dalamb
Deity
@CT: I think a fort does the trick -- you could use the worldbuilder to test it.
Hello there,
Since I am a casual gamer, I am not interested so much in higher difficulties, so I prefer to play on Chieftain level.
Still, I have some questions:
1. Could it be that the game is designed for normal speed? Does the AI not tech well in slower speeds?
I started a game on Marathon and the biggest issue is/was that I just had too many hammers and not enough Techs to use them.
I started as Elizabeth (England) on a modded earth map (larger than huge) with fixed starting positions. Since, I was on an island and there was no Barbarian Thread I first focused on settling (4 cities on England island). Then I tried to get Galleys asap to settle one city on Ireland as well.
At that point I already reached Medieval era and started pumping Maces/Cats. My European neighbors were way behind me in techs as Europe is too crowded and they couldn't build enough cities (also I had lots of ocean commerce), still their LBs were a pain.
Therefore, I just started another game:
- same map as Catherine of Russia, but on Normal Speed, no Barbarians (I just hate them...)
Check his number of units, like CT said. I think in 3.19 you can have spies spread culture to his city, which can improve chances of flipping (a succession game I saw a while back did that). I don't know what the %-age required is for flipping.
Can anyone offer me some solid late-game warmongering strategy tips for a non-nuclear domination strategy? Map will not require amphipous attacks, though they may still be a good option to knock out coastal cities quickly. I feel like I've been here before and just can't seize on the right strategy to seize and hold enemy cities when I'm playing against roughly equal opponents. I was always able to take them out with the right attack in Civs 1-3, so I'm not sure why I can't make it work in Civ IV. Playing at Prince level, BTS.
Just a few questions from a monarch/emperor level player. I tried searching but I couldn't find the answers so with that said,
1. In a mid-game GP farm, would it be better to have scientists or merchants in general? Scientists for bulbing is always nice, but is the gold from merchants worth it?
2. How practical are Free Market, Environmentalism, and Mercantalism compared to State Property?
3. If I don't grab mids I usually stay in Monarchy for a good length of the game. Is using units for happiness for larger cities a crutch when you could be getting hammers from towns or police state for extra military production?
4. When trading tech, is there a sort of cap applied when asking "what will you give me for this?" in that you'll get more of a deal at first but after time you get less and less of a deal on tech trading. I seem to remember hearing about that but can't find it anywhere and I may be wrong.
4 : you get bonus when researching a tech already known by others. This makes the first deal better than the second. For example, you can trade maths for alpha then IW for alpha, but if you trade IW for alpha first, you won't get maths for it after.
Changes in Emperor from Monarch:Just moved up to Emperor, could somebody list what has changed from Monarch? I've noticed that barbs are worse and earlier, and the AI build alot more units. Anything else get tougher?
So far my biggest trouble is the initial REX followed by limping to Currency/COL, I'm having to micro specialists and cottages to get there which usually leaves me several techs behind the AIs.
Current game I rushed Asoka with Hatty (with axes, no horse), and have blocked off a bunch of really nice land, and now share religion with the 3 other AIs on the continent.
So things are going well, but I'm just wondering on a continent where I have plenty of land to backfill do the AIs go through my territory at any stage to settle? Or can I leave this empty land until I have my economy back in shape.
Thanks for any help!
those are the figures from vanilla, aren't they?Changes in Emperor from Monarch:
My math might be a little off on some of those, but I think you get the gist of it.
- You get -1 free unit (down to 3 from 4)
- AI starts with +1 Archer, +2 Scouts, +1 Settler cf. Monarch
- Your research is .05 times more expensive
- Your units cost .1 times more
- Your distance maintenance is .05 times more
- Your civic upkeep is .05 times more
- All AI costs are .05 less (x0.85, down from x0.9 at Monarch level)
- Animals are 10% stronger
- Barbarian units appear 5 turns earlier (after 20 turns)
- The chances of popping "strong barbarians" from a goody hut are increased by 5%
The AI will not cross your territory to settle land. It will, however, sneak through significant gaps in your borders if they exist; it will sail around your borders to settle empty land; and it will settle very close to your borders and resources in an attempt to steal the latter (and royally tick you off).
late game strategies are in 2 sizes :
- you face hundreds of units (land map=production, war vs someone who didn't use his troops until now) including siege
or
- you face high tech units but a low number of them
you need to be aware that in the first situation, you mostly won't be able to kill them all in one turn, and that's where amphibious shines
My favorite way to get things done implies tanks and fighters/bombers.
The AI often hesitates to use injured troops, so you bomb the megastack to keep them calm, and weak + you kill them with tanks, possibly 2 with each tank.