Fish Man
Emperor
- Joined
- Feb 20, 2010
- Messages
- 1,553
You have some good advice from the other posters. However, in addition to all that, make sure Civ 5 bad habits don't carry over.
DON'T:
-Found 4 cities, sit on them all game, and expect to turtle win
-Expand too quickly either, because you'll cripple your economy and piss off neighbors
-Ignore OK or good city spots because they don't seem to be good according to V logic - this takes a while to get used to, but you have to realize a food, lux, or strategic resource and some hills and fresh water means it's a-ok to settle even though it seems like the city won't grow past pop 10 (it won't need to for a while) or there's overlop
-Spam archery units because ranged attacks are OP (there are no more ranged attacks in IV lol)
-Build 4-5 archers and think that's sufficient defense
-Put a farm on every tile
-Think growspamming cities will win you games, because food per turn isn't always everything
-Neglect commerce, because arguably the most useless resource in V can now be put in just about anything and is by far the most important
-Be afraid to use slavery
DO:
-Aim to have at least 8 cities by mid-game (Renaissance)
-Play to the advantage of your traits
-Axe rush if you have copper, high production, and a non-protective neighbor too busy building Stonehenge
-Build Oracle if you have marble or are IND (at least in lower difficulties) and get code of laws or currency as free tech
-Settle near gems/gold/silver, the early extra commerce is insane
-Get currency, code of laws, and civil service quickly for markets, courthouses, nonriver farms/bureaucracy
-Casually beeline liberalism for free tech, though don't rush it too much
-Be aware of the important "breakout" techs that give you vital bonuses to military or commerce - etc. currency, guilds, banking, printing press, economics for $$$, constitution for representation, education for universities, BW for axerushing or just defense, machinery and CS for maces, construction for cats, military tradition for cuirassers, rifling for rifles, steel for cannons, assembly line for infantry and factories, etc...
-Remember that militaries should be 5-10 times LARGER than in V to be adequate, because lowered production costs and more cities mean if you don't, Shaka will come and take your stuff
-Remember that resources are MUCH more powerful than in V (especially early game wet corn, 6f 1c)
-Remember cultural victory is very different
-Remember science victory takes far longer and needs ~15 parts built with spaceship travel time as well
-Remember to connect your cities and resources
Speaking for myself, I know V players are crazy for turn milestones, so here are some:
-About 1-100 AD for entering medieval era
-About 1000 AD for entering Renaissance era
-About 1500 AD for industrial
Good luck, have fun, and happy civving!
DON'T:
-Found 4 cities, sit on them all game, and expect to turtle win
-Expand too quickly either, because you'll cripple your economy and piss off neighbors
-Ignore OK or good city spots because they don't seem to be good according to V logic - this takes a while to get used to, but you have to realize a food, lux, or strategic resource and some hills and fresh water means it's a-ok to settle even though it seems like the city won't grow past pop 10 (it won't need to for a while) or there's overlop
-Spam archery units because ranged attacks are OP (there are no more ranged attacks in IV lol)
-Build 4-5 archers and think that's sufficient defense
-Put a farm on every tile
-Think growspamming cities will win you games, because food per turn isn't always everything
-Neglect commerce, because arguably the most useless resource in V can now be put in just about anything and is by far the most important
-Be afraid to use slavery
DO:
-Aim to have at least 8 cities by mid-game (Renaissance)
-Play to the advantage of your traits
-Axe rush if you have copper, high production, and a non-protective neighbor too busy building Stonehenge
-Build Oracle if you have marble or are IND (at least in lower difficulties) and get code of laws or currency as free tech
-Settle near gems/gold/silver, the early extra commerce is insane
-Get currency, code of laws, and civil service quickly for markets, courthouses, nonriver farms/bureaucracy
-Casually beeline liberalism for free tech, though don't rush it too much
-Be aware of the important "breakout" techs that give you vital bonuses to military or commerce - etc. currency, guilds, banking, printing press, economics for $$$, constitution for representation, education for universities, BW for axerushing or just defense, machinery and CS for maces, construction for cats, military tradition for cuirassers, rifling for rifles, steel for cannons, assembly line for infantry and factories, etc...
-Remember that militaries should be 5-10 times LARGER than in V to be adequate, because lowered production costs and more cities mean if you don't, Shaka will come and take your stuff
-Remember that resources are MUCH more powerful than in V (especially early game wet corn, 6f 1c)
-Remember cultural victory is very different
-Remember science victory takes far longer and needs ~15 parts built with spaceship travel time as well
-Remember to connect your cities and resources
Speaking for myself, I know V players are crazy for turn milestones, so here are some:
-About 1-100 AD for entering medieval era
-About 1000 AD for entering Renaissance era
-About 1500 AD for industrial
Good luck, have fun, and happy civving!