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Post by Sidhe on Nov 7, 2005 6:05:02 GMT -5
If I group all my units as a stack and then attack, any catapults will probably attack down the order because there not usually the highest strength units right? I assume this means to get the benefits of colateral damage I need to use them first, then move in the other units?
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Post by mayhassen on Nov 7, 2005 11:13:58 GMT -5
Anyone got any tips regarding what to build first?
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Post by Sidhe on Nov 7, 2005 11:37:57 GMT -5
very good question but too complicated for this thread I fear, dont build units that stop growth too early it may stifle your productivity.first off build a scout(by scout I mean warrior if you cant get one yet) absolutely vital part of the multiplayer experience is grabbing those precious goodie huts and getting an idea of the lay of the land and who and what's close. If you don't have hunting get it quick. After that is all really dependant on what resources and land you have and the style of game you want to play. There's no way to answer that quickly. My advice is formulate an overall plan. what are your traits strengths? look for the techs for civics and improvements which will leverage them.
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Post by Vermillion on Nov 7, 2005 12:46:02 GMT -5
Anyone got any tips regarding what to build first? First look @ your land, if you see fish, research fishing for work boats. If you see cows or horses , build animal husbandry, etc..................... If your a spiritual civ or just really want a religion, build meditation or polytheism (i think thats the other one). If you ask me, my strategy differs every game due to my land at start and which civ i pick (or am dealt). As for units and buildings I usually wait until about size 3 to get out a worker or a setler, and once again.......it all depends on land imo.
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Post by Hrathnir on Nov 7, 2005 13:13:24 GMT -5
Get any penalties for attacking across rivers, do sleeping galleys in waters get fortification bonus?
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Post by Random on Nov 7, 2005 16:56:15 GMT -5
1. Yes 2. No
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Post by Canucksoldier on Nov 7, 2005 20:32:11 GMT -5
Get any penalties for attacking across rivers, do sleeping galleys in waters get fortification bonus? If you want no penalities for attacking across rivers you need to have units with the amphibious promotion, same promotion that let's you attack outa boats with no penality. CS
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Post by Onan on Nov 7, 2005 20:32:34 GMT -5
Sidhe, I think your assumption about catapults / stack attacks is correct.
First builds: It can be risky, depending on how close and aggressive your neighbors are, but sometimes it can really pay off to have your first build be a worker. Yes it keeps you small initially, but if you have wheat or cows or horses to work right off the bat, you'll quickly catch up in growth (via food or chariot conquest) to those civs that are only using undeveloped land. It's a real judgment call though, and you have to be ready to switch builds in case someone shows up, and make sure you have enough time to get a unit built in time to defend, especially if your civ starts with a scout instead of a warrior.
Also, re: galleys: while they don't get the fortification bonus, they DO get the defensive bonus of coastal terrain, which I believe is 10%. So defense, at least for galleys, is always better than offense (promotions being equal, of course).
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Post by MMV on Nov 7, 2005 21:11:34 GMT -5
with all the new strategies, civ traits, new resources, and many many different kinds of "improvements" with civ4, I think anyone that goes into the game with a pre-conceived notion of what to build will be playing with a disadvantage.
this game (and EVERY game WITHIN civ4) is unique and very "situational" for the first few turns.
(even if you choose your civ)
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Post by Sly_time on Nov 8, 2005 19:56:57 GMT -5
I agree with you whole heartedly MMV everygame i have had to apply a different strategy....now that may be because i have played mostly random games so far in cton format...but every time i think i have a startegy i have had to rethink it...LOL...
Isnt that why CIV is great too many startegies to even talk about
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Post by Vermillion on Nov 9, 2005 11:52:53 GMT -5
with all the new strategies, civ traits, new resources, and many many different kinds of "improvements" with civ4, I think anyone that goes into the game with a pre-conceived notion of what to build will be playing with a disadvantage. this game (and EVERY game WITHIN civ4) is unique and very "situational" for the first few turns. (even if you choose your civ) I also totaly agree
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Post by tommynt on Nov 10, 2005 10:14:25 GMT -5
I dont wana post here what i do but bukld order in 1. 20 turns more or less allways same - only if warriors comin to me i get some more myself
i have no clue why i should get worker more early or later as others posted - allways same start worked in civ3 and work in civ4 aswell
also worker 1. is very risky (if u are size 3 and switch to warrior u cant get it in 2 turns in emergency - with size1 u need at least 4 tunrs) and dont only slow grow but also science
surly u need to get the techs which u need for your resources in land - but thats more a just do as a plan
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Post by Avogadro on Nov 10, 2005 19:38:36 GMT -5
I strongly believe in the worker first strategy. I use my one warrior to check out along my borders and make a worker first. Why? because when you bee-line for bronze working the power of a worker chopping can be overwhelming. Especially in a cton scenario. While my neighbors make 2 warriors I make a workers so that while they are stuck with no growth making their workers and settlers I can chop mine and get settlers out in a quarter of the time required without the chop.
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Post by ghost on Nov 11, 2005 0:40:08 GMT -5
depending on map size i always build a worker 1st. haveing that early worker helps out alot. i usally build 2 workers before i build my 1st settler. with them 2 workers i can get my land farmed/and placed some early cottages so my money comes rolling in fast. plus with them 2 workers i can have my workers road to a good site for my 2nd city.(workers stacked together can road in 1 turn)
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Post by Ascension/Necrominous on Nov 11, 2005 1:48:01 GMT -5
Anyone know how the inflation rate is determined. I'm playing a game now, it's 63%. That's what i call hyperinflation. I'm worse than president Carter.
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Post by Sidhe on Nov 11, 2005 6:58:05 GMT -5
I cant seem to put bombers on my aircraft carriers? I click on the relocate mission and (right or left not sure which) click on the carrier and nothing happens. Can I only load fighters on Carriers?
Been playing a 1 player game, on noble, first game thought I'd break myself in gently, skind of easy. Already taken out the mongols by cutting off two cities that had horses then out teching him. Now Napoleon appears to be attacking my tanks and artillery with knights and riflemen? Expansion although it's costly early on, appears to pay dividends later on particularly if your looking for a conquest victory. Being able to use twenty cities to build tanks is rather nice:)
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Post by swissy on Nov 11, 2005 11:36:16 GMT -5
I cant seem to put bombers on my aircraft carriers? I click on the relocate mission and (right or left not sure which) click on the carrier and nothing happens. Can I only load fighters on Carriers? Aircraft carriers can only carry fighters.
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lyra
Settler
Posts: 1
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Post by lyra on Nov 11, 2005 14:08:26 GMT -5
Have people noticed or used the ‘Combat Odds’ function? While holding down Alt move the cursor over the adjacent enemy unit and see the chances of winning the battle! After alternately using the ‘B’ and ‘S’ functions of several bombers on a city it’s interesting to watch the odds of a successful tank attack drop dramatically - it almost takes some of the fun out of the game…
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Post by Onan on Nov 11, 2005 14:29:14 GMT -5
you can also get the same odds by holding down the right button on the mouse and mousing over the unit you plan to attack. This info is essential for properly planning and executing your attacks. Think of it as your generals' tactical knowledge coming to bear.
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Post by hauptman on Nov 11, 2005 14:40:27 GMT -5
I believe the worker first tactic is a shot in the foot personally. Whats the point of not growing for 20 turns to crank out a worker that cant do anything because you dont have the techs to make the upgrades.
I always crank out some "scout" units and a couple city defenders first and get to size 3 or 4. Then that worker gets built in 4 turns and you have the techs by then.
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