since that city will want to focus all its meagre hammers on the appropriate specilization buildings.
 
Even Wall Street and Oxford are expendable in favor of other aims if you are focusing on some particular types of victory conditions. I would estimate that many of the top players don't even get far enough along in technology to build those things before they have already won the game, when trying for certain types of victories.

Wall Street yes, it's very situational and takes ages to build.

Oxford, well, I haven't seen any high level game where it wasn't utilized ASAP (given some considerations). It's simply too good to ignore. Granted, massive early warfare delays it quite a bit but still it's a top priority the moment you start thinking about vertical growth.
 
Unless playing on marathon and wrapping the game very early, Oxford is the most important wonder; whip the universities and build the oxford (usually in the capital but sometimes in some other dedicated city).

I tend to build wall street in the IW city if I am to found corporation(s).
 
WS have next to no synegy with IW so why? ...

WS should be built imo at the biggest holy shine you have OR if lagging that, the most foodrich city for massive Merchant spec spam
 
WS have next to no synegy with IW so why? ...

WS should be built imo at the biggest holy shine you have OR if lagging that, the most foodrich city for massive Merchant spec spam

Oh, there's synergy. It takes ages to build, and with IW it takes less time ;)

He did say "if he's considering corporations". Meaning he will found the corpos in this city. Obviously if you have a huge shrine then WS goes there, but it's not too common (on the high levels, where founding religions is stupid). Running merchants without Repr is very overrated and you are probably in US at this point.
 
Hi everyone. I'm new here. Been playing Civ for ~13 yrs. It's the best game series ever. I like to play FPSs, maybe a few of them RTSs but CIV is out of competition. Started with 2 and currently i'm hooked on BTS. Not long ago found about this place and thought it might be a good idea to join in, share tips, get advices..

Now, this thread is great but enormous. Don't have time (need to make a living and play ;)) to read it all so you might have talked about this...but...spies. Yes. Haven't seen so much spy activity before as now in BTS.

1. Defense? Beside building security bureaus and intel agencies and adjusting the spy rate, does it help to put your own spy in your cities? If yes do you put them to sleep or keep them active every turn. There aren't as many options with them as i would like.
2. Is it possible to steal a tech with a spy? It happens that i leave a spy for a dozen or more turns to built-on possible missions but this option never occurs.
3. As i recall in earlier games (Civ2 and 3 i think) you can get in a war if your spy is caught or you catch one. It don't seem to have that effect in BTS. Do relations suffer cause of caught spies?
3.1. Now, i can see what the AI thinks of me, the +/- relations, but can they see how i "feel" about them? I think they become war aware if i build troops on the border so they can see them, and maybe if i scout the area with airships or on ground, but what if i catch a spy. Does it bother them? (potential stupid question)

+ i really love the random events that happen in BTS. stuff like tornadoes and cultural/scientific/other like when a poet writes a poem and stuff. It ads to the realism and diversity of each game played. The quests also rise attention, but they all seem a bit hard to play. Last one asked 21 harbors and 5 caravels when i had, if, a dozen cities. :D Any luck with those?
 
A question about corporations. What's the benefit from them? Whenever i spread a corp i lose money.

Also...Merchants. Recently, i scored 6300 with one. What's your biggest?
Too bad it takes long to make one.. What happened to caravans...?
 
1. Defense? Beside building security bureaus and intel agencies and adjusting the spy rate, does it help to put your own spy in your cities? If yes do you put them to sleep or keep them active every turn. There aren't as many options with them as i would like.

Having a security bureau has the same effect as having a sleeping spy in a city - they don't stack. There's no other passive defense, but the most efficient espionage defense is the counterespionage mission in enemy cities.

2. Is it possible to steal a tech with a spy? It happens that i leave a spy for a dozen or more turns to built-on possible missions but this option never occurs.

You probably need more espionage points - just building spies isn't enough, you need the points. Ctrl+E screen shows how much is needed. It's also possible that the enemy has no techs you don't already have.

3. As i recall in earlier games (Civ2 and 3 i think) you can get in a war if your spy is caught or you catch one. It don't seem to have that effect in BTS. Do relations suffer cause of caught spies?

Yes, they suffer if your spies are caught. Mouse over the Civs and you can see "-x Your spy was caught causing trouble!"

3.1. Now, i can see what the AI thinks of me, the +/- relations, but can they see how i "feel" about them? I think they become war aware if i build troops on the border so they can see them, and maybe if i scout the area with airships or on ground, but what if i catch a spy. Does it bother them? (potential stupid question)

There's no such thing as human relations towards the AI, except in the player's head. Catching their spies doesn't have any diplomatic effect for example.

+ i really love the random events that happen in BTS. stuff like tornadoes and cultural/scientific/other like when a poet writes a poem and stuff. It ads to the realism and diversity of each game played. The quests also rise attention, but they all seem a bit hard to play. Last one asked 21 harbors and 5 caravels when i had, if, a dozen cities. :D Any luck with those?

The requirements scale according to map size - on smaller maps you need less crap. Some of the quests are good, most aren't.
 
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