The tech race at Monarch level
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The tech race at Monarch level Expand / Collapse
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12/22/2006 12:56 AM
Conscript

Conscript

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3/9/2007 2:24 PM


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Your point is definitely valid, but I would argue that it mainly applies to people who implement the strategy incorrectly.

Every city does not need every improvement. While the previous statement is obvious, some people don't realize how significant the results of specialization are.

The goal is to have a few cities with high production, and the majority of your cities with high commerce. This could easily be altered to have more production cities instead, but generally I find it harder to find good city spots for "excellent" production cities. A production city does not need to have scientific buildings or many cultural buildings. And in the same respect, a commerce city does not need a barracks. This realization alone will gain a significant turn advantage. Wonders Note: I generally use a production city (especially when waiting for a new military tech) or a commerce city that can enhance its production temporarily (also using chop if needed).

Specialization should occur upon expanding to the point where mass production is no longer necessary in every city. I like to start this as early as possible, and I recognize that commerce cities can be production cities when making workers/settlers as all cities need a food surplus. As a result of implementing this, your GNP (commerce) should become significantly higher than the AI. While manufacturing (production) should be at similar levels to the AI, but can be augmented during war production. Obviously the status of your empire depends on the date in the game, but eventually your cottages should be developing enough that your GNP will sky rocket.

Of course, this does not mean that the other points made aren't valid, or that games can't be played and won using low commerce strategies. I obviously continue to trade with the AI, as I generally use my GNP to allow me to pierce deep into the tech tree, skipping techs on my way.
12/28/2006 10:05 AM


General

General

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6/1/2009 7:12 PM


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As far as I have seen, including my own past strategies, people place a high emphasis on production as opposed to commerce. Try emphasizing commerce in more of your cities. It is amazing how fast cottages grow, and how much the commerce from them can affect your research capabilities.

Likely that is us suffering from the Last Game was Like This syndrome.  Civ has always been Production First, all else is irrelevant.  This may be one of the fundamental shifts in the new version.  I shall have to try some of these pointers, as I run out of money all the time.

Hey...acon...kid...er...confused...I so don't want to type out that whole name every time...I'm going to call you acon here for short, if you'd rather some other diminutive, let me know...

Anyway, Acon...welcome to the boards, I don't think you introduced yourself.  I've read your posts now, I like what you have to say and how you say it.  Glad to have you here

4/11/2007 11:47 AM
Veteran Sceptic

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3/3/2008 5:09 PM


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I often neglect cottages. Why? They take time to grow and in the beginning you need to prepare for expansion. When you'll be doing your expansion, you'll find more than enough cities with full grown towns and villages to capture.
4/11/2007 1:11 PM
Conscript

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8/21/2009 8:15 PM


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Dunedein (9/3/2006)

Nobody has actually given advice!! How do you keep up on a regular map technologically?


aconfusedkid (12/13/2006)

As far as I have seen, including my own past strategies, people place a high emphasis on production as opposed to commerce. Try emphasizing commerce in more of your cities. It is amazing how fast cottages grow, and how much the commerce from them can affect your research capabilities.


aconfusedkid makes a good point. I know when I played as Elizabeth, her UB (Stock Exchange) gave a huge boost in gold, enabling me to maintain a higher research rate.

Something I picked up while playing a team SGOTM at CFC, is to drop research to 0% when you are no longer able to research at 100%. I generally begin doing this when I drop below 80%, due to maintenance costs. And, I probably do this too often, where my old teammates would shut research off for a considerable amount of time before going full steam again. Fattening the coffer.

But, the bottom line is, research below 100% does more long term harm than shutting it off inorder to go 100% later. If my treasury is losing 70 gold per turn w/ research at 100%, and I've got 10 turns to reseach tech X, I need a surplus of 700 gold to go 100%. If my treasury is at 200 gold, and I can earn 150 gold / turn w/ research shut off, then in 4 turns I can begin researching at 100% again. So, I've added 4 turns to the rate, now it'll take me 14 turns. But, it'll actually take less, because each turn would see research bonuses coming through that lowring the turn rate needed.

On Noble, I'm able to hold a tech lead w/ this method, getting pretty close to figuring it out on Prince. Monarch, I've not ventured there yet.
4/11/2007 3:51 PM
Veteran Sceptic

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3/3/2008 5:09 PM


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IMHO you could make the game better by eliminating the overexposed role of tech trading by two measures:

1. You don't trade techs, but only blueprints. Having blueprints on a tech speeds up the research by a base value of 50% and that value can be further increased by research buildings in a city (library,observatory,university,lab,academy).

2. You slowly gather free beakers on each tech which is known to somebody you have open borders with. The amount of free beakers from a partner per turn depends on the pop of the partner, world pop and game type.
4/11/2007 4:07 PM


THE 1BC 5 STAR GENERAL

THE 1BC 5 STAR GENERAL

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10/28/2009 9:45 AM


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1. You don't trade techs, but only blueprints. Having blueprints on a tech speeds up the research by a base value of 50% and that value can be further increased by research buildings in a city (library,observatory,university,lab,academy).

2. You slowly gather free beakers on each tech which is known to somebody you have open borders with. The amount of free beakers from a partner per turn depends on the pop of the partner, world pop and game type.

I love both of these ideas, especially the blueprints.  I believe the open borders idea is a very realistic one because people travelling from one country to the next bring stuff, ideas, and in this case, techs.  I find it would help cIV become a more realistic game.

7/24/2007 11:59 AM
Settler

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8/7/2007 11:42 AM


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The secret is specialists.

I find farms and pastures to be the most important thing for research. The more food you accumulate the more specailist you can have. for my research cities(well most of my cities) i use a strategy like this.

-First note, for settling you have to reconise the areas where you can implement these strategy.


Low pop (1-6)

-here I first get 3 food spots min. this means 3or4 foods per tile.

-then I built 2-3 production tiles (Mines on hills usually).

-then I plant 2-4 cottages for later use

- you can easily get away with using a specailist or two in the early game you just have to look for the write opportunitys.

Middle pop (7-14)

- built up to 5-6 farms (you don't always use them but you need the option to)

- Ideally you want to have access to 6-7 production tiles (3 hammers min). but, this isn't likly to happen in many spots.

- if I don't have access to many hammers (coastal usually) then I make it a commerse city with cottages and 6-7 farms/fish). at these citys I don't build much.


High pop (15-25+)

-Here you just balance growth with specialists. I find every city has a sweat spot where they are stagant and provide tons of research culture or cash.

-once you get the 4 food farms, use 6-12 and, ride out your speciatlists.

7/24/2007 9:32 PM


WE WILL DESTROY YOU

WE WILL DESTROY YOU

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3/11/2010 10:53 AM


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Thanks for the suggestion... you are not a square. Or an octagon!

I will have to try implementing this strategy in the next game!
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