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11/17/2007 12:37 AM


Piscata Rosea 4 4 5

Piscata Rosea 4 4 5

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Recently on playing Civ4 I'm finding that although I make a good start, about halfway through the game the AI seems to start to outperform me on tech and military.

My suspicion is that I am not building as many cottages per city, compared to the AI. I usually build 2 or 3 per city - is that enough?

Is there any other reason why the AI can command such a big army (i.e. a lot more powerful) on levels where the AI and human are evenly matched?

11/17/2007 4:12 AM


Game slut

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Wonders, civics, specialists, academies. Certain wonders give science, either for having state religion, or having religious buildings. Others give extra scientists. Some civics give more science. Specialists can give science too, esp scientists. Great Scientists can create academies in cities, and if you take a 100 sci city and turn it into a 150 sci city that right there can account for, what 3 or 4 fully mature towns?
11/17/2007 10:25 AM


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Scipio Africanus (11/17/2007)
Great Scientists can create academies in cities, and if you take a 100 sci city and turn it into a 150 sci city that right there can account for, what 3 or 4 fully mature towns?


I contest this one. A +X% modifier in Civ doesn't mean that your output will be X% more than it was before. Thing is, all % modifiers are applied to the base value, they don't stack multiplicatively. Or, in plain terms, all % modifiers are added together, then the final percentage is applied to the initial output value.

Which, by the way, happens to be the reason for why Free Religion is overrated. By the time you get it, you probably already have a library, a university and an academy in your top science cities for a +100% already, so switching to it only effectively increases your science output with 5% or so.
11/17/2007 11:09 AM


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As for cottages, I like to make my cities quasi-specialized. Cities with a high number of production (hammer) squares (mines early in the game, and later forests) become military-industrial complexes, while cities with less production resources become commercial centres.

The idea is that the commercial cities get just enough production output to be able to build all the gold and science boosting buildings as they come by. Too little production means I won't get them all, and too much means that city radius squares that are used for production could have been better used for gold.
11/17/2007 1:14 PM


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Konrad von Richtmark (11/17/2007)
Scipio Africanus (11/17/2007)
Great Scientists can create academies in cities, and if you take a 100 sci city and turn it into a 150 sci city that right there can account for, what 3 or 4 fully mature towns?


I contest this one. A +X% modifier in Civ doesn't mean that your output will be X% more than it was before. Thing is, all % modifiers are applied to the base value, they don't stack multiplicatively. Or, in plain terms, all % modifiers are added together, then the final percentage is applied to the initial output value.

Ah yes, so if it is a 100 Sci city with a base of 50 and 50% modifier, an additional 50% from an academy still gives you 50% on that base value.

11/17/2007 1:28 PM


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Uh, if it has a base of 50, a +50% bonus will raise it to 75, not 100. Another +50% will raise it to 100, i.e. 50 * (1 + 0.5 + 0.5 ).

I know, overanalyzing can ruin the feeling of playing, but I just can't help it. It somehow comes naturally for me.
11/17/2007 4:25 PM


EVERYBODY PANIC!!!

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Money is how you win CIV IV, in my opinion.  Money, Money Money!!!  Found a religion, build cottages on rivers, etc.  MORE money!
11/17/2007 7:10 PM


Wrong

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It's the hardest thing in civ4 to implement, but you do not need commerce in all of your cities. Try to have 2/3 of your cities focus on commerce (and build at least 4 cottages per city); the other 1/3 should focus on production (for wonders and military). Do NOT build cottages here, or libraries or markets (unless you need the culture/ happiness bonus badly). Instead, farm and mine the surroundings to maximize (growth and) *production*. Don't think you have a bad city if it only has a granary, forge and barracks. For many centuries these buildings may be all you need in a military unit factory.
11/18/2007 4:01 AM


Piscata Rosea 4 4 5

Piscata Rosea 4 4 5

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Thanks for your thoughts guys, I'll give them a go in my next game. Perhaps my lack of specializing cities was my problem...
11/18/2007 6:12 AM


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I know Zig is a propoenent of the specialized cities approach, and I do personally strive for this. It seems like a legitimate strategy, and in those instances where I've been able to achieve it more, I do seem to do well. However, it never seems to be that simple, and I always wind up mixing their purposes to a certain extent.

Konrad, the difference between you and me is like the difference between a gunsmith and a gunslinger. One focuses on the trigonometry and physics of ballistics and trajectories and stuff, while the other one pulls his gun and shoots from the hip!

It never actually stuck in my long-term memory that bonuses are additive on the base value and not multiplicative on the cumulative value. But maybe that is why I'm still playing Noble games and having fun. BTW, ever finish an SP match using that Next War scenario?

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