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On July 20 2010 10:02 igotmyown wrote:Show nested quote +On July 20 2010 08:04 Qatol wrote:On July 20 2010 07:17 igotmyown wrote:On July 19 2010 23:49 Ver wrote: Civ is like a card game where you are dealt a hand (starting position) and have to base your strategy around that hand. Trying to do an axe rush or praet rush (like last game) regardless of position is nonsensical because most of the time there will be better options. Yes it is Monarch and the start position is very good, meaning you can do anything and win, but there's no reason to justify a poor strategy because of that. If this position was the same, just on Deity, Axe rushing would be completely moronic and would certainly fail.
Wang Kon is hardly going to declare war on you unless you totally bungle diplomacy, so there's no need to be afraid. This looks to be a good position to use the most 'core' Civ strategy: Liberalism rush through bulbing -> Renaissance War (Rifles/Cav). As this is a huge map you will need 8 cities to get Oxford/Globe access; that means blocking off Wang with the initial cities somewhere near the visible resources between you and any available fresh water in the fog. There are plenty of commerce resources, with some food, and very little fresh water/no rivers. Later on the terrain is great for a hammer economy, while for now it seems hybrid is best. Your situational analysis is missing one of the most important elements: you're in semi-isolation, so you're zero sum with Wang Kon. Any land that he has, you will have to spend even more to take later. People do elephant catapult wars because it works and it gets land, not because it's cheap or transitions well techwise. All the rest of the land is uncontested. This is how it breaks down: I rush WK and gain the land around him and to the west via settling afterwards. Or I do not rush WK, and gain the land to the west, and part of the land around WK. The downfall of rushing isn't jungles or a capital a little over 10 tiles away on a large map. It is, like on the Julius Caesar attempt, the n-2 AIs sucking up the land you would have settled to. The AI could be 6 tiles away, but rushing would be a bad idea if you're land centered on a pangea map surrounded by land hungry AI. If there were an AI to the west, rushing would be a terrible idea because of the aforementioned reason. And you're neglecting the most important reason NOT to rush. You said it yourself, we are in semi-isolation. At this point, we have not found anyone other than Wang. With this map type (fractal), we may not find anyone other than Wang before Astronomy. You linked to civfanatics, so I assume you have read that forum a bit. Do you know why the top players hate isolated starts? It is really hard to compete when you don't have trading partners to help backfill your tech. Do you know why the top players there don't like playing Mansa as much as someone like Darius, Elizabeth, Pacal, or Huayna? A big reason (though not the only reason) is because he is the best AI techer in the game, and isn't stingy about trading, so they like to have a chance to have him in the game and trade. You're advocating killing off someone who not only is unlikely to attack us, but is also a decent techer and the only AI we have found, which could basically turn our start into an isolated start. Bad idea. The AI will not trade with you if you're their only contact unless they hit friendly. One AI has the same problems as isolation only less land and more competition. You keep them alive if there are 2 AIs, in which case they will trade. If it is indeed one on one in isolation, you're far better off killing them if possible so you don't have to aggressively block off high distance cities, or as someone put it, "expand at your leisure". Some basic searches will confirm this. People dislike semi-isolated starts just as much as isolated starts, unless you can kill them and get double the usual land. You can get WK to friendly if you adopt his religion, caste system, and gift him a city, I believe. Just religion and caste will still be a random event/demand crap shoot. http://forums.civfanatics.com/showthread.php?t=362050
if a tech does not enable any military or sea-exploration units, any non-religious buildings or any unbuilt wonders or projects, there will never be any monopoly whine, no matter the # of rivals that know the tech or the AI personality, even in semi-isolation.
I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more.
On July 20 2010 10:45 Keilah wrote: Any ideas on victory conditions if we don't do culture? I've actually never won a diplomatic/religious victory, could be interesting. Domination and conquest are not going to happen, unless people enjoy massive intercontinental wars on huge maps. Other than that it's culture or space race.
BTW, I endorse building a work boat to go explore. If it can't go anywhere, we're going to need it fairly soon for fish anyways. Diplomatic sounds interesting. With this difficulty level, and this start, space would be trivially easy. I agree that domination would be a pain. The map is just too big.
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On July 20 2010 10:51 Qatol wrote:I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more.
wut? or you could keep debating it in this thread where people who aren't that good at the game can continue to learn the pros and cons of a semi isolated axe rush from different perspectives.
if people don't find this kind of thing interesting i struggle to imagine what they're reading this thread for and even then they can simply skip it and move on to the next report.
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On July 20 2010 15:29 Lachrymose wrote:Show nested quote +On July 20 2010 10:51 Qatol wrote:I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more. wut? or you could keep debating it in this thread where people who aren't that good at the game can continue to learn the pros and cons of a semi isolated axe rush from different perspectives. if people don't find this kind of thing interesting i struggle to imagine what they're reading this thread for and even then they can simply skip it and move on to the next report.
Thanks for validating my efforts!
To be honest, a large part of my motivation is people saying "axe rushing is impossible/stupid", when it's a perfectly valid strategy in this situation, as opposed to an expectation that people will actually axe rush. I'm hoping my exhortations sound more like "this is the strategical breakdown of an axe rush" than "axe rush or else", and that it provides useful information.
Civilizaton IV is a deep game, and overly simplifying it will take away surprisingly effective ways of winning.
And semi-isolation trading, the problem is you won't be able to trade for aesthetics, literature, mathematics, calendar, code of laws, metal casting, philosophy, that is most of the beeline tech. And one of you has to tech alphabet to trade, and you certainly can't rely on the lone AI to do it in a timely fashion, so the main useful trade will be alphabet for monarchy.
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Pros: -We will have more land than we can use before 1000AD (not actually a pro, lol) -We will have another city in a good location, from their capital (gold, etc) -We will get some pillage/city capture gold
Cons: -We lose our (only?) trading partner -We piss off his friends if he has any -We spend a ton of resources on units that will do nothing for us after the war, because either we're isolated or they'll soon be obselete -We will have distant cities in dubious locations (AI is bad at placement) costing us lots in maintenance and preventing us from expanding to nearer, better locations -If we do anything other than completely crush him, we're going to lose to people on other continents -We will not have developed any cottages because we'll be busy working food+hammer -We will be low-tech because we've been busy working food+hammer -We just eliminated someone, at great cost to ourselves, who we could have befriended and used to our advantage, at virtually no cost to ourselves -We cripple our economy to take him out early, when he is strongest because of his protective trait, when we could let him develop cities, build wonders, etc for us, then take him out later when it's easier and less costly to do so
not sure if I missed anything, probably did.
Basically only axe rush if they are very close, it will be easy, and their land is better than ours.
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And semi-isolation trading, the problem is you won't be able to trade for aesthetics, literature, mathematics, calendar, code of laws, metal casting, philosophy, that is most of the beeline tech. And one of you has to tech alphabet to trade, and you certainly can't rely on the lone AI to do it in a timely fashion, so the main useful trade will be alphabet for monarchy.
if you get alphabet, you can trade writing/fishing whatever to backfill your other techs, which is very helpful.
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I'm kind of a newbie at civ 4. I usually win when playing noble and usually end up in the middle of the scoreboard when playing on prince. I was wondering what a good solid opening in civ 4 is. I usually just start out with building a warrior or something similar so that my starting town grows to size ~3 before I start building a settler so that the settler doesn't take too long to build. Once I have two cities up I invest in 2-3 workers then expand twice again.
Is it better to build a worker or settler first of before letting your city grow?
Which is best to build first? A workers or a settler? If this depends on you having found a good new site for a city yet or if the area around your first city has lots of resources that make building a worker important, what should I look for most when deciding this?
Should I focus on buildings like Granary/Lighthouse/Obelisk/Temple early on or should I wait with buildings like that until I have a couple of cities up and running (5-6?). I often build a granary as the first thing in a new city but I wonder if this is a good idea or not.
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I'm a noob too (Noble is cruise control, Prince can be a challenge but usually kind of easy; haven't really tried Monarch), but generally it's Worker first -> Warriors until size 3 -> Settler. There are some other openers I've heard of like Worker -> Warrior until 2 -> Settler and Worker -> Worker -> Settler with chopping, but that's the standard.
I usually make a Monument as first build if not Creative (for outer resources), and Granary if I am. Lighthouse is situational, I guess, but you probably shouldn't be building Temples first; you're not going to hit the happy cap that soon.
I aim for 6-10 cities by 1AD, depending on neighbor locations, terrain, blah. I usually don't ever build Workers, I just 2-pop whip them (grow to 4 or more, build a Worker for one turn, whip). I try to keep around an equal number of workers to cities, but I've heard worker count = 1.5 * city count is optimal.
Don't forget to scout well.
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On July 20 2010 15:49 igotmyown wrote:Show nested quote +On July 20 2010 15:29 Lachrymose wrote:On July 20 2010 10:51 Qatol wrote:I personally like trading for Alphabet, religion tech, and Monarchy, but maybe that's just me. Either way, I'm through arguing about this. It is obvious we aren't persuading each other anyways. You are the only one advocating an axe rush at this point, and you aren't even playing in this game. If you want to continue this discussion, PM me so we don't clutter the thread any more. wut? or you could keep debating it in this thread where people who aren't that good at the game can continue to learn the pros and cons of a semi isolated axe rush from different perspectives. if people don't find this kind of thing interesting i struggle to imagine what they're reading this thread for and even then they can simply skip it and move on to the next report. Thanks for validating my efforts! To be honest, a large part of my motivation is people saying "axe rushing is impossible/stupid", when it's a perfectly valid strategy in this situation, as opposed to an expectation that people will actually axe rush. I'm hoping my exhortations sound more like "this is the strategical breakdown of an axe rush" than "axe rush or else", and that it provides useful information. Civilizaton IV is a deep game, and overly simplifying it will take away surprisingly effective ways of winning. And semi-isolation trading, the problem is you won't be able to trade for aesthetics, literature, mathematics, calendar, code of laws, metal casting, philosophy, that is most of the beeline tech. And one of you has to tech alphabet to trade, and you certainly can't rely on the lone AI to do it in a timely fashion, so the main useful trade will be alphabet for monarchy. By popular demand, I will continue then! I just figured this was getting to the level of useless spam for everyone else.
I'm still not entirely convinced that your rush will work in the higher difficulty levels, particularly Immortal and especially Deity, so I'm antsy about recommending it as a strategy when I think it is a bad habit to get into. If you have the time, could you worldbuilder this map up to that level and show that it works without putting you too far behind? I'm just thinking about posts like these: http://forums.civfanatics.com/showthread.php?p=6668482&highlight=axes#post6668482 (Very good player talking about its viability) http://forums.civfanatics.com/showthread.php?p=7061381&highlight=axes#post7061381 (That same player BARELY pulling it off but starting MUCH closer to his opponent with a stronger start than what we have + Hannibal's army left.) http://forums.civfanatics.com/showthread.php?p=7482071&highlight=axes#post7482071 (Another player commenting on its viability.)
Tech trading wise, I know part of this is just playing on higher levels than this (where the AIs pick up techs much faster), but you definitely can rely on the AI to tech alphabet relatively early, at least a techer like Wang. If it was someone like Genghis, not so much. Unless the tech pattern changes in semi-isolation which I don't believe is the case? I'm not 100% certain though.
I thought the point of beeline tech was to try to get it as fast as possible? At the very least, it is unlikely that you would wind up trading for many of the techs you mentioned anyways. The ones you mentioned which stand out in particular are aesthetics, literature, and philosophy.
Aesthetics is rarely researched by the AIs but they place a high trade value on it. It is the most popular trading chip in the game and is a solid beeline tech in most situations. You are rarely, if ever, going to trade for Aesthetics early. If you aren't shooting for the Great Library or Music (for the free Great Artist), there is no need to be picking up Aesthetics and especially Literature until you get other techs like Civil Service (at the very least), and usually something like Education at which point, you may be able to trade for them anyways because all of the wonders are gone. You will rarely be going for one of the other Aesthetics wonders and NOT getting the Great Library. The Parthenon boosts the Great Library a lot, Paya is just worthless because those civics all come early anyways, and Zeus is VERY situational, and probably not necessary in a semi-isolated start. As far as the other Literature wonders go, National Epic is better with the Library again. Heroic Epic isn't particularly useful because of the semi-isolation. It will be better later.
Philosophy is rarely traded for because it is a very strong bulb target for your second great scientist (first becoming an academy, usually in the capital). It gives a nice civic for getting out an extra Great Scientist to help bulb again (probably education) on your way to Liberalism, you need it for Liberalism anyways, and you may be able to pick up a religion. Not a bad use of a bulb at all.
As far as Math goes, generally you have at least 1 AI trying to beeline the Hanging Gardens anyways. They just love that wonder. You may have to research it with an unlucky draw, but if you're beelining Great Library or Music, the Gardens are likely to go before you need to trade for Math anyways. Losing the boost to chopping sucks, but you may not want to wait and trade for math if you're that heavily forested anyways. Math is a decent beeline tech in some situations. In our situation, we don't have enough forests outside of the capital to really justify a beeline.
Metal Casting is again a beeline tech because the AIs don't like to research it too early. However, in semi-isolation, we can't trade for it ever (because it gives a naval exploration unit). Only a problem if we can't fogbust our ocean properly and wind up with barbarian galleys killing all of our fishing boats at a point after when the AIs will be getting the tech and we have something that we could have traded for it.
Calendar is a nice backfilling tech that we will miss not being able to trade for. No argument here on this one, especially considering our terrain. I guess we'll have to research it ourselves or hope the Mausoleum goes quickly?
Code of Laws can be very hit or miss as far as others getting it before us goes. A lot of that depends on what the AI does with the Oracle tech. You usually can't rely on trading for this one in a standard game anyways.
Side note: you or Keilah wouldn't happen to be aka vicawoo, would you?
On July 20 2010 20:23 DrainX wrote: I'm kind of a newbie at civ 4. I usually win when playing noble and usually end up in the middle of the scoreboard when playing on prince. I was wondering what a good solid opening in civ 4 is. I usually just start out with building a warrior or something similar so that my starting town grows to size ~3 before I start building a settler so that the settler doesn't take too long to build. Once I have two cities up I invest in 2-3 workers then expand twice again.
Is it better to build a worker or settler first of before letting your city grow?
Which is best to build first? A workers or a settler? If this depends on you having found a good new site for a city yet or if the area around your first city has lots of resources that make building a worker important, what should I look for most when deciding this?
Should I focus on buildings like Granary/Lighthouse/Obelisk/Temple early on or should I wait with buildings like that until I have a couple of cities up and running (5-6?). I often build a granary as the first thing in a new city but I wonder if this is a good idea or not. Disclaimer: a lot of this is just my opinions or what I've seen from my experience. Also, because of the generality of the question, much of this is very general. I tried to cover all of the win conditions, but I admit I'm not as familiar with culture and diplomatic victories as I am with domination or space. If anyone has something they want to add, or they disagree on certain points, feel free to mention it.
First of all, don't worry horribly much about the scoreboard. It is a useful metric for seeing how you are doing, but it won't reflect the situation perfectly. Their score may be higher than yours, but you may have more appropriate technology for the situation. Or they may have a ton of land, but it's all ice and tundra and the cities don't actually pay for themselves. The AI will do silly things, like settle in the ice for a city that has 2 tundra fur and an iron. However, the scoreboard will give them points for land and population regardless of how good it is. Also, the scoreboard gives points for wonders, even the ones which aren't very good like Shwegdagon Paya or Chichen Itza. I'd rather have a little more infrastructure and be set up better for the late game personally.
The timing for the first settler is more situational than that. If you have enough high food squares that you can get up to your happy cap relatively quickly, it is quite handy to just grow to happy cap and alternate settlers and workers out of that town for a while. You want the warriors out to A. guard your towns B. explore the surrounding area C. give you vision of the surrounding area (barbarians will not spawn in squares that you can see, and are a bit less likely to spawn far away from you, so if you can put warriors or archers on hills around your city, you can really cut down on barbarian pressure), and D. kill the barbarians that do show up. I generally recommend that you focus on growing your city early and let the warriors come out while you are working those food tiles.
You usually want a worker or a work boat first. Working your special tiles gives a really big boost to your early production.
Generally, the first thing you want to look for when settling a city is how it will feed itself. Does it have food resources? Great! Does it have a river and some grassland? That will work too. Is it all hills and desert? Probably not the best location unless you absolutely need a resource in the area (like if it has a source of Iron and you don't have any other Iron/Bronze in the area at all plus it will take too long to get your borders over that land/ the land is in danger of being taken by someone else). Remember that Grasslands will not help nor hurt your growth at all. Plains will hurt your growth because they give only 1 food. Rivers can add +1 per square if you farm the tiles around them. Hills give -1 from whatever food production they would have given if that square was not a hill.
The next thing you want to look at is how you will pay for a city. Settling cities is expensive. You have to pay increasing upkeep for each city that you settle. If you settle too quickly, your tech rate will generally stagnate because all your commerce is going into paying for your cities instead of funding your research. In our situation, we can settle a little more freely/quickly than is standard because we have 2 gems in our starting town. However, I still think we should be settling near the double gems to the southwest relatively quickly to further boost our tech.
The third thing you should look for is your water situation. The limiting factor on city growth after you reach monarchy is generally health, not happiness. Settling next to a river or a fresh water lake can help this. It also helps your food situation because you can farm next to fresh water. This also means you should look at your situation with respect to coasts. You can only build a lighthouse if you are adjacent to a coastal square. Fresh water lakes do not count. However, if you have a lighthouse (you are on a coast and have lakes in your BFC), fresh water lakes will give you 3 food instead of 2. Coastal squares are generally bad to have if your city is not actually on a coast. Even if you are on the coast, you usually want land over water squares except in the city where you plan to make the Moai Statues, so try not to overdo it on the water squares. However, there are still situations where having ocean is okay in your BFC without being on the coast. Look at the conversation in Team A's thread for an example (gold + food > a few coast and desert).
The fourth thing you look for is how settling in that spot will affect the map with respect to other civilizations. If your borders go from coast to coast, the AI will not go through your borders and settle on the other side. This gives rise to the idea of "blocking the AI." You can block them away from wide swaths of land if you strategically place a few cities. This is more important on higher difficulty levels where the AI settles much more quickly (on deity they start with 2 settlers and will generally have 4-6 cities before you get your second).
The fifth thing you look at is hammers. How productive will this city be? Will you need to use Slavery to build anything useful in this town? In your cottage farm, it may not matter. However, it is good to have a production town or 2 to pump units so the AIs don't decide you are too weak and attack you. You usually want a few hills in your town's BFC. A small corollary to this: if you settle on a plains hill, your town's main square gives 2 hammers instead of 1. It provides a nice boost in the town's infancy.
Finally, you should look at how defensible your town is. Usually settling on hills provides cities that are more easily defended than settling on flat ground. Settling next to a bunch of hill forests may result in enemy units that are hard to dislodge (chopping said forests will make this easier, but it still isn't fun to dislodge units- especially celts- from hills). This only matters if you are settling near someone you expect to attack you at some point.
Either way, don't worry about every little square in your BFC. It is okay to have some desert if your town also has 2 corn and 2 gold or whatever. It isn't the end of the world if your cities overlap a little bit, especially if you were planning to use one of those cities to run specialists anyways. Make sure you have cities which can: settler/worker pump, provide research, provide great people, make units, give you money. And don't try to do it all in the same city.
I assume you are playing non-BTS or are playing as Egypt? Otherwise the Obelisk is called the Monument. In general, unless I am a creative leader or need a unit to protect this city (I usually have the unit to protect the town already made), or don't need the extra tiles, the first thing I make in a new town is a Monument. It builds relatively quickly, can be chopped out with 1 forest, and gives you access to all of the workable tiles in your city. After that, it often depends on what the city will be doing. Is growth really important in this city (because I am slaving or because this city is a little light on the food)? Granary is important. Does this city have a lot of food so I can run some scientists? Library might be nice. Does this city give me a lot of commerce? Library might be nice there too. Do I need a few more units to deal with the barbarians or a neighbor + this town has hammers? Units might be good. Just be careful not to overproduce units if you don't need them. They cost money to support and you could be using those hammers on something else, like building wealth or research. Granary first is usually not a terrible choice, especially as the Incas, but you should think about what the city will be doing for you and what you need at the moment.
You generally want some infrastructure before you settle beyond 3 cities. 5-6 cities quick will usually tank your economy. Getting the balance of expanding right just takes practice though. I'd say you should look to be able to keep your economy stable at 50% research most of the time. (Other people who know about this - is this number accurate? I'm so used to doing binary research I don't even look at numbers other than 0% or 100% any more except to finish a tech.) You usually should be going Settler -> Worker -> Worker -> Settler -> Worker -> Worker. Double expanding usually means you won't have enough workers.
On July 20 2010 21:01 Zyphen[p] wrote: I'm a noob too (Noble is cruise control, Prince can be a challenge but usually kind of easy; haven't really tried Monarch), but generally it's Worker first -> Warriors until size 3 -> Settler. There are some other openers I've heard of like Worker -> Warrior until 2 -> Settler and Worker -> Worker -> Settler with chopping, but that's the standard.
I usually make a Monument as first build if not Creative (for outer resources), and Granary if I am. Lighthouse is situational, I guess, but you probably shouldn't be building Temples first; you're not going to hit the happy cap that soon.
I aim for 6-10 cities by 1AD, depending on neighbor locations, terrain, blah. I usually don't ever build Workers, I just 2-pop whip them (grow to 4 or more, build a Worker for one turn, whip). I try to keep around an equal number of workers to cities, but I've heard worker count = 1.5 * city count is optimal.
Don't forget to scout well. While a start like this will get your second town out quickly (which is good in some situations), it will slow your 3rd and 4th towns pretty dramatically. Think about that before you pump out your second settler with 2-3 population. I prefer to be a little heavier on the workers than that (or at least I'm supposed to be - sometimes I skimp on workers more than I should). Also, while whipping is very efficient, be careful about always whipping. Sometimes that population can be better used on other things, libraries in particular come to mind. Agreed on temples. Heck, I don't even get them all over when I AM happy capped a lot of the time because Monarchy is so close after Priesthood. (Exception: you need temples for Cathedrals, which are crucial for winning culture. Also, Temples give you priests. While Great Prophets are usually the worst of the Great People, the first one is nice if you got a religion. Also, Priests are quite strong if you happened to get Angkor Wat. Finally, Prophets can be nice for Great Person diversity for getting one of the later Golden Ages.)
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Oops double post. My bad.
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I still can't get it to work with public wireless. I'll have to skip my turns
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On July 20 2010 22:35 Qatol wrote:Show nested quote +On July 20 2010 20:23 DrainX wrote: I'm kind of a newbie at civ 4. I usually win when playing noble and usually end up in the middle of the scoreboard when playing on prince. I was wondering what a good solid opening in civ 4 is. I usually just start out with building a warrior or something similar so that my starting town grows to size ~3 before I start building a settler so that the settler doesn't take too long to build. Once I have two cities up I invest in 2-3 workers then expand twice again.
Is it better to build a worker or settler first of before letting your city grow?
Which is best to build first? A workers or a settler? If this depends on you having found a good new site for a city yet or if the area around your first city has lots of resources that make building a worker important, what should I look for most when deciding this?
Should I focus on buildings like Granary/Lighthouse/Obelisk/Temple early on or should I wait with buildings like that until I have a couple of cities up and running (5-6?). I often build a granary as the first thing in a new city but I wonder if this is a good idea or not. Disclaimer: a lot of this is just my opinions or what I've seen from my experience. Also, because of the generality of the question, much of this is very general. I tried to cover all of the win conditions, but I admit I'm not as familiar with culture and diplomatic victories as I am with domination or space. If anyone has something they want to add, or they disagree on certain points, feel free to mention it. First of all, don't worry horribly much about the scoreboard. It is a useful metric for seeing how you are doing, but it won't reflect the situation perfectly. Their score may be higher than yours, but you may have more appropriate technology for the situation. Or they may have a ton of land, but it's all ice and tundra and the cities don't actually pay for themselves. The AI will do silly things, like settle in the ice for a city that has 2 tundra fur and an iron. However, the scoreboard will give them points for land and population regardless of how good it is. Also, the scoreboard gives points for wonders, even the ones which aren't very good like Shwegdagon Paya or Chichen Itza. I'd rather have a little more infrastructure and be set up better for the late game personally. The timing for the first settler is more situational than that. If you have enough high food squares that you can get up to your happy cap relatively quickly, it is quite handy to just grow to happy cap and alternate settlers and workers out of that town for a while. You want the warriors out to A. guard your towns B. explore the surrounding area C. give you vision of the surrounding area (barbarians will not spawn in squares that you can see, and are a bit less likely to spawn far away from you, so if you can put warriors or archers on hills around your city, you can really cut down on barbarian pressure), and D. kill the barbarians that do show up. I generally recommend that you focus on growing your city early and let the warriors come out while you are working those food tiles. You usually want a worker or a work boat first. Working your special tiles gives a really big boost to your early production. Generally, the first thing you want to look for when settling a city is how it will feed itself. Does it have food resources? Great! Does it have a river and some grassland? That will work too. Is it all hills and desert? Probably not the best location unless you absolutely need a resource in the area (like if it has a source of Iron and you don't have any other Iron/Bronze in the area at all plus it will take too long to get your borders over that land/ the land is in danger of being taken by someone else). Remember that Grasslands will not help nor hurt your growth at all. Plains will hurt your growth because they give only 1 food. Rivers can add +1 per square if you farm the tiles around them. Hills give -1 from whatever food production they would have given if that square was not a hill. The next thing you want to look at is how you will pay for a city. Settling cities is expensive. You have to pay increasing upkeep for each city that you settle. If you settle too quickly, your tech rate will generally stagnate because all your commerce is going into paying for your cities instead of funding your research. In our situation, we can settle a little more freely/quickly than is standard because we have 2 gems in our starting town. However, I still think we should be settling near the double gems to the southwest relatively quickly to further boost our tech. The third thing you should look for is your water situation. The limiting factor on city growth after you reach monarchy is generally health, not happiness. Settling next to a river or a fresh water lake can help this. It also helps your food situation because you can farm next to fresh water. This also means you should look at your situation with respect to coasts. You can only build a lighthouse if you are adjacent to a coastal square. Fresh water lakes do not count. However, if you have a lighthouse (you are on a coast and have lakes in your BFC), fresh water lakes will give you 3 food instead of 2. Coastal squares are generally bad to have if your city is not actually on a coast. Even if you are on the coast, you usually want land over water squares except in the city where you plan to make the Moai Statues, so try not to overdo it on the water squares. However, there are still situations where having ocean is okay in your BFC without being on the coast. Look at the conversation in Team A's thread for an example (gold + food > a few coast and desert). The fourth thing you look for is how settling in that spot will affect the map with respect to other civilizations. If your borders go from coast to coast, the AI will not go through your borders and settle on the other side. This gives rise to the idea of "blocking the AI." You can block them away from wide swaths of land if you strategically place a few cities. This is more important on higher difficulty levels where the AI settles much more quickly (on deity they start with 2 settlers and will generally have 4-6 cities before you get your second). The fifth thing you look at is hammers. How productive will this city be? Will you need to use Slavery to build anything useful in this town? In your cottage farm, it may not matter. However, it is good to have a production town or 2 to pump units so the AIs don't decide you are too weak and attack you. You usually want a few hills in your town's BFC. A small corollary to this: if you settle on a plains hill, your town's main square gives 2 hammers instead of 1. It provides a nice boost in the town's infancy. Finally, you should look at how defensible your town is. Usually settling on hills provides cities that are more easily defended than settling on flat ground. Settling next to a bunch of hill forests may result in enemy units that are hard to dislodge (chopping said forests will make this easier, but it still isn't fun to dislodge units- especially celts- from hills). This only matters if you are settling near someone you expect to attack you at some point. Either way, don't worry about every little square in your BFC. It is okay to have some desert if your town also has 2 corn and 2 gold or whatever. It isn't the end of the world if your cities overlap a little bit, especially if you were planning to use one of those cities to run specialists anyways. Make sure you have cities which can: settler/worker pump, provide research, provide great people, make units, give you money. And don't try to do it all in the same city. I assume you are playing non-BTS or are playing as Egypt? Otherwise the Obelisk is called the Monument. In general, unless I am a creative leader or need a unit to protect this city (I usually have the unit to protect the town already made), or don't need the extra tiles, the first thing I make in a new town is a Monument. It builds relatively quickly, can be chopped out with 1 forest, and gives you access to all of the workable tiles in your city. After that, it often depends on what the city will be doing. Is growth really important in this city (because I am slaving or because this city is a little light on the food)? Granary is important. Does this city have a lot of food so I can run some scientists? Library might be nice. Does this city give me a lot of commerce? Library might be nice there too. Do I need a few more units to deal with the barbarians or a neighbor + this town has hammers? Units might be good. Just be careful not to overproduce units if you don't need them. They cost money to support and you could be using those hammers on something else, like building wealth or research. Granary first is usually not a terrible choice, especially as the Incas, but you should think about what the city will be doing for you and what you need at the moment. You generally want some infrastructure before you settle beyond 3 cities. 5-6 cities quick will usually tank your economy. Getting the balance of expanding right just takes practice though. I'd say you should look to be able to keep your economy stable at 50% research most of the time. (Other people who know about this - is this number accurate? I'm so used to doing binary research I don't even look at numbers other than 0% or 100% any more except to finish a tech.) You usually should be going Settler -> Worker -> Worker -> Settler -> Worker -> Worker. Double expanding usually means you won't have enough workers. Thanks for the answers. I am a BTS player I just forgot the name of monument. I don't know what I did right this time but I just got a big lead playing on prince. Have twice the territory and population of any other civ at 1900AD. Pumping out a large tank/artillery army to take over the world I think, in order to improve more now, ill have to focus more on specializing my cities correctly and try to remember a few of the things you said, some of which I should already know but that are easy to forget.
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I am really busy this week, I'm also going to pass my first turn (just put me at the back of the list or something!).
Sending PM to the next person.
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On July 20 2010 15:59 Keilah wrote: Pros: -We will have more land than we can use before 1000AD (not actually a pro, lol) -We will have another city in a good location, from their capital (gold, etc) -We will get some pillage/city capture gold
Cons: -We lose our (only?) trading partner -We piss off his friends if he has any -We spend a ton of resources on units that will do nothing for us after the war, because either we're isolated or they'll soon be obselete -We will have distant cities in dubious locations (AI is bad at placement) costing us lots in maintenance and preventing us from expanding to nearer, better locations -If we do anything other than completely crush him, we're going to lose to people on other continents -We will not have developed any cottages because we'll be busy working food+hammer -We will be low-tech because we've been busy working food+hammer -We just eliminated someone, at great cost to ourselves, who we could have befriended and used to our advantage, at virtually no cost to ourselves -We cripple our economy to take him out early, when he is strongest because of his protective trait, when we could let him develop cities, build wonders, etc for us, then take him out later when it's easier and less costly to do so
not sure if I missed anything, probably did.
Basically only axe rush if they are very close, it will be easy, and their land is better than ours.
I'll try to address both con-axe rush posts.
Tech trading/diplomacy considerations: see my previous post about uncooperative trading AIs. To add on to that, if there's 2 AI, you probably shouldn't kill him off completely and leave him with a crippled second city. If there's more than 2 AI, then you'll have plenty of trading partners.
Distance/maintenance: see previous post, AI geography trumps a few extra squares of rushing distance, and he's really not that far. Most axe rushes have you roading to the AI, so your rush is delayed by 1 or 2 turns more than normal (a capital 8 to 10 tiles away). Furthermore, his capital has double gold mines, worth 16 commerce. He'd have to be, approximately, 16 / 3.5 x 0.85 / 1.25 = 82 tiles away before this city is a net negative commerce-wise (and maintenance gets capped for before that anyway). The actual distance maintenance is 12 / 3.5 x 0.9 / some large map multiplier, which i approximate to be 1.25, so it will be < 3 gold per turn, with marginal increases with population size. Whatever his second city is, if it's in a poor location, you can raze. The capital is obviously in a good enough location.
Economy/empire: You should easily be able to settle almost all the land by around 250 AD, let alone 500 AD. You have double gems and later two gold, and you're paying almost no maintenance up and until you take the city itself. See the previous post about axe rush-classical tech parity economy;you certainly should not be behind tech-wise after an axe rush. Axe rushes transition to say liberalism much better than catapult/elephant wars. Killing an enemy doesn't take the capital, it secures all nearby land for expansion without having to spend hammers later.
Now vs later: the AI won't give you its land for free later; you're going to have to spend thousands of hammers as opposed to hundreds. It's much more efficient hammerwise and economically to take him out earlier. The only real question is the opportunity cost of rapid expanding earlier (which will result in a worse early economy), as opposed to expanding later (after he's dead).
Viability on immortal: particularly if you chop all your forests and whip out the last round, you can definitely take his capital with say 12 axes. You may run out of steam before his second or 3rd city if they're on hills/you can't cut metal in his 2nd.
Viability on deity: Deity's much different from immortal. Let's note the arguments: first the AI has too many cities. If you've ever tried a deity axe rush, this is a real concern. Chariot rushes in particular run out of steam after you fall behind in numbers (that is, you've taken 1 or 2 cities), axe rushes somewhat less so. Axes vs 0-20% archers have good odds, so once you take out their capital, usually the city with the greatest defensive bonuses/production, and cut off their iron, you can outmuscle the AI. Speed is of the essence, so ideally, you'll declare from a good diagonal, and you can attack in 3 turns. However, on deity, the AI will have 4+ cities before you attack. The problem is that it will tend to surround the capital with cities, so once you declare, you'll have to walk through say 4 or 5 extra squares of unroaded territory. And the AI instead of building 1 extra emergency unit will build 3 or so in its capital alone, which is will take 5 more axes than usual. If you take out a border city, you'll still use up 3-5 axes, which leaves you a little short. This isn't a big problem on immortal, not because of the slightly lower AI discount, but simple geography. But it's still doable, though you might have to luck on a good angle, take out half his cities on the first declaration, peace, then wipe out the rest. I think it's most important to note that Snaaty, who wrote up the easymode deity win guide and is no Moonsinger in terms of aggressive play, tried to axe rush anyway, even though all the peaceful land grab/tech trade arguments might apply. If you want to be a really good civ player, you have to have rush builds in your toolbox. After that you can assess the cost on various levels and decide whether it's worth the payoff. And Rusten, who was talking about sword/cats/elephants wars, is also a deity player.
Final note: (semi)Isolation tech path. You can either bulb astronomy or get it through liberalism. Since you can't spare beakers, your first few classical tech matter a lot, which is why a timely trade can be vital. Monarchy is happiness = more cottages/pop/specialists, simple enough. Calendar is a happiness substitute and provides good commerce with the appropriate resources, but waiting for the monopoly to end on mathematics/calendar may delay your economic growth for a crucial several hundred years. Aesthetics/code of laws (allowing philosophy bulb) are for quick bulbing astronomy/liberalism, but again, you won't be able to trade for them. Metal casting/compass don't really help your economy, currency not as much as the other choices in isolation. You'll tend to go low on production cities and high on commerce cities, so your slider will end up at a high percentage and the wealth to library/academy multiplier is minimized. In summary, alphabet->monarchy would your only crucial non-monopoly early trade in semi-isolation.
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Got the PM, will play as soon as possible.
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not advocating culture anymore because it will be too easy, but FWIW, you need very few techs when doing a culture win and it would be easy to self-research all of them. Culture victory takes longer with less religions but if we get just 1 or 2 we can still do it easily.
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Keliah if you think the easiest way for us to win is going to be cultural I am all for it, because I want to learn how to actually win as fast as possible with different strategies.
Personally I haven't managed getting a cultural win yet.
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I think we should go for culture. I'd like to see how it works, and don't really care if it gets "boring" towards the end when we're just farming great artists.
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Alright, here goes nothing!
First few turns are uneventful, while waiting for London to finish building a Worker and Bronze Working to finish.
Anyway, London finishes a Worker and begins work on a Warrior; BW finishes, and we catch another lucky break:
![[image loading]](http://img146.imageshack.us/img146/7774/civ4screenshot0002.jpg) Yes, we have Copper in our capital BFC! Will be nice to have some actual defenders soon.
In 3300BC, we make first contact with the French led by their aesthetically-displeasing tentacle-faced monarch:
![[image loading]](http://img231.imageshack.us/img231/2680/civ4screenshot0004k.jpg) We sign a mutual "let's not poke each other for the time being" agreement and part ways.
The rest of the 20 turns passes by uneventfully; Agriculture finishes and our Worker begins to farm our Corn resource nearby. Our scientists begin researching the art of round objects thereafter. London finishes its first Warrior on turn 40; it's fortified in the capital for the time being. Here's a screenshot of the capital area on turn 40:
![[image loading]](http://img189.imageshack.us/img189/2583/civ4screenshot0006f.jpg)
The world as we know it in 3000BC:
![[image loading]](http://img94.imageshack.us/img94/8576/civ4screenshot0000p.jpg) France is the tiny dark blue Sugar speck in the very bottom right.
Goal(s) for the forseeable future:
At least for now, we need to decide on a second city location. We've already got a strategic resource locked down, so that simplifies our choices a tad.
Here's the save. Good luck! http://www.mediafire.com/?224bmedz526hkby
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Wow just wow, we got bronze in our capital.
I suddenly got the urge to try for an one city axe rush, just for the heck of it. I mean how often does that option present itself?
On another note, it seems we are not alone, it looks like a rather big continent. Hopefully we can kill our close friend and just expand like crazy, or go the more peaceful route and try to pick really good city and expand locations.
PS: send PM to the next person.
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Are we sure Louis XIV is really Chinese? That clashes with pretty much everything I've ever known.
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