Sid Meier's Civilization IV: Difference between revisions

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- Use at least one city as a dedicated unit pump and don't ever stop building units unless you are building something to assist production.
- Use at least one city as a dedicated unit pump and don't ever stop building units unless you are building something to assist production.
- Always send a military unit with Workers and Settlers when they're moving around in areas near another civilisation's borders. The AI tends to be highly tempted to steal them if they're unprotected.
- If you're not above cheesing, always save one or two turns before you send someone to a barbarian village. Reloading will change the outcome of making contact, and this can make all the difference early on. I find Settlers and Workers to be the most valuable gifts, followed by technology.
- Try to diversify your resources, in particular sources of food and luxury items. Each is effectively available in unlimited quantities, so your entire empire will benefit from their effects. This does require you to connect all your cities to your global trade network, so be sure to build roads between them as early as possible!
- Removing all forests may seem tempting early on, but it's a good idea to save some for later. Once you get access to timber mills, they become very productive.
- Being the first to sail around the world gives all your ships a nice +1 movement bonus. If nobody's beaten you to the punch yet, build a Caravel and send it in a horizontal line to the other side of the screen. Better yet, build two and make them go in opposite directions.
- If you're not quite the warmongering type, you may find it useful to make friends - not just to prevent war, but to open the possibility of less successful neighbouring civilisations offering to become vassals. They will operate more or less on their own, but will function as subordinate allies. Having vassal states will significantly raise your Civ score.
- Culture is very very useful. The range of your borders is determined not just by the location of your cities, but by your cultural influence; the greater it is, the farther your borders extend. This also translates into a peaceful way of acquiring another civilisation's land, as cultural dominance ultimately determines to whom any tile belongs. Eventually, other civs' cities may even decide to join your empire if you're enough of a cultural heavyweight.
- Get Beyond the Sword if you don't already.
- Start on Settler. You will have your best rate on researching, building, and other stuff the RNG will find favorable to you.
- Workers don't have much to do early on and the other civs have no problem making them for you to take. One per city might be much if you make them yourself. Only with hooking up new resources or connecting cities, do they work for their pay. Workers and Settlers also prevent growth in that city and are helpless.
- Cities cost more the farther they are from you. You don't need research rates over 60% and Settler allows you to save the most money.
- Find a close and weak neighbor and plan to conquer. Start by building cities near him so he won't expand there. Have one city dedicated to producing units all the time and sometimes production buildings.
- Turn off tech trading so you will have all the techs first and the AI won't go crazy with trading away your advantage.
- Every civ also has an innate +10 gold per turn, but you can't trade for that.
- Give every city a Granary when you can.
- Research Bronze Working, switch to Slavery, and sparingly whip away your population to produce much faster.
- Create cities on hills and drop archers on them if you are very afraid of losing them to barbarians or enemies.
- Build stacks of siege weapons and regular units to occupy. Expect to lose 90% of all siege weapons for each city you attack.
- Never pillage without units over one movement and only if you can spare them to countering. Pillaging works best to sever military resources like Bronze or Iron. DO NOT LET THE AI GET BRONZE OR IRON. Don't wage any early wars with them if they have Axmen or Swordsman.
- Pick the Romans at the beginning and unlock Iron, if you want to try out the warfare aspect. Don't stop building Praetorian's until every empire is removed from the continent. Other civs has broken units, just not so early and overwhelmingly powerful.
- Religion isn't very important until a few hundred turns. You can proceed to occupy any city with a star by their religious icon. Such founding cities are valuable.


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