Civ IV Succession Game? - Page 5
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noddyz
United Kingdom462 Posts
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Luddite
United States2315 Posts
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prOxi.Beater
Denmark626 Posts
On January 10 2010 23:23 Zavior wrote: You could probably kill netherlands now that you have copper, plenty of forests and slavery available. And you seem to have very very very few workers :O btw do you have 4000bc save?(turn0) I do have the 4000bc save. It's on my other computer though and I don't feel like powering it up just to upload a file before I go to sleep. I'll post it tomorrow. | ||
Biochemist
United States1008 Posts
On January 11 2010 06:42 Luddite wrote: So after spending far too much time playing Civ IV, I have to say reading this thread is kind of funny. People that are new to the game just don't understand what's important and what isn't. Talking about what order you found cities in, whether or not to build the oracle, whether or not to rush with your UU (the dog soldier sucks, btw. He's worse than a regular axemen usually). None of that stuff matters. All you really need to worry about is making sure that you have enough workers to keep your people productive, enough food to grow them fast, and that you settle as many cities as you can as fast as you can. If you do that, you'll win up through ~monarch easily. You obviously know the game much better than I do. If I try to found more than three cities in the early game before I tech up to the $$ buildings, I run out of money and my research stops. What am I doing wrong? | ||
Fatmatt2000
United States159 Posts
On January 11 2010 06:42 Luddite wrote: So after spending far too much time playing Civ IV, I have to say reading this thread is kind of funny. People that are new to the game just don't understand what's important and what isn't. Talking about what order you found cities in, whether or not to build the oracle, whether or not to rush with your UU (the dog soldier sucks, btw. He's worse than a regular axemen usually). None of that stuff matters. All you really need to worry about is making sure that you have enough workers to keep your people productive, enough food to grow them fast, and that you settle as many cities as you can as fast as you can. If you do that, you'll win up through ~monarch easily. While I dont disagree that I suck at the game: That stuff gets talked about alot because those big grand strategy goals, like going for oracle, or when to attack, are things that can be discussed and talked about on the forum, and are big ideas that set up how the next player plays and the outcome of future turns, while things like proper worker management arent necessarily conducive to conversation on a forum of what is at best casual civ players. | ||
plated.rawr
Norway1675 Posts
I'll probably get inspired to grab a copy of Cic IV due to this thread alone. | ||
igotmyown
United States4291 Posts
On January 11 2010 06:42 Luddite wrote: So after spending far too much time playing Civ IV, I have to say reading this thread is kind of funny. People that are new to the game just don't understand what's important and what isn't. Talking about what order you found cities in, whether or not to build the oracle, whether or not to rush with your UU (the dog soldier sucks, btw. He's worse than a regular axemen usually). None of that stuff matters. All you really need to worry about is making sure that you have enough workers to keep your people productive, enough food to grow them fast, and that you settle as many cities as you can as fast as you can. If you do that, you'll win up through ~monarch easily. There's never been a civ iv guide which teaches priorities correctly. The thread is more typical than funny. Be content to see what happens. | ||
Luddite
United States2315 Posts
On January 11 2010 11:41 Biochemist wrote: You obviously know the game much better than I do. If I try to found more than three cities in the early game before I tech up to the $$ buildings, I run out of money and my research stops. What am I doing wrong? There's various tricks you can use, but the basic thing is- make sure all of your cities are in good locations (with food), not too far away, and that you have enough workers to improve them all. If you have money problems then make more cottages. | ||
Luddite
United States2315 Posts
On January 11 2010 13:09 Fatmatt2000 wrote: While I dont disagree that I suck at the game: That stuff gets talked about alot because those big grand strategy goals, like going for oracle, or when to attack, are things that can be discussed and talked about on the forum, and are big ideas that set up how the next player plays and the outcome of future turns, while things like proper worker management arent necessarily conducive to conversation on a forum of what is at best casual civ players. fair enough. I guess it just surprises me to see casual players talking about rush timings and oracle gambits. that's the advanced stuff, that maybe is necessary on immortal or deity, but usually isn't. | ||
Luddite
United States2315 Posts
On January 11 2010 14:18 igotmyown wrote: There's never been a civ iv guide which teaches priorities correctly. The thread is more typical than funny. Be content to see what happens. yeah I'm not criticizing you guys, I think you're doing fine so far. btw you probably shouldn't rush Williem- he's far away, you've got plenty of space, and he's a good trading partner. | ||
Lachrymose
Australia1928 Posts
perhaps a simpler system would speed things up a bit? 1) check to see nobody is currently playing 2) make a post to inform others you are going to take a turn 3) take your turn 4) make a post detailing your progress, containing the new save and informing others it is open for a new player. then you would just need some simple self regulating, only 1 turn per person every 10, or X turns depending on popularity. if somebody sabotages the game or does not write an acceptable post about their turn then their save is simply ignored. if somebody plays poorly but otherwise tries hard the succession lives on and the next person deals with it! | ||
igotmyown
United States4291 Posts
Second, everybody playing the same number of turns isn't as effective as playing to certain milestones or major decisions. 20 turns of war might require just as much attention and decision making as 40 turns of economic recovery. 5 turns late game might have more action than those 20 turns of war. | ||
duckett
United States589 Posts
On January 11 2010 06:42 Luddite wrote: So after spending far too much time playing Civ IV, I have to say reading this thread is kind of funny. People that are new to the game just don't understand what's important and what isn't. Talking about what order you found cities in, whether or not to build the oracle, whether or not to rush with your UU (the dog soldier sucks, btw. He's worse than a regular axemen usually). None of that stuff matters. All you really need to worry about is making sure that you have enough workers to keep your people productive, enough food to grow them fast, and that you settle as many cities as you can as fast as you can. If you do that, you'll win up through ~monarch easily. That's not true imo. REX'ing is not really the way to go, as there are a lot of restrictions on city placement and unless you turn the no. of ai's down on normal maps (pangaea at least) you will not have time to build many cities before getting isolated. The most successful games I have are generally the ones where I build one or two settlers, develop my cities by 2000 to be productive, and axe rush/sword rush/later cat rush a neighbor (preferably one with a religion). Speaking of which, the dog warrior is not worse than a normal axeman because he does not require copper. You can start spamming 4 str units as soon as you research bw, which is usually the first tech players get. If the players had known willem was so close (actually he might be a little far for this) they could have started building dogs with city raider I and chop/slave them out at a 2:1 ratio with willem's archers while willem still had one city. The same rush applies to, but is actually better for, maya with its holkan (though they need to research bronze working + hunting). On January 11 2010 14:18 igotmyown wrote: There's never been a civ iv guide which teaches priorities correctly. The thread is more typical than funny. Be content to see what happens. http://www.civfanatics.com/civ4/strategy/ really, really good info | ||
Falcynn
United States3597 Posts
Hopefully things will get back on track shortly. Edit: and I updated the OP (finally, I know) so you can check whose turn it is by where they are along the list. | ||
Falcynn
United States3597 Posts
On January 11 2010 16:46 igotmyown wrote: Agreed with the first part, hence why I'm now (I know, I'm way late in doing this) trying to set up a schedule people can follow fairly easily.Concerning succession games: the organizer (falcynn) and the person who initiated the game are responsible for making it run smoothly. If they don't put in the effort, then people get confused and forget, and turns aren't completed on time. Second, everybody playing the same number of turns isn't as effective as playing to certain milestones or major decisions. 20 turns of war might require just as much attention and decision making as 40 turns of economic recovery. 5 turns late game might have more action than those 20 turns of war. As for the second part, I'm fine with not having a set amount of turns. If someone's at war and they feel like they should be the one to finish it, then I'm all for that. Or if someone feels like they haven't gotten a chance to do anything and they want to go for a few extra turns, it's also fine. I just wanted to have a loose limit in place so people can have a rough idea of where they might like to end their turn. | ||
Luddite
United States2315 Posts
On January 11 2010 23:02 duckett wrote: That's not true imo. REX'ing is not really the way to go, as there are a lot of restrictions on city placement and unless you turn the no. of ai's down on normal maps (pangaea at least) you will not have time to build many cities before getting isolated. The most successful games I have are generally the ones where I build one or two settlers, develop my cities by 2000 to be productive, and axe rush/sword rush/later cat rush a neighbor (preferably one with a religion). Speaking of which, the dog warrior is not worse than a normal axeman because he does not require copper. You can start spamming 4 str units as soon as you research bw, which is usually the first tech players get. If the players had known willem was so close (actually he might be a little far for this) they could have started building dogs with city raider I and chop/slave them out at a 2:1 ratio with willem's archers while willem still had one city. The same rush applies to, but is actually better for, maya with its holkan (though they need to research bronze working + hunting). http://www.civfanatics.com/civ4/strategy/ really, really good info first of all be careful about the strategy guides there. Some of them are great, some are terrible, most of them focus on really specific situations that don't come up very often. IMO this is the best one: http://forums.civfanatics.com/showthread.php?t=301724. Very basic, very important. And yeah, there are situations where you don't have enough room to build cities peacefull, but they don't come up very often except at deity level. 6 cities is enough, and on this map i'm sure they'll have no trouble making 12+ cities peacefully. Rushing them CAN be very good, but it usually just adds a whole lot of random variance. So sometimes it works great, other times the dice rolls go against you and you're screwed. Resourceless does help a little, but not much. In a situation like this, where you've got copper nearby, you'd be so much better off with regular axemen. The dog soldiers are just terrible for tying to beat archers inside enemy cities. chariots would work much better. I don't deny that is possible to do it, but for the same price you could have made like 5 extra cities lol, and you'd have a friendly trading partner as well . | ||
Thratur
Canada917 Posts
My report should come soon. | ||
Draconizard
628 Posts
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Thratur
Canada917 Posts
So I first notice that we are behind in points! Let's try to catch up. I start by making a farm so one of our city can grow better : ![]() It seems that Pliny like us! And that Willem isn't a threat at all. He will be easy to handle later, but I'll leave that to my successors. ![]() Our scout falls into a trap. I have no choice but to take the forest defense upgrade to heal him and try to survive! ![]() Our scout will die, but our warrior will reach the end of the world! Looks like we have a great peninsulae just for us. I also notice that we are short on gold. We are going to be at 60% research rate starting next turn I guess. ![]() Another trap! But I swear we are going to survive this time. ![]() Here I decided to build a farm so we could use the hammer tile effectively. I think it was a bad decision and I should have sacrificed population to complete that building. Anyway, it's too late now. ![]() That settler is finally ready and I'm making another scout to explore where the last one died. It happened to be a bad idea, but I love exploration. I send my settler at my predecessor's suggestion. I'm affraid it may not grow well but we will have enough food for both heavy gold ressources. This will be great for our midgame push later. ![]() Making a cottage here. I like to build cottage at places like this, because our town needs food to grow and is going to take the food tiles. However when our town lacks food we will have to destroy the cottage for a farm. However, considering the amount of food we have here, I don't think we're gonna lack food for a long time, so some cottages there would be perfect for a great economy. ![]() A new town is born! We are unlucky enough to miss the fish but we would have lost the silk tile anyway so that spot looks fine. Meanwhile I started a worker because I felt we were short on workers. Also building some roads. ![]() That scout was a bad idea ![]() ![]() We finally got sailing! I love that technology, but it's better when we have coastal cities. I don't know what I can do immediatly with it, sadly. Gonna take Writing next. I think that was one of my mistake, because Iron working may have been more useful to destroy our opponent. However that brings us closer to currency, so it's not that bad! ![]() Here I add more cottages. Our economy is gonna rocks! ![]() Hmmmm. I wasn't sure about this. Considering that our economy is going to destroy everyone in 2009 with this gold mine coming, I thought about getting another Settler. It may or may not be a good idea. I'm used to Financial/Organized leader so I'm not sure about this, but I think it is okay. ![]() Sad, but what can we do? That put us a bit behind sadly. ![]() Mooooooore cottage ![]() This is interesting. First we didn't have a religion so it's great to get one some day. Also, it will improve our relationship with Willem. I just had a turn of anarchy to lose so I accepted. ![]() Stupid barbarian. I'm gonna own you. ![]() Owneeeed. But that was kind of lucky in fact. ![]() And that's it! My successor should bring back that warrior to town. He'll have to analyse himself where to put the Settler because I didn't really look. I think we have a strong advantage over Willem because of that peninsulae. We just have to destroy him and we will be the masters of that continent! Goal achieved : we have 1 more point than Willem right now. ![]() Now to download the save : [url blocked] I must say this is really fun! I'm gonna contribute more starting today. | ||
Zavior
Finland753 Posts
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