Emperor Level+ Tips & Tricks
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        


123»»»

Emperor Level+ Tips & Tricks Expand / Collapse
Author
Message
4/26/2009 11:43 AM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 4:13 PM


Posts: 5,636
Visits: 7,014

I believe this was discussed elsewhere long ago, but I can't find it, so it might have been in a thread with an unrelated name.

Strategies change when you're talking Emperor level and higher.  Mistakes that would have set you back a little in lower difficulty settings could cause you to lose in Emperor difficulty level games or higher.  What strategies do you guys use?

Please share, even if you think its trivial.

4/26/2009 12:46 PM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 4:13 PM


Posts: 5,636
Visits: 7,014

I'll start.  I've won my last few Emperor level games fairly easily (not "easy" but, relatively speaking) with a couple tweaks in my strategy where before I was about 50-50 on winning them using my normal game strategy.

These are not necessarily "the best" strategies and I know there are others, but here are mine.

1)  Great Wall.  In lower difficulty settings, I tend to build up my capital with a wonder or two before expanding.  Maybe founding a religion at times.  On Emperor... nuh uh.  Prioritize your wonders if you're going to chase them at all, because while you're spending far more production units than the AI would on a wonder, its building cities, military, etc, so it had better be worth it.  In lower difficulty settings, I value the Great Wall near what I would on the other wonders, but to me on Emperor level, I chase it quickly and with high importance.

A warrior is fine to defend my capital initially, but then I build my Great Wall, a decent military unit (not a warrior!) and use that to protect my settlers as I SPAM out several settlers from my capital back to back to back.  Basically spam out until I have no more room to expand, using this same archer/horseman/axeman to defend those settlers.  Once the city is set, its 'safe' as barbarians cannot enter its border and that unit can then go defend another settler.  I have new cities build a worker unless my capital can CRANK them out rapidly afterwards.  If you're not developing your tiles with a worker, then that city isn't very useful. Then, start thinking military... barracks, wall, etc in these new cities.  Nothing else is as important at this time as I now have several cites poorly defended.  Build defense quickly, but you have a little time to spare before the AI eyeballs your cities.  The capital should be cranking out defense to those cities as well.  Warriors are okay in the middle of my empire, but I never, ever build warriors if they are to be used on my border cities.  3 or 4 defensive units on my border at a bare minimum.

2)  Capital city love.  All Great Generals go to my capital city, no matter what and even if the city next to it might eventually have more production.  High priority is placed on developing the capital's squares and dropping hamlets on the grasslands and especially on grass with rivers, or floodplains.  Develop it fully and quickly.  I go lopsided on my techs to get Civil Service early and switch to Bureaucracy asap, which gives you +50% Hammers, +50% Gold in your capital.  I might ride an entire game out with this civic if its on Emperor difficulty.  This is why you build hamlets asap and why you send all generals to your capital.  I plan on building the Heroic Epic National Wonder in my capital city every single game.  For the 2nd National Wonder, maybe Wall Street (+100% gold) or Oxford University (+100% science), but if your capital is on the coast, then the Moai Statues would probably always be my 2nd wonder as you want your capital city to be your juggernaut city.

With +50% production, you can keep up on new buildings as they become available (libraries, banks, etc) and crank out military units when they're not.  Civil service with the Great Generals in your capital can make your game once you have the Heroic Epic.  Cranking out experienced units left and right is a beautiful thing.  +50% gold in your capital can allow you to turn up your science slider a couple notches (Several more if you have a religious building in your capital making gold).

3)  Tech priorities.  I always go lopsided a bit to get Monarchy early for the happiness that Hereditary Rule brings to your land, and of course, to my capital city.  I wouldn't build the pyramids to get this, as thats waaay too many hammers to build on Emperor difficulty.  If I have stone, then thats a different matter and I might go for it then, but otherwise, go get Hereditary Rule with Monarchy.  2nd, go a little lopsided to get Feudalism as longbowmen will keep you from losing cities for 1/2 the game.  I will often try to build the Oracle and time it so it gives me Feudalism for free.  Stick 10 longbowmen in a city being invaded and you likely won't lose many, if any of them.  Some games (see my Civ Brazil one a couple months ago) I've had stout longbowmen fending off musketmen and grenadier invaders.  With at least 2 city garrison promotions (+20% and +25% defense) along with its base +25% city defense and 1 base first strike, forified long enough to have +25% defense.... it is the single most important unit in the game, in my opinion, as it will defend you for at least 1/2 the game, and will during the important 1/2 as you set yourself up to win the game during this half.  This tech is very important to get early and to defend your border cities.  Couple this with your capital cranking them out with Heroic Epic and Civil Service.  Oh yeah... Civil Service.  lol.  Go a little lopsided to get that shortly after Feudalism so you can switch to Bureaucracy asap.  As the game goes on, I go lopsided to get Military Tradition/rifles as cavalry rules for quite a while.  Basically go lopsided for the units that will rule its age.

4)  War.  If you have equal land size as your neighbors, or even close to it, they will dwarf you in tech on Emperor difficulty as time goes on, so you MUST go take cities.  It is hard to get a lot more units than your neighbor on this difficulty, so you have to be smarter about warfare.

If I'm going to have build up offensive units, I will switch my civics to Theocracy and maybe Vassalage to crank out experienced units.  I do this en masse and have all, or nearly all my cities switch to making military units while the civics have changed.  Once I'm done building up (maybe after a war?) I switch back.  If my other cities suck, maybe I'll just switch to Theocracy and keep my capital's +50% bonus on Bureaucracy.

Again, its worth saying twice.... if you linger on warfare on Emperor level games, you will lose as you cannot compete in techs (if you're near the same size as your neighbors).

Thats all for now, as I'm creating a wall of text.

4/26/2009 1:28 PM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 4:13 PM


Posts: 5,636
Visits: 7,014

Misc. stuff.

I like Organized Religion while building up as its like a factory with its +25% production.  All my cities (or nearly) build buildings together with that bonus, and then all (or nearly) build military when its time to pick a fight, or defend after a sneak attack with Theocracy and maybe Vassalage civics.  Then, back to Organized Religion.

See Catapult/Trebuchet/Cannon stragegy here.  Critical to bring siege units and several of them when attacking.  If you use them properly, you should never lose an offensive attacking unit, other than a siege weapon or two.  If you lose a trebuchet to take a city, then its a great swap.  With some Great Generals, your capital could be making some very nice trebuchets with all city attack promotions.

Scouts as medics.  With Theocracy at a minimum, you can make a scout with 2 promotions, which I build each and every game as a medic.  I will stick one in a city being attacked and 1 in my stack of offensive units.  If your attack force gets catapulted while outside of an enemy city, its no big deal with a medic in your stack, where you might have to retreat otherwise.  Scouts maybe take a turn to produce, can move 2 spaces and won't accidentally defend against an attacker and die.

Don't automatically attack with the best units.  Lets say you have 2 swordsmen that are very stout with 3 city raider promotions (+20%, +25%, +30% attacking cities) on each of those 2.  Lets say you have 2 average swordsmen with maybe 1 city raider promotion on each.  A city is defended with 2 longbowmen.  Your 2 stout swordsmen will probably lose while attacking, and then your average ones following up the attack will possibly lose as well.  Do it in reverse order, sacrifce the 2 average swordsmen by attacking and you may win that battle with your 2 stout swordmen attacking weaker units and make them even more stout.  Make sense?  Your stout guys may have a 50% chance of winning outright initially, but once you sacrifice 2 average guys, you might have a 90-95% chance of winning.  If you lose your 2 stout units, your weak ones may have a lesser chance of success and even if you win, they won't be nearly as stout as if you did it the other way around.  Pay attention to the % chance of victory and don't just throw away magnificant units.  I do this with trebuchets as well.  A trebuchet with 3 city raider promotions may have a 30% chance of victory on the 1st shot, so waste your worst trebuchet on the 1st attack and then your experienced ones may walk over the remaining defenders.

If tech trading is on, don't fall behind on Emperor even if you have to trade some techs you'd rather not.  Once you're beating neighbors down and getting huge, this may not be as important.

Oh and hamlets are totally underestimated by some.  This is not just money, but science and it rises as the game goes on, so build them early.  Don't be afraid to have a city governor emphasize commerce, or do it in all cities at times to quickly get a tech (money = science).

Enough for now.  Would anyone else care to share theirs?

4/26/2009 1:55 PM


Make my day

Make my day

Last Seen:
Today @ 5:26 PM


Posts: 3,259
Visits: 5,537

Scouts as medics.

wtf didn't I think of that before? Everything else I kinda knew. I spread my GG's about a bit more - mostly in the cap but the rest in the major ship production city (it all depends on the map, doesn't it?) I try to get two military production centres going because you can share the limited National Wonders between them more evenly.

4/26/2009 2:09 PM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 4:13 PM


Posts: 5,636
Visits: 7,014

I used to spread out the GGs sometimes as well.  Now I'm very fond of the combo of capital city Bureacracy and Heroic Epic as they are cranking out stout units from all the GGs in it.  I'd encourage you to give it a try and see if you get hooked on that strategy too.  Seems almost unfair at times.

Medic Scouts.  Love them.  Explorer medics... not as much because they cost more, but also because if your stack gets pummelled enough, they *could* actually defend sometimes and of course die.  Then your remaining stack could be in trouble.

If an AI is throwing wave after wave at 1 city, any medic can help it heal up quickly, but going with offensive stacks is priceless, IMHO.  I think in general, medics are overlooked by many players.

4/26/2009 2:31 PM


Make my day

Make my day

Last Seen:
Today @ 5:26 PM


Posts: 3,259
Visits: 5,537

I think in general, medics are overlooked by many players.

Probably true, but who knows? I generally give healing to the obvious guys like pikemen and machinegunners and the occasional superhero general (and always privateers) but scouts - that's a great idea!

4/28/2009 2:28 AM


Wrong

Wrong

Last Seen:
12/16/2009 11:01 PM


Posts: 3,898
Visits: 5,438

Civ4 is versatile; a lot of combinations work (or at least are possible).

On higher levels happiness and health get capped very early, so expansive and charismatic are awesome traits--yes, that American fellow has both of 'em. The other trait I like a lot is spiritual (for a more passive attitude) so I can bend to the storm (be jewish, no christian, no buddhist).

One of the biggest differences (with prince lvl) is that you have to prioritize a lot more. As NC mentions, you have to end up bigger than the rest, so you either expand like nuts or you take over a neighbor. I remember a game in which I started next to the Dutch. They were top of the bill, their borders crushing me. With 7 axes I took their cap, which had Stonehenge and the Great Wall. Those that spend hammers on wonders do not spend them on units. So, be opportunistic. Be flexible. Be a rat.

Great people rule the game. Don't depend on wonders to generate them! Settle in a high food site and pop rush a library early. Get two scientists going early. You can burn them up for great techs or settle them or build academies.
4/29/2009 8:37 PM


THE 1BC 5 STAR GENERAL

THE 1BC 5 STAR GENERAL

Last Seen:
10/28/2009 9:45 AM


Posts: 848
Visits: 1,507

My first post in a long time!

Been popping in here and there for a quick read...but not been posting.

Wow, like it was said above. I kinda knew everything you did (with my own little twists here and there) but have never thought of the scout medic idea!!! That's ingenious lol. I also do the same thing with my Great Generals. I have always played the super capitol strategy and it works great! I love it when my capitol has tons of forests, since they are key to early wonders and rushed settlers.
5/1/2009 8:48 PM
Settler

SettlerSettlerSettlerSettlerSettlerSettlerSettlerSettler

Last Seen:
12/1/2009 5:18 AM


Posts: 9
Visits: 34

You have written a lot about strategy but what victory condition do you aim for?  All games that I have played (Prince or lower) end up in Space Race victory either for me or the AI.  At higher levels I just get wiped out by middle game.

Another question: how much of your gold do you spend on research?  This starts with 100% but keeps dropping as the game progresses.  If you fall behind in tech, how can you win either in space or militarily?

5/2/2009 12:33 AM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 4:13 PM


Posts: 5,636
Visits: 7,014

I try to be bigger than my neighbors through warfare. You will hopefully then make at least as much tech as them. If you're behind, you can always spam out units and swarm them with large numbers of inferior units.

If you have good early-to-mid game military success, you can probably win multiple ways.

As far as the science slider, I like finding the 1st level that gives me positive gold (70% for example) and dropping it one more position (to 60%, in the above example). Usually its only a couple turns slower to get that tech and you can get a lot of gold, which I use to upgrade units.
« Prev Topic | Next Topic »

123»»»

Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Admin, Sean, Zone, Winner, maniacalmonkey, Comedy Dave, cleopatra143, RabiAkiva, mongoose201

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 8:09pm


Execution: 0.109. 8 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats