Post Short Single Player Tips Here

Hi, everybody, great resourse.

I've learnt about this site several weeks ago and made myself reading most of the threads in the forum - this one was studied very carefully. I've also read Cracker tips (really cool staff) and going to read War Academy. I tried to play GOTM, however failed to load C3C due to absence of necessary patches (installing them did not help a lot...). So I've played GOTM38 with conquest and scored about 3000 point using Civ rules. So these are my achievments. I've got some questions and one tip that I did not find here.

So the tip is (found accidently playing last time) that is some time much more benifitable to ask You rival during trade "What can You susggest for my resource/lux/tech etc." So everytime I managed to have unique tech I went to trading window and sell my tech to all civs makeing lots of money (50 gold per turn + 2000 lump sum is an example) this allows to insest almost everything in science having -- in the profit screen, however having huge saldo helps You to invent new staff and sell it. HOwever I try not to sell the tech if it allows to build a wonder unless I build it.

So my questions are&
1). How You guys manage to get 10000 in the game? I guess the only way is conquest to get large territorY as the # of specialist is limited by the size of the town and You can't get lots of specialists. BTW I could not understand the formula used for score calculation (civ rules)
2) Even though I'm ready to make a war with my rivals (I usually wait for tanks/artillery/airport - to quickly conqure/reinforce ) the space race will make me switch to build of the space parts not to loose the game.
3) Where can I find usefull tips for the F11 (statitic tips)? In case there are some:)
4) Is there some tactic for better city planning to get maximum benefit from the territory one posess. not to have tiles that are not worked on.
5) What's the priciple for scientific leader appearing - I can not understand the logic yet. And is it better to speed up the wonder or make scientific golden age? (I never used the last one)

Sorry for too many questions and probable Engl. mistakes - (not my native language)

p.s. any usefull links will be more then welcome.

ps.s. I also like to play locked alliance as it ensure contact with Your friends from the very start of the game and sharing with them science tech make a reeeeeal boost and I always win at Emp level:) It's nice to have a friend in the game that won't betray You:)
 
Vadim Loskutov said:
Hi, everybody, great resourse.

I've learnt about this site several weeks ago and made myself reading most of the threads in the forum - this one was studied very carefully.

First of all, let me say, welcome to CFC.

Vadim Loskutov said:
So my questions are&
1). How You guys manage to get 10000 in the game? I guess the only way is conquest to get large territorY as the # of specialist is limited by the size of the town and You can't get lots of specialists. BTW I could not understand the formula used for score calculation (civ rules)

Can't really help you here (I never had 10000), but one thing is to get to the 66% domination level ASAP, but stay under the treshold to not win the game and then maximise your score.

Vadim Loskutov said:
2) Even though I'm ready to make a war with my rivals (I usually wait for tanks/artillery/airport - to quickly conqure/reinforce ) the space race will make me switch to build of the space parts not to loose the game.

Hmmm, where's the question??? But generally: Go to war earlier. With stacks of combined forces you can get every enemy down, even catapults are useful.

Vadim Loskutov said:
3) Where can I find usefull tips for the F11 (statitic tips)? In case there are some:)
Bamspeedy has written an article about that.
http://forums.civfanatics.com/showthread.php?t=37033

Vadim Loskutov said:
4) Is there some tactic for better city planning to get maximum benefit from the territory one posess. not to have tiles that are not worked on.

You might try ICS (Infinite City Spanning), there you place cities as close together as possible, so no tile is wasted.

Vadim Loskutov said:
5) What's the priciple for scientific leader appearing - I can not understand the logic yet. And is it better to speed up the wonder or make scientific golden age? (I never used the last one)

Hey, there I can really help you.
If the scientific leader option is powered on, then each time you get a tech that no one else has researched yet, you have a chance of 3% (5% for scientific civs) of getting a SGL in your capitol.
The scientific golden age doesn't work, so always use an SGL to buzild a wonder (or something else).
 
Small tip that everybody must know, but in case.
When you want to know what are your most productive cities, hit 'F1' to get access to the domestic advisor screen; and click on the red and blue sheilds to grade cities from the most productive to the least one.
Should you need to know which cities have the most science output, then click on the small purple decanter (same screen).
 
Thanks socralynnek for welcoming and the answers.

Here are another 2 small tips:

There is a time in the game when some of Your cities are on 12th level and it is a long time for the Hospitals to be invented. One can consider selling all or several granaries till Medicine not to pay maintanance cost - cities are not growing. Sum that will be saved depends on how far You are from Sanation. (However I've never used this tip before in my previous game, but reading the War Acedemy articles made me thinking in a bit differrent direction - how to do more with less:)). BTW what will happen If I sell Hospital once the city is on level 13, or is it better to sell it once You are on max level for the city???



the second is not the tip but more like a questions. I've read in this thread and in the War Academy the some players spent 10% on the science early in the game to boost expansion phase. I guess in this case it's better to spend zero as when You are investing money in the science say Monarchy and You half way of inveting it You acquire it from somebody and all of Your science investmens get lost. (or am I wrong???) Due to this fact (I never do 10% science early in the game, usually I do 100% science this time playing on Empire level) when I'm building Darwin heading for the Hoover dum I freeze my science if I see that the wonder will be built earlier. E.g. I'm about to complete some tech in 10 turns and my wonder will be build in 9. Then I get 2 free tech and rather healed economy.
 
Vadim Loskutov said:
There is a time in the game when some of Your cities are on 12th level and it is a long time for the Hospitals to be invented. One can consider selling all or several granaries till Medicine not to pay maintanance cost - cities are not growing. Sum that will be saved depends on how far You are from Sanation. (However I've never used this tip before in my previous game, but reading the War Acedemy articles made me thinking in a bit differrent direction - how to do more with less:)). BTW what will happen If I sell Hospital once the city is on level 13, or is it better to sell it once You are on max level for the city???

I have been using this tip myself when playing OCC, but will be reluctant to sell my granaries in other type of game, because I am shurning worker out from size 12 cities either to get a large work force when the rail will be available, or to join cities where food are law.
By the way you can NOT sell aqueduct or Hospital.

If you have questions, I think it is best to use this thread
http://forums.civfanatics.com/showthread.php?p=2498152#post2498152

One more thing, Welcome to CFC. :)
 
Sometimes I start a Palace prebuild for a wonder too early and the Palace would finish before I got the needed tech. In those cases, let your city intentionally riot until you get the tech. It'll preserve the shields without the production coming to maturation.
 
Off of my unexperienced mind here is what I get so far:

* Be carefull building cities next to mountains - your enemies could mount up massive armies there and easily keep striking you from there!

* Be carefull with MPP's - they could lead you to go to war with who you don't want or even break peace treaties before the end of 20 years... and AI's get off easily with breaking MPP's with you! (traitors!)

* Give in to AI demands early in the game - usually there ask for little money, get happy with you and you save a LOT of trouble.

* Don't wait too long to go to war - this will give you experience troops, (perhaps) armies and maybe techs if you are able to win the war.

* In the beginning focus on Settlers and military units! But don't spread your cities too far, as they could be surrounded by other Civ's... later to defend and keep in the future.
 
UES said:
4. Emulate the "tripod" strategy- always keep 1 or 2 Tactical Nukes on Subs in remote locations 'just in case'. If you keep a single settler on a transport guarded by these subs, you will ensure the survival of your Civilization even in the event of a catastrophic reversal.
An expansion on that also keep some unit on that transport a good rule of thumb(IMO) is:
Galey also one defense unit
Careval add one worker
Galleon and an ofense unit gaurd with with frigates/iron clads
Transport two setlers two workers two ofence two defense.guard with destoyers,batle ships,subs, and nuke subs

Never draw into port exept for upgrades.
 
Here's a great tip for corruption issues caused by distance!

As you get farther from your capital, build your cities closer together! This will allow you to maximize benefits from the land! For example, a large level 10 city far away from your capital may produce a handful of commerce, but two level 5's will get more per square, possibly (and often) as many shields! This is a great way to fight distance corruption! Since you can't build things as fast far from your capital, it will help fill in culture gaps, because a city at two shields a turn can't get much culture to grab enough land! This startegy beefs up your borders, and keeps them functioning!
 
this is in agreement to dreamdeferred's post. when you are playing in the ancient times with an opponent in the middle ages, all you need to do is pillage their iron, so you can still conquer them. many people (like me) have trouble having an ancient war because they're busy expanding, and by the time they're done, your target will have pikeman
 
Own said:
this is in agreement to dreamdeferred's post. when you are playing in the ancient times with an opponent in the middle ages, all you need to do is pillage their iron, so you can still conquer them. many people (like me) have trouble having an ancient war because they're busy expanding, and by the time they're done, your target will have pikeman
Not to mention no railroads,ironworks,or ironclads
 
When playing Conquests (at least V 1.22), you can make the most of your worker-turns when roading by using the 'road to' instead of just the 'road' function. For example, if you're trying to avoid worker-stacking, on turn X you send your ordinary worker to a plains tile. On turn X+1 s/he starts work. The worker will finish on turn X+3 (or X+2 if Industrious, or better if in certain governments or Rep Parts is acquired). The road will be done during the 'automated units move' part of the turn, and if another unit needs to use that road that turn, just have it 'wait' until after. Of course, if you stack enough workers to make the road in one turn, you can just use the 'road function, but this does use more worker-turns.
 
One of the most powerful tools in my box is Patience. It's so easy to forget the fundamentals (some micromanagement, check in on sliders every turn, shop around every turn etc) and just charge on applying this new cool strat you've just read about. I've done a lot of civs which I just mismanaged because I was lazy or too eager. Slowing things down, reading tips and actually applying them one after another has (not all at the same time) has taken me to emp without any major probs.. Try to enjoy every turn, set a limit on turns to be played in one session, sit back and learn from what happens and take your civ to your heart. Then you'll be more careful with them, in peace and war alike. Beeing careful pays off! A little trick is to, at least in ancient times, name your workers/troops.
Happy Gaming!
 
Own said:
in the industrial ages w/ railroads, irrigate regular grassland and mine bonus. railroads give food bonus to irrigated squares. they also increase shield production in a square by 50%. so if a bonus grassland is mined, it gets 3 shields. if a regular is mined it only gets one.

Wrong... rails give +1 food/shield to tiles that are irrigated/mined.

So a railed/irrigated grassland tile gives 4 food, 0 shields;
A railed/mined grassland gives 2 food, 2 shields;

For a BG, just add 1 more shield to both.

I prefer to irrigate BGs, and mine grassland, if I need the food - at least I get a shield from the BGs.
 
Vadim Loskutov said:
the second is not the tip but more like a questions. I've read in this thread and in the War Academy the some players spent 10% on the science early in the game to boost expansion phase. I guess in this case it's better to spend zero as when You are investing money in the science say Monarchy and You half way of inveting it You acquire it from somebody and all of Your science investmens get lost. (or am I wrong???) Due to this fact (I never do 10% science early in the game, usually I do 100% science this time playing on Empire level) when I'm building Darwin heading for the Hoover dum I freeze my science if I see that the wonder will be built earlier. E.g. I'm about to complete some tech in 10 turns and my wonder will be build in 9. Then I get 2 free tech and rather healed economy.

the closer you are to researching a tech, the cheaper the ai will sell it to you, so it is worth it to research a lot then buy it.
 
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