Quick Answers / 'Newbie' Questions

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Hot damn thanks, this thing helped me too, it was on the commerce help thread link you gave.

http://forums.civfanatics.com/showthread.php?s=&threadid=51988

I've already however read many thread on starting tiles/tile management, so know all that stuff.

Currently reading the commerce article (fairly long) so I'll post an edit to this post when I finish that.
 
Ok...well...the links didn't help much, so I'm just gonna play Oblivion until someone answers my question :)


...hope its soon :(
 
MetaMike: What level are you playing? At the upper levels, you've got to play one AI against the others and keep picking on the weak sister until you gain either a tech or numbers advantage to take out the weak sister. Recognize that at the higher levels the AI gets a lot of free units (support wise) and they are more likely to trade techs around. Also you'll need to be careful of an AI during their Golden Age. Taking on Persia or Rome early in the game and triggering their Golden Age can present a big obstacle to your victory plans. You'll also want to learn to use combined arms with horses for pillaging and picking off stragglers while swords, with spears for defense and catapults to weaken the defenders as your primary strike force.

On the lower levels, you'll find that an early game units push can take out a neighbor or two. That will give you a edge on the rest of the AI in unit suppoirt and productivity.

As for RCP (Ring City Placement), there's an excellent article among the strategy articles (I'll post a link later). What it boils down to is by placing equidistant from the capital will reduce the corruption in those cities allowing for better production.
 
metamike said:
how many science farms to have, how to create good science farms (since irrigating grassland does nothing I'm pretty sure), How to balance corruption, etc, etc. Also, which method should I use in Warlord Standard size games in order to excell in science: Lots of money and buy it from others? Or high science funding/science farms and be the first one to get it?
I know your question was much larger, but it's easier to answer just a small piece of it.

How many science farms to have? As many as you can keep making as you take over corrupt areas throughout the game, but you just start with 1 or 2 scientists at first. Irrigating grassland helps a LOT, but not until you get out of Despotism.

Which method in Warlord? High science funding/sci farms, because at Warlord the AI researches so slowly that you'd have to wait for them. Besides, it's nice to be ahead of them in tech anyway. :D This changes somewhere around DG, where the AI research faster and you may be better off saving your gold to buy from them. Emperor is kinda in the middle and you can choose which you prefer to attempt (IMO) or perhaps a bit of both.

If you enjoy warmongering, you may want to turn off research at some point (after cavs maybe?) and just trounce everyone before going much further. It's not my style (I like building space ships :p ), but I've read that warmongers often just want to use their gold for more and more units until the other civs are just gone.
 
On warlord, if you want to excel at science, you have to do a lot of it yourself, at least after the AA.

Research Alphabet/writing/Code of laws/philosophy and take republic as the free. Switch to republic (make sure you have been building lots of roads and expanding!!)

Trade for all the techs you can.

Research literature and build libraries/markets (for happiness) in your core cities.

Research the rest of the AA techs - you can probably stay away from map making, horseback riding and polytheism - the AI will likely research those for you.

This should get you into the middle ages sometime around 1000 BC - earlier if you had great expansion or popped a couple of techs from huts, later if your civ didn't expand too well (no food bonuses in capitol, for instance)

At this point, you should be, by far, the tech leader. If what you want is to power to the spaceship, ignore all optional techs and research, research, research. Build wonders like collosus (good commerce boost) with Copernicus and newtons in that city if you can.
 
I messed up Warlord and Monarch I think, I'm currently trying to play Monarch if that's what it's called (next level after Regent).

@Auto: "
Research literature and build libraries/markets (for happiness) in your core cities.
"

Now THIS is what I want to talk about. Which city improvements BENEFIT you!!! And benefit, as in profit. What I mean by this, is that I'm not sure that...say...if I make a market/colosseum in my city, the happiness money it fixes will counter-balance the money I would've used instead by:

1) Raising happiness bar say 10%
2) Making clown (that's one less (most likely)2 gold tile I could've worked on).

etc, etc, and the same goes for if the amount of money saved when a courthouse is built by lowerence of corruption, isn't wasted, and you end up making a LOSS, simply because the maintenence for the courthouse is more than the corruption cost reduced.
 
metamike said:
I messed up Warlord and Monarch I think, I'm currently trying to play Monarch if that's what it's called (next level after Regent).
At Monarch you can still out-research the AI, but they are becoming faster and you need to give more thought to what they'll research so you can trade with them...especially in the early game.

Now THIS is what I want to talk about. Which city improvements BENEFIT you!!!
The only answer to this one is...it all depends. Markets aren't of much benefit unless you have more than 2 lux. Libs and unis are most beneficial for high research games, but less so for warmongering or no-research. Courts help most in towns with only moderate corruption to begin with. Happiness buildings (temples, caths, colosseums) are rarely worth building unless you're going for a cultural victory or temples for a border expansion in the late game if you're going for domination.

The best way to decide which buildings you need is to first decide which victory condition you want to go for, and this becomes more and more important as you play at higher levels. At Monarch you can still hedge your bets by preparing for both an SS win and domination, but beyond that being more focused is increasingly important.

I think the only two buildings are consistently important...1) barracks for veteran units, but not in every town...only in high-shield core towns where you know you'll be building units or in a border town where you'll need to heal units quickly when fighting. 2) granaries in a few high-food core towns for spitting out settlers and workers.
 
gmaharriet said:
I think the only two buildings are consistently important...1) barracks for veteran units, but not in every town...only in high-shield core towns where you know you'll be building units or in a border town where you'll need to heal units quickly when fighting. 2) granaries in a few high-food core towns for spitting out settlers and workers.
@metamike: I would agree with grandma on these 2 points, especially since you want to win by Conquest or Domination.

To achieve your goal, here's a simple solution which should work on Monarch level:

Don't worry about science except to get the techs you need. (Goody Huts are a good way to get Techs.) Instead, focus on building a fast-moving stack of veteran horsemen. The AI is just not proficient enough to stop you wiping him out at Monarch level. (At the higher levels the AI gets to cheat more!)

And, if you want to win by Domination, you can capture the AIs' cities and cruise to a Domination Victory.

If you are going to place a great emphasis on science, you would be looking at SS/UN/20K/100K/Hist Victory conditions. :)

_______________________________________

@rigorism: Sorry, can't answer your question, but would like to welcome you to CFC and say your English is fine. [party] :band: :beer:
 
for Eman
thank you for respond.and i am fool.characters in this picture are japanese.
i try to explain about these characters which was written.
i think this is SF.in this picture, following ward were used ;
players : gimax, Houston third military
technology : nuclear unite technology, advance alchemy
money ; excy?
if there is people who know this mod's name,please tell me about this mod.
and thank you Eman!
 
Ok, I've gotten some help so far, but could use a bit more replies.

My usual games now:

Vanilla
Monarch
Commercial/something civs
Standard size
60% water continent map
usually 4+ luxiries available
2/3 countries on my continent
(One being the little sister, one being the bigger brother, and the other being the uncle{in the middle}).

I plan on getting a shi..I mean..."poop" load of commerce and cities, for fast and enormous vet. Horsemen production as soon as War. Code and Wheel finishes.

Cities will be around 5 tiles apart, sometimes 4 depending on location.

What would I want to emphesize, as in what city improvements first, then second, and what should i look for in tiles, lots of food, commerce, or shields?
 
Aabraxan said:
In the threads and the War Academy, I've seen several references to setting up "camps." Are camps anything other than cities that I intend to abandon later?

Not really,that is what is normally done with them. hey are towns that have only one purpose and recieve only one stucture to facilitate that function.

Namely a barracks only in a site that is intended to make troops. It will probably stay size 6. A worker camp may get nothing. Both camps may do more than that, if they happen to have a bonus tile.

A camp that makes settlers, would get a granary and one or more food bonus tiles. Eventually you abandon them.
 
If you want expansion, then you want one city that both grows and pops out 30 shields on the same turn.
This should also be a size 4 to 6 city, whatever you need to drop shields enough that the town will grow twice before spitting out another settler after each one it produces.

Using roads only on the tiles that you want your city to use will guide the auto-allocation toward putting the new laborer on town growth to work on the tile you want. Irrigate plains, always, or unless there are only hills and plains around, you won't get a laborer automatically put there.

City size 5 - build on grassland, surrounded by grassland, plains, and forest mix
Center tile: 3 food, 1 shield, 2 commerce
Second: grassland-shield; 3 food, 1 shield, 1 commerce
Third: grassland; 3 food, 1 commerce
Fourth: grassland; 3 food, 1 commerce
Fifth: plains; 2 food, 1 shield, 1 commerce

14 food production, requires 10 food - surplus of 4. 3 shields, so settlers come in 10 turns. You'll have a food surplus of 4 even when you drop down to size 4 (the object being to grow to size 6 the same time you get a settler).

I'm being really bad by not checking to make sure that with a granary you'll go from size 4 to 6 in 15 turns with a surplus of 4, but this is how a settler farm is made. Just do a little bit of mental math, note how fast you're growing and how many shields you have, and by all means make use of bonus resources like cows!

Get your second city doing this by the time you found your 5th, then another city doing it by the time you have 8. Just get 15 cities founded and you can lead in whatever you choose to in a Monarch or below game, be that science, war production, gold, culture, etc.
 
metamike said:
Ok, I've gotten some help so far, but could use a bit more replies.

My usual games now:

Vanilla
Monarch
Commercial/something civs
Standard size
60% water continent map
usually 4+ luxiries available
2/3 countries on my continent
(One being the little sister, one being the bigger brother, and the other being the uncle{in the middle}).

I plan on getting a shi..I mean..."poop" load of commerce and cities, for fast and enormous vet. Horsemen production as soon as War. Code and Wheel finishes.

Cities will be around 5 tiles apart, sometimes 4 depending on location.

What would I want to emphesize, as in what city improvements first, then second, and what should i look for in tiles, lots of food, commerce, or shields?

First I would suggest you make your own thread if you want more input as this is really meant for simple questions with simple responses. Yours is a tell me everything sort of question.

I would further say a 5 tile space is going to slow your progress quite a bit. I would urge you to consider no more than CxxxC.

I am not sure how you can plan on a horse anything as you may not even have horses. It is best to find out what resources are availble and then adapt. If you have no iron and no horses, you need an alternative.

If you do not have horses, the CxxxxxC is going to realy bite. You may then see the merit of CxxC.
 
"I would urge you to consider no more than CxxxC.

I am not sure how you can plan on a horse anything as you may not even have horses. It is best to find out what resources are availble and then adapt. If you have no iron and no horses, you need an alternative.

If you do not have horses, the CxxxxxC is going to realy bite. You may then see the merit of CxxC."

No horses is EXACTLY the reason for CxxxxxC that I do. This is so I have as MUCH territory as possible as fast as possible, and that means my territory will exceed the other on the island, aka, I'll have a higher chance of getting iron/horse if I have more territory! Also, the game in which I did 4/5 tiles, I got horses right next to my second/third city, so that wasn't much of a worry.


BTW, I did as you said and posted my Q in a seperate thread.
 
In conquest editor how do you allow the unit and city brush to place units and cities

I checked everywhere but couldn't find
 
metamike No horses is EXACTLY the reason for CxxxxxC that I do. This is so I have as MUCH territory as possible as fast as possible said:
CxxxxxC is insane and is not how you gain terriroty, it how you lose territory. You gain territoy by planting towns.
 
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