What I've learned so far from playing HOF games.

pholtz

King
Joined
May 2, 2006
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I was the most active last month, but besides indicating that I wasted too much time playing this game, it was also a result of playing many Duel, Quick and/or Settler games. I thought I would impart what I have learned this last month for the amusement of the veteran players and maybe to help some others who like me are still struggling with this game. I can play pretty comfortably at the Prince level, but when I move to Monarch I seem to hit a wall. I am hoping that what I learn playing in HOF games will help me move up a level in difficulty.

1. Domination games

I tend to be a peaceful expansionist, getting into wars only when someone declares them on me. So I'm concentrating on the Domination and Conquest games to improve my war skills. But then I was surprised that on the Duel maps, no fighting was required. It was all about quick settler production and expanding your boundries. I realized how important Creative leaders are to that initial border expansion.

2. Conquest games

At the Duel and Tiny map levels and easier dificulty levels, these tend to depend on lucky goodie huts. I learned how to use my faster moving Settler to explore the map for huts and my opponent's location so my Warrior could move straight to the Enemy. I was also confused when reviewing the high score games and how they would conquer instead of destroy cities. Everytime I would take a city it would be razed. I know it sounds stupid, but I finally "discovered" the "No City Razing" option.

3. Changing the rules and Quick play.

Like many peaceful tending players, I played by the standard rules and prefered Epic or Marathon speeds. But now, with a specific goal in mind, I find myself looking at all the options (eg. no city razing, or no or raging barbarians), and trying to figure out which ones will result in the quickest win or higher score. In other words I am starting to look at Civ IV more as a game (instead of a simulation), and am more willing to change the rules of the game. I see Normal and Quick games now as another kind of rule change. The game is different, not worse, played at these speeds. It is interesting to play games at all the speeds, noticing how the strategy needs to change. Also I am using the Quick speeds, and smaller maps to explore different strategies.

4. The space race

I played a few space race games, and I think my technique has improved greatly. My first space race game was Duel Quick Settler and I was very dissapointed. My finish was way behind the others mostly because my poor tech choices and misunderstanding of the rules. For example I rushed a Great Engineer over to finish the Apollo Program and discovered that a Program is not a Wonder :eek: .

Looking over the HOF I saw that there were only 5 entries on the Tiny Settler Space Race Quick game list, so no matter how badly I did, I would at least get on the table :D . Learning from my first game I did OK, but thought I could do better. Realizing now that a Space Race game is a tech discovery game, I made a list of the important techs, prioritized them and had the list available during the game to remind me of my goals. I did better with a finish only 5 years behind the leader. I decided to move back to the Duel map to see if I did better there. I picked an easier speed and surprised myself with a #1 finish in a Duel Settler Space Race Epic game. One of my goals this month is to try for a good finish at the other speeds.

5. A Diplo game

Since I had finished the Space Race, I thought a Diplo game would be easy as both are tech race games. But I was suprised at the narrower focus of the path towards Mass Media and how sometimes the direct path wasn't the quickest. For example studying Education and then Liberalism to get a free Radio discovery was faster than going after Radio directly. I leaned how to get the best use of the AI's. At this level they will not attack unless attacked, so I would trade with them for every tech possible, and when I got them all, give them every tech I had so they might be able to help me with another one later. I also discovered how to "direct" my great people into which tech they would discover for me. If you would start studying a tech that a Great Person could discover, he would work on that one. For example suppose you have a Great Artist and want to rush Music, but he insists on discovering Drama. If you change your tech study over to Music he will then rush Music (at least this is how I think it works).

6. Chopping trees

The importance of Bronze Working and forest clearing was made clear to me. In the Dominiation games, my workers would be chopping down every forest to rush the settler production. In the Space race, I would chop down forests that were in my border but outside any city fat cross to rush the Apollo program and all the ship parts. Once I even chopped down a forest in the fat cross that had a lumbermill and railroad on it and it saved me a turn in producing my last ship part.

So now what?

I was surprised that I got a few games on some score lists as I never tried for a good score but was only interested in a fast game. I would like to try a Time game or two but need to research what exactly makes a good score. Is it more important to build culture, wonders, discover techs or just have more people. If anyone has a link to an old thread that discusses this I would appreciate it.

Then after learning how to score high on a Time game, go after a few more Score games. I guess this adds time to the score equation, and includes decisions like, is it more important to add more population and wait a few turns before finishing, or will finishing now result in a higher score?

I was surprised to see a game of mine on a Cultural Victory list. It happened a long time ago before I gave up playing the game for over a year. I need to rediscover how to achieve and score well on a Cultural game.

Most of my focus this month was on Settler games. I hope to change that to Warlord level this month, but will still play Settler or Chieftain games to work on strategy and get my name on a few more lists :lol: .

And finally looking over my quattromasters scoring, one of my first long term goals will be to get every score over 10.
 
To get a high scoring time game, it's all about tech. You will presumably maximize the land as far as you can but you want to tech WAY in to the future techs. You're doing well if you can hit 100+ but it really depends on the map and how things play out. The annoying part of time victories is that you have to make sure your cultural borders don't expand to the point that you get a domination win. Just be careful towards the end and it shouldn't be hard to get a time victory. Oh and make sure you go after any AI that are building SS parts.

Welcome to the joys and tribulations of the CIV HOF :king:
 
The annoying part of time victories is that you have to make sure your cultural borders don't expand to the point that you get a domination win. Just be careful towards the end and it shouldn't be hard to get a time victory.

Shot down with my first attempt at a Time Victory. I accidentally got a Domination win. I knew it was coming, I saw the messages that my land was getting close, but I thought that I would see the message that I had exceeded the land limit for the domination win and be able to gift a city away that turn before the win got registered. Was I wrong or did I just miss that message?

Also I notice in the logs of other time victories, people take an AI city on the last turn. If you go over the Domination limit but hit 2050 at the same time, is it a Time Victory?
 
I guess I got this Time thing figured out. I only hope I don't mess up now. Its year 1930AD in a Quick Duel Settler match. 85 turns left. I'm researching Future tech 21 now. So far I have 8473 points which is more than 1000 over the best at any speed. I just hope I didn't mess this thing up somehow and that I won't get a dom win. No warnings yet, at 66% land, need 72 get a Dom. I didn't know a quick Duel match could take so long :crazyeye:


Edit: oh no, I spoke too soon. Just had a second city go Legendary, pretty sure a third will.. No idea if I can give a big city away without a large effect on the score.

Edit: well the laughs on me! Manage to avoid a cultural victory by giving away 2 cities. Thought I still had a high score, didn't realize it was going to be Normalized. Chalk up another learning experience!
 
I've managed to learn a bit in the past three weeks or so. The next HOF update should show a couple of Time victories for me, but only at the Noble level. Learning how to avoid a victory can be fun. I had one game where my border expansion put me over the limit. I was desperate. I couldn't give away any city as my opponents wouldn't talk to me. I abandoned a city so the AI could take it, and he didn't :eek: Instead my vassal's border expanded into me just enough so that at the end of the turn, my land percentage was 63.99 where 64 was a DOM win. What luck!

I am now trying my first BTS game. Noble, Small map. Trying again for a Time victory and have noticed a few things.

1 - At first I seemed to be behind in points compared to my other games. But around 1900 things started rolling, and now I've got a number one score with more than 100 turns left. It seems that BTS goes by the middle ages faster but then slows down in the twentieth century. I'm not sure what this will mean for other wins.

2 - I tried using a few new civic types. I never used slavery before, but am now seeing how it can be used, especially in a city where I have to halt the growth anyway. I still need to experiment with this. I also used State Property for the first time as I was conquering cities on another continent. I figured it would keep my costs down until I could get the new cities straightened out.

3 - I thought of staying with State Property, but then I couldn't try out the new corporations :yeah: I found that while I took a hit going back to Free Market, founding a new Corp and spreading it around quickly made up any difference. Now its 1970 or so, I've founded 3 corps and am making a good profit at 90% research. Even with all the mistakes I've made while I've experimented in this game, it looks like I might have a good score. BTS might be the way to go for Time victories, at least at the easier levels.

4 - I started this game with one AI on my continent and took him out with a quick Warrior rush. Something I never would have done prior to all my Conquest HOF games. Hit me over the head enough and I manage to learn a few things. :hammer2:

5 - It doesn't seem like the city size has an affect on the corp bonus. For example, Cereal Mills is adding about 6 food a turn to my cities. I add the Corp to a new city and it expands fast. A good way to rapidly increase population in late founded cities. You can get a good population even with only 3 or 4 workable tiles. A good way to get some population points.
 
Shot down with my first attempt at a Time Victory. I accidentally got a Domination win. I knew it was coming, I saw the messages that my land was getting close, but I thought that I would see the message that I had exceeded the land limit for the domination win and be able to gift a city away that turn before the win got registered. Was I wrong or did I just miss that message?

Also I notice in the logs of other time victories, people take an AI city on the last turn. If you go over the Domination limit but hit 2050 at the same time, is it a Time Victory?

Yes, that's a Time Victory. You last turn is a big one. You should capture all enemy cities and plant dozens (hundreds?) of settlers for max score.
 
I've never tried this myself (because I think it may lead to some frustrating games) but wouldn't you get the best time score by turning on "require complete kills"? Then you can declare war on all of the AI and wipe out all their cities. This will let you spam settlers across the entire map on the last turn. Of course this makes it a LOT harder to avoid domination so I don't know if it's an optimal play...
 
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