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10 Tips to get you up to Emperor/Deity

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  • #31
    Two points on the subject of tech trading.

    Firstly, it is quite possible to keep up in tech with the AI on emperor, with judicious trading. Typically I will fall a few techs behind at a time, and then get the opportunity to catch up and make a profit in the process. It depends on figuring out which techs yuo can research in 40 turns that the AI isn't going to get any quicker than that, and using that as you bargaining chip. When AI's get map making is also a great opportunity. In my last game (24 civs ) I had no techs to trade with, and there were three techs floating around that I didn't have. By plotting who had what techs, I organised to buy one, trade it for the others and some cash, and then buy a world map, which combined with my map was quite valuable, and sold widely. In the trading session I went from being three techs behind the leader to having those three techs, 200 more gold and a complete map of the continent, despite having nothing to trade with in the first place (so that was all pure profit). Brokering is powerful if you get the right opportunity.

    Secondly, as recently illustrated by Catt (I think) very nicely, is the value of giving techs away for free sometimes. In Catt's example, he was getting large gpt from civ A for techs, while civ B was perpetually broke, mostly because B was behind A in techs and was buying them for gpt. By giving B free techs to get them to the level of A, A had nothing to sell, and so Catt was able to then sell his techs to both A and B, getting more of the money at A's expense. Sometimes giving stuff away to one civ can weaken another civ that would otherwise have traded with the first civ. And anything that harms you nearest rivals is good.

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    • #32
      Regarding Granieries, I regard the first one if built fast enough as a REX tactic useful for both warmonglers and peaceful builders. Additional Graneries are more useful for builders.

      Regarding cash & tech buying: I use cash as a last resort to buy techs when GPT is maxed out; mostly in the ancient era when I'm still under Despotism, there's no trade network set up, and I have no other tech in return.


      Originally posted by yxhuvud
      dominae regarding tech brokering: well, I admit it might be a bit farfetched to say that I would never sell replaceable parts, I wouldn't even think on it if I were to wage a war within a reasonable timeframe. On the other hand, this might be kinda influenced that the last games I've played have been largely building a few infantry and a gazillion of artillery

      Regarding granaries, check your target audience, are they mainly warmongers or builders? In my experience, monarch players are mostly builders. Arrian not inlcuded.

      Joncunn: if you save your incomes a few turns eventually you will be able to buy a tech for the money. It is of course a balance act to choose when to save and when to build improvements. It all comes down to which techs and whcih improvements.

      Arrian, you should really take the step up to emperor permanantly. You will not improve unless you take on a challenge, which you don't at that level. At least for me, half the charm in playing the game is the mental challenge and the improvement of my play. Without any such challenge I might as well be playing Hearts.. Not saying that can't be satisfying anyhow, if in a different way.

      Hmm. Dave, do you have any suggestions on how to survive the initial onslaught at deity? I feel I have a nice chance of winning as long as noone attacks me first, while if they do I am totally b0rked.

      Regarding the spelling of my nick, I happen to live in a country where it is pronouncible and actually almost means something


      #20: Place your cities so that not only you get production from as much land tiles as possible, but as many coast and sea tiles as well. This allows for tighter city placement close to coasts to maximize the amount of tiles you get production from. A wealthy civ have it much easier than a poor one.
      1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
      Templar Science Minister
      AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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      • #33
        You've been beat to #20, you'll need to edit it rename it #21.

        I agree with the Principle, but the exact numbers depends on the time era. Waiting to have 8 to 10 units in the ancient era is often overkill.

        What's more important is:
        #22: Never, ever attack a city until you are positive you have enough units to take it that turn. While waiting around, bombard the heck out of it, the surronding terraign, as well as the stregtic and luxary resources.

        Originally posted by Theseus

        Tip # 20 (and I'm surprised this hasn't come up yet): When you a ready to go to war, don;t screw around. You want a minimum of 8-10 units for a given town, and god knows how many for cities and metros. Hit'em fast and hit'em hard.

        (there's probably a lot of other military stuff to add here)
        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
        Templar Science Minister
        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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        • #34
          joncnunn, ever a warmonger-type game can benefit from Granaries. Getting a few "pumps" (large Granary cities with many improved tiles) up and running provides for a very strong economy, which directly supports warmongering. It is not necessary for every city to produce Barracks/unit, and in fact it is undesirable (which is my point). In the 'Dark Side case study' game I posted a short while ago, Granaries were an integral part of the early-game, and could easily be integral to the remainder as well, in a select few cities. This does not take away from the fact that the Zulus were to be bloodthirsty warmongers until the time's end.


          Dominae
          And her eyes have all the seeming of a demon's that is dreaming...

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          • #35
            Originally posted by Theseus
            badams, nice one... never thought of it that way.
            Thanks, I noticed the pricing scheme of multiple luxuries when Catt had a question about scarcety.
            badams

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            • #36
              Dom, thanks for the list. Most of your tips are already an instinctive part of my game, but I obviously needed a reminder about #'s 5 & 8. After reading your post, I went back into my current game, started checking the AI's every turn and immediately (within 5 turns) got a couple of tech trades and three tech for gpt deals. I'd have missed most of these as I'd gotten lazy about checking the diplomacy screen as often as it should be done. Sure, it's a nuisance but the benefits far outweigh the time it takes.
              "Illegitimi non carborundum"

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              • #37
                Regarding how many units you need for an early war, it is highly dependant on what level you are playing, and also on wheather the ai has been in war already.

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                • #38
                  I would say don't even think about starting a war with less than 20 units. And don't spread them out! The AI usually follows your momentum so keeping your forces in a few spearheads is better than fanning out.
                  A true ally stabs you in the front.

                  Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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                  • #39
                    Tip #22: Take advantage of your GA. Know your civ and use your GA to go on either a building spree or to conquer your continent.

                    Tip #23: unless you are going for a super-desirable wonder (which other than the GL or Pyramids I don't see any), use your first leader to build the Forbidden Palace if it hasn't been built already. Usually you'll get your leader in your first war for expansion after rexing ends (at least me). There's nothing worse than doubling your territory and ending up with worthless corrupt cities.
                    A true ally stabs you in the front.

                    Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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                    • #40
                      Very useful stuff! I'm tired of getting my lunch handed to me on chieftain level. Knowing this, I'm sure EVERYBODY will want to play me on multiplayer--that is if it worked!

                      One tip that can be very useful: I always have one of my cities building a palace. Say that the AI is ahead of me in techs and won't sell or trade any. When I get to an advance that has a wonder, I'll switch over production from the palace that is building to the wonder. That way I can build it before the AI does. Granted, this causes the palace to bounce around a lot and does waste production, but I can usually gain 1-4 wonders a game using this.

                      Opinions?
                      The wall of the Achaians

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                      • #41
                        Aias, Wonder pre-builds using the Palace are very useful tool. Eventually you should be able "time" your pre-builds for specific Wonders (or two), by estimating how much time is left until that required tech.

                        Also, do not forget about your Palace build, you could end up with a unwanted Palace relocation!


                        Dominae
                        And her eyes have all the seeming of a demon's that is dreaming...

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                        • #42
                          And Solar Plants are nice (same strategy as with Palace) when waiting for needed tech to build some space part.

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                          • #43
                            Originally posted by player1
                            And Solar Plants are nice (same strategy as with Palace) when waiting for needed tech to build some space part.
                            best to match up the SS part with the amount of shields it will take...Solar plants, Airports and Palace.

                            actually, since I hate pollution, I also prebuild for mass transit and the recycling centers. But it's hard to match it up cause if I start buildilng solar plants, I might waste shields, and coal plants don't require enough sheilds. Battleships are on the money, but that only works for costal cities. Tactical nukes would work, but I usually research ecology before fission.
                            badams

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                            • #44
                              Great leader

                              Hey erm, I'm already in 1400s ad but still did not get a single great leader. Anybody has any suggestions about getting great leaders?

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                              • #45
                                Get as many elite units as you can, keep them safe, and send them into battles that they will win as much as possible.

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