Random Dude
Chieftain
- Joined
- Feb 20, 2017
- Messages
- 5
Hello! I'm a new player, just started playing a couple of weeks ago. I progressed through difficulty levels until I hit deity. With deity it seems like because of no prior experience with Civ games, I miss some important fundamentals and get crushed. Can you help me? I have looked through the forums of course.
QUESTION 1.
Up until immortal I did something like scout-slinger-settler, did "peaceful" fast expansion with settlers, grabbing a lot of land and defending as necessary, and it worked fine. This obviously doesn't work on deity, and besides, pretty much everyone says that "go kill your neighbor" aggressive expansion starting with 3 archers is better at high difficulties. My best last try was as Sumeria, I cleared some barbarians and took the nearest city-state with a warrior and 3 archers, then the next one with a couple more archers and war-carts to follow, then took Egypt out (they had two cities and were pumping chariot archers like crazy). That left me with 5 cities overextended across the whole continent, then barbarian horsemen hit everywhere at once, while I had no units at my capital. I think if I have been doing my regular peaceful expand, or at least stopped after the first CS, I might be able to hold it.
So why is the aggression considered superior, and how do people pull this off? Besides, I keep reading about that "10 cities before turn 100" stuff, but if I stopped at 3 cities to pump enough military for protection before going further, I highly doubt I could make it to 10@100 while also killing the neighbor. Do you always manage 10@100 on deity? Do you attack in several waves or non-stop? Do you rush for Agoge or Early empire first? (Any other tips?)
QUESTION 2.
Does district cost inflation apply to the same type of district, or districts in general? E.g. I have 20 commercial hubs and 0 industrials, does that mean that CH cost for me is inflated, but IZ cost is normal, or they both inflated, and district type doesn't matter? If it's the first, than is it a good idea to try to put all districts of the same type simultaneously? This is not about pre-placement, I already do it.
QUESTION 3.
What is the good amount of cities in the mid-game, spacing between them and population? Usually people say "wide rules" without any specifics.
In my emperor game I have been playing as Germany and had ~40 cities in Industrial era, put them as close as possible and didn't bother to grow them (basically, following some outdated pre-AOE nerf guide). Still, they each had at least CH and Hansa and ocassional entertainment, and I decided to abort the game because I was swimming in money and out-producing everyone, and micromanagement was hell.
In my immortal game I was playing as Rome and had ~15 cities, placed mostly 6 tiles apart (roads definitely help here), and focused on housing whenever needed, so they all were at least 7 population, had baths, etc. Accidentally overwrote quicksave after Australian patch. It was OK on production, but I think that I might have had problems with amenities with other civ if not for baths, and with defence if not for roads.
So I've been thinking. In order to have good amenities for bonus yields I have to limit the population somehow. So 13+ for the capital (and max space around it) with commercial, harbor, encampment and industrial for 5 production on trade routes, several 7-pop cities in hilly or forest-river areas to work the tiles, and the rest locked at 4 and put closely together because one ring is enough for them, but factories should make them useful. But to maintain 4 population, I should actively avoid settling on fresh water, avoid building farms, barracks/stables, universities, etc., and that seems more trouble than it's worth. So mostly 7 pop then? 4-5 tiles apart should be good, right? And how many? Multiples of 4 are obviously the best, so assuming peaceful games, is 16-20 enough for deity? After what number you usually say "okay, that's enough" if not going for domination?
Basically, it's possible to do any random stuff on lower difficulties and win, but I'd like to have a solid mid-game plan for deity, and I have absolutely no idea what to do.
QUESTION 1.
Up until immortal I did something like scout-slinger-settler, did "peaceful" fast expansion with settlers, grabbing a lot of land and defending as necessary, and it worked fine. This obviously doesn't work on deity, and besides, pretty much everyone says that "go kill your neighbor" aggressive expansion starting with 3 archers is better at high difficulties. My best last try was as Sumeria, I cleared some barbarians and took the nearest city-state with a warrior and 3 archers, then the next one with a couple more archers and war-carts to follow, then took Egypt out (they had two cities and were pumping chariot archers like crazy). That left me with 5 cities overextended across the whole continent, then barbarian horsemen hit everywhere at once, while I had no units at my capital. I think if I have been doing my regular peaceful expand, or at least stopped after the first CS, I might be able to hold it.
So why is the aggression considered superior, and how do people pull this off? Besides, I keep reading about that "10 cities before turn 100" stuff, but if I stopped at 3 cities to pump enough military for protection before going further, I highly doubt I could make it to 10@100 while also killing the neighbor. Do you always manage 10@100 on deity? Do you attack in several waves or non-stop? Do you rush for Agoge or Early empire first? (Any other tips?)
QUESTION 2.
Does district cost inflation apply to the same type of district, or districts in general? E.g. I have 20 commercial hubs and 0 industrials, does that mean that CH cost for me is inflated, but IZ cost is normal, or they both inflated, and district type doesn't matter? If it's the first, than is it a good idea to try to put all districts of the same type simultaneously? This is not about pre-placement, I already do it.
QUESTION 3.
What is the good amount of cities in the mid-game, spacing between them and population? Usually people say "wide rules" without any specifics.
In my emperor game I have been playing as Germany and had ~40 cities in Industrial era, put them as close as possible and didn't bother to grow them (basically, following some outdated pre-AOE nerf guide). Still, they each had at least CH and Hansa and ocassional entertainment, and I decided to abort the game because I was swimming in money and out-producing everyone, and micromanagement was hell.
In my immortal game I was playing as Rome and had ~15 cities, placed mostly 6 tiles apart (roads definitely help here), and focused on housing whenever needed, so they all were at least 7 population, had baths, etc. Accidentally overwrote quicksave after Australian patch. It was OK on production, but I think that I might have had problems with amenities with other civ if not for baths, and with defence if not for roads.
So I've been thinking. In order to have good amenities for bonus yields I have to limit the population somehow. So 13+ for the capital (and max space around it) with commercial, harbor, encampment and industrial for 5 production on trade routes, several 7-pop cities in hilly or forest-river areas to work the tiles, and the rest locked at 4 and put closely together because one ring is enough for them, but factories should make them useful. But to maintain 4 population, I should actively avoid settling on fresh water, avoid building farms, barracks/stables, universities, etc., and that seems more trouble than it's worth. So mostly 7 pop then? 4-5 tiles apart should be good, right? And how many? Multiples of 4 are obviously the best, so assuming peaceful games, is 16-20 enough for deity? After what number you usually say "okay, that's enough" if not going for domination?
Basically, it's possible to do any random stuff on lower difficulties and win, but I'd like to have a solid mid-game plan for deity, and I have absolutely no idea what to do.