Fastmoves Civilization IV Content
Prelude for Apolyton: Why am I posting an old GotM here? First I hope the challenge might still be tempting for someone to try, without reading the solution beforehand (and if someone is up to it, you can try beating the 41 turns - back then after having seen the other two 41 results, I thought 40 turns was likely possible by combining them).
Second the more interesting part might be, that we provided a detailed very close to optimal video solution + explanation how to approach the challenge.
This edition of MP Strategies features about the only possibility to fight a war relying on brute force against an opponent that is rather close to you in tech and production in an Ironman/ffa game.
When you are running a cottage economy from the point of having researched Democracy on, your production will quickly multiply. While before you have virtually no base production and slave everything, Universal Suffrage already gives you about 1 per tile you are
This strategy is designed to quickly and cheaply kill/conquer a neighbour who is some turns behind in military technology in any kind of ffa/Ironman game. Like with any Ironman/ffa strategy its not something you decide to do at the beginning of the game, but something that needs specific circumstances to become a viable option, which I am going to explain as well.
The General Idea
The Idea is to upgrade 20-30 Knights to Cavalry once they become available and add some
Prelude for Apolyton: This is one of the most extensive articles I did for fastmoves and I want to especially recommend it also to singleplayer focused civplayers. While you will probably never actually play this, this article, containing a complete rundown on everything important for industrial multiplayer settings, gives a deeper view into a completely different kind of civilization 4: Later Era Teamer Multiplayer, which is fully understandble for everyone as it starts from scratch and shows an
This article continues my series about Ironman&ffa, taking my previous articles on Traits in ffa and Ironman and Ironman/ffa: maps, difficulty, settings – How to adapt as a basis. I recommend reading them first.
So after those two, what is this article still about: I want to explain why picking certain trait combinations isn´t good, though the single traits are. For example on Grid Ironman Fin and Philo are good traits, but Elizabeth isn´t a good pick (though not a bad one as well).