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[SPOILERS] Getting my feet wet in multiplayer

Welcome to my very first spoiler thread. dancing 

The title already says it. This is my very first attempt at multiplayer in Civ 4. I hope and I think I will learn a lot. I played Civ4 since 2008 and I am at a very comfortable level with the AI at Emperor. 

I will try to update you regularly with screenshot and my personal thoughts about the current state of the game. Also if I make any mistakes regarding the rules of the game, feel free to point that out. As a noob I am bound to make mistakes in that field.

So if you're a veteran enjoy the ride of a noob getting a bloody nose. Or if you're a noob yourself let's learn together. 

Have fun and enjoy this journey.

In case I'm not available, here is my password:
test
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So I was thinking about naming conventions. As this is my first MP and I'm still learning, I thought about doing exploration and education as a theme

Workers: Famous teachers, educators etc.
Other units: Famous explorerers
Cities: Famous schools, universities

The only thing I am not sure about is if I will only use real person/places or fantasy ones, too.
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I informed myself about C&D and I think I won't do any of that in this game. My reasoning is this:

1. I know next to nothing about C&D, but I want to learn it in the future.
2. I want to get some MP experience before I delve into that topic.
3. I don't know if I will have time for that.
4. I would need to create a good spreadsheet first.

I know that this will be a disadvantage, but I also don't want to overwhelm myself in my first game.
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Reporting for duty Captain Charriu

I agree with avoiding C&D. It is fun for those who like to solve puzzles, but I don't think actually that high ROI. I would at least watch the power graph (when you get it) and glance at the score changes of neighbors, since that is the best form of seeing aggression coming, but beyond that I don't think early game astrology actually helps that much (though it is impressive what some can figure out with enough time).
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Looking at the graphs is standard gameplay for me. I already did that in SP
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Your start. Note that the corner tiles and fog will be changed.

[Image: 15q4xe1.jpg]
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I'm with dtay on the C&D. Invest your time on other aspects of gameplay. There is a benefit to perfect knowledge of your opponents, but I find it not fun and tedious. YMMV. If you maximize your micro that is, in my opinion, a better use of time and will give a better ROI.
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Oh, good luck too. (Threadspam +1) lol
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Well, what a nice start. Let me first explain what my game plan is so far. I don't want to do any really early rushs with something like Dog Soldier or Quechas, but I would not have a problem starting a war as soon as I'm at swordsman and catapults. I'm leaning more towards the builder side of gameplay. My first goals would be to secure my claim of the land and play the game a bit more defensive in the beginning. I don't intend to push an early religion. I really want to know very early where my copper is. So with this in mind, here are my thoughts about starting techs, traits, leaders and civs that I would choose all in order of preference:

Starting Techs:
1. Hunting: Seeing that I have two pigs it would be great to start with Hunting, so that my first worker can start working as soon as he leaves town.
2. Mining: I think I will send my first worker south. So after he finished the pig I could start a mine on the hill 1E. This would also allow me to start teching BW early.
3. The Wheel: My workers need something to do while they are moving to their workplaces. This could also help me get faster to pottery which is my second tech goal for the beginning. Those river tiles need some lovely cottages.
4. Agriculture: I don't see any food resources that need it right away, but someday I may need it.
5. Fishing: Erwin said that we all start on the same landmass, so I expect something like a pangea or so. I hope there will be some islands, too. But my start does not have any water so this can wait.
6. Mysticism: Like I said, I do not intend to get myself an early religion, so this can wait for now.

Traits:
1. Exp: I really like this trait in singleplayer. Seeing all the building boni makes it just more juice.
2. Org: I think with the nerfed Financial trait this becomes a little bit more interesting. Also more building boni twirl 
3. Cha: The additional happiness can be very good for growing my capital or abuse the slavery mechanic more often. I also like the little military bonus in exp.
4. Phi: I like to produce a great scientist as soon as I've build my first libraries. This helps a lot to achieve this even earlier.
5. Pro: Normally I would prioritize this lower, but this may save me in the case of an early rush towards me. I also really like that the modders gave the granary bonus to this.
6. Imp: Getting settlers out faster is always great and could be important in this game.
7. Cre: The library bonus goes well with my playstyle and the +2 culture from the get go are always appreciated
8. Fin: Now that this trait does not work on river tiles, it's less useful for this particular start. But I like the way the modders went with this.
9. Agg: I don't want to do any really early aggression. 
10. Spi: I know that the no anarchy and switching civis often can be very strong, but I also tend to forget to do just that.
11. Ind: I don't intend to go all out with wonders. I have the feeling that this could distract me more from important stuff like offensive and defensive maneveuers against my "friendly" neighbors.

Leaders

1. Mehmed (Exp/Org): He has both of my favorite traits. I may combo him with a civ with a UB with additional happiness or culture boni.
2. Washington (Exp/Cha): With him I'm already fine on the happiness front, so I will probably combo him a civ which has more culture boni and/or exp buildings
3. Peter (Exp/Phi): I may combo him with his standard Russia so that I can benefit from the university bonus
4. Mao (Exp/Pro): This is my go to guy if I need protection from all the mean people in this game. I will probably combo him with a archer or gunpowder civ
5. Napoleon (Org/Cha): Similar as with Washington, but with this one I may try to get a bit more aggressive earlier
6. Frederick (Org/Phi): I don't have any idea with which civ to combo him, but I think I will get somebody from my TOP 5

Civs (I did not rank these as I will probably choose them depending on the leader)

Byzantium: I like both the UU and UB, but they don't have any starting techs that I am looking for
Chinese: Maybe an option for a leader seeking more culture. They have mining which is good for me.
Ethiopia: They have both starting techs that I like. Their UU is good, but I find their UB a bit underwhelming
France: Not the starting techs that I'm looking for, but their UU and UB could be really nice.
Germany: Both starting techs, but their UU is a bit underwhelming and their UB comes to late
Greek: Good defensive UU, I like their UB and they have hunting
Inca: My favorite UB but otherwise they might not fit
India: My favorite UU, they have at least the wheel and their UB gives happiness although late
Khmer: Both starting techs that I want, interesting UB if the food is scarce
Korea: Could be intersting with Peter or Frederick
Mali: Their UU could save me in a rush, they also have good techs and their UB could be useful
Ottoman: Great UB and UU and have 3. and 4. place starting techs
Russia: Both starting techs that I want, great UU and UB although late
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(April 4th, 2018, 15:41)Boldly Going Nowhere Wrote: Oh, good luck too. (Threadspam +1) lol

I gladly take that and the Threadspam. Let's be honest who ever has the biggest thread at the end is the real goal lol
Also thank you to you and dtay for the advice so far.


I did a bit of simming and now I'm pretty sure that I definitly want 2 of these 3 techs as starting techs:

The Wheel
Mining
Hunting

I plan to build a worker at first. While the worker is being build I can tech the last of these 3 techs. That way my worker can start on roadnetwork while he is moving to the pigs.

With this in mind these civs would be ideal:

1. Mali: I did my simming with them. Seeing that Zulu and Mongolia are already been taken, the skirmisher would be very nice as an early defensive unit. The mint comes fairly early and is a must have. Pairing them with a protective leader is a no brainer.
2. Khmer: Their Ballista Elephant could help me against mongolian Keshiks. The food on their UB is also very nice. I may combo them with a charismatic leader, so as not to run into happiness problems.
3. Ethiopia: Their Stele is still a bit underwhelming. The Oromo Warrior is good and may be not to late.
4. Russia: The cossack is really great, but may come to late in the game. Same for their UB
5. Germany: A cheaper cannon is not what I'm looking for. Their UB also comes way to late.
6. Mongolia (But it's already taken)

So let's hope Mali is still up for grabs when it's my turn.
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