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5/4/2008 6:00 PM


WE WILL DESTROY YOU

WE WILL DESTROY YOU

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I am finding, as I inch up to the higher levels... currently on monarchy level... that new strategies are needed.

Specifically, I find it best to emphasize city locations for the first few cities where you can maximize production as soon as possible. The ideal location would have either flood plains or a food resource to facilitate fast growth,  and a couple of grassland/hills or plains/forrest.

Granaries also factor in to the equation as a must have, early on, unless the city just has several floodplain and/or food resources, to boost the cities size in short order.

The reason for this is that, I find, if you don't have a few good cities that can produce military regiments in good time, you will find yourself getting run over either by neighbouring civilizations or, if there are none, barbarian whordes.

That's not to say commerce should be ignorned, definitely it is essential to get some cottages established early on, and this can be done concurrently, but in my book, production seems to be a greater need at the earliest stages of the game.

Thoughts?

5/4/2008 6:13 PM


Make my day

Make my day

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barbarian whordes.

Ah. That'll be them woad-daubed wimmin bar-barin' themselves before the mob for money then?

5/4/2008 6:20 PM


WE WILL DESTROY YOU

WE WILL DESTROY YOU

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:grins: You know it tones, you know it!
5/4/2008 6:54 PM


Impeached by a patch

Impeached by a patch

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I have learned to appreciate going for Archery very early, even before you have picked up all the essential terrain improvement techs (agriculture, mining, fishing, animal husbandry, hunting). Archers are very reliable early city defenders, and combat-upgraded archers can even take to the field against barbarians. Yes, you'll need to do that to protect your resources from being pillaged! If you get horseys early, chariots can do that, but don't count on getting them horseys, especially as they will be invisible until you have researched animal husbandry.

In the early game, you won't have enough population to work all the bonus resources you have at hand. Check which techs correspond to most bonus resources at hand, and only research them before going for defence.

Indeed, production is what one should concentrate on in the beginning. Your palace still gives 10 gold, so the proportional gain in research rate won't be that significant for building a cottage, whereas for production it ain't so 'cause the palace ain't givin' any. The exception is if there's a deposit of gold anywhere. It gives +6 gold when mined, for only one hammer less than if the gold wasn't there. If you find gold during your early-game scouting, GET IT!
5/4/2008 11:15 PM
Banned

BannedBannedBannedBannedBannedBannedBannedBanned

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2 days ago @ 4:40 PM


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I'm starting to get in the swing of things on CivIV now that I can finally play my year old game!  I also opt for Archery first.  I've learned also to produce atleast one worker as my very first unit.  Then warrior, then worker and so on.  But you guys probrably figured that out while I was still cursing the first patch.
5/4/2008 11:45 PM


Impeached by a patch

Impeached by a patch

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I usually go:

-Warrior until size 2 is reached
-Worker (switch even if warrior is not finished)
-Warrior/Archer while city grows to size 3 and worker improves terrain
-Settler

That's pretty staple, from there it goes on according to circumstances. At times, though, if I'm desperate to get a particular city site before anyone else, I start on the settler as soon as I have pop 2.
5/5/2008 1:55 AM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

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I always build at least 1 worker 1st. Maybe 2. I tend to procrastinate building military for a bit. I have a time-table in my head to have them by about 1900BC as thats about the earliest you see barbarians.
5/5/2008 11:13 AM


Impeached by a patch

Impeached by a patch

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Another thing I've learned the hard way is: If you want a certain spot for a city, and have the troops to spare, get the troops to the site long before the settler. By keeping the fog of war off the area, the location won't become unsuitable due to a barb city popping up.
5/5/2008 3:59 PM


Wrong

Wrong

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12/16/2009 11:01 PM


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I tend to procrastinate building military for a bit. I have a time-table in my head to have them by about 1900BC as thats about the earliest you see barbarians.
The higher the level the sooner they come. I've seen them around 2900 BC on deity... (playing as a team with an AI civ[/by way of disclaimer]. Definitely needed archers then. )

Keep in mind that the best terrain in the world doesn't do anything until you can improve it. Early workers are essential on high levels. Try to have a worker hop along with your early settlers, so you don't have to wait for 15 turns. Chop early workers/ settlers, so your cap doesn't stagnate, and you don't lose too much time. Don't think you can save those lovely trees to grab the statue of liberty (or heavens forbid, the pyramids) later on. There is only now. You need to grab land now. Chop chop...
5/5/2008 7:45 PM


WE WILL DESTROY YOU

WE WILL DESTROY YOU

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I have learned to appreciate going for Archery very early, even before you have picked up all the essential terrain improvement techs (agriculture, mining, fishing, animal husbandry, hunting). Archers are very reliable early city defenders, and combat-upgraded archers can even take to the field against barbarians. Yes, you'll need to do that to protect your resources from being pillaged! If you get horseys early, chariots can do that, but don't count on getting them horseys, especially as they will be invisible until you have researched animal husbandry.

I do agree with you on the value of archers. If cattle or pigs are within reach, I'll go for the Animal Husbandry early on, otherwise, I typically do not gamble on getting Horses. Archers are definitely a must, warriors just don't cut it. Along those lines, I also try and get a barracks fairly early, and find the archer promotions with the anti-melee and anti-archery bonuses are quite valuable.

I usually go:

-Warrior until size 2 is reached
-Worker (switch even if warrior is not finished)
-Warrior/Archer while city grows to size 3 and worker improves terrain
-Settler

Of course, it always depends on circumstance, but that's about how I go it too, working in a barracks in there where I can.

I always build at least 1 worker 1st. Maybe 2. I tend to procrastinate building military for a bit. I have a time-table in my head to have them by about 1900BC as thats about the earliest you see barbarians.

But cow, that first warrior isn't there to protect the city, he's there to scout out the lands and help the other find more tribal huts. Of course, this always depends on circumstances, there may not be all that much land to explore, as it may be.

Another thing I've learned the hard way is: If you want a certain spot for a city, and have the troops to spare, get the troops to the site long before the settler. By keeping the fog of war off the area, the location won't become unsuitable due to a barb city popping up.

Excellent advice there. Barbs are the scourge of the open land. If you can swing it, the Great Wall is one hell of a wonder to get.

Keep in mind that the best terrain in the world doesn't do anything until you can improve it. Early workers are essential on high levels. Try to have a worker hop along with your early settlers, so you don't have to wait for 15 turns. Chop early workers/ settlers, so your cap doesn't stagnate, and you don't lose too much time. Don't think you can save those lovely trees to grab the statue of liberty (or heavens forbid, the pyramids) later on. There is only now. You need to grab land now. Chop chop...

Zig, you don't have to tell me twice the value of workers!

One thing I have not fully embraced yet is early use of slavery. I understand it's value, if the workers are not working, just whip 'em so they will work, but I've only tended to use it when I absolutely need it, and by then it's prolly too late.

Cheers.

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