(Constructive!) Criticism required please

Discussion in 'Civ4 - Strategy & Tips' started by Pendle Witch, Nov 20, 2011.

  1. Pendle Witch

    Pendle Witch Chieftain

    Joined:
    Nov 13, 2005
    Messages:
    90
    Location:
    Sabden, England
    Long time lurker; rare poster ....

    Have mastered Prince level to the point where I can choose my victory condition and win 99% of the time, usually with a rating of "Augustus Caesar". In the past couple of months I have moved up to Monarch.

    First Monarch game (as Ethiopia) resulted in another Augustus Caesar win (diplomatic I think). However, since then things have gone a little pear shaped to say the least :)

    Lost the last two (the most recent where I believed I was well placed for a spaceship victory, only for Darius to build a ship within what seemed about 10 turns!!).

    I have read lots of the articles on here, and have been trying to adapt my game to beat Monarch - for example not wonder spamming, using more specialists rather than cottage spamming and so on. Perhaps I have gone too far the other way (wonders are a rarity these days!)

    I attach a save of my latest game, and was wondering if minds superior to mine could perhaps spare 15 minutes to critique, please?

    Much appreciated - and remember sometimes you need to be cruel to be kind :lol:

    regards,
     

    Attached Files:

  2. kossin

    kossin Deity

    Joined:
    Dec 4, 2008
    Messages:
    9,572
    Location:
    Canada
    I have difficulty viewing your save because you installed BUG as a mod, rather than in Custom Assets... anyway, from what I could see:

    1000AD+
    5 cities (not enough)
    Cities too small (grow them more! You might need Hereditary Rule)
    2 granaries (should be build #1~2 everywhere)
    5 workers (Your worker micro would necessitate 1.5~2 per city)
    Forests, chop them. There shouldn't be any left after 1AD
    No boats for exploring, getting lucrative foreign intercontinental traderoutes.

    Work your food tiles, always. They are your best tiles.

    Basically, your game mechanics require work.
     
  3. Pendle Witch

    Pendle Witch Chieftain

    Joined:
    Nov 13, 2005
    Messages:
    90
    Location:
    Sabden, England
    Appreciate the quick reply ... how many cities should I be aiming for at 1000ad? I tend to be led by not letting the science slider fall below 50% and try to keep it at 70%+ - perhaps with using more scientist specialists I should be prepared to run this lower (and thus allow more cities?)

    Noted on the chopping - should I be chopping workers, settlers, units or wonders?

    Sorry if the save is causing problems; but I don`t have the techie know-how to solve it :cry:

     
  4. Um the Muse

    Um the Muse King

    Joined:
    Sep 11, 2009
    Messages:
    922
    Location:
    surrounded in the USA
    Pendle Witch, you're also not using the latest version of BUG. I've got BUG loaded as a mod as well, but I have 4.4. Trying to load your save caused an endless feedback loop. Sorry.

    Basing off of what Kossin said, I would say that, at minimum you want to have six cities. That's the minimum for Oxford. You should be aiming quite a bit higher in most games, though; 10 cities by 1 AD is hard but doable.

    Granaries are awesome. I would suggest that that's where your chops should go.
     
  5. Ghpstage

    Ghpstage Deity

    Joined:
    Jan 15, 2009
    Messages:
    2,944
    Location:
    Bristol, England
    I would consider 6 cities by 1AD to be bare minimum on standard sized maps to ensure you can build Oxford. You should really have filled the available land by 1000AD, so that could be more than 15 cities in this game.

    The slider percentage isn't very important, and sticking to ideas like not expanding below 50% is going to prove suicidal at higher difficulties.

    As your pop grows so does the your economic base. Remember that 30% of 100 is more than 100% of 20, and this is before we take things like production into account.
    The economic problems that come from expansion are usually caused by failing to get your cities to grow and become productive, so build those granaries!

    On scientists, its important to realise just what your getting from them. The 3:science: you get from non-rep scientists isn't actually very much, and can't support an economy by itself. Even after multipliers its aguably worse than a grass hill mine building research, and certainly worse than one building wealth, cottages also catch up very quickly.
    The real power of specialists lies in the Great People they generate, if they are not going to generate a GP theres little point in running them.
    Whatever your empire needs at the time. If you always play like this then workers, settlers and infrastructure are what you need more than anything, but units and useful wonders are fine too.

    Your build orders needs work.
    • Just about every city wants a granary early, for a Creative leader its usually the first building.
    • Courthouses aren't priority builds early on, most cities are saving just 1 or 2 GPT.... yet oddly some cities have had one built before anything else.
    • I have no idea why you moved your palace, massive waste of hammers in my opinion.
    • You really needed more workers.
     
  6. Pendle Witch

    Pendle Witch Chieftain

    Joined:
    Nov 13, 2005
    Messages:
    90
    Location:
    Sabden, England
    Sorry if my save is causing problems - thanks for trying to look though :)

    @Ghpstage:

    Good point about the %ages - I will try to sweat my "finance advisor" a little more in future games

    Interesting point about building "research" - I never do this ...

    I moved my palace to get it more central to the empire; I can see that the city I moved it to is a dog - again, hopefully lesson learned

    Thanks for taking the trouble to reply :)

    regards
     
  7. s.bernbaum

    s.bernbaum Mostly lurking

    Joined:
    Dec 2, 2006
    Messages:
    2,794
    Location:
    The wilds of Montana
    If you still have the BUG download in zipped form, open it and follow the directions to install it in CustomAssets, instead of in the Mod folder. Otherwise, download it again and then follow the directions. That will solve the problem of compatibility with others for your uploaded saves. You will be able to use whichever version of BUG that you like. Since it is in CustomAssets, it will not be saved as part of the save game but installed on the fly whenever you start up CIV. Of course this will not help for games that you have already started using BUG as a Mod.
     
  8. ahcos

    ahcos King

    Joined:
    Mar 19, 2010
    Messages:
    919
    You'll get alot more advice when you provide screenshots, mate :)

    Regarding the palace... Imo, in 99% of the games up to Emperor difficulty, you won't have to think about moving the palace. And if you move it, don't move it because you might save upkeep, especially not when you have so few cities: upkeep usually only becomes an issue when you have more than 8 cities, or if those cities are spread very far out or are on another continent. If you want a courthouse, only build it in cities that cost you 10+ gold / turn, not less.

    That said, the easiest way to win your difficulty usually lies in alot more expansion, either peaceful or by force. I think it's save to say that by 1000 AD you should either have ~12 cities, or should be aiming to have alot more in the very near future (something like going for Steel or Rifling, and take the land by force very soon).

    As you've mentioned "Cottage spam" i'd like to say something about that... Although spamming cottages is what some people might call a "bad play", that is not necessarily true. Especially on the mid-tier difficulties like Noble, Prince and Monarch, that's a pretty save way to win AS LONG as you have enough food for the cities to grow into the cottages, enough happiness to actually work the cottages and enough workers to build the cottages soon enough. Blindly spamming cottages and ignoring the other mechanics WON'T work, but if you know what you're doing in other parts of the game it's absolutely okay to spam cottages all over. In other words, when you know the mechanics, cottage spamming is fine. You'll have to adapt additional strategy and knowledge about tile improvements if you want to step up to Emperor, Immortal and finally Deity, but until then you're save to build and work cottages all over the place.

    Long story short: you have to work on the basics. Basicly what Kossin said. Then you don't have to worry about tile improments too much for the moment.
     
  9. Pendle Witch

    Pendle Witch Chieftain

    Joined:
    Nov 13, 2005
    Messages:
    90
    Location:
    Sabden, England
    Am very grateful for the sound advice given. Thank you.

    Whilst I would normally carry on this game for better or worse - and I suspect the latter - I will start a fresh game to try to accommodate the advice given.

    Best regards
     

Share This Page