Quick Answers / 'Newbie' Questions

To help you decide what to build (improvements and military units), we really need to know what kind of victory you are looking for. Space races are vastly different from conquest victories, for example. If you don't know what you want, pick something to try. You can probably get some good advice then.

In my latest game (as the Dutch) I was thinking Diplomatic; but perhaps wiping out the other Civs on my Continent first.

-DrZaius
 
As to a feel for it, I think that is a long time coming, so I would not worry to much about it. One way to gauge what to build or not to build is cost benefit. First I want to decide, how important a given build is to my over all plan.

If it is critical, then I need not consider cost, it is critical and that means I must build it. That is a rare thing and can apply to units. If I face an attacker at my door I best get up a defender to prevent loss of the town for example.

General plan is just to see how much that lib is costing me and how much will it yield. If it is a 1 net beaker and will take 80 turns, I doubt that makes sense. It may in the case where I must get a border expansion and will soon rush the build. It will, if I expect the town to become some what productive and eventually yield some beakers, not using scientist. Maybe I plan to soon get the town to be mostly specialist and I have no need for that lib.

Each building can be evaluated to see, if it is worth the time, shields and maint. It could be that I will get the lib or temple up as soon as I can and once I get the border pop, I will sell to not pay fo rmaint, but I have money to spare and the border is more important to me.

It will only be a handful of cities that will get everything or what I consider everything. The rest will get something between everything and nothing or in fact nothing.

Most of the issues in builds I see are things like making a harbor in that tundra town that should not be allowed to grow, it will never yield more than 1 beaker and I can get the most from it by just leaving at size 1 with a scientist on wealth.

Libs in net 1 or 2 bearker towns. Catherdrals in towns that would be 100% happy without it. Colosseums in any citiy or town and probably even in metros. Courts in places that would be 100% corrupt and would be just fine as farms.

I also see a lot of players making structures right out of the box, that will take 80, 100or even 160 turns. In places that are very corrupt and very small. I would say that most of these should not be build at all in those places, but some would make sense, but not right now. An expample could be the lib at 80 turns in a size 1. IOW just because I just learn about libs, does not mean I need to build them everywhere right now.

Why not put it on wealth for a number of turns, while it grows to size 5 and then start the build. It will get done close to the same time and you saved the maint and gain the gold.

Defenders, well they are usually not money well spend and it is spent at a time where research would benefit from that money. Talking about those in Republic and not expecting to war a lot. If you expected to war a lot, why go into Rep in the first place?

Trades for techs, short answer just get used to the price. First figure out how much the tech is actually worth. This can be found in tools like CAII or you can do it on paper from the editor. Once you know what it is in beakers, then you know what to expect to pay.

The real cost is going to be affected by the tech benefits as well as how much, if any beakers have been put into the tech by the buyer. If it cost 2000 and they are 1800 into, it will not be worth much to them. If it comes with things like new Govs, new units, Wonders, then often it will gain an extra cost. In fact they may not part with it at all.

Trades for goods are another story. Lux cost is also a function of how many towns you have and how many luxs. Play OCC, you can get lux cheap. You have 120 towns and 5 luxs already, that will be expensive. Of course you can frequently get luxs for a good tech, regardless.
 
For a diplomatic victory you need to have good relations and attitude with other civs, have a industrial base to build the UN. You can make war but ideally elminate the opponent so he doesn't stay mad at you into the industrial age when he'll vote agaisnt you. A nice strategy on a continents map is to cefeat your neighbor(s) before they meet any civs on other continents-you can break as many peace treaties and ROP's (some would say this is an exploit) without prejudicing other civs if the violated civ is no more when other continents come knocking.
 
@DrZaiusDrZaius: Welcome to CFC. :band: :dance: [party] :beer: :cheers: :banana:

In addition to what CKS asks (What Victory Type are you playing for?....Most important), some other factors of interest:

1. What Level are you playing?
2. Map size & type?
3. Are you playing Conquests? (C3C)
4. Number of AIs?

Believe it or not, vmxa, a very knowledgeable player (speedy response and prolific writer!), has just scratched the surface!!

The more parameters/info you can give us, the more specific and comprehensive will be our answers! :)
 
@DrZaiusDrZaius: Welcome to CFC. :band: :dance: [party] :beer: :cheers: :banana:

In addition to what CKS asks (What Victory Type are you playing for?....Most important), some other factors of interest:

1. What Level are you playing?
2. Map size & type?
3. Are you playing Conquests? (C3C)
4. Number of AIs?

Believe it or not, vmxa, a very knowledgeable player (speedy response and prolific writer!), has just scratched the surface!!

The more parameters/info you can give us, the more specific and comprehensive will be our answers! :)

Just Chieftan for now (still getting my sea legs), Standard Map Size and Age, Continents, C3C, and 5, I think? Maybe 6? Whatever the stock number is. I'm not too worried about winning right now, I just want to build good habits, so I can move up to the next levels and be successful there.

-DrZaius
 
In a general sense, whatever the VC, build defenders for border cities only. The rest of your military should be the strongest offensive units available and artillery. You should only have barracks in productive cities and maybe one town near the front. Build improvements in your core mostly, none of it works well out in highly corrupted area. Ask yourself if your city or empire needs something before you build it.
 
DrZDrZ, there's a wonderful article in the War Academy on "Wonder Addiction".
Generally, it's often very easy to get glutted on wonders at the lower levels and the writer argues it interferes with learning good playing techniques (getting the Great Library so you never learn good research and tech trading, getting lots of happiness wonders and not learning happiness management ...) It makes some good points. If you're planning world conquest, it might be better, especially at the lower levels of play, to avoid building wonders and learn to take them!

Also to add to what Overseer said, barracks allow for building veteran milatary units and allow rapid healing of damaged units. They're therefore useful in productive cities where you plan to quickly produce units or occasionally on a border where you're fighting. If you are building a unit in a city without a barracks, you'd do better to build an artillary unit that doesn't have regular/veteran/elite flavors.

Welcome to the forums!
 
Just Chieftan for now (still getting my sea legs), Standard Map Size and Age, Continents, C3C, and 5, I think? Maybe 6? Whatever the stock number is. I'm not too worried about winning right now, I just want to build good habits, so I can move up to the next levels and be successful there.

-DrZaius

The best habit you could learn is to get off of Chieftan. It allows bad habits.

Regent is the break even point. Below that, the AI gets a build penalty, above it they get a build bonus. They also get extra units when you get higher, starting at monarch I think.

Warlord is going to look tough, but since you're not worried about winning (which is good! That gives you the opportunity to learn) don't sweat it.
 
i have a defensive bombardment question, if the rof is greater than 1 (ie. 4/0/2) does that mean the defensive bombardment has the ability to take down 2 hp from the attacker?
 
um.... i just did a test of my own, i set brf to (99/0/10) and have an archer attack the unit stack, regardless of the number of trials, defensive bombardment only took out 1 hp from attack (regardless of rate of fire)
 
Anyone know how many cities you need to field an army? I seem to remeber you need a certain number of cities for each army you want to build but can't find it in the Civilopedia, the Basics of Armies article here on the War Academy or in the manual. I earned a milatary great leader on OCC and can't use him.
 
You need 4 cities to build an army. So you'd need to grab 3, make your army, and then abandon them. If you manage that, I'll buy you a beer:cheers:
 
As I'd be fighting muskets with ancient cav it'd be a miracle. Even if I won and built an army, I'd have to live with the conter attack. I'll have to live without the heroic epic and buy my own beer.
 
Does anyone if there are any other 'hidden' civs in the game ala Austria? And what are Austria's traits exactly? The UU I've heard is not bad, a 7.3.3 Hussar replacing Cavalry, although it's a little mediocre compared to a full on attack bonus such as with the Siphahi or full on speed/blitz bonus as compared to the Cossack.
 
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