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Strategy to an easy win

Discussion in 'Civ4Col - Strategy & Tips' started by tchase5, Sep 28, 2008.

  1. tchase5

    tchase5 Chieftain

    Joined:
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    * Never give the king money, it doesn't help anything.

    * Never throw a goods party. If you start overproducing a raw resource later in the game it is always better to have your warehouse automatically sell it at 50%.

    * Buy/Sell in bulk - I made over a million gold my last game loading up 10 merchant ships (as the warehouses got full) and sending them to europe and selling all at the same time. The king will increase the tax each time you do it but you will only ever get ONE increase. So I was selling 100,000g worth of goods and sometimes only getting my tax increased by 1%. I ended the game with 20% tax.

    * Never sell small amounts of anything to europe (or buy for that matter.) Trade with the indians instead. You will never get a tax increase.

    * Taxes will be deducted from treasure you sell to europe (you want 0% tax when you build your first galleon to sell the treasure)

    * Don't allow the crosses to randomly pick which european specialist you will get, make sure to always buy them.

    * Early game the food experts and foresters/miners/carpenters are most important. You will also want to get a seasoned scout asap.

    * Try to grab the -25% to buying specialists in europe founding father.

    * Do not have a standing army, you only need weapons in the settlements. Fill up the warehouses of every city and then put wagons filled with weapons on top of every city. If the indians attack, mobolize your working population and they are in for a nasty surprise (Same goes for the king :))

    This is the order in which I like to build my infastructure..

    1. I like to found my capital/production city in an area with a ton of food. For example, Miami in the new world map with 7 expert fishermen and 1 expert farmer. This city is in charge of all production buildings and can support the food for all the workers. You can pick a city without that much food production but you will need to set a trade route with food - the problem with this is the food trade will cause the city to grow (leaving very little food) then starve.. it's very annoying.

    2. Build a lumber city. Set the capital to build a lumber yard and set up a wood trade route between the lumber city and the capital. I like to name my wagons with the city they are trading with in case the route gets reset (I also like to have one wagon per city.:))

    3. Build a mining city and set up trade route for ore.

    4. Build the "money" cities (ie - fur, tobacco, etc)

    5. Make sure everything is being "dumped" into your capital city and build the t2 warehouse (which sells goods at 50% to europe.) This does not cause the king to increase tax with you. Using this strategy, it's very easy to build a large empire and not get bogged down in over-management.

    6. You only need 3 masters of every type in your capital city. You will need a ton of expert gatherers.
     
  2. nate895

    nate895 Chieftain

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    Jul 18, 2008
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    I used a very similar strategy as Samuel de Champlain, the only difference is that I had my capital be my food city, and didn't have it produce anything else but horses, and I then had three other cities, a raw materials city producing tools and guns, a tobacco city producing cigars (though you can substitute any good you can sell to Europe), and a production city making ships, with enough food in each one to sustain. The problem I had is that I eventually started producing so much food that I had people popping out every three or four turns from my capital, add on top of that the natives and I had like 30-40 colonists just laying around. I started to produce so many guns that I couldn't keep up, and that hurt my ship production, and with tools being produced in the same city, that put the nail in the coffin, I started making cannons there instead (I had 20 by the end). I declared Independence with 40 turns left, and I would have won, but the REF came too slowly (8-12 at a time). I ended with about 5 waves left to go.

    If I would have used less money rushing and more paying off the King to not expand his army, I am sure I would have won, and I also think I would have won if I would have had a separate tools city sending tools to make ships. I probably would have had 10-15 Ships of the Line. That would have been great since the King never expanded his Navy, he kept it at 4 the whole time. I was playing on "Pilgrim" since I had fought three other games to the bitter end at the three higher levels.
     
  3. tchase5

    tchase5 Chieftain

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    "The problem I had is that I eventually started producing so much food that I had people popping out every three or four turns from my capital, add on top of that the natives and I had like 30-40 colonists just laying around."

    30-40 colonists should have been deleted, this is what caused the king's army to be so large I believe. (see below)


    "If I would have used less money rushing and more paying off the King to not expand his army, I am sure I would have won, and I also think I would have won if I would have had a separate tools city sending tools to make ships."

    I was under the impression that paying the king gold did not cause him to expand his army. Bell production did and bell production scales with your population so higher population = higher bell total for 50% = bigger king army.

    I honestly do not produce any ships. Perhaps the only viable strategy would be to produce only ships and try to destroy his navy before he could land the army.
     
  4. nate895

    nate895 Chieftain

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    He will be able to land at least one wave before you can eliminate his navy, so that would be a good strat if you had just enough men to beat a wave. The only reason I didn't delete the massive amount of colonists was I needed them for my military. It was very effective. I kept my production up while having a massive military.
     
  5. obsolete

    obsolete Chieftain

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    This is something that I've also noticed and don't understand the point... unless it COULD in theory cause the King to DoW on you earlier!

    Another broken element?

    I don't worry too much about the tax anymore, because a lot of my bonuses only work depending on my tax level.
     
  6. Andvare

    Andvare Chieftain

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    It has, supposedly, a very small effect on tax hikes. It also affects if you can buy weapons from him or not.
    So, if you want to buy guns from the old koot, always use your cash as it comes in, that way he wont demand much (he only demands up to, want, half your current cash level?).
    Yeah, broken.


    BTW, great tips!
     
  7. tchase5

    tchase5 Chieftain

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    Well I took 10 merchantships to europe and sold 100,000 gold worth of goods and i literally never gave in to the kings demands for gold so i was -17 with him at the time. Next turn he hiked by tax up 1% and that was it until the next time i traded with europe.
     
  8. obsolete

    obsolete Chieftain

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    Well I don't think you are trading guns with the KING! It is europe you are trading with. When I am at war with the King, I can STILL trade. At least, when you chose the (trade with europe) option after DoW on him.
     
  9. Andvare

    Andvare Chieftain

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    You can buy cannons directly from your king.
    Go into diplomacy and ask him for weapons.
     

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