Does the vassal break free if the master is damaged enough?
IIRC, a peacevassal will, but a capitulated vassal will not.
Does the vassal break free if the master is damaged enough?
Hi all, I've started playing civ iv a few months ago, and am really hooked. From lurking on this forum and watching let's plays I've made my way up to Monarch. Playing for fun but want to keep improving and hopefully keep moving up levels.
Does the vassal break free if the master is damaged enough?
First post at CFC: long time reader, bought Civ IV in Summer 2012, have played ~15 games and feel like I should be doing better than I am, so I am turning to Nobles Club to see if I too can improve my Civ IV level.
Welcome!
I have beat Chieftain pretty easily, cannot win easily on Noble. I have pretty much read the Civ IV War Academy. !!! I'm much more of a builder, and I don't always integrate military well into every game (some games I do - out of the ~15 I successfully crushed Stalin once with archer, and once with axes) but definitely need help with military (usually behind in "soldiers"). E.g. just before this I finished a Noble game where I eked out a culture victory (was going for space, but happened to get a great artist and finished my legendary 3rd city). It was continents and I was alone with Egypt who only had 3 cities to my 8, but it wasn't until the industrial era that I steamrolled them (in fact, they attacked me). Byzantium and Spain were teching with me, Inca and Spain attacked me (all three were Buddhist and I had been Hindu), and a behind Korea did Apollo before me (though I had all except 3 space parts). My goal is to be able to routinely win on Noble-->?Monarch, and some day hang with AI on ?Immortal/?Deity
Good luck, nice goals!
So: BTS, Noble, Regular, Huts
(I've only read the first few posts - I read no spoilers, though I saw who already won and by what method, I didn't look beyond that at anything else posted).
4000 BC: My thoughts and questions:
--Generally prefer to start in place (no guarantee of better stuff elsewhere). Stone was a good surprise.
It is usually not advisable to move your settler until you reach prince difficulty. Later on you will learn a lot about city placement.
--Build order: many on CFC say "worker first", but my instinct would have been warrior, three turns on 2nd warrior to size 2, then worker. Others say "grow to happy cap" before worker settler. With other leaders I've used, worker would have nothing to do now, but this game has farm and road techs at start. So I don't know which to do first...in the end, chose warrior (to explore/defend).
Worker first. Even better, food first, but for food you need workers. Sometimes you get coastal sites with mostly seafood. Then it might be a good idea go workboat first, or warrior until fishing is researched. Even then sometimes it is just better to start with a worker. ("Growing to happy cap" strategy is worker->warriors until happy cap, and then workers/settlers)
You could get away with warriors on Noble, but later the AI will start with archers and warrior rush is out of question. Also barbs are tougher.
--Tech: I still have a "religion-centric" view. I will try for Hinduism (I usually get beat to Buddhism), and in this game, Priesthood is a more important tech for UB so maybe not as big a risk going that pathway. 20 turns to Hinduism. I suppose I should think about my mid- and long- range tech goals, but do they really matter? E.g. I will be getting/backfilling in basic techs. Or should I plan already e.g. beeline to Philosophy? Obviously, I'll need BW for my UU.
On higher difficulties it is impossible to get the early religions. That is why going for them will be a waste. (They are weak even as trade baits)
--Slider: I usually start at 100% research. Goody huts seem to give a bit of gold to sustain several dozen turns, and I typically don't run deficit until 2nd city.
--Plan: many on CFC say "have a plan" from the beginning. Who knows what is out there though? Again I like to build, so if I'm by myself great, but maybe Aztecs are nearby, and in maybe 2/3 games I've played Ethiopia has been a neighbor and always on my case.
Plan is important. You can make some plans based on what you see on turn 0. If you see coastal capital, and the map type has islands for example, it is a good idea to aim for the great lighthouse. Plans like victory condition might need more turns of course, but the sooner you have them, the sooner you can work to achieve them.
--What else should I be thinking at 4000 BC?
(Also question re: posting. What is best file format for screenshots?)
I've put my questions/decisions in red to learn what others would do.
3840
--Creative: early expansion nice, but I feel this trait is useless in the mid- and late- game (Ive never used a Creative leader though). (Have played protective once, Churchhill I think, and didnt fit my playing style, but will try to keep in mind archery/gunpowder and walls/castles). Building walls and castles seems to boost soldier count, and thus indirectly keep AI from attacking?
Early game is the most important, so Creative is a good trait. You also get cheap libraries and theaters, both of them are very important buildings.
3800
--Met Stalin (my buddy from prior games). So already, we have a neighbor who is aggressive and much too close for my taste (~9 squares separate our capitals?).
--Ive had good luck harassing Stalin in prior games, so maybe Ill just attack right away and kill his scout to preserve good huts, and hope to get a worker? His scout had looked out of reach of my warrior, but now in adjacent square. Since what I usually do doesnt work, I will try this strategy. Of course, I realize this is going to incur diplo penalties (if I kill off a civ before other civs know them, then no penalty though?).
--In terms of expansion, again havent yet explored anything but maybe expanding due south along the river (to connect 1st/2nd cities) and also expand toward USSR?
3720-3500
--Declared war. Killed scout. Stalin has ivory.
--Promotions: many people say hold promotion until you know what you are facing. I typically go along the combat route, but will pick woodsman as there is forest in Stalins boarders.
--Stalin only has a warrior. Also has dyes.
--Scout from Tokugawa finds me great.
--First warrior built. Capital is 6 turns to next growth and 7 to next warrior. I think Im going to let that build and grow to size 3 then build worker. What would others do? Keep building warriors to kill Stalin? I usually explore circumferentially outward for huts but this close start is going to mess that up.
Again, with improved tiles, you could have had much more production and faster growth. Stalin could have been dealt with musch faster, too.
3500-3000
--3440: Buddhism in distant land.
--3320: Founded Hinduism and revolted. Now which tech?
By this time, you could have set up some mines and start chopping forests for hammers (= lot of warriors) if you didn't go for the religion. Maybe you could conquer 2 more capitals
--3280: Anarchy over. Uruk is 8 turns to size 4, and 3rd warrior in 1 turn. So more warriors, workers, or when a settler? The 3F corn is providing growth so maybe go to size 4 and then worker/settler so will do more warriors to size 4.
Worker. The tiles are the base of your economy. Getting into the habit of not working unimproved tiles is a good idea. It will move you up a difficulty level or two.
Example: A tile with 2 food is a bad investment, as the citizens working that eat the food, but you pay maintenance for them. A tile with 3 food gives you 1 food profit (=unimproved corn). A tile with 6 food (=improved wet corn) gives 4 food profit, so accelerates growth 4 times compared to a 3 food tile. In the early game, growth is the most important, and that is why improving the food is your first priority. So worker it is.
--3240: Stalin has 3 dyes(!). But I have two warriors to his one, so next turn will roll the dice.
--3200: Lost both warriors. I know that was nowhere near enough attackers even versus one warrior, so it was dumb.
3000-2320
--2880 Size 4, three warriors headed to Moscow (not sure what we will find there).
--Check diplo: Stalin says worst enemy of me, also Hatshepsut (who I have not met; I have met Rome/Persia).
--2760: Moscow still only has one warrior defender (of course, Uruk has 0!). A worker is out and Ill try to capture it.
--2720: Moscow pops an archer, so I know I wont be taking that city
--2600: There are 4 barbarian archers just WSW of Moscow? Thats great, but I better get my defenses up. (just got the message: massive barbarian uprising)
--What tech next after BW? Can go for Hunting etc, or IW, etc?
Depends on plan. Do you need more defense against barbs? Do you want to expand peacefully? or by war? I would suggest peaceful expansion now. So try to go for economic techs (Alphabet and Currency)
--2520: Archers attack Moscow, knocking archer to 2.3/3. I took archer out with two losses and am facing warrior. City raider next turn, capture Moscow. Remaining leaders all cautious with me, and no one seems to have a negative point for attacking Russia.
--2440: Barbarians helped me otherwise I would not have been successful. Back to Uruk, I now need workers to work the copper and corn. Will have Moscow build a worker, since I have a warrior there (just as soon as I fogbust a bit around the city), and also Im sure all the huts are gone from the roving Japanese/Egyptian/Persian scouts I see.
--City placement: N there is deer/clams/wine/silver, S of Uruk there is a river but two mountains (and I need escort for settler).
2320-1360
--After Hunting take Mining for Quarry.
You need Masonry for Quarries
--I went with settler site #4, and there is a wheat just at where #3 would be so I need a city to take advantage of that. I usually would explore more before settling but was behind in this game with the warriors directed to one place.
The problem is the city lacks food. Again, growth is important. You should always settle your cities so that they get enough early food. It usually means a food resource right next to the city, or in the second ring if you are creative (since you get a fast border pop)
Worker-worker only makes sense if you have BW to chop the second one. It is more attractive when playing India because it takes fewer moves. The normal opening, though, is worker-warrior(s). Your capital city should generally grow until it is working most/all of its high-yield tiles. On this map, that means size three. Once you reach this point, it should go worker-settler or, more often, settler-worker. The most common number of warriors that get trained at this stage is two but one or more might be correct.Thanks everyone for the analysis and feedback on my early game.
1. Worker first/initial build order: worker -> worker -> then? At the outset, I assume it makes no sense to go after huts (AI will get them anyway). But also aren't you at the mercy of barbarians or early AI rush? Does the higher level AI not do early rush? Also, one of my weaknesses has been being behind in soldiers/military strength, so I'm trying to ensure as I revise my strategy I pay attention to military.
Folks, please put anything specific to the game, like opponents and map details, in spoilers.
Thanks everyone for the analysis and feedback on my early game.
1. Worker first/initial build order: worker -> worker -> then? At the outset, I assume it makes no sense to go after huts (AI will get them anyway). But also aren't you at the mercy of barbarians or early AI rush? Does the higher level AI not do early rush? Also, one of my weaknesses has been being behind in soldiers/military strength, so I'm trying to ensure as I revise my strategy I pay attention to military.
They don't rush in the first 15 turns. Slowbuilding 2 workers at size one though is a very bad idea, so go for worker->warriors until you grow to at least 3 pop.
Military: it is very important to get good at military, but consider playing a peaceful game with no wars, and practice expansion, and tech to space. It will help your diplomacy skills and your empire management skills, both of them are very useful. On higher levels you won't be able to do so many early wars, you will need to get an economy going first. (Again, on Noble you could get away with constant warring from the beginning with almost no economy, but it won't work later.)
2. Traits: For monarch-immortal levels, what new traits might I consider using? I'm asking thinking that for fun many of the better players just try new civs/traits for challenge, but I'm not there yet. Prior to this game have really only used Org/Fin/Ind, but creative did prove beneficial in the early game. Imperialistic sounds like it may have a good early game boost also. And I could stand to wean away from Ind to break wonder addiction.
Any traits are fine IMO. Just try them all, and use them wisely.
Status summary, with questions:
Spoiler :From 1000 BC to 500 AD:
--Missed GW by 4 turns, got Oracle (which I never got before and took MC, though surely could have got a better more expensive tech if I planned ahead, but no one else I knew got MC until ~1050). I did think "maybe I should get HG" for GE points, and did, so will see if this pays off. Built colossus in Kish and GL in Uruk. On levels > monarch, do advanced players pretty much just avoid wonders and put the hammers into military, buildings, etc?
Some wonders are very nice, going for them on higher levels is a good idea too. They just need much more planning, and you won't get so many like you did now.
--Overexpanded as by 500 BC had to go to 20% sci. I've thought about guiding level of expansion by floor science, e.g. always > 50%? What do other people do (in terms of using finances as a limit)?
You did not overexpand. You got currency soon after, and I hope that you have now about 1.5 worker/city. With proper road network and some cottages you should be fine. Also build courthouses. If you haven't yet, try to use slavery, as it takes some time to get used to, and will improve your game a lot if used correctly. For example whipping courthouses is usally a good idea to get your economy back on track.
I ended up founding a small city to my west (with cows/horses but otherwise non-ideal territory) to block Rome.
--I refused demands from Rome and Egypt. Rome went to annoyed. I have a visceral reaction to rejecting demands, but I suppose it is a survival skill on higher levels.
--City placement: messed up SE of capital b/c no city can use the iron. Should have explored more first.
--Tech: CFC stuff says AI doesn't go for aesthetics (Egypt had this and lit by time I attacked them below). This doesn't seem to be the case in my experiences.
People usually refer to that the AI will go for aesthetics very late, much later than alphabet. So if you start with aesth, you have a good chance of getting alphabet for it, and a bunch of other techs. On levels up to monarch you will usually beat te AI to alphabet though, so this is useful only on emperor+
--Great artist: wasn't sure what to use him for (could have done a GA) but bulbed theo.
A GA is usually better, because
- you get an economic boost
- you can get some great peaople out
- you can switch civics without anarchy
--Trades: Seems beneficial to me to increase my health even though AI increases theirs (fish for corn from Cyrus, wheat for pigs from Rome). These were tech trades I made which sounded reasonable: Monarchy from Rome for alphabet, MC +195 to Cyrus for currency, MC+aesthetics+55 to England for Feudalism. Any objections a priori to these resource or tech trades?
They are OK I think.
--Civics: I typically do slavery + OR together, but if no one gets early religion on higher levels does anyone run a religious civic? I later did vassalage+HR (though I usually do bureaucracy, I don't have the tech yet and +2 exp helps here.
Not going for religion founding doesn't mean people don't use religion and religious civics to their advantage. Some religion will usually be spread to you, and choosing the one to adopt is always a main question of diplomacy.
--War on Japan, took out Kagoshima and Nara (both razed) and captured Satsuma). Attack kind of stalled there b/c waiting for more spears, and Japan would neither give Osaka or Tokyo but got construction.
--Moved from Japan to Egypt: I think I did well in terms of combined arms/number of attackers (e.g. 8 vultures, 3 spears, 3 archers, 3 cat v. Heliopolis with 4 defenders, then 5 cats, 11 vulture, 2 archer, 3 spear vs. Thebes (elephant, axe, 2 sword, 2 archer, 2 chariot, horse archer) (all cats died in this attack). After I got 3 Egyptian cities, Japan and Rome declare on Egypt (this was after I saw the Roman stack, panicked, and gifted them dyes).
Your stacks are nice, but they should have more Siege units (catapults). With those the war is faster because bombarding can be done in one turn, and you can weaken defenders with cats in the next turn and take the city. People usually go for stacks where half of the units is siege.
Analysis:
--As of 500 AD: ranked #1 with Caesar, Cyrus, Egypt, England, Japan following; only Cyrus has a -1 for attacking friend on me. Demographics: GNP 1, MFG 1, crop 1, soldiers 3, land 1, pop 1, approval 5, life exp 5
--I never have this good of a military, so the conquest has been a big help in making expansion room (knocking out Stalin was lucky, as was pointed out will have to do better in future game with workers first).
--The tradeoff has been less libraries, missionaries, etc. I think Im still tech leader, but ~500 AD I lacked CS, feudalism, currency, calendar that others have. I'm often tempted by the aesthetics pathway, CoL, theo, etc while AI hitting machinery/guilds/gunpowder.
--I usually build the FP too late in general (even in Civ III). I should build more courthouses/zigg and plan where to place FP (maybe Moscow, maybe Thebes).
Cannot tell without screenshot. Aim for something far from your capital but with some of your cities around it.
As I recall, the right number is 80. It's a lot more than 15 in any case.They don't rush in the first 15 turns.