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Thread: Civilization IV

  1. #151
    Insomniac and tired of it Senior Member Slyspy's Avatar
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    Default Re: Civilization IV

    Tried the demo. Found the same game which I had played to death previously (Civ2, Civ3, CtP etc). Got bored before the time limit ran out. Uninstalled the demo.
    "Put 'em in blue coats, put 'em in red coats, the bastards will run all the same!"

    "The English are a strange people....They came here in the morning, looked at the wall, walked over it, killed the garrison and returned to breakfast. What can withstand them?"

  2. #152

    Default Re: Civilization IV

    Quote Originally Posted by Slyspy
    Tried the demo. Found the same game which I had played to death previously (Civ2, Civ3, CtP etc). Got bored before the time limit ran out. Uninstalled the demo.
    Yeah, it's the same game with a slick new graphics engine, dumbed down gameplay, and a lot less personality and charm. I've consigned it to the shelf already.

  3. #153

    Default Re: Civilization IV

    Question: Will I still be able to play MP with someonme who does not have the FrogMod if I have it installed in the custom assets folder? We're playing with a direct IP connection, and he is the host, if that is any help.

    So far we've played without the FrogMod on my machine; I removed it when I patched the game. Now I want to remake it, and perhaps add to it a bit. But I still want to play MP.
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  4. #154

    Default Re: Civilization IV

    I am getting Civ IV for Christmas to play on my new pc, however I probably wont play it much at the start, since RTW campaign is probably what il be playing on the most. Still I've lurked a few Civ forums and since I'll be playing RTW at the same time Il end up being a warmonger I suppose, who is the best leader to be if you plan to have lots of conflict?

  5. #155
    zombologist Senior Member doc_bean's Avatar
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    Default Re: Civilization IV

    Caesar probably, although tastes differ.
    Yes, Iraq is peaceful. Go to sleep now. - Adrian II

  6. #156

    Default Re: Civilization IV

    Ah okay figures I suppose. I was just wondering how the American units look in like BC times, I mean what are they Native Americans or something?

  7. #157
    Senior Member Senior Member econ21's Avatar
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    Default Re: Civilization IV

    All units are generic in appearance, except for the one unique unit for each country. IIRC, the US get the navy SEAL - a kind of beefed up marine.

    Contrary to some opinions in this thread, I am still having a blast with Civ4 and highly recommend it. It is just a much more competitive single player experience than the Total War games - the AI really bites at my heels even at Prince level and there are times when I think I am done for (curiously, these are often when there are several stacks of Romans heading my way).

    In terms of war fighting, Romans can steamroller other factions in the ancient period (their unique unit is Praetorians). My faction of preference is the English and although I try to play peacefully, their redcoat unit is extremely powerful in the gunpowder period (I am currently fending off an attack by French grenadiers and it is like Waterloo all over again).

  8. #158
    A Veteran Wargamer Member kiwitt's Avatar
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    Default Re: Civilization IV

    I am a longtime Civ player. Finally got it. The graphics look a bit like RTW.

    Only being playing for a few minutes. Will report more later.

    It has been recommended to turn AA on in the Video Card driver and not in the game as this increases the RAM used. Will give that a try.

    NOTE: Patch v1.09 is out now.
    We work to live, and to live is to, play "Total War" or drive a VR-4

  9. #159

    Default Re: Civilization IV

    i've been playing civ 4 for a couple days now. i really like the new engine and interface, and so far i've been lucky enough to not have any technical issues.

    the only thing i don't quite get is how slow your game progress is compared to time. i mean, i usually dont get a half decent couple of cities going until well past BC. it takes so long to build anything that sometimes you just have to click turns after turn without doing anything. it seems like any wars that get fought will always be in the medieval to modern age. didn't people fight in ancient times? or am i just playing the game incorrectly?
    obviously, you're not a golfer.

  10. #160
    A Veteran Wargamer Member kiwitt's Avatar
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    Default Re: Civilization IV

    Actually it is pretty true to history. Wars between civiliations, were certainly rarer in the past as there was more room for them to expand and resources were plentiful. In later centuries, nations were banging into each other more often and resources were less plentiful

    You may want to set your timescale to quick, instead of normal or epic.
    We work to live, and to live is to, play "Total War" or drive a VR-4

  11. #161
    Member Member Efrem's Avatar
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    Default Re: Civilization IV

    What do you do if you want to slow down scientific advancement but not unit or building advancment? At least not as much.
    Viva La Rasa!!!

  12. #162

    Default Re: Civilization IV

    So no one has an answer for my MP question?

    I'm still enjoying the game, as little as I get to play it. Even if it is something of a hell for a dyslexic frog; it's a number game, like the rest of the series and AC before it.


    In my frogmod I slowed research by editing the game mode files, and specifically epic mode. This is the easiest way. There are others, but I don’t know them. Go to your civ 4 directory, assets, XML, gameinfo, then find the file called GameSpeedInfo. Copy it to my documents/civ4/customassets/XML/gameinfo. This is important - it means your mod will load automatically each time, but the original files are still there and untouched. Any files not modded will automatically come from the vanilla game ones. Simple.

    Open your copied version with wordpad (or similar). It's divided up into three sections, headed 'epic' 'normal' and 'quick'. Epic is at the top. You are looking for this line: <iResearchPercent>150</iResearchPercent> Adjust that number to suit. 100 is the rate for normal mode, 150 for epic.

    Note: One problem I had was that my research was slower, but I could still build buildings at the same rate. So I frequently ran out of things to build and had to keep on pumping out units I didn't want, which very badly trashed my economy. I hadn’t researched any of the hammers->other resource techs either. So put building speed up to match, or very close. Units are a different matter entirely; I made them build faster.

    Don't ask me about adjusting the number of years which pass per turn - I don't know much about it. Or how to alter how many turns the game lasts. This is why I suggest creating your own version based on the original epic template.


    If anyone's interested, for the frogmod I had this:
    Code:
    <Type>GAMESPEED_EPIC</Type>
    			<Description>TXT_KEY_GAMESPEED_EPIC</Description>
    			<Help>TXT_KEY_GAMESPEED_EPIC_HELP</Help>
    			<iGrowthPercent>100</iGrowthPercent>
    			<iTrainPercent>67</iTrainPercent>
    			<iConstructPercent>150</iConstructPercent>
    			<iCreatePercent>100</iCreatePercent>
    			<iResearchPercent>150</iResearchPercent>
    			<iBuildPercent>100</iBuildPercent>
    			<iImprovementPercent>100</iImprovementPercent>
    			<iGreatPeoplePercent>100</iGreatPeoplePercent>
    			<iCulturePercent>100</iCulturePercent>
    			<iAnarchyPercent>150</iAnarchyPercent>
    			<iBarbPercent>120</iBarbPercent>
    			<iFeatureProductionPercent>100</iFeatureProductionPercent>
    			<iUnitDiscoverPercent>100</iUnitDiscoverPercent>
    			<iUnitHurryPercent>100</iUnitHurryPercent>
    			<iUnitTradePercent>100</iUnitTradePercent>
    			<iUnitGreatWorkPercent>100</iUnitGreatWorkPercent>
    			<iGoldenAgePercent>125</iGoldenAgePercent>
    			<iHurryPercent>100</iHurryPercent>
    			<iHurryConscriptAngerPercent>100</iHurryConscriptAngerPercent>
    			<iInflationPercent>27</iInflationPercent>
    			<iInflationOffset>-100</iInflationOffset>
    			<GameTurnInfos>
    				<GameTurnInfo>
    					<iYearIncrement>40</iYearIncrement>
    					<iTurnsPerIncrement>50</iTurnsPerIncrement>
    				</GameTurnInfo>
    				<GameTurnInfo>
    					<iYearIncrement>25</iYearIncrement>
    					<iTurnsPerIncrement>40</iTurnsPerIncrement>
    				</GameTurnInfo>
    				<GameTurnInfo>
    					<iYearIncrement>20</iYearIncrement>
    					<iTurnsPerIncrement>70</iTurnsPerIncrement>
    				</GameTurnInfo>
    				<GameTurnInfo>
    					<iYearIncrement>10</iYearIncrement>
    					<iTurnsPerIncrement>60</iTurnsPerIncrement>
    				</GameTurnInfo>
    				<GameTurnInfo>
    					<iYearIncrement>5</iYearIncrement>
    					<iTurnsPerIncrement>130</iTurnsPerIncrement>
    				</GameTurnInfo>
    				<GameTurnInfo>
    					<iYearIncrement>2</iYearIncrement>
    					<iTurnsPerIncrement>100</iTurnsPerIncrement>
    				</GameTurnInfo>
    				<GameTurnInfo>
    					<iYearIncrement>1</iYearIncrement>
    					<iTurnsPerIncrement>200</iTurnsPerIncrement>
    				</GameTurnInfo>
    			</GameTurnInfos>
    This I found to be very nice; small changes which keep the overall feel, but malke the latter part of the game tolerable.
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  13. #163
    probably bored Member BDC's Avatar
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    Default Re: Civilization IV

    Anyone have any hints on how to do well? Such as how to focus on expansion or what to research...

  14. #164
    Senior Member Senior Member econ21's Avatar
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    Default Re: Civilization IV

    I've played a few games on epic/huge/terra. On the "fair" difficulty level, "Noble", I find it a little easy. But on "Prince", I find the AI competes nicely.

    I tend to play a building game - to me Civ's strength is not it's combat - but I suspect that on higher difficulty levels, you will only survive by conquering rivals. Their cheat bonuses are too much.

    For the early game, I do the "worker chop" trick. Build a worker first while researching bronze working. Then grow a settler and a warrior, speeding up the process by chopping down forests. It gives you an early edge over the AI.

    Research priority for me is Judaism. If I am lucky, I can found other religions too. If they catch on - helped by missionaries - it really eases foreign relations and, with some great prophets to found holy cities, can make a stack of money.

    I also pick up the Oracle for the free tech, then head for alphabet to trade and backfill my techs. I don't trade alphabet though, to keep a monopoly on tech trading for as long as possible.

    After that, I research for wonders I want - e.g. Statue of Liberty - or techs that give a great person to the first one to discover them. On a terra world, getting astronomy early is a biggie.

    In terms of expansion, I quickly get about 4 cities in prime sites, then more slowly expand to fill up the space. Often I have a weak military - I am going to have to work on that - and get attacked sooner or later. I then conquer my attackers for extra growth (I tend to play England and find redcoats come just at the right time). I find you need a certain size kingdom to get Oxford type national wonders and be guaranteed to get the oil and other resources necessary to survive the end game.

    I go for a space race victory, as the others seem like hard work, and it is the natural end to a building game. (Setting culture to 100% etc just seems gamey). On Prince, I tend to lose my tech edge around the time of Biology. Then it gets tense.

    One thing I've learned lately is the advantage of having a "Great Person" factory - stuff one city full of wonders as it will tend to produce nearly all your great people - and the way you can use specialists to determine what kind of great person it produces. (With the Great Library allowing 3 scientists, I've got Great Scientists so regularly, I've got sick of them). I've also learned to micro manage cities - the AI tends to work tiles in ways I don't like (often not prioritising food and population growth enough).

    Anyway, I am still finding it a fun game. It can't compare with Total War as a wargame or historical simulation, but gives you a more competitive single player gaming experience.

  15. #165
    Member Member Del Arroyo's Avatar
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    Default Re: Civilization IV

    Quote Originally Posted by Simon Appleton
    I've also learned to micro manage cities - the AI tends to work tiles in ways I don't like (often not prioritising food and population growth enough).
    But aren't you able to adjust the AI Governor's priorities as in previous versions (SMAC, CIV3)??

    DA

  16. #166
    Senior Member Senior Member econ21's Avatar
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    Default Re: Civilization IV

    Quote Originally Posted by Del Arroyo
    But aren't you able to adjust the AI Governor's priorities as in previous versions (SMAC, CIV3)??

    DA
    Yes, you can do that easily. I don't trust it though - I fear if I chose a priority, I would probably forget about it for the rest of the game unless it led to a noticeable disaster. The thing is the city's priorities are likely to continually change. For example, more population is great until you run into happiness problems and the point at which that occurs frequently changes as you get more resources, better civics etc.

    Also, even on a huge terra map, I find I don't have so many cities that periodically reviewing what tiles your cities are working is a problem. (Unlike Civ2, where IIRC you have to continually manage what cities are doing in order to avoid revolts that stop the city producing - in Civ4, there is no such burden.)

  17. #167
    probably bored Member BDC's Avatar
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    Default Re: Civilization IV

    Personally I preferred Civ3 to Civ4. Ah well.

  18. #168
    boy of DESTINY Senior Member Big_John's Avatar
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    Default Re: Civilization IV

    somehwere between prince and monarch seems to be ideal.. price is a little too easy, and monarch AIs get a little too much cheat bonus, imo. in addition to the chopping settlers, founding your first city or two on a plains/hills square (if avail.) really boosts one's early-game production and expansion.

    on the higher diff levels (emperor and up) building a large army is essential. best way to do it is alternate between buildings and units. foudning a religion and spreading it around really ehlps a lot too.

    i always play random and try to tailor my game to whatever civ i draw.
    now i'm here, and history is vindicated.

  19. #169

    Default Re: Civilization IV

    New patch is here:

    v1.52 is a major upgrade to Civ IV and includes numerous optimizations for memory usage that should help performance on all machines but are tailored to especially improve performance on machines at or near the minimum specification.

    Major changes include:

    -Shared low-level graphics buffers

    -Removed many unused fonts and reduced interface memory usgae

    -Paged out units which are not visible

    -Reduced terrain data size and overhead

    -Reduced route data size

    -Created a set of low-res movies for machines without dynamic texture support (this is a separate download)

    These changes not only reduced the amount of system memory required, but lowered video memory usage extensively. Also, the rate at which the game consumes memory in the late-game has decreased, which is extremely important.

    In addition, a new config file (ini) option called 'MemorySaver' has been added for further memory reduction, at the cost of alt-tabbing support. If you set MemorySaver=1 in the config file, you can lower your system memory usage by 70% of video memory. So if you have a 128MB video card, you can save an additional ~90MB of system memory. MemorySaver defaults to off, and is not officially recommended since it doesn't handle alt-tabbing and other cases of graphics device loss at this time. However, we recognize that some users may want to experiment with it.

    Finally, the use of unofficial patches is not recommended and is largely redundant with the memory fixes in this patch. Unofficial patches may slow performance, cause graphical problems or conflict with Firaxis code resulting in crashes or other problems. It also makes it more difficult for us to respond to error reports and debug issues reported by users running unauthorized patches.

    Suggestions for optimal performance:

    Increase AGP memory size in your BIOS settings to 128 or 256 if necessary.
    Go to www.windowsupdate.com and apply updates
    Update graphics and sound drivers
    Close other background applications
    Turn graphics to low and use low-resolution textures in the options screen
    Turn off Antialiasing in your display properties
    Disable virus protection

    -Mustafa Thamer

    Civ IV Lead Programmer



    Fixes
    unit attack move bug
    civ naming bug in sp
    no longer keep your gold and techs when regenerating a map
    missing civic name from popup help
    minimap now appears correctly after regenerating map
    unit cycling bug
    load game freeze bug
    movement freeze bug in si-move
    unit cycling bug in PitBoss and HotSeat
    missing plot list buttons bug with large stacks
    pathfinding bug involving defensive terrain and group movement
    bug with AI attacking over rivers
    can no longer see spies on caravels
    group attack bug
    group attack bug with gunships
    GS lobby ignoring game settings bug
    disappearing popup help bug
    diplo city trading bug
    wonder movie/zoom to building crash
    no camera adjustment to city screen bug
    user profiles with build queues no longer crash
    no more negative gold in diplo screen
    fixed gifting bad cities to AI exploit
    AI issues with Always War and Always Peace
    units not moving into tiles after combat bug (graphical only)
    pathfinding reuse fix
    fixed pathfinding bug
    fixed SHIFT-selecting multiple cities
    end score not matching up with timed winner bug
    fixed bug allowing selection of disabled techs in tech chooser
    fixed Sentry promotion visiblity bug
    fixed AI city targeting bug
    fixed AI healing bug
    AI city attack bug
    no more message lag in single-player
    fixed bug with gunship stacks attacking cities
    random seed bug (causing duplicate world maps...)
    unit health bars no longer show up in city screen
    two-palaces-from-culture-flipping-capital bug
    Foreign Advisor: Gold available for trade does not show up when there cannot be a trade for gold
    Diplomacy screen fix for gold popups not appearing properly
    Foreign advisor: Resources for active player are shown multiple times if you have more than one instance of a resource to trade.
    Fixed weird little bug with Unit Categories page in Civilopedia
    diplomacy bug for PBEM/Hotsesat
    Removed some cheats from password-protected games that should not have been allowed in the first place
    Fix for competitive games: Password-protected saves can no longer be easily stripped of their passwords, and the assets checksum in the save can no longer be modified by external means
    Fixed vanishing yield symbols in multiplayer
    Fixed some PBEM/Hotseat issues when there is just one human player
    River and Wind sounds are now properly classified as ambience. This fixes inconsistent behavior in audio options
    Minimized or No Interface no longer reverts to normal after entering, then exiting city view
    You can no longer duplicate deals with the AI from the "Active deals" section of the diplomacy screen
    Out of memory message problem on machines that don't allocate small textures properly
    Assert error for software vertex processing only machines
    bug where you could draw strategy lines and signs outside of globe view
    "globe view buildings disabled" option now hides buildings in globe view properly

    Changes
    tech cost rebalancing
    improved city attack AI
    moved MaxAutosaves to ini file
    slower Great People name generation
    hide health bars during combat
    increased late-game tech costs
    waypoints now invisible when city screen is up
    ai more willing to trade cities for peace
    ai stays at war longer
    cottages no longer grow durring anarchy
    combat info now shows odds of success
    WBS's now contain unit damage
    score from land doesn't count until you own land for 20 turns
    better invasion AI
    Slavery: No Upkeep
    Emancipation: Low Upkeep
    tweaked AI civic values
    filled in missing diplo entries for Frederick
    Praetorians: 40->45 hammers
    Jaguars: 40->35 hammers
    AI turn optimizations
    interface game messages are now flushed at end of turn
    Environmentalism moved to Medicine
    increased industrial era tech costs
    Environmentalism is medium upkeep
    Free Speech is low upkeep
    Forests give 0.5 health
    firepower in combat now based on max strength
    Lobby sorting improvements
    Clearing the table in the MP diplomacy screen resets the "They accept/They do not accept" text
    Dawn of man screen closes with ESCAPE just like all the other interface screens
    The hall of fame now shows only games that have been played with the currently-loaded mod
    When trying to build an item that it not allowed in a city, you will get a production popup asking for a build instead of leaving production empty
    Wonder Movies and other popups may appear in PBEM/Hotseat
    Incremented save version to 102
    simplified city billboard placement. This should fix the weird billboard offsets and scaling.


    Additions
    Lobby chat and buddy lists from staging rooms
    combat odds now shown in combat turn log
    ALT-S now allows you to place signs
    added "Leave Forest" option for automated workers
    added Marathon game speed (longer than Epic)
    added NoTechSplash ini setting
    More communication about autopatch failures
    Domestic advisor remembers which cities you had selected last time screen was up.
    Added "no cheating" game option for single-player
    In addition to tradeable techs, techs that are not allowed to be traded to you are also shown, provided that you can research them yourself at the moment
    Added event and replay messages when a human founds a city. This got broken when we added city renaming
    Support for Logitech G15 Gaming Keyboard
    When you zoom to a city from the domestic advisor, you return to the domestic advisor after you exit the city screen
    Updated Info Screen with changes 'borrowed' from one of the forum modders
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  20. #170
    probably bored Member BDC's Avatar
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    Default Re: Civilization IV

    Anyone else notice the striking similarity between the recent community memory fix and the new official patch... ;)

  21. #171

    Default Re: Civilization IV

    Thanks for the heads up Froggie. I d'led the patch and tried the game again on Marathon. It does seem to be faster and smoother, but I still got bored after a few hours. I mean, for the first thousand years or so there is nothing to do in this game but click on the end turn button!

  22. #172
    Slapshooter Senior Member el_slapper's Avatar
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    Default Re : Civilization IV

    Don't click, press the enter key, it goes MUUUUUUUUUCH faster.

    Other than that, the game was rather unplayable before 1.52. Now it rolls - but I fear I'm not very good.
    War is not about who is right, only about who is left

    Having a point of view upon everything is good
    Having a view upon every point is better

  23. #173
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: Civilization IV

    Just played my first game by redoing the Russians into the Galactic Empire (couldn't resist) and I like it a lot. The only thing that seems to be a bit over the top is the difficulty of taking cities, specially considering that the AI tends to guard them with 7-8 units... I probably wasted around 2 dozen units to capture one city, specially if the AI has a chance to reinforce it....
    Managing perceptions goes hand in hand with managing expectations - Masamune

    Pie is merely the power of the state intruding into the private lives of the working class. - Beirut

  24. #174
    Dragonslayer Emeritus Senior Member Sigurd's Avatar
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    Default Re: Civilization IV

    I love the music in the game... I can let it run in the main menu and just crank the volume... ahh the bliss!!
    Status Emeritus

  25. #175
    Senior Member Senior Member econ21's Avatar
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    Default Re: Civilization IV

    The opening music is bliss, especially when you realise the words are the Lord's Prayer in Swahili and not some meaningless Lion-King rip-off as I first feared.

    Swordsmaster, you probably know this but the key to taking a city is artillery-type units. First bombard the city to get the defenses to zero. Then throw 3-4 artillery units at it in suicide attacks to cause collateral damage on a bunch of the defenders. Then hit the town with your best assault troops. Other things being equal, you may lose 2-3 artillery doing so but you should not lose dozens. Choosing your promotions wisely will help (city raider is a no-brainer, but note the trick of upgrading pre-gunpowder units with it, as any newly recruited gunpowder units are ineligible for the promotion; I used to get collateral damage for my artillery but am now wondering about city raider to allow them to actually win).

    Sieges can be tricky in the late period, when railways allow easy reinforcement and counter-attacks. That is a good feature, as it makes isolating a city crucial (think Leningrad).

  26. #176

    Default Re: Civilization IV

    I just managed to get Civ IV working (needed the patch) and quickly gave the tutorial game a go.

    There are a few questions I have, being new to the world of Civilization.

    How many cities are reccomended before you reach AD?

    How spread out should the cities be?

    How many farms, cottages etc should be built around a city?

    Also all other tips are welcome.

  27. #177
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Civilization IV

    Quote Originally Posted by Sovereign
    How many cities are reccomended before you reach AD?
    When you maintaince starts to drop so that you are forced to have less then 50-60% on science then stop.
    Larger expansion would hurt you economicaly

    Quote Originally Posted by Sovereign
    How spread out should the cities be?
    4 tiles should be fine. Sometime closer sometime father.
    important thing is too place cities near some of the bonus resources since they can give big boost to food commerce or production, after approprice tile improvement is built.




    Quote Originally Posted by Sovereign
    How many farms, cottages etc should be built around a city?
    The key is too improve all tiles that your city population is working on (white circles). Don't improve unworked tiles of one city, if other city has worked tiles without improvement. Use your workers efficiently.

    Quote Originally Posted by Sovereign
    Also all other tips are welcome.
    Try apolyton.net and civfanatics.com forums.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  28. #178
    Senior Member Senior Member econ21's Avatar
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    Default Re: Civilization IV

    Quote Originally Posted by Sovereign
    How many cities are reccomended before you reach AD?
    On huge maps, I tend to build around 6 quickly and then have to slow down as I run into money and/or space problems. I would aim for 12 plus for your steady state, as you need that for some national wonders (Oxford University). You may find you get attacked and can double your kingdom through conquest, but for me that tends to happen well after AD (as England, it tends to be when I get redcoats!). As player1 says, quality is more important than quantity though - a nice mix of land types, ie at least two of the three essentials (food, production and commerce), and some specials is important if the city is to really thrive.

    How spread out should the cities be?
    I dislike overlapping tiles, so I think that implies 4 squares apart or more. More is ok if the intervening land is poor, as your culture will tend to absorb the gaps but you just can't work them (you can get the resources though).

    How many farms, cottages etc should be built around a city?
    Every worked tile should have an improvement. Some folk say cottages and watermills are the best (with mines on hills), but I often build farms to keep my cities growing.

    Also all other tips are welcome.
    I reload the starting game a lot to get a position I like - I don't like being stuck in jungles or tundra.

    Go for bronzeworking as your first tech and a worker as your first build, then chop forests to give an early game edge while building settler/warrior/worker alternately.

    Try to found and spread religions for money - Judaism usually is attainable for me.

    Try to keep a tech lead - heading for alphabet and then tech trading whenever you get a discovery will help. Check the diplomacy screen and its tech tab to keep an eye on what other factions know and will trade.

    Keep a strong military - the AI will.

    Understand how great people are generated - often you'll get the majority from a single "great person city" that has most of your wonders and specialists. By choosing the type of the specialists in that city you can effectively choose what kind of great people you get - e.g. scientists for academies, prophets for holy cities, engineers for rushing wonders.

    Enjoy - it's a fun and challenging game.

  29. #179
    Master of the Horse Senior Member Pindar's Avatar
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    Default Re: Civilization IV

    Hello,

    Do you Civ IV people like this better than III?

    Does IV include a real world map?

    Do the diplomatic replies still seem like a teenager were speaking?

    "We are lovers of beauty without extravagance and of learning without loss of vigor." -Thucydides

    "The secret of Happiness is Freedom, and the secret of Freedom, Courage." -Thucydides

  30. #180

    Default Re: Civilization IV

    I don't think there's a real world map. But there is a sorta-typa-kinda real world map option I think.

    Do you Civ IV people like this better than III?

    I can't maintain an interest in the game for more than a few hours at a time. Then again, I never was much of a Civ fan. But Civ3 certainly had much more of the "just one more turn" factor for me.

    Do the diplomatic replies still seem like a teenager were speaking?

    I think diplomacy is more limited than in Civ3.

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