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Civ 4 - Excited? [UPDATED pt.2 - Game is out & now PATCHED! Share your thoughts.]
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<blockquote data-quote="Simplicity" data-source="post: 2681991" data-attributes="member: 1496"><p>I posted this on Apolyton, but I'll post it here too:</p><p></p><p>Game 1:</p><p>Asoka of the Indians. Prince.</p><p>Founded Judaism.</p><p>Lost first settler to some lions.</p><p></p><p>Game 1 Comments:</p><p>Well, crap. That didn't go well.</p><p></p><p>Game 2:</p><p>Alexander of the Greeks. Prince.</p><p>Missed founding every major religion by 1 turn.</p><p>Founded a second city.</p><p>Dead last in score.</p><p>Lost second settler to some wolves.</p><p></p><p>Game 2 Comments:</p><p>Okay. I get it! Protect the settlers! Damn it. It used to be so much easier to sneak a settler out to your borders. Let's tone down the difficulty... My score was looking pretty bad there. </p><p></p><p>One thing I noticed, there sure are a lot of improvements to research. It'll take a while to understand the full implications of each one.</p><p></p><p>Game 3:</p><p>Saladin of Arabia. Noble.</p><p>Went for a pure culture approach this time. </p><p>Tried to found Hinduism. Nope.</p><p>Tried to found Judaism. Nope.</p><p>Managed to found Christianity.</p><p>Up to three cities now... Settlers move with warriors.</p><p>Built Stonehenge and got Moses, the Great Prophet.</p><p>Built a Christian Shrine... Already getting 6 gold from it.</p><p>And then the Persians decided that they'd had enough of me. A small group of immortals razed my third city without much effort.</p><p></p><p>Game 3 comments:</p><p>Ouch. It's very easy to fall into the trap of not building ANY military. Archers (the best early defensive unit) are on a dead-end track... When I went down I still had warriors in my cities. It's nice to see that the AI can take advantage of weakness.</p><p></p><p>Strategy comments:</p><p>There are *major* strategic choices that need to be made in each game:</p><p>1) On Meditation. It's a one-shot chance at getting a religion. Whereas the Polytheism route can lead to Monotheism if you miss the first religion. BUT... Meditation gives you Monasteries, which give you +10 research each (very useful in early game) and let you build missionaries (only useful later).</p><p>2) Archery. It's a dead-end tech, but otherwise you'll be using the more expensive axemen to defend yourself. Spearmen are specialist defenders now, not really the backbone of defense.</p><p>3) Copper/Iron. Everything needs it. And it's hard to find... At least it has been for me. Mining can apparently *reveal* copper/iron... That's a nice addition.</p><p>4) The Inflection Point. At some point your cities will start producing unhappy people. It's important to make some specialists to curb the growth just BEFORE this happens. Then, when you find more happy, you slowly let the city stretch its legs a bit more.</p><p>5) On cottages. Cottages are the most worthless *seeming* improvement. Compared to the other improvements, they're almost painful to build. But, they grow... It really hurts to watch your towns get pillaged.</p><p>6) Alphabet. You need this to trade techs. Remember how important that was in the last Civ? It's *still* that important. You just have to go way up the tree to get it. </p><p>7) Great people. Build some wonder. Any wonder. If you aren't producing *some* GPPs, then you are wasting an opportunity. Just don't build something that everybody else is already working on.</p><p>8) Scouts. You want to scout with scouts, not military. And not just because their movement is higher. They have a better chance of getting goodies from "goodie huts".</p></blockquote><p></p>
[QUOTE="Simplicity, post: 2681991, member: 1496"] I posted this on Apolyton, but I'll post it here too: Game 1: Asoka of the Indians. Prince. Founded Judaism. Lost first settler to some lions. Game 1 Comments: Well, crap. That didn't go well. Game 2: Alexander of the Greeks. Prince. Missed founding every major religion by 1 turn. Founded a second city. Dead last in score. Lost second settler to some wolves. Game 2 Comments: Okay. I get it! Protect the settlers! Damn it. It used to be so much easier to sneak a settler out to your borders. Let's tone down the difficulty... My score was looking pretty bad there. One thing I noticed, there sure are a lot of improvements to research. It'll take a while to understand the full implications of each one. Game 3: Saladin of Arabia. Noble. Went for a pure culture approach this time. Tried to found Hinduism. Nope. Tried to found Judaism. Nope. Managed to found Christianity. Up to three cities now... Settlers move with warriors. Built Stonehenge and got Moses, the Great Prophet. Built a Christian Shrine... Already getting 6 gold from it. And then the Persians decided that they'd had enough of me. A small group of immortals razed my third city without much effort. Game 3 comments: Ouch. It's very easy to fall into the trap of not building ANY military. Archers (the best early defensive unit) are on a dead-end track... When I went down I still had warriors in my cities. It's nice to see that the AI can take advantage of weakness. Strategy comments: There are *major* strategic choices that need to be made in each game: 1) On Meditation. It's a one-shot chance at getting a religion. Whereas the Polytheism route can lead to Monotheism if you miss the first religion. BUT... Meditation gives you Monasteries, which give you +10 research each (very useful in early game) and let you build missionaries (only useful later). 2) Archery. It's a dead-end tech, but otherwise you'll be using the more expensive axemen to defend yourself. Spearmen are specialist defenders now, not really the backbone of defense. 3) Copper/Iron. Everything needs it. And it's hard to find... At least it has been for me. Mining can apparently *reveal* copper/iron... That's a nice addition. 4) The Inflection Point. At some point your cities will start producing unhappy people. It's important to make some specialists to curb the growth just BEFORE this happens. Then, when you find more happy, you slowly let the city stretch its legs a bit more. 5) On cottages. Cottages are the most worthless *seeming* improvement. Compared to the other improvements, they're almost painful to build. But, they grow... It really hurts to watch your towns get pillaged. 6) Alphabet. You need this to trade techs. Remember how important that was in the last Civ? It's *still* that important. You just have to go way up the tree to get it. 7) Great people. Build some wonder. Any wonder. If you aren't producing *some* GPPs, then you are wasting an opportunity. Just don't build something that everybody else is already working on. 8) Scouts. You want to scout with scouts, not military. And not just because their movement is higher. They have a better chance of getting goodies from "goodie huts". [/QUOTE]
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