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How the h@ll do they do it!?

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  • #31
    Originally posted by Crossfire
    So that one time where I popped 4 barbarian warriors out of a hut would never happen with a scout?! Cool...
    That's right. You never get barbs when you pop a hut witha Scout, plus you tend to get better stuff. More techs for one thing.

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    • #32
      Surely barbarian units can pop out of huts if a warrior unit is used to, hm, pop it.


      You said scout.
      Yes, it can happen with other units ( the most I've IIRC was 7 warriors greeting me, not a very nice sight, I can tell you. Was still very early too, didn't even have a back-up defense, good thing it took them while to come and visit me. ).

      Nah. 3 is a good population number. Creating workers and settlers too soon stunts your growth.

      That's not the trend I'm seeing.
      Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
      Then why call him God? - Epicurus

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      • #33
        I play and win on emperor and am now trying on immortal. My first build is almost always a worker (exception if good seafood available, it is workboat), my first tech is Agriculture or Animal Husbandry, my first worker action when built is to improve the food resources. The key to rapid expansion is to rapidly get your capital to size 4 or thereabouts, once the worker is built, the capital only works the highest food squares until size 4 is reached, building warriors exclusively. Once size 4 it builds settlers and workers exclusively, and builds them quickly because improved food resource square produce settlers and workers the quickest. If less than 4 food resource squares which is normal, then work the mines during your settler, worker building period (usually build about 3 settlers and 3 workers during this time) new cities build military units almost exclusively during this time, as adequate defence is also important at emperor, immortal levels. Only after I have expanded to a good base of 4 cities or so do I begin to look at what other buildings I need, cottages I need to fund the initial expansion.

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        • #34
          Originally posted by Solver
          On Noble, the AI doesn't get any production or expansion bonuses. You can indeed keep up with them and outexpand with them, but it might not always be a good idea.

          This isn't Civ3 (thankfully), so it's not a simple matter of having more cities meaning you're stronger. I usually start with building another Warrior, if the city is size 2, then a Worker is often appropriate, especially if I will have the tech to improve something by the time he's ready.
          yep, I have absolutely no problem out expanding the AI on noble. it's easy as hell. The problem I run into is expanding too fast and having my research go down to less than 50%. I need to alternate between settlers and military units as suggested above.

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          • #35
            <Goodies> <GoodyType>GOODY_HIGH_GOLD</GoodyType> <GoodyType>GOODY_

            Originally posted by Urban Ranger


            Not for you.
            Not for anyone running the unmodded game.

            Fron CIV4HandicapInfo.XML, under the settings for Noble (it just gets worse the higher you go)...


            EDIT - OK, I tried to post the portion of the XML that lists what's available from huts on Noble, but it broke the tables.

            It's OK to play on Warlord sometimes, you can admit it.

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