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  1. National Wonder #3: Good. Basic. Not Game Breaking. (Civ4)

    This is the third edition of a four-part series about National Wonders which is supposed to describe the scenarios in which those play a role. As usual when evaluating a building, unit etc. in civ itīs vital to not only look at effects and abilities, but as well at costs, required technologies and most importantly the overall context: In what situation in what kind of game will the building/unit/etc. help me achieve a certain goal? The more situations and different kinds of scenarios there are, ...
  2. MP Strategies #3: Ironman/ffa - The great Modern war

    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.

    The Idea

    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 ...
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    Fastmoves
  3. MP Strategies #2: Ironman/ffa - "Cav Upgrade Rush"

    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 ...
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    Fastmoves
  4. Good UB – Bad UB #3: Unique Buildings (Civ4)

    Even though the title suggests different, there are basically no just good or just bad unique buildings (and units). Every UB and UU has to be evaluated in the context of the game settings and overall strategy itīs supposed to be used in. A (fictional) unique unit archer that gets +100% against melee units is useless in an game played on Islands, where you have no (military) contact with your opponents until Astronomy is researched and archers are long obsolete. A unique building is good if it significantly ...
  5. Introduction into Industrial Era

    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 ...
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