Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Kibbles n Shits
Apr 8, 2006

burgerpug.png


Fun Shoe
I thought tech trading was essential for higher difficulties because beelining high valued (by the AI) techs and trading them away was the only way to keep up? Maybe I'm thinking of Civ 2...

(Prince player here)

Adbot
ADBOT LOVES YOU

Super Jay Mann
Nov 6, 2008

Eric the Mauve posted:

The liberalism bonus is somewhat less broken if you turn tech trading off, as you drat well should :colbert:

See, someone gets it :colbert:

Luhood
Nov 13, 2012

Eric the Mauve posted:

The liberalism bonus is somewhat less broken if you turn tech trading off, as you drat well should :colbert:

Hey now, if they didn't want me to utterly abuse their AI they should have made it remotely competent! :colbert:

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Would it be cool if I posted a savefile for discussion? I'm not in a terribly bad spot but I could use feedback on my start

Wayne
Oct 18, 2014

He who fights too long against dragons becomes a dragon himself
Yeah, go for it! One thing, though: I don't use any mods, and I've seen people on Civ Fanatics threads talking about having trouble opening others' saves, so I'm not sure if that'll be an issue or not.

Kibbles n Shits posted:

I thought tech trading was essential for higher difficulties because beelining high valued (by the AI) techs and trading them away was the only way to keep up? Maybe I'm thinking of Civ 2...

The AI bonuses in Civ4 aren't quite as bad as earlier 4Xs (starkest example I can think of being Master of Magic, where on Impossible the AI gets quadruple production); I think on Deity they pay 70% for stuff instead of normal. But that plus the fact they almost always have more cities than you because they pay a fraction of the upkeep you have to, means they'll still pull ahead on techs unless you do something to catch up. Strategic trades is the easiest way, but if you look up the "bulbing paths" of the various Great People, you can do that too. A lot of people recommend going all-in on Great Scientists and bulb your way to Liberalism, and use the free tech to grab a strong military tech like Military Tradition or Steel, and win the game with that. You don't need any tech trading to do that.

Personally I like the via media of allowing tech trades, but with Brokering turned off. Most of the civs follow the same tech path, with a few that deviate (like Joao and his naval focus, or Isabella going all-in on religion), and no brokering means those "signature" and monopoly techs feel a little more special. One other factor is going to war: the cost for most AIs to join a war or make peace with a 3rd party quickly becomes high enough you have to use a tech rather than gold to do it (unless you hoard a lot), and you can't do that if tech trading is disabled. It tends to calcify diplomacy and exacerbate the vassaling problem, because it's harder to control who's at war or not.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

only mod i use is bug; which is generally just ui improvements but also shows city planning which could also use a look see
kinda drunk rn so apologies if i gently caress this up

https://www.dropbox.com/s/hlltd9yje5abgt7/Mehmed%20AD-0200.CivBeyondSwordSave?dl=0

this should have my cities and plans for more on prince; portugal wardeced like 10 turns later but shouldn't be that bad esp since theyre heavy on cav so i made a buncha spearmen

really im looking for input on city planning and on tech choices, i can usually beat noble ai with a decent start and a not garbage civ but i don't really know what im doing in the early/mid game

Chucat
Apr 14, 2006

Killed the Dutch, got Notre Dame, which helps dramatically with my happiness problems. Interestingly, I got a Great Merchant, which is probably the most curious of the Great People that aren't the Spy/General.

Basically because while most of the merge options for Great People tie into what they generate for you as specialists, the Great Merchant offers you gold AND one food. The only other way you can get non tile sources of food into your city are corporations, supermarkets, or being Khmer and building the Baray, it's just really, really odd.

Anyway, since the game is winding down a little at this point (at least on this continent, it's going to turn into slamming Knights/Maces/Trebs --> Cavalry into Korea), I'll talk a little bit about Civics.




This is the Civic screen, there's 5 different types of civics, and each type has 5 civics, the first row can be safely ignored, they're all the default civics and offer you nothing, so let's go through them.

Government (all these civics get unlocked by building The Pyramids!):

Hereditary Rule - Low Upkeep - +1 Happiness per military unit stationed in a city. Requires Monarchy

This is a really, really solid civic, especially if, like me, you're getting a massive happiness crunch in the early-mid game. At absolute worst it gives your cities +1 happiness (since you should always have a garrison there), and the more you put in, the better it gets. It also gives you a good use for ancient age trash, since it can garrison your core cities.

Representation - Medium Upkeep - +3 beakers per specialist, +3 :) in X largest cities (dependent on map size) Requires Constitution

This Civic is so good it's why people rush the Pyramids. +3 beakers is literally a scientist specialist, so you're getting a free scientist with any specialist you use, just dwell on that for a moment. The +3 happiness is also great, your largest cities are the ones most likely to be unhappy, so you want the happiness there. The main drawback to this Civic is it comes at Constitution, which is roughly where I'm at right now, but with the Pyramids, you can essentially get this tech at Masonry, aka right near the start.

Police State - High Upkeep - +25% Military unit production, -50% War Weariness. Requires Fascism

Wartime Civic. The military production is interesting because, like I mention all the time, there's breakpoints in this game, so if you want to go from 2 turning to 1 turning a Knight (an 80 hammer unit), you'd have to be on 64 Hammers per turn or above. So you need to math this stuff out for it to be really worthwhile. Reductions on war weariness are really good, I'll get into that later on, but it just helps out. Sadly the tech is high upkeep and comes at Fascism, but if you have the Pyramids...

Universal Suffrage - Medium Upkeep - +1 Hammer from Towns, Spend Gold to rush production. Requires Democracy

This lets your late stage commerce towns begin producing those lategame structures they need. And since you'll be making more money, you can use it to rush buildings as well (you stop using Slavery late game for...reasons), so this comes at a decent time. If you build Pyramids, for the love of god do not choose this Civic, I know it's at the bottom so you'd assume it's the best but just don't, please, I'm begging you. Do not pick this Civic until you actually have Towns

Legal:

Vassalage - High Upkeep - New units get +2 experience, more units can be maintained for free. Requires Feudalism

Right, so this is an interesting Civic. If you're NOT Spiritual, this is normally not very good unless you're going totally ham on the war (you'll want Bureaucracy otherwise), however, with Spiritual, you can do some pretty strange tricks with this. The main one concerns how whipping works, here's the short version:

Turn X: Whip a city, the city loses population and the unit finishes.
Turn X+1: The city produces the unit.

So if you're Spiritual, after you whip everything, but before you roll the turn over, you can switch to Vassalage (and Theocracy!) to get out more experienced units. This tends to work better when you're able to really, really co-ordinate your turns to the point where a mass empire wide whip is a possibility. Also you can do this as non spiritual but...yeah.

Bureaucracy - High Upkeep - +50% Hammers and Commerce in the capital. Requires Civil Service.

This turns your capital into an absolute monster, switch into it as soon as you get Civil Service, I can't really say much else about this.

Nationhood - No upkeep - Can draft units, +25% Espionage in all cities, +2 :) from Barracks. Requires Nationalism

This is it, the weirdest Civic in the game, let's work over the bonuses in a weird order. +25% Espionage is just...there, don't really worry about it. The +2 Happiness from Barracks is neat. And then the Draft.

Oh boy.

This sums it up, but if you don't want to read that

So the short version of this is basically.

Every turn, you can Draft once in a certain number of cities. Drafting sacrifices a certain amount of population (1-3) to produce a certain unit. The unit is determined by the highest tech unit you can normally build on a list of draftable units and the population sacrificed is based on the unit. It's normally 1 population though, now, if you're reading this properly, you've probably thought of two things:

1) If I'm Spiritual, can I draft units and then switch to Vassalage to get more EXP?

Sadly, you can't, because Drafted units pop instantly, instead of the next turn.

2) If my cities grow quick enough, what's to stop me from just drafting the same bunch turn in, turn out?

Drafting incurs +3 unhappiness on every city that uses it, this lasts for 10 turns on normal mode, it also stacks. So if you're not careful with your drafting, your cities can get very bad, very quickly. However, there is a building called the Globe Theater, that causes a city to have no unhappiness. So if you have a fast growing city, then you can draft every turn, grow back up and not have to worry about unhappiness! Which lets you get a Rifle or a Musket out every turn.

Also, just so you know, Slavery converts 1 population into 30 hammers, Drafting converts 1 population into 110(!) hammers. Sadly, it does have the final drawback of all units coming from there having half the exp they'd normally have.

Whew.

Free Speech - Low Upkeep - +2 gold from towns, +100% culture in all cities. Requires Liberalism.

Late game tech for Cottage spamming jerks like me, it's also good for a cultural victory, it's just a neat, simple Civic.

Labour:

Slavery - Medium Upkeep - Can sacrifice population for production. Requires Bronze Working.

This is the best civic in the entire game. I'm not going to say anything else unless everyone asks (mostly because it's been mentioned repeatedly).

Serfdom - Low Upkeep - Workers build improvements 50% faster. Requires Feudalism.

Remember what I said about Vassalage? Everything applies here except it's even weirder. This Civic is the reason why Spiritual is seen as the OCD Trait. The civic itself is GENERALLY dreadful, since it shares valuable space with Slavery, Caste and Emancipation. However, on advanced starts (where you have a ton of unimproved territory), and you're spiritual, this civic is secretly overpowered. I'll just post the following and you can draw your own conclusions.

Turn 0: Switch into Serfdom, begin improving tiles at +50% efficiency
Turn 5: Have your Workers improve, switch into Slavery, whip a bunch of Settlers or something idk
Turn 10: Do nothing at first, switch back into Serfdom, workers improve +50% faster OR switch into Caste and work artist specialists to pop borders in new cities (go into Pacifism and Representation as well for extra laughs.)
Turn 15: If in Serfdom, Workers improve, switch into Slavery, whip again.

Caste System - Medium Upkeep - Unlimited artist, scientist and merchant specialist slots, +1 hammer from Workshop. Requires Code of Laws.

This civic sort of gives Slavery a run for its money, if Workshops were slightly better early game it'd be tied for best civic in the game. Basically the uncapped specialist slots with no requirements give you a sort of cheap version of Creative, you can't grow your city for 3 turns, but you get a border pop in 3 turns. Merchants and Scientists are just useful to have a bunch of, and Workshops are good, but early game a plains hill mine beats it and a grassland mine ties with it iirc. It's an odd Civic but I like it because I tend to move away from whipping really fast normally.

Emancipation - Low Upkeep - +100% growth for Cottage, Hamlet and Village, gives every civ without emancipation +1 unhappiness in every city (this stacks with every civ that has it). Requires Democracy

Mechanically I despise this Civic. Lorewise I think it's loving genius. It's hard to describe but it's just a clever way to get around going "Hey why is everyone running loving Slavery in 2000 AD". Cottage growth is sort of decent though, I guess.

Economy (for reasons that will become evident, I don't know MUCH about these civics):

Mercantilism - Medium Upkeep - Each city gets a free specialist. No foreign trade routes or corporations. Requires Banking

This civic is literally "Does the money I lose from losing foreign trade routes get recouped from merchant/scientist specialists?" Of course the problem is it comes at banking, but it's still workable, especially if you're using Caste + Representation as well.

Free Market - Medium Upkeep - +1 trade route per city, -25% maintenance costs from corporations. Requires Economics

So remember when I implied I don't use Corporations...I don't really use this, this is probably the best civic if you do though.

State Property - Low Upkeep - No maintenance costs from distance to palace, +1 food from Workshop and Watermill, +10% hammers in all cities, corporations have no effect. Requires Communism.

This is my favorite civic in the whole game. Maintenance costs just imploding is fantastic. Workshops becoming food neutral turns them into one of the best lategame tiles in the game. Except Watermills become food positive so those are even better as well. The hammer bonus is nice, and corporations having no effect mean I can just give Beyond the Sword the finger. This is a civic you get and literally ALL your main three demographics just shoot up. It's so good.

Environmentalism - Medium Upkeep - +6 health in all cities, +2 health from Public Transportation, +25% maintenance costs from corporations, +2 commerce from Windmills and Forest Preserves. Requires medicine.



Religion:

Organized Religion - High Upkeep - Can train missionaries without a monastery, cities with the state religion construct buildings +25% faster. Requires Priesthood.

If you have a state religion, this civic is really good, ALL BUILDINGS are built faster (check the Taj pic earlier), being about to build missionaries with any city with the religion is also really useful. Basically because you want to build missionaries in production cities but monasteries aren't production buildings...generally. The main drawback to this civic is the high upkeep. No, really, it is.

Theocracy - Medium Upkeep - +2XP for all units trained in a city that has the state religion, no spread of non-state religion. Requires Theology.

The wartime religious civic. If you're going to war it's amazing. It's also good for the most specific and scary scenario ever. If you're on a Pangaea map with someone who has finished Apostolic Palace and could win a diplomatic victory via religion but their religion hasn't spread to your city, you can switch to this civic and then they can't win the game. Of course you can accidentally take one of their cities and then lose but I'm digressing.

Pacifism - No upkeep - +100% GPP rate in cities with the state religion, +1 upkeep cost for military units. Requires Philosophy.

This goes very, very well with Caste System and Great Person Farms, don't use this if you're gearing up for war, obviously.

Free Religion - Low Upkeep - No state religion, +1 happiness per religion in a city. +10% research rate.

So the science and happiness is good, but the lack of a state religion does interesting things to your diplomacy. Leaders that hate you might not hate you as much, and leaders that love you are less likely to do so. If you don't need any of the other religious civics and the leaders around you don't care about religion, go for this.



Anyway, regarding combinations of Civics, here's some fun ones.

Mass Specialists (you'll need Pyramids for this): Representation, Caste System, Mercantilism, Pacifism.
Cottaging: Universal Suffrage, Free Speech, Emancipation
Early-Mid Warmonger: Vassalage, Slavery, Theocracy
Late game Warring: Police State, Nationhood, Theocracy

Seriously just play around with them and just think what you need.

Also I was half taking turns while this was going on and this came up and I'm just in awe.

Prav
Oct 29, 2011

the pro move with pacifism is to switch into it at the beginning of a GA and poo poo out another few GP so you can run a second GA as the first one finishes. switch out of it once you can't keep the chain going any longer.

if you have the mausoleum and haven't spent any GPs on stuff like academies or bulbs you can get a 36-48 turn GA like this and it's just filthy. make sure to grab the taj mahal while you're at it, see just how far you can keep going.

Super Jay Mann
Nov 6, 2008

I like how there are no comments about Environmentalism.

I suppose the saying "if you can't say anything nice, don't say anything at all" applies here.

berryjon
May 30, 2011

I have an invasion to go to.
Environmentalism helps offset Health penalties from heavy Industrialization? Maybe? Before you get Public Transportation?

Prav
Oct 29, 2011

yeah if you have health problems and some windmills it's actually not that bad. saves you a whole lot of hammers on grocers, aqueducts and hospitals.

Wayne
Oct 18, 2014

He who fights too long against dragons becomes a dragon himself

StashAugustine posted:

only mod i use is bug;

Looks like that's the problem, yeah, it gives me a load error. :( Sorry!

berryjon posted:

Environmentalism helps offset Health penalties from heavy Industrialization? Maybe?

Basically. It lets you use coal plants for power without worrying about health, and windmills are slightly more efficient than mines (plus give you more food, so the health bonus is more relevant), so adding more commerce to them is theoretically a good deal. If you do use forest preserves, a late-game chop with the +25% civic (Police State for units, Organized Religion for buildings), forge + factory, Math, and a coal plant, is 55 hammers instead of 20, and if you "checkerboard" your forest tiles to optimize regrowth, you can actually get a couple of those. But yeah, even if you do all that and get lucky, it's still worse than State Property, so....

Chucat
Apr 14, 2006

Super Jay Mann posted:

I like how there are no comments about Environmentalism.

I suppose the saying "if you can't say anything nice, don't say anything at all" applies here.

It actually deleted my comment for it because it ate the non previewed post, it was just :(

Super Jay Mann
Nov 6, 2008

berryjon posted:

Environmentalism helps offset Health penalties from heavy Industrialization? Maybe? Before you get Public Transportation?


Prav posted:

yeah if you have health problems and some windmills it's actually not that bad. saves you a whole lot of hammers on grocers, aqueducts and hospitals.

Here's the thing though, you know what else helps offset health penalties from heavy industrialization? State Property workshops/watermills.

That's not even getting into the fact that unhealthiness is not that bad once you hit Industrial because by that part of the game hammer tile yields become almost as powerful as food so you're better off prioritizing that anyway.

Poil
Mar 17, 2007

So environmentalism is good because it lets you build coal powerplants everywhere? Um...

JosephWongKS
Apr 4, 2009

by Nyc_Tattoo
It's like how you can have "Universal Suffrage" (as a Government civic) and "Slavery" (as a Labour civic) at the same time.

PizzaProwler
Nov 4, 2009

Or you can see me at The Riviera. Tuesday nights.
Pillowfights with Dominican mothers.
Slaves just get 3/5 of a vote.

berryjon
May 30, 2011

I have an invasion to go to.
So, who has the current turn on the Succession game?

Also, Universal Suffrage + Slavery means everyone suffers, not just the slaves.

Wayne
Oct 18, 2014

He who fights too long against dragons becomes a dragon himself

Poil posted:

So environmentalism is good because it lets you build coal powerplants everywhere? Um...

Well, in practice. :v: Civ 4 isn't balanced well enough to make assumptions about what the designers were thinking*, but with Environmentalism you only take a corporation penalty, they're not banned outright like with State Property. So you can use Sid's Sushi / Cereal Mills (generates tons of food depending on the map and your diplomacy) to get huge cities and keep them growing with that bonus health. In the metagame sense, it lets you switch from a specialist to a commerce economy using windmills and watermills if you also have Electricity, without starting over on converting those farms to cottages.

But speaking of the metagame, that's really the biggest problem: like most 4Xs an early advantage snowballs into an unassailable lead, and if you play aggressively enough you don't really need any of this lategame stuff. State Property has a niche where if you're winning it can keep your momentum by taking away your maintenance costs, but Environmentalism is a long-term play, and how much longer is the game going to go?

* Sulla admitted in a discussion about Slavery that it was originally underpowered (basically it worked normally the way it does at a penalty now, if you whip before you've started production, and you got unhappiness for every citizen killed instead of 1) and got changed at the last minute into the monster it is now. And that's not even getting into the pretty divisive Beyond the Sword revisions.

Chucat
Apr 14, 2006

berryjon posted:

So, who has the current turn on the Succession game?

Also, Universal Suffrage + Slavery means everyone suffers, not just the slaves.

Borsche, he's at magfest though, so he's out of action for a little bit, he's barely able to take turns in our pitboss. That's also sorta why I'm just doing a Monarch game.

Wayne posted:

like most 4Xs an early advantage snowballs into an unassailable lead

* Sulla admitted in a discussion about Slavery that it was originally underpowered (basically it worked normally the way it does at a penalty now, if you whip before you've started production, and you got unhappiness for every citizen killed instead of 1) and got changed at the last minute into the monster it is now. And that's not even getting into the pretty divisive Beyond the Sword revisions.

Yeah, this first bit is really important and part of why the start in this Hatty game was so completely broken. You can leverage Slavery into Settlers with minimal effort, Settlers turn into you having 4 cities when your opponents have 2, 6 cities when you have 3 and then before you know it you're just rolling over people for fun.

Do you have a link to the Sullla discussion by the way, I'd be up for reading it.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Would Slavery be better if it had the production penalties but only did 1 happiness of damage? You'd keep the pop management without making it as stupidly good

berryjon
May 30, 2011

I have an invasion to go to.

Chucat posted:

Borsche, he's at magfest though, so he's out of action for a little bit, he's barely able to take turns in our pitboss. That's also sorta why I'm just doing a Monarch game.

Coolness. I hope he enjoys it!

Chucat
Apr 14, 2006

StashAugustine posted:

Would Slavery be better if it had the production penalties but only did 1 happiness of damage? You'd keep the pop management without making it as stupidly good

This is how RtR actually balanced it (sort of), Slavery gives 30/50/70/90 etc hammers instead of 30*pop, it's still a great Civic but it's not the most busted one in the game.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Chucat posted:

This is how RtR actually balanced it (sort of), Slavery gives 30/50/70/90 etc hammers instead of 30*pop, it's still a great Civic but it's not the most busted one in the game.

Is RtR good, btw?

Wayne
Oct 18, 2014

He who fights too long against dragons becomes a dragon himself

Chucat posted:

Yeah, this first bit is really important and part of why the start in this Hatty game was so completely broken. You can leverage Slavery into Settlers with minimal effort, Settlers turn into you having 4 cities when your opponents have 2, 6 cities when you have 3 and then before you know it you're just rolling over people for fun.

I usually stop at 4 and then go for Currency, since the maintenance costs get pretty brutal on the higher difficulties. But every now and then you get a map where every good site has a luxury resource or a river to pay for itself, and then it's game on. :dance:

Chucat posted:

Do you have a link to the Sullla discussion by the way, I'd be up for reading it.

Sure thing, it's from RB from a few years ago here. Setup on page 1, his response on page 2.

Super Jay Mann
Nov 6, 2008

Slavery with 1 unhappy penalty per pop would be completely unworkable even with the current production amount. You’d barely be able to get two settlers out without completely crippling your capital. The fact that they changed it at the last minute is pretty funny though.

I do agree with Sullla that despite completely not intending to make slavery as OP as it is that it ended up being a happy accident. A civ 4 early game without the ability to utilize slavery (or it not being worth it) would be a total slog and would result in a game where food is simultaneously the most important thing and the least important thing. You’d build your first worker, get to 5 pop in 10 turns and then just kind of sit there, emphasizing production/commerce and slowly building stuff until you get more happiness and then growing to happy cap, rinse and repeat.

It’d be kinda like playing Civ 5! Hey yo.

Okay I kid. Mostly. But I think it would be a worse game as a result.

King Doom
Dec 1, 2004
I am on the Internet.

Botswana! posted:

the only true way to play civ4 is to play Caveman2Cosmos starting in 50,000BC

This post made me forget if I was me or not for a second, because it is word for word and letter for letter exactly what I was going to post.

Prav
Oct 29, 2011

C2C could make anyone have a dissociative episode.

Super Jay Mann
Nov 6, 2008

I am 80% tempted to do an LP of C2C when the new version comes out.

Someone talk me out of it.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

So a question (which may reveal I'm not really thinking about things the right way.) Most games I do a pretty standard cottage economy- run a few farms to get a decent food surplus then spam cottages everywhere flat, and I'll run suffrage/free speech/emancipation/free market). A few games I'll devote most of my tiles to food and work specialists (running representation/caste system?/mercantilism?). What does a empire set up for state property look like? I barely build workshops or watermills, usually just farm/cottage/mine/windmill plus resource improvements. (For the record I usually go for science victories)

Dire Lemming
Jan 19, 2016
If you don't coddle Nazis flat Earthers then you're literally as bad as them.

Super Jay Mann posted:

I am 80% tempted to do an LP of C2C when the new version comes out.

Someone talk me out of it.

Na do it, I value my entertainment more than your well-being.

Jaguars!
Jul 31, 2012


Is there a good guide to the foibles of the various leaders? The game I'm playing now has Sitting Bull, Isabella, Hatshepsut, and Zara Yaqob as neighbours, and Napoleon, Alexander, Suleiman, Joao, Churchill and Roosevelt somewhere further out. I know Isabella is a religous zealot so I'm thinking of connecting up to her and taking on her religion, and I vaguely recall Hatty (Closest to me) is very nonaggressive and makes a decent neighbor.

I've also sucessfully completed an axe rush and conquered a civ, got my economy back under control and now I'm trying to work out how long I should be trying to tech up before considering another war. any advice? It's an emperor level highlands game and I'm playing as Khubilai Kahn.

Jaguars! fucked around with this message at 06:19 on Jan 8, 2018

Wayne
Oct 18, 2014

He who fights too long against dragons becomes a dragon himself

Jaguars! posted:

Is there a good guide to the foibles of the various leaders?

Not all in one place that I'm aware of. Since you typically just have a half-dozen leaders or so, you can pull up their pages in the Wikia (here's Isabella's by way of example), which has every bit of info you'd care to know about their AI. One guy on CivFanatics made some Excel charts once BtS came out, the only version I could find that still had the images intact was this one, and the download link at the bottom of his post still works.

Personally I like not knowing all the ins and outs of every leader you run up against, and it definitely makes Civ 4 easier if you know someone won't declare war on you or if it's not worth matching their religion or whatnot. But if you do want to know that stuff, there you go!

Jaguars! posted:

I've also sucessfully completed an axe rush and conquered a civ, got my economy back under control and now I'm trying to work out how long I should be trying to tech up before considering another war. any advice?

Well, it'd be a shame to play a Khan and not use the Keshiks. :D

The ideal situation to attack is when 1) you have a tier or 2 better military than your rival, 2) you have a numerical advantage to win the war quickly (especially early on, when armies are small and the AI can whip reinforcements every turn), and 3) you won't jeopardize your future standing by declaring now (obviously crashing your economy is the direst risk, but this also includes things like racking up "you declared war on our friend!" penalties that never seem to go away). Do all those apply? Then go for it!

Flat maps like Highlands are tricky because there's so much more land to deal with. So it'd depend on who exactly you're up against (like if Sitting Bull gets to longbows, just come back with riflemen or something), how much land they have (and thus how dangerous a protracted campaign would be) and how late in the game it is. Every era has a game-changer tech, usually offense (like Bronze Working for Ancient and Construction for Classical), but for Medieval it's defense (Feudalism, and Engineering's castles if you're particularly unlucky), and a lot of people recommend using that era to build up and consolidate and come back in Renaissance/Industrial with gunpowder units.

King Doom
Dec 1, 2004
I am on the Internet.

Super Jay Mann posted:

I am 80% tempted to do an LP of C2C when the new version comes out.

Someone talk me out of it.

Beeline for Megafauna domestication with the Aim of having Lara Croft lead an army of Thor worshipping Giant Ground Sloths on a global war of conquest.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Got a good space race victory on Noble as Fredrick, so it's probably a good idea to move up a notch. Probably not a good idea to make the first game at a higher difficulty a Sitting Bull archer rush

Prav
Oct 29, 2011

i like doing archer chokes sometimes. a fortified archer on a forest hill is a bitch and a half to dislodge. just don't expect them to actually attack anything.

Chucat
Apr 14, 2006

StashAugustine posted:

Got a good space race victory on Noble as Fredrick, so it's probably a good idea to move up a notch. Probably not a good idea to make the first game at a higher difficulty a Sitting Bull archer rush

Ironically my first Prince victory was a Longbow rush as Sitting Bull, it was a couple years ago so all I really remember was using a fast Oracle to get Monarchy and then going for Feudalism and just crapping out Drill 3/4 Longbows and shoving down the throat of the nearest person to me, then turning them into Drill 4 Muskets and doing the same thing to the next person and then making them Drill 4 Rifles and you get the point.

The biggest issue that I recall was my economy was in the toilet and my first Market actually staved off striking.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Chucat posted:

Ironically my first Prince victory was a Longbow rush as Sitting Bull, it was a couple years ago so all I really remember was using a fast Oracle to get Monarchy and then going for Feudalism and just crapping out Drill 3/4 Longbows and shoving down the throat of the nearest person to me, then turning them into Drill 4 Muskets and doing the same thing to the next person and then making them Drill 4 Rifles and you get the point.

The biggest issue that I recall was my economy was in the toilet and my first Market actually staved off striking.

Why longbows over crossbows for offense? Just easier tech/resources?

Chucat
Apr 14, 2006

So back to the game, being a bit more sparse with turn by turn stuff since stuff really isn't happening.

We killed Korea, using bombardment then a couple of suicide trebs on each city before sending the stack in, pretty simple. In the mean time, I've got a Great Merchant on a Caravel (don't normally do this) to basically circumnavigate the world and get a Trade Mission real fast.



We meet Sitting Bull, that's a pretty low score...



He's...a little behind.



Pacal is behind, less than Sitting Bull, but still. Pacal is on 7 cities, Sitting Bull is on 6 (you can work it out either by using BUG (it's to the right of the faces on the bottom right of the screen) or by looking at the city trade screen and adding 1)). I'm on 22, I have as many cities as everyone else combined.



Right, so if you're the first person to complete all forms of world wrap possible on a map (by revealing all the tiles in an East-West and North-South line) AND the map is made up of more than a certain percentage of water. Then you receive a circumnavigation bonus, which gives all your ships +1 movement for the rest of the game, this is crazy powerful. Incidentally, I finished it up by trading maps with Sitting Bull, which revealed the last bit of land I needed to see.

In other news, Saladin sent a spy at me, so he's going to have to die. As for how we're going to kill him:

- Step 1: Research Steel
- Step 2: Send a Great Merchant to another city, I'm using the Mayan Capital since it's far away and really big.



- Step 3: Finish Steel
- Step 4:

So basically I'm cash upgrading all my units here, this lets me basically turn them into the most advanced unit possible at the time.

I wardec Saladin, and just smash Cannons + Rifles + Cavalry into him for 10 to 20 turns.



I sign peace with him but I don't Vassalize him because I intend to take that island for Intercontinental Trade Routes, right now I only have a single island city, and snagging those 3 cities will keep me set for the entire game, it'll also get rid of any penalties I'll get for vassalizing (like rejoining the motherland).




We also get another Great General, which lets me go on another digression.

StashAugustine posted:

Why longbows over crossbows for offense? Just easier tech/resources?

It was so I could get Vassalage and Theocracy (I'm going off a Hall of Fame thing here), so I was basically making 10XP Longbows that started with Drill 1.

Anyway, speaking of promotions and experience...

So let's do the basic bit first, units can gain experience, generally through buildings, civics, goody huts or killing units. At certain breakpoints, a unit levels up and can select a promotion. You can bank these so you can give a unit several promotions in the same turn. Here's a couple of charts.



These show what all the promotions are and what leads into what. The most ambiguous thing here is that Drill does not require Combat 1, the arrow is actually leading to Medic 1. As for what the promotions do though...



There's this bad boy, I've pared it down a bunch but all the relevant stuff is there. The unit categories on the left go as follows.

Recon = Scouts, Explorers
Melee = Axes, Swords, Spears etc
Archery = Archers, Longbows, Crossbows
Mounted = Horse Archers, Knights, Chariots, Cavalry etc
Naval = Boats
Siege = Catapults, Trebuchets, Cannons, etc
Gunpowder = Muskets, Rifles, Grenadiers, Infantry
Armored = Tanks, Mobile Armour etc
Aerial = Airships, Bombers, Fighters etc
Helicopter = Gunship

Green means if you build that unit, you can just take the promotion if it's available (like you can give a Warrior Medic if you have Combat 1).
Red means you just can't pick it, ever.
Yellow I half-assed here but there's some units that can get these bonuses, generally due to unique buildings or units. So for example, the Zulu Impi starts with Mobility.
Blue is the weird one.

If you look at the promotion chart, note the really, really out of place icon, that requires you to basically attach a great general to a unit, and it gives that unit the Lead by Warlord promotion, which allows them to pick crazy upgrades. Due to how combat in this game GENERALLY works, you're gonna be giving that unit Medic 3, Morale, and sometimes Leadership.

The explanations I highlighted in purple are the really good promotions:

City Raider - So generally most of your combat is either going to be destroying an AI stack OR carving through their cities. In the case of the latter, this promotion is basically +Attack against everything, which is good. I mean it's useless on defense but still.
Amphibious - This lets you cut down on risks when boating someone.
Commando - You can use enemy roads, this means you can set up devastating forks with 6 move mounted units, or just have your big stack advance faster (though this isn't really likely to happen.)
Navigation - The ability to have naval units move further means you can cross oceans faster for colonizing, or transcontinental invasions. Naval forks and striking out of the fog are also especially lethal.
Mobility - This lets you just move your minimum number of tiles, all the time, you can just outmaneuver and kite stuff, even on semi-roaded territory.
Woodsman 3 - This gives you another Medic promotion, letting your troops heal even faster between fights.
Sentry - Seeing where enemy units are is just useful.

Adbot
ADBOT LOVES YOU

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

How do you generally promote your armies? I've just been stacking either City Raider or Drill with a few medics

  • Locked thread