gregh87
Chieftain
I play on Immortal, and my dad plays on Prince, and I noticed a lot of mistakes he made. They're easy to make, so I assume that they're pretty common among beginning players. Here are some tips that helped my dad:
1. Diplomacy is huge, and he was neglecting some aspects of it. You absolutely do not want to have everyone at cautious, annoyed, or pleased with you. A lot of civs will declare war on you at pleased, and you are limited by We Fear You are becoming too far advanced (WFYABTFA) in tech trading. So at this state, you don't know who is going to attack you, so you can't concentrate your defenses, and you don't have a reliable trade partner.
Instead, you should strive for having well-defined friends and enemies, that is, your neighbors at either friendly or furious. This means giving into your friends' demands, agreeing to stop trading with people, changing to their favorite civic, and agreeing to go to war against X. This way, you have a reliable tech trading partner, and you know where you'll be attacked from and can thus concentrate your defenses. It's extremely difficult to become friendly with a civ of a different religion, so make your decisions about friends and enemies after religions start taking shape. Don't sign open borders with everyone as soon as you get writing, because you'll invariably incur negative diplo points from your wanna be friends for trading with their worst enemy.
2. Really pay attention to worker build priority. Improve tiles only as the city needs them, but don't ever let the city run tiles that aren't improved. I take this to the extreme and don't build a city unless there's a worker or work boat there to immediately improve a nice resource, like a grain, metal, or livestock. Your city does not grow very fast without lots of improved resources, and it's not worth the extra turns of maintenance to have a city growing slowly and not doing much. This means at least one worker per city, and potentially a lot more for cities that are growing quickly and for cities near a lot of jungle resources.
3. Don't grow into unhappiness, unless for rare exceptions when you'll increase the happy cap in a few turns. To illustrate why, let's say your city is at size 9, and the happy cap is 9. That means you need 18 food per turn to stay stagnant, and have 9 tiles to work plus the city tile. So, if you can get 18 food from 6 spots plus the capital, you can run 3 plains hills mines. Once you grow into unhappiness, you have to have 20 food to stay stagnant, still with 9 squares plus the city tile. Now, to stay stagnant, you have to run one less mine to support this population. Alternatively, you can run it like you did at size 9, and lose the population, which puts you at zero food in the store. The net effect of this is losing all the turns of growth during size 9, which is bad, or losing a specialist or mine, which is bad.
I hope this tips help; I'm sure people have heard them before.
1. Diplomacy is huge, and he was neglecting some aspects of it. You absolutely do not want to have everyone at cautious, annoyed, or pleased with you. A lot of civs will declare war on you at pleased, and you are limited by We Fear You are becoming too far advanced (WFYABTFA) in tech trading. So at this state, you don't know who is going to attack you, so you can't concentrate your defenses, and you don't have a reliable trade partner.
Instead, you should strive for having well-defined friends and enemies, that is, your neighbors at either friendly or furious. This means giving into your friends' demands, agreeing to stop trading with people, changing to their favorite civic, and agreeing to go to war against X. This way, you have a reliable tech trading partner, and you know where you'll be attacked from and can thus concentrate your defenses. It's extremely difficult to become friendly with a civ of a different religion, so make your decisions about friends and enemies after religions start taking shape. Don't sign open borders with everyone as soon as you get writing, because you'll invariably incur negative diplo points from your wanna be friends for trading with their worst enemy.
2. Really pay attention to worker build priority. Improve tiles only as the city needs them, but don't ever let the city run tiles that aren't improved. I take this to the extreme and don't build a city unless there's a worker or work boat there to immediately improve a nice resource, like a grain, metal, or livestock. Your city does not grow very fast without lots of improved resources, and it's not worth the extra turns of maintenance to have a city growing slowly and not doing much. This means at least one worker per city, and potentially a lot more for cities that are growing quickly and for cities near a lot of jungle resources.
3. Don't grow into unhappiness, unless for rare exceptions when you'll increase the happy cap in a few turns. To illustrate why, let's say your city is at size 9, and the happy cap is 9. That means you need 18 food per turn to stay stagnant, and have 9 tiles to work plus the city tile. So, if you can get 18 food from 6 spots plus the capital, you can run 3 plains hills mines. Once you grow into unhappiness, you have to have 20 food to stay stagnant, still with 9 squares plus the city tile. Now, to stay stagnant, you have to run one less mine to support this population. Alternatively, you can run it like you did at size 9, and lose the population, which puts you at zero food in the store. The net effect of this is losing all the turns of growth during size 9, which is bad, or losing a specialist or mine, which is bad.
I hope this tips help; I'm sure people have heard them before.