Teach me and you. Give me a gem.

Is there some config option to give the greater precision on the power ratios? I never see anything after the first decimal place.

In the BUG Mod options screen, on the Scoreboard (or whatever it is called - having a memory glitch at the moment :sad:) tab, there is a box to specify how many digits you want.
 
For the Civ3 player moving onto Civ4 (yeah I know...several years behind and more so for Civ5) what are the best guides written for early growth and general/specific strategies?

Please post the link or thread and I'll take it from there. Thanks in advance and Happy New Year all!! :)
 
In my experience, posting a game in Strategy & Tips will get you very constructive feedback. It's probably one of the best ways to improve quickly.

If you're completely new to the game, Sisiutil's Strategy Guide for Beginners might be worth reading first. Just take note that not everything in the guide should be followed to the letter. For instance, among the different opening builds that are discussed, there is not placed enough emphasis on the fact that a Worker is nearly always the best choice (most high level players agree with this fact).
 
In my experience, posting a game in Strategy & Tips will get you very constructive feedback. It's probably one of the best ways to improve quickly.

If you're completely new to the game, Sisiutil's Strategy Guide for Beginners might be worth reading first. Just take note that not everything in the guide should be followed to the letter. For instance, among the different opening builds that are discussed, there is not placed enough emphasis on the fact that a Worker is nearly always the best choice (most high level players agree with this fact).

Thanks Nials for your comments. Any other strategy guide for Civ4 you have found more useful??
 
Well, Nials might have more to add, but I'll throw out a quick-and-dirty answer...

Stack o' Doom and Early Rush guides, both by Sisiutil- for warfare.

Three good articles about city specialization, which is rather important in Civ4, especially compared to other Civ games I've played.
 
If you plan to vassal a rival by capitulation and want to control their development, conquer their coastal cities, destroy the navy. Vassal them with a landlocked empire. A rival or vassal without a navy can't colonize other land masses.
 
If someone you are at war with has a city on a one-tile island, either give your attacking units Amphibious and use naval units to bombard, or give up and attack someone else.
 
I'd leave this city as his last and vassalize him (unless I have amphibious units or are so superior that the losses do not matter). I certainly agree that it is usually not worth it to sacrifice too many units in such a case.
 
I'd leave this city as his last and vassalize him (unless I have amphibious units or are so superior that the losses do not matter). I certainly agree that it is usually not worth it to sacrifice too many units in such a case.

That's what I meant by give up. And, of course, if the city is very good (normally because it would have Sushi resources) I might try to capture it.
 
A navy is important. On any map (except the ones with barely any water). In Great Plains, Boreal and (I think) Highlands, the hammers would be a waste.
Don't promote units as soon as it is possible. Only promote when they are about to fight, or when you need a healing (with Medic) or movement (Mobility, Navigation, Morale, Guerrilla/Woodsman II) benefit.
If you want to keep a city that you are going to capture, wait until it reaches size 2, unless No City Razing is turned on.
Don't trade monopoly techs, especially military ones. Never give a future target military techs in a trade.
 
Shoot straight and conserve ammo
Never trust an elf
Choose your eneimies carefully
and never, EVER, make a deal with a dragon...

Oh wait, wrong game :D

Have the S&T forums on standby for a quick ALT+TAB, that way you can avoid some rather uncomfortable WTH moments.
 
237: Since :health::) handicaps get lower and lowerer with difficulty, stop always building pyramids and whip settlers, workers, and units instead, for faster horizontal expansion. Raising caps costs huge amounts of hammers.

238: Should this # be about Uranium? Yeah, try to avoid getting nuked.

239: Time monarchy, or whatever you intend to trade for it. Getting it too early or too late can be expensive.

240: Build 1 library and staff it long enough to get a GS, and build the academy. The faster you can get this over with, the more badass you are. ~1000BC range is nice, I think.
 
The numbers on a national wonder don't always mean that it's best to build it in a specialized city. Building Moai statues in a two-plot island city with three seafood resources makes for a fantastic city, but it will take a long time to complete, and probably won't be worth it compared to building them in an 8-10 coastal tile city with more production earlier in the game. Hermitage may grant you 100 extra culture in one of your core cities in which you spammed wonders, but it will serve better giving you 30 extra culture in a border city that's being culture pressured by someone like Wang Kon or Zara.
 
If you're not going to chop all the forests in a city's BFC, always leave an even number. Three have the same health effect as two. Nine have the same effect as eight.
 
If you can't afford corporations, found one in your Wall Street city and spread it to the AIs, unless it's Civilised Jewellers. It gives you money, AND hurts the AIs! If they are in Mercantilism or State Property, bribe them out or use the UN to force them out.

Do not combine espionage with normal research. An Espionage Economy only works if you're not researching. Focus your espionage on the most advanced and steal their techs. Fire Spy specialists if you're researching conventionally - Great Spies are the new booby prize great person!

If someone demands a resource as tribute, cancel after ten turns. This obviously doesn't work in MP.

If you want land or cities, prey on weak AIs. If you want to stop someone running away with things, attack if you have a better army.

Currency is just about the most important tech in the entire game. Get it in BC times. It's almost as good to slingshot as Civil Service, and much easier.

Don't be afraid to micromanage cities so they starve, but unless it's to remove unhappy citizens turn back to growth before it shrinks.

In Always War, the AI produces much fewer wonders. Take advantage of that and Oracle something good. Education has been managed.

When you're at war, produce more than just units.

Don't be afraid to backstab.

You only need 1 unit garrison for core cities. You need 3-5 for border cities.
 
If you're not going to chop all the forests in a city's BFC, always leave an even number. Three have the same health effect as two. Nine have the same effect as eight.

Good one. I would add:

If you aren't going to chop all the forests in a BFC, chop them in a checkerboard pattern if you are hoping for re-growth. Assuming you aren't putting improvements on the cleared tiles, regrowth probabilities increase with every forest tile bordering the unforested tile.

Alternatively, try not to chop forests that are in more than one BFC. Shared forests count for health in each city.

And my last suggestion: If you have a city that may be attacked, always chop forests that border your city, so the AI can't use them for the defense bonus.
 
Build Moai Statues in a (obviously coastal) city with lots of lake tiles. 3F1H2C lake tiles aren't too shabby, especially in the early game. Bonus points if there are seafood resources too.
 
Build the best wonders for the situation. If loads of AIs are friendly towards you, build the AP or UN. In an Archipelago map, build The Colossus and The Great Lighthouse early. If you are racing for space, build The Space Elevator if you are building all the parts.
 
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