What am I doing wrong? I just don't get it.

I'll add to the huts discussion...you can play with them if you want, but it will only make things harder as you move up to higher difficulty levels. The AI starts with several units on Immortal and Deity and will grab all the huts very quickly. With that in mind, you shouldn't get into the habit of building a scout first with the intent of looking for huts or going after huts at all for that matter. It might have helped you in this particular game, but on higher levels you just won't be able to get very many huts before the AI snags them all. Also, your first unit has more important jobs to do early on: scouting out your starting area and later on defending against barbarians. Just keep this in mind if you want to move up to Emperor.

Anyway, I've examined your 525BC save in depth. Here's what I think:
Spoiler :

My first impression is that it's a lot better than your original 225 BC save. You've captured some good land which will soon start contributing to your economy. You also got out a Great Scientist.

I got luckier with AI behavior in my save. Brennus founded the religion, De Gaulle had wine and Sailing to trade. None of these things happened in your save. So, you'll have to adapt your approach here. You have to think about other sources of happiness. You have a few options:
  • Get out a settler and claim the gold
  • Hereditary Rule
  • Try to get Buddhism from De Gaulle
Option 3 probably won't work out so well. De Gaulle is not the kind of leader who spams missionaries and tries to convert everyone. You would have to establish a trade route somehow (maybe with Sailing?) and hope for auto-spread.

Option 2 is a good choice. You have many horse archers left over that can serve as military police in your cities. To get Monarchy, I think your best bet is to trade for Mysticism + 50 gold from De Gaulle for Writing, self-tech Meditation and Priesthood, then trade for Monarchy.

Option 1 is also a good play. I'm going to talk more about this one later in this post.

So with that out of the way, let's move on. We know what our overarching goals are in this save: get economy back on track and secure more happiness. It's important to have these goals in mind while playing, but it's equally important to think about how exactly you will accomplish these goals in game. It all comes down to city management and worker management. These are the building blocks of the game.

We'll start with worker management. Right now your workers need to be helping your economy recover from the war. Cottaging the river tiles is an obvious move here. But you also need production in some of your cities: Gergovia needs the granary, 2 work boats, and a building to generate culture. If you trade for mysticism you can build a monument there. It will take this city a very long time to build all these things if it is not assisted by chops.

So, let's take a look at each of your workers, determine whether they are contributing to economic recovery, and consider alternatives for their current actions.

To start, we have a worker in Hamburg building a plains hill mine. Hamburg already has a plains mine; in fact, Hamburg has quite a few improved tiles surrounding it. This plains mine that your worker is building won't be used for a very long time. The cottages have higher priority, especially the ones that can be shared with your capital. So, we conclude that this worker is not being very productive. What should he be doing instead? I would cancel his current action and move him 1 northwest to chop the forest there. This will help finish the worker currently being produced in Hamburg.

We also have two workers that have just finished mining and roading the desert copper in Hamburg. This is not a good use of your workers. Desert copper is a weak tile, equivalent to a non-riverside plains hill mine. It does provide you with the copper resource, but you already have that in Vienne from the grassland copper mine (which is a far better tile by the way). And of course you have iron in Gergovia. But even if you didn't have other sources of metal this desert mine would still be a waste because there is no immediate need for metal here. Your neighbors aren't going to attack you any time soon (and you could fend them off if they did), and you have more than enough units to deal with barbarians (which aren't a big deal on Monarch). To top it all off, desert tiles take longer to improve than plains or grassland. In summary, you have invested 8 worker turns into improving desert copper and gotten absolutely nothing for it!

There is also a fourth worker near Hamburg that has just finished a riverside plains cottage. This is a perfectly valid choice. As I mentioned earlier we want to be laying down cottages to improve our economy. However, there are two points I would like to make here. First, I notice that, while you have taken the time to cottage several tiles around Hamburg, the silk tile remains uncottaged. A very common mistake new players make is to not improve tiles with Calendar resources on them until they are able to build plantations. In reality, it is often quite useful to build cottages or farms on these tiles. Think about it: with a cottage the silk tile gives 3 commerce for the same investment of worker turns as a standard cottage.

With all these considerations in mind, I will present my second point. Your empire has 9 cities and 6 workers. 4 of those workers are clustered around Hamburg, leaving just 2 workers to improve 8 cities. This is a poor distribution of your workers. We can clearly see the effects of this distribution: Hamburg is oversaturated with more improvements than it can work, while other cities like Cologne are working very bad tiles.

So, I think the next step is to send the worker that just finished the plains cottage southwest to Cologne. That city desperately needs improvements to work. I would cottage the grassland tiles there. Meanwhile, chop out another worker in Hamburg and send one of the desert mine workers to cottage the grassland near Munich. The other desert mine worker can head north to improve your new cities. Trade for Sailing as soon as you can to connect the two sections of your empire. If that trade doesn't pan out you might have to build a road between the two sections.

Before I move on to city management, there's one last worker to address: the one near Bibracte that just finished the grassland farm. Bibracte has plenty of food, so a cottage would have been better here. This worker build a cottage there or chop the granary in Gergovia.

And that finishes my discussion on your worker management. Always have a purpose in mind when managing your workers. Ask yourself: do I really need this improvement right now? Will I be able to work this cottage any time soon? Does desert copper really help me, or is it a distraction? It's easy to lose track of your goals when managing workers. I definitely have a hard time with it. But it really is one of the most important aspects of this game.

So now we can transition to city management. When I say "city management", I am referring mainly to the tiles your citizens are working and your current city builds. Of course, city management and worker management are inextricably linked together, so I've already touched on this a little bit. But now I would like to examine each of your cities in detail and consider how well each is being managed. Using a bulleted list, we have:
  • Berlin: A couple issues immediately come to mind. First, that clam should definitely be improved by now. This was Munich's job, so I'll address it again when we get to that city. Second, working the coast (1F 2C) is not good here. Work the cottages instead. I would also avoid working the lake now that cottages are available. In general you want to start growing your capital and working many cottages as the early game ends and midgame begins. That time has come now. Happiness is an issue here; I've already addressed how to fix that and will go into more detail soon. Lastly, building research is good but I would switch to wealth now that Currency is online.
  • Hamburg: The first issue that catches my eye is that the cow is not being worked. Cow is a 6-yield tile: it should absolutely be worked at all times. Moving on, you've already gotten a Great Scientist from here, so it's time to stop working scientists here. You have other cities with much better food resources that can take over that job. Hamburg's goal should be to finish that worker with a chop then start growing while working cottages for the capital. Build wealth/failgold after the worker is finished.
  • Munich: This one needs a lot of work. It's admirable that you're getting out a Great Scientist here, but you have to work the food! Food is king in this game. With 3 seafood and a granary this city will grow extremely quickly. Aside from this, don't build an archer here. In fact, don't build archers anywhere. There's no need for it. This city needs to get out a work boat for Berlin's clam. With all the forests gone I guess you'll want to build a grassland mine for that. You could also whip the boat, but I'm not very enthusiastic about that option.
  • Cologne: This city is crying out for mercy. It desperately needs tile improvements. I would 3-pop whip a settler here for the gold spot. After that, build wealth and lay down some cottages for this place. Your worker in Camulodunum can road to the new gold city and build the gold mine.
  • Bibracte: No problems here. Just make sure you station a horse archer here for happiness. Work good tiles and whip if none are available. You'll probably want to whip that library to get the culture flowing.
  • Tolosa: Archer is no good here. Get started on a library. It's unfortunate that the rice is jungled.
  • Gergovia: You haven't done anything wrong here. But this city needs a lot of work to become productive. Chop the granary and whip a monument (trade for mysticism like I mentioned earlier). Chop out the work boats, whip + chop library + lighthouse, then finally run scientists. This city can be an excellent Great Person Farm if you play your cards right.
  • Vienne: Whip a monument when the city comes out of anarchy. This place could be a nice Heroic Epic city someday. Lots of jungle to cut down though.
  • Camulodunum: Improve wheat, chop granary, and lay down some cottages. This city isn't great but it can still help out. I see this city as a future "whipping pit" for Cuirs/Rifles/Cannons/whatever you go to war with.
You're learning, and this save is much better than your original save. But you still need to focus on the essential aspects of the game. You did very well in taking out Brennus, but during the war I think you slacked off a bit when managing your homeland. The game is far from lost however; I am very confident you can rebuild your economy and lay waste to the other AI here.


I'm uploading a revised version of your 525BC save which includes the changes I recommended.

Thank you so much for taking the time to look at my saves! I went in and loaded your revised game and did as you said. I played to T120:

Spoiler Played to 125 AC :
I traded alphabet for monarchy with Joao and alphabet for Mansory with France. Joao demanded currency from me which I refused. He later gave me 50 gold as a gift after I asked him. I built a Confucianism missionary in Bibrate and spread it to Gergovia. I plan on spreading it to all the cities, especially for the culture against Joao. I also only improved the tiles that I knew would be worked on right away. I'm building a couple wonders for fail-gold, including the Great Library in Munich hopefully to work more scientists, though I don't think I'll get it, not sure how I can get it in less than 30 turns lol. Either way, If anything, it's more fail-gold at least. I teched aesthetics for wonder fail-gold and good trading too. What do you think so far?
 

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Damn, that's a 5 star post by Wrathful. Grasping the points in that post should take most players from monarch to immortal.
 
First impressions from your start in the OP is that you’re spacing cities too far apart. Capital looks good for settle in place. Try settling your second city closer to the Northeast. Sharing tiles isn’t a sin — especially when you have lots of food in your first city.

Consider placing cities on river tiles for the health and commerce bonus. Don’t forgo the coast when you can. Looks like a great map to try for the Great Lighthouse if you can get stone hooked up early enough (though it seems quite far away from your start).

The west coast looks green, anything worth settling there? I’d get civil service ASAP to irrigate and try to make up for those plains and desert on your continent.
 
Looking better on latest save. Cities running cottages!
I don't agree with all these monastary. Let Conf religion spread naturally.1-2 mish for key great people cities. (High food cities.)
You should get some decent fail gold from these wonders.
Workboats ready for the border pop.
What is the chariot for? Archers are cheaper for HR happiness.

If you get the basics monarchy will be a lot easier. Removing hut distractions will really improve your game.
 
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Thank you so much for taking the time to look at my saves! I went in and loaded your revised game and did as you said. I played to T120:
Nice improvement! This is a lot better than before.

Agree with Gumbolt that monasteries are not worth it. You might want one monastery to help spread your religion and that's it usually. By the way, spreading religion is mainly useful for the happiness boost and religious civics like Pacifism. So you want to make sure you spread your religion to cities with good food (Munich, Gergovia) and also your capital. Other cities probably aren't worth the effort of spreading with missionaries. Let auto-spread take care of them.

Good to see you focusing on failgold. Just make sure you don't finish any of these wonders accidentally.

You could probably use one more worker in the north. Don't be afraid to whip one somewhere, in Bibracte for instance.

So, it's time to think about long-term plans. There's a few ways you could play out this game now. You could conquer the rest of your continent or go for Astronomy first.

If you want to focus on taking out your neighbors first, I think a Cuirassier rush would be a great choice. There's a few reasons for this:
  • You have iron and horse
  • You have veteran horse archers that can be upgraded
  • You've already teched Aesthetics and Literature, so you can get to Music quickly (I'm assuming no one has won it yet. You can check that by looking in the game log to see if any Great Artists have been born)
If you've perused many of the threads in this forum you're probably already familiar with the optimal tech/bulbing path for Cuirassiers. It's a very common and extremely effective tactic (especially on higher levels). If not we can explain it for you.

One caveat to this however...the Cuirassier rush involves using Liberalism to get Military Tradition. Obviously, you'll have no idea how close the AIs on the other continent are to Liberalism so...it's a risk. But Monarch AI shouldn't get it any time soon.

The other strategy is to go for a fast Astro and then transition to Cannons. This strategy is used a lot on Immortal/Deity, especially in Isolation. The general idea is to tech to Optics and then bulb Astronomy with 2 Great Scientists. You MUST avoid Civil Service and Theology or the bulb will be ruined. Also, keep in mind that if you tech Code of Laws (or Drama) you'll be forced to bulb Philosophy.

So with this strategy, you self-tech to Optics while getting out two Great Scientists. When you reach Optics, be ready to upgrade some Triremes or whip Caravels to meet the other people as fast as possible. Trade for Alphabet, Mathematics, and Calendar to unlock the bulb (in this case you only need Calendar). Astro is a huge boost in continents maps because it grants access to overseas trade routes and resource trades.

After getting Astro, most of the time you will tech to Steel for Cannons, although I guess you could go for Cuirs too for this game. The Steel line is pretty straightforward. Just go along the bottom of the tech tree. You can sometimes get Engineering, Guilds and Gunpowder in trade, and you can bulb Chemistry with Great Scientists. Then self-tech Steel, whip out some cannons + maces/war elephants, and kill off your neighbors.

Either of these methods would work wonders here. Just pick one and stick with it.
 
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Nice improvement! This is a lot better than before.

Agree with Gumbolt that monasteries are not worth it. You might want one monastery to help spread your religion and that's it usually. By the way, spreading religion is mainly useful for the happiness boost and religious civics like Pacifism. So you want to make sure you spread your religion to cities with good food (Munich, Gergovia) and also your capital. Other cities probably aren't worth the effort of spreading with missionaries. Let auto-spread take care of them.

Good to see you focusing on failgold. Just make sure you don't finish any of these wonders accidentally.

You could probably use one more worker in the north. Don't be afraid to whip one somewhere, in Bibracte for instance.

So, it's time to think about long-term plans. There's a few ways you could play out this game now. You could conquer the rest of your continent or go for Astronomy first.

If you want to focus on taking out your neighbors first, I think a Cuirassier rush would be a great choice. There's a few reasons for this:
  • You have iron and horse
  • You have veteran horse archers that can be upgraded
  • You've already teched Aesthetics and Literature, so you can get to Music quickly (I'm assuming no one has won it yet. You can check that by looking in the game log to see if any Great Artists have been born)
If you've perused many of the threads in this forum you're probably already familiar with the optimal tech/bulbing path for Cuirassiers. It's a very common and extremely effective tactic (especially on higher levels). If not we can explain it for you.

One caveat to this however...the Cuirassier rush involves using Liberalism to get Military Tradition. Obviously, you'll have no idea how close the AIs on the other continent are to Liberalism so...it's a risk. But Monarch AI shouldn't get it any time soon.

The other strategy is to go for a fast Astro and then transition to Cannons. This strategy is used a lot on Immortal/Deity, especially in Isolation. The general idea is to tech to Optics and then bulb Astronomy with 2 Great Scientists. You MUST avoid Civil Service and Theology or the bulb will be ruined. Also, keep in mind that if you tech Code of Laws (or Drama) you'll be forced to bulb Philosophy.

So with this strategy, you self-tech to Optics while getting out two Great Scientists. When you reach Optics, be ready to upgrade some Triremes or whip Caravels to meet the other people as fast as possible. Trade for Alphabet, Mathematics, and Calendar to unlock the bulb (in this case you only need Calendar). Astro is a huge boost in continents maps because it grants access to overseas trade routes and resource trades.

After getting Astro, most of the time you will tech to Steel for Cannons, although I guess you could go for Cuirs too for this game. The Steel line is pretty straightforward. Just go along the bottom of the tech tree. You can sometimes get Engineering, Guilds and Gunpowder in trade, and you can bulb Chemistry with Great Scientists. Then self-tech Steel, whip out some cannons + maces/war elephants, and kill off your neighbors.

Either of these methods would work wonders here. Just pick one and stick with it.

Thank you very much! Seriously you've helped me out so much, I feel like I've improved a lot! Here's my latest update:

Spoiler Played all the way to T188 :
I played it up until 1280 AD, and I gotta say, this game is getting way more fun now! I followed your guidelines and used one of my scientists to bulb philosophy and the other to bulb the rest of astronomy. I got it long before any AI and discovered the world is round. After that, I teched to lib, and stopped when lib was 1 turn away. I got hundreds of gold through fail-gold although I completed the Parthenon since the 50% GP birthrate in all cities seems pretty attractive and I got my next great scientist about 10 turns sooner. I got couple hundreds of gold through tribute demands (who knew CIVs will cough up their dough for you when you're the top dog in the map? lol). I knew no one was even remotely close to lib since by time I was one turn from lib no one even had philosophy yet haha :D

So I went back and teched Civil Service since no one had it and France is the only one who had it but he wasn't quite cooperating with me. I got engineering through trades and then 5 turns I teched Nationalism (no one even had phil let alone nat) then finally teched to lib, snatchted Military tradition, and 3 turns later I got gunpowder. Now it's 1280 AD, I'm probably going to use my two scientists to bulb physics and use my free one to maybe start a gold age (possibly?) I also built observatories in all my research towns for the research and the extra scientist. I whipped 6 universities in my most important cities to build oxford in Munich (the GP farm) so I can run more scientists.

What do you think of this save so far? I want to do a crusader rush like you suggested. Should I just use curs like we did with the HA rush earlier or should I wait for steel then do cur/cannons? Would Curs/Cats be better?
Also should I run my research at 0% for a couple turns to save gold to upgrade my HA's to Curs since I have a tech lead or should I try for a great merchant? I haven't built any markets yet as suggested on here but was I supposed to by now? Thank you so much, I really appreciate your help!
 

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Thank you very much! Seriously you've helped me out so much, I feel like I've improved a lot! Here's my latest update:

Spoiler Played all the way to T188 :
I played it up until 1280 AD, and I gotta say, this game is getting way more fun now!
What do you think of this save so far? I want to do a crusader rush like you suggested. Should I just use curs like we did with the HA rush earlier or should I wait for steel then do cur/cannons? Would Curs/Cats be better?
Also should I run my research at 0% for a couple turns to save gold to upgrade my HA's to Curs since I have a tech lead or should I try for a great merchant? I haven't built any markets yet as suggested on here but was I supposed to by now? Thank you so much, I really appreciate your help!

You're looking solid -- but I think you need to focus on rushing out those Cuirassier. In general, you're spending hammers on questionable wonders. Namely, the Angkor Wat, Oxford University in Munich (you want this in a commerce/food heavy city alongside all the other +science improvements), and the University of Sankore while running Free Religion (a good move on your part with all those religious founders). The Taj Mahal is a fine choice for a golden age to pump more military though.

Building wise, it's high time to get forges up in your cities ASAP. They help with whipping and normal hammer production as well.

Refocus your workers away from those windmills near Cologne (Frankfurt wouldn't be a terrible choice to build them though). Connect Berlin and Bibrace with a road so units don't have to cross a river tile to get north towards Jao. After that, show Camulodunum some love with more farms and mines on those hills. With a forge, that city can be a real production monster once you're done there. Send the longbow to there or Georg* on your northern border (it's a juicy target).

Consider building another city four spaces east of Camul alongside the river. Not a high priority, but it will be a solid city with some improvements and more techs down the line. You may want to build at least 3-5 more workers sooner than later in one of those food rich coastal cities.

After that, it'll be a matter of time and careful whipping to go on and conquer Jao. Bring plenty of cuirs and nothing else assuming they're not obselete by then. They're great since siege weapons are very optional if you have enough of them and choose your battles/promote them when needed well. I'd consider Cannons a backup plan if you can't get to Jao in time.

Not a bad idea to rename some of your cities something more utilitarian to keep track of them at a glance. Trying to spell Camuldonumumumum is exhausting.
 
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Well clearly playing better as you have a big tech lead here now.

Observatories and universities not needed for a Cuirs rush. Agree with Ancientecks that forges would of been better.

Get used to using binary research. So 100% tax or 100% science.

Get used to assigning espionage to 1 Ai. Looks like you have pretty much ignored this.

JoaII will trade 8 gold per turn for wheat.
Ottoman 7 gold per turn for spices.
Aztecs have 7 gold per turn for trade.
So that is 22 goild per turn you are missing out on. I would cancel those other trades you are doing. 22 gpt is equivalent to 40+ beakers a turn. Learn to monitor the resources screen. Especially once you have currency and if you are short of happiness.

In terms of cuirs. With lack of food whipping a big army here will be tougher. Focus whipping on the high food cities. Will be harder now AI likely have pikes but you should be able to take down a few cities if you keep whipping.
Might of been an interesting map for communism and workshops. I think one lesson at a time.

That Braga spot is a great river grassland city. The Ai have filled in the empty land here.

Can you see now how stronger land the Celts had? You have 3 cities all size 13+ near there.

Academy in your capital would of give 30 beakers a turn at 100% science. It's not a great capital here. I would of moved it to the Celtic old capital. The city had 4-5 hills to mine. Also you really want an academy much earlier if doing this. As it takes many returns to repay the investment. 1800 beakers vs 30 beakers a turn.

So simple tweaks to your play could of made cuirs date maybe 4-5+ turns sooner. That with better city management before 525bc. Learn to embrace all features of the game.

I think continuing the HA rush here would of been strong play. Barb cities and Ai with green land.
 
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Not much for me to add here. I agree that forges would be better than observatories and universities. Forges are one of the few buildings that you want in most of your cities. The production bonus applies to whipping as well as natural production. In this map they're even better because you're Industrious.

You can start fighting Joao within ten turns here. Three rounds of whipping in each of your cities would give you 30 cuirs, which is more than enough to get the war started.

A few questionable city builds here and there. Longbows are not useful here. Don't finish Angkor Wat; the failgold is better.

For your tech path you could go for Steel + Rifling to get better units, or you finish Printing Press, bulb Scientific Method with your remaining Great Scientists, and tech Communism to boost your economy.
 
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Not much for me to add here. I agree that forges would be better than observatories and universities. Forges are one of the few buildings that you want in most of your cities. The production bonus applies to whipping as well as natural production. In this map they're even better because you're Industrious.

You can start fighting Joao within ten turns here. Three rounds of whipping in each of your cities would give you 30 cuirs, which is more than enough to get the war started.

A few questionable city builds here and there. Longbows are not useful here. Don't finish Angkor Wat; the failgold is better.

For your tech path you could go for Steel + Rifling to get better units, or you finish Printing Press, bulb Scientific Method with your remaining Great Scientists, and tech Communism to boost your economy.

Here's my latest update!cccccccccc

Spoiler Played to T255 :
Here I am now, at T255, 1725 AD, so far by far my best game ever, thanks to everyone here, especially Wrathful. I have completely wiped out Portugal about 5 turns ago, which has given me control of huge swaths of land, my economy has exploded, and I have a massive tech lead (I discovered electricity in the 16th century :D). I have built forges everywhere too (while I kicked Joao's butt). Here's what I did from T188 to now (T255 1725 AD).

Here's everything that happened since T188:

I finished printing press and teched half of Scientific Method, then used one of the GS to bulb the rest of it. Then I teched to communism, then started teching chemistry. As I teched to communism, as Wrathful suggested, I whipped an army of 32 crusaders in about 10 turns and declared on a pleased Portugal at T200 (1390 AD). With my army I captured Lagos and Braga. While I did that I binary teched to communism, during which I got a another great scientist. Thanks to fail-gold, I was able to finish communism by T205. Since I was the first to discover it, I got a free great spy, which I used to start my first gold age. During this gold age, I took the opportunity to switch to Nationhood and State Property with no anarchy, though I didn't use the draft very much, I later switched back to Free Speech.

After capturing Lagos and Braga, I went for Operto but found I didn't have enough units. There were losses on both sides and I had about 20 cruis left. I made peace with Joao (and got 100 gold :D). Occasionally I'd give the lower AI some of my old tech like paper/education to back fill a tech I didn't research (like drama) and for gold.

During my peace with Joao, I decided to go for steel for cannons to wipe Joao out. During the peace treaty, I traded the now cautious Joao astronomy for banking + some gold and then I went for Economics for the free merchant. I got it in 4 turns, and sent the Merchant on a nice trip in a galley to the largest Ottoman city on the other continent. While he was sent his merry way, I teched steel and built as many catapults as I could. I whipped a few of them but I barely had to since Vienne was producing one catapult per turn! After I got steel, I started building a couple cannons and then opened borders with Mehemmed and sent the great merchant to Istanbul, the largest city on that continent. I did the trade mission and received 1900 gold, which I used to upgrade most of my catapults to cannons. I also whipped a couple more cruis and grew that army. During this time, the Taj Majal completed, which started another gold age, extending the current one to 12 turns. I switched back to Free Speech but stayed at State Property.

I declared on Joao again at T228, with 40 cuirassiers and 17 cannons, while I binary teched for rifling. Just after taking Oporto, I got rifling in T232, and traded the AI more old tech for more gold. I was able to upgrade 8 of my cruis to cavalry and used them to take out Joao's capital, Lisbon and Evora (6 Calvary vs 4 longbow, 70% combat odds, and I killed all 4 of them! :D) within 2 turns. He stood no chance at this point. After getting rifling, I used my three great scientists I accumulated to bulb physics, then I started teching Artillery. Being the first to Physics gave me another free scientist and also allowed me to build a few airships. I stationed the blimps on the newly captured capital (Lisbon) and used them to scout and do some damage. I finally finished Joao off and wiped out Portugal in T252, 1710 AD. Shortly after, two turns later, I get artillery. I intend on upgrading my cannons (still got about 10-15 of them) to artillery and the remaining cuirassiers to calvaries to wipe out France. Given that my economy is doing well it shouldn't take too long. My question is now, should I whip riflemen and artillery to take out Degaulle or just keep whipping more Calvary and artileries? I figure with Calvary I can take multiple cities in one turn and finish France off faster but then again they have to wait for the slower artillery, so I'm not sure.

I know for sure I could do space race, but eh, where's the fun in that? :D

Gotta say, this game is really fun now! :)
 

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Not sure how long it took you to whip the cuirs. Ideally you want to keep whipping cuirs once the war starts. To help healing stacks you need a super medic. A standard units with strength 1 and medic 3.Usually requires a great generals. Ideally a chariot or weaker unit so it does not defend from AI attacks.

Once you have communism, chemistry and state property you should be spamming workshops everywhere. In most cases the yield is better than a cottage. Same for watermills.With workshops your cities would be producing 40-80 hammers a turn once factories and coal plants come in.. Hammer economy should allow you 100% science. Or to run science and wealth anywhere. That and build units in 1-4 turns.

You have still not upgraded all those HA. You had 8-9. I would of run tax at 100% and upgraded many of these as possible before the war. They would of been in my inital cuirs stack.

Idealy on a standard game you want your continent conquered by 1300ad. I suspect here JoaII had a stack which likely needed killing.

With your huge stack on 1585Ad you should of had no trouble with the AI.

1725ad and French have 11 gold per turn for trade. Always check the resource screen for gold to trade.
You have loads of units here. Merge them all in a stack and attack the AI. Little or no reason to have 8 units sitting in a city.

Overall you wanted more focus on the attack. With 30 cuirs the Ai should of lost 4-5+ cities. Phants have no defensive bonus. Longbows and pikes were the only real issue. If one city has 8-9 defenders fork a second city. So attack from point where your stack could reach either city. Ai can't defend both. If your units are badly injured take a ceasefire. Regroup and attack again. You could also plan your initial attack so you take out cities with 3 defenders. Use French land to attack from. Attack with 2-3 stacks.

Science wise you are cruising here. War wise you should be over running the AI here.
 
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Gumbolt, this thread reminded me of something. Do you remember that Isabella save file you gave me more than a year ago because I wanted to improve by doing a game where I was shadowed by more experienced people? I did not play from that save because of problems with downloading the 3.19 patch, my antivirus blocked it for some reason and it took me a while to change the settings. I changed to a new computer shortly after that anyways and this computer does not have a disk drive, I eventually purchased the steam version of Civilization IV, but I forgot about the save file. Would you still be interested in shadowing that Isabella game? I am going to finish my current Elizabeth playthrough first, but once I am done I will play that file you sent me.
 
See what I can do if you find the save. :)
 
Not sure how long it took you to whip the cuirs. Ideally you want to keep whipping cuirs once the war starts. To help healing stacks you need a super medic. A standard units with strength 1 and medic 3.Usually requires a great generals. Ideally a chariot or weaker unit so it does not defend from AI attacks.

Once you have communism, chemistry and state property you should be spamming workshops everywhere. In most cases the yield is better than a cottage. Same for watermills.With workshops your cities would be producing 40-80 hammers a turn once factories and coal plants come in.. Hammer economy should allow you 100% science. Or to run science and wealth anywhere. That and build units in 1-4 turns.

You have still not upgraded all those HA. You had 8-9. I would of run tax at 100% and upgraded many of these as possible before the war. They would of been in my inital cuirs stack.

Idealy on a standard game you want your continent conquered by 1300ad. I suspect here JoaII had a stack which likely needed killing.

With your huge stack on 1585Ad you should of had no trouble with the AI.

1725ad and French have 11 gold per turn for trade. Always check the resource screen for gold to trade.
You have loads of units here. Merge them all in a stack and attack the AI. Little or no reason to have 8 units sitting in a city.

Overall you wanted more focus on the attack. With 30 cuirs the Ai should of lost 4-5+ cities. Phants have no defensive bonus. Longbows and pikes were the only real issue. If one city has 8-9 defenders fork a second city. So attack from point where your stack could reach either city. Ai can't defend both. If your units are badly injured take a ceasefire. Regroup and attack again. You could also plan your initial attack so you take out cities with 3 defenders. Use French land to attack from. Attack with 2-3 stacks.

Science wise you are cruising here. War wise you should be over running the AI here.

Thank you for the advice! I know for sure I'll take into account all the advice I've gotten here for the next game, which will be a monarch game I'll try to win on my own, then I'll do a shadow game here on immortal/emperor. I'm also wondering, do you have anymore dates as benchmarks to know how good I'm doing? Like what's the ideal date for a cruis rush? HA rush? Getting Lib, Physics, Etc...(On Standard map/Normal Speed of course).

Spoiler Anyhow, here's my latest update :


I wiped out France. It took a while but I did it. Now I have control of the whole continent. Now I'll get transporters and go for Montezoma and make him my vassal for domination, or better yet the Khmer. Next game my goal is to get things done way faster and play an even better game and learn from the mistakes I made this game, especially spamming workshops sooner. I always hate when I have like 25 workers and no idea what to do with them lol. Is that why the modern/future era music is so damn depressing? To encourage earlier victories? :D
 

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I haven't looked at your save, but judging from your report the game seems to be in the bag at this point. I mean there's not much your opponents can do when you control your entire continent.

You should certainly be looking to play a shadow game here on the forums if you really want to perfect your early game. The key thing with shadow games is to play very short turnsets (10 turns or so) and wait for advice in between. There's quite a few shadow games that have posted here if you want to see some examples. For the game settings, stick with standard settings for the most part. Pangaea is probably best for learning. You can increase the difficulty to Emperor if you wish. Honestly, Emperor is not much harder than Monarch. Immortal, however, is a big jump in difficulty. You'll definitely want to hone your skills before attempting to win Immortal.

I also recommend that you check out Lain's civ videos on youtube. He's posted 47 deity playthroughs and 1 immortal playthough and won the vast majority of them. His thread contains a brief summary of the first 43 games if you're interested in watching a horse archer rush, construction attack, isolation, etc.

Lastly, I'd like to congratulate you for sticking with this game and listening to all the advice you were given. You've displayed a great attitude and an eagerness to learn. Keep it up and you'll be winning Immortal before you know it.
 
I haven't looked at your save, but judging from your report the game seems to be in the bag at this point. I mean there's not much your opponents can do when you control your entire continent.

You should certainly be looking to play a shadow game here on the forums if you really want to perfect your early game. The key thing with shadow games is to play very short turnsets (10 turns or so) and wait for advice in between. There's quite a few shadow games that have posted here if you want to see some examples. For the game settings, stick with standard settings for the most part. Pangaea is probably best for learning. You can increase the difficulty to Emperor if you wish. Honestly, Emperor is not much harder than Monarch. Immortal, however, is a big jump in difficulty. You'll definitely want to hone your skills before attempting to win Immortal.

I also recommend that you check out Lain's civ videos on youtube. He's posted 47 deity playthroughs and 1 immortal playthough and won the vast majority of them. His thread contains a brief summary of the first 43 games if you're interested in watching a horse archer rush, construction attack, isolation, etc.

Lastly, I'd like to congratulate you for sticking with this game and listening to all the advice you were given. You've displayed a great attitude and an eagerness to learn. Keep it up and you'll be winning Immortal before you know it.

Well, it took way longer than I hoped...but

Spoiler One More Update :



I won!! I did it! My first monarch victory! It took me to Turn 405 at 1985 AD, and I know that's pretty bad by CIV Fanatics standards, but for my second attempt at a Monarch game, I'm pretty happy. Now I just gotta win much sooner and avoid that sad modern era music lol. I will do a shadow game on emperor after this.

One question I have is, what are the differences between the difficulty levels? Like difference between Emperor and Immortal vs Deity? (And all the easy ones like settler/chieftain) What are the differences?

Again, I'd like to thank you all for the advice! I really appreciate it!

 
Spoiler Forgot the file :


Here's the game winning save.

https://i.imgur.com/pwhGFAs.jpg

https://i.imgur.com/xVHg4my.jpg


My score was 28,911. I had a whooping 41 cities. Won by Domiation. I invaded the Aztecs with this lovely stack:

https://i.imgur.com/3MAJW3d.jpg

https://i.imgur.com/K9IEIUg.jpg

Then capitulated him, built nukes, took some Ottoman cities and wiped out the Khmer (Ottoman's vassal).

Funny thing is, I had a hell of a time finding his last city after taking 2 off his continent. After a while, I found that he built this tiny town at the edge of my continent:

https://i.imgur.com/rO0m63e.jpg

(that was my "game winning city" haha :D)

Took him out and Ottoman gave me one of his cities (that we captured from each other many times) as part of a peace treaty. Then, one border pop later, I win Domination! (Had a hell of a time trying to get the last 4% of land :crazyeye:)


 

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Congrats on the win. I would stick with monarch till you can beat the Ai on maps like this before 1600ad.

On a map with more food it would of been much easier. Especially for whipping and workshops. (1725ad and you hadn't started on workshops.) That being said you were gaining over 2300 gold a turn at end and the AI were way behind tech wise. On many of my conquest games I am sailing cuirs and not even teching that far. Unless I need rifles. Pends on AI.

As for dates normally 1300ad you want control of your continent. Vassals or wiping out 2-3 AI. Here there was quite a lot of land and you conquered all the land.

Your start was less than optimal and is one of the main reasons at 1985 you were still playing. So you should easily improve on this. Keep checking for gold to trade for resources. Also trades for happiness resources. If you can get Ai to pleased you can normally beg for 50 gold.
 
Your question about diff. levels,
i slightly disagree with Gumbo there, and would always recommend moving to Emp.
Not a big jump, and we get better with challenges..i.e. valuing more what we have and can do.

Immortal gets tougher, AIs receive an extra worker at start which allows them to improve & settle their 2nd city quicker.

Deity does not compare to other levels, everything is much harder starting with barbs entering your borders before t40 often :)
Unlike on other levels, you start by trying to survive and need great game knowledge.
 
Congratulations on the win CGQ!

About difficulty levels...I think there was a BTS "reference guide" somewhere on these forums that listed all the differences between the difficulty levels (in addition to a bunch of other stuff). Going off of what I remember, there are five main areas of difference among the difficulty levels:
  • Your handicaps
  • AI handicaps
  • AI starting units
  • Barbarians
  • Tribal Villages
Starting off, we have the bonuses and handicaps granted to or imposed upon the human player. On settler mode, the game gives you some free techs to start, research is extremely fast, you get health and happiness boosts, and maintenance costs are greatly decreased. These bonuses are stripped away and reverse handicaps are applied as you ascend all the way up to Deity, in which techs cost almost twice as many beakers and maintenance is very costly. Unit upkeep in particular can be a real problem on higher difficulty modes.

Moving on to AI handicaps, those who have deciphered the game's XML code or simply observed the game in the worldbuilder have noted that the AI receives several bonuses as you move up in difficulty. These bonuses are similar to the player bonuses present in lower difficulty levels: decreased tech costs and decreased maintenance. In addition, the AI also receives production bonuses on higher levels. This is what allows Deity AI to build every single building they can in all of their cities, station several units in each of their cities, maintain a large standing army, and build a few (or many) wonders on the side. An interesting quirk of these production bonuses is that they seem to increase in magnitude as the AI advances through the eras. Thus, a fully mobilized Modern Era Deity AI is extremely difficult to take on in a war, though some players have been able to do so.

AI starting units are worth their own section. On Prince and below, the AI starts with the same units the player would: a settler and a warrior (or scout if your civilization starts with Hunting). Beginning on Monarch, however, the AI receives additional units (and additional technologies) at the start of the game. On Monarch they receive archers, on Emperor some extra scouts, on Immortal a worker, and on Deity a second settler.

Barbarians undergo an enormous transformation from Settler mode to Deity mode. On Settler they are a complete joke, but on Deity they are a game-threatening menace. As you advance in difficulty, you'll find that barbarians enter your borders sooner, spawn more often, and become more aggressive.

And finally, we have tribal villages. The rewards they give you on Settler are better in general than the rewards they give you on Deity. I won't spend much time on this because we've already established that huts only hinder the player on higher difficulty levels.

So, those are the differences between the difficulty levels. Settler mode really is a sandbox mode in many ways. The shift from Settler up to Warlord is primarily characterized by the removal of those bonuses the game bestows upon Settler level players, with the AI becoming slightly stronger along the way. The game describes Noble as "the most balanced level" which I guess is true from a numerical standpoint, but those who are skilled in the game will dominate the AI at this level. Noble to Prince is a rather inconsequential increase in difficulty, at least in my opinion. Monarch is notable because the AI starting with archers makes warrior rushing nearly impossible (unless you play as the Inca). Moving on to Emperor, the game declares that this mode is "a true test for Civ experts" which I suppose is true. But I feel that it is very similar in difficulty to Monarch. Then we have Immortal, which, as the game notes, is "a bruising test for only the most experienced". And finally, at the very end of the list, we have Deity. I think the developers wanted to create a sense of mystique and wonder surrounding this mode. The in-game description of it is something along the lines of "Hahaha! Good luck, sucker!" So incoming players wouldn't have any real sense of what they were getting themselves into. Then they start the game, see that their neighbor got his second city on Turn 4, and realize that things have just gotten serious.

I could ramble on about this for much longer, but I want to point out that, as far as I can tell, the AI's strategy doesn't really change from Settler to Deity, it just takes Settler AI much longer to do everything. Although the game asserts that Emperor AI is "just plain smarter", I have never seen any evidence that verifies this. For me personally, the AI in this game is neither a great strength nor a debilitating flaw. It's not all that intelligent, but it does what is necessary for the purposes of the game.
 
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