.stuff

Random Tales of Total Geekery

Warmonger’s Walkthrough for Civilization IV (v2.0) – All Levels

Posted by Q on October 31, 2007

Civ IV victory

In a previous post i had outlined how to get a big brash victory over AI forces Noble and above but Monarch and below modes. After a few more victories in the higher modes, i have a slightly different war plan to share.

first up, this is still a very war-specific approach to CIV, so diplomacy, culture, space and (god-forbid) time-based victory options do not find any mention here. So, let the pillaging begin. Second, i think i have underestimated the power of navies in this

Now, setting up the game

Custom Game:

Map : Ring/Pangea/Team_Battleground/Islands/Lakes/Pangea

Size : Duel/Tiny/Small

Climate : Temperate

Sea-level : High (this means less available land)

Choice of Civ: For a change, it is not Aggressive ๐Ÿ˜‰ Especially, if we have taken up a sea map, water tiles become a good place for generating gold. Also, since the game would extend for a bit, you fill find that you have a big empire which needs to have its maintenance costs low enough to sustain research. And finally, health and happiness will play critical roles, as we shall see in the guide next. So, my choice of leadership qualities, in order of importance is:

  1. Financial (+1 commerce from +2 commerce sites – sea, river plains)
  2. Organized (Civic Upkeep -50%)
  3. Expansive (+2 Health/City)
  4. Aggressive (free Combat I promotion- +3 exp points for Melee & G-powder units)

Now, leader combos can be err..4C2= 6, whose esteemed selves are:

  1. F&O: George Washington (American)
  2. F&E: Queen Victoria (England)
  3. F&A: Huayna Capac (Inca)
  4. O&E: Julius Caesar (Roman)
  5. O&A: Tokugawa (Japan)
  6. E&A: Genghis Khan (Mongols)

A comparison of the Civ Unique Units & Leader special Civ’s

Leader

Special Civ

Diplomatic Ally

Unique Unit

Starting Tech

George Washington Universal Suffrage Frederick, Gandhi, Ashoka Navy SEAL (Marine) Fishing & Agriculture
Queen Victoria Representation Napoleon, Bismark, Cyrus, Ceaser Redcoat
(Rifleman)
Fishing & Mining
Huayna Capac Hereditary Rule Louis XIV, Alexander, Kublai Khan, Catherine, Hatshepsut Quechua
(Warrior)
Agriculture & Mysticism
Julius Caesar Representation Napoleon, Bismark, Cyrus, Ceaser Praetorian
(Swordsman)
Fishing & Mining
Tokugawa Mercantilism ~none~ Samurai
(Maceman)
Fishing & The Wheel
Genghis Khan Police State Peter, Isabella, Montezuma,
Qin Shi Huang
Keshik
(Horse Archer)
Hunting & The Wheel

 

A comparison of the most powerful Unique Units would also be helpful. Eventually, most of your wars in any era would be won by using these units only.

Unique Unit

Replaces

Strength

 

Advantage

Navy SEAL Marine 24 (24) 1 first strike; 1-2 First Strikes
Redcoat Rifleman 16(14) 25% vs Gunpowder Units
Quechua Warrior 2(2) 100% vs Archery Units
Praetorian Swordsman 8(6)  
Samurai Maceman 8(8) 2 First Strikes
Keshik Horse Archer 6(6) 1 first strike

 

The Most powerful unit of its era still remains the Praetorian – for a puny 40 hammers,Praetorian Redcoatyou get one kick arse unit ๐Ÿ˜‰ but yes, the Redcoat is a smiliar unit which can give significant gains. And, it has a similar +2 point heads up over it’s comparative unit (the Rifleman). But, of late, my preference has shifted to the Redcoat. As map sizes become bigger, games take more time to end; consequently Redcoats appear at the right time of conquest for me. The choice of map will eventually dictate whether it’s the Redcoat or the Praetorian that is you battle arms. I’d certainly recommend the Redcoat.

Now, the Technology Tree:

The tech tree will be decided by which Units & Buildings do you want in your Civ. The following are must-haves, IMO:

  1. Oracle (1 free tech)
  2. Pyramids (unlocks all Gov civics)
  3. Parthenon (+50% GP rate in all cities)
  4. National Epic (+100% GP rate in one city)
  5. Heroic Epic (+100% Military Unit prod.)
  6. Great Library (2 free scientists)
  7. West Point (new Mil Units get +4 Exp Points)
  8. Oxford University (+100% research)

On higher difficulty levels, it’d be difficult to get both Pyramids and the Oracle, so i usually concentrate on getting the Oracle, because my end term use for the Pyramid is the same as the Oracle (getting Bureaucracy up and running). Rest, Heroic epic and west point are obvious to any lame-ass duck shooter.

Now, my tech-tree looks something like this:

  1. For chop rushing
    • Mining > Bronze Working
  2. For building the Oracle
    • Mysticism > Polytheism > Priesthood
  3. For building Cottages/Villages/Towns
    • The Wheel > Pottery
  4. For getting to Civil Service using the Oracle
    • Hunting > Animal Husbandry > Writing > Code of Laws > Civil Service (from Oracle)
  5. For Building the Heroic Epic
    • Alphabet > Literature
  6. For building Catapults (for successful sieges)
    • Mathematics > Contruction

This is the time to destroy atleast one Civilization. The idea is to get a Level 4 unit (3 promotions). and 3 successful promotions would also mean more than just killing rampaging barbarians.

>> After getting to CS, enters a consolidation phase in the game. Usually, now i am playing Victoria, so i want to get to my UU Rifleman (Redcoat) asap. so, i set the tech Tree to Rifling. In the meanwhile, i use the Alphabet to get a few tech trades going. This is also the time to start building up a naval capability, so, i make sure that i get Sailing, Optics et al in the kitty too. Basically for the time between 200AD to 800 AD, i am relatively quiet and consolidating for the final 500 year intermittent war period ๐Ÿ˜€

Choice of Civic

  1. Legal – Bureaucracy – will get +50% hammers & +50% commerce in capital
    • Military Unit Capital (with Heroic Epic & Barracks): +4Exp Points, +150% prod. rate
    • Science Capital (with Parthenon, GL, Oxford Univ): +150% research
  2. Government – Representation – 3 research/sp. & +3 happiness points
    • Should switch to Universal Suffrage as soon as available
  3. Labor – Slavery
    • Nothing much to explain here. Pop Whipping is always great for emergency situations
  4. Economy – Nothing special in here. Choose whichever suits your taste.
  5. ReligionFree Religion
    • Most guides recommend a Theology & Vassalage. I for one, have never found them to provide any significant benefit vis-a-vis the aggressor thing. With a Heroic Epic, you could probably double the number of units and get the same result, without the high upkeep. Not worth it, in my experience.

GP Farm:

Unlike walkthrough v1.0, i am willing to concede that at higher difficulty levels, having a GP farm becomes almost critical for success. To what end you use the GP is totally upto you, i usually prefer settling them in the city and getting their production/gold/research bonuses. For a GP farm, we definitely need the Parthenon & the National Epic. Since the National Epic is a national wonder, you don’t have to worry about anyone beating you to the punch for it…but yes, build one GP farm asap.

City Happiness & Health

Happiness & Health Management is another topic which i didn’t quite dwell on in the last walkthrough. The idea is to have the following buildings in each city

  1. Library
  2. Courthouse
  3. Granary
  4. Barracks (i prefer it, though it is not necessary)
  5. Stupa/Cathedral/Temple (religious buildings giving a happiness boost)

With usual resources available within a city, the default happiness level is 5. After this, religion can add +1, while religious buildings can add +1 more bringing it up to +7.

Fur, Gems, Gold, Ivory – +4 (ancient age)

Incense, Silk, Sugar – +3 (with Calendar)

So effectively, special resources can add up the Happiness Level to 14 . Adding the representation Civic can enhance this to 17. But then, that’s the best case scenario, More often than not, you’ll be stuck at 9 health or somewhere near and will have no option but to whip population to keep your cities under proper production levels.

Health is almost congruent with Happiness, so there is very little difference, just one more PITA before you get on your conquest.

Capital City Blues

The most important City-build question is what to do with your Capital – make it a GP farm, a Mil Unit generator, a commerce/production centre et al. In my experience, the Capital should always be a first choice Mil. Unit Generator. Build the Heroic Epic and choose bureaucracy, and build away to glory! Because this is primarily a Conquest guide, which preferably ends latest by 1800 AD. i have never been in a game after that period. The battles just become tougher and it’s difficult (and more expensive) to maintain a current & relevant stack o’ doom. So, keep it a Mil City and we shall be fine. Also, it never hurts to build a few science/research generating buildings – Library & Observatory etc here, since the +50% bureaucracy boost goes both for production AND research.

That should be all, rest is simple. build up your invincible stack o’ doom and get sieging those pitifully under-defended cities. Carpe Diem!!

Advertisements

One Response to “Warmonger’s Walkthrough for Civilization IV (v2.0) – All Levels”

  1. faustus eberle…

    […]Warmonger’s Walkthrough for Civilization IV (v2.0) – All Levels « .stuff[…]…

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

 
%d bloggers like this: