Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
I seem to be stagnating at the Noble level of play, and I'm sure that my strategy choices are to blame, although in reading advice on this tip or that, information is often contradictory and "it depends". I thought what I would do is post "what I do", what my strategy currently is, and see if you veterans and experts who win effortlessly on Emperor and such, can locate the fundamental flaws and let me know:
1) First city, my sequence is "worker, archer, archer, settler". Rationale is that the archer is stronger than warrior, more likely to survive animal and barbarian attacks, and it'll be longer into the game before I have to replace them.
2) Initial tech path: archery (see above), unless I start with Mysticism and the recommendation screen is "offering up" Meditation or Polytheism (suggesting to me that I have a good chance of discovering Buddhism or Hinduism right off the bat). If the worker gets built before I have Archery, I switch to Settler for a while and swap back to archers when I get Archery.
3) Warrior or scout explore in a spiral, progressively exposing land in concentric circles out from my capitol. Once all land within a reasonable radius is exposed (all land that would make sense to colonize in the near-term), I set them to auto-explore, and when they get killed (inevitable), no big deal.
4) Early era techs: I try to get all the "basics" first before bee-lining, that is, Bronze and Iron working, Masonry, Writing, etc. My first bee-line is Code of Laws, where 9 times out of 10 I pop Confucianism in one of my expansion cities (which helps later on, to have a holy city outside the capitol, because it allows me to build Wall Street there while the capitol usually burns its two wonders on Oxford and National Epic). After Code of Laws I try to get the math-driven techs like Currency, Construction, and usually Calendar as well, allowing some decent infrastructure and synergy, not to mention CATAPULTS, which allows the taking of cities without wasting 3/4 of my army each time (by bombarding the city defenses first).
5) Last two techs I research (or trade for) before racing to Liberalism, are Civil Service (to allow the Nationalism slingshot) and Machinery (to allow macemen--keep the army viable on the field while neglecting other medieval military techs like Engineering and Feudalism).
6) City placement strategy: first I try to go for the max combination of food and hammers, regardless of resources, and I try extremely hard to make this be on a RIVER. This city is my first "Ironworks candidate", and also for that reason I try to leave forests intact as much as possible there. Then I build at least two cities that are "resource grabbers", maximizing whatever resources they can work in their fat cross. If I have the Organized trait or some other that allows larger than usual (or faster than usual) expansion, I'll go into "REX mode" and blast out as many cities as I can, no matter how low the slider dips (minimum 0%). Otherwise the slider's normally at 60% or 50% after 5 cities, and I stop there. (Meanwhile, and this angers me to no end, the AIs are blasting out dozens of cities EVERYWHERE, at no apparent cost to their economy!!!) Shortly after this time I try to get at least one city on a coast, preferably one on each coast if the map allows it. (Helps later when it's time to circumnavigate.)
7) During the Liberalism race, my capitol is building as many wonders as possible, with preference to those that give Engineer points, as the Engineers allow rush-builds of yet more wonders; and Prophets so that I can build shrines in any holy cities I have. Pyramids I normally can't get to, but I get Great Wall about 50% of the time, Oracle about 40% of the time, Hanging Gardens about 75% of the time, and Chichen Itza about 90% of the time. Worst games ever I still usually get HG and Chich, and... lots of gold, LOL. Meanwhile the other cities are all building improvement buildings, except for one designated unit-builder which is keeping the cities reasonably defensible, units up to date, aggressive neighbors deterred, etc. This doesn't always work, and sometimes a neighbor declares war, in which case I switch cities to unit production (except the capitol which keeps on wonder-building).
8) If I am defending in a medieval war, it usually sends me way far behind other civs tech-wise, because my cities switched to military roles, however, I tend to recoup this deficit by prevailing in the war, taking a lot of enemy cities, and greatly expanding my empire. The slider goes low, of course, but 30% of a huge number of cities still brings in the beakers (and in the early era my economy is "specialist based"--farms and specialists), and I start to catch up tech-wise.
9) If I'm lucky (about half the time), I didn't get attacked while on the Liberalism-race, and get to pop Nationalism, and build Taj Mahal. During the Golden Age, I play catch-up to some of the basic techs I left behind, like Monarchy, Feudalism, Engineering, try to trade for some smaller ones like Monotheism, Alphabet, etc., and then I go for every tech I'll need to build Cavalry: horseback riding, gunpowder, and then Military Tradition. At that point it's pretty much "game over" for all the neighbors I have on my continent: I build stacks of macemen escorted for force-protection by Cavs, supplemented by Trebuchets, and... the AIs can never really defend well enough to avoid total conquest. Sometimes they can delay it, but they can never survive it. Here again the slider goes painfully low as the expansion gets pretty rapid, but it creeps back up eventually in the post-war rebuilding era.
10) During my conquest phase I try to go for Chemistry, Rifling, and Steel, and usually I'm finishing up the conquest with just 4 unit types in-queue: Cavs, Grens, Riflemen, and Cannons. Usually the AIs are defending with Knights, Longbows, Pikes, and Musketmen, and... they lose. (Sometimes the victory is pyrhhic though!)
11) After my conquest phase starts winding down, I go for the coal and Railroad techs, then race to Plastics. This is a risk because the AIs are on a different race, to Rocketry (so they can get an early start on Apollo, and of course, ARTILLERY, which eats my lunch if they get that when I'm still trying to field Industrial era units!) But the payoff if I get there first is that it allows me to build Three Gorges Dam, and now my huge empire all has electrical power without nasty coal plants or dangerous nuke plants (everywhere I couldn't build on a river that is). Along the way, since I also often get to Assembly Line first, this also allows me to build the Pentagon about 3/4 of the time.
12) Military strategy in the post-conquest era has all cities but one going to an economic focus, and my West Point city building modernization units (Infantry, and after Industrialization, Marines and Tanks, etc.) for each of my city garrisons and regional "reaction stacks" (counteroffensive stacks to confront invading stacks--heavy on cannons [still no artillery yet!] but also Marines to kill invading Artillery and Tanks to kill... everything!).
13) After I hit Plastics, for cleanup I usually grab Democracy (get that Emancipation civic I normally lag on), Biology (to allow better land use), and then johnny-come-lately I go for Artillery and Rocketry. Any wonder along the way that can be builts, I usually try to get it via the Ironworks city (otherwise it's a lost cause--e.g., Broadway, only way to get it is at the Ironworks city!)
14) After Rocketry I bee-line to Robotics, then to Satellites, to allow Space Elevator. This usually lets me catch up to the overseas AIs in building the space ship. Then I mainly go for all the other space ship techs, typically Fusion first (to pop the Engineer), then Genetics (for health), and then last, Ecology. I organize space ship production pretty efficiently across my production cities, and usually win Space Race.
The above strategy gets me a win on Noble about 90% of the time, however, I seem to be stagnating or even drifting downward on points. I don't like being compared to Neville Chamberlain or Herbert Hoover, and thinking I can go from there to the next higher level in Civ. I want to get a strategy that's surefire, not just to win, but to win BIG, at that level, just to know it's viable at the higher levels.
Comments?
1) First city, my sequence is "worker, archer, archer, settler". Rationale is that the archer is stronger than warrior, more likely to survive animal and barbarian attacks, and it'll be longer into the game before I have to replace them.
2) Initial tech path: archery (see above), unless I start with Mysticism and the recommendation screen is "offering up" Meditation or Polytheism (suggesting to me that I have a good chance of discovering Buddhism or Hinduism right off the bat). If the worker gets built before I have Archery, I switch to Settler for a while and swap back to archers when I get Archery.
3) Warrior or scout explore in a spiral, progressively exposing land in concentric circles out from my capitol. Once all land within a reasonable radius is exposed (all land that would make sense to colonize in the near-term), I set them to auto-explore, and when they get killed (inevitable), no big deal.
4) Early era techs: I try to get all the "basics" first before bee-lining, that is, Bronze and Iron working, Masonry, Writing, etc. My first bee-line is Code of Laws, where 9 times out of 10 I pop Confucianism in one of my expansion cities (which helps later on, to have a holy city outside the capitol, because it allows me to build Wall Street there while the capitol usually burns its two wonders on Oxford and National Epic). After Code of Laws I try to get the math-driven techs like Currency, Construction, and usually Calendar as well, allowing some decent infrastructure and synergy, not to mention CATAPULTS, which allows the taking of cities without wasting 3/4 of my army each time (by bombarding the city defenses first).
5) Last two techs I research (or trade for) before racing to Liberalism, are Civil Service (to allow the Nationalism slingshot) and Machinery (to allow macemen--keep the army viable on the field while neglecting other medieval military techs like Engineering and Feudalism).
6) City placement strategy: first I try to go for the max combination of food and hammers, regardless of resources, and I try extremely hard to make this be on a RIVER. This city is my first "Ironworks candidate", and also for that reason I try to leave forests intact as much as possible there. Then I build at least two cities that are "resource grabbers", maximizing whatever resources they can work in their fat cross. If I have the Organized trait or some other that allows larger than usual (or faster than usual) expansion, I'll go into "REX mode" and blast out as many cities as I can, no matter how low the slider dips (minimum 0%). Otherwise the slider's normally at 60% or 50% after 5 cities, and I stop there. (Meanwhile, and this angers me to no end, the AIs are blasting out dozens of cities EVERYWHERE, at no apparent cost to their economy!!!) Shortly after this time I try to get at least one city on a coast, preferably one on each coast if the map allows it. (Helps later when it's time to circumnavigate.)
7) During the Liberalism race, my capitol is building as many wonders as possible, with preference to those that give Engineer points, as the Engineers allow rush-builds of yet more wonders; and Prophets so that I can build shrines in any holy cities I have. Pyramids I normally can't get to, but I get Great Wall about 50% of the time, Oracle about 40% of the time, Hanging Gardens about 75% of the time, and Chichen Itza about 90% of the time. Worst games ever I still usually get HG and Chich, and... lots of gold, LOL. Meanwhile the other cities are all building improvement buildings, except for one designated unit-builder which is keeping the cities reasonably defensible, units up to date, aggressive neighbors deterred, etc. This doesn't always work, and sometimes a neighbor declares war, in which case I switch cities to unit production (except the capitol which keeps on wonder-building).
8) If I am defending in a medieval war, it usually sends me way far behind other civs tech-wise, because my cities switched to military roles, however, I tend to recoup this deficit by prevailing in the war, taking a lot of enemy cities, and greatly expanding my empire. The slider goes low, of course, but 30% of a huge number of cities still brings in the beakers (and in the early era my economy is "specialist based"--farms and specialists), and I start to catch up tech-wise.
9) If I'm lucky (about half the time), I didn't get attacked while on the Liberalism-race, and get to pop Nationalism, and build Taj Mahal. During the Golden Age, I play catch-up to some of the basic techs I left behind, like Monarchy, Feudalism, Engineering, try to trade for some smaller ones like Monotheism, Alphabet, etc., and then I go for every tech I'll need to build Cavalry: horseback riding, gunpowder, and then Military Tradition. At that point it's pretty much "game over" for all the neighbors I have on my continent: I build stacks of macemen escorted for force-protection by Cavs, supplemented by Trebuchets, and... the AIs can never really defend well enough to avoid total conquest. Sometimes they can delay it, but they can never survive it. Here again the slider goes painfully low as the expansion gets pretty rapid, but it creeps back up eventually in the post-war rebuilding era.
10) During my conquest phase I try to go for Chemistry, Rifling, and Steel, and usually I'm finishing up the conquest with just 4 unit types in-queue: Cavs, Grens, Riflemen, and Cannons. Usually the AIs are defending with Knights, Longbows, Pikes, and Musketmen, and... they lose. (Sometimes the victory is pyrhhic though!)
11) After my conquest phase starts winding down, I go for the coal and Railroad techs, then race to Plastics. This is a risk because the AIs are on a different race, to Rocketry (so they can get an early start on Apollo, and of course, ARTILLERY, which eats my lunch if they get that when I'm still trying to field Industrial era units!) But the payoff if I get there first is that it allows me to build Three Gorges Dam, and now my huge empire all has electrical power without nasty coal plants or dangerous nuke plants (everywhere I couldn't build on a river that is). Along the way, since I also often get to Assembly Line first, this also allows me to build the Pentagon about 3/4 of the time.
12) Military strategy in the post-conquest era has all cities but one going to an economic focus, and my West Point city building modernization units (Infantry, and after Industrialization, Marines and Tanks, etc.) for each of my city garrisons and regional "reaction stacks" (counteroffensive stacks to confront invading stacks--heavy on cannons [still no artillery yet!] but also Marines to kill invading Artillery and Tanks to kill... everything!).
13) After I hit Plastics, for cleanup I usually grab Democracy (get that Emancipation civic I normally lag on), Biology (to allow better land use), and then johnny-come-lately I go for Artillery and Rocketry. Any wonder along the way that can be builts, I usually try to get it via the Ironworks city (otherwise it's a lost cause--e.g., Broadway, only way to get it is at the Ironworks city!)
14) After Rocketry I bee-line to Robotics, then to Satellites, to allow Space Elevator. This usually lets me catch up to the overseas AIs in building the space ship. Then I mainly go for all the other space ship techs, typically Fusion first (to pop the Engineer), then Genetics (for health), and then last, Ecology. I organize space ship production pretty efficiently across my production cities, and usually win Space Race.
The above strategy gets me a win on Noble about 90% of the time, however, I seem to be stagnating or even drifting downward on points. I don't like being compared to Neville Chamberlain or Herbert Hoover, and thinking I can go from there to the next higher level in Civ. I want to get a strategy that's surefire, not just to win, but to win BIG, at that level, just to know it's viable at the higher levels.
Comments?