Things you thought when you were a noob

Some stacks only need 4-5. I've gone to war with huge stacks sometimes only to find on average 3 defenders in a very long series of cities, not uncommon with a tech whore like Mansa. ESPECIALLY along a coast where naval units can bombard the city defense (or late game if air units can do the job) then it's more optimal cost-wise to send a stack in at just the amount of city raid units needed to take the city. And if earlier on you launched the war with a stack of 50+, later on in the war it's better to split them out into multiple stacks to seize AI cities in parallel. A fast war is a successful war. Gives more time to fight more wars, elsewhere.
I generally go into a war with at least 20 units in total. If it is a very early war, I still keep a force of at least 12. While a city can be taken with 4-5 units at a time, it's better to have more so others can attack other cities while the wounded heal up.

Unreasonable demands make sense to refuse most of the time. Monty wants Rifling for free. He's on your border. What are the chances he WON'T use it against you? Do you feel lucky?
Stuff like Divine Right, Polytheism, and Music are relatively acceptable demands.

Religion has benefits but spreading it has prohibitive costs. I've blasted over 10 missionaries at a city before as it refused each time to spread the religion there. Those hammers could have converted to coins in WEALTH those turns and drawn more benefit than even the game-long benefit of 1 coin/turn with a shrine.
Your holy city's generally the wall street city with all these financial buildings installed. So each city with your religion in fact gives you +3 gold per turn. the added advantage is that you can often turn another civ over to your religion (hopefully, you don't need to bribe them to get out of theocracy or free religion). This of course has great diplomatic implications.

As for the hammers, the opportunity cost is actually small. In most cases, your missionary cities are generally not science or gold cities. So, you'd most likely not have banks in them. Suppose you do have grocers and markets for the health and happiness boost, a missionary basically worths 80 x 1.5 = 120 gold. Suppose the religion you are spreading is originated from a gold city with all the financial buildings, then your missionary basically pays for its cost of production in 60 turns or 40 turns (if wall street). Afterwards, it's pure profit. While there are cases where missionaries do fail to spread religion, they don't occur often enough to make this approach infeasible.

Shrine-whoring is only slightly less n00bish than wonder-whoring, when you think about it. Especially if you're trying to throw your beakers into religion techs instead of techs that matter, and GPPs into prophets instead of scientists and engineers.

I only found a religion if I start with mysticism. In most cases, I prefer to just cap a nearby holy city.

Mid-to-late-game, that extra 10% research comes in handy after a Liberalism slingshot and suicide Internetting, to "catch up" on tech and then use superior human strategizing and city output, better core war machine, to go own. It can sometimes mean the difference between attacking Rifleman cities with other Riflemen, or, ...infantry.

10% science vs. 25% production. Free religion also tends to ruin relationships with spiritual people.

That was a hard habit for me to kick too. "If the AI saw a reason to build it there, it had to be worth it!" My answer to myself from a more experienced player's viewpoint: "NO". Burn baby burn, or gift baby gift (tundra, etc.)

Exception: early game sometimes the AI have a secret knowledge that something key is there like the only oil on the land mass. I hold off on razing in those cases, and gift (or liberate) later if they truly ARE worthless.
Yeah, I raze most of the barbarian cities that are captured. I tend not to raze cities that belong to civ's that I plan to vassalize (unless I lack the ability to keep them before declaration of peace). Gifting back useless cities to new vassals is a good way to keep them happy.

Hopefully if you're sitting on 10+ mining resources and 10+ sushi tiles, you don't flip to SP?
I probably will, because my experience with corporation is still very limited. In general, the outcome of my games tend to be decided before I get communism. For corporations to pay off, the game has to last for a lot longer. At the same time, the initial switch from SP to FM can often force you to lower the research slider by 10-20%, which in turn can drastically lower your tech rate for a while.

It would be nice to have a guide on corporations though. I'd like to see some math.
 
I used to forget about libraries and just build tons of Monastries "Because with three religions, I get + 30%!"

Also, I build Libraries instead of Monuments "Beacuse they won't go out of date"

Finally, I used to use melee units as defenders because "What will a 3 str archer on a wall on a hill with city garrison 1 do to that 8str preat? Sheesh"
 
And I also once let a barb axe take my capitol defended only by a warrior, thinking if it lost I would only lose a pop or some gold or something, imagine my surprise.

Same thing happened to me, too . . . on Settler difficulty. I was like, :eek2: what the ****!
 
My first game or two, I thought that in order to reduce the unhappiness from "It's too crowded", that I had to build cottages for them to move into so it would be less crowded.

Uhmm... so... like... you mean that's not the answer? If not, should we simply adopt 'Slavery' & simply bum-rush whatever improvement's on the docket, in order to, in the words of the illustrious Ebeneezer Scrooge, "...decrease the surplus population", in order to get these recalcitrant malcontents to effectively hush the-f**k up!?!

:confused:
 
Uhmm... so... like... you mean that's not the answer? If not, should we simply adopt 'Slavery' & simply bum-rush whatever improvement's on the docket, in order to, in the words of the illustrious Ebeneezer Scrooge, "...decrease the surplus population", in order to get these recalcitrant malcontents to effectively hush the-f**k up!?!

:confused:
You actually think that you have to build cottages for population control? :confused:
 
Well, yeah, Link.

Heck: I thought if I built a few trailer parks or somethin', maybe secured a couple o' vineyards to pump-out some o' that good "Mad Dog 20-20", and built a coliseum, then perhaps that would appease those damned ingrates!


I guess ya just can’t please all of the people all of the time... :(

So… what’s the answer, then (if any)?
 
Oh: Say ... did I mention I was a complete n00b, or is it rather obvious to all, by now?

smile.png
 
The moment I first installed, I started up game before reading the manual. And just for nostalgia's sake I tried the uber Civ 1 strat of placing a grid of cities on every other tile. Only after I read up on the new "city maintenance" did I realize what went wrong.
 
First game I ever played I made two cities and declared war on the country with the biggest army. 20 turns later, I was puzzled as to why I had lost. It then occurred to me, that stealth bombers are great, but if you don't have a land army, you can't invade anything.
 
I hate to admit I learned a lot reading this thread. >.>;

When I first started playing, I was such a nice guy. I'd never use slavery because it seemed so wrong, I'd try to avoid war so I could have happy neighbors and work on cultivating my own civilization instead.

Man, how times have changed. >:D
 
I used to think the great wall kept out all enemies.
And I also did the same thing as digitlacraft thinking "If i use slavery the whole world will hate me because it's so cruel" Now i see that its a very useful civic for rushing stuff and keping down unhappiness due to population.-.-
 
Great reading so far. Most of my n00b errors have already been mentioned several times (refusing to use slavery, refusal to cut down trees, not knowing the difference between gold and commerce, religion-whoring). But here's a few more subtle gameplay mistakes I made that haven't been mentioned yet. For the benefit of newer players (or even experienced ones who didn't know this stuff), I'm including the corrective action.

* I didn't understand the difference between "requires copper" vs. "requires bronze-working," and same for iron, and for "iron or copper". This lead me to dismiss some units as being utterly worthless when in fact their worth was the fact that a source of the metal itself wasn't needed (eg. Dog Soldiers). Now I read all the UUs very closely, even when I think I know what they do already.

* I Would beeline to Bronze-Working to chop-rush my settlers while Capital was still 1-pop, instead of developing my food-techs and popping up to 4+ first. I now build worker first while researching applicable food techs, then warriors till at 4-5pop, fogbust with my warriors as well as place them into settlement spots in advance of the settlers. At 4-5pop, then I start with the settlers.

* I paid more attention to the slider than my net beaker/gold production. I was stuck in the mindset it had to be at least 70% science or I was failing at econ. This kept me from getting the optimal number of cities for fear I would throw off the percentage too far. Of course what's far more important is the net beaker production. Many games now I may be sitting at 40% science but at 500-1000 beakers before 1AD, I'm not worried.

* I used to build a wall in every city. Always. In fact, simply producing enough military units is enough of a deterrent for the AI that you don't need it, unless you want castles. Now I only build walls if I want the extra trade-routes from castles, or if I want the experience bonus for my seige weapons.

* I used to think that any non-coastal city was a complete waste and useful only for tying the others together. Now I'm much more impressed by workable tiles than I am the benefits of ocean access at the cost of half my BFC.

* Early early on, I used to roam with my settler for hundreds, sometimes even thousands of years, just looking for that ONE PERFECT SPOT for my capital. In later stages, I would never wander more than 1 square from my initial starting spot even if an optimal position would only cost me 1 turn. Granted, I still prefer to get the extra turn and settle, but occasionally it's worth 1 or 2 turns to get the BEST spot you can.

* Likewise, early in my noobhood, I would spread my cities far and wide, crippling my economy with maintenance costs. Later, I would build closer to home, but always refused to build another city if any useful squares overlapped. Nowadays sometimes I'll even go so far as to build them sharing 1/3 their BFC if it turns out there's a good enough net benefit, because you'll rarely, if ever, be in a position to use more than 2/3 your city tiles until so late in the game it's unlikely to make or break you.

* If I planned on attacking "early," with mounted units, I would delay my early attacks by literally dozens of turns just to make sure I had horseback riding and stables built. This of course gave the AI plenty of time to tech the necessary things to thwart my handful of skilled attackers, when I could have just overrun them with 3-4x as many units, or launched an earlier attack before they could tech up and fortify. Now I don't even bother with horseback riding unless I can get it as part of a trade later on when there's nothing else I want.

* If I got a GS early on, I would often bulb an expensive tech for no real reason other than to save myself a few turns worth of research. As a general rule, early GS should never be used for anything other than an academy or settled specialist. You'll get so much more out of them. Of course there are exceptions to every rule: certain early-win strategies might bank on bulbing an early tech, but chances are, if you're that good, the general rule of thumb is nothing new to you.

* I used to think Angkor Wat was the worst wonder in the game. It's actually an awesome empire-wide production booster.

* I used to think the Oracle to Code of Laws leap was a must-have, every game. Not only do you fare much better teching food instead, building warriors instead, and developing your capital instead, but attempting this leap might just end up crippling you with a bunch of useless techs and piles of gold when some other civ chops it first. You're also highly unlikely to score Buddhism...ever... Unless you're HC, cause HC gets everything. Always. Speaking of...

* I used to think HC was the worst leader ever. Nowadays, I know he's so overpowered that I feel dirty when playing him, even if it was random selection, because it's just sick how huge of an advantage he gets towards nearly any gameplay type.

* I didn't used to play on Random Leader. I would pick whichever one I -thought- was best at the time, and as a result, my skills suffered greatly, because honestly, who would voluntarily choose to play Suleimon, or Brennus, or Tokugowa outside of a Gauntlet Challenge? But playing on random forces you to learn the strengths, weaknesses, and tactical points of the other enemies you'll play against. Nowadays, I only choose a specific leader if I wish to test out a specific strategy or if I notice I suck at them and want to improve my understanding of their empire.


Nowadays, I play and often win, at Emperor level. I still have a long way to go before I can handle Immortal, and with CiV coming out soon, I suspect I'll never get to Immortal on Civ4 unless CiV just sucks (which I seriously doubt).
 
When I was a noob...

1) I didn't switch to Isabella's religion while I had one or two archers in every city. Next thing you know, "-8 We are upset you have fallen under the sway of a heathen religion". HELLLOOO WAR.

2) I sucked up to Monty, thinking I could prevent him from declaring on me the whole game. I gave him techs, resources, gold, I converted to his religion. He declared on me in 300 AD.

3) I thought you could sign open borders with Toku. :clap:

4) I thought Financial was a terrible trait. :hmm:

5) I went for EVERY wonder. If I didn't get one, I planned how to get it next time.

6) I thought siege units were a waste of time. 5 AXEMEN GO GO GO! :goodjob:
 
Only recently discovered that barracks increase xps for mounted units as well as stables.

For years was under the impression that barracks improved footsoldiers and only stables improved mounted units.
 
Only recently discovered that barracks increase xps for mounted units as well as stables.

For years was under the impression that barracks improved footsoldiers and only stables improved mounted units.

:confused: What?

When I was a noob, I declared war on someone who were friendly with another army far bigger than mine. I was so surprised when they declared war on me.

That was two hours ago by the way
 
In order to get GP points I would build wonders.

First thing every city needs is its own personal worker. At size 1 every new city would build a worker and the worker was assigned to that city.

I never had a clue about the BFC.

I was on emperor when I realized that cities could share tiles.
 
Back
Top Bottom