It's been a while

master__jj

Chieftain
Joined
Jan 13, 2006
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I never got into Civ V and always preferred 4. Still, it's been 4 or 5 years since I played it. Planning to change that now, but what things from V do I have to forget to avoid being destroyed by turn 100? (playing on prince, probably)?
 
Everything

Spoiler :
and I'm being serious...ha, and really you are asking the wrong question
 
:mischief:
you could join us over at the nobles club game, currently Egypt/Hatty is up (NC 180).
Play some, post and you'll get comments, which might help getting back into the game.
All levels welcome.
 
i never played civ V but here's basic civ IV strategy ... everything below is a generalization i'm not going to mention exceptions...

build a worker first.

the first thing you research is whatever lets your worker improve whatever food resource you have (hunting if deer, agriculture if corn, etc). then tech bronze working and the wheel pottery and writing. Early religious techs are a noob trap.

after you get your first worker, grow your first city until it reaches the size it needs to be to work all good tiles -- good being anything that produces 5+ of some combination of food, production or commerce. You can build mines on rivers to make good tiles to work, but if the mine isn't on a river or a special resource its probably not worth working yet

Once you're done growing out your city, build a settler, and move your worker to forests near your cap to chop them (requires bronze working). chopping forests gives you hammers for faster settlers. Then start building workers and settlers in no particular order until you have about 4 cities and 4 workers (keep chopping forests all this time)

Next you want a source of research... connect your cities with roads for trade routes. if you have rivers build cottages (needs pottery), if you have a lot of food build libraries in your food cities and run scientist specialists (you can hurry production of libraries by switching to slavery and "whipping" them.). if you have a lot of coastal cities, build the great lighthouse (requires sailing and masonry).

you'll also need barbarian defense at some point but probably not a big issue on prince difficulty... should probably build a few military units just in case... should also switch to slavery so you can hurry production of military units in your cities in case a barbarian gets too close.

after that you need a strategy, you can build military units and take over the world. or if you have extra land you can build more settlers and workers and tech to currency to support them with trade routes (extra cities beyond about the 3rd or 4th cost a lot of money to support) or you can go for liberalism to get yourself a huge tech lead. or you can go for music and religious techs and try for a cultural victory (read some guides for this). or just build wonders.

another noob trap: don't build too many buildings, most of the buildings in this game suck. Exceptions: granaries, libraries, forges, and lighthouses. Barracks if you're building a lot of military units in that city. But settlers and workers are higher priority than buildings. You want about 1 worker per city and you want about 6 or 12 cities. (don't go past 6 until you have a good source of commerce though, or you'll go broke since they cost money to maintain).

don't build markets, banks, aqueducts, coliseums, temples, monastaries, etc...
 

Hi DrCron, I read through the thread a bit, and maybe you are too rigid with the advice. On Deity, there is no "always do". Also, not chopping pre-Maths is very iffy. I do it all the time. If I commit to WC rush, for instance, chopping everything is the only right way to do it. Sometimes you can get Maths in trade for HBR and chop HAs or you can bulb Maths in time with PHI leader, but, usually, there are many opportunities which make those 20:hammers: early much more than 30:hammers: later. For instance chopping settlers to avoid being boxed in, or getting that crucial wonder in time.

Yeah, 6 city Cuir breakout is closest thing to the build to win the map because of bulbs being OP, but that is equivalent of all-in cheese in startcraft. However, there is an ocean of difference in mind-set between beating a map occasionally and beating practically every map.

For consistently beating the maps on Deity you must simply always adapt.
Rigidity is the opposite of that.
There could as well be a contradictory advice: NEVER be too rigid! :lol:

Anyway, I often reacted to posts which tried to confine this beautiful game into 10 commandments so please try not take it personal, I know this is the second post in a row where we don't agree.:sad:
 
Agree with Shaka, i.e. not more than 6 cities before Currency really triggers my "consider before restricting yourself" feelings ;)

There are maps and settings where currency is not as good as other options.
It's an expensive dead end tech (early, banking far away), and you need good reasons for beelining cos it's expensive. Always puzzled how rarely that's mentioned, currency = expensive and you first have to invest gold before you can make gold.

Now an example, i have Pyras and fooood.
Caste would greatly increase my research rate, great peoples rate, i could also go for an early great merchant if i need gold.
So CoL has much higher value for me than currency.

Or other maps where marble really makes you want Aest + Lit, also can create fail gold here (at higher efficiency than wealth building).

Beautiful game cos there are so many different paths and options.
 
Currency can be a bit of a lottery because the biggest benefit is really the ability to sell old techs for gold and extra resources for GPT. Sometimes there's a lot of that available and sometimes there isn't. Obviously the more AIs you have contact with the better for that.
 
Currency can be a bit of a lottery because the biggest benefit is really the ability to sell old techs for gold and extra resources for GPT. Sometimes there's a lot of that available and sometimes there isn't. Obviously the more AIs you have contact with the better for that.

Don't underestimate the extra trade route, you get at the very least +1 commerce in each city from it, more likely +2 commerce if you have at least one not hostile neighbor or an island city.
 
Building wealth is prettty helpful too, at least in my experience.
 
Building wealth is prettty helpful too, at least in my experience.

Oh yeah, that too, of course. The point is that Currency is one of the most useful techs out there because even if you don't actively use any of the stuff it does enable you to do (build wealth, trade gold, to a lesser extent build Markets) you still get a passive benefit for the rest of the game from it.
 
Yeah but selling techs for hundreds of gold relatively early in the game trumps those other things. On deity where the AI have a lot of gold you can also frequently sell excess resources for something like 3-5 gpt even early in the game and 10+ gold later on.

Wealth is more powerful later in the game after key infrastructure is built. The trade routes are obviously good throughout the game, but the trade routes themselves don't really make Currency better than CoL/Caste throughout the early portions of the game. Situation is going to dictate a good bit of that. Like a Spiritual leader can really benefit from early Caste.

You are going to end up with Currency at a decent date regardless because the AI trades it pretty freely, this is really a question of whether you should bee line it yourself or pursue other techs first and either come back to it later or wait for a trade. As Fippy said, CoL has the benefit of leading to ever important Civil Service (which opens the Paper > Edu line on the way to Lib) whereas Currency is mostly a dead end.
 
Imp. Knoedel said:
to a lesser extent build Markets

Heh. Whenever I build Markets it's always for the happiness, never the gold bonus.

Izuul said:
Yeah but selling techs for hundreds of gold relatively early in the game trumps those other things.

Sure, but you can't always do that. You can always build wealth.

On Emperor the AI never gets currency fast enough to suit me. I basically always go for it right after Alpha, since getting Alpha itself is always enough to backfill anything I missed on the way there.

Currency also probably benefits me more than it does you guys because I play with 15 AIs on a huge map, giving me a lot more trading partners.
 
the traderoutes are especially nice if you can combine with the temple of artemis, or are playing island-heavy maps. again, situational.
 
Currency can be a bit of a lottery because the biggest benefit is really the ability to sell old techs for gold and extra resources for GPT. Sometimes there's a lot of that available and sometimes there isn't. Obviously the more AIs you have contact with the better for that.

as he said.... plus difficultly level plays a huge part. even on Emperor or below, don't count on the AI having much gold until the middle ages.

plus if you know what map type you have going in, this can be important. pangea maps offer lots of early contact, and you'll get more out of currency and alpha on those maps. the more isolated the start, and the lower the difficultly, the less attractive they are.
 
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