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Huorn
Settler
Apr 2004
time: 20:40
27-08-2008 05:53 | www
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#1 | report |
A change in style Inflate your Upload Space


Guys,

Don't we all stick to what we know best too often?

I, for one, aways seem to race towards a space race or cultural victory. it just suits my game play best to build up some good working cities, get ahead in tech and build up a good "defensive" army.
Of course there is the odd early start wipe out of a weak neighbor, but apart from that it' just building and growing on a keep-everybody(AI)-nice-and-cooperating-strategy.

So after a couple of wins, I thought : time for a change: let's go dominating the world using Mr Wilhem Van Oranje! At this point I am only 3% away on landmass from victory, so I only need a couple of turns more.

The problem that I have here is that I'm such a tech-addict, that I just started to build my nice peace-based empire (with a nice vassal : the Zulu) until I got far enough ahead in tech and power.

This resulted in only going to war for the first time by the early 1900's . On a continental map, this means building tons of ships (transports and battleships) to get my modern armors and stuff across the globe. It is taking me up and above 10 minutes for each turn to do the necessary! (I micromanage quite a bit)

Now the question: How does anyone of you guys deal with a domination strategy? (and how are goals to be achieved quicker...)

MoonWolf
Prince
Oct 2002
time: 21:40
27-08-2008 08:45
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#2 | report |
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Well, dominitation is usually a victory that just comes to me. In fact, I hardly finish a game before I start a new one, so if I decide to win, it's all situational . But, how it usually turns out, is that someone declare war on me. I defend, counterattack and counterinvade. If my empire can afford the cost of war, I will fight untill the enemy has no cities left. I will not vassalize them if I'm force to stop cause of war weariness or just producing units is halting my growth. Then I will have peace for a while and then take out the remaining cities. Again it's situational if I'll vassalize an emeny.

And so it goes on. Normally a new enemy will declare war on me and I will invade him/ her. I might also find an nearby civ to "integrate" and often try to do this by a surprise attack.

Summa summarum, I gain land and will get closer and closer to a domination victory. When it's time for tanks and planes, you should be large enough in land to produce a relative huge invasion force to suprise attack a powerful neighbour even on a separate continent.

fed1943
C4DG Team BananaApolyton UniversityCiv4 SP Democracy GameCivilization IV PBEMBtS Tri-LeagueC4BtSDG Rabbits of CaerbannogThe Courts of Candle'BreC4WDG Southern Cross
Emperor
Dec 2005
time: 20:40
27-08-2008 08:50 | www
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#3 | report |
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What's wrong about taking 10 or more minutes for each turn? We are
not payed by turn, it just means we take more profit from the money
we spent to buy the game.
About domination... wars must be started much before 1900'.
Just expand, protect yourself and take care of the economy and
resources,then more military to conquer or vassalize (and diplomacy
to trade and not to be ganged on).
Best regards,

Seedle
Prince
State Of Denial
Apr 2007
time: 14:40
27-08-2008 11:25
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#4 | report |
Got spare money?


Airports can be useful for inter-continental wars. You still need an initial invasion force, but after that you just buy/whip airports in conquered cities and air-lift/rebase everything. Of course, this works much better if you have a significant tech lead, if they can kill your units quickly you may need to cart over more units than the airports can allow, and you run the risk of your airlifts being shot down (I think)

What I do for domination victory: Make an early war either with axes or an early UU, it's easy to get a large army before the AI (at least on the settings I play). Take out one or two civs, hopefully get 2 great generals. Now, the best value is to settle them, but that's boring, and it means you need to build lots of units, but the point here is to have an elite force that is much quicker to use than a large army. So attach them to your best axes/swordsmen/maces. First priority is leadership, then city raider, then one goes for medic3, the other for woodsman3. After I've cleared out my immediate area, I cool on the warmonger, both because my economy is usually tanking, and because I hate medieval warfare. Use your size lead to your advantage and out-tech the AI. Once you have steel, build some cannons and maces, and try to get to about 10 maces with City Raider3. Upgrade all your city raider3 units to riflemen/infantry. Assuming you are tech leader, it is physically impossible to lose a war at this point. And 10 cityraider infantry (one of which is probably combat6 at this point, and the other has 5-8 first strikes from drill/woodsman) will take any city defended by rifles or less, you might need seige/air support for civs with tech parity. The point being, set your self up to need a 10 man offensive army, easy to transport, easy to use, easy on the budget. Though if you go for domination rather than conquest, you'll still need to build defensive units for the new cities, obviously.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 15:40
23-09-2008 17:46
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#5 | report |
Inflate your Upload Space


Ten minutes per turn when managing dozens of units and cities sounds like very little time to me. I play Epic speed and I am averaging 10 minutes a turn by Gunpowder. I spend that time per turn checking cites, examining production queues, and, if at war, evaluating the next five rounds or so of the fight in question.

rah
Civilization II MultiplayerCivilization III MultiplayerRise of Nations MultiplayerApolytoners Hall of FameCivilization IV: Multiplayer
Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
Nov 1999
time: 14:40
23-09-2008 17:55
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#6 | report |
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Used to MP so 10 minutes a turn is not possible.
STACK ATTACKS (at least by catagory), and not giving commands to workers during wars. (unless they're just connecting auto)
Only look at cities when something is finished building and use queues. Thinking about overall strat only while waiting for other cives to finish their turns.
THANK YOU VERY MUCH.

I'll do a bit more city Maint during SP, but I keep it moving.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 15:40
23-09-2008 18:05
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#7 | report |
Increase Your PM Length


How much time do you MPers get per turn? How is that enforced, i.e., what mechanism stops your clock and starts the next guy's, or do you all move simultaneously (seems very unlikely)?

Jaybe
Mac
Emperor
Henderson, NV USA
Sep 2001
time: 12:40
23-09-2008 18:08
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#8 | report |
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quote:
Ten minutes per turn when managing dozens of units and cities sounds like very little time to me

I'm with Blaupanzer.
Ten minutes for a turn even when NOT in a war happens sometimes, and when marshaling forces for a war is quite understandable.
And I play marathon!

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
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Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 14:40
23-09-2008 18:27
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#9 | report |
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MP time limit starts at a bit under 1 minute per turn on Normal timer speed, faster for Blazing slower for Slow. It goes up with certain things - I think it's like 1 second per unit or something odd like that, and some time per city, etc. By the Ren. era it's maybe 2 minutes a turn.

You can manage all of your workers with no trouble, you do need to do stack attack and not manage every city every single turn, but that shouldn't be necessary anyway.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 15:40
23-09-2008 18:44
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#10 | report |
Avatar Enlargement: We've got the solution


Another world entirely! Sometimes I just like to admire/evaluate for a couple of minutes. I look through the graphs, check the F1, rearrange my tech study order, check out the Demographicsm and Top 5/Wonders screens, look over the resource and tech trade option screens, and study the map a bit. None of this would be possible in one to two minutes.

Does the stack attack process work well? I would think you would end up assaulting before your seige weapons had worn down the defenses in cities.

Garth Vader
King
Saskatoon, SK, CA
Oct 1999
time: 14:40
23-09-2008 18:45
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#11 | report |
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Warmongering is very map dependent, so this is a generalization. I play standard map with 7 AI civs, and I tend to take out one with axes/cats. One with maces/trebs. Then the finishing push with rifles/cannon, I get infantry during this stage but it's not usually essential. Basically keep expanding as your economy can support it.

rah
Civilization II MultiplayerCivilization III MultiplayerRise of Nations MultiplayerApolytoners Hall of FameCivilization IV: Multiplayer
Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
Nov 1999
time: 14:40
23-09-2008 19:02
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I use catagories while stack attacking.
Point at a trib holding the ctrl key will select all tribs. Take down city defenses. Any tribs still green (extras that weren't used in takeing down the walls) point holding ctrl and all attack. Next double click on whole stack and the rest of units left attack with. If you wanted to give priority to mounted first select mounted holding ctrl all selected attack. Using these simple methods you can do a city attack in under 10 seconds. (and speed is always a consideration since it is simul move and moving faster may allow you to destroy defending siege units before they move) A person selecting one unit at a time to attack will usually be crushed quickly.

You usually have plenty of time to stratagize but sometimes during wars you have to do it on the fly since time can be short if you're attacking or defending in a lot of places.

And then there's the old rushing out for a smoke during play (pauses are rare) to come back and find some one declared war on you and took a city out without your getting a chance to use all those cannons.

Smoking can be dangerous to civ playing.

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
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Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 14:40
23-09-2008 20:03
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#13 | report |
Suffering from ads?


You're still sore about that aren't you.

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
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Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 14:40
23-09-2008 20:04
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#14 | report |
Increase Your PM Length


quote:
Originally posted by Blaupanzer
Another world entirely! Sometimes I just like to admire/evaluate for a couple of minutes. I look through the graphs, check the F1, rearrange my tech study order, check out the Demographicsm and Top 5/Wonders screens, look over the resource and tech trade option screens, and study the map a bit. None of this would be possible in one to two minutes.

Does the stack attack process work well? I would think you would end up assaulting before your seige weapons had worn down the defenses in cities.


Stack attack works fine. You just have to be intelligent about it I'd use it for SP just as much as for MP.

You use the control-click feature to select all of your siege, then attack, then select all of your macemen, then attack, etc. You also use ctrl-H to select hurt units, 'fortify' them, then select the rest of the units to get only Healed units.

Diadem
BtS Tri-League
Prince
Netherlands
Nov 2005
time: 21:40
23-09-2008 22:30
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#15 | report |
Get a bigger avatar today!


In MP most people in fact play blazing turn timer, which is even faster (starts at 30 sec a turn, and may go up to 1 min later in the game, if you're lucky). And they manage to chat while playing too!

Of course in MP your style is very different, and in fact much more suitable for faster play. You'll have fewer cities, fewer workers, and more units. But those units will usually be in huge stacks. In team games religions and wonders usually play barely any role.

Personally I'm still a great fan of this classical setup: 5 vs. 5 teamgame Renaissance start, Inland Sea map script. Pick civs, but each civ at most once per team.

It's awesome.

Diadem
BtS Tri-League
Prince
Netherlands
Nov 2005
time: 21:40
23-09-2008 23:02
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#16 | report |
Enter the AD-FREE zone


In MP most people in fact play blazing turn timer, which is even faster (starts at 30 sec a turn, and may go up to 1 min later in the game, if you're lucky). And they manage to chat while playing too!

Of course in MP your style is very different, and in fact much more suitable for faster play. You'll have fewer cities, fewer workers, and more units. But those units will usually be in huge stacks. In team games religions and wonders usually play barely any role.

Personally I'm still a great fan of this classical setup: 5 vs. 5 teamgame Renaissance start, Inland Sea map script. Pick civs, but each civ at most once per team.

It's awesome.

fed1943
C4DG Team BananaApolyton UniversityCiv4 SP Democracy GameCivilization IV PBEMBtS Tri-LeagueC4BtSDG Rabbits of CaerbannogThe Courts of Candle'BreC4WDG Southern Cross
Emperor
Dec 2005
time: 20:40
24-09-2008 10:34 | www
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#17 | report |
Avatar Enlargement: We've got the solution


I never played simultaneous MP.
If I understood right the most important skill is a perfect domain
over the interface. Is that?
Best regards,

Krill

PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamC3C IDG: Apolyton TeamC4DG Gathering StormC4DG The Mercenary TeamC4WDG The GooniesC4BtSDG TemplarsC4BtSDG ImperioC4BtSDG Rabbits of Caerbannog
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Deity
of Spam
Dec 2003
time: 20:40
24-09-2008 12:28
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#18 | report |
Full PM-box? Change here!


Not really; in the team games the overall skill is being able to develop ones economy without dying from a rush and knowing how to handle a choke. After that the most important skill is the team work within a team.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 15:40
17-10-2008 16:10
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#19 | report |
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We went a bit off subject. My fault. I tend to play a builder's game with a good-size army and fight only for resources in the early game (up to cannons and riflemen). In response, I usually find that one AI opponent builds a big army and vassalizes a couple of other AIs while another (usually financial) roars thru the techs so that civ has infantry and is studying artillery by the point I get rifles/cannons. At that point only a cultural win is dimly possible and in fact the big bad guy (with vassals and possibly allies) soon comes to put me out of my misery. Obviously, this strategy is not working.

So ..., the question is how do I switch over, which traits should I look for, which techs should I emphasize on a large, epic map? Is one map-type better than another (I usually use fractal, low water)? which special units are best. I have had luck with the Romans, the Ethiopians, and if I can last long enough, the Dutch. Monty lets me go after everyone like a wargame. I had thought that either the Incas or the Japanese might help. No real luck. I also tried the Native Americans with their masterful archers, and they kept me from being overwhelmed, but I still was stuck with only an outside chance at cultural. I want someone to convey some useful clues on that domination strategy thinking!!

jbp26
BtS Tri-League
Reigning Tri-League Champion
Philadelphia
Aug 2004
time: 20:40
17-10-2008 16:21
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#20 | report |
Full PM-box? Change here!


you don't need any particular civ or map to be a successful conquerer, you just have to get out of the mentality of being a "builder". builders are just people who are afraid of risk. your overarching goal needs to be early conquest. expand aggressively and build only the buildings that are essential; everything else is units. then pick the closest enemy and smash.

obviously there are mitigating factors here; if sitting bull is your nearest neighbor, attacking him early will be extremely expensive and is not a great investment.

its also quite helpful to learn how to choke out enemies. plant two archers next to an enemy capital in the early BCs and he won't expand for centuries.

Theben
Deity
Dance Dance for the Revolution!
Jan 1970
time: 15:40
17-10-2008 20:46
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#21 | report |
Increase Your PM Length


quote:
Originally posted by Blaupanzer
I also tried the Native Americans with their masterful archers, and they kept me from being overwhelmed, but I still was stuck with only an outside chance at cultural. I want someone to convey some useful clues on that domination strategy thinking!!


The 1st thing to do with NA is get BW and upgrade/chop/slave Dog Soldiers if you have a nearby enemy who hasn't adopted Slavery yet. I've managed to chop/slave + upgrade warriors (dropping research to 0% for 5-6 turns) and gotten 9 Dog Soldiers by turn 70 on Epic since no copper hookup needed. You can wipe out the neaby civ and then switch to peaceful building. Use your capital for a GP farm and use those Great people to catch up/ pull ahead in tech. The PRO trait will help you later when you're launching invasions with gunpowder units... earlier crossbows with barracks/totem pole/theo/vassalage will net you Drill IV and can kill almost anything. Cats w/accuracy knock down walls, CR II(I) trebs bombard units, and Drill IV crossbows/CR II(I) sword/macemen mop up.


Incidentally, you can try the same start with the Mali and Skirmishers since they have the same strength and are cheaper + can be used for city defense when done... plus no anarchy due to Spiritual. The downside is no food techs at start which hurt your slaving potential and you need to research both BW and archery which takes time. The FIN trait will help somewhat in that area and if you pull it off the SPI/FIN combo will help you to pull ahead in tech and stay there.

joncnunn
Civilization III Democracy GameC3C IDG: Apolyton TeamCivilization III PBEMApolyton UniversityC3CDG Team BabylonApolyton Storywriters' GuildCiv4 SP Democracy GameC4DG SarantiumC4BtSDG Templars
Emperor
Maryland Heights, MO
Sep 2002
time: 14:40
17-10-2008 21:56 | www
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#22 | report |
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Well, the last couple times I won via military I ended up with a Diplomatic victory instead, so I'm not sure it really counts.

The earliest though was an AP victory. I played the Germans, one civ voultary became my vassal and I foricably turned the other 2 into vassals as well; Calvary was my most advanced unit in that last war.

I used a few missionaries to get the AP religion over to the other landmass, that was before the change came down from missonary gifts to be refused from those running Theocracy.
I did have to grant one of my subjucated vasals Liberalism and then bribe him to switch to Free Religion as well.

I think it amounts to having an army size week enough for the AI to singly declare war on you but with enough of one + a strong enough economy to keep your cities from being overrun while you crash-mobilze your economy for war.

That other was a late game UN victory just below territory threshold needed for domination.

johnmcd
Apolyton University
King
Edinburgh
Oct 1999
time: 20:40
18-10-2008 07:22
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#23 | report |
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I'm with the OP, I just can't handle domination and conquest - it's so slow. I only do them if I'm playing OCC, so I know the cities will be raised and not become a driver of ever longer turns.

I never take more than a few second a turn!

Fleme
Civilization IV: MultiplayerBtS Tri-LeagueC4BtSDG Team Banana
Prince
Vaasa, Finland
Nov 2005
time: 20:40
20-10-2008 07:43
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#24 | report |
Tired of ads?


I used to be all about "civilized" victories, meaning that I'd build a small and effective nation and just tech, tech, tech. My most common victory used to be space, followed by cultural and diplomatic and I simply did not even try to win the game by domination or conquest back in the day.

Then, one day I decided that it's time to warmonger and so I did. I started playing rush strategies (Quechua rush on Continents to get a full continent), Praetorians, Immortals, a simple Axe rush... you name it, I tried it and in the end I believe that thanks to this change I became more versatile as a player. I no longer feel the need to simply tech to win and can make warring a natural part of my strategy.

Also, a good way to pick up on military is playing MP because there you simply can't survive if you can't live up to the balance of power.