Tips for a first time Civilization player

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Wayneguard

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Jun 12, 2010
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I love turn based strategy but I've never really played Civ. I ordered Civ4 off of amazon like a year ago but never got past the tutorial. There are so many facets to this game that I'm a little lost so I was wondering if anyone has any tips for a noobie. Any advice that you wish you had known before playing Civ for the first time? I appreciate it.
 

Bobic

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Nov 10, 2009
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Pick Stalin. Always pick Stalin. His mustache will lead you to victory.

That or play a game on the easiest difficulty to learn the ropes then gradually work your way up to the harder ones.
 

Dimitriov

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May 24, 2010
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You've got to start on an easier difficulty, learn the larger obvious components first then gradually start to learn how to micromanage your economy and production etc.

Also never forget to build your military... the AI's are all dicks.



Edit: also don't play on too large a map at first: the scale can become overwhelming.
 

Iklwa

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Jan 27, 2010
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Start on the easiest setting, but don't get used to it. Also, when you start a game, pick a random civ. Usually after a couple hours you'll know how good or bad you are with them, and you also see how you yourself play the game best.

Also, make nice with as many people as you can. That way they leave you alone until your stealth bombers reduce their cities to ash.
 

Clay Hanson

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May 21, 2010
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Everyone is right, the learning curve is damn steep. Play the tutorial just to get an idea of what the different facets are. Easy is there for a reason. Start on the easiest setting and with only 2-4 civilizations. And remember never play when you have something else to do in the near future.
 

trooperpaul

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Apr 14, 2009
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1. Start with the newest one, and go back, so you get a difficulty curve
2. Stop with Alpha Centauri
3. ???
4. Profit!
 

Shieldage

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May 20, 2010
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Automate a lot of workers. Tech increases give new ways for them to modify squares for additional resources and they can work together to build things faster.

Build roads between cities as soon as possible.

Weirdly enough, a good strategy for Civ V appears to be building all coastal cities and no landlocked ones, because of improvements like the Harbor allowing for instant trade routes. Just add water.
 

HerbertTheHamster

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Apr 6, 2009
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kill Gandhi

I fucking hate his face

just play on easiest on a big map. maybe only allow annihilation victory.
 

Darkeagle6

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Nov 12, 2008
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I bought the game off steam about six months ago, and I've become addicted to the point where I've already played 200-something hours on it. I'm far from a top player of course, but it took me a while to understand certain concepts.

So, some things to consider: Make sure you understand the different things your cities produce. Commerce in particular took a bit of time to wrap my head around, because the tutorial and the encyclopedia aren't so clear about it: The coins you see on the tiles being worked by your cities aren't "gold" per se, but commerce (Commerce is also earned from trade routes for instance). The science slider at the top left of the screen determines how much of that commerce is dedicated to research. If you put it at 80%, that means that the remaining 20% of your commerce becomes gold that you accumulate in your treasury (unless you have the culture/espionage slider up, but you don't have to worry about those in the lower difficulties). However, some things in the game (such as the religious shrines you build with great prophets, or the priest/merchant specialists) give you gold directly instead of commerce. They have a different icon representing the two concepts: Commerce is a coin, gold is a mound of gold.

Basically, once you start having more cities, administrative costs start eating at your treasury. At this point you'll have to lower the science slider so that some of your commerce becomes gold that pays for the costs (see your financial advisor to know what those costs are). Don't worry about the slider too much (the game lowers it for you if you don't have any more money); what's important is the amount of beakers produced per turn (which you can see on the right of the slider). In other words, a civilization with 10 cities will have much more administrative costs than a civilisation with three cities, so it might have to lower the research slider to, say, 50%; however, with all the commerce that those cities might be producing (assuming they're well placed and everything), the 10-city civ might be producing 50% of (potential) 1000 beakers while the 3-city civ could be producing 90% of 400, so that the bigger civilization would still be gaining technologies faster. (another way of generating beakers, without using commerce at all in fact, is to run scientist specialists in your cities).

Speaking of which, research is important. Being in the lead technologically is always a good thing.

Food and Hammers are more straightforward, but just remember: you need food for your cities to grow. Every population in your city requires 2 food to survive, so considering that many tiles give less than that, your cities will typically not grow big enough to work all their tiles. And it'll be difficult to build many buildings or units if your cities aren't located near hills. Always consider which tiles can be worked by your city (I believe it shows you this when you select a settler; it's a kind of fat cross). After your city builds enough culture for its first "border pop", it'll get to work all of its available tiles, so if you want your city to be useful from the start, settle it next to the ressources you'll want it to work first.

I mentionned food earlier, and this leads also to an important distinction which I don't believe the tutorial goes into much: The ressource tiles give your city an added bonus (for instance, stone can help you build wonders faster, bronze lets you make axemen and spearmen, food ressources like corn give your city health) when there's a road connecting them to the city. However, it's important to remember that these ressource also increase the yield of a tile by a whole lot, regardless of roads. For instance, an irrigated (ie next to a river or a lake) rice tile, for instance, gives you a whole 5 food, which is enough to have two other citizens working tiles that yield no food, such as plains hills, which are excellent for hammers when they have a mine on them. Basically, you'll want to have all your cities (especially your early ones) next to a food ressource so they can grow and make themselves useful. Of course, for ressources like Copper, if you want to make axemen, you're going to want to link them to your city as soon as possible, but you can wait with ressources like corn and pigs, because your cities don't need the health bonuses until they're bigger and it's later in the game. Also note that as soon as you have the sailing technology, rivers and coasts essentially accomplish the same function as roads in that they can link ressources to cities and cities to each other to produce trade routes (don't worry about the trade routes: The game automatically chooses which cities to trade with based on which is most profitable, you can't even change that).

These are all things that I would have really liked the tutorial to explain properly, because my first games would have made a lot more sense to me. I'll suggest the same thing as above posters and start on the lower difficulty levels, but just for a few games, because they give you a lot of bonuses, and when you start playing at noble (the difficulty level which puts you on equal standing with the AI) or higher, you might have bad habits that simply won't work anymore.

Finally, a few tips:

-Always have an army, even if you're not planning on attacking anyone; on noble or higher, AI *will* declare on you if it feels like it, and all the wonders in the world won't prevent Montezuma or Gengis Khan from destroying your beautiful cities (this is something most people have to learn first hand, myself included).

-If you're trying to attack a city any later than 500BC, bring siege (catapults are available with the construction technology). Those can both reduce city defence and cause colateral damage (meaning that when you attack a unit, other units also take damage). They can't outright kill enemies if you're playing the Beyond the Sword expansion, though, so always have them accompanied. Also remember that attacking a city always puts you at a disadvantage, so you always want at least twice as many attackers as defenders (except when you're attacking spearmen with tanks, but even then... :p)

-Remember that with the Alphabet technology, you can trade technologies with the AI. That way, you can acquire Technologies that you didn't bother researching yourself.

-Religion affects diplomacy a lot. Having the same religion as an AI is one of the best ways to make friends, just as having a different religion can make you enemies (especially with leaders like Isabella, who is a complete religious nut).

-A lot of the leaders which have the "aggressive" trait are considered "warmongers" and can be dangerous to have as neighbours (Montezuma is particularly crazy). They can attack without provocation. In fact, a lot of AI will declare war on you even if they are "pleased" with you (AI attitudes toward you go thus: Furious, Annoyed, Cautious, Pleased, Friendly). It can be a good idea to make good friends with them (Friendly; pleased usually isn't enough) or to take them out before they become a threat.

Finally, I hope this isn't considered advertising or anything because that's certainly not what I'm trying to do, but the Civfanatics website (http://www.civfanatics.com/) has a ton of strategy articles, from beginner guides to extremely in-depth analysises of certain mechanics (check out the war academy section). The forums there are also great if you need help.

Hope you enjoy yourself as much as I have!
 

Gennadios

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Aug 19, 2009
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Wait, so you're replaying Civilization IV? There's likely a reason you never got past the tutorial. It's a really muddled game and easily the worst of the series.

If you want an easy access game, try Civ V, it's the easiest of the bunch, and every streamlined in terms of features, great learning game.
 

eight bit hero

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Jun 11, 2010
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(I've played a number of different Civ games but if aspects are mixed up, please forgive me as I'm going just from old memory. I'm also talking general strategies across all Civ games.)

Everyone else has already gotten Tip #1... start on the easiest setting, since you're completely new to Civ. There is no shame in that. The AI is FAR more forgiving and will make numerous "mistakes".

Some other things that others haven't mentioned is that you'll want a medium sized map, with only a few other civilizations. Smaller maps force opponent civilizations to start closer, thus forcing the conflict earlier in the game be that militarily, culturally or by land resources. One option that you could try, though it'll make for a much longer game, is to go with the larger maps. This will increase the spread between the setup of your cities and enemy hostilities thus giving you more time to understand the city building side of things. On the other hand of that setting, other than game length, is that it's a lot more difficult to learn the diplomacy side of the game, how culture interacts and makes trade more difficult. It will help though, since you focus on learning one aspect of the game without external pressures.

Don't worry about making optimal cities yet, since you're learning the game. Build everything to learn how the buildings affect your cities and get a feel for construction time. Do note that an actual game strategy is destroyed if you build every building in every city. Eventually though, you'll understand about making specialized cities and where to place those kind of cities. Manufacturing cities have a lot of hills and mountains within its' sphere but you still need grassland and plains to grow the city. Trade cities tend to be coastal, and again with grassland/plains for food until you get the technologies to get food from ocean tiles. Trade cities still need a bit of hills/mountains for production unless you go for an advanced strategy of using other cities to produce gold to rush (buy) buildings in a low production city. In those specialized cities, you'll focus only on buildings that assist that city's specialization, ignoring most of the rest of the buildings outside of city growth buildings.

You'll also want to keep the cities spread out a bit. You shouldn't be placing cities closer than five tiles from another city in order to maximize mid/late game city sphere space. Otherwise those spheres will overlap. There is always exceptions for strategically placed cities, especially in bottleneck areas to limit opponent movement. They'll have to be militarily allied, at war, or embarked on a ship to get past. A related strategy is to expand quickly by identifying such bottlenecks and utilizing them as an outer perimeter of cities and later back-filling in "protected" areas. The opposite strategy is to creep your perimeter out. Learn both, understand the pros and cons of both.

Since you're starting out, playing to win is less important than playing to learn. Even if you hit some bad luck, keep playing that game. When you're losing, you'll analyze priorities differently than if you're winning. Learn from that and learn adaptability.

Learn the Tech Tree. While it may seem awesome to race for riflemen when your opponents still have cavalry, you're probably neglecting your civilization's economy strength, overall military strength, or strength of your network of your "core" of cities. This becomes more apparent when you get into higher difficulties. That being said, there are pros and cons for a very focused Technology direction. The example would actually be good if you're going for a quick, brutal early game military domination win.

Those are some things off the top of my head although I think I rambled on. Dive in, get used to the game and then start into more advanced strategies.

Enjoy.
 

enzilewulf

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Jun 19, 2009
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Gandhi is a dick. Yes he seems nice, but if you let him have a nuke he will blow your ass into submission