Nobles' Club CII: Gilgamesh of Sumeria

Hi

I know for a fact that AI's with a vassal can capitulate before their vassals break off. I have had several games including a few past noble club games where I am at war with a civ with a vassal and cap the master. What happens is the the master now your vassal dow's on his former vassal or vassals.

Now I am not gonna say I know the exact mechanics. Sometimes its pretty easy sometimes its hard. I do know I have a few times run into a sitch where master gives "we are afraid of your enemies" as reason for not capitulating even when only other civ ur at war with is their own vassal. which always felt kinda silly since it means theyre afraid of their own vassal but if their vassal is small enough then it shouldnt be a problem.

I have also had games where a capitulated vassal has broken free. There are land/population points where a capitulated vassal can break away. If you mouse over the empires name at bottom right hand corner it will say something like "land x% of master free at 50%" etc. And if they hit those points sometimes they do break away. But I'll amit that is kinda rare. I even believe a vassal ai can break away by refusing a demand form the master just like they can for you when you make a "time for tribute refusal means war" demand to one fo your vassals. But thats very very rare I think I have only seen that happen once in all the games I have played over the years.

Now Im not saying its gonna always be easy. I have had games where a civ refused to cap even down to his last city. Other times I have had em cap after taken just one or two cities. I have even had some cap just from killing their main stack and not even having to take a city. And games where I cap a master civ and after they turn into ur vassal and Dow on their old vassla that same turn the now freed (or booted depending on ur pov) vassal is also willing to cap that turn.

I'm sure part of all the mechanics for this depends on the ai, the power ratings, how well they're doing in the war (and from what I read how many tiles of ur borders are touching his or something like that) I just cant say I know enought hat I can tell right before hand how easy or hard its gonna be. I mostly just do my best to kill stuff until they rdy to cap then make decision if its worth vassalizing them or just killing em off.

Kaytie
 
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.

Hi and welcome! :)
 
Does the vassal break free if the master is damaged enough?

I think so.
Vassals (can?) leave their masters if certain conditions are met.
Vassal having X% of masters land is one condition.

If you make the master smaller, the vassal will thus meet this condition easier.

I'm not entierly sure of how the mechanics work though.
 
@KK: Thanks for pointing out that hovering over the vassal shows when they'll break free. The vassal goes free in my case (and maybe all others if any of these happens):
  1. The Master's population drops, or the vassal's grows, to where the vassal is 50% of the master's.
  2. The vassal's territory drops to 50% of "original" (whatever that means)
  3. The master's territory drops, or the vassal's grows, to where the vassal is 50% of the master's.
So indeed it is possible to just crunch the master, have the vassal break free, and then, if the vassal was what was preventing the master capitulating, I suspect the master will suddenly become reasonable.
 
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.

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

Other weaknesses: build order, micromanagement, city specialization, ? tech order, espionage (definitely underutilizing this); in Civ I-III I never traded tech on principle (ever), but seem to have gotten over that for Civ IV when I can get a good trade (but AI seems to be really into asymmetric trades). I like to found religion early, but one of the top ten guides for new players says "avoid" and "do not adopt" (I confess I love to try to get Sistine/Sankore/Spiral Minaret).

Overall, I know I cannot routinely beat Noble, and that I probably don't have insight into what I do poorly, but it's obvious that I need to learn more in execution and planning, and that I can learn from CFC.

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.
--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).
--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.
--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.
--What else should I be thinking at 4000 BC?

(Also question re: posting. What is best file format for screenshots?)
 

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@dmd175: It seems almost unversally held among people that play at higher levels that going for an early religion is almost always a mistake -- the non-mistake usually being some special goal the player has outside of normal play. Much better is usually to go for mining, bronze working, animal husbandry, and pottery in some order (I happened to go pottery first to get started on a granary ASAP but I suspect many went mining - BW).

Worker-first is similarly very very common at Noble; at higher levels I'm not so sure (and maybe someone more experienced can comment).

For screenshots, since you have a limited (though fairly large) amount of space at CivFanatics, some people like to store them at photobucket or several other places and reference them with IMG tags.

And welcome to CFC!
:band::beer::woohoo::dance:
 
BC 4000 - 2200
BC 2200 - 455
BC 455 - AD 920
AD 920-1355
AD 1355 - 1540

Pause again -- out of time for a few days.
Spoiler the War to not quite End All Wars :
When I started the war I had seen only some of the advice about masters caputulating when they have vassals, so I warred in a less effective than necessary manner. I sent a lot of cuirrassiers west to attack Victoria and kept my old army close to home to attack the nearest Roman city or two while building yet more cuirassiers and teching toward Rifling (for Cavalry). I took 2 English cities, razed a third, took two Roman cities (one, Elephantine, in the midst of my own territory) and razed a third, fought off a Roman invasion of my southern territory (near St. Petersburg) at a loss of the entire home security stack -- the last couple of badly damaged Romans died to attacks from nearby city-defender longbows, which was kinda hairy.

At this point Julius was willing to talk, so given my two armies were totally incapable of further attacks I made peace, extorting 8 gpt and 450 gold from Julius.

Now I have rifling, have upgraded my best cuirassiers to cavalry, my best macemen to riflemen, and am building more cavalry. I expect to beat both Vicky and Julius when I resume, which may be Wednesday or possibly Thursday.

There were a couple of Roman oddities. Just north of St. Petersburg:

Then near Memphis:

His settler stack appeared one turn and disappeared the next, so he didn't continue on to empty territory on the other side of my land. The prophet makes no sense at all.

This war was exhausting mentally -- I'm still not much of a warmonger and find wars very stressful, but at this point I'm likely to win so I'll try to stick it out. The one problem might be an AP diplomatic win by Cyrus, who was about 2/3 the way to victory the last time a diplomation vote came up -- Vicky voted for him, to my surprise, but fortunately Julius abstained. Since then I've been spreading Judaism as rapidly as possible to improve my vote. If I abstain does that help deny the AI a win? That is, does the AP VC require a majority of eligible voters or just those who don't abstain?
 
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 (I’ve never used a Creative leader though). (Have played protective once, Churchhill I think, and didn’t 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?

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?).
--I’ve had good luck harassing Stalin in prior games, so maybe I’ll 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 doesn’t 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 haven’t 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 Stalin’s 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 I’m 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.

3500-3000
--3440: Buddhism in distant land.
--3320: Founded Hinduism and revolted. Now which tech?
--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.
--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 I’ll try to capture it.
--2720: Moscow pops an archer, so I know I won’t be taking that city…
--2600: There are 4 barbarian archers just WSW of Moscow? That’s 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?
--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 I’m 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).
 

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2320-1360
--After Hunting take Mining for Quarry.
--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.
--2160: Going to build Archer/Worker in Uruk. Hinduism spread to Eridu (river I guess).
--2000 Summary: There is gems near the wheat SE of Uruk so that may make a good city. SW of Moscow there is copper, which is near Hatshepsut’s boarder; I wonder if I can cut her off from the copper with a city there. Uruk building archer/worker; plan for ? Stonehenge (for GPP, don’t need monument with Creative). Eridu building archer. Moscow: worker then settler or archer/settler?. Tech: will try for monotheism (religion, but also to spread Hinduism and then adopt Slavery/OR). Calendar should be a goal tech soon for the dyes around Moscow (?)
--1680: Get Monotheism and Judaism, revolt to Slavery and OR. I will take AH and Pottery next, then Meditation (for UB).
--1640: Stonehenge built somewhere else. There is banana SE of Moscow so that’s where the next city will go to get Wheat, Banana, and Gems (and hopefully fresh water). Tech at 60% to breakeven.
--1360: Well, messed up with not getting the wheat at Eridu. So I will take the city farther SE for banana, horses, gems, and leave spices/wheat closer to Uruk. Will take a city SW of Moscow on silk (which I don’t like doing, but) to get ivory, copper, wheat and hopefully hem in Egypt. Screenshot.

Right now I would say I am quite deficient in workers, in defense (one archer per city, two warriors out), and infrastructure (would usually have some cottages, etc). Haven’t spread religion and I should, since none of the four neighbors have one yet.


1000 BC Summary:
Status:
--Three cities, one settler on its way.
--Ranking: First at 401, f/b Caesar 268, Hatshepsut 251, Cyrus 209, Tokugawa 208.
--Diplo: All cautious to me, mostly cautious among themselves. Hat and Toku annoyed at each other.
--Demographics: GNP 3, MFG 2, crops 1, soldiers 4, land 1, pop 1, approval 5, life exp 5
--Uruk top city; Thebes has Stonehenge.

Builds:
Uruk: archer, archer (to happy cap), then settler/workers. ? Wonder, ? missionaries
Eridu: settler, archer
Moscow: ? any value to spreading secondary religion?

Plan:
1. Should hook up copper and then take out Egypt or Japan
2. Wonder? GW, HG
3. Spread Hinduism
4. Expansion: no need to settle city north of Uruk, land with most of those resources already taken with Uruk culture. Marble far NE near Japan which I would like to take. Have to explore W frontier.
 

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first noble game. found it rather easy to be honest which surprised me.

Spoiler :

Settle where I started. Saw the Stone - Was very happy. started on a worker. For tec i went Mining - Maconary - Bronze working then up to priesthood so i could get the orcle.

Found bronze near the city - again was very happy. Hooked it up whilst getting a second worriers, a scout and another worker.

Used the forests around the city/ slavery to get 5-6 UU. Took out Russia. Got the Oracle to get Metal casting and forges. Also somehow managed to get Stone Henge and the Great wall.

reinforced my army and took Egypt and Rome. My economy was non-existent and I was living off of loot. Found some horse and took on the vic whilst cutting down any forest anywere in my bourder and quite a few slaves. she managed to get some spears out. boo.... nothing swordsmen can not handle. cyrus did the same but I managed to make him my vessel. Japan followed soon after. Won a domination victory in 520 AD with 0% resurch and -37 gold a turn. exerlent.
 
@dmd175

Answers in blue. Main point: build workers and improve your land!
Spoiler :


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. :goodjob:!!! 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 (I’ve never used a Creative leader though). (Have played protective once, Churchhill I think, and didn’t 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?).
--I’ve had good luck harassing Stalin in prior games, so maybe I’ll 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 doesn’t 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 haven’t 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 Stalin’s 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 I’m 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 I’ll try to capture it.
--2720: Moscow pops an archer, so I know I won’t be taking that city…
--2600: There are 4 barbarian archers just WSW of Moscow? That’s 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 I’m 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)
 
dmd175:

I usually play on immortal.
And I build worker first in almost all circumstances.

The only real alternative is if you have a costal capital and start with fishing, in that case you can go for a workboat.

The WORKER is the most important unit in civ4, and one need to pay strict focus on them.


Oh, one other very special case when you don't go for worker first.
Spoiler :
If you start with mining, and you have a 3 food tile available in you first ring.
Then you can start with a warrior, tech bronzeworking and grow to size 2. Then start build a worker.
When you get bronzeworking, you revolt into slavery and whip out your worker.
The worker arrives as quickly as if you would have built him direcly, and you get some more hammers to boot!
 
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.
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.

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?
--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)? 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.
--Great artist: wasn't sure what to use him for (could have done a GA) but bulbed theo.
--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?
--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.
--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).


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 I’m 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).
 
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.
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.

The AI never does an early rush. It was deliberately programmed this way. Even at the highest levels, you can get a second city out before the barbs attack. In short, you can neglect military early on.
 
Folks, please put anything specific to the game, like opponents and map details, in spoilers.

Sorry for that. Fixed it.

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 I’m 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.
 
Of course, I was just trying to say that going worker first never puts you in danger.

(Well, except for some extreme cases, like Kossin's barb challange :D)

I didn't know about the 80 turn limit though. Good to know.
 
Thanks everyone for critiques and insight.
Spoiler :
I ended up with domination win in 1917 (score 39.8k). This happened b/c Caesar vassalized Tokugawa and I took both of them out. Of course, this was somewhat luck b/c early successful rush on Stalin and without that the game would have been a lot tougher and more crowded.


Next game:
--Early build: workers more and earlier
--Closer attention to early worker and tile management of capital
--Slavery: I whip alot but watched a youtube by tsinha and realize I could stand to whip even more.
--Will wean myself off of early religion and pay more attention to early worker/warring techs.
--Would people be ok if I resurrected one of the older NC threads and posted in it?
 
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