Maniac
Apolyton Sage
Roland Johansen said:
Aha! So for the best AI, play at Deity and set AI_handicap at Chieftain!
Roland Johansen said:
archphoenix said:obsoleted building question:
the official manual metioned that when a Great Wonder obsoleted, all it's benefit removed except culture.
Is there any exception on Great Wonder or common building?
I find that after monastery obsoleted, the benefit "can build monastic" is still availiable. and I do't know how to detect whether 10% sci output remain.
M@ni@c said:Aha! So for the best AI, play at Deity and set AI_handicap at Chieftain!
bad-aries said:I have chosen One City Challenge option in a custom game. Looks like other Civ are building cities. Is the Once City Challenge applies only to my Civ?
thanks.
Roland Johansen said:Certainly not. You must have misunderstood me.
Melhisedek said:I notice that now :/ They got slaughtered in the last war I had... I mainly went for highest strength which didn't impress me :/ So should I go for Riflemen or grenadiers in this era?
frankcor said:Melhisedek, if you haven't observed this yet, Roland's answers are astute, insightful and almost always perfectly correct. This one is no exception.
frankcor said:As you now realize, "going for the highest strength" isn't always the best move. Check out the Grenadier, with a base strength of 12 compared to 15 for the cavalry. But note that it enjoys a 50% advantage over gunpowder units.
frankcor said:Thus, ignoring all other bonuses, promotions or advantages, a cavalry goes against a rifleman at 15:14 strength while a grenadier goes against a rifleman at 12:7. (I'm away from my game computer so the numbers may not be perfect, but you get the idea)
daifuku said:hello friendly civfanatics,
i have a problem, which is that i'm largely clueless as to what to research after the initial stages, in which i research based on my resources.
now i do realise that this could be a rather huge question, so i'll make it a bit simple: what are some of the cues that are reliable when choosing what to research, in short or long term?
daifuku said:also, any tips on juggling specialists? again i'm clueless how i should balance them out. so far i've been too afraid/lazy to deploy them.
daifuku said:yes, i am a big time newbie, i won't deny that. in fact, i'll concur 100%.
In a SP game, grenadiers are great. Since the AI prioritizes rifling, they will build lots of riflemen. Hehe... a 12-strength grenadier suddenly becomes 18-strength before promotions. If you upgrade City Raider macemen to grenadiers you basically look at the AI cities and say "What defense? I don't see any defense."a4phantom said:I've never used grens but I think the pedia says they get +50% <i> only when attacking riflemen </i>. I think this is probably the most situation-specific bonus in the game besides maybe the stupid jaguar's jungle defense thing. So if your opponent is attacking with grens, you're better off with musketmen than rifles! Redcoats beat attacking grenadiers though.
No, I don't think it's an exploit, although it certainly does allow a big advantage (Rifles/Grenadiers with +75% city attack sure are powerful... and if you're careful with them, you can end up with +75% mechs at the end of the game!). Think of it more as an "investment paying off" for the time spent in getting those early units (Swords/Maces) up to 10 XP (and beyond).a4phantom said:You should build riflemen and give them City Defender to defend your cities. You should already have macemen with lots of City Raider promos, and them upgrade them to riflemen (riflemen cannot be given the City Raider promo, nor can cavalry nor I think grenadiers). Upgrading them to grenadier would probably work even better, although I've never gotten as far as grenadiers before winning. This will give you an unusual advantage, although one you have to use carefully because one your city raiding gunpowder units die they cannot be replaced. Without doing this I think the gunpowder era (riflemen until the arrival of tanks) is severely tipped to the defender, which is of course historically accurate. And theoretically having a few cavalry unit in your cities should defeat both grenadiers and cannons (cannons can get City Raider, but have only a base strength of 12).
As I write this I start to feel guilty. I use this strategy in every game, does it sound like an exploit?
Yeah, it depends on the city really. Just as a rough "rule of thumb" I use, cities with tonnes of excess food are usually excellent for spamming specialists. Those which are hard-pressed to grow are generally better off working their tiles. The ones in-between though are difficult to decide on - really it's up to the player's own strategies.a4phantom said:I'm not good at this myself. I try to remember to dedicate an engineer after building forges (which I get by building Oracle => early metal casting, though most people will tell you to take Code of Laws as your free tech) because I want to produce Great Engineers to rush Wonders. That's pretty much the extent of specialists for me, because I usually feel I can get more by working the land. However, when your city is at even happiness:unhappiness taking a pop point off a food producing square and making a specialist of him can prevent unwanted growth. Or you could put that pop point on a square that produces shields or coins but little food.
It really does depend on the map (sorry, I know this isn't what you wanted to hear!daifuku said:hello friendly civfanatics,
i have a problem, which is that i'm largely clueless as to what to research after the initial stages, in which i research based on my resources.
now i do realise that this could be a rather huge question, so i'll make it a bit simple: what are some of the cues that are reliable when choosing what to research, in short or long term?
Each difficulty level has a certain default happiness cap where if a city grows beyond that cap, the people become unhappy as a result of overcrowding. There are several ways you can correct the situation.Benashy7 said:Hi, I'm new to Civ4 , in fact Cililisation games in general.
I have just stareted as America and my first city is overcrowded, I was just wondering how to cure this problem. Any advice would be great.
M@ni@c said:Huh? Then what do I need to do to make the AI play at Settler difficulty but get the AI modifiers of Deity? Set Standard_Handicap to Settler? Then what is AI_handicap for if it automatically takes the AI modifiers of your diff level??![]()
OMG, how did I forget that one? I use Hereditary Rule in that exact fashion all the time. I can't believe I forgot to mention it. LOL.Lord Parkin said:Of course, civics are also a handy option for improving happiness.
<snip>
GET Monarchy, and pop-spam your high-growth cities to an insanely large size and power!
I'm not sure of the exact numbers, but the XML holds the answer to the basic question (delay until change to barbs). As for how many people need to have a tech, that has a three-part answer:Lord Parkin said:By the way, I have a question to throw out there myself - does anyone know the rough turns (based on a Normal-length game) that the various stages of barbs start appearing? I know that it depends on who researches what a lot of the time. But, for instance, at what precise stage to the barbs upgrade from animals to Warriors? How many people need to hold Archery before they can build Archers? ...Axemen? ...Swordsmen? ...etc.