first monarch game

juz1138

Chieftain
Joined
Mar 5, 2005
Messages
14
got first win on monarch first try celts dom 8029 pnts, any suggestions?
confused struggled on regent for a while .
:confused:
 
Play again! Each game is different. If you want a change and aren't ready for Emperor, perhaps you can choose more aggressive civ opponents, a pangea or big continents or maybe make the barbs more aggressive or the AI more aggressive.
 
Congrats on the Monarch victory. You have my awe (since I seem to be struggling with Warlord & Regent) :worship:

UPDATE: I've been reading the War Academy articles and playing Aztec. Since this last posting I've won 3 early game victories @ regent. My advice to any would be emperors is READ WAR ACADEMY.

Also, Aztec as a warrior civ just plain rock. I played a warrior gambit with two jaguar warriors and wiped out my opponent by 2900BC. Pretty sweet.

:eek: :wow: :dubious:
 
You probably had a favourable start position. Or you improved yourself more than you think. Or you were lucky. Who knows?
Want to see if you are able to master Monarch? Try again. And again. Try an unfavourable start, or try playing with a different civ you're not confortable on. Or a different landmass, or world size...
 
juz1138 said:
got first win on monarch first try celts dom 8029 pnts, any suggestions?
confused struggled on regent for a while .
:confused:

Congrats, but suggestions about what? I guess if you spanked them down and 8029 suggests you did, then move up to Emperor.

If it was a 2050AD milk job, then try for different win. Either way, way to go.
 
mikezang said:
Is Monarch very different from Emperor?


Ai bonus------------Chief--Warlord Regent Monarch Emp
Def Land Units--------0------0------0-------2------4
Off Land Units --------0------0------0-------1------2
Start unit type 1------0 0 0 0 0
Start unit type 2------0 0 0 0 1
Extra free support-----0 0 0 4 8
Bonus for each city----0 0 0 1 2
Max gov transition-----0 0 0 4 3
Cost factor-----------20 12 10 9 8
AI to AI trade--------110 120 130 140 150
Other variables
Citizens born content--4 3 2 2 1
Citizens quelled--------1 1 1 1 1
Attack bonus vs barbs-800 400 200 100 50
Percent optimal cities--100 95 90 85 80
----------------------------------------------------------

Number of Defensive Land Units (Additional AI Starting Units)
Determines how many extra defensive land units the AI will start with on the selected difficulty level. To determine which unit is used, the AI will determine which available unit (e.g. units that can currently be built) is its best defender.

Number of Offensive Land Units (Additional AI Starting Units)
Determines how many extra offensive land units the AI will start with on the selected difficulty level. To determine which unit is used, the AI will determine which available unit (e.g. units that can currently be built) is its best attacker.

Number of Start Unit Type 1 (Additional AI Starting Units)
Determines how many extra type 1 start units the AI will start with on the selected difficulty level. This corresponds to the default start unit 1 on the general settings page (normally a worker).

Number of Start Unit Type 2 (Additional AI Starting Units)
Determines how many extra type 2 start units the AI will start with on the selected difficulty level. This corresponds to the default start unit 2 on the general settings page (normally a settler).

Additional Free Support (AI Unit Support Bonuses)
Determines how many extra units the AI can support, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses.

Bonus for Each City (AI Unit Support Bonuses)
Determines how many extra units the AI can support per city, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses

Max Government Transition Time (AI Bonuses)
Determines the maximum number of turns the AI must remain in the transition government type (default is Anarchy) before transitioning to the newly selected government type. Setting this number lower will reduce the negative effects of switching governments. The default value of zero means there is no maximum to how long this can take.

Cost Factor (AI Bonuses)
Determines the cost factor that is applied to AI growth, shields, and research. The player's cost factor is always 10. Choosing a value higher than 10 means the AI will be at a disadvantage, while choosing a value lower than 10 means the AI will be at an advantage.

AI to AI trade rate (AI Bonuses)
Determines the percentage multiplier used in AI – AI trade sessions on the selected difficulty level. This value is a percentage (acceptable values range from 100% to 1000%) which is multiplied by the total value (in gold) of the initiating civ’s offerings, which is used by the "other" AI civ to determine whether a deal is acceptable or not. For example, with a rate of 120, an AI civ offering 100 gold to another AI civ for something would actually be worth 120 gold to the other AI civ.

This rate directly affects the frequency and aggressiveness with which AI civs trade amongst themselves.

Number of Citizens Born Content
Determines how many citizens in a new city are born content for the selected difficulty level. The lower the number, the more difficult the game will be.

Number of Citizens Quelled by Military
Determines how many rioting-citizens are quelled with the presence of military units.

Attack Bonus Against Barbarians
Determines the attack bonus enjoyed by any player (human or AI) against barbarians. A value of zero means the barbarians have no combat disadvantage, thus a barbarian warrior would be as powerful as the warrior of any player in the game.

Percentage of Optimal Cities
Determines what percentage of the optimal number of cities setting (found on the world sizes page) is actually optimal on the selected difficulty level. If this value is 100%, the optimal number of cities will be equal to the default setting for the given world size. At 50%, the optimal number of cities is halved. At 200%, the optimal number of cities is doubled. This value will not match the value on the World Sizes page exactly because the corruption setting of the player's government type is also a modifier.
 
I would jsut like to thank everyone for :goodjob: the positive support an also state that it was not a milk job the game ended at 300 AD exactly, i will continue to play on monarch and take into account all your suggestions, also have another query everytime i play as celts i get ivory as nearest luxury, is this purposeful, do certain civs have greater odds of strating next to certain luxs or is this pure luck?
 
juz1138 said:
also have another query everytime i play as celts i get ivory as nearest luxury, is this purposeful, do certain civs have greater odds of strating next to certain luxs or is this pure luck?
AFAIK this is pure luck - resource placement seems to be (in my experience) totally random, and not tied to any one civ.

Congratulations on your Monarch win :goodjob:!! I am still trying to beat Monarch and am struggling...
 
Domination in 300 AD is a notable result. Judging from that, you are ready at least for emperor level. Can you post some details about the game settings you used? (size, land type and so on)
 
Try to play with "random everything" and not reload if you get a bad start. It's very interesting when the computer gives you a civ you've never played with on a tundra island with raging barbarians. :p This happened to me on emperor level, and I somehow managed to stay in the game (I did have the Greeks though).

I used to carefully choose all the start parameters and reload many times until I got a good starting position, but now I feel the game is way more fun when I just accept whatever I get. Do this and you'll be able to win in any situation.
 
juz1138 said:
:goodjob: Tiny, Pangea young planet, warm, raging Barbs

Try normal size continents.

Or try huge earth map w/15 opponents! That'll try your skills AND your patience! :eek:
 
Now playing Monarch myself. I'm Zulu's vs the French. Picked the Zulu's because I feel like a bit of conquest, that French leader would look good in my harem. My son feels playing against the French is a mistake, that they're too tough, I say bring it on, I got the Impi's.

:ar15:

map is small pangea, moderate climate, oldest planet, lazy barbs
 
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