gamemaster3000
Warlord
- Joined
- Dec 6, 2005
- Messages
- 189
I want to use some lessons I learned from other games to get better at Civ:
1. Find out how good I actually am. i.e. Find out who the best players in the world and what they can do. If you have names, post 'em below.
2. Figure out how they do it. Granted I'm not willing to become the world's best civ player because I'm not willing to do some things I know could improve performance, such as looking at a city's tiles every turn or micromanaging my worker's movements. If the best players have written current guides, post 'em below.
3. Start using math or modeling. Developing some sort of objective standard to compare one result to another is key. There's no way to get past a certain skill until you start looking at ways to get another 5% research/gold/military in.
There are a bunch of problems to modeling Civ though. First, my personal preferences for the game are probably different than everyone else's. There are certain aspects I like about the game (the puzzle-solving nature of trying to maximize production with so many variables) and other parts I hate (AI can't handle 1UPT, the way to win on high levels is to cheat the AI diplomatically, the tech tree goes too fast, particularly as you get better).
I might make a custom map and the idea would be you have to research X techs as fast as you can or on turn 100 you have to add up all the beakers, gold, and military you have and put them in a spreadsheet that gives you a 'score'.
But I also want to touch on how complicated it is to even evaluate what is 'good' in Civ. Just for an example, let's look at factors that could influence the decision of whether to put down a trading post or a mine on a tile.
--What part of the game you're in (hammers are better early I believe)
--Whether or not you have Currency
--Whether or not you have Rationalism
--Whether or not you have Commerce Social Policies
--Whether or not you have a bunch of City States nearby
--Whether or not you're currently running a surplus or deficit of gold
--Whether or not you have Big Ben (gold production cost reduced)
--Whether or not that city has production buildings
--Whether or not that city has gold buildings
--The value of upgrading a unit for XP vs building a new one (i.e. what's the value of military promotions)
--What is the value of the trade route to the city
I guess 'solving' Civ is kind of ridiculous as the number of possible permutations for all your choices is probably big enough for scientific notation as early as turn 35. And you can't even really judge objectively...is a 10 population city with 10 hammers and 10 gold better than an 8 population city with 9 hammers and 9 gold?
Still, I'm inexperienced enough that I'm sure a couple of build orders could probably significantly increase my game play. What I really want is a more scientific way of choosing between what to build, what improvement to do, and what techs and policies to acquire.
1. Find out how good I actually am. i.e. Find out who the best players in the world and what they can do. If you have names, post 'em below.
2. Figure out how they do it. Granted I'm not willing to become the world's best civ player because I'm not willing to do some things I know could improve performance, such as looking at a city's tiles every turn or micromanaging my worker's movements. If the best players have written current guides, post 'em below.
3. Start using math or modeling. Developing some sort of objective standard to compare one result to another is key. There's no way to get past a certain skill until you start looking at ways to get another 5% research/gold/military in.
There are a bunch of problems to modeling Civ though. First, my personal preferences for the game are probably different than everyone else's. There are certain aspects I like about the game (the puzzle-solving nature of trying to maximize production with so many variables) and other parts I hate (AI can't handle 1UPT, the way to win on high levels is to cheat the AI diplomatically, the tech tree goes too fast, particularly as you get better).
I might make a custom map and the idea would be you have to research X techs as fast as you can or on turn 100 you have to add up all the beakers, gold, and military you have and put them in a spreadsheet that gives you a 'score'.
But I also want to touch on how complicated it is to even evaluate what is 'good' in Civ. Just for an example, let's look at factors that could influence the decision of whether to put down a trading post or a mine on a tile.
--What part of the game you're in (hammers are better early I believe)
--Whether or not you have Currency
--Whether or not you have Rationalism
--Whether or not you have Commerce Social Policies
--Whether or not you have a bunch of City States nearby
--Whether or not you're currently running a surplus or deficit of gold
--Whether or not you have Big Ben (gold production cost reduced)
--Whether or not that city has production buildings
--Whether or not that city has gold buildings
--The value of upgrading a unit for XP vs building a new one (i.e. what's the value of military promotions)
--What is the value of the trade route to the city
I guess 'solving' Civ is kind of ridiculous as the number of possible permutations for all your choices is probably big enough for scientific notation as early as turn 35. And you can't even really judge objectively...is a 10 population city with 10 hammers and 10 gold better than an 8 population city with 9 hammers and 9 gold?
Still, I'm inexperienced enough that I'm sure a couple of build orders could probably significantly increase my game play. What I really want is a more scientific way of choosing between what to build, what improvement to do, and what techs and policies to acquire.