How to deal with a start without money

And I finally get my first victory in Monarch! Thanks for the hints, they helped a lot. I only waited about 10-15 turns after conquiering the german to beeline Knights and build courthouse/forge in the meanwhile. After that other civs didn't give me a lot of trouble, except Justinian who I had to DOW before getting cuirasser in fear that he gets them also (only needed gunpowder).

Now I need to work on my specialist handling, I didn't get a single planned GP in the game (only a few from conquired capitols), but when I see that guy in that deity thread can get 10 GP in one gold age, this looks very opwerful. I'll try a peaceful science victory next game to train that.

Thanks for reading !:thumbsup:


Spoiler :
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Spoiler :
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i dont know if you can get 10 gp in one golden age, not without a massive empire with tons of food, most of the time youll be lucky to get 3 or 4 and thats only with an BIG NE city and your first ga.


that said, if you made mistakes they were most likely and most damaging in the first 100 turns, and if you're new thats what you really should work on, how many cities to expand to, how to get their efficiently. Getting to alpha/currency quick enough to support you and gaining some sort of tech lead/trade advantage through bulbing or proper cottaging, proper resource and tech trades. Early rushes, and finding a way to get to CS and lib, maybe on a low commerce start, trying to oracle something to use as trade bait. All these things happen very early and tend to snowball your advantage.

Once you get a big enough lead the game is basically over, its just hitting next turn, spamming units and attacking, sooner or later youll get to the point where you know you can win from here and just want to move on to the next map or try to do better.

watch a couple of "lets play civ 4" on youtube, watching 1 or 2 is worthwhile and you can learn alot if your new from pretty much any of them.
 
Congrats! Now do it again and win by 1AD! ;)

Specialists/GPs are an important part of the game. However, your need for many and types depend on the game you are running.

Your first goal should general always be to get out a Great Scientist asap. You can achieve this by getting up a library in your cap or a second city with some decent food. Run 2 scientists immediately. The balance here is which city you are whipping early settlers out of which is often your cap, at least for the first couple. A second city can start taking care of settler needs.

The first GS is often used for a academy in your Cap which gives a nice research boosts usually. However, it can also be used for a key early bulb like Maths. Bulbing Maths is not a great value, but it can be valuable if your main goal is early warfare and simply conquering the map asap with little regard to long term research. I usually only do this if I have Philo trait as the second GS will come soon after.

If you are going a longer game no matter the VC a good play is looking to pump out some GSs for bulb strategies for Liberalism. Look to setup a higher food city as a GP farm with growth some that you can pump out some GSs during a Golden Age using Caste System and maybe Pacifism. With 3 or 4 GSs you can build things like Philo, Edu and put a bulb into Liberalism itself if you avoid Machinery. This ploy is often used to get a fast Military Tradition for Curs and some mid-game stompage. But it can be used for other strategies and techs like saving for later expensive key tech for Space or something.

Still, note that if your primary goal is early warfare and running the map like a Pangaea with Horse Archers, the main goal with GPs is putting you in a better position for that effort. So an early academy or key bulb may be enough. Great Merchants are also valuable. Generally in the late game, but they can have early benefits as well. Running trade missions can give some much need gold for teching, upgrades are just staying afloat.

Yeah, Representation is more valuable with the Mids. Doesn't matter much if you capture shortly before victory, but early Representation is huge.

Also, keep in mind that running scientists early certainly have value other than just getting those GSs. It is static beakers. Let's you get some research while not worrying so much about gold.

As mentioned above, you don't have to keep the slider at X% all the time when you hit deficit research. Try running 0% research at times accumulating gold. Calculate what you need to finish teching then run 100% research. Ofc, once you have Currency you can trade techs for gold and resources for gold per turn (GPT). Always make sure you are trading extra resources for gold - that really helps. Heck, I'll even trade copper or horses to an AI that is not a worry, if I have iron, or single (non-granary boosted) health resources if I'm healthy enough. Anyway, it will take time but you will get used to the sliders.

(Keep in mind that if you look to HA rush you want to get it going asap. You only really need 3 or 4 cities at most to get it going and sometimes don't even need writing first, especially if you have a good commerce resource like gold to work or some early cottages)
 
Monarch is fun.

I only built 5 cities, wonder whored like a maniac, and libbed rifling:

Spoiler :
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Onto world domination next.
 
If you have kids, you should switch to Representation rather than Monarchy and run some specialists.

Erm, is that supposed to be a statement for anti-authoritarian parenting? :lol:
 
I have kids myself and I wholeheartedly agree with the choice of Representation. I wouldn't want my kids to grow up in a Police State ;)
 
Erm, is that supposed to be a statement for anti-authoritarian parenting? :lol:

I have kids myself and I wholeheartedly agree with the choice of Representation. I wouldn't want my kids to grow up in a Police State ;)
:lol::lol::lol:

That's what I get for trying to type an answer on an iPhone with my kids around.

Spoiler :
Really, I meant Mids, not kids.
 
There's a major fundamental earlygame consideration missing here: tech pacing vs expansion pacing. This is *not* a "start without money". It's not a gold mine or something, but you have financial and riverside grassland.

1. Happiness cap: this lets you work more tiles, including more FIN cottages and more production. You want monarchy or pyramids.
2. Alphabet/currency: currency is better if you can get it fast but alpha opens trades and you can hammer your way to research in a pinch.

Most of the time then you push for civil service + run bureaucracy on a heavily-grown capital to tech quickly. Use an early game library to run a few scientists and put an academy there too. Later you want caste or great library + national epic to farm additional scientists, philosophy can help you farm out more scientists too which speeds up the early goings.

Below deity though you can generally just get the happiness, grow cities, and maul a few nations with medieval units and ride the wave to victory, if you're good at war. On deity the unit spam means you need to run tricks to win in medieval and usually it's better to just mass draft rifle + whip cavalry with a tech lead and tear up a few AI fast there...or sometimes cuirasser rush instead.

In this case your land is kind of crummy so you can just all-in Ham early using chariots (bowmen have nothing special vs chariots).
 
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