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 Asunto: Re: Civ IV
NotaPosteado: Dom Oct 12, 2008 5:27 am 
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1) hay que hacer un camino/durmientes para conectar edificio que creás con la ciudad? Fijate que a toda mina o molino que creaba, lo conectaba con la city...


Si, por lo que tengo entendido, de esta forma te aseguras que los recursos lleguen a tu ciudad bien. Creo que sino los conectas no llegan, pero es de lo que me acuerdo, no estoy 100% seguro

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2) cómo mierda hago para que algún puto me regale algo? Yo siempre ando regalando tecnología cuando me lo piden, para que no se enojen, pero a mi ni bola me dan..


Cuando jugas contra la computadora es MUY quisquillosa, JAMAS te van a regalar algo por mas que la diplomacia sea muy buena. Siempre tenes que tirarles una contraoferta que te va a terminar cagando, pero bueh. No les des siempre todo, te van a pedir siempre, se garca como ellos, la diplomacia no se va a ver TAN afectada... lo que hace que una faccion te ODIE suele ser que los ataques o que la religion choque ej: Judios-Musulmanes. Sino no seas tan tolerante con los tipos... muchos te tiran bluffs pero despues se cagan todos. Muchas veces me paso que algunos me declararon la guerra, fui, les tome una ciudad y me pedian la paz... asi que mucho es bla bla. Apenas notes que tenes un minimo grado de tension con alguna faccion tira todas tus tropas para ese lado.

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3) Gandhi garca me ganó faltando 20 turnos, mi objetivo era llegar al 2050 arriba de federik (que me llevó la delantera durante toooooda la partida, siempre iba cuarto yo!)


Cuando te tiras a tratar de ganar una carrera tecnologica se torna muy complicado porque la maquina mueve las fichas bien... hace los upgrades SIEMPRE (la cantidad de veces que pase turno sin elevar algo en el arbol tecnologico, ni te cuento...). Entonces muchas veces se complica... si vez que queda poco tiempo y estan apunto de ganarte, guerra a pleno, es lo unico que te queda, te alias con otros que estan flojos, les pedis que vayan a la guerra con vos y les das un monton de tecnologia... aceptan al toque. Armas bardo bardo hasta que el flaco no tenga otra que negociar. Otra que podes hacer es que tus aliados vayan a la guerra mientras vos seguis en la "carrera tecnologica" esa es buena. O bombardearle su region con monjes de tu religion y empezar a convertir a la gente y que se arme un problema religioso. Cosas asi.

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 Asunto: Re: Civ IV
NotaPosteado: Dom Oct 12, 2008 11:43 am 
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Registrado: Dom Mar 16, 2008 3:48 pm
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Cuando te tiras a tratar de ganar una carrera tecnologica se torna muy complicado porque la maquina mueve las fichas bien... hace los upgrades SIEMPRE (la cantidad de veces que pase turno sin elevar algo en el arbol tecnologico, ni te cuento...). Entonces muchas veces se complica... si vez que queda poco tiempo y estan apunto de ganarte, guerra a pleno, es lo unico que te queda, te alias con otros que estan flojos, les pedis que vayan a la guerra con vos y les das un monton de tecnologia... aceptan al toque. Armas bardo bardo hasta que el flaco no tenga otra que negociar. Otra que podes hacer es que tus aliados vayan a la guerra mientras vos seguis en la "carrera tecnologica" esa es buena. O bombardearle su region con monjes de tu religion y empezar a convertir a la gente y que se arme un problema religioso. Cosas asi.


Sos un desestabilizador social de primera vos disen :risa:

Aparentemente veo mucho la palabra guerra y soldados en tu thread, tengo que darle más bola a eso... porque generalmente tengo un soldado por city y nada más, cero budget en defensa... Los otros al final ya venían con tanques, y yo seguía con los warriors xD...

Después me di cuenta que la comida es para crecer la ciudad y la piedra para construir (pensé que era todo comida lo que importaba xD), así que voy a hacer city más cerca de las montañas... Y yo siempre manejaba un budget del 80% research y 0% cultura, voy a empezar a tocar más eso... Por ejemplo, al final puse 80% cultura y 0% research (ya casi tenía todas las tecnologías), y casi le robo las dos ciudades que puse en lo screenshots...

Gracias disen por los comments, todo protip es bienvenido :P

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 Asunto: Re: Civ IV
NotaPosteado: Lun Oct 13, 2008 11:16 am 
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Estaba leyendo civfanatics.com, y recolecté un par de tips para novatos... seguramente vos te los sabrás ya, pero la mayoría son novedad para mi :P



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-> Build fewer, quality cities.
-> Build near resources
-> Chopping down forrests boosts production, helping early production of buildings and units
-> Build roads to move units across the map much faster
-> Build roads to resources like horses and elephants with roads to enable production of mounted units at all cities (if you have the right techs)
- Research mysticism first to be able to create Stonehenge and obelisks (this will give you culture to expand your borders)
- Move your scout or warrior around the land in order to discover good spots for a new city or to meet other civs (other civs means: go for defense and expand towards the enemy, fill the gaps at the poles and jungle later)
- If both a warrior and a worker cost 15 hammers, go for the worker in order to develop your city sooner. Choose the warrior if that takes 8 turns (so your city can grow to 2 in the meantime)
- After mysticism, research meditation or polytheism in order to get a religion. If meditation is researched while you are still researching it, change it to polytheism (use the tech-screen by pressing F6). If polytheism is researched also, go for iron working. A holy city gives you benefits.
- After iron working, go for alphabet. Once researched, you can trade your techs with other civs. Trade with distant enemies first, you don't want to give your neighbours the edge. Don't trade your alphabet-tech just yet, you don't want others to be able to trade as well, do you?
- Once you discover currency, sell your technology to the other civs. They're glad to hand over all their money to you for inferior techs. Spend this money on research. The first time is the most lucrative one.
- If you have weak defenses, always accept demands from your closest neighbours. Work on your defenses, especially with 'friends' nearby! Bribing won't stop an attack, when they smell blood, you're theirs.
- If there are horses around somewhere, claim that resource!! Iron and copper are around more often (especially near the poles). Research horse back riding only if you have horses. Don't accept it when you trade if you don't have horses, since it's not useful to you. Never trade it with Cyrus, since his unique unit is mounted!
- If you are at war, attack with mounted units and pillage iron, horses and copper resources first, so they can't build strong reinforcements. Try to sneak in a chariot or mounted archer to move and pillage at the same turn.
- Build barracks in every city for a free promotion.
- Choose promotions in accordance to your attacker's army. Choose +25% cover when your enemy attacks with archers for instance or hills/forest defense if you are near hills or forest
- After you researched a religion (or failed to do so), don't go for iron working just yet, but check your surroundings for resources. If there's corn, hover over the tile and see what you need to improve the tile and get that resource. In the case of corn, you'll need a farm, so you'll need to research agriculture. If you have sheep, get animal husbandry. Get the wheel to make roads (important!) and pottery to create cottages (perhaps somewhat advanced tactic this early in the game, there are a lot of threads with indepth tips).
- So, after religion, research a couple of basic worker actions (don't go for agriculture if you don't need it yet) and then go for bronze working (reveals copper) and iron working (reveals iron). If you can settle near these resources, it means your enemy can't! Never trade iron or copper, unless you absolutely have to! If you are demanded to give copper or iron or else, you know their units suck since they lack that resource! (Unless it's further on in the game, they might have horses)
- If you are playing at higher difficulty, dont research alphabete, research writing and make a beeline to the tech to build oracle, then have at least 2 worker chop wood to rush build oracle, use the free tech bonus to get alphabete. alphabete is just too expensive to research early.
- Catapults are absolutely essential.
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To take a city with a big defence bonus (like 30% or more) defended by three or more strong units, you simply MUST use Catapults. Just throwing Swordsmen at the city is plain suicide. Facing Longbowmen or Axmen in a city with a big defence bonus, your Swordsmen will die at a rate or at least four to each killed defender. And you will provide the opponent with free promotions for his surviving units...

Instead, place three or four Catapults next to the city. (If the enemy doesn't have a Catapult in the city, you can place them in a stack, and add a strong defender to defend it, otherwise spread them out around the city.) Now bombard the city until the defences are down to 0% (this may take a couple of turns - be patient!). Then attack the city with your Catapults! Yes, you'll lose most (probably all) of them, but they are cheap to build. Their awesome (overpowered?) collateral damage ability will soften up the defenders enough to let you move in with moderately strong offensive units, such as Swordsmen (prefferably with City Raider promotion), and most likely kill all defenders without losing a single attacker.

Meanwhile, your other cities should keep building new Catapults, to attack the next city...

- Persia + Horses = (super cheap!) Immortals = Ancient Era Nightmare
- Go for Hinduism or Buddhism first (on Noble). Try hard to spread one of these religions. Make shrines such that you can collect the income.
- If you want to use the chop-rush strategy for your start game, you need bronze working as your first tech.
- If you want to negotiate a permanent alliance via diplomacy, you need to tick permanent alliances before you start the game, and you need to research fascism.
- Make your path towards enemy through forests, jungle and hills. That'll provide you with def bonus from +25%(hills) to +75%(hills+forest).
- For religion, go straight towards Hinduism, as the AI always goes for Buddhism first. If you still miss Hinduism, try for Judaism (monotheism) next, after getting a military unit tech (archery or bronze working). The value of having a native religion is quite important, especially if you can convert one of your neighbors.
- If you have Cows, Horses, or Pigs, research Animal Husbandry to build pastures.
- If you have Rice, Wheat, or Corn, research Agriculture to build farms (or even if you have plenty of fresh water, particularly with a plains start).
- If you have Gems, Silver, or Gold, research Mining.
- If you have Fish, Clams, or Crabs, research Fishing. Added advantage: your city still grows when building a work boat!
- If you have Game, Ivory, or Furs, research Hunting.
- For everything except sea-borne resources, you need to be able to hook them up - so unless you're going for a religion, research The Wheel before anything else (because believe me, it's frustrating when you get that Gold Mine completed, then realise you can't build a road back to your city! )
- If you're Aggressive, build barracks and units, and go for Mining->Bronze Working. Early Axeman rushes can be very effective. A Cover promotion is better than a City Raider II promotion, as well (+25% vs. Archers opposed to a general +20% city attack; given most early defenders are Archers, it makes sense).
- If you're Philosophical or Spiritual, you usually start with Mysticism: go for commerce (thanx Sirian & Sullla!) over food, and you should get Polytheism first. AIs tend to beeline for Meditation before Poly.
- If you're Industrious, head for BW and IW - for the same reasons as being Aggressive. (Napoleon is probably the best for ultra-early rushes in this respect.)
- If you're Organised or Expansive or Financial... er... bear with me. I've not really played with them Seriously, though, these are traits (much like the Commercial trait in Civ3) with subtler, longer-term benefits. Though Organised does seem to be a bit of an all-round Edsel so far.
- Always, always, always, escort Settlers, unless you already have the route to the new city patrolled.
- Give in to demands early on. Just keep a note, and come back with the payback later
- If you have an early UU - research towards it, and make use of it. More so than in Civ3, the UU is tuned to the era it belongs in. Use it or lose it.
- Feel free to sell copper later on in the game (renaisance). It's useless by then (except to double production of Statue of Liberty (very important wonder), and Internet (not so useful)), but the AI still pays good for it.
- Sailing allows your religion to spread across all coastal cities on your own and nearby islands.
- To know how many of each resource you have, just open any city's window; the simplest way to do this is by clicking on your flag next to the minimap, that will open your capital's city window. Then, just look at the info on the top right corner.
- When the AI comes to you offering a resource deal, click 'renegotiate', in order for you to know how many of each of those resources you have. Take any resource out of the bargaining table and it will go back to the upper part, where its proper amount will be displayed; if you see that you do indeed have extra of that resource (or if you don't but you see that you can spare that kind of resource) go ahead and put it back on the table and close the deal.
- After you have alphabet, every time you finish researching something, press F4 to check the foreign advisor and click 'technology' (or 'science', I don't remember). There you will see who is willing to trade you which techs, and since you have just discovered something, maybe they won't have that. It's impossible to trade techs for resources, and it's usually better not to trade it for money, so the best thing to do is trade one tech for another.
- If you hover your cursor over the techs on the bargaining table, it will show you how many beakers each one costs, and it will even tell you how many you have already invested in a particular tech, if that is the case.
- If you open the file 'Civ4Config', you can easily edit it, since it's a text one. Two things worth modifying are: The number of turns between autosaves. The default is 4, but you may prefer to adjust it so that it saves your game every turn, so substitute 4 for 1. And the other thing is to enable the cheatmode, which is really the way to get the worldbuilder to work properly. The password to the cheatmode is "chipotle". So, if it says something like "CheatCode=0", substitute 0 for 'chipotle'.
- You may want to reload because barbarians take out your unescorted settlers, but you should have learned by now that unescorted settlers just don't work.
- http://www.garath.net/Sullla/ this will take you thru one complete game
- i found there is two way of playing your own traits (with some exception): A)maximise their effect or B) let them fill the gap...
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A) spiritual: changing civics often
Organized: don't hesitate to take the most expensive civics, play great empires
financial: cottages powerhouse, rush build with money while you're on universal suffrage
industrious: focused on wonders
philosophical: lots of specialists
creative: early culture war, for land grab
aggressive: early war, allways war
expansive: put city on jungle and such disavantageous spot

B) limited to some traits, some HAVE to be max out
Creative: don't bother with culture, it grows by itself
financial: don't bother with money, focuse on production food
aggressive: don't bother with XP civics, take beakers-prod one
expansive: don't bother with aqueduct, you're healthy
industrious: don't bother focuseing on stone and marble
philosophical: don't bother with specialists

i think spiritual and organized need to be played, and you need to focus on those traits

It's true too that some traits are much powerfull depending on difficulty level (organized and expansive, the higher, the better), maps (financial on a archipelago map = great danger, creative on a pangea one = danger) and other things like that

- Specializing your cities for specific great people is a good tip. Great Merchants and Great Artists are my two favorites. With a great Merchant, get an open borders agreement with somebody and move them to the furthest city from your capital. You can then make a heap of money with the push of a button. Great Artists can create a great work, which will add an instant 4000 culture to the city it is place in. If you're going for legendary culture status on some cities, or just trying to push your borders out over an area of land that you haven't built a city on, this is an easy way to do it.
- I also like to make settlers and build cities around the globe (usually on the same area as my rivals). This is tough to do early, as none of the early ships will carry settlers (I cannot remember which ship it is that can carry settlers). Having a city near all of your rivals makes war easier (especially when you build airports).
- To gain the +1 movement bonus for rounding the globe with one of your units, you DO NOT have to connect the "trenches" in the fog of war with each other- you can accomplish it by moving on a tile on the same vertical line on the map, regardless of how much fog of war is in between vertically.
- Consider who you want to trade with. If you're friendly with one civ, don't trade with civs that they don't like unless you absolutely need to. There's a diplomatic penalty for trading with their enemies and trade and strategy bonuses for civs that are happy with you.
- If you can focus your trade with a group of civs that get along with each other, then you can improve your diplomatic relations and create a bloc that can be useful later in the game.
- Actually, the general rule is to take advantage of your Civ's traits as best you can, and try all of them to see what suits your style of play. For example, many here feel that Organized trait is 'useless', but if used properly, it can be very useful to have. I enjoy playing as the Romans, and using the Praetorians (UU) to ravage the neighbourhood.
- I always put missionaries in my original scouting vessels. That way I can drop them off at any Civ I run across, HOPEFULLY one that has no religeon.
- I had missed religionship at my first game. I took the best of this situation. Here is the strat:
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Let the other create religion.
Let the other work on the religion.
Focus on production and science output while other focus on religion.

At some time, 2 civ will have the same religion. It is the time to be of this religion. To work it, simply put a town near the foundator of the religion. Put a road to his empire and wait. The religion will spraid eventually. Accept to convert at this religion.

So, you will be 3 civ with this religion... it is time to work for the religion, spot other civs without religion and send them missionnary. Send some settler near the civ you want to convert, create a town and put your religion in it. Create temple and the monk place and see what happen... your religion will spread.

I always play on the HUGE setting, always play with no more than 8 civs to be sure that we will have large empire.

And it had always paid to be in the clan of the brothers in faith.

Yes, the holy city can pay (about 20 to 50 gold a turn) but having a lot of brothers and sisters in faith is always better when they are next to your empire.

More of it, to have a holy building, you will need a great prophet, to have them you will need a religious wonder to raise the prophet chances. And prophet are not the best Great Poeple.... religion wonders are not the best wonder... for me the best are Engeneer, they boost your wonder production.

- Aggro whomp strat go romas get iron and 4-5 cities pump out preatorians whomp your neighbours if you are slow get catapults. (qué carajo habla este tipo xD?)
- Peaceful tech strat.
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1: financial is very good in later part of game when you got loads of cottages in many cities.
2: other traits are all ok so doesnt matter, starting techs and unique units are as important.

- I like quinof china a lot industrious and financial on prince and below u get wounders and a superb endgame.
- Go for 4 cities early on, one or two more on hughe one less on tiny, stop there and get up defence and workers. get up cottages on many squares and one or two irrigation per city. connect your resuorces, watch what you need in terms of happiness and health. Get more if you need to.
- Tech, get mysticism and then get polyteism, then get masonry and monotheism, and bronze working. Revolt in slavery and organized religion. Get state religion of the one that is most important.
- Go for the resource techs escpecially pottery -> cottages.
- Go for currency and when you are halfway through teching currency go for more settlers if you got terrain to cover and aim for music in tech. Then go for printing press and after that democracy after that it doesnt matter much get what u need. Just keep in mind the maintanance after 9 cities it gets though without courthouses which takes time to build map dependent.
- Pull in a bunch of great peeps and go for the victoy u want.
- Don't neglect military, ever.
- It helps to learn to use the F4 button and the resource and technology tab. The info there gives you a good pic of where you stand in a tech race, and helps you map out what techs the AIs have (so you can trade for them later) and what you should research on your own. also makes it easier to figure out how to get the most techs from everyone with the few you have for trade.
- Explicación del chopping: Basically when you build something in a city (this includes people as well, like Archers, Settlers etc) it takes a certain amount of 'hammers' to create them. You get a certain number of these each turn, which I think is down to things which produce 'hammers'. Sorry this is a really bad explanation. Anyway, after chopping down a forest (you need Iron Working) it will say something like "30 [hammer symbol] created in [your town] for chopping down a forest. This is then instantly used in that city for whatever it is making, which boosts the production of whatever that city is making.
- Naval forces:
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If you have built fishing boats or clamboats or any other searesource to sustain a city, try to build a few galley's early on to protect your coast and resources. Searesources are one of the first things being attacked when someone declares war on you. Galleys (or later naval units) may allow you to destroy units before the ever reach your shore.

- Economy:
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Don't neglect it. You can save your skin by lowering the science, but you should have an early plan to boost your income (some kind of masterplan). Cottages help a great deal, build them often (and don't let the enemy destroy them)! Courthouses reduce costs as well. You should open borders with as many other leaders as you can ONCE you filled your area with cities and there's nowhere left to build one. Open borders gives you better trade routes. You can also try to found a religion and build a shrine with your first great prophet, but you'll have to build missionaries to convert your cities as well as others'.

- Build enough cities, but not too much: (muy buenos tips^^)
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Like the title says. Don't neglect building enough cities in the early stage. Don't go crazy on granaries, libraries or temples before you have a few settlers out and founded your first cities. Try hard to build every city near at least one special resource. Tiles that say 'fresh water' will provide you 2 extra health. Also, rivers act like trade routes: two cities on a river share their resources - so it helps to build your second city on the same river as your first, as you don't have to wait to discover the wheel and build roads to connect them. Resources around that river don't even need roads to be connected! You can also just build roads towards the river instead of all the way back to your capital! This can save you a lot of turns with your workers. Lastly, use workers to chop down forrests to finish building things faster (you'll need bronze working). If you're surrounded by jungle, build more workers than usual and start clearing jungle like it was the plague. Jungles should be cleared ASAP.

- Protect your cities well against Barbarians. If you lose one city to them, they will gain much more power than they already had, causing more problems.
- Injuries affect a unit's combat readiness quadratically: a 50% strength unit is fighting at both half health and deals half damage per turn. The displayed combat odds in game do NOT take health into account, only comparing strength ratings, so be wary of injured units! A 5/10 strength Knight attacking a 5/5 strength Axeman has less than a 25% chance of success.
- You can set city rally points by selecting the cities and Shift + Right-clicking on the tile you want troops to go to. To select multiple cities, hold down Shift and left-click the city names.
- An enemy ship prevents the city from working any tiles on, or in the 8 tiles adjacent to, the ship. Currently it doesn't block trade routes or negate the bonuses from a Harbor in the city though, which will hopefully be added.
- Ships can also destroy the improvement required to access a sea-based resource, cutting off access to that resource until a work boat can rebuild the improvement.
- Do not neglect your military early on in the game, especially when you're expanding.
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You could get a way with only having one unit in a city, or sometimes none, in Civ 3 but not in Civ 4. Try and have at least two units in your border cities. Also, try and keep at least one unit outside your cultural borders, preferably on a hill with a forest or jungle. This serves a number of purposes. One, it takes away the barbarian breeding fog of war. Two, it enables you to potentially deal with barbarians before they can enter your borders and it can also delay the barbs enough for you to get an extra unit into your city. It can also stop the barbs from pillaging your hard worked for, and sometimes critical improvements. TAKE THE EXTRA TURNS TO BUILD AN EXTRA MILITARY UNIT. Always escort your settlers with a military unit. Two if you can spare them. But make sure that you keep an eye on your economy to make sure you're not losing too much money with all these units moving around. Shuffle defending units around to appropriate border cities if you find yourself in that position.

- Try and be the first to circumvate the globe.
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I always neglected ship building and found opposing civs accomplishing this task before I do. I happened to stumble across it by accident and it can be a great help. +1 movement to ships can be a great benefit, especially early in the game when ship movement is rather limited. You also don't need one ship to do this by itself. I FOUND BY ACCIDENT THAT IF YOU SEND TWO SHIPS IN OPPOSITE DIRECTIONS, IF YOUR'E ABLE, THEY CAN CIRCUMNAVIGATE THE GLOBE TOGETHER.

- ALWAYS NEGOTIATE TRADE OFFERS. When a civ comes to you offering a trade ALWAYS click the negotiate option. Clear the table and then select what he was asking for. Then click on the "what will you offer for this" option. The requesting civ will often offer more than what they had originally offered. This is often worthless with open borders offers however.
- Also, don't be afraid to switch up potential offers. If you want another tech, the civs can sometimes be persuaded to give it to you.
- Maintain good relations with your neighbors.
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Don't be afraid to give in to a demand early in the game. Refusing a demand can often lead to sour relations and eventually war. Finding yourself in the middle of a war you're not prepared for can be a real pain. Especially when it could have been avoided by simply handing over a tech.

- This next point is obvious to those that have played the game but for newcomers it may save a headache or two. If a civ cancels it's open borders with you it is very likely (though not always) a prelude to war. When a civ cancels it's open borders with you, immediately begin transferring military assets to your border with that civ. Also, the civs are a bit more sneaky this time around. Don't be surprised to see an enemy ship dropping off some units somewhere away from the border. Keep a group of units handy to respond to such excursions.
- Don't freak out if you don't found a religion.
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Sure, you might miss out on some cash but you can still command a dominant empire. Not founding a religion enables you to be more flexible. You can convert religions at will without the worry of how that will affect your income. You can also convert to a religion that can help relations with your neighbors. Which neighbor's religion to convert to depends on a number of factors. This includes the proximity of them compared to you, their military strength, leadership tendencies (Genghis vs. Asoka for example) and generally their overall power. Religious differences are often the major factor between good relations and all out war.

Also, you can even go the way of not converting to any religion at all. Although you won’t get any bonuses from having the same religion as another civ but you also get the benefit of no penalties with other civs that would have a different religion.

- Don't be afraid to trade the one tech you have that no one else does.
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I have often found that I can get even in the tech race (usually after a prolonged war) by going from civ to civ and shopping around for all the techs I don't have. This can be extremely effective in getting back in the tech race. I have even researched especially hard techs just for this purpose. Spending a number of extra turns going to an unresearched tech can save me the number of turns it can take to research 5 others by themselves. I have found that Medicine is a prime example of this. It seems to me that this tech is usually not on the top of many civs research list. Of course this all depends on what the 'one' tech you have is. Military Tradition is usually one tech I keep to myself early in the game.

- Siege Units.
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This point has been stated many times in these forums but I believe it is important enough to restate. Siege units are usually EXTREMELY important in combat. This is a point I found out the hard way. You will need to knock down the cities defenses before attempting to take it. You can try without but you will most likely lose way too many units than you planned for. Move them in with your army and take down the cities defenses. It will probably take a number of turns but it is worth it. After that, attack the city with your siege units for collateral damage. These siege units will almost always die as a result. You don't have to use all of them. When you're satisfied that the units defending the city are weakened enough, move in with your city attackers. Because your siege units will most likely get destroyed it is very important that you have cities devoted to their production. Depending on how many cities you want to take you will still need quite a number of siege units. If I have six cities building attacking units I will usually have at least 2 other building siege units. You can tailor this depending on the proximity of the siege unit building cities production and proximity to the front (siege units are slow moving).

- Also, one tip that is heavily used by war mongering specialists is to check the odds of battle before attacking.
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There are so many battle modifiers that it can be a bit difficult to keep up with what is going on. When you're about to attack, use the go to mode with the right mouse button and hover the final destination over enemy unit. Look in the bottom left of the screen and you will see the odds of the potential battle. You are green and the enemy is red. It also includes the modifiers for each unit and may help you in choosing if to attack the unit then or wait until they move to more favorable ground.

If you're attacking a stack, the computer shows the odds of the best defensive unit for the unit you are asking to attack. I have found this to be an invaluable tool when fighting battles. I believe there is a way to do this with the keyboard but I don't know it right now.

- Chop rush.
- When chop rushing your first settler, build a warrior for the few turns it takes to clear the forest, then right when the forest is about to be cleared, change the production back to settler. Once settler gets the hammers, switch back to warrior. Repeat. This will allow your city to grow while you chop your settler.
- Always micromanage your workers to start the game. Start with hooking up your civ to the important resources (like stone) and then build cottages.
- Gift garbage cities (like ones in the middle of a desert: can be ones captured or ones created) to powerful civs far away to destroy their econmy with maintanence costs. You can also try gifting new cities in the middle of your empire that will be overcome by your culture and revert to your control. The bonus of the actual gifting is still there. =] jajajajajajajaja :risa:
- Know which techs give benefits to the ones that find them first (ie: Music? gives free artist and Code of Laws founds Confucianism)
- Keep important wonders away from edge cities.
- Know your starting civ and how to best play their strengths/weaknesses.
- Find and spread your religion. If you miss out on the finding of a religion, take over a founding city and spread your religion. This has both huge economic and huge diplomatic benefits.
- When invading an enemy country, have some fast units (horses), to pillage enemys special resources. Denying the enemy access to cobber, iron and horses can be a huge advantage early in the game. Works don't seem to come out and rebuild mines while your mounted archers are roaming nearby ;-) Un tip para tener en cuenta!



Tengo algunas preguntas: 1) Viste que la sobrepoblación pone a la gente de mala onda, crear muchos soldados/workers/whatever implica generar sobrepoblación no? O sólo depende del nivel de comida? 2) Si estamos más o menos avanzados en el juego (dificultad noble), y le declaro la guerra a uno, se puede desatar una guerra en cadena?... porque una vez que todas las civs nos conocemos, y que más o menos formamos lazos, me da cosa de que se desate una guerra mundial y me hagan percha al toque xD... 3) si me atacan, puedo pedir ayuda a otras civs?... además de que le declaren la guerra al que me está atacando? (me pasó la otra vez :S me estaban haciendo de goma, no podía defenderme, logré que una civ amiga le declare la guerra pero no peleaba!!!) ese botón que dice pin o algo así, es para llamar a tus amigos, sirve de algo?... 4) Cómo hago para generar comida en el agua? Imaginate este mapa, cómo genero riqueza y comida de los tiles?...

BTW, hay alguna comunidad argentina de civilization?

EDIT: Disen, en una guía dice lo siguiente:
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You have to be careful, though. If you remove a citizen from a tile with a town, for example, to make him into a scientist, you may find that the amount of research points produced by the city goes down, not up. This is because commerce gets converted into research, and a town provides a lot of commerce. Watch the results in the city screen carefully.


no entiendo eso de "If you remove a citizen from a tile with a town"... cómo sería remover un ciudadano de un tile?

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 Asunto: Re: Civ IV
NotaPosteado: Jue Oct 23, 2008 2:19 am 
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Que juegazo el Civ.... Sid Meier la tiene clarisima! otro q estaba barbaro era el PIRATES! me pase dias con esa joyita!

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 Asunto: Re: Civ IV
NotaPosteado: Sab Nov 29, 2008 5:28 pm 
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Bueno, me jugué otra partidita de siete horas :^^: Hace desde las nueve y pico que estoy en la máquina :risa: ...

La verdad que fue una partida muuuy zarpada! El que ven en el gráfico de puntos que cae, la línea negra, es un sucio que me hizo pelotas dos ciudades!!! Así y todo, pedí tregua por un tiempito, y cuando me volvió a atacar, negocié con uno más groso y un pichi para que le declaren la guerra... A nosotros tres se sumó Isbella, que hasta entonces iba cuarta o quinta y empezó a expandirse... terminó segunda, y hasta casi casi casi nada antes del final iba primera y me llevaba 20 puntos nomás ^^...

el drama fue que me quedé, no me gusta eso de ir a conquistar otros territorios, es muy arriesgado y soy un tipo pacifista... yo prefiero desarrollarme por mí mismo, por eso me alcanzó tanto la otra mina que estaba a full conquistando tierras...

a la reina de inglaterra la tuve siempre contenta, le robé una city que puso muy cerca mio, y llegué a tener el borde al lado de otra city grande de ella que era 50% inglesa...

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 Asunto: Re: Civ IV
NotaPosteado: Lun Dic 15, 2008 6:16 pm 
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DISEN :cry: :cry: :cry:

Se me cortó la luz, cuando volví a abrir el juego... no había autosavegame?! :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:

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 Asunto: Re: Civ IV
NotaPosteado: Lun Dic 15, 2008 6:48 pm 
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Si, hay autosave... pero tal vez lo desactivaste...

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 Asunto: Re: Civ IV
NotaPosteado: Lun Dic 15, 2008 9:09 pm 
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Lo tengo activado! Ahora tengo miedo de que el autosave arranque después de hacer el primer save a mano, o más tarde en el juego (había empezado hacía media hora nomás)...

no sé qué onda, pongo load game y no me figura...

snif :cry: :cry: :cry:

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 Asunto: Re: Civ IV
NotaPosteado: Lun Dic 15, 2008 10:34 pm 
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estas seguro que jugabas a este? capas es la primera vez que lo pones, y antes jugabas otra cosa :risa:

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 Asunto: Re: Civ IV
NotaPosteado: Vie Feb 20, 2009 2:27 pm 
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Disen, no hay alguna guía copada (que realmente enseñe del juego, que no sea puro material de referencia) para leer?!... en UK busqué pero nada!...

sólo encontré una online, de BradyGames que sale 10u$s y no se consigue la versión PDF :P...

vos leiste algo o fuiste jugando así de cabeza nomás?

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