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Newbie needs aid

Discussion in 'Civ4 - Strategy & Tips' started by The English guy, Dec 27, 2010.

  1. scyt4l3

    scyt4l3 Short Fused Invader

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    Attacko is really something, but he reminds us that the real goal of the game is to have fun. I'm pretty sure he's in the top players for that.

    And laughed out loud at the ran over by a chariot comment!
     
  2. Negator_UK

    Negator_UK Chieftain

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    Noooo, Build a bunch of Axe is good advice ! There was one other thing I vaguely recall that was also good advice but I've forgotten what it was.

    Other than that I have to agree.
     
  3. theskibum

    theskibum Brewer of Oatmeal Stout

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    Well, yes, build a bunch of axe is sound advice, but one piece of good advice out of a slew of garbage (albeit hilarious garbage) does not a wise man make.
     
  4. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    no one got my sea peoples one

    I loved the one where Attacko advised killing any scout you see at first contact. I actually tried it out and....well...it didn't really get me anywhere
     
  5. scyt4l3

    scyt4l3 Short Fused Invader

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    Attacko made me realize the power of the elephant. ;)
     
  6. Ataxerxes

    Ataxerxes Chieftain

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    Especially the Amphibious ones?:D

    Attacko and Troy are favorite posters, but in general follow Theskibaum's (sp?) advice.
     
  7. theskibum

    theskibum Brewer of Oatmeal Stout

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    I'm a bum dude not a baum:D Is that some kind of German explosive?:lol:

    I still think the best Attacko ever was ice archers....I am pretty sure a contingent of ice archers could take down any civ with amphibious elephants
     
  8. Negator_UK

    Negator_UK Chieftain

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    True, it doth a good comedian make though.

    Thats was the other one - I've been dying to try these out :D
     
  9. georgel123

    georgel123 Chieftain

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    Lemme tell you something: Axe rush and built military. Whether you like it or not, sooner or later you must declare war. When I was playing Noble against Gandhi I was aiming for my first win with a time victory. He built his spaceship just one turn before 2050 and robbed me of my victory. Then I remember that not once had I invaded him to stop him. You must be brutal and use the military to help you win whether or not it is to gain land or choke resources or just to eliminate him from the map.
     
  10. cracked

    cracked Wierdo.

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    Very simple tips for newbies. The game consists of two basic components. Economic/social and political.

    Economic and social.

    1) Land management: Each city costs money. Each population costs money through civics: These costs increase with time due to inflation. As such, you want each city to more than pull its weight, otherwise you'll stagnate and fall behind technologically. Get your economy going as a top priority. Worker and worker techs first. At least one worker for every city, and aim to develop and work every tile. Place cities to secure and use multiple special resources wherever possible. Don't forget cottages and consider the terrain before choosing improvements. Control workers manually. If your economy isn't strong, it won't matter if you're a builder or a warmonger: you shall not succeed at either.

    2) city management. Some buildings are a priority for every city. Monuments are important for cities to pop borders. Granaries help your cities grow more quickly. Courthouses reduce mantainance. Others depend on what you want to do with that city. Consider the benefits a building will provide, whether you need it and whether you need it right now. The first limiting factor for is growth is always happiness, the second health, so seek to overcome these sooner rather than later. Don't assign specialists without considering how they will benefit you in that city and learn what they do. Think before you act. Control your population manually. Pick and choose the wonders you want and then prioritise them. Again, consider what they will do for your city and empire: no point building colosses if you're not going to work water tiles. Don't build cities that serve no purpose.

    3) Empire management. Consider what a civic will do and whether it's worth it. Then actively seek to use its benefits if you adopt it. e.g. Pacifism has no upkeep, and boosts GP points by 100% in cities with your state religion, but units will cost an additional 1 gold per turn, so don't adopt pacifism if you have a big army because war looks likely as it will cripple your economy. If you do adopt it make sure you assign specialists, and that the city you assign them to has the state religion. All civics are powerful if used in the right situation but no civic is powerful or useful for every situation. You'll get the idea as you play and can learn how to use them by reading the forums.

    Political.

    1) Diplomacy: Don't refuse an AI's demands or requests unless you're happy to go to war with them. Pay attention when they threaten you: it's often because they think your weak. If you want peace prepare for war.

    2) War: Make sure you're prepared before you declare. you can make things easier for yourself diplomatically by always being prepared. Consider whom you may anger before you start.

    3) Religion: Adopt theirs if it will help. Likewise with their favourite civic.

    4) Grand Strategy and strategy: Develop a gameplan and be flexible. Choose your allies and foes on the basis of what you want to and can achieve, and whom you think is likely to cause you the most problems. Trade with allies, and consider whom they hate before trading with others. Even small gestures can have a positive effect if repeated over time and even with the most isoltionist civs. You don't always need to war to win, but get the diplomacy wrong and you can expect to be dogpiled. Get it right and the game suddenly becomse laughably easy.

    5)tactic: Balance your forces in favour of attacking, keeping only a few units garrisoned for defensive purposes: Seige and mounted units can neutralise most stacks, if not kill them outright, so it's nice to have them kicking around as a counter offensive. Mix them with a few mellee or gunpowder units and you have an invading army. Learn what units do what.

    6) Beware WPF's (war pig f@~!'s): warmongers will want to kick your butt even if they like you. Again, read the forums to find out about the worst offenders and be prepared to deal with them sooner or later.
     
  11. cracked

    cracked Wierdo.

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    This is very sound advice. I normally base my peaceful expansion upon how strong my tech rate is comparative to the number of cities I have already built, much more than where my research slider is. If I've got a low tech rate, rather than try to expand peacefully, I'll try to expand militiaristically, or build up to improve my tech rate before expanding. If you have a low tech rate you usually have quite strong production (particularly early in the game).

    Taking cities usually gives a fair amount of gold, allowing you to run at 100% for a while. Captured cities often have the land nearby already developed and are often near special resources. If their infrastructure is poor, well, that's what slavery is for.:goodjob:
     
  12. Negator_UK

    Negator_UK Chieftain

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    This is actually the sane nucleus of my pushing the "Build a bunch of Axe" skit. Whether you like it or not Civ is actually a war game, with culture-tech stuff tagged on, not a culture-tech game with war tagged on. The sooner you start to understand war, both in the fighting and the expansion/crash economic aftermath the faster you will improve at the game. Failure to understand this caused me to languish pre-monarch for a loooong time.

    You don't want to spend a long 6+ hour game only to then learn some nasty military lesson that could have been learned in a 15 minute axe rush, its a waste of good gaming time and very discouraging.

    The sooner you attack (win or lose), the sooner you learn war and the faster your progress up the ladder will be.

    So build those axes ! The clever stuff can wait until later :D
    .
     
  13. georgel123

    georgel123 Chieftain

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    Yea, the axeman is essential to an early rush. The Greek have phalanx which is like an axeman who isn't as vulnerable to chariots. The Sumerian Vulture is like a swordsman with a bonus against melee. Both are great early UU for axeman rushes. Also, do not forget siege units in later wars. a good rule is 1/3 of your army being siege. They are very useful in bombing the city as well as collateral damage while your main attack units finish the job at 99% odds. A great way to test this is a rifleman/cannon war. Build enough of those monsters and war is easy.
     

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