Some notes

miradus

Chieftain
Joined
Nov 2, 2001
Messages
25
Alright, I guess I've gone through enough games to have some hints and strategies. Here's some of the things I've discovered:

WEALTH - You don't hafta be the most advanced, biggest, or strongest if you're the wealthiest. Gold is used for everything, and with the new diplomacy you can buy your way to victory. Money money money.

SPECIALISTS - I have yet to see a specialist other than an entertainer do what they're supposed to. They earn more money and science by sitting in their square working than they do assigned to a specialist position.

UPGRADE - It's vital to upgrade when you have the money. When you're at war your economy has already suffered and you'll be behind the curve. Having your pikemen overrun because you were too lazy to upgrade is silly, and will make you mad. Here's an easy hotkey too ... SHIFT-U upgrades all units of that type that are currently in a city with a barracks. One key, one price. Easy as pie.

HOTKEYS - Start on page 197 of the manual, if you read nothing else. There's some great stuff in there that it doesn't mention anywhere else, like specific automation of workers, etc.

LUXURIES - For some reason, they spawn in groups. You'll have 5 silks surrounding one city, but no other luxury resources in your entire empire. Very frustrating. They really want you to trade for other things, and it seems to be wired for that. If you have plenty of luxuries coming in, make sure you have a marketplace in your larger cities. The happiness bonus alone will be worth the cost.

STRATEGIC RESOURCES - While I love the realism and extra strategy this gives the game, it's killing me. My huge, thriving civilization is advanced and powerful, and then I exhaust the one iron mine in my territory and I'm reduced to spearmen. In later stages if you find you don't have rubber or oil, you'd better get AT LEAST ONE source by hook or crook. Make a trade for it and stockpile a huge army, even if you don't need it right away. When a world war starts (and it usually does around the modern age) you'll need those resource-hogging units to do their thing. Secure a permanent source by force, propaganda, or by trading for a city or you'll be sorry. It is very difficult to find a resource you need just waiting on you on the open market. Often any extras are being traded back and forth amongst the AI who treat you like a poor country cousin and can't break their existing treaties to sell to you at ANY price.

TECH - Unless you're playing on chieftain level, you can forget about the old civ where you'd be 10 techs ahead of the rest of the world. You're doing good if you're 2 techs ahead. Those techs are powerful bargaining chips. Don't waste them. As soon as you learn something that has a wonder you need, start building. After a suitable head start, trade it to EVERYONE at once for the most they're willing to give you. Even if it's a poor civ and you don't wanna give it to them for 3 gold a turn, it's better than nothing. As soon as you've traded it to one civ, they'll all have it within 5 turns anyway.

TERRITORY - Don't be a pig. In only one game have I had a large landmass all to myself and I pumped out settlers constantly to fill it up. By the time I finished all my cities were still squandering down at 2-4 and I was several centuries behind on tech and city building when suddenly I spot an American frigate off my coast You can dominate the game with 10 well-placed cities sitting on strategic resources and fertile soil. If you can have 20 awesome cities, then do it, but don't ignore quality. It's more important to be well-placed, rich, and well-defended than it is to grab that extra bit of fields before your neighbor does. Make expansion a side-effect of growth instead of trying to create your ultimate nation too early and then scrambling to fill in the border gaps.

UNITS - In previous Civs, a war might involve 5-10 units. Now with the unit costs going into civ overhead and no city-specific resources required for maintenance, the AI may throw 50 units at you at any given time. No longer will you be able to hold off an invading army with 2 musketeers in a city. They'll bring a properly sized invasion force to do the job. Be prepared.

WARFARE - Much different than previously observed. You need a stack, even if it's not technically a stack but all individual units moving in a mass. Let your bombardment units soften up the city or unit position, then move your high attack units to finish em off. Defensive units should be brought along just as support for everything else. At least two. Fighting between two equal units (musketeer vs musketeer) is pointless. Pick a defensive position and hold it. The AI will attack you and give up the bonus.

Hope this helps someone. Hope someone can help me. I still haven't actually won.
 
The part about Units is very true. I just learned that lesson
the hard way. I was the Americans and it is humbling when you
start a war only to find swarms of Jaguar warriors overrunning
your civilization. Much more realistic and strategic now. I also
noted that all transports move with a battleship (or similar
unit) on top of it. As was pointed out above, the units
are really meant to be used together in this game I think more
than the last.

I love the bombardment of cities :)
 
Nice post! :goodjob:
I've observed much of the same stuff.

Stacks - the AI uses them well! After a long period of peace, the Babylonians (who were leading in power and culture - I was #2) came after me hard, with high stacks of knights.

Strategic resources - I rushed up the tech tree to Infantry, and then when the rubber deposits appeared on the world, I discovered I didn't have any. Two deposits were tantalisingly close, but I couldn't even trade for them because their holders couldn't see them yet! I tried propaganda (didn't work because the target was in a democracy), and eventually had to wait for a war to start. It was a huge struggle to take that city, but it was worth it when I was able to upgrade my defenders to all-powerful ('till tanks) Infantry! That was finally the answer to the pesky Babylonian knights.

Artillery - hugely important, especially vs enemy infantry. Until Tanks, the only way to root a fortified infantry unit out is to bombard him down to 1 hp first!

Bombers - surprisingly nice, in a completely different way than Civ II. Like artillery with range 6, almost.

Speciallists - I haven't seen them working properly either.

Happiness - I sure haven't figured that out yet! Improvements and wonders make unhappy -> content, and luxuries make content -> happy. What's calculated first? There doesn't seem to be a view that really shows you what's going on. Clicking on the unhappy people will give you an idea why they're unhappy, and there are a number of happy or content smilies on the city screen that tell you what this or that are providing, but a lot of it is still a mystery. That's a problem, when corruption and war weariness can be such a problem!
What do luxury taxes do exactly (like luxury resources I think), and how can a city with 6-8 luxuries coming in have no happy people and 6 content??

War Weariness - It's possible to fight a prolonged war in Democracy, but war weariness becomes a very serious problem! Police stations help some, but eventually you'll have to drive your luxury taxes up, and then resign yourself to peace. Important to note - war weariness is a big issue even in a defensive war! From what I observed when the Babylonians came after me, it could be a great strategy to go Communist, declare war on a Democracy, and skirmish with them until they are shattered by revolt (assuming they can't switch to Communism themselves.)

Cultural Assimilation - I need to know how this works! I'm blitzing the Bablyonians with great success now that I have Tanks and they don't, but they've started assimilating cities that I just captured, destroying the armies that garrison them!! :mad: This is absolutely stupid. Leave out the fact that I don't see how he can have the culture lead he's supposed to have, as I have been focussing on it all game, have about 12,000 in one city, etc, etc.
I've just killed the defenders in a city, and rolled in with a Panzer army, artillery, infantry, and cavalry. As the army rests up for the next step of the blitz, somehow they vanish and the city defects to the enemy. This could be a really neat thing, if it worked like WWII partisans, cutting poorly defended supply lines and such. But I don't recall any stories of partisans decimating elite SS Panzer Divisions!! Happened to me twice in one turn. Nothing I've come across so far ticks me off more, but maybe there's a logical reason for it. If it's a danger, I need to know how I can avoid it!! As long as I have no idea why they defect, it will be a really frustrating feature. I do know this - I saw some guy commenting that he ignores culture - he's going to come to a bad end! It's absolutely cruicial for so much more than just the cultural victory. But that's another long thread in itself!
 
On Cultural assimilation near as I can tell it goes by the pressure
on that one city only. Cities that you take that are surrounded
by other enemy cities can be hard to hold onto. I had that
problem too but it also works for me sometimes. They may take
a city and my guys revolt and go back to me a few turns later.

Now, my latest observation (this time on Diety, I have been trying
out all the different levels) is this :

HOLY RAGING HORDES! the computer just came after me with a
stack of 10 horsemen! It is early in the game and I have only 4
cities. the only consolation is the Barbarians at least leave
your city in shambles and move on now. I actually can't figure
out how they produce units so fast. I tried to get their
city but it is on a hill and my elite archer died to a warrior with
2 hps trying to take it out, so then I gave up on that plan. I
may garrison some troops in the mountains near the Barbarian
village if I can get back over there. That is not an easy task
though with all those horsemen killing my guys who step out
toward them.
 
I'm not sure how to counter the effects of culture either. The computer seems to grab it's culture out of its butt. ;)

Right now my strategy is just to raze their cities as I grab 'em cuz I don't need their stinkin' city anyway. :p
 
Right, my take on it is that the intent is for you to NOT build
your civilization just by grabbing his cities. They were loyal
before and will stay loyal even if you may have troops there.
That is my initial impression anyway, and that would suggest
that you should place a priority on building cities of your own
early on.
 
Oh, it should also be noted that ALL units and citizens in the game
know where they are from. Therefore, citizens that are native
of the other civilization will by nature want to go back. I agree
though that it does seem odd that you lose everything just
suddenly though, but it is more realistic than the old bribing
of cities. I am thinking maybe it is best to just destroy cities
much of the time as Poochface said.

Oh, ever play a game of "hey that's my worker!"? In the Aztec
game we were capturing each others workers like every turn.
They must have gotten awfully confused ;)
 
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