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Civilization 4 Multiplayer: The World As You Know It Is Changed

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  • The Balance of Power, The Final Tally

  • Civilization 4 Multiplayer: The World As You Know It Is Changed

    The Balance of Power, The Final Tally

    The Balance of Power: Builders vs. Warmongers

    CIV changes this landscape a great deal, and debates will no doubt rage at great length on this subject. Here's how it seems to me: Novice/inexperienced players will find defending much easier than C3C. Reckless, unplanned, unintelligent warmongering will get you CLOBBERED in CIV. A well-planned, combined-arms campaign, however, is a great deal more difficult to resist than in previous versions. Here's a bunch of important details...

    • Improvements give you money when you rip them up now. That means a Choker is breaking even on his troops abroad while he's ruining your land. Advantage: Attacker

    • Cities are much harder targets, especially after they generate culture or build walls. It takes a serious siege to take a prepared city now - "sudden kills" are going to be rarer. Advantage: Defender

    • Because the game actually warns you when your borders are penetrated, sentinel nets are marginally less important. The era of the reflex-driven ambush-kill is over. Advantage: Defender

    • Double moves are no longer possible. Units that exhaust their movement cannot move again for six seconds, even if a new turn dawns. The likelihood of you striking a city before the defender can respond is almost nil. Advantage: Defender

    • Instantaneous stack attacks also exist now. Yes, instantaneous. In return for removing the reflex-driven double move, the reflex-driven mid-combat reinforcement is also gone. Advantage: Attacker

    • Since cities, by neccessity, are defended by single large stacks, they are more vulnerable to collateral damage. A smart player can split his attacking stacks appropriately, though this carries other risks. Advantage: Unclear

    • Units in construction when a resource is cut STOP BEING CONSTRUCTED. Advantage: Attacker

    • Forests give the largest defensive bonus now (50%) which means that, particularly in the early game, aggressors will likely have good terrain to approach cities in. Advantage: Attacker

    • Failed attacks often mean experienced, PROMOTED defenders; next time will be even harder. Failed defenses may mean promoted attackers, but attacking units have a funny way of dying more often than defenders, both historically and in CIV. Advantage: Defender

    Who wins out? I've heard lots and lots and LOTS of arguments either way. Here's a tip, though - spend six months playing before you make up your mind. CIV is a lot deeper in "tactical expression" than C3C, and a lot more potential strategies and counterstrategies work.

    The Big Four Strategies - What's Become of Dagger, Choke, Sledge, Castle

    Dagger - the quick early rush MUCH tougher to do for new players, slightly tougher to do for veterans. Warrior rushes are folly. Poorly prepared "accidental" rushes are far less likely. Properly planned and executed, though, Daggers are a good bit more dangerous than in C3C; the cities you capture ARE productive right away, unless they're still revolting. Forward base by the enemy civ, anyone?

    Choke - the pillager/harasser Tougher to do for new players, easier to do for veterans. Chokes will require a lot more intelligence and planning than "build X unit, rally point to enemy border and go." Since counterunits exist for every unit now, that strategy will just get you butchered. Noting what your opponent does and does not have for resources, striking the important resource first, and then choking with the unit they can no longer build the counter for... now that, on the other hand, is choice. "Best defender always defends" makes attacking stacks of pillagers tough, but the larger your pillager stack, the more it costs you, and the more production you've sunk into tearing up tiles. One large stack can really tear up the enemy land, but if they're repairing the land 4 turns after you pass, it doesn't do as much good when it costs you 10 gold a turn...

    Sledgehammer - one big punch - Somewhat harder to do for new players, about the same for veterans. "Build my highest strength unit in large numbers and go" is a recipe for disaster now. Stacks need to be carefully planned and prepared, composed of the right forces and also the right promotions. Promotions such as Medic I, II, and March makes Sledging easier, as does the slower speed of roads until Engineering. Catapults and Castles, on the other hand, make it a bit tougher, since no stack wants to be counterattacked by a bunch of siege equipment. With proper scouting ahead of the stack (yes, send a mounted unit or two ahead) and proper use of terrain, though, the effectiveness of the sledge is about break-even.

    Castle - stand firm against the world Easy to set up, especially for newer players, but potentially also much easier to foil, especially for veterans. Pre-Engineering movement rates leave new players quite vulnerable to feints and draws. The common new player mistake of overbuilding the wrong type of defender (often, Ranged Units) can put them in a bad situation tactically and financially. Ranged units are great city defenders... but not so keen at holding the land itself. It's quite easy for a castle player to end up holed up in his cities waiting to die, rather than holed up in his empire, waiting to win.

    The Final Tally

    Soren Johnson put it best: "CIV - sometimes it's better to be good, than lucky." I've said it before and I'll say it again many times - CIV's biggest difference over C3C is that canned, often-repeated-and-mimicked strategies just won't work anymore. There are so many approaches and styles, so many available responses, and so many minor factors to balance between health, happiness, commerce, military, this-tech-or-that-one... "build this and then do that" is simply not relevant anymore.

    If you can adapt, improvise, think, and react, you will LOVE Civilization 4. If you are looking for a game where pet strategies handed down from five friends can be imitated to the Nth degree, and will work every time...stick with C3C.

    Civilization 4: Adapt and conquer.

     
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    • Civilization 4 Warlords: Genghis Khan Scenario Walkthrough
      by snoopy369

      Part One: 1206-1213AD

      By Joe "snoopy369" Matise
      July 29, 2006

      Welcome to Part One of my "Genghis Khan Walkthrough". In this feature I'm going to be showing you the Genghis Khan scenario, one of the most interesting scenarios available with Civilization IV: Warlords.

      The basics to the scenario are fairly simple. You control the Mongolian Hordes in thirteenth century Asia. Your mission is to put the fear of the Mongols into the hearts of the people of Asia. You may do this peacefully, by building up a civilization to rival any other, or (perhaps more fun...) by razing cities, gaining capitulating vassals, and pillaging square after square of Asia and Europe. The victory condition is fairly simple: 3000 points. You earn points for pillaging squares (1pt per pillage), conquering cities, razing cities, and for controlling territory. 3000 doesn't sound too hard... except for the fact that you lose a certain amount of points each turn, and lose if you hit zero. You have to move quickly in this scenario, or you'll find yourself at the cellar of the point standing, with no way out... I'll be playing at Emperor level, which is two levels above where I typically would play a game of 'vanilla' Civ. Difficulty levels in this scenario affect the number of points you lose per turn, and the size of the armies you're going to face (although not as much as it would in the regular game). I suggest trying this scenario out on a somewhat harder difficulty level than you typically play at; for a first game, most people will probably want to play on prince or monarch level.

      ...
      August 15, 2012, 16:17
    • Lead with Confidence - An Evaluation of Civ4's Leaders
      by Fried-Psitalon
      Author Profile
      Jesse Fletcher
      a.k.a. Friedrich Psitalon

      Fried's civ multiplayer past is a bit short. He's only been an admin of the Civ3Players and Civ4Players MP ladder communities, a consultant to Firaxis on Civ3:Conquests and Civ4 and he has something to do with the Official Civ4 Strategy Guide. But just that.

      Affiliates

      Below is comparison of all the leaders available and their viability for ladder play (www.myleague.com/civ4players) This may still prove useful for SP and non-ladder MP, but obviously some of this information will need to be viewed carefully so as to avoid misconception. Enjoy.

      A comparison of the leader from the Multiplayer view of Fried Psitalon

      America, Arabia, Aztec, China


      America

      America - Navy SEAL (Marine)

      Roosevelt - Industrial/Organized
      Roosevelt's trait combination is fairly flexibile; Industrial is strongest in the early game where forges are cheap and wonders (generally) are more potent, and Organized is obviously stronger later in the game, where more high-cost civics are available. SEALs are very potent units for their ability to "just keep coming" - a large stack of SEALs can effectively guard each other as they heal, strong covering for weak. Since they're also anti-siege, they fear artillery less.

      Early Game: Average
      Mid Game: Average
      Late Game: Above Average
      Roosevelt
      Washington - Financial/Organized
      Washington is rather likely to become known as "Mister Money." The combination of Financial - more cash input - and Organized - less money wasted on maintenance - is extremely potent as the game progresses. Washington is certainly one of the top three researching civs, and his effectiveness becomes more pronounced as the game continues and his traits have more time to assert themselves. In the early game, though, you are relying heavily on your own skills as a player to survive - nothing else will aid you. (A small footnote: Although Washington is strong in Renaissance, Industrial, and Modern Starts, this is only if you leverage his traits. He is actually a bit weaker in Future Starts, where research is not an issue. Think "commerce giant.")

      Early Game: WEAK!
      Mid Game: Above Average
      Late Game: STRONG!
      Washington

      Arabia

      Arabia - Camel Archer (Knight)

      Saladin - Philosophical/Spiritual
      One of the civilizaitons most likely to sweep five or six of the seven religions if the player wished it, Saladin is a fairly passive civilization. Great Leader generation is not a direct threat to anyone else, and the same can be said of no anarchy and cheap temples.. but if you're looking to set up a run on Great Prophets and maybe a quick grab at Theology, here's your man. Special added bonus: time your tech moves right and you could get Theology in time to use it with your 100% certain-to-arrive UU, the Camel Archer. In SP, this is a great civ to play diplomat-builder with... but we all know how successful that is at times in MP.

      Early Game: Average
      Mid Game: Above Average
      Late Game: Below Average
      Saladin

      Aztec

      Aztec - Jaguar Warrior (Swordsman)

      Montezuma - Aggressive/Spiritual
      The Aztecs were the most feared Dagger civ in the C3C era; they are still worrisome in this regard in the CIV era. With a fast run on Iron Working (possibly fueled by an early religion grab) the Jaguar Warriors can be on your doorstep quite early - no anarchy to switch to Slavery means that an exceptionally bold player can even lash his own people to churn a few more Jaguar Warriors out. The Jaguar, apparently a weak resourceless swordsmen, is actually quite potent - capable, with a barracks, of coming into play with an anti-unit promotion, and still a jungle denizen. Though the playstyle is different, the Aztecs are still a Dagger civ to be respected. As the game progresses, the Aztecs still enjoy their Aggressive bonus and no-anarchy, but by the modern era and "warfare via machine," they fade badly, unless you're a civic-switcher.

      Early Game: STRONG
      Mid Game: Average
      Late Game: Below Average-to-Average
      Montezuma

      China

      China - Cho-Ko Nu (Crossbowman)

      Mao Zedong - Organized/Philosophical
      Mao's trait combination is not particularly impressive; neither trait does a lot on its own without the player working to leverage it, and neither trait is particularly dominant in the early game. Mao becomes more pronounced as the game progresses and you can use more civics. Since you can also join your Great Leaders rather than rush things with them, Mao is perhaps the most likely to see 100% research with extra gold still coming in. His UU is sort of the "kickoff" of his best years - when the Cho-Ko-Nu becomes obsolete, his traits start shining through and library research bonuses become more noticeable. The Cho-Ko-Nu, on the other hand, is a potentially devastating unit, capable of multiple first strikes, collateral damage, and mauling melee units which abound in this time. For this alone, Mao squeaks an "average" in the early game, where he would otherwise get "below." How you've planned for the late game has a great deal of effect on its effectiveness.

      Early Game: Average
      Mid Game: Above Average
      Late Game: Average-to-Above Average
      Mao
      Qin She Huang - Industrial/Financial
      While Mao is a leader of uncertain potency in MP, Qin She Huang is much more significant. Industrial is a valuable trait in MP for both its qualities - cheaper wonders and quicker forges, and this trait wanes as Financial becomes more and more noticeable. The Cho-Ko-Nu arrives right in the transition period of the two traits' power periods, making for a very significant threat from China until the late game.

      Early Game-Above Average to STRONG
      Mid Game- Above Average
      Late Game- Average to Above Average
      Qin Shi Huang

      Egypt, England, France, Germany


      Egypt

      Egypt - War Chariot (Chariot)

      Hatshepsut - Creative/Spiritual
      Hatshepsut's biggest advantage is her immense cultural output potential. As a Creative civ, she enjoys a natural border-pop that will be very popular with anyone who dislikes putting up sentinel nets. After the second culture pop (usually around turn 25 after founding in Quick, give or take) her cities have a natural 40% defensive bonus - almost a free wall! Her spiritual trait can easily be bent towards snagging an early religion, and switching civics as needed. Throw in the War Chariot - still a potent force - and you've got quite a solid civ. Unfortunately, Hatshepsut fades as the game continues - Creative doesn't look so impressive when you have five culture-generating structures, and Spiritual only helps when you do a lot of civic-switching.

      Early Game - STRONG!
      Mid Game - Average
      Late Game - Below Average
      Hatshepsut

      England

      England - Redcoat (Rifleman)

      Elizabeth - Financial/Philosophical
      Unlike her Man-o-War days, Elizabeth has moved up in the world. Her trait combination - Financial/Philosophical - is arguably the best science combination available (her rival being Washington.) Since tech counts in score nowadays, that's a pretty big claim. While neither Financial nor Philosophical has a major impact if you don't leverage them properly, a veteran can really make Elizabeth a potent force. A new player, though, might find Elizabeth quite frustrating to use. The Redcoat is a very potent unit in the Industrial era, capable of dominating rifle-based units, and even standing in for Infantry to a lesser extent.

      Early Game: Below Average (Average for a skilled player)
      Mid Game: Above Average (STRONG to a skilled player)
      Late Game: Average (By now, if you haven't leveraged her traits, you won't.)
      Elizabeth
      Victoria - Financial/Expansive
      Victoria is not someone you want to leave alone; Expansive means her granary-fed cities will grow quickly with health bonuses, and Financial means she'll turn those cities into money-rakers (assuming she's building cottages or lighthouses.) Every city Victoria founds is going to be lucrative and grow quickly - so it is in your best interests not to let her found them! Although not the commerce-junkie that Washington is, or the science-prone civ that Elizabeth is, Victoria can nontheless post some pretty impressive tech numbers. Her fast growth can be leveraged in others ways, too, though. One could conceivably use Victoria's growth in conjunction with slavery, and rely on your extra cash coming in via financial to offset the anger with cultural spending. If Victoria is unfettered into the mid and late game, her Redcoats can pose quite a problem for her neighbors, especially since they're likely to come early (her research) and often (from big cities.)

      Early Game: Average
      Mid Game: Above Average
      Late Game: Average
      Victoria

      France

      France - Musketeer (Musketman)

      Louis XIV - Industrial/Creative
      The future of Castle play starts with LouisXIV. The creative culture bonus means that Louis will frequently have his "almost walls" from the double culture pop, and it will be difficult to ambush him for the same reason. Toss in the Industrial bonus - cheaper wonders and faster forges - and you've got everything a Castle player needs: big early industry, the ability to churn out lots of defenders, and the advantage in racking up points with wonders via score. When Musketeers arrive, it becomes nearly impossible to bring down Louis until they're out of date - remember how hard it was to ambush an Impi user? Musketeers - the new Impi.

      Early Game: Above Average
      Mid Game: Above Average
      Late Game: Below Average
      Louis
      Napoleon - Aggressive/Industrial
      While Louis will be a favorite for Castles, Napolean will be a favorite for Sledging and major Chokes. Napolean's combination of Aggressive and Industrial means that his troops will be quite potent - and coming out quickly from his industry. Musketeers will also perform the other role of an Impi very nicely - pillager. One of the big signs you're in trouble: Musketeers mass-pillaging your land - it's a safe bet that Grenadiers and Cannons are coming soon after, and you're not going to be in a shape to deal with them. The best way to beat Napolean? Keep enough of a tech lead that you don't need to fear his units. On even footing, Aggressive and Industrial will turn the tide in his direction nearly every time.

      Early Game: Above Average
      Mid Game: Above Average to STRONG
      Late Game: Average
      Napoleon

      Germany

      Germany - Panzer (Tank)

      Bismarck - Industrial/Expansive
      Another civ likely to be a favorite with the Sledgehammer crowd, Bismarck cachests the combination of cheap forges for bigger armies, and a nice health bonus to counteract the negative effects of those forges. Throw in faster growth with granaries, and you've got the potential for one mean civ. Luckily for the rest of us, the German Unique is the Panzer - which arrives all the way at Combustion - but that DOES mean that when he gets it, his highly industrialized, big cities will have a field day cranking them out at you. Since the Panzer shows up earlier than any other tank, it's pretty vital that you are out-teching Bismarck if you want to survive the blitzkreig. From Combustion until Composites, Germany is pretty scary, but after Modern Armor comes out, they go back to being an average civ.

      Early Game: Above Average
      Mid Game: Average
      Late Game: Above Average
      Bismarck
      Frederick - Philosophical/Creative
      While Bismark's fate in ladder MP is fairly certain, Frederick stands on more shifting ground. Philosophical/Creative is quite a powerful combination for a very strong early cultural presence, but players who spend too much time on culture in MP will still find themselves in danger of being cut down by the cultureless blade. That being said, Frederick may be viable in the somewhat-untested-in-MP "Culture Bomb" strategy of land acquisition and city flipping (after all, he can build his theatres cheaply, and his fast-popping Great Artists will already be assisted by his auto-expanding borders.) If anyone can make "Cultural Assault" a possibility, it's Frederick - in a team game, this may or may not be quite a powerful play. The idea of taking a city defended by a heavily industrialized teammate, with German-Fredrick's culture...scary. In SP? A great culture-based strategy. In MP? Time will tell.

      Early Game: Probably Below Average
      Mid Game: Probably Below Average
      Late Game: Probably Below Average
      Frederick

      Greece, Inca, India, Japan, Mali


      Greece

      Greece - Phalanx (Spearman)

      Alexander - Aggressive/Philosophical
      Mister Flexible! Alexander has more potential for changing as needed than perhaps any other civilization. Consider: His Phalanxes are 5-str spears (with Aggressive's trait bonus, 5.5) making them as viable as Axes when attacking cities, and making mounted attack against them suicidal for horses, and dangerous for knights. If it turns out military action isn't on the agenda, Alexander can lean on his Philosophical trait and still manage a fairly decent showing with libraries and Leaders. While his traits don't work together well at all, it gives Alexander a "foot in the door" in both realms... something very few other leaders can claim.

      Early Game: Above Average
      Mid Game: Average
      Late Game: Average
      Alexander

      Inca

      Inca - Que'Cha (Warrior)

      Huayna Capac - Aggressive/Financial
      Warrior rushing in CIV is pretty much impossible; CIV was designed with that in mind. There is one civ, though, that can ignore that rule - and does so very well: the Inca. Their UU, the Que'Cha, is a tremendous threat in the earliest stages of the game. With its doubled strength against archers, the Que'Cha can expect nearly even odds against archers defending cities, and better than even odds in the field. Since the unit is considerably cheaper than the archer (not to mention available immediately,) they will typically arrive in large numbers. What's worse, once you build a barracks, the Que'Cha can come out promoted with Combat I and Shock, making them dangerous to warrior-guarded cities as well. Take heed - if you are facing the Inca on a smaller map, find a non-archer, non-warrior defensive solution quickly, or risk being mobbed. The Inca are also quite potent after the era of Que'Cha rushing is complete, because of their trait combination: their financial strength makes it easier for them to come back from the slow tech start they may have had due to their rushing, and the aggressive trait is potent for quite some time into the game. It's only in the last days of warfare that the Inca start to falter; when economies are already booming for everyone, and war-by-machine renders the Aggressive trait moot. This one will be quite a popular civ in ancient start MP.

      Early Game: STRONG!
      Mid Game: Above Average
      Late Game: Average
      Huayna Capac

      India

      India - Fast Worker (Worker)

      Asoka - Spiritual/Organized
      India is the ultimate builder-style civilization in CIV, but that doesn't mean it has no place in MP. Asoka is probably the leading "low cost" civilization, potentially, of all the leaders. As an Organized civ, the cost of expansion is low - civics don't hurt as much - so Asoka can expand pretty aggressively. If you are careful to spread a religion as you do so, the happiness of your people isn't likely to be an issue either. Throw in cheaper temples (more happiness) and cheaper courthouses (even lower city maintenance) and you've got a leader with a great deal of potential for keeping commerce going where you want it to go. Bringing in that commerce is easy in the hands of Fast Workers but make no mistake - you must be a skilled builder who actively seeks out the advantages of civics and religion to bring Asoka's power to bear.

      Early Game: Average
      Mid Game: Above Average
      Late Game: Above Average (Organized really takes hold here)
      Asoka
      Gandhi - Spiritual/Industrial
      People used to laugh at poor Gandhi. Then, in C3C, his elephants got some power to them, and people took him more seriously. Now, in the hands of a skilled builder, Gandhi can ram his vegetarian curry right down your throat. Although it will take him a bit to get going, Gandhi can be downright scary if he gets his hands on the Angkor Wat, especially. Gandhi, of all the leaders, has the most "production potential" since his temples and forges are both inexpensive. Give Gandhi a high-food start and stone, and you have a recipe for a beating: he'll score the Angkor Wat and the Hanging Gardens at a tremendous discount (1/3 the normal cost!) and run you into the ground with production and commerce. If he gets the Parthenon, too, he'll sew up every religion he wants, as well. While Asoka runs low-cost, Gandhi makes up for it with production power. He needs breathing room to get started with his Fast Workers, but if he does - Gandhi is a power Castle civ, not to be ignored.

      Early Game: Above Average
      Mid Game: Above Average
      Late Game: Average
      Gandhi

      Japan

      Japan - Samurai (Macemen)

      Tokugawa - Aggressive/Organized
      Tokugawa's traits are those of continuing conquest - Aggressive to begin them, and Organized to maintain them, keeping your costs for all your newly conquered cities down. Unfortunately, his weakness is that he has no real benefits to get his conquests going - this is completely reliant on the player. His Unique Unit, an improved Macemen, is certainly not bad by any means, but Macemen are really just city attackers, and so the Samurai's use is, again, strictly related to conquest. If you have enough confidence in your builder skills to get an engine of war going, Tokugawa will help you to keep the war going in your favor, but generating the momentum is strictly up to you.

      Early Game: Average
      Mid Game: Above Average
      Late Game: Average
      Tokugawa

      Mali

      Mali - Skirmisher (Archer)

      Mansa Musa - Spiritual/Financial
      Mansa Musa will probably be a popular leader with novice players and highly advanced players, with little in-between. Novice players will look at the Skirmisher, recognize its defensive potency, and defend with them. Advanced players will note the Skirmisher's ability as a pillager/rushing unit and consider aggressive action. Mansa Musa is also a curiousity - he's the only Spiritual leader who does NOT start with Mysticism, making it rather unlikely that he will get one of the early religions. Monotheism, Confucianism, or Philosophy are more likely religions - getting Christianity or Islam, while acceptable, tends to be rather poor use of the Spiritual trait. (Though this may work well if you plan on switching from Choke to Castle as the game progresses.) Mansa's financial trait combines nicely with the spiritual one, bringing in potential commerce from two sources - temples and tiles. All in all, Mansa is a well-rounded leader; capable of aggressive early action, or turtling quite well for his own building instead.

      Early Game: Above Average
      Mid Game: Above Average
      Late Game: Average
      Mansa Musa

      Mongolia, Persia, Rome, Russia, Spain


      Mongolia

      Mongolia - Keshik (Horse Archer)

      Genghis Khan - Aggressive/Expansive
      One of the few leaders to carry effectively the same traits as he did in C3C, the leader of the Mongolian Horde is considerably more dangerous now. Probably the strongest threat for an early Sledgehammer, Genghis's traits are well-designed for early, aggressive action: cheap barracks, a promoted, fast-moving UU, and cities that are likely to grow quickly and unhindered. When facing Genghis, take care that you watch his military strength in comparison to yours, and have a very good sentinel net. Horse Archers that ignore terrain types can wreak havoc on unprepared players. The good news for Genghis's opponents, though: it's very easy for a Genghis player to exhaust himself through his attacks, and find himself behind technologically and development wise... provided you survive long enough to see it. The Aggressive/Expansive trait combination is probably the worst late game combination of all, however. When all barracks and granaries are built, no Gunpowder or Melee units remain, and 2 health is a very small part of the picture...make your mark early, as you won't have any help making it later!

      Early Game: STRONG!
      Mid Game: Average
      Late Game: WEAK!
      Genghis
      Kublai Khan - Aggressive/Creative
      Much like Genghis, but instead of making big cities, Kublai makes happy ones. Instead of more population, Creative allows the population you have to work, rather than being cranky about that gosh-darn-old "getting conquered" thing. Kublai also (Creative "Walls") has an easier time defending his holdings... though it will take him longer to get them "maxed out" than Genghis will.

      Early Game: STRONG!
      Mid Game: Average
      Late Game: WEAK!
      Kublai

      Persia

      Persia - Immortal (Chariot)

      Cyrus - Creative/Expansive
      Potentially, Cyrus can be quite the pointmonger - with his traits, his borders will expand rapidly and his cities grow quickly. Technology and wonders, however, are also significant factors. More interestingly, Persia has a UU that is potentially as dangerous as a Que'Cha or War Chariot: the Immortal. Despite the fact that it is available with the Wheel, it is a mounted unit, and one that specializes in anti-archer activities. You can be quite sure your Immortal will beat an archer, but there is a downside - since their bonus is specifically anti-archer, warriors can nearly handle them (on some terrains, especially, two warriors can be counted on to beat a single Immortal) and bronze-users don't even really need spears: axes can bring down Immortals just fine; a strange turn for C3C's strongest ancient melee unit! Unfortunately for Cyrus, he also suffers from the need to be very successful early on, as his traits wane in effectiveness rather badly as the game progresses.

      Early Game: Above Average
      Mid Game: Average
      Late Game: WEAK!
      Cyrus

      Rome

      Rome - Praetorian (Swordsman)

      Julius Caesar - Expansive/Organized
      For whatever reason, Rome has always been a very popular civilization - perhaps not to play, but certainly admired. While C3C did Rome no favors in playability, CIV gives you quite a reasonable chance to rule as Caesar. Unsurprisingly, everything about the Roman strategy is bent around a single facet: the Praetorian. Caesar's traits - Expansive and Organized - both work very well in the hands of a conqueror. Grow your cities fast (Exp) and go conquer. When you take an opposing city, pay low maintenance on it (Org) and go attack another city while your newly conquered holding also grows quickly under your health and granary bonuses. While you still need to work hard to develop your industry, and iron is still a requisite, if Rome gets on a rampage, they can be very tough to stop. This trait combination also serves them well in the mid-game, where Organized truly begins to shine and Expansive allows cities to "max out" quicker, as well. Rome can actually use its Praetorians as pretty effective defenders for quite awhile, if you're having a strangely passive day.

      Early Game: STRONG! (with iron)
      Mid Game: Above Average
      Late Game: Average
      Caesar

      Russia

      Russia - Cossack (Cavalry)

      Peter - Expansive/Philosophical
      Peter is a strong candidate for "Great Scientist machine." His strategies require a great deal of skill to implement effectively, but done well, Peter can be quite impressive. Consider: an expansive civ is going to enjoy a natural advantage in growth, and philosophical requires specialists to truly leverage. You can effectively "grow normally" or thereabouts and leverage lots of specialists - often one or two per city. Particularly with an early research path of Agriculture-Pottery-Writing, you can farm as needed, slap down a few cottages, and build a cheap library... all you need to start generating Great Scientists to further your cause! Militarily, Peter is a lot less impressive with his traits, but oftentimes, you can gain enough of a technological advantage to overcome this.

      Early Game: Average-to-Above Average
      Mid Game: Average
      Late Game: Average
      Peter
      Catherine - Financial/Creative
      Besides being the most visually appealing leader, Catherine has a trait combination that will be quite popular with Castle players. If you're looking to get the most of your land and improve your commerce in peace, no trait is better suited than Financial. Creative, though, functions excellently in its double role as "quasi-walls" and a theatre-cheapener. More theatres means less money spent on the luxury meter, and more on either Commerce or Research, where it should be. The Cossack, while not the shining star of Catherine's strategy, makes for a nice unit in the midgame. Castle players should definitely give Catherine a second look.. for the right reasons, of course.

      Early Game: Average-to-Above-Average
      Mid Game: Above Average
      Late Game: Above Average
      Catherine

      Spain

      Spain - Conquistador (Knight)

      Isabella - Spiritual/Expansive
      Pretty much everything that was said about Cyrus applies here, except that Isabella uses religion to pacify her rapidly growing empire, rather than art. Her Unique Unit arrives later - and is considerably more potent. Combined with such civics as Organized Religion, her large cities can quickly produce quite a few structures - or spread her religion even further. (Alternatively, you could pull a quasi-Peter strategy with Pacifism.) Isabella's one weakness is that she needs to get off to a strong start; but if she gets a good solid start going and is able to really leverage religion, Theocratic, Vassal-based Conqusitadores pouring out of her Angkor-Wat-fueled temple cities can be the last thing you'll ever see.

      Early Game: Above Average
      Mid Game: Above Average to STRONG!
      Late Game: Average
      Isabella

      Thankfully, there are no "super traits" in CIV, so you'll find all the leaders are somewhat playable. As always, if you find your own thoughts differ, please feel free to post here - a good discussion about a leader will benefit us all!

      August 12, 2012, 17:27
    • Civilization 4: Maps Guide
      by Sirian

      Map Index

      Author Profile
      Bob Thomas
      a.k.a. Sirian

      Sirian has worked with Firaxis on Civ4, helping in the organization of the community beta testers group, writing the map scripts and consulting on the AI & Gameplay. Visit his home on the web at sirian.org.

      Affiliates

      Civilization IV brings you an unprecedented selection of map options. However, everything good also comes at a cost. In this case, the cost is that there are so many options, you almost need a guide to help you find the map situations that appeal to you, especially for multiplayer.

      This document is intended to help guide you.

      First, a few rules of thumb.

      1. We recommend you try a map on its default settings first. These are intended to give the best overall experience. This will also help you to better understand what the options actually do (by being able to compare alternative settings against the default.)
      2. The featured maps will show you graphics of what to expect if you choose Play Now.
      3. In single player, it should be OK to try any map on any settings and play it blind. For multiplayer, however, if you want specific results, we recommend taking the time to familiarize yourself with the maps and settings so that you understand what to expect when you play.
      4. The map sizes are not uniform from one map script to the next. We have aimed at keeping the number of viable cities even from map to map, but on oceanic maps, a large portion of the map is water and more or less lost to use. All-land maps can squeeze cities in to every nook and corner, so their map dimensions are smaller. A couple of maps (noted below) are larger or smaller than normal and break even this trend.
      5. We are not responsible for user-made maps. We welcome them, but refer you to any documentation accompanying them (written by the map's author(s)) for information about them.

      What follows ia a list of all settings for each map and what they do. After that, a more general set of descriptions and recommendations. A guide by Sirrian to help you find the map situations that appeal to you.

      Archipelago, Balanced, Continents Archipelago Global Map: World Wrap left to right Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size Reduced Peaks: Peaks will only appear inland, never along the coast Coastal Start: All players guaranteed to start along the coast LANDMASS TYPE - Choose the size and style of the landmasses Random - Randomly picks one of the options. Snaky Continents - Similar to Civ3's "Archipelago" setting, with small, snaky continents. Archipelago - DEFAULT - Produces more and smaller landmasses, all islands. Tiny Islands - Produces very tiny islands, scattered evenly all over the map. Rarely will these islands be able to support more than a single city, if that. Balanced Global Map: World Wrap left to right Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size Balanced Strategics: This map script will ensure that all players have the key strategic resources within four plots of their starting location. Continents Global Map: World Wrap left to right Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size Custom Continents Global Map: World Wrap left to right Oceanic Map: 84 plots wide, 52 plots tall, at "Standard" map size NUMBER OF CONTINENTS: - Choose the number of continents. Random - DEFAULT - Chooses from 2 to 6, weighted to number of civs in the game. The more civs playing, the more likely to be given a higher number. One Per Team - Creates one "fair" continent per team and puts all team memb
      August 11, 2012, 22:18
    • Civilization 4 Multiplayer: The World As You Know It Is Changed
      by Fried-Psitalon
      Author Profile Jesse Fletchera.k.a. Friedrich Psitalon Fried's civ multiplayer past is a bit short. He's only been an admin of the Civ3Players and Civ4Players MP ladder communities, a consultant to Firaxis on Civ3:Conquests and Civ4 and he has something to do with the Official Civ4 Strategy Guide. But just that. Affiliates An honest review by Friedrich Psitalon With the arrival of CIV, much of what has been true in the world of C3C is gone forever. Many things have been changed, and it's true that some of these things will not please everyone. Overall, though, the game is vastly improved, and its playability for Multiplayer is much better than it was. An honest review of Civ4 Multiplayer by Friedrich Psitalon Connectivity & Balance Let's start with the bane of C3C: Connectivity and everything surrounding it. Connectivity in CIV I fully realize that even as I say this, people are going to raise a very high eyebrow, but I'll say it anyhow - you're going to be amazed. Gamespy NAT negotiation allows people behind routers, firewalls, etc, to play with no trouble at all - no opening or closing of ports, zones, etc. If needed, Direct IP still exists, and WOULD require playing with ports, but the only port you need to open is 2056, or whichever port you specify in your INI file. The days of "X can't connect with Y ever for some weird reason" are over. Out of Synch How does "gone" strike you? If someone has a different version than you (meaning modded files of any type) you'll see the OOS return - otherwise, never again. The game has even shown the ability to "resynch" itself if a genuine problem arises temporarily (hotjoining players sometimes cause a 1 or 2 second OOS.) The Need to Reload vs. Hotjoins Reloads? Oh yeah.. I remember those. The only time you'll be reloading a multiplayer game now is if everyone decides to take a break. Hotjoining allows a player to jump right back into the action if they drop. In the meantime, every other player in the game votes to decide between continuing with an AI taking over for that player, waiting in the vote menu, or saving and quitting. Aditionally, players can set up games that start with an AI player, and a human can join in and take over for the AI at any time. Substitutes? Sure - just tell your sub the password you used to secure your Civ at the start of the game and you're golden. No imposters here! Imposters No longer an issue. Everyone has a specific nick when they log into CIV. If you're letting people into your game via direct IP, that might be an issue - anyone can choose any name that way - but just be sure who you're giving that info to, and you're set. So believe it or not, the biggest hurdles of C3C are GONE - completely, totally gone. We can spend our time concentrating on the game now, rather than concentrating on getting the game to work. Let's talk briefly about the leaders themselves. Trait Balance They're all quite strong in CIV. Since all of them can be leveraged into points in some manner, it's tough to say which is the weakest or strongest. They can all rule or stink, depending on how you use them. Personally, I consider Organized to be a little bit of a long-game trait, and Spiritual I find restricts my play choices a bit much, but others will definitely feel differently. Some people will find my favorites - Industrial and Financial - to be quite flimsy, and indeed, on certain maps they are. Civ Balance Are they all equal? No. Are they all playable in MP? Yes! Every trait combination has an angle which can work in some way in MP (except maybe Frederick...) and even America, the land of no-Unique-Units-until-the-modern is quite competitive, if its traits are leveraged properly. One thing's for certain - the days of "the same eight civs" are definitely gone. A few favorite may emerge, sure, but there are at least a dozen potential players. Rome? Definitely. Inca? Sure. Aztec? Yep. India? ABSOLUTELY. China? Qin's in. Egypt? Chariots still abound. America? Washington is the new Lincoln trait-monger. Greece? Flexible and Phalanxes! Mali? Choker's delight! France? Fear the little General - or the Castling Louis! Mongolia? I prefer Genghis, but either is quite potent for MP. I'm not much a fan of Elizbaeth, Tokugawa, or Victoria, but I've seen fans of all three. Want a novelty that you might make work? Try my favorite: Catherine! Choices abound! ...
      August 11, 2012, 21:16
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