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Settler
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Jul 2008 time: 05:03
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I've had Civ4 for a while, and recently got the 2 expansions. Over the time I've owned civ4 I think my skill has improved just enough to be able to win very easily on easiest difficulty setting, but still suffer humiliating defeats on the second lowest setting.
Cooperations: All I've really discovered about these is that they cost me a lot of money. Typically I try and spread them to every city I can, but I've read on here I don't want to do that. Prob is, I have no idea what cities I should avoid settling to
City specialisation: I've read not to build every building for every city, and that some cities should be military cities (this I already did) and as such don't need science buildings etc. Thing is, wouldn't a university still give some benefit to a military headquarters?
How do I know what city would be good for a military HQ?
Ive read to only put banks and markets etc in places with lots of cottages, is this correct?
In "specialised" cities what do I do when im finished building nothing but the required buildings? I've always been under the impression that selecting the cash/culture/research option is a waste of hammers
I don't understand specialists at all. Or the caps. I've read on half a dozen pages on these forums that you should assign specialists when you hit the happy caps. Whats the happy cap? What specialist in what city? What are extra specialists (caste system)
I've never manually or intentionally messed with this, I just sometimes find out that my cities have some specialists that I didn't assign
How do I know what terrain upgrades to build on what area? Typically I build what the worker recommends, but I realise this isn't always the wisest choice, but I'm unable to recognise when its not.
When building a capital, whats a good suggested build order?
typically I go granary>barracks>archer>worker>pyramids
Combat upgrades. Are they any good? I always pick them over other upgrades because it just seams like it would be the best, but my units never feel stronger against un promoted units. They certainly don't get more life
Finally, the catapult suicide before a town attack strategy. I don't understand this at all. Why am I suiciding them? How does this help me? They tend to always go against the first unit and die quickly doing very little damage that I can see. Am I supposed to bring a dozen or so over 2-3?
Sorry about the length of this post, it's just that my ignorance at this game are very much hampering my enjoyment. every game is either an easy culture win, a boring take over the whole world full of mace men with modern armor, or up the difficulty and lose early
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Settler
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Jul 2008 time: 05:03
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Also, what terrain am I looking for when sending out a settler?
Half the time the comp suggests I dump him in the jungle or somewhere even I can see is stupid. I usually ignore it and dump it on some resource or next to a couple resources, but often this is in a really stupid place and the city grows poor. like tundra...:S
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King
of Kings
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Nov 2005 time: 00:03
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Greetings, AusSpyder, and welcome. I'm hardly an expert, but I'll try and answer what I can.
Do you have enough workers? I've seen people talk about 2/city. I don't know that I reach that, but you need more than 1/city.
I often start with a worker in my capital. If you've researched Bronze Working (BW) then you can chop trees to aid production, say of a settler, or another worker, and they can both chop trees for a settler.
I didn't see any settlers in your build order. I think you want to get a few out before starting on buildings, much less wonders.
In a production city you're looking for food and mines - so farms/pastures to support the mining (or horse) population. River and coastal sites are good for commerce - cottages in floodplains and grasslands (of course, commerce-type resources will be of aid).
For city sites you're looking for food, in terms of growth, whether specials, or some floodplains to farm (and to a lesser extent grasslands to farm). You can settle on jungle, no problem, but if there's a lot of surrounding jungle, you might want to wait till after you have Iron Working. (And extra workers help with clearing jungle.) Leave the marginal sites till later, or if it gives access to a resource you really need and can't get elsewhere.
Are you using catapults to bombard defenses first? After you've done that, if there are a lot of defenders, yes, you use catapults to do collateral damage and weaken them, so expect to use them up. I don't know about having a dozen, but you'll want to keep producing them.
Combat upgrades are good in that they provide a small boost against anything, but you want to have some specialization. City Raider is obviously a favorite. I like to have some Shock-promoted Axemen, because they're even better against marauding melee units. Flanking is good for your horse units (and Flanking II provides immunity to first strikes). If you're using a Warrior to scout early, promote him along the Woodsman line: II gives you extra mobility, and if he survives, you can bring him back, attach a Great General and make a supermedic (Wd III, Combat I then Medic promos).
You need food to support specialists. For example Scientists can keep your tech rate up, even if your science slider is down. Once I get a library in my capital, I try and get one or two Scientists going. Eventually a Great Scientist will pop, and I usually have him build an Academy in the capital. If you have founded a religion, you want to get the Shrine, so a priest specialist will add Great People Points (GPP) towards a Great Priest. (Also where possible if you've kept wonders and specialists to the same type, that will help in terms of what GP arises).
Happy cap: the point at which the next population point will be unhappy. Varies by difficulty, can be boosted by resources, certain buildings and civics.
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Settler
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Jul 2008 time: 05:03
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How do I know when a good time to create specialists is?
How will I know what the happy cap is?, will this change or is the cap set in stone for the entire game? (EG, 16 for settler, 12 for next etc)
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Technical Assistant
Of the Peanuts Gallery
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Apr 2004 time: 23:03
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Happy cap = most people you can have before they start being unhappy. You get a few 'free' guys, then every guy after that starts out unhappy (just like previous civ games).
It varies by the difficulty level, but usually at the beginning of the game it's something like 6 on noble.
You increase the happy cap by getting happy resources, or building temples, or getting a religion, etc.
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Settler
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Jul 2008 time: 05:03
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So if i see X amount of people saying "its too crowded" do i make them specialists?
or only when I have more unhappy faces than happy?
Im terrible at anything beyond very easy, and I dont seem to have a prob stopping cities rioting at that level, I remember 3 seemed harder to keep them happy
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Settler
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Jul 2008 time: 05:03
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Is there anything wrong with promoting everything that comes out of my military city with combat 1, 2 etc
I tried making woodsmen promoted units cause i was sending them to an area surrounded by Forrest, but they lost there usefulness after the one battle.
City raider was good for my swordsmen, i would promote a ton and just capture cities with them till they all died and then replace them with knights
and I always give tanks the more first strikes ability's, and archers/machine gunners the city defense upgrades.
but yeah, typically i stick with combat
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King
of Kings
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Nov 2005 time: 00:03
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Tanks you want to go to Combat III, then Blitz - multiple attacks per turn, baby!
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Deity
of Spam
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Dec 2003 time: 05:03
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Tanks start with blitz anyway...
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Deity
of Spam
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Dec 2003 time: 05:03
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Tanks don't benefit from AGG...right?
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Deity
of Spam
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Dec 2003 time: 05:03
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I think that would make tanks somewhat overpowered....You'd need pentagon, barracks, theocracy, vassalage, and two settled GG, but you could get to commando. You can do this with MI though as Bouddica.
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Chieftain
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Jul 2008 time: 05:03
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Concerning number of workers, basically if a city is working an unimproved tile, you either don't have enough workers or aren't using them well enough. Number of workers is about keeping up with the population growth of your cities this way, and for roads to hook up cities asap.
When you're founding a new city, don't have just a settler go by his lonesome. You need a worker to along with him and if there are trees, chop a monument (unless you're creative or have Stonehenge) and he should also chop a new worker. If you have a religion, have a missionary go along as well.
This all means that the city will start growing culture and useful tiles right away, instead of just sitting there costing you maintenance, thus slowing down your research.
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Chieftain
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Jul 2008 time: 05:03
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You don't have to improve food before chopping forests, not if you don't want to. If you really just want to destroy the forest as soon as possible then you can do that. Build only workers everywhere, chop them all and use them all to chop all the trees in all the land. Then build an army and annex your neighbors territory and chop all the trees there. Turn off the Domination and Conquest victories and conquer the whole world till there's no tree left on the entire planet. Then go to a hilltop and sing "No trees anywhere! No trees anywhere!" at the top your lungs.
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