Silly Habits YOU've Made in Civilization 4.

Until a few weeks ago, I never went into slavery, because the idea of whipping people to death for production was (and still is) morally repugnant. I explained it away by saying it is really more like impressment, forcing citizens into the army, which works as long as I only whip units. In my current game of Rhye's (as the Inca), whipping makes holding off barbarians much less difficult.
I love loading missionaries up on galleons and visiting as many coastal cities as I can. I get a sense of satisfaction when nearly all nations have converted to Christianity (more in regular games).
I'll avoid chopping woods, mostly for the health bonus too, since I like big cities.
 
I also had problems with some civics in the early stages of my experience.

The civics I would utilize would be based off what I would actually support. Slavery was not one of them. Obviously, the lack of slavery made me a n00b, so I began using it :mischief: .
 
I also had problems with some civics in the early stages of my experience.

The civics I would utilize would be based off what I would actually support. Slavery was not one of them. Obviously, the lack of slavery made me a n00b, so I began using it :mischief: .

Yup I had problems with that too at first .... but once I've realized how powerfull it is ... :mischief: ;)
 
Until a few weeks ago, I never went into slavery, because the idea of whipping people to death for production was (and still is) morally repugnant

That's what I did too, until the folks in the S/T forums pounded some sense into me.
 
One thing I don't like to do is chop. I just am a treehugger.
And whenever I play RFC, I can't bring myself to build wonders my civ didn't actually build.
 
There will be many who shudder. I build roads. Everywhere.

If you think the automated workers are bad, they have nothing on me. At least I know enough to improve the tile before building the road, but every improved tile gets a road. It is how I can see at a glance how developed areas are.

I have gotten better during the early game, not wasting those early worker turns quite so badly. They do get filled in later, though.

If it's not strangled in road lace, it just isn't a modern empire.
 
There will be many who shudder. I build roads. Everywhere.

If you think the automated workers are bad, they have nothing on me. At least I know enough to improve the tile before building the road, but every improved tile gets a road. It is how I can see at a glance how developed areas are.

I have gotten better during the early game, not wasting those early worker turns quite so badly. They do get filled in later, though.

If it's not strangled in road lace, it just isn't a modern empire.

I do the exact same thing. What can I say, I'm obsessed with infrastructure.
 
I'd have to say I'm quite the opposite. I use roads sparingly, only for connecting resources and cities. I simply think that one sole road connecting a city looks appealing, regardless of gameplay significance.

In the late game, I will also make railroads sparingly as well, only making railroads between cities and important military bases. Other resources will remain road plots.

In Rise of Mankind, roads actually cost money to build, so it makes sense to use them sparingly. There is a basic dirt path, paved road, stone road, etc. I will usually use the dirty path to connect resources, and only use expensive roads for connecting cities.
 
In the late game, I will also make railroads sparingly as well, only making railroads between cities and important military bases. Other resources will remain road plots.
If you railroad a mine or a forest, the tile will gain an additional :hammers: .
 
I always had a problem with the road spam hate people.
The hate got so bad that they included maint. in V to discourage it.
Most of the reason for it was the "it doesn't look good" or "it clutters the map" or "it's not realistic".

Roads are your best defense. Having road everywhere was helpful when the enemy is raiding and pillaging.

And Consider the US. No US map has enough squares where there wouldn't be a road in every single one. The road spam hate just never made any sense to me.
 
I always had a problem with the road spam hate people.

Me neither. It always had opportunity costs and in civ IV people hurt themselves by overbuilding them early on pretty often.

In civ V they destroyed that completely.
 
I like renaming cities after ones near my hometown's area. My top coastal names are San Francisco (my capital), Santa Cruz and Monterey, and if I settle in a forested valley I'll name it San Lorenzo. If I have a polluted or 'crappy' city I'll name it Oakland ;)
 
Me neither. It always had opportunity costs and in civ IV people hurt themselves by overbuilding them early on pretty often.

I'll admit that I used to do that (before I knew better), but now wait to build those defensive roads until most of the improving is done and I preparing some killing zones. But when the workers run out of things in the mid-game, I'll road spam with the best of them. I actually like the look of it since it makes me think it looks more developed. Very few of the other V testers agreed with me. (like none)
 
Very few of the other V testers agreed with me. (like none)

I agreed with you, but I had other, larger issues with that game. Basically I value "game runs properly" > almost everything else, and got stuck there since it never ran properly...even after being released lol.
 
I like renaming cities after ones near my hometown's area. My top coastal names are San Francisco (my capital), Santa Cruz and Monterey, and if I settle in a forested valley I'll name it San Lorenzo. If I have a polluted or 'crappy' city I'll name it Oakland ;)

Oakland ? Not Detroit ?! :D ... :mischief: ;)
 
My pick would be Cleveland, but that's just me. :crazyeye:
 
But when the workers run out of things in the mid-game, I'll road spam with the best of them.

I do the same thing. Might as well keep those workers busy until some new resource or tech gives them something more worthwhile to do.
 
In SMAC road improvements counted towards the total feeding 'ecological impact' and causing problems. The habit of only building roads where needed carried forward...or maybe carried sideways since I still play Alpha Centauri pretty regularly.
 
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