Post short tips here!

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I think that you shouldn't upgrade your spearmen at all unless if that spearmen is defending a a key city like your capital or enmey borders, just keep em as spearmen and upgrade them if only you think you are going to get attacked or are at war already. This will save you money and uneccerary upgrading.
 
Although the relative comparisons of military power isn't 100% accurate, I'm pretty certain the computer recognizes the difference between spearmen and mech. infantry. As a result, it's important for diplomatic relations to have a decent number of your strongest unit. This will go a long way in intimidating the other civilizations.
 
I don't think type of military unit is distinguished at all. Once I had a few tanks in my empire and a huge tech lead, and Greece suddenly decided to backstab me with tons of Hoplites. Man, what an idiot.
 
I wonder if we could get an authoratative answer on this. It would be trivial to have the AI look at unit strength as well as number of units, yet still show that kind of behavior.

Aggregate Defensive Strength = Sum of defense value for all current units

Aggregate Attack Strength = Sum of attack value for all current units

If you have 5 tanks (total defense: 40), and he has 50 hoplites (total attack: 50), the attack can still make sense in calculative terms. Obviously, it's a dumb strategy, because he'll have to average more than an 8:1 ratio, and he probably won't be able to concentrate that much firepower on you. But does the computer take that into account? I dunno.
 
Originally posted by shirleyrocks


I think this depends on the difficulty level. In Chieftain and Warlord, you can ALWAYS build a settler in a city, no matter what it's size, so long as that city is growing. So I would assume this holds true for rush production of settlers as well.

I think you probably build the settler in the turn where the population was growing from 2 to 3! ;)

Same for the worker, except the population was growing from 1 to 2! ;)
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Portugal
Nation of: Magellan's (from Magellan's Expedition);
Vasco da Gama (Discoverer of the Maritime path to India);
and Pedro Álvares Cabral (Discoverer of Brazil in 1500)
 
Just want to say a thing about the corruption.....
Naturaly your capital wont have as much corruption as cities far away.... thus dont build the forbiden palace in the first city u come across when your advisor tells u that u should build it....

I'm not sure about the "area" the palace and the forbiden palace cover but try to get it as far as possible from your capital.... but see to it that its still in the middle of some cities and not the last city on a pointy island or something like that....:)

The corruption is not a big issue in the start of the game so many relative newbies like myself tend to forget it.... but later on in the game it can make huge differences on your income so think it over before u place it in the first town u see....
sure u can alvays move your palace later on but it can be a waste of time.... u will most of the time manage without it if u thing it through from the begining......(not sure if u can move the forbiden palace though.. any one know?)

hope it helps someone atleast.....;)
 
If you've built up a nice little pot of money and then barbarians appear near an undefended city immediately go to the diplomacy screen. You should be able to lend another civ say, 100 gold, and in return get it back at 5 gold per turn (sometimes better). The barbarians will ransack production then disappear.

This is particularly useful early in the game when cities may not have any protection.
 
There are some tips:

Golden Rule- Save before each turn. The game does some really silly, frustrating things sometimes.

I played random games once and that is it – it is pointless. The only way to go is to make a scenario and edit some rules.
- change that stupid disappearance of resources to 0 – some serious idiot came up with it.
- AI’s early tactics – settlers, settlers, settlers!!! Usually it would have one developed city to build wonders and the rest just produces settlers till whole continent is full of cities.
- specific abilities, golden ages – RUBBISH!!! I played twice with on and off and I did not feel any difference. It just make you declare a war to get that useless golden age –GA- BIG DEAL!?
- game crashes from time to time so as I said save all the time.
- automated workers – not as good as I would wish for.
- units like: archer, chariot, longbowman are useless.
- upgrading (the way it is designed) is freaken stupid and waste of time – do not bother.
 
This a pretty simple one, but when you a reaching an advance with a critical wonder, begin building a palace in the city you are planning on placing the wonder. When you reach the advance rush the palace and switch to the wonder.
 
Originally posted by GeneralHotRod
This a pretty simple one, but when you a reaching an advance with a critical wonder, begin building a palace in the city you are planning on placing the wonder. When you reach the advance rush the palace and switch to the wonder.

I think that you can't rush the palace! ;)

But we could try with other improvement! ;)
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Bandeira_de_Portugal.gif


Portugal
Nation of: Magellan's (from Magellan's Expedition);
Vasco da Gama (Discoverer of the Maritime path to India);
and Pedro Álvares Cabral (Discoverer of Brazil in 1500)
 
Does anybody knows what are the rules for bulding the palace? I bulit the Forb. Palace at not the best spot (I though I jumpstart another wonder but it turned out that city was not a coastal :( )

So I wanna move my palace, but its greyed out...

Any ideas?


Originally posted by JayKay


I think that you can't rush the palace! ;)

But we could try with other improvement! ;)
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Bandeira_de_Portugal.gif


Portugal
Nation of: Magellan's (from Magellan's Expedition);
Vasco da Gama (Discoverer of the Maritime path to India);
and Pedro Álvares Cabral (Discoverer of Brazil in 1500)
 
Great tips guys!

1) NEVER give away gold per turn! Lump sums are your friends.
2) ALWAYS ask for gold per turn! I'm like an economic powerhouse now!
3) You have to have a decent army. Otherwise your trades will not be very good.
4) Shift+A for workers in homeland is a must.
5) If you are playing the americans, build up a HUGE army before going to war. Make sure it is quick. You can't have a long war. Crush the small civ ASAP.

question:
If I have a right of pasage, and I place a ship outside a civs harbor, do they lose trade resources?
 
HUGE short tip I've learned:

Don't kill off the barbarians!! Fortify a spearman on some nice defensive terrain next to the camp and let him attack you every other turn. Produces Great Leaders like crazy (sometimes you get some long droughts, but in the end it balances out). Also it's a good idea to eventually settle next to a well-located barb camp, so the AI won't. Then you can build a city wall.

The game I'm playing now I'm Militaristic, and so far I've gotten 4 GL's on a standard map. 2 due to the barb trick, and 2 to me being a butthead. :) And I haven't researched Gunpowder yet.

Leader #1: Heroic Epic (didn't really need the Forbidden Palace yet)
Leader #2: Sistine Chapel (STILL didn't need the Forbidden Palace yet)
Leader #2: Forbidden Palace
Leader #4: holding out for Smith's or Bach's
 
In war, use workers as bait.

The AI can't resist gobbling up your unprotected workers, and instead wastes his movement points / attacks on capturing workers. :lol:

It's easier to kill a horseman / knight / cavalry unit by attacking it than by letting it attack you. (It's not until panzers and modern armor shows up that units can attack several times a turn.) And you get your workers back as well. :D
 
Originally posted by JayKay


I think you probably build the settler in the turn where the population was growing from 2 to 3! ;)

Same for the worker, except the population was growing from 1 to 2! ;)


Not at all...like I said, in Chieftain or Warlord level, you can always build a settler or worker *no matter what the city size* so long as that city is growing. You can build a settler in a city with a size of 1 - and the city will not disband - so long as the city has at least one extra food. If the city is stagnant or starving, you will have the standard option to disband.
 
an easy way to get a lot more cash per turn, is simply by exploiting a bug in the science research. say your researching flight at 70% and it says it will take 5 turns to complete. instead of just saying ok, try to go down to 60% and see if the number of turns changes, if it doesn't, then try to go lower. what's the use of using 70% of your cash to research something in 5 turns if your gonna be able to get it in 5 turns anyway at a lower percentage level. ive found that when your getting a huge income, lowering science by 10% can give you 150 extra a turn+. the concept is simple. pay science the least amount of money in order to get the job done in the same amount of time.
 
Great tips. A few of my own.

1) Faster wonders. Build something big. Start with a normal improvement. The bigger the better. Sacrifice population to max it out then switch to the Forbiden Palace until you get the advancement needed for the wonder you want. Back fill the sacrificed pop with workers.

2) When in doubt build workers. Founding cities,especially in enemy teritory is easier if you build roads and improvements before you found the city and then assimilate 3 workers into it. Instant well established pop 4 city.

3) Late in game build and use bombers. Founding a city on an enemy continent is faster if you fly in bombers and disband them to make walls, temple, harbor and airport. Then fly in the teaming masses.

4) Think hard before disbanding. A cluster of obsolite units can rush across a border, especially if they are horsemen, and plunder the roads connecting civ to thier iron, saltpeter, etc. Before tanks a unit can still kill only one unit at a time. A rush of 20 horsemen and charriot is quite impressive vs the amount you would get in shields for disbandment.

5) If you sell a tech sell it to every civ. If you don't they will.
 
You can't rush Wonders, even partially. You have to have a Great Leader (I'm on GL #5 in my current game, BTW :goodjob: ). However, partial- hurrying works great on other improvements.

As far as disbanding stuff, I've only found disbanding profitable when the shields put you "over the top" and shave a turn off of something. For example, say your city produces 6 shields and you want to make a Barracks (20 shields, if you're militaristic). That'll take 4 turns-- 4 turns, 24 shields. 4 of those are wasted. Now if you disband a 10-shield Warrior, you get 2 shields. 8 shields are wasted. But those 2 shields put you over the top on your Barracks, letting you produce in 3 turns, 0 wasted shields. You wasted 8 shields disbanding your warrior, but you avoided wasting 4 shields on your Barracks. Total cost: 4 shields waste. I can live with that.

Conceivably, you could come out even better if you have a 21-shield city and 19 of those are going to get wasted. Now you get 11 shields PROFIT by disbanding a warrior.
 
Unless it was a series of 4AM halucinations. What I saw was this. I can't rush wonders but I can rush normal improvements and then change production from a cathedral to a wonder and keep the shields in the production box. It only gets me about a quarter of the way to finishing my wonder but saved me many turns albeit while loosing population. To maintain production I added enough workers to recover the original city size.
 
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