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  • Vel's Strategy Thread

    What this thread is for
    I am starting this thread to make notes to myself in, and as with the Civ III strat threads, it is my hope that others will come, read, and participate in the discussions that are genereated by the various strategies brought to the fore as we all begin exploring the game that is Civ IV! I'm also hoping that players new to the game will take to coming here if they're having a tough time getting certain strategies to work, or if they're not sure even HOW to formulate a strategy, and in this way, the thread can become someting of a repository for ideas.

    The notions presented in this thread will no doubt evolve and change as time goes by, and the ideas themselves are subject to discussion, trials by fire, and a variety of stresses that we'll all subject them to as we put them through their proverbial paces.

    If you agree, if you disagree, or if you just want to share in the fun, please, feel free to join in!

    ***


    The Dawn of Civilization

    Warrior/Scout
    Worker
    Settler

    These are your only three choices in the extreme early game, where your future is made or lost, and there are a number of valid methodologies for getting "out the gate," as it were. Which methodology works best for you is a function of several considerations:

    * The level of risk you are willing to assume

    * The technologies you begin the game with (and to a lesser extent, your civ traits)

    * The prevailing terrain

    * Your early game strategy, aims, and goals

    Essentially, however, it can be boiled down to the question of what to build first:

    Warrior/Scout
    Worker
    Settler

    All other considerations aside for the moment, the first, best thing you can do to advance the power of your civilization is found a second city. Do that faster than your rivals, and you have a leg up on them. Do it several turns more quickly, and you can parlay that into a powerful advantage (turn advantage).

    For me...I like risk, and so have gravitated toward building the Settler on turn one, as soon as the city gets founded.

    Yeah, yeah, I know...the buzz is that you should wait until the city grows to size 3 before you start, and that's nice. Problem is...by the time the city GETS to size three, it's been 25 or so turns, which means that had I just done it the other way, then said settler would already be on his way to founding a new city. Besides, I don't like to wait.

    Risky? Sure is, but so far, it's worked nearly every time (I've yet to LOSE a settler, but I have had to re-route a couple).

    The only exception to this is if I can get a warrior cranked out in nearly the same number of turns as the city will grow...in that case, it's advantageous (or at least safer) to build the warrior first and then the settler.

    Still, that kind of total defenselessness might not work for the squemish, and if that's the case, then take heart, there are ways to "make up the time," as it were.

    Your Civ, does not exist in a vaccuum, and so, "all things" are NOT equal, and since they're not, they need to be given due consideration.

    The good thing about Civ IV is that there are TONS of different ways of going about any given task, and the extreme early game is no different.

    The following are the basic, essential techs to unlocking early game productivity (and as you can see, it's pretty much the entire ancient era tech segment).

    The Wheel - Roads
    Agriculture - Farms
    Animal Husbandry - Pasture
    Hunting - Camp/Scout
    Mining - Mines
    Pottery - Grainary

    And then, slightly later:

    * Religious Techs (if founding a religion is important to you and your strategy)

    * Bronze Working (better units, and "chop")

    * Alphabet (tech trading enabled here)

    ** Fishing and sailing are dramatically more important building blocks if you're on an Island and/or are all alone. For the most part (using a continental, average sized map), this does NOT describe a typical game, which is why they're not covered in more detail...yet.

    So how does one go about the business of outlining a solid early game strategy, exactly?

    Well, it begins with your civ of choice, their abilities, and where they start on the tech tree. Hand in hand with this, the prevailing terrain will color and shade your thinking, but this is typically in obvious ways (ie, if you have no cattle, pigs, and the like nearby, then your gut instinct will (rightly) steer you away from pursuing animal husbandry as an immediate priority. For that matter, if you have ANY access to fresh water, I'd not give Animal Husbandry a second look in the *extreme* early game...too much else to do. It's important as your cities begin to grow, but in getting yourself initially situated, it's typically not important to grab it first thing. There are health benefits to consider too, though. So, for example, if you are playing at higher levels of difficulty (less health bonus), or find yourself mired in a jungle-heavy start, or are making use of floodplains, without the health benefits of a forested region in the vicinity, then Animal Husbandry begins to develop more of an immediate-term shine to it (once again, prevailing local geography will dictate this to you).

    Some examples of different Civs and their starting points:

    Let's say you start as the Egyptians. Right away, and from turn one, you can build roads and farms without researching anything at all, so your workers have plenty to keep them occupied with from the get-go.

    If your settler happens to be near flood plains (nice food production), then building a worker first might be a good move for you, cos you'll be able to road-build to the next city site (which will speed your settler's eventual journey), and start making farm improvements even as you research the other techs to unlock additional worker abilities. Also, having stuff for your workers to do right off the bat means that you can wait, at least a bit, to get more, which frees you up to do stuff like...pursue bronzeworking (for chop and better units), or a religion (tho you will be at a bit of a disadvantage in that regard, as some of the OTHER civs have the pre-requisites to found the really early religions, so it might mean you have to pursue the religious "branch" of the tree for longer than you'd like, if you're dead set on getting one (on Noble level, I usually get Judiasm with these guys without difficulty, if I start chasing it on turn one)....your mileage will no doubt vary, and on the harder difficulty levels, it might not even be worth pursuing.

    To give another example....take the Arabians. They're not geared up well for an early worker, as said worker would have precious little to do. On the other hand, however, they are in a *prime* position to be one of the early founders of a religion (they start with Mysticism, and from there, it's a short hop to all the early game religions), and this could have far-reaching benefits and consequences for them.

    Thus, your starting position on the tech tree, coupled with how much importance you place on certain in-game abilities, will dramatically influence how and where you begin to tackle the tech tree.

    Early game Civics choices are also worthy of mention at this point. If you DO pursue the founding of a religion, for example, you'll be in a prime position to take advantage of the "Organized Religion" civic, and the construction bonus to buildings and wonders that comes along with it (note: the current buzz is that the benefits of the Org. Rel civic does indeed apply to wonders as well...I've not tested this personally, but if that's the case, then combining these abilities with a civ that has the Industrious trait will further enhance your wonder building capabilities).

    By the same token, if your Civ has the Expansive trait, then founding cities in "less healthy" environments becomes viable without having to pay immediate concern to the health benefits gained from Animal Husbandry (again, we see examples where something that seems simple on the surface actually has quite a number of fascets...that's good gaming!)

    So...let's get back to the prime factors to consider, and distill them out into easy to digest bullet points:

    Risk Assessment
    What level of risk are you willinig to assume? If you're a risk taker, then starting on your settler to found that second city in 4k BC is prolly right up your alley.

    If you're a bit risk averse, or if the place you founded your first city has the production to support a warrior-first, timed to complete at around the same time (+/- 2 turns) that the city grows, then a token warrior might serve you better.

    If you're very risk averse, then warrior/warrior/settler would probably be your safest move.

    If your planned tech tree assault gives workers something to do very early on (or, of you start with stuff for the workers to do), then a worker out the gate can yield immediate benefits as well (and you recoup some of the slower settler build time by road-building to the future city site). Again, the question of risk comes into play here, and if you are risk-averse, then additional warrior guards might be in your future.

    Keep in mind, however, that the more time you spend building support units (escorts and such), the longer you push back your horizon of starting on that settler!

    On standard sized maps, your first and second cities don't come with any maintenance costs (there may be some cost due to distance, so I'd not get carried away with sending your first settler to some far-flung part of the map...but again, if speed is the watchword here, you'd likely not be inclined to do that in any case). Cities 3-4 come with nominal maintenance fees, and after that (depending on the difficulty level you are playing, and your overall strategy), cities begin carrying increasing costs that could start degrading your early game research (remember, at this point, you have no research enhancers, so if you want to keep pace, technologically, you can't afford much in the way of maintenance, and courthouses are still some distance off)

    Note: At Noble level and below, it is entirely possible to pursue a policy of rampant "ICS-Like" expansion that will TOTALLY cow the AI. This becomes increasing LESS possible as difficulty level increases....bear it in mind when formulating your plans.

    Starting Techs/Traits
    This answers a number of questions for you, all of which will have bearing on the strategy you formulate. Don't look at your starting techs as "techs," really, but rather, as abilities that you begin with. Play to those abilities. Run with them, and design your strategy accordingly (going back to the Egypt/Arabian example...with the ability to construct roads and farms from turn one makes a very early worker a solid choice for Egypt--assuming the terrain cooperates, and there are solid gains to be had--and not such a good choice for Arabia. It will also inform you of your chances at founding one of the earliest religions, which could alter your strategy.

    Prevailing Terrain
    Hugely important to take into consideration when getting your arms and head around the strategy you mean to pursue. A sub-set of terrain would be the health impacts that the terrain has/will have on the city you found (which, in turn, relates back to your civ traits, and your approach to the tech tree).

    Goals and Aims
    Want to be one of the founding fathers of religion?

    Focus on the fundamentals (get all the basics of terraforming under your belt asap)

    Penetrate deeply into the tech tree fast (beeline to Alphabet, or found multiple religons, or others!)

    Build an ancient-era conquering army?

    Very different aims, and each requires a very different "plan of attack" where the tech tree is concerned.

    All of these taken together, must form the basis for your early game strategy.

    No previous version of Civ has ever presented the player with such an array of considerations, and it is a heartening thing indeed to see.

    Personal Recommendations so far
    Keep in mind that I, like you, am still very much feeling my way forward into the waters that this game represents, and as such, these impressions will no doubt change over the course of time, and that is as it should be.

    For the time being, based on the games I've played thus far, and some experimentation with the system, my recommendations would go something like this:

    * The computer is typically pretty kind where starting positions go. I usually move the starting warrior first, to get a better lay of the land, and either move the settler once, or hit "B" and found my first city right where I start. Either way, the first city gets founded on turn one, unless I'm just in a wretched spot.

    * Start the settler to found the second from turn one (provacative, I know, and I expect there will be disagreement with me on this point, but in the tests I've run so far, it's actually safer than it looks, and a good deal faster to boot!).

    * Once you have two cities up and running, focus on protecting them (warriors), and a worker apiece to begin doing whatever terraforming you are presently capable of (roads, farms, or whatever you can muster), and then push to double the number of cities you control (by this point, your initial cities will be large enough to have the financial resources to absorb the slight maintenance hit created by adding two more cities, with a net gain as soon as they grow, or perhaps a slight gain immediately).

    At this point, you can begin specializing your cities out to a degree, and that's an important point to get to.

    Early game Terraforming
    This is actually pretty straightforward (at least early on!).

    Farms can only be built adjacent to fresh water, so it's no big surprise where they go! HOWEVER, if you're looking for some extra cash, a cottage on the river pays some fine rent, and if built early on, will grow handsomely for you (Note to fans of Financial Civs: your bonus kicks in, providing +1gpt in squares that are already generating 2+. Tiles with rivers running thru them are +1 commerce, the cottage gives +1, and your bonus kicks in....I've not tested this yet, but that's the way it's described in the rules, and assuming it's accurate....there you go).

    Deforestation:
    Forests provide health benefits to your people, and you can't plant more (tho they DO grow back sporadically), so don't clear-cut! I typically cut trees along the rivers, and then place something else there...this gives me a shot-in-the-arm hammer bonus when I need it, and gives me good real estate to further improve.

    Don't cut until you're building something big and/or important (ie, if you need an Archer NOW cos the Barbs are coming, by all means, have at it, but keep in mind that a Settler only costs 70 if you cut once, and wonders can be hurried along nicely, so save your cutting for the good stuff and don't overdo it!).

    More later...wanted to get these notes down and get started!

    -=Vel=-
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

  • #2
    Wow my strategy is SOOOOOO different then yours :P

    First off I am part of the people that says building settler 1st turn VERY VERY bad idea. You just get more out of it by waiting. I usually do warrior, maybe another warrior depending if my city is size 4 or not, worker, THEN settler. No need to rush folks. In one multiplayer game I had only 4 cities but they were so developed that I easily overpowered any other player's civs.

    To me finding a religion is VERY important. Why? Because I am a organized religion fanatic. So I literally beeline for Hinduism if I don't get it then I beeline for judaism. If I don't get that then I consider my self shafted but it hasn't happened to me yet. Now when you get your great prophet you can build your religion's wonder. That means free culture, free gold, and er half-assed spreading of your religion automatically (If you seriously want to spread your religion use missionaries folks).

    Also I never chop down trees. Ever... Never ever ever... Personally I can't depend on a forest growing back and the production the tree gives is great in my opinion. Even greater when you get lumbermills... even greater when you get environmentalism...

    These are only my opinions on the best strategy. But of course there is no 'best' strategy :P But this is my personal playing preference.

    Comment


    • #3
      This is really good to see I feel my game getting better already
      Safer worlds through superior firepower

      Comment


      • #4
        A few thoughts:

        Forest chopping requires tech (bronze working, IIRC)

        Are you sure that starting a settler on turn 1 is really that much faster than waiting until your city is size 2 or 3... with respect to all facets of development? Sure, you will get that 2nd city down faster, but since your capitol is stuck at size 1 for all that time, you may be hurting yourself long-term. If you're racing for to get a tech first (such as one of the first religious ones - to found Hinduism or Buddism), no grown in the capitol early will hurt your early science rate. Not good - you might get beat to the tech.

        I've been going something like warrior-worker-settler. Typically there is some terrain that my worker can improve that will really boost my city's food intake or production - either of which will be useful for building settlers. I may not want to research worker techs right out of the gate, but I'll go there for my 2nd tech most of the time (animal if cows/horses, agr. if not, wheel later... depending on starting tech clearly).

        One of the keys to CivIII, if you recall, was not just working terrain, but working DEVELOPED terrain. Same here, but I think even moreso.

        Now, in certain situations rushing a settler out the door ASAP is probably a good idea. If your scout/warrior quickly uncovers a *perfect* city spot close by... go for it, sure. But as a general course? Not sold yet, Vel.



        -Arrian, who is taking tommorrow off from work. Yeah, I'll be up 'till 4am tonight.
        grog want tank...Grog Want Tank... GROG WANT TANK!

        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

        Comment


        • #5
          Hey guys!

          Re: settler out the gate - possibly hurting yourself, yes. However, if you mean to grab one of the early religions, then you're prolly starting with a civ that can facilitate that (ie., one with Mysticism, like Arabia)...and in that case, you'll likely have your first tech before the city grows in any case. If not, then you'll soon have two cities plying their research toward one of the later "found religion" techs (and the long term growth of BOTH cities will undoubtedly surpass the near term growth of one.

          As to taking tomorrow off...I'm jealous!

          Ansaga: Good! I'm glad our strategies are so very different! That says good things about the game! WOOT!

          -=Vel=-
          The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

          Comment


          • #6
            Exploration:

            Is it me, or do CivIV's goodie huts kinda suck? I've gotten gold, maps (lots of these!), xp and a free scout... that's it. I don't recall ever getting a tech.

            - maps: very limited value, IMO
            - xp: can be ok. If gotten w/scout, meh, I'm not gonna do much fighting with scouts. If gotten w/warrior... ok, I can at least upgrade this guy to a axeman or swordsman.
            - gold: Nice. Not thrilling, but nice (I'm having visions of the Caesar's Palace scene from "History of the World, Part I" here, heh. I'm going to take a treasure bath!)
            - free scout: Nice. But again, not earthshattering.

            Tech, now that's another story! Has your experience been different, Vel?

            Anyway, given the above, I've stopped ever building a 2nd scout (when I'm playing a civ that can). I'm playing on standard continents maps - this might be different on a larger map or pangea.

            -Arrian
            grog want tank...Grog Want Tank... GROG WANT TANK!

            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

            Comment


            • #7
              /me has gotten two techs from huts from a total (all games combined) of ~60 huts....

              -=Vel=-
              The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

              Comment


              • #8
                60 huts... many more than I've popped! I've popped *maybe* 30. 2 scouts, perhaps 5 XP, the rest gold or maps (more maps than gold).

                -Arrian
                grog want tank...Grog Want Tank... GROG WANT TANK!

                The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                Comment


                • #9
                  I think one key thing you mentioned is adjusting your strategy to your terrain, your civ's strengths and your starting techs. If a worker would have nothing useful to do, hold off building one.

                  Might have to try the building a settler from the start sometime, could be useful if there is an early choke point or another really good city location right near the capitol.

                  Another consideration is building barracks first, especially if you are an aggressive civ and get it in half the time. It has no prereq and then all military units will get an upgrade.
                  Jacob's Law "To err is human: to blame it on someone else is even more human."

                  Comment


                  • #10
                    I have gotten a tech from a goodie hut. Playing as the greeks.

                    I got horseback riding and there isn't a single horse anywhere near me. Oh well.



                    I like the idea of getting a quick settler out there, but I usually wait until my city is size 2. I will have made a worker first. Any extra food your city is making goes toward making the settler. If you can get two tiles working that produce good food/hammers, the worker will greatly help the settler production.
                    Early to rise, Early to bed.
                    Makes you healthy and socially dead.

                    Comment


                    • #11
                      In my second game, I got three techs from goodie huts. I was practically dancing. After that I've been knocked down a notch, no techs for me.
                      Cake and grief counseling will be available at the conclusion of the test. Thank you for helping us help you help us all!

                      Comment


                      • #12
                        Vel said:
                        Start the settler to found the second from turn one (provacative, I know, and I expect there will be disagreement with me on this point, but in the tests I've run so far, it's actually safer than it looks, and a good deal faster to boot!).

                        Agreed. There is just one thing I'd like to notice (might be some sort of "stating the obvious" but just want to have it mentioned)
                        Depending on startting terrain it might be better to wait until city size is 2.
                        In the following calcs I assume that every city pop gives you a total of 3 tiles useable to build a settler (1 food + 2 prod or 2 food + 1 prod)

                        Some calc:
                        A.
                        city size = 1 -> settler in 25 turns
                        100 (settler cost) / 4 (3+3-2) = 25
                        B.
                        city size = 2 -> settler in 20 turns
                        100 (settler cost) / 5 (3+3+3-4) = 20

                        so, if it is possible to grow from size 1 to 2 in 5 or less turns, it is better to do so, because after 25 turns your situation is better:

                        Size 1 + 1 Settler (Version A) vs Size 2 + 1 Settler (Vers. B)

                        I am not quite sure if it is possible to find a beginng square that enables you to grow in 5 turns, but the basic idea behind it can be applied to another situation:
                        Does your 2nd city builds settller too? If answer is yes, then the next question is: How many ? There are 2 obvious choices: 1 or 2 ...if you go for 2 then previous growth becomes interesting:

                        Assuming you start a settler immediately after you founded your 2nd city:
                        it will last 25 turns.... for each settler -> 50 turns
                        Now, getting back to the size 2 calc:
                        2 x 20 turns = 40 turns
                        --> this means : if your 2nd city is dedicated to build 2 settlers and grows in 10 or less turns. let it grow.
                        Growing in 10 turns seems to be achieveable.

                        NOTE:
                        Primary intent is to found cities at the fastest pace because I consider it very important to get "production sites" as soon as possible.

                        ** EDIT
                        Reading the post below I just find it a good idea to add city size 3 calc:

                        size 3 = settler in 17 turns:
                        100 (settler) / 6 (3+3+3+3-6) = 17 turns

                        THis means:
                        You build a settler only 3 turns faster as you would on size 2 ( 8 turns compared to 1), so this leaves you with the task of growing from 2->3 in 3 turns (quite impossible I think).
                        Last edited by gentle; November 3, 2005, 16:37.
                        e4 ! Best by test.

                        Comment


                        • #13
                          I'd have to say that I disagree with the settler right off strategy as well. Personally, I think that a warriors until city size 2 at least and in my opinion 3 works best.

                          I have not tested this with different scenerios, but I would expect that since your settler is eating all of your excess food and you only have 2 tiles working at size 1 you may well be able to pump out your settler almost as fast by letting your city grow to size 2 (therefore gaining an extra workable tile) before pumping out a settler and having an additional warrior or 2 in the deal.

                          Just my $0.02

                          Comment


                          • #14
                            btw...

                            VELO IS BACK !!!

                            *cheer*
                            YUO TEH MAN !
                            ^^
                            e4 ! Best by test.

                            Comment


                            • #15
                              There might be other factors, that when combined, might make a first-turn Settler less desirable:

                              - You'll get behind on scouting. Sometimes goody huts give you enough cash to keep research at 100% up for a LONG time.

                              - You won't find "chokepoints" as quickly, cause you won't have good scouts/warriors.

                              - I sometimes place my second city based on the position of a special resource i've uncovered from scouting.

                              - Risky, as Vel stated...

                              - and what lots of other people are saying, that it slows your start right off the bat. Two slower cities instead of one better city?

                              I get anul about where to place cities, cause it comes back to haunt you if you don't place them well to begin with.

                              I'm definitely going to try the FTSB (First-Turn Settler Build) first thing when i get home tonight, though!

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