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Post by tommynt on Dec 7, 2005 19:38:09 GMT -5
u cant see experience points - as far as i know
but saving upgardes is a very good idea - i m too lazy to do right away anyway
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Post by civerdan on Dec 9, 2005 9:00:57 GMT -5
Saving upgrades is a good idea, but if I have a stack of 20-25 units in a blazing game, I may very well not have time to promote all my units. Besides, nothing is worse in a hurry up mode than promoting your swords for Cover by mistake when he doesnt have archers in the city.
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Post by thaerion on Dec 16, 2005 18:37:32 GMT -5
Just something i thought would be a good idea and add to strategy imeansly...some one should make a mod where you can build improvements that not only promote...but expand a force from the three you get...to say four and then five...this would give lateral dimensions to promotion also...but might not be too balanced...but that could be countered by making it very cost inhibitive to achieve
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Post by civfloaterhun on Dec 19, 2005 14:49:38 GMT -5
Heroic: I think they included the seeing of enemy promotions to make the game more strategic and less casino, like in chess u know exactly the enemy forces.
Still anoyes me why they left the fast clicking at the beginning of a turn in the game. Being fast like an FPS freak wins u a kill when u play simultan turns, while slow clicking awards u with a loss (Eg an archer chases a warrior). This part is completely not strategic, and dishonest the whole genre (i know civ3 had that too, one more reason for having it wiped out by now) .
The thing that u dont see the enemy buildings is the computer game part that makes it more interresting.
I think its good as it is for balance purposes. (A game was never a perfect copy of reality and it shouldnt be as well)
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Post by tommynt on Dec 19, 2005 15:47:14 GMT -5
just dont get into situations where u can loose game without fast clicking
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Post by Sidhe on Dec 19, 2005 16:10:30 GMT -5
And use the keys, it's quicker.
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Post by MMV on Dec 19, 2005 16:14:17 GMT -5
should someone tell him that it's not "fast-clicking" at the beginning of the turn, but rather, fast clicking before you end the previous turn?
Hmmmmmmmmmmm, kind of like a scout sneaking through the woods trying to spy and seeing a lion, bear, enemy archer - should he stay and die or live to scout another day?
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Post by civfloaterhun on Dec 19, 2005 18:45:36 GMT -5
Tommynt: Yes u can try to avoid theese situations, still the faster player (even if he is dumb) has a non intended advantage (non intended cos its a STRATEGY GAME not FPS), cos he doesnt have to filter his possible mooves to avoid theese situations. More alternatives = More chance, its trivial.
MMV: How do u mean its about fast-clicking in the previous turn?
I know a lot of situations when i set the waypoint into my empty city sooner than the enemy even mooved into the tile next to my city. And yet when new turn came i was pushing ctrl+a and clicking like an idiot still lost the game.
Thats what i speak about eg. in your territory always u should be faster in the beginning of the next turn, it would be perfectly enough if the manual mooves were frozen in the first eg. 2 secs of the turn and the auto execution would prioritize the "home" unit when both would push ctrl+a.
This is perfectly sensible, easy to make (even in a fast patch), noobs can learn it fast too, cos 1 new rule added only...
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Post by ghost on Dec 19, 2005 18:56:19 GMT -5
Tommynt: Yes u can try to avoid theese situations, still the faster player (even if he is dumb) has a non intended advantage (non intended cos its a STRATEGY GAME not FPS), cos he doesnt have to filter his possible mooves to avoid theese situations. More alternatives = More chance, its trivial. MMV: How do u mean its about fast-clicking in the previous turn? I know a lot of situations when i set the waypoint into my empty city sooner than the enemy even mooved into the tile next to my city. And yet when new turn came i was pushing ctrl+a and clicking like an idiot still lost the game. Thats what i speak about eg. in your territory always u should be faster in the beginning of the next turn, it would be perfectly enough if the manual mooves were frozen in the first eg. 2 secs of the turn and the auto execution would prioritize the "home" unit when both would push ctrl+a. This is perfectly sensible, easy to make (even in a fast patch), noobs can learn it fast too, cos 1 new rule added only... you want your automoves to move faster hold shift and enter at start of turn. by doing this all your auto moves u set will go 1st( goses faster then ctrl a). yes it ends your turn very early but it can give u a huge speed boost if attacking a city/unit or tring to defend a city/unit
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Post by civfloaterhun on Dec 20, 2005 16:08:44 GMT -5
Thanx ghost, but i think its a solution until not everyone uses:) After that it will be maybe engine related who makes its step sooner. Maybe there is a built in sequence, that host's shift+enter evaluated firs then the first players... I will be host than always.
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Post by tommynt on Dec 20, 2005 20:44:00 GMT -5
i dont use auto but keys and there are rumours that i tend to be fast - but i only rely on speed in attck never ever in defence - somehow defender tends to be slower. Possibly engine let takes (cities and workers) be afster done as attacks ( doubt that but experience tells me)
speed matter usually only in early game with close starts
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Post by civerdan on Dec 21, 2005 21:25:18 GMT -5
I tend to make sure I can avoid situations where I have to get a unit in there before I get my empty city walked into, etc. The risk isnt worth IMHO the benefits. Later large battles tend to be won or lost before the actual city battle occurrs. Rarely are they decided by one unit making it or not making it in. I never remember taking a city attacking with 20 units and having 1 alive in the city at the end. The manner which catapuilts are units tend to miminize this possibility. If if need to move a stack into ur city in the nick of time, maybe you need do get more sentries and get your culture borders bigger.
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Post by Sidhe on Dec 25, 2005 7:26:35 GMT -5
I really wish there were a way to save promotion schemes (multiple promotions) and link them to a hotkey, much like we can save building schemes in a city. Is there one, and did I miss it? Then click on a stack and click alt-click and execute the promotion scheme on them all. Then, storing up promotions would be very fearful. Personally, I think it's pretty unfortunate/unrealistic that the game shows your enemy which promotions you have at all. I just question if spies' intelligence could actually be that good, and yet not know what a city is building, or see where peasants are working. Spy Report: Sire, judging from the unusual size of their forearms, we believe that this warrior is 10% stronger than all others. We have also determined that since the catapults were painted blue, they must be better at collateral damage. Also having noted the many warriors plauged with scurvy we have conclusively determined that this archer is also amphibious. Unfortunately we have not seen a single peasant working the lands near this city. We think they are out there, but they hide from us. Also, we have been seeing lots of blacksmiths building sharp pointy things that we cannot determine if they are weapons or religious ornaments. Actually combat bonuses aren't based on the strength of someones forearms. There based on strength as a factor of experience, the more combat experience the better the training and ability of the units; experienced catapult engineers are more accurate and thus do more damage; melee/archer/firearm units are better shots/swordsmen etc, their leaders are more shrewd and able to react to the changing fortunes in battle and the troops are less likely to route; this is something that all armies know before they engage: are they the kings guards, are they the Immortals or Spartans are they Legionaries or Auxhillaries, lightly armoured,expensively/heavily armoured? Are they fresh from several lengthy campaigns, or are they newly drafted regulars? Any scout worth his salt knows the battle standards of his enemy, also whether they're marine units or not, according to previous campaigns. Believe it or not marines existed long before the twentieth century. I do think an awareness of wonder building would be more realistic, but most buildings look just like any other from a distance so that makes sense. Here's something interesting, the Immortals were so called not because they were unbeatable or immortal, but simply because if one died in battle he was imediately replaced, meaning they always fielded the same number of troops. And The Spartans never lost a battle against equal numbers, not untill They were beaten in a war with Thebes, and the oposing general was supposedly Spartan anyway. Merry xmas all by the way, hf
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Post by Tony on Dec 31, 2005 22:46:05 GMT -5
in the end there are onlky 2 options for a sucessful attck - either some sneaky surprise attack or attcking with catas before defender got em - a clever defender with catas and a close to equal amount of units ll just smash evrey attacker - no matter what atccker is doing - u have the road speed bonus - u can sitt on the imortant defnce tiles .... u can just strike 1. I think this pretty much sums up my feelings.. I would say its Imposible to kill a civ that has its infastracture set. Infact i would say its actually pretty foolish to even attempt an attack around the classical era or beyoud, beacause all you are doing is wasting time building units. And then you have a crippling "unit support" cost along with big unit costs. As a result you have low science and your missing out on improvments and wonders. I have been in lots of 1v1's with friends, which we have mutally agreed to call it a draw once we are in the rock-sissors-paper stage of the game. Obviously this is generally speaking, if you have been in war from day one or get bang banged, or resourceless etc then the above may not apply. Just my 2 cents
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Post by werttrew on Jan 17, 2006 10:00:50 GMT -5
Very useful strategy guides. A few tips of my own: *It is very dangerous to leave unchopped forests or jungles right next to your city. A stack o' death can sit there and leisurely deal out damage while sitting with a +50, +75 percent defense. Cut those trees down.
*Don’t be pressured to immediately hit “end turn.” Use as much time of every turn as you can. If you have a moment, check F9 to see where you stand in relation to your enemies. Check your borders for vulnerable areas or places for your next city. Check your cities to make sure they are maximizing their developments.
*Play your strategy according to your civs’ strengths. If you don’t start with mysticism, don’t make a beeline for an early religion: you’re probably not going to get it. If you don’t have industrialism, stone, or marble, be cautious about trying to build a wonder-heavy civ. If you can build a UU, build it—but not to the exclusion of anything else, of course.
*Beware that your opponents are keeping an eye on you—even without scouts. F9 shows what wonders are built. If I notice an opponent has built two early wonders right after the other, it tells me that she is a soft target—she’s been building wonders rather than troops.
*It is very important to be aware of the kind of map you're on: hit F8 and check on the settings if you've forgotten. On the most popular Ladder maps: Pangaea: You may have enemies to the left, right, above, behind, below, everywhere. You need to be vigilant, sending out units to keep an eye on your enemies. Battles will come soon and often on a pangaea. You’ll need to jealously guard your workers from poaching, as you can expect horse-type units to pop up just about anywhere at any time. If you start with a just a scout, you MUST build a warrior ASAP. Hub: These are very sweet for builder-types. You generally have a choke-point where you can hold off your enemies fairly well, and it takes your enemy considerable time and effort to get his troops to you. You need to concentrate on many cities early on. Just beware of galleys full of enemy troops coming in over the sea to pluck undefended cities! Inland Sea: You should count on two neighbors to either side of you. Unless one of them falls, they are likely the only opponents that’ll present a serious challenge to you. This map is in between hub and pangaea—some fighting, some building. Major connections between cities are vital. Lakes/Oasis: Same principles as a pangaea, although watch out for the corners of the map: this can be a good place to put weaker cities, with your back defended, and pushing forces out to the fringes. Maze: I’ve only played once on a Maze. My one advice is, beware an early rush of horsemen/chariots. I was busy building a six-city empire when a torrent of charioteers ripped the ground from beneath me.
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