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Thread: Most common stuff beginners lacking at?

  1. #1
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    Question Most common stuff beginners lacking at?

    What is the most common stuff beginners lacking at?
    I mean level 3 players for example.
    Comparing to the level 8 players, it should be easy to win this.

    Is there any common stuff beginners tend to do 'wrong' ?

    That could be a good point for me to play better.

  2. #2
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    1) forgetting science infrastructure.
    --- if you're not teching, you're not winning

    2) being aggressive
    --- if left alone, the AI might think of something useful to annoy you. get rid of neighbours or AIs that got key wonders.

    3) city management
    --- don't build everything in every city, don't try to grow every city, at a minimum use something other than the default worker settings.

    4) sell anything you aren't using.
    --- even if you're only getting a few gold/turn, it's better to sell those extra lux's than keep them around, since you get nothing for having more than one.

  3. #3
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    teach me to tech :P

    i had library/university in every city and 2 observatories.(4 cities total) making around 130.. my enemy was making 300-400 and i dont think he was lying because he had 10-12% more science in demographics..

  4. #4
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    were u running science specialists and what was the population of ur cities

    with 4 universities and 2 observatories you should be making ALOT more than 130 beakers per turn (and im assuming the NC in one of the cities)

  5. #5
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    specialists? I had around 10 pop in every city.. some more some less cap like 12 .. smallest like 7-8 etc ... NC?

  6. #6
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    Quote Originally Posted by MadDjinn View Post
    1) forgetting science infrastructure.
    --- if you're not teching, you're not winning

    2) being aggressive
    --- if left alone, the AI might think of something useful to annoy you. get rid of neighbours or AIs that got key wonders.

    3) city management
    --- don't build everything in every city, don't try to grow every city, at a minimum use something other than the default worker settings.

    4) sell anything you aren't using.
    --- even if you're only getting a few gold/turn, it's better to sell those extra lux's than keep them around, since you get nothing for having more than one.
    Many thanks for the answers :-)
    Now point 3 and 4 are those I'm not so sure about.
    And maybe I could choose tech more specifically fitting in what fits best, but this seems to be kinda hard.

    About point 3:
    Why is it not good to try cities growing bigger?
    Do you mean you should produce specifically to each city to give them their own role?
    I mostly look at the 'incomes' tab to see what I could improve, like food or science.
    For example science is at a high +rate, and a building gives another +33%.
    But in general I can understand that you don't need to have all military buildings in all cities and all that kinda stuff.
    That also cost gold right?

    For workers, do you mean you have to control the workers yourself?
    I can control them, but then I'm not always so sure for what to build, like roads.
    Then you can't have that extra farm or something like that.
    Just makes me wonder too much.

    About point 4:
    Does that mean you should fire army units? Or could you also sell produced buildings?

    I think you also mean those double (or more) luxury resources.
    Just saw a tutorial on Youtube. They told having more then one doesn't give more happiness. So you can sell the other. But I just don't know how that selling works and all, but I could figure that out.

  7. #7
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    Quote Originally Posted by Hellogoodbye123 View Post
    specialists? I had around 10 pop in every city.. some more some less cap like 12 .. smallest like 7-8 etc ... NC?
    Depends on the level. If you're higher up, then the AI just gets free science. I actually saw a revealed-map screenshot of a diety game. The AI starts with a scout, 2 warriors, 2 settlers, and 2 workers on turn 1. That doesn't even count the economic advantages it will get.

  8. #8
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    Quote Originally Posted by Hellogoodbye123 View Post
    specialists? I had around 10 pop in every city.. some more some less cap like 12 .. smallest like 7-8 etc ... NC?
    the NC is the national college is a national wonder
    can only be built once there is a library in every city (cost increases with more cities in the empire)

    there are 4 specialists types
    they eat 2 food (1 with civil society)
    artist +3 culture, +3 GA points (slots in temple (1), opera house (1), museum (2) )
    scientist +3 science, +3 GS points (university (2), public school (1), research lab (1) )
    engineer +2 hammers, +3 GE points (workshop (1), windmill (1), factory (2) )
    merchant +2 gold, +3 GM points (market (1), Bank (2), stock exchange (1) )

    to assign specialists open up the city screen click the circle thing next to the corresponding building u want

    all great people can start golden ages and instantly provide a tile improvement
    artists can preform a culture bomb acquiring tiles near ur cities and even steal tiles form rivals or CS
    the improvement provide +6 culture

    scientists can "bulb" (instantly research) a tech
    the improvement provides +6 science to a tile (an additional +2 at scientific theory)

    engineers can provide alot of hammers to a city (good way to get an instant wonder)
    the improvement provides +4 hammers (+1 chemistry)

    merchants can preform a trade mission with a CS giving you gold and 30 influence with the CS
    the tile improvement provides +4 gold (+1 with economics)

  9. #9
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    Quote Originally Posted by mwallyn View Post
    Depends on the level. If you're higher up, then the AI just gets free science. I actually saw a revealed-map screenshot of a diety game. The AI starts with a scout, 2 warriors, 2 settlers, and 2 workers on turn 1. That doesn't even count the economic advantages it will get.
    i only play online !!!!!!! lol

  10. #10
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    Quote Originally Posted by the man of doom View Post
    the NC is the national college is a national wonder
    can only be built once there is a library in every city (cost increases with more cities in the empire)

    there are 4 specialists types
    they eat 2 food (1 with civil society)
    artist +3 culture, +3 GA points (slots in temple (1), opera house (1), museum (2) )
    scientist +3 science, +3 GS points (university (2), public school (1), research lab (1) )
    engineer +2 hammers, +3 GE points (workshop (1), windmill (1), factory (2) )
    merchant +2 gold, +3 GM points (market (1), Bank (2), stock exchange (1) )

    to assign specialists open up the city screen click the circle thing next to the corresponding building u want

    all great people can start golden ages and instantly provide a tile improvement
    artists can preform a culture bomb acquiring tiles near ur cities and even steal tiles form rivals or CS
    the improvement provide +6 culture

    scientists can "bulb" (instantly research) a tech
    the improvement provides +6 science to a tile (an additional +2 at scientific theory)

    engineers can provide alot of hammers to a city (good way to get an instant wonder)
    the improvement provides +4 hammers (+1 chemistry)

    merchants can preform a trade mission with a CS giving you gold and 30 influence with the CS
    the tile improvement provides +4 gold (+1 with economics)
    thx for the info, also on engineers it doesnt always put in the 100% hammers needed to complete such thing.
    i had created a new city to have the 33% extre culture, so i took my engineer there to finish sistine chapel lol funny i know..
    i used him, it lifted the bar pretty high, but it said 43 turns left hahahahaha? explain?

  11. #11
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    Quote Originally Posted by Hellogoodbye123 View Post
    thx for the info, also on engineers it doesnt always put in the 100% hammers needed to complete such thing.
    i had created a new city to have the 33% extre culture, so i took my engineer there to finish sistine chapel lol funny i know..
    i used him, it lifted the bar pretty high, but it said 43 turns left hahahahaha? explain?
    Engineers give hammers based upon your population (after a minor flat amount). It's ~30 hammers/pop, so you need high pop cities to get the Renaissance/later wonders. 5 pop is enough to get the Porcelain Tower and below.

  12. #12
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    ahh ok, thx ...

  13. #13
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    Quote Originally Posted by MadDjinn View Post
    Engineers give hammers based upon your population (after a minor flat amount). It's ~30 hammers/pop, so you need high pop cities to get the Renaissance/later wonders. 5 pop is enough to get the Porcelain Tower and below.
    oh-ho! Didn't know that one. 30 per pop eh? hrmm......

  14. #14
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    I improved by paying more attention to details. For example, when building, rather than just a knee-jerk build, take a close look at the city. If there's not much production in a category, what point to something that only gives you a percent bonus? If you have too few people, why build a library if there's a better option?

    I build happiness earlier rather than later these days. Seems bad to go below zero, so I try to anticipate and build early unless there's some compelling reason.

    I try to look at every reasonable option when choosing builds and look ahead.

    Carefully look at every policy tree. Understand those options. I think the policy order is quite important and should be on your mind. Maybe it's best to use policies to get workers and or a settler. You have to balance that against the need to improve luxuries.

    I am not saying I am good. Just that I have improved by taking a closer look at every option.

    I find that I need to be a bit more agressive than I was early on.

    My biggest failing is with conquest victory. I spend too much time and resources fighting the first 3 civs, and when I attack the 4th, he/she has tech advantage. I am trying to improve on that one

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