Condensed tips for beginners?

Welcome to the forums, Magnus of Borg

You obviously did a kickstart into cIV.

Did you read through the forum a bit?
There are many good guides out there...

To answer some of your questions :
1) happiness at low level isn't a problem
At prince it becomes a bigger problem. At emperor+, it's really the biggest early issue IMHO.
And if you don't regenerate the map, it can be a real issue on prince too...
2) Starting position is very important, but you don't know it all in the first glance. An isolated start is really not the same game. A tundra start or a jungle start are 2 different games. I like to play the hand I'm dealt.
3) Lions are early barbarians. Animals don't enter your cultural territory. So the best early tactic is to keep the workers in your culutral borders (there is enough to do!) or protected by warriors...
After a while barbarian waqrriors/archers/axemen show up. The most effective strat is fog busting, since keeping away the fog of war prevents barbs from popping.
Keeping immortals in place of archers for city defence is a good move. Keeping a basic chariot isn't. The immortals benefit from terrain defense, while other chariots don't.
4) optimal tech path = the one that keeps you going. You need worker techs, you need military techs (BW!), you need economic techs (writing, currency, Code of Laws)...
There is no always good techpath, but the most common ones lead through BW and alphabet (required to extort techs from AI). Founding a religion isn't a bad move (if you start with mysticism), it's a long term strat.
5) many cities hurt you in the beginning, but are worth it in the long run. With trade routes and a few cottages, a city is often worth the maintenance. You must beware of too many cities before you have currency and CoL.
6) culture expands the borders.
Sources of culture : creative traits, buildings, commerce + culture slider, religions, building culture, specialists.
A monument is the cheapest way (except building stonehenge when you have 4+ cities) to have little of it, religions are even better in some circumstances (let them spread freely, and it costs 0).
I still favour a library, because it's not a "just for culture" building. It gives also a bit of science and allows 2 scientists.
7) early wars are certainly worth it. If you cannot efficiently finish a neighbour, peace for a few techs is a good deal. construction isn't that far away, if you extort masonry and maths ;)
8) Marathon makes everything 3 times as costly. Play a normal speed game.
9) Military advisors in a specialized military city can give you level 4 units right out of barracks. Or even level 5, with West Point and theocracy or vassalage. + they give 3 beakers each under representation.
10) You need to build a strategy for your promotions. One medic / stack is required (not really a rule, but if you don't do it, the price is high). Conquering cities is easier with CR (duh!), defending your stack is easier with either a good terrain promotion (guerilla on hills, woodsman on forrest) or combat, or combat + anti something. I like to have a spear with antimounted, an axe with antimelee, a medic, and a lot of CR catapults. But that's just my style.
11) conquering capitals requires :
- a lot of troops
- some sacrificial ones
You can lure out troops, but it's a little "cheap" IMHO.
With a ratio of 3 to 1 troops, you should be able to capture a capital.
My guess it to send immortals with flanking I and II first.
Loads of those.
7 defenders require at least 8 or 9 semisacrificial immortals.
Why those? because when they flee, they earn xp and the defender doesn't :).
If it's on a hill, double this.
14 immortals to soften up those defenders, then a few to fight so so fights. Then assault troops.
You will lose 7 to 10 immortals, which is a lot but not more than what the AI will lose.
12) Tech extortion : you need to know alphabet (or to attack someone who does ;)), you need to hurt him a lot, and you need to face someone actually willing to trade techs = not tokugawa.
 
I have done I-III and and reading up on IV before I dive in. Remembering that I am looking for information as someone starting at th bottom in IV; which leader would be the easiest to learn with on my first play? From the abundence of info here it would almost seem as if the Inca are the way to go. No?

Also, it would seem as if AI is much more interactive and a larger role this time around. True?

One final one: would it be suggested to tinker with IV for a bit before adding Warlords or just have at it from the start?

Please remember this is for someone who has done quite well with I-III, but has yet to take IV out of the box.
 
grizzlie said:
I have done I-III and and reading up on IV before I dive in. Remembering that I am looking for information as someone starting at th bottom in IV; which leader would be the easiest to learn with on my first play? From the abundence of info here it would almost seem as if the Inca are the way to go. No?
The Warlords trait combination of HC (Ind/Fin) allows for builder and wonder addict strategies nicely, but the early UU (Quechua) also allows for early rush and starting with Mysticism allows for early religion. I'm torn about this, and when I roll HC as the leader, I'm bound to try to grab more than one religion while executing the Que-rush (no workers = no need for worker techs in the beginning anyway, so I find those strats to have synergy).

Financial leaders are easier to start with, as your economy will stay afloat without much thought. Mansa Musa of Mali is one of my favourites for lazy game: Financial and Spiritual, with Skirmisher (Archer UU) means that I can mismanage my religions and civics without much penalty, the economy will be good, and I can just go for Archery without needing resources for early reasonably strong defensive units.

grizzlie said:
One final one: would it be suggested to tinker with IV for a bit before adding Warlords or just have at it from the start?
If you have warlords, skip vanilla IMO.
 
grizzlie said:
I have done I-III and and reading up on IV before I dive in. Remembering that I am looking for information as someone starting at th bottom in IV; which leader would be the easiest to learn with on my first play? From the abundence of info here it would almost seem as if the Inca are the way to go. No?

Also, it would seem as if AI is much more interactive and a larger role this time around. True?

One final one: would it be suggested to tinker with IV for a bit before adding Warlords or just have at it from the start?

Please remember this is for someone who has done quite well with I-III, but has yet to take IV out of the box.

If you plan to play warlords, start with it immediately.
With the patch, you have a really different game, and you wouldn't "learn" the game playing vanilla first.

As for leader, choose a spiritual leader to begin with. Civics are very nice, but you cannot afford to spend half the game in anarchy to see what they do:rolleyes:
 
Some more questions:

1. What does "regenerating map" mean?
2. What format is most suitable for attaching images?
Warlords 2.08/Catherine II of Russia/Prince/Marathon/Huge/Continents. Scout popped hut with 39 gold.
3. Is this a good starting position? Why? Why not?
4. What do I do now? Research Fishing > Bronze Working and Build Warrior > Workboat, let the city grow and then Worker > Settler OR Research Agriculture > Bronze Working and build Worker > Worker > Settler OR something other entirely?
 

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1. What does "regenerating map" mean?
If you don't like your starting position and don't plan to brag about your playing skills, you can select regenerate map to start another game with the same settings.

2. What format is most suitable for attaching images?
A good option is to simply press print screen and to attach the jpg file you'll find in the screenshots folder. If you play with a high resolution and care about width, you can downsize the file to something more common, like 800/600...
I don't like images without date, score, ...
For the starting position it doesn't matter, but for later screenies, the additional information is great.

Warlords 2.08/Catherine II of Russia/Prince/Marathon/Huge/Continents. Scout popped hut with 39 gold.
3. Is this a good starting position? Why? Why not?
Moscow can become a quite good commerce city. Sure plains only have 1 food, but with those seafood tiles, you will have more food than you need.
It's a rather good start.
Cottage all over the place, and enjoy.

4. What do I do now? Research Fishing > Bronze Working and Build Warrior > Workboat, let the city grow and then Worker > Settler OR Research Agriculture > Bronze Working and build Worker > Worker > Settler OR something other entirely?
fishing is obvious.
Build a warrior first, since you have no real troops.
Then a workboat, while teching to BW, then a settler (if you're size 4 already) or another workboat (if you aren't) whip the settler (you don't have bonus for building a settler with food directly, but have one if you whip :crazyeyes:), start a worker, settle on/near bronze if any...
After BW, agri, wheel, pottery are high priority.
 
Hi, i have a few questions.(I am on Prince)

1. How early should i declare my first war? Does this mean with axes or do i wait for swords and cats or even maces?

2. Lets say i have Wang Kon as a neighbour who is Financial so i wat to get rid of him, but he is Protective so i need more units then normal. How much would this be(early game pre-maces)

3. When I finish researching Alphabet, al the other AI's usually are missing only Alphabet, which i don't want to trde away since the other AI's like to trade. What techs other then Alphabet do the AI's ignore and how can i avoid this senario?
 
Hi, i have a few questions.(I am on Prince)

1. How early should i declare my first war? Does this mean with axes or do i wait for swords and cats or even maces?
As early as you think you can win. Which begs the question, what does "winning" mean? Set objectives for the war and once you feel you have sufficient units to achieve them, go for it.

I sometimes declare war when I have only one Warrior in order to steal a Worker--that's early! Usually, though, I bee-line to Bronze Working for copper (or to Animal Husbandry for horses if I have a civ with an early mounted unit like Egypt or Persia). Then I found 3-4 cities (including one that claims the strategic resource, of course), build units, and go take a city or two from a neighbour before they get all sorts of cultural defense bonuses. Even if they have 60% defense, such as a holy city, you can overcome that with brute force (more units). Waiting for Iron Working and Construction is a long wait. That's usually my 2nd major war.

2. Lets say i have Wang Kon as a neighbour who is Financial so i wat to get rid of him, but he is Protective so i need more units then normal. How much would this be(early game pre-maces)
Wang Kon is a 2nd war target in my books, unless you can get the jump on him very early with a strong early UU. Even so, protective archers are tough and I haven't yet had the opportunity to see how they stand up to Quechuas, Immortals, or War Chariots, so I hesitate to recommend trying. I prefer to go after easier prey and save Wang for my Swordsmen, Catapults, and, if I'm lucky, Elephants--and lots of them. Just try to get to him before he gets Longbows. :eek:

3. When I finish researching Alphabet, al the other AI's usually are missing only Alphabet, which i don't want to trde away since the other AI's like to trade. What techs other then Alphabet do the AI's ignore and how can i avoid this senario?
In most games I go after The Oracle before pursuing Alphabet. That tech path often gives me a couple of techs to trade, as well as whichever expensive one I gained from the Oracle (usually Code of Laws or Metal Casting). In any case, the Oracle's free tech usually gives me enough of an edge that I feel more comfortable about trading Alphabet.

Also, most players skip certain early techs and pick them up in trades later. Archery and Horseback Riding are commonly skipped. Also leave aside any "worker techs" for resources you don't have. If there are no resources nearby requiring camps, for example, leave aside Hunting. If there's no seafood around, don't research fishing or sailing. You will need them eventually, but like I said, trade for them.

Finally, very few civs will research both Polytheism and Meditation, so if you researched one of them on the way to Priesthood, you can usually trade it with a few other civs.
 
Also, most players skip certain early techs and pick them up in trades later. Archery and Horseback Riding are commonly skipped.
The only thing I might add to the wonderful advice Sisiutil has given is that the AI has gotten stingy with tech trading since the last Warlords patch. I may be oversimplifying here but the AI now keeps track of how many beakers worth of tech trading you have done and once you have reached a certain limit, that's it -- no soup (or more trading) for you! It's more commonly known as We Fear You Are Becoming Too Advanced (WFYABTA). Each AI leader has his own threshold but once you reach it, you're done. You are able to trade a bit more as you reach new Eras, however.

Bottom line, be careful trading for cheap technologies because it will mean you can't trade for more expensive ones as the game progresses. We got killed in an SG game in which Blake was lurking, probably because we were also using his Better AI mod. He finally de-cloaked and pointed out our errors, after it was too late, of course :)
 
The only thing I might add to the wonderful advice Sisiutil has given is that the AI has gotten stingy with tech trading since the last Warlords patch. I may be oversimplifying here but the AI now keeps track of how many beakers worth of tech trading you have done and once you have reached a certain limit, that's it -- no soup (or more trading) for you! It's more commonly known as We Fear You Are Becoming Too Advanced (WFYABTA). Each AI leader has his own threshold but once you reach it, you're done. You are able to trade a bit more as you reach new Eras, however.

Bottom line, be careful trading for cheap technologies because it will mean you can't trade for more expensive ones as the game progresses. We got killed in an SG game in which Blake was lurking, probably because we were also using his Better AI mod. He finally de-cloaked and pointed out our errors, after it was too late, of course :)
The AI has always done this - the first thread on WFYABTA over at Realms Beyond was started something like a year ago. The threshold may have gotten tweaked in the last patch, but that's it.

So, you will see this behavior in vanilla as well. If you're a rampant tech-whore, the AIs will eventually stop trading (techs) with you. I'll also note that you're not QUITE done when they stop - if you fall down the score graph or wind up behind in techs, you may be able to squeeze another trade out of someone who had previously stopped.
 
I just got this game a few weeks ago and have the latest patch, but not Warlords. I can already tell I'm a born warmonger because just building stuff is boring to me. I've been trying a 'slingshot Oracle' type of strategy but it always fails, probably because I'm choosing the wrong techs to match my murderous strategy of creating many orphans in the randomly generated world. I've been doing mysti-----> meditation------> priesthood -------> Oracle while researching riting (after bronzeworking) to sling to CoL. It always leaves me high and dry with effective yet few troops, and technologically behind all other civs despite having the flask at 100%. My favorite guy so far is Pepto-Bismarck for the extra health, half priced forge/granaries/harbors, panzers, and cool hat. Also the faster Oracle production. So I'm thinking I should sling to some other tech, I'm just not sure which one because more than one seems good (alphabet, iron working, metal casting, theo or CoL among others).
 
My personal opinion is that I don't like building the Oracle on higher levels for precisely the reasons you state: you end up behind in other areas like military power. Getting the Oracle gives you a false feeling that you've surged ahead in the tech race but I think it actually slows you down and you end up being behind.
 
Welcome to CFC, Rancid Sushi (great board name, BTW).

I build the Oracle frequently and rarely find I'm behind in military, at least not significantly. Like you, I go after Bronze Working first for Axes. But if I'm building a wonder early in the game, I compensate for that long build time by building military in my other cities (and/or workers and settlers, as needed). In other words, if one city's building The Oracle while your others are working on granaries and libraries, then yes, you'll fall behind in military.

Since you like playing as Bismarck, I'd recommend choosing Metal Casting instead of Code of Laws, which enables Industrious' cheap forges much earlier. You're playing Vanilla Civ IV, so you can get Code of Laws and Civil Service from Great Prophets by just not researching Masonry. Build Stonehenge in the same city as the Oracle and you'll be able to generate Great Prophets with relative ease. Spread a religion to that city, build a temple, and run a priest specialist, and it's even easier.
 
Hi, i have a few questions.(I am on Prince)

1. How early should i declare my first war? Does this mean with axes or do i wait for swords and cats or even maces?

2. Lets say i have Wang Kon as a neighbour who is Financial so i wat to get rid of him, but he is Protective so i need more units then normal. How much would this be(early game pre-maces)

3. When I finish researching Alphabet, al the other AI's usually are missing only Alphabet, which i don't want to trde away since the other AI's like to trade. What techs other then Alphabet do the AI's ignore and how can i avoid this senario?

1. It depends on so many factors that a simple answer is often simplistic. Are you hemmed in? Is a close neighbor a lightweight? Do you have a military tech lead you can exploit? How is your research in general? Are there barbarian cities for the taking? Is this a territory, resource or weakening a neighbor type war?

If you need a military resource and it is in the hands of a nearby neighbor, then perhaps a brute force war is in order with whatever military units you have as early as you can. Otherwise, you may simply have to pay tribute to stay alive until you discover a later resource or can produce a later unit such as those that come with Construction.

Not many cities will stand up to a stack of 6-8 chariots for instance prior to getting walls and spears.

2. Protective civs can be difficult to take out early, especially Tokugawa and Churchill. Elephants and cats will usually suffice, but the presence of spears by then will make the work more difficult and costly in terms of suicide cats. If you can get there early enough with a stack of CR axes or swordsmen, that may suffice.

3. There is quite a disagreement amongst players on whether or not to trade Alphabet. I'm willing to trade it once I have Literature and a start on the GL (or a GE in hand) and will do so for many of the techs I'm missing. At higher levels, the AI is getting Alphabet soon anyways, so I can get in some trade points and techs.

I won't trade an early military tech though such as Iron Working or Construction if I have an advantage that will be used in the near future.

The AI also likes CoL and Monarchy early and will usually trade well for them.
 
My personal opinion is that I don't like building the Oracle on higher levels for precisely the reasons you state: you end up behind in other areas like military power. Getting the Oracle gives you a false feeling that you've surged ahead in the tech race but I think it actually slows you down and you end up being behind.

I'm finding this a real interesting trade off. At Monarch and below, the Oracle free tech can be a nice move, whether one uses it for CS (more difficult now that one needs Mathematics), Metal Casting (cheap forges for production and happiness if you have the appropriate resources) or the Feudalism slingshot (always a fun one to pair with Rome if possible). However, as Sisiutil mentions, building a Wonder in one city means that the others may have to produce military units so that one does not find a stack of archers running at a major city protected by one or two warriors.
 
- To gain the +1 movement bonus for rounding the globe with one of your units, you DO NOT have to connect the "trenches" in the fog of war with each other- you can accomplish it by moving on a tile on the same vertical line on the map, regardless of how much fog of war is in between vertically.
Wow, that is really helpful. In some other guide it was explained wrong when it said that you have to make a connected line of discovered tiles.

Thanks a lot for this tip!

--Sigi
 
Wow, that is really helpful. In some other guide it was explained wrong when it said that you have to make a connected line of discovered tiles.

Thanks a lot for this tip!

--Sigi
I usually send 2 Caravels out in opposite directions to win the bonus. As soon as I realized their revealed tiles didn't need to connect, I began sending one north and one south. I usually play continents maps, and the polar passages are often blocked at one end or another. Sending a ship to each pole usually ensures that I can sail all the way through.
 
Hey thanks everyone.:) I am moving up to Monarch using Monty(Jags Are Awsome) the problem is that as soon as i take a first guy out, upkeep start killing me. If barb cities weren't there, than i would see some units on strike. My most recent Marathon game gave me -23 on 0% research. I do keep all of the opponents cities so i can get bigger but this is likely the reason. What do you guys do?
 
Hey thanks everyone.:) I am moving up to Monarch using Monty(Jags Are Awsome) the problem is that as soon as i take a first guy out, upkeep start killing me. If barb cities weren't there, than i would see some units on strike. My most recent Marathon game gave me -23 on 0% research. I do keep all of the opponents cities so i can get bigger but this is likely the reason. What do you guys do?
If you're warring and conquering that much, consider razing some of the less worthwhile cities.

Build up commerce. Cottages, cottages, cottages--lay 'em down and have your citizens work 'em. Or consider running a Specialist Economy, though I don't think Monty is the best leader for it.

Make Code of Laws a priority tech for the late early game and build Courthouses. Make Currency a priority tech for early mid-game and build Markets. Build the Forbidden Palace in a city distant from your capital once you have enough courthouses.
 
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