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Protecting seafood would have been good, but fighters would have been very costly going normal fighters vs jet fighters and SAMs.
I have found that experienced fighters (with combat promotions) can take on jet fighters and that SAMs only damage a promoted fighter. Justinian is Imperialistic and fighters that win an interception will often get 4 exp. You had the GW and that combined with Imperialistic means the fighter would get 16 GG points. Air combat is one of the easiest ways to get astonishing numbers of GGs. I know that wasn't your particular theme here :) but Justinian is Imperialistic and Nukes kill all those lovely enemy without getting any experience or GGPs. You could have used that trait more ;)
Global warming isn't scary when I have sushi and creatcon while only freddy had mining and gilgamesh/HC/Kublai had no corps of substance. When the whole world is desert the resource bonus becomes an increasingly powerful factor relative to others (which also lends toward protecting seafood :().
:lol: yes a Navy would have been good, even a defensive one. One additional advantage of a big navy is that it increases your power rating and (as we have discussed before in another thread) power rating does play a part in chain capitulations. Although Nukes also have a high power rating unfortunately when you use them you lose that power even if they destroy more of the enemy. That might be why the the capitulations didn't go as expected. A carrier and 3 fighters is worth 52K soldiers while a Tac Nuke is 30K and an ICBM 40K soldiers.

An offensive navy would have been somewhat high outlay though. It's hard to defend split naval stacks but you have to spit them with nukes flying around.
Agreed, you have to be careful to not make then too tempting a target for nukes and at the same time ensure they are protected by destroyers and battleships against enemy naval counterattacks by fighters and ships. But the main thing is to use them carefully, know where the enemy navy is and destroy most of the ships with a preemptive strike (just like you did with the stack of Gilgamesh's Tac Nukes). I have never had a real problem using a navy in the age of Nukes. Splitting my navy up into battlegroups of (say) 3 destroyers, a battleship and 2 carriers, they are small enough to avoid attracting attention of nukes and big enough to beat off odd destroyer attacks and have an impact on the coastal cities. Two or three battlegroups like that can easily wipe out any of the cities you were dealing with using nukes.
 
Ok, so I have been watching these, and I have a question about whipping. You always mentioned the overflow. Should you always have another unit queued up when you whip? If you whip without one in the queue, will you lose those hammers or does the city remember them and automatically apply them to the next unit or building it builds? And thanks TMiT, your LP's have really helped me on learning parts of the game.

There is a penalty for whipping wonders directly, this penalty isn't applied to the overflow. If you don't have anything in the queue the overflow goes towards the item you choose next. No need to fill up the queue to utilize the overflow.

What you should remember though is that it's generally better to whip more people at once, so try to get more 2+ pop whips and less 1 pop whips. This however does not apply to things like monuments which you really should whip asap. Also, remember that you should try to avoid whipping before you have invested at least 1:hammers: in the build. Last rule is that the granary is what really makes whipping strong. It's really only monuments that should get whipped before granaries.
 
yes a Navy would have been good, even a defensive one. One additional advantage of a big navy is that it increases your power rating and (as we have discussed before in another thread) power rating does play a part in chain capitulations. Although Nukes also have a high power rating unfortunately when you use them you lose that power even if they destroy more of the enemy. That might be why the the capitulations didn't go as expected. A carrier and 3 fighters is worth 52K soldiers while a Tac Nuke is 30K and an ICBM 40K soldiers.

Thanks to danf5771 I know the cap mechanics very, very well. Power rating had nothing to do with it here. After the first few volleys of nukes against gilgamesh, I went from being a bit weaker than him to over 2x his strength...and he was still SIGNIFICANTLY over the average power.

Note that there lies the problem ---> gilgamesh is the master of vassals, which allows him to consider himself stronger. On top of this, nobody will cap unless their power < average power (taken by some modifiers). It is much easier to knock their power down than try to pull the average up by yourself.

So maybe if I had 6 or 7 times the power I had before killing frederick, I'd have gotten gilgamesh to cap before domination was tripped. That's a LOT of fighters and destroyers (I'd need like 600+ of each?).

Also note that after the game/video ended, I capped everyone. Once gilgamesh was my vassal, that made kublai his land target...kublai capitulated after losing exactly 1 city to me.

Just for good measure, I proceeded to throw salt on the wounds and launch the ship first too. Since I was losing about 600 gold/turn in colonial maintenance and had already built FP, I just let gilga/freddy's land go as a colony (alex). I also directed each of my vassals to tech future tech and ignore crucial space techs like fiber optics/fusion. Since alex was colonized before I got those techs, they had nobody to easily steal them from. Willem could have, but he was badly crippled and had almost no parts. The post-game ended in me launching the ship first while dead last in tech X_X.
 
Also note that after the game/video ended, I capped everyone. Once gilgamesh was my vassal, that made kublai his land target...kublai capitulated after losing exactly 1 city to me.

Just for good measure, I proceeded to throw salt on the wounds and launch the ship first too. Since I was losing about 600 gold/turn in colonial maintenance and had already built FP, I just let gilga/freddy's land go as a colony (alex). I also directed each of my vassals to tech future tech and ignore crucial space techs like fiber optics/fusion. Since alex was colonized before I got those techs, they had nobody to easily steal them from. Willem could have, but he was badly crippled and had almost no parts. The post-game ended in me launching the ship first while dead last in tech X_X.

Hahahaha... It's not over until you achieve ALL the victory conditions!
 
these are awesome tmit, thanks much! really cool getting to watch a really good player go through a game in realtime, not screen caps.
 
Per vicawoo's suggestion I've been playing around with livestream. I CAN get the game to stream, but it's hard for me to check the quality in full screen of course since that precludes actually viewing the game. There's an obvious delay that's to be expected.

The big issue with live stream is whether the archived videos can be converted in a remotely quality fashion. I am investigating this as I type, as it requires converting a FIV file and I streamed a test game for about an hour (a loss too, I got an isolated start with a LOT of tundra and room for only 8 cities, while 1 AI got 3 vassals and the other went culture).

The important part of the test is the video quality though. We'll see.
 
This is good stuff although I was feeling good about my game before I watched TMIT's walkthrough and realized how I don't do the small things that are important. Example: I always neglect to research Archery even if I don't end up with Horse or Copper. TMIT immediate identified the need for Archery in the absence of horses or copper.

I do have a question, probably a basic one. Before founding the 2nd city the location chosen would give him "immediate" commerce. What does this mean? Is it because the first tile worked would be a seafood tile, which yields food and commerce or did I miss something?

Anyways I love these.
 
He's talking about trade routes:
traderoute.jpg


Since the BFCs connects like that he gets trade routes yielding 1:commerce: in both cities without sailing or having a road between the two cities.
 
Just wanted to say thanks for putting this up. I've been struggling to jump from Emperor to Immortal, and I'd never realized how effective building wealth can be for keeping your tech rate up. It tends to escape notice in screenshot walkthroughs, so the video format helped me a lot.
 
TMIT I was suprised you could see Mansa trading econ in the 10th installment without any courts even.
I can almost never see anyone's research on immortal even when I try focussing esp points.
Did you run esp. slider or it just worked that way in this game?

BTW :goodjob: nice video only through half of it yet.
 
TMIT I was suprised you could see Mansa trading econ in the 10th installment without any courts even.
I can almost never see anyone's research on immortal even when I try focussing esp points.
Did you run esp. slider or it just worked that way in this game?

BTW :goodjob: nice video only through half of it yet.

Just worked out that way. I'm guessing what happened is that he met the other continent sooner and has EP distributed accordingly, while I did not.
 
TMIT why do you nuke next to the city and not on it?
To avoid destroying buildings? are you guaranteed to cause damage to the garrison still?
 
Really awesome playthrough. Your endgame is much better than mine, even if nuking is not the most difficult thing to do. I can only really win culture or spaceship reliably.

Your quality is much improved, but I'd still consider investing in Fraps to get super high quality.

More Civ IV Let's Plays!!
 
What does it mean when TMIT says that he's going to put another zero research turn into Monarchy (or any other tech) and then try and trade it? Does my question make sense?
 
What does it mean when TMIT says that he's going to put another zero research turn into Monarchy (or any other tech) and then try and trade it? Does my question make sense?

I'll take a stab in the dark and guess that he means researching it with 0% slider for a turn and then try to trade it for a tech that has the same base price (Aes/Alpha) to "fine-tune" the trade. Before Currency it can be important to milk the best trades possible (i.e. to not research unneeded "extra" beakers when planning on trading the rest of the way) as there is no possibility for cash to buffer lopsided trades.
 
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