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Since: Sep 18, 2006 Posts: 3
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(Msg. 1) Posted: Wed Sep 20, 2006 5:55 am
Post subject: A "few" questions Archived from groups: alt>games>civ3 (more info?)
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Hi everybody,
Thanks for letting me know that this is the place for CIV4-players as well.
Nice! Now I can't wait to pop out some questions which puzzles me as a
newbe:-) I guess there are no straight answers to most of them, but I am
sure that you guys have some ideas/secrets anyway (ideas/secrets you wanna
share, that is;-D). Let me start with a few:
Manuals:
I have read the manual and the Bradygames Official Stratetgy Guide. For some
reason I am still confused in a lot of matters even though I try
practicing my ideas when playing... Do you know other guides with tips and
tricks and valuable information?
Defense:
I am a peace-loving person;-) I try therefore mostly to be nice and kind,
minding my own business - working mostly on cultural expansion. I tend to
avoid wars (wars involving me that is wars between others are
entertaining!  ) and I mostly do that by building up archers and other
military units in the early days and adding new units regularly. Does it
make any difference if you spread your units into the field or keep them
locked up behind citywalls?
The cultural slider:
If you turn on the slider to t.ex. 50% what happens actually? Does it
expand your cultural borders more quickly, and do you manage to build t.ex
cultural related wonders quicker?
Workers:
Is it a good idea to make workers sweat as early as possible or should you
focus on technologies as long as you can?
Great people, specialists etc:
Uh, I still don't get the idea... what do they actually do for me? I guess I
still don't understand how to manage my cities and/or manage to decode the
city screen:-S
Religion:
When I don't discover my own religion in the beginning, how do I get one
(not that I need one myself but people seem to appreciate it...  ? I have
tried in the religion advisor without any success.
Trading:
When I exchange or offer someone a resource (t.ex. rice or oil) which is
indicated with "1 out of 1", do I loose the resource myself?
Getting rich!:
I often build up a civilization which seem to work out ok - but no more than
that! Even though I develop whatever I can both inside and outside cities,
try to make people happy, sing and dance, I often fall behind. Again, among
other things I am sure it's because I don't know how to read the financial
advisor or the city maps properly. How or where do I easily uncover the
fundamental problem(s) of a disfunctional civilization?
Multiplayer:
Until now I have mostly played in closed games with friends, but if I would
like to try an open game, what's the "dresscode" do you become extremely
unpopular when letting an AI take over after some hours if you wanna back
out?
Thank for reading all this - and thanks for commenting if you have the
energy to do so:-)!
Helle >> Stay informed about: A "few" questions |
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Since: Jan 25, 2006 Posts: 28
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(Msg. 2) Posted: Wed Sep 20, 2006 10:55 am
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <C136CD86.B74A%helle@krog.biz>, Helle Krog <helle RemoveThis @krog.biz>
writes
>Hi everybody,
>
>Thanks for letting me know that this is the place for CIV4-players as well.
>Nice! Now I can't wait to pop out some questions which puzzles me as a
>newbe:-) I guess there are no straight answers to most of them, but I am
>sure that you guys have some ideas/secrets anyway (ideas/secrets you wanna
>share, that is;-D). Let me start with a few:
>
>Manuals:
>I have read the manual and the Bradygames Official Stratetgy Guide. For some
>reason I am still confused in a lot of matters even though I try
>practicing my ideas when playing... Do you know other guides with tips and
>tricks and valuable information?
>
>Defense:
>I am a peace-loving person;-) I try therefore mostly to be nice and kind,
>minding my own business - working mostly on cultural expansion.
Peace can work if you have room to develop a decent-sized civilisation.
Sometimes you need to, ahem, push aside some other guys who are in the
way. Below are my thoughts, the way it works for *me*; YMMV.
> I tend to
>avoid wars (wars involving me that is wars between others are
>entertaining! ) and I mostly do that by building up archers and other
>military units in the early days and adding new units regularly. Does it
>make any difference if you spread your units into the field or keep them
>locked up behind citywalls?
If you want to survive peacefully, you have to have a flexible defence.
A couple of archers (upgraded to longbows asap) will benefit from their
city defence bonus. However, you need to be able to respond to
barbarians, and to raiders from other civs, so a mounted reserve in two
or three well-spaced cities would be essential; otherwise you will find
your improvements get zapped.
If you do need to go to war, make sure you do it at a time of your own
choosing, build up a strong attacking force (mounted archers and
swordsmen early in the game, macemen, knights/cavalry and catapults
later on) near the enemy before declaring war, and once you start it,
make sure you finish them off. Have a few defensive units on hand ready
to garrison the captured city so your offensive force can move on as
soon as they have recovered. The AI has a poor ability to attack, it
uses too few units and does not carry on ruthlessly. Try to ensure you
can capture a city in one turn, allowing a few spare units in case you
lose a few. Once you have declared war on a civ, they will probably
never be your friends, so finish them off (Machiavelli: "if you strike a
prince, you must kill him").
When picking a fight, make sure they have no allies or you may find
yourself fighting on two fronts.
If you want the best chance of winning, you need to be the largest and
most powerful civ, which almost certainly means cleaning most or all of
your nearby rivals. Big civs have more income for research and more
production for offensive or defensive use. However, if you expand *too*
fast your economy can go to pot, you need to time it right so your
number of cities keeps pace with your ability to pay for them.
Later in the game, wars will rapidly cause unrest in your citizens, so
jails, Mount Rushmore and other happiness-increasing improvements may be
required. You may even need to take a rest from the war for 10 turns
(minimum peace treaty time) but best to go back and finish them
afterwards anyway.
>
>The cultural slider:
>If you turn on the slider to t.ex. 50% what happens actually? Does it
>expand your cultural borders more quickly, and do you manage to build t.ex
>cultural related wonders quicker?
t.ex?
Yes to the first - turning up the culture slider means that your cities
put resources into growing extra culture, and expands borders faster.
Don't think so to the second - extra culture has no effect on the
production of wonders, or anything else.
However, in the early part of the game you need to concentrate on
research first, and building a cash reserve (for upgrading units and
giving a reserve in case of attack) second.
>
>Workers:
>Is it a good idea to make workers sweat as early as possible or should you
>focus on technologies as long as you can?
You should aim to build your first worker as soon as you have built the
first defender for your capital. Thereafter, one worker per city would
be a good goal, maybe a bit less in practice.
If you do this, your wealth production will go up faster anyway as the
resources and improvements will build up much faster. Thus your research
ability will be optimised. You need to try to stay ahead in research if
you can - if the other civs get far ahead of you, you are in trouble.
>
>Great people, specialists etc:
>Uh, I still don't get the idea... what do they actually do for me? I guess I
>still don't understand how to manage my cities and/or manage to decode the
>city screen:-S
Leave it to happen automatically. All you need to do is to choose city
production (you can automate it, but I prefer to handle it myself). You
can put most workers on automatic (the plain cross, which makes them do
improvements anywhere in your civ) and maybe instruct one or two
yourself if you have a special need (e.g. for a road to a particular
place, or to get a particular resource).
>
>Religion:
>When I don't discover my own religion in the beginning, how do I get one
>(not that I need one myself but people seem to appreciate it... ? I have
>tried in the religion advisor without any success.
You should try to found one of your own if possible - the cultural and
financial benefits are considerable, plus you get to see inside cities
with that religion in the early part of the game. The AI always seems to
go for mysticism (Buddhism) first, and almost always wins, so go for
Hinduism as a first priority.
>
>Trading:
>When I exchange or offer someone a resource (t.ex. rice or oil) which is
>indicated with "1 out of 1", do I loose the resource myself?
Yes; don't do it. Later on you should have spare resources to trade.
Especially, I would never trade oil to anyone, as it will double (or
more) their offensive capacity.
>
>Getting rich!:
>I often build up a civilization which seem to work out ok - but no more than
>that! Even though I develop whatever I can both inside and outside cities,
>try to make people happy, sing and dance, I often fall behind. Again, among
>other things I am sure it's because I don't know how to read the financial
>advisor or the city maps properly. How or where do I easily uncover the
>fundamental problem(s) of a disfunctional civilization?
If you are getting very rich, you are wasting resources. Money is only
useful for (a) upgrading units in an emergency, (b) rush-completing
improvements, and (c) buying off threats in extremis. If you have too
much money, it means you could have researched more and got better units
to defend yourself. Later in the game it may be appropriate to have a
few thousand in gold, but early on a few hundred is more reasonable.
>
>Multiplayer:
>Until now I have mostly played in closed games with friends, but if I would
>like to try an open game, what's the "dresscode" do you become extremely
>unpopular when letting an AI take over after some hours if you wanna back
>out?
>
I never play multiplayer, always play solo against the AI.
All sounds quite complicated, but then that's why the game is so
enjoyable. Good gaming!
David
--
David Littlewood >> Stay informed about: A "few" questions |
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Since: Jun 10, 2004 Posts: 252
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(Msg. 3) Posted: Wed Sep 20, 2006 10:57 am
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 20 Sep 2006 10:50:46 +0200, Helle Krog <helle.DeleteThis@krog.biz> wrote:
>Hi everybody,
>
>Thanks for letting me know that this is the place for CIV4-players as well.
>Nice! Now I can't wait to pop out some questions which puzzles me as a
>newbe:-) I guess there are no straight answers to most of them, but I am
>sure that you guys have some ideas/secrets anyway (ideas/secrets you wanna
>share, that is;-D). Let me start with a few:
>
>Manuals:
>I have read the manual and the Bradygames Official Stratetgy Guide. For some
>reason I am still confused in a lot of matters even though I try
>practicing my ideas when playing... Do you know other guides with tips and
>tricks and valuable information?
civfanatics.com, apolyton.com
A load of info on the fan web sites about strategies and all sorts
of stuff about the game.
>Defense:
>I am a peace-loving person;-) I try therefore mostly to be nice and kind,
>minding my own business - working mostly on cultural expansion. I tend to
>avoid wars (wars involving me that is wars between others are
>entertaining! ) and I mostly do that by building up archers and other
>military units in the early days and adding new units regularly. Does it
>make any difference if you spread your units into the field or keep them
>locked up behind citywalls?
The AI is impressed primarily by total power. The number of units
you have, not the location, is critical. But OTOH they also look for
weak areas. If you have some undefended or underdefended borders, or
worse, entire continents or regions not attached to your main zone,
they may attack you even though you have a large military. The same
strategy works for you too -- grab some "low hanging fruit", then
defend it until you can make peace.
The power graph is a good guide as to how the AI will react to you.
If you are weaker, the AI will respect you less.
>The cultural slider:
>If you turn on the slider to t.ex. 50% what happens actually? Does it
>expand your cultural borders more quickly, and do you manage to build t.ex
>cultural related wonders quicker?
It just increases the culture generated in the city, making the
borders expand.
>Workers:
>Is it a good idea to make workers sweat as early as possible or should you
>focus on technologies as long as you can?
As soon as you have a place for them to build something, you should
have a worker to build it. This is especially true if you have a food
resource which can be improved. While building the worker will slow
down growth, you more than make up for it once you increase food
production.
>Great people, specialists etc:
>Uh, I still don't get the idea... what do they actually do for me? I guess I
>still don't understand how to manage my cities and/or manage to decode the
>city screen:-S
Specialists generate great people points (gpp). So do wonders.
Each city accumulates gpp, and when you have enough, it generates a
great person. Each type has their own special benefits. All can give
you free research for some techs. All can make a super-specialist,
which increases productivity in one city.
Lastly, each one offers one or more special abilities. A scientist
can create an academy, boosting science in a city. An engineer can
speed up any building, including wonders. A prophet can create a
shrine for a religion. Artists can create a pile of quick culture,
while merchants can travel to far lands and earn loads of gold.
>Religion:
>When I don't discover my own religion in the beginning, how do I get one
>(not that I need one myself but people seem to appreciate it... ? I have
>tried in the religion advisor without any success.
Religion travels in two ways. First, without any effort, it may
pass along trade routes. If you have a road or water connection to a
city with religion, it can pass into your empire. Second,
missionaries can spread religion. Once you get a religion in any of
your cities, you can build your own missionaries to spread it farther.
The religion advisor lets you see the impact of changing your state
religion. If you have no religion in your empire, ordinarily you'd
never change to any religion. AIs like civs of their religion, and
dislike those of other religions. Having no state religion makes you
neutral in this, which isn't a bad thing diplomatically.
>Trading:
>When I exchange or offer someone a resource (t.ex. rice or oil) which is
>indicated with "1 out of 1", do I loose the resource myself?
Yes. You are, in Civ4, allowed to trade away your last source of a
resource, leaving you none of your own. Unless you want to do that,
you don't want to trade unless you have at least 2.
>Getting rich!:
>I often build up a civilization which seem to work out ok - but no more than
>that! Even though I develop whatever I can both inside and outside cities,
>try to make people happy, sing and dance, I often fall behind. Again, among
>other things I am sure it's because I don't know how to read the financial
>advisor or the city maps properly. How or where do I easily uncover the
>fundamental problem(s) of a disfunctional civilization?
The principle is simple, in the game and real life. Either spend
less or make more.
You make money primarily from commerce, which is generated by
population working. So bigger cities make more money, and more
squares with commerce improvements -- especially cottages -- make you
more money.
Commerce buildings help - marketplaces, grocers, and banks all yield
more money outright. A number of techs and other things also increase
money. Religion with a shrine can make a lot of money. If you are
desperate, you can set a city to generate wealth, trading production
for gold at a loss -- but it often is the last resort to avoid
bankruptcy, which is *very* bad. Your economy can run without money,
but you'll lose units and suffer other damage doing so.
A lot of things increase your costs, but one big factor is city
maintenance. The cost per city goes up as the number of cities goes
up, so as you expand, you must grow your economy even faster in order
to break even. Courthouses reduce city maintenance, making them very
important. The civices you select cost money based on population --
again, being bigger means you need to be more efficient. The number
of units affects your costs, and military units outside your borders
cost extra.
>Multiplayer:
>Until now I have mostly played in closed games with friends, but if I would
>like to try an open game, what's the "dresscode" do you become extremely
>unpopular when letting an AI take over after some hours if you wanna back
>out?
I don't do much of that. Playing only with friends, if everyone
can't make it the game goes on hold, sometimes for weeks.
--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/> >> Stay informed about: A "few" questions |
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Since: May 28, 2006 Posts: 108
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(Msg. 4) Posted: Wed Sep 20, 2006 12:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"David Littlewood" <david DeleteThis @nospam.demon.co.uk> skrev i meddelandet
news:uxpRSAE8mUEFFwJC@dlittlewood.co.uk...
> In article <C136CD86.B74A%helle@krog.biz>, Helle Krog <helle DeleteThis @krog.biz>
[snip]
> If you do need to go to war, make sure you do it at a time of your own
> choosing, build up a strong attacking force (mounted archers and swordsmen
> early in the game, macemen, knights/cavalry and catapults later on) near
> the enemy before declaring war, and once you start it, make sure you
> finish them off. Have a few defensive units on hand ready to garrison the
> captured city so your offensive force can move on as soon as they have
> recovered. The AI has a poor ability to attack, it uses too few units and
> does not carry on ruthlessly. Try to ensure you can capture a city in one
> turn, allowing a few spare units in case you lose a few. Once you have
> declared war on a civ, they will probably never be your friends, so finish
> them off (Machiavelli: "if you strike a prince, you must kill him").
The AI punishes prolonged warfare, so I recommend using the ceasefires to
catch your breath and build up your units and cities. Furthermore, if
possible avoid wars in the middle and late game; you are unlikely to take
out another civ completely, and you will also get a reputation as a
warmonger, thus inviting others to form alliances and attack *you*. In the
middle and late phases of the game one can respond to aggression by simply
capturing and/or razing a city or two and then waiting for the other part to
sue for peace. One can also confine oneself to killing their invading
corces, if possible destroy their improvements and wait for them to realize
that they are not making any headway. Unless you like to win as a warmonger,
anything else is counterproductive.
You should also try to have a diversified army: archers/longbowmen to
defend your cities, spearmen/halberdiers to fend off enemy cavalry, and the
rest the way David and others have already said.
> When picking a fight, make sure they have no allies or you may find
> yourself fighting on two fronts.
If you are attacked, ask some neighbouring civ to join the war on your side.
If necessary, bribe them with money or technologies. If you don't do it,
your enemy probably will. You can check on the diplomacy screen what
attitude various civs have to each other, and to you. If a civ is "pleased"
towards you and "cautious" towards your enemy, the only question remaining
is the price. At last early in the game. Another advantage with this is that
the civ you made join you in a war will probably be well disposed towards
you for the rest of the game and hostile to your common enemy, even after
the war is over.
The civ you invite to declare on your enemy *might* do it as a favour to
you, without getting bribed, so try that suggestion first.
> If you want the best chance of winning, you need to be the largest and
> most powerful civ, which almost certainly means cleaning most or all of
> your nearby rivals. Big civs have more income for research and more
> production for offensive or defensive use. However, if you expand *too*
> fast your economy can go to pot, you need to time it right so your number
> of cities keeps pace with your ability to pay for them.
Spoken like a true warmonger!  Seriously, Helle, there are other
stragies.
The warning against expanding too fast is very much to the point. *Never*
let the science slider dip below 60%. Build up your economy, preferably to
80%, before you found or capture another city.
My favourite setting is 80% science, 10% culture, with a net surplus of
money coming in, but that is only possible later on in the game, when you
have built up your economy and discovered Drama. (I think it is Drama.)
The barbarians often choose good city sites. If it's time for your
civilization to expand, check if there is a barb city nearby and capture it
before one of your rivals does.
[snip]
>>The cultural slider:
>>If you turn on the slider to t.ex. 50% what happens actually? Does it
>>expand your cultural borders more quickly, and do you manage to build t.ex
>>cultural related wonders quicker?
>
> t.ex?
Scandinavian abbreviation of "til(l) exempel" = "for example".
> Yes to the first - turning up the culture slider means that your cities
> put resources into growing extra culture, and expands borders faster.
It also makes your population happier. And if you ever aim for a cultural
victory, don't forget the cuulture sldie! It increases the accumulated
culture per turn enormously by every additional 10%.
[snip]
>>Workers:
>>Is it a good idea to make workers sweat as early as possible or should you
>>focus on technologies as long as you can?
>
> You should aim to build your first worker as soon as you have built the
> first defender for your capital. Thereafter, one worker per city would be
> a good goal, maybe a bit less in practice.
It also depends on how fast the population grows in a city. Many prefer not
to build a worker until the population figure is "3", and definitely not a
settler, because the population of a city does not grow when it is building
a worker or a settler.
There is a good trick in this context. After having built your first
defender, let your first city start building a monument, a barracks or
something similar until the population hits "2". Then tell the city to build
a worker before it goes back to finishing the monument/barracks/whatever.
Then go back to the monument/whatever and continue building it; it will be
in the building queue, and the work you put into building it before should
not have gone to waste unless you've been waiting a really long time. You
can use the same tactic when building a settler.
To make the game interrupt building one thing and build something else
first, click on the icon of what you want to build first while holding down
SHIFT and ALT. It then appears at the top of the building queue.
Öjevind >> Stay informed about: A "few" questions |
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Since: May 28, 2006 Posts: 108
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(Msg. 5) Posted: Wed Sep 20, 2006 12:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Sean Black" <sean.DeleteThis@bucks-aggs.demon.co.uk> skrev i meddelandet
news:BC4jP4YkCVEFFwf4@bucks-aggs.demon.co.uk...
[snip]
>>Religion:
>>When I don't discover my own religion in the beginning, how do I get one
>>(not that I need one myself but people seem to appreciate it... ? I have
>>tried in the religion advisor without any success.
>
> Not sure on this one. I think you might have to wait until an existing
> religion spreads to your cities. Not sure if you can convert to a state
> religion if you don't discover it yourself.
You can convert to any religion that exists in at least one of your cities.
>What are the benefits of
> religion in the game anyway? I think I read in the manual that they are
> all equal in gameplay terms, so presumably there is no particular benefit
> as to which one to discover.
No, there isn't. They give the same happiness bonus in the cities where they
exist, the same 25% increase in the rate at which buildings are constructed
in your cities if you have organized religion as a civic, and so on. Notice
that these advantages only exist in the cities that have your state
religion.
>>Trading:
>>When I exchange or offer someone a resource (t.ex. rice or oil) which is
>>indicated with "1 out of 1", do I loose the resource myself?
>>
> I think it means you lose it yourself, that's the assumption I've been
> working on.
Correct. This means that of you have another resource of the same kind that
you haven't improved so it becomes active (built a mine, farm fishing boat
and so on), you should do so in order to trade the surplus.
Lycka till, Helle. Good luck, Sean.
Öjevind >> Stay informed about: A "few" questions |
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Since: Jul 25, 2004 Posts: 13
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(Msg. 6) Posted: Wed Sep 20, 2006 12:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Helle Krog wrote:
> Hi everybody,
>
> Thanks for letting me know that this is the place for CIV4-players as well.
> Nice! Now I can't wait to pop out some questions which puzzles me as a
> newbe:-) I guess there are no straight answers to most of them, but I am
> sure that you guys have some ideas/secrets anyway (ideas/secrets you wanna
> share, that is;-D). Let me start with a few:
>
> Manuals:
> I have read the manual and the Bradygames Official Stratetgy Guide. For some
> reason I am still confused in a lot of matters even though I try
> practicing my ideas when playing... Do you know other guides with tips and
> tricks and valuable information?
>
> Defense:
> I am a peace-loving person;-) I try therefore mostly to be nice and kind,
> minding my own business - working mostly on cultural expansion. I tend to
> avoid wars (wars involving me that is wars between others are
> entertaining! ) and I mostly do that by building up archers and other
> military units in the early days and adding new units regularly. Does it
> make any difference if you spread your units into the field or keep them
> locked up behind citywalls?
>
> The cultural slider:
> If you turn on the slider to t.ex. 50% what happens actually? Does it
> expand your cultural borders more quickly, and do you manage to build t.ex
> cultural related wonders quicker?
>
> Workers:
> Is it a good idea to make workers sweat as early as possible or should you
> focus on technologies as long as you can?
>
> Great people, specialists etc:
> Uh, I still don't get the idea... what do they actually do for me? I guess I
> still don't understand how to manage my cities and/or manage to decode the
> city screen:-S
>
> Religion:
> When I don't discover my own religion in the beginning, how do I get one
> (not that I need one myself but people seem to appreciate it... ? I have
> tried in the religion advisor without any success.
>
> Trading:
> When I exchange or offer someone a resource (t.ex. rice or oil) which is
> indicated with "1 out of 1", do I loose the resource myself?
>
> Getting rich!:
> I often build up a civilization which seem to work out ok - but no more than
> that! Even though I develop whatever I can both inside and outside cities,
> try to make people happy, sing and dance, I often fall behind. Again, among
> other things I am sure it's because I don't know how to read the financial
> advisor or the city maps properly. How or where do I easily uncover the
> fundamental problem(s) of a disfunctional civilization?
>
> Multiplayer:
> Until now I have mostly played in closed games with friends, but if I would
> like to try an open game, what's the "dresscode" do you become extremely
> unpopular when letting an AI take over after some hours if you wanna back
> out?
>
> Thank for reading all this - and thanks for commenting if you have the
> energy to do so:-)!
>
> Helle
>
http://www.civfanatics.com/
Check out the "War Academy" >> Stay informed about: A "few" questions |
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Since: May 28, 2006 Posts: 108
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(Msg. 7) Posted: Wed Sep 20, 2006 2:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Jeffery S. Jones" <jeffsj DeleteThis @execpc.com> skrev i meddelandet
news:8bl2h2hf1bmtu75igrso384ghln7iv9dvh@4ax.com...
[snip]
> The principle is simple, in the game and real life. Either spend
> less or make more.
[snip excellent advice]
One additional tip: you can turn one or more citizens in a city into
merchants, who generate money. The other citizen experts generate money too,
but not to the same extent.
Öjevind >> Stay informed about: A "few" questions |
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Since: Jan 25, 2006 Posts: 28
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(Msg. 8) Posted: Wed Sep 20, 2006 3:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <4nd5tiF9qkc4U1.RemoveThis@individual.net>, Öjevind Lång
<bredband.net.RemoveThis@ojevind.lang> writes
>
>> If you want the best chance of winning, you need to be the largest and
>> most powerful civ, which almost certainly means cleaning most or all of
>> your nearby rivals. Big civs have more income for research and more
>> production for offensive or defensive use. However, if you expand *too*
>> fast your economy can go to pot, you need to time it right so your number
>> of cities keeps pace with your ability to pay for them.
>
>Spoken like a true warmonger! Seriously, Helle, there are other
>stragies.
True; I tried time/culture/space victory conditions but found the games
dragged rather badly. I enjoy the domination games, or total conquest if
feeling that way inclined.
However, winning the other types is also made much easier if you are the
largest civ - apart from anything else, you need lots of universities
and other knowledge producers to get up the flask numbers.
> The warning against expanding too fast is very much to the point. *Never*
>let the science slider dip below 60%. Build up your economy, preferably to
>80%, before you found or capture another city.
The only time I let mine get below 60% is occasionally when I have taken
out a well-developed nearby civ with several cities. After a blitzkrieg
campaign, the unhappy captured cities are expensive and not very
productive. I got down to 30% for a few turns after such a victory
recently. However, it does not last long, once you get the captured
cities absorbed and in full production you can go back up on the science
level, and are much stronger than before. BTW, another reason for
finishing off an enemy is that the captured cities stay resentful for
much longer as long as their original owner is still in the game. Once
you kill him off, the cities become docile pretty well immediately.
> My favourite setting is 80% science, 10% culture, with a net surplus of
>money coming in, but that is only possible later on in the game, when you
>have built up your economy and discovered Drama. (I think it is Drama.)
> The barbarians often choose good city sites. If it's time for your
>civilization to expand, check if there is a barb city nearby and capture it
>before one of your rivals does.
>
Yes; 70% is a good figure to aim for at the early/mid stages.
>>>The cultural slider:
>>>If you turn on the slider to t.ex. 50% what happens actually? Does it
>>>expand your cultural borders more quickly, and do you manage to build t.ex
>>>cultural related wonders quicker?
>>
>> t.ex?
>
>Scandinavian abbreviation of "til(l) exempel" = "for example".
Thanks; I did wonder from the name whether Helle was a non-native
English speaker, but her English was so perfect I was not sure.
>
>> Yes to the first - turning up the culture slider means that your cities
>> put resources into growing extra culture, and expands borders faster.
>
>It also makes your population happier. And if you ever aim for a cultural
>victory, don't forget the cuulture sldie! It increases the accumulated
>culture per turn enormously by every additional 10%.
>
True, forgot that one - and higher city culture increases the defence
level of your cities as well.
>
>>>Workers:
>>>Is it a good idea to make workers sweat as early as possible or should you
>>>focus on technologies as long as you can?
>>
>> You should aim to build your first worker as soon as you have built the
>> first defender for your capital. Thereafter, one worker per city would be
>> a good goal, maybe a bit less in practice.
>
>It also depends on how fast the population grows in a city. Many prefer not
>to build a worker until the population figure is "3", and definitely not a
>settler, because the population of a city does not grow when it is building
>a worker or a settler.
> There is a good trick in this context. After having built your first
>defender, let your first city start building a monument, a barracks or
>something similar until the population hits "2". Then tell the city to build
>a worker before it goes back to finishing the monument/barracks/whatever.
>Then go back to the monument/whatever and continue building it; it will be
>in the building queue, and the work you put into building it before should
>not have gone to waste unless you've been waiting a really long time. You
>can use the same tactic when building a settler.
> To make the game interrupt building one thing and build something else
>first, click on the icon of what you want to build first while holding down
>SHIFT and ALT. It then appears at the top of the building queue.
>
Odd, my game works such that if my city is producing a building (or
whatever) and I click on a unit (or other building) it automatically
puts the second item to the front of the queue, and goes back to the
first one when finished.
Oh, and one other tip for Helle - make use of the benefit you get when
chopping down forests. Once you have bronze (or steel) and a worker, you
can cut down forests and convert them into hammers, which can make a
huge difference to the completion speed of those crucial early items.
Pity you can't then replant the trees and do it again, a sort of
sustainable forestry option - though they do sometimes re-grow
spontaneously.
David
--
David Littlewood >> Stay informed about: A "few" questions |
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Since: May 28, 2006 Posts: 108
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(Msg. 9) Posted: Thu Sep 21, 2006 12:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"David Littlewood" <david.RemoveThis@nospam.demon.co.uk> skrev i meddelandet
news:bB4cOQI7XXEFFwcV@dlittlewood.co.uk...
> In article <4nd5tiF9qkc4U1.RemoveThis@individual.net>, Öjevind Lång
> <bredband.net.RemoveThis@ojevind.lang> writes
[snip]
>> There is a good trick in this context. After having built your first
>>defender, let your first city start building a monument, a barracks or
>>something similar until the population hits "2". Then tell the city to
>>build
>>a worker before it goes back to finishing the monument/barracks/whatever.
>>Then go back to the monument/whatever and continue building it; it will be
>>in the building queue, and the work you put into building it before should
>>not have gone to waste unless you've been waiting a really long time. You
>>can use the same tactic when building a settler.
>> To make the game interrupt building one thing and build something else
>>first, click on the icon of what you want to build first while holding
>>down
>>SHIFT and ALT. It then appears at the top of the building queue.
>>
> Odd, my game works such that if my city is producing a building (or
> whatever) and I click on a unit (or other building) it automatically puts
> the second item to the front of the queue, and goes back to the first one
> when finished.
Oh, right! You can do it that way too.
> Oh, and one other tip for Helle - make use of the benefit you get when
> chopping down forests. Once you have bronze (or steel) and a worker, you
> can cut down forests and convert them into hammers, which can make a huge
> difference to the completion speed of those crucial early items. Pity you
> can't then replant the trees and do it again, a sort of sustainable
> forestry option - though they do sometimes re-grow spontaneously.
Judicious chopping can contribute to that. If you preserve some contiguous
forested tiles that border on forest tiles outside the city limits (as
opposed to the cultural border), then you'll see forests grow up again as
late as the 20th century.
There are different schools of thought about the wisdom of chopping down
all trees in order to rush the building of a settler or a Wonder. At first,
the pro-choppers were adamant about the necessity to chop everything, but I
believe they have changed their minds now. If you retain a few forested
tiles, you also retain the hammers they produce. Furthermore, forested tiles
increase health and happiness in the city. And finally, a sawmill by a river
inside the "fat cross" (the city area) does not only produce hammers but
also gold.
Öjevind >> Stay informed about: A "few" questions |
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Since: Sep 25, 2006 Posts: 1
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(Msg. 10) Posted: Mon Sep 25, 2006 1:55 pm
Post subject: Re: A "few" questions [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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David Littlewood wrote
> Don't think so to the second - extra culture has no effect on the
> production of wonders, or anything else.
It gives smily faces in association with colosseums and tv-relays:
every 10% of culture gives 1 additional smiley from tv-relays and
every 20% culture grants you a smiley (or two?) from colosseums.
Note: I'm translating from my italian version therefore these
buildings could have sligthly different names, in the UK-US version.
> If you do this, your wealth production will go up faster anyway as
the
> resources and improvements will build up much faster. Thus your
> research ability will be optimised. You need to try to stay ahead in
> research if you can - if the other civs get far ahead of you, you
are
> in trouble.
Serious trouble, too. I just gave up a game (Prince level) for that
--
Vilco
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