Best Wonders For War Civilization 4

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Winning a culture victory - an in depth guide submitted 1 year ago. by pygmyrhino990 GhandiDidNothingWrong So after many hours of grinding away at civ 6, playing my favourite civilizations, and neglecting the ones I deemed poor, I took a friends advice and played a cultural game as France. Civilization IV (civilization 4 or Civ4) is a turn-based strategy game released in 2005. It was developed under the direction of Sid Meier and Meier studio Firaxis Games, by lead designer Soren Johnson. It is the fourth installment of the game series Civilization.


Best leader/ Civilization to play as? Simple as that, i wanna hear what everyone else thinks, who is the best leader/civ to play as and why? Leave your comments:) Viser 1-15 av 88 kommentarer AlexKT. Injured units do full damage. It's very useful.

If you recently purchased Civilization 4 and are confused as to what to do (we don't blame you, the game is incredibly in-depth) this guide should help. Thanks to jpjandrade for the guide!

Why so many games? If you bought the Civilization IV Complete you have four games on your Steam list (seven, actually, but those duplicates are the Mac / PC versions and are a result of having a third party doing the Mac port). What should you install? Let's do a quick rundown of the options:
  • Civilization IV - The vanilla, original game.
  • Civilization IV: Warlords - The first expansion pack
  • Civilization IV: Beyond the Sword - The second expansion pack
  • Civilization IV: Colonization - A spin off I would recommend Warlord or Chieftain for a start. One thing about Civ is thaof Civlization, based on the original Colonization game by Sid Meier. Gameplay is very different from Civ IV, only the engine is the same.
We'll leave Colonization for later. It's a different kind of game, you should play it, it's flawed in some ways but very fun, but right now we want to get you addicted to Civilization.
So what should you install? If you want the whole thing you should install just Beyond the Sword: it has all the gameplay mechanics and additions from Warlords and BtS. The only difference between Warlords and BtS is some Warlords exclusive scenarios. But BtS has both the vanilla scenarios and the BtS ones, so you'll likely never even think about the ones you're missing from Warlords. Relax, you won't be missing anything.
Now, most people will tell you installing Beyond the Sword and getting the two expansions content is essential. Well, they are right. The expansions add a lot to the game. But I think if it's your first time playing, you're better off without them. First, the vanilla Civ has a tutorial, the expansions don't.

Second, they add some new concepts to the game, on top of those you have to learn on your first playthrough. Well, anyway, it's up to you. Either just install vanilla for now and later, when you win a couple of games with it, install Beyond the Sword or just install BtS right now and get the full experience from the start. Your call.


What are all those difficulty levels? When choosing a difficulty setting, you have to keep in mind that they ramp up pretty fast. Settler level will be a walk in the park. You can do everything wrong and still win, but you probably won't win on Noble for a while. The higher ones? Forget about it for now.

I would recommend Warlord or Chieftain for a start. One thing about Civ is that if you are winning every time you should always increase the difficulty. The game is at the funnest when you feel like you have to outsmart the AI or you won't make it. If every game is as easy as easy can be, it won't be fun for long.

Alright, so you know the mechanics, you understand what food / production / commerce means. You know about the Victory conditions (right? If not, do the tutorial, it's available in the Civ IV vanilla install. I told you you should have installed the vanilla first). But how do you actually win this thing? Well, let me tell you about a website that's going to be your resource from Settle difficulty to Deity:
http://www.civfanatics.com
Trust me, they are fanatics. In the left sidebar there is a link under the Civ IV section called the War Academy. It's a wonderful resource and has enough guides to blow your mind. You should start with the Introductory Courses. In particular, I recommend these two guides:
http://www.civfanatics.com/civ4/strategy/sisiutil.php (lot of very good tips. Maybe is not a Tutorial as much as a reference guide, but you should read the whole thing)
http://www.garath.net/Sullla/civ4_walk_1a.html Is an explained walkthrough, very instructive.
The CivFanatics forum is very, very good for strategies and tips. There's a series of posts by Sisutil called the All Leaders Challenge where he plays a game with almost every leader in the game, playing around 10 turns at a time, commenting on them and letting the members give feedback in each round. It might be a bit too advanced for newbies, but it's very good to get an idea of how advanced Civ players think.
Also in the forums there is a topic called Condensed tips for begginers. The tips are all over the place, but are all sound advice.
Lastly, I would like to give three tips that helped me greatly. I think Civ IV players will be very unanimous that they are helpful, but I would like also some feedback and input from some other redditors:
Specialize your cities and don't build everything on every city. This is the basic one. At first, you'll want your cities to do everything: build stuff, have lots of great people and generate golds / beakers for your empire. This is not a good idea, because then each city will get diminishing returns from the so called specialist buildings: banks, grocers, universities, forges and factories.

Ideally, you want to have production cities, built around hills / production resources, and commerce cities built around grasslands / flood plains with lots and lots of cottages in it's fat cross. Then you build commerce buildings in commerce cities and production buildings in production cities.

A corollary of this tip is that you don't have and you shouldn't build every building in every city +25% gold is useless if your city makes 4 gold each turn. You could better use those hammers to build a military unit. Conversely, if your city is only making 4 hammers a turn, you should bother with a forge.
Go to war early but don't go to war often. If you never go to war you won't expand much and won't get a good head start. There are two optimal moments early game to go to war: when you just research Bronze Working and get bronze, build lots of Axemen and attack the closest neighbor so you get him before he builds good units, and when you research construction and you build catapults.
If you have gone beyond Construction and didn't conquer any territory you either started alone in the continent (which is usually a bad thing) or you blew it. The reason why conquering is so good is that more land is (almost) always better and the map generator makes sure that each Civ starts in a good location, specially the capital, so having two capitals in control is a no brainer. Just make sure you are careful when expanding (see below).
Don't go broke with overexpansion. Each city you have and the distance of the city from your capital increases it's maintenance. Eventually, you'll start losing money and will have to reduce the science production to pay for your cities. Needless to say, getting behind in science is one of the most dangerous things that can happen to you. So when going to war, always keep a look at your science slider.

As a rule of thumb, it should be not less than 60%. If it's 60%, stop conquering and start growing. This is specially important if you start very far from your nearest neighbor. In that case, taking his capital early can cripple you instead of giving a huge boost.


Civilization 4 Tips and Hints
Thanks to UsedOnlyTwice and Harri5on for the following Civilization 4 tips:

Civilization Wars 6

I play on Monarch difficulty. My strategy is that I tend to balance play with a highly creative race and focus on tech and military. I am playing with the Rise of Mankind mod so the tech path is slightly different.
Finally, I know that building civilizations is fun, but as you go up the difficulty level you must learn the art of war.
- Ensure that your capital is in an excellent location with lots of food resources. If its not. Start again.
- Initial tech focus should be 1) exploiting resources 2) connecting cities 3) then a mix of religion, social organisation advances and tech advances
- I treat the military tree slightly differently. The AI is very unlikely to attack you at the beginning of the game. Thus, unless circumstances differ (such as close borders), you can get away with investing in military only when you reach technological milestones such as axemen or swordsmen. In fact, barbarians are a good indication of where your military tech level up should be until you reach the the swordsman level, then you have to watch your neighbours.
- Invest in your first three cities as the major production and scientific centres. All other cities should be established for territorial or resource grab reasons as they will not reach maturity until the middle ages unless they are in an incredible location with lots of food and shields.
- For this reason, establish new cities (after the first 3-5) as garrisons and build defences first and foremost. Your strategy should depend to a large degree on the geography of your territory. Border regions should have heavy defenses with walls and lots of units, inland cities light defenses and a focus on building city achievements that will promote tech and finance advances.
- Cut all forests on the tiles immediately next to city walls to ensure that attacking armies cannot build a siege next to the city. Montezuma's jaguars are nearly invincible in a forest, you have to defeat them on open spaces.
- Watch out for growth at the expense of tech development. Growth will begin to slow down your tech advances while going for Monarchy/Alphabet/Currency/Code of Laws - i.e. the early stages of medieval. Make sure you get at least one of these before your expansion throttles your growth or you are fucked (in the dark ages - not progressing technically, and not able to afford new units)
- Either start a religion and spread it, or conform to the most popular religion with your neighbours. Holy wars can fuck shit up pretty badly.
- If you are next to Montezuma or Shaka they WILL declare war on you sooner or later. You might be able to win Shaka with religion but Monty is just about war. Prepare for it and wipe out Monty as soon as you have the chance.
- The big military tech advances are between stone/bronze age and iron age, iron age and machinery age, machinery age and gunpowder age, and gunpowder and modern age. Your goal should be to be at the next military age AT LEAST at the same time as your rivals (to maintain integrity) or BEFORE to get territory from your rivals.
- After the initial start up phase, attacking cities is a waste of time unless you have catapults. In fact, I tend to focus on getting the middle ages (macemen and trebuchets) before everyone else and begin my attack.
- Forget about investing in ships until the exploration age when they become seriously powerful. At the beginning of the game have them to protect food resources from pirates and to explore, unless you are playing an island map of course.
- Once you have established your territory in the middle ages, it becomes very difficult to dislodge yourself and others without serious technological advances and military investment. Wars proliferate during this era but go nowhere. Stock up on siege weapons and surprise attack someone already occupied with another war.
- Focus on territories next to yours so that supply chains can reinforce units. Expand, expand, expand.
WIN
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It's good to be the king, but what kind of king — or president or despot — should you be?

With Civilization VI’s 20 leaders and four different major victory conditions, you might be wondering which are the best for taking over the world. Ghandi, for example, is not the best guy to lead your people into war.

SEE ALSO: 10 ‘Civilization VI’ beginner tips to help you rule the world

We’ve spent hours with the game and pored over the Civilopedia to give you some tips for conquering your foes through military might, the power of scientific discovery, cultural dominance and religious ubiquity.

Best Wonders For War Civilization 4 Torrent

Dominance - Grip the world in your iron fist

On the surface, taking over the world through might seems like the most straightforward way to win. However, you’ll need to balance sheer power with the money to support an enormous military industrial complex.

Take it slow. It's tempting to stomp city-states into the ground early on, but you might be better served using the honey and not the vinegar. If you undertake quests for these independent, AI-controlled entities, you’ll earn favor. Become friendly with them and you’ll be able to take control of their military, which can offer strategic benefits on top of the power boost.

When you’re ready to wage war on your neighbors, make sure you understand who is friendly with whom. Likewise, if there are tensions brewing between two other civilizations, try to egg one of them on and double-team a hapless soon-to-be extinct people.

Those looking for a traditional all-out military leader, Tomyris, of Scythia, is one of the two best choices. Once an enemy is wounded, Tomyris’ units go in for the kill with +5 combat strength against already damaged enemies. Her military can keep fighting by healing 50 points upon defeating a foe.

Alternatively, Aztec leader Montezuma (currently only available if you pre-ordered) is a beast in the early game. His Eagle Warriors have a chance to capture enemy units and turn them into builders when defeating them. This will allow you to build farms, mines and take advantage of resources. The latter of these will in turn boost every unit’s combat strength. A strong early start and an expansive empire make the Aztecs a feared civilization.

If you’re looking to explore the world’s oceans (and use them to instill fear in your foes), Frederick Barbarossa of Germany is a great option. The trick with him is to master sailing early and power through to the industrial age as quickly as you can.

Once you’ve done that, German U-boats are yours to command. In ocean tiles, they gain +1 sight (good for keeping an eye on enemies) and +10 to combat. With many civilizations looking to establish themselves on the coast, you can choke aquatic supply lines with a blockade.

Remember, you don’t need to conquer an entire civilization. You just need to control all of the capitals to score the victory.

Science - Win the space race

Science victories allow you to keep to yourself and (hopefully) out of war. That’s not to say you should abandon your military; you don’t want to be left undefended, and playing catch-up while under attack will severely hamper your scientific progress.

For science victories, mapping out your preferred path through the tech tree is the important thing. You don’t want to waste time on research that won’t advance your civilization into the next era or deliver important production projects. Later on, you’ll want to engage in diplomacy to help fill in the gaps with research agreements or espionage as you work to send a satellite into space, put a man on the moon and launch a mission to Mars.

Peter I (also known as Peter the Great) is a good option to help keep Russia in the research race, even if you fall behind. His trade routes can bring in bonus culture and research from any civilization that happens to surpass him technologically.

It’s easy to recommend Gilgamesh’s Sumeria for a science victory, also. That culture’s unique building, the ziggurat, is an important reason for Sumerian cities to include river tiles within their borders. Every one of these unique structures placed on a river generates extra science and culture.

It’s also worth noting that if you end up in a game opposite Gilgamesh, make friends with him. He is one of the most loyal leaders in the game and can go to war by your side without a warmonger penalty.

Advanced players looking for a less traditional path to a science victory will enjoy Saladin, of Arabia. Technology and religion don’t often intertwine, making Saladin a unique leader in the group.

Religious buildings in each of Saladin's cities boosts the total science, culture and faith by 10 percent. Arabia’s bonus also gives it an additional unit of science per turn for each city that follows its religion. Using faith to boost scientific progress is a more challenging strategy, but one worth exploring.

Culture - Visit sunny Kongo!

Cultural victories can be challenging, especially since the finish line keeps getting further away the longer the game goes on.

You won’t score the victory until the number of tourists visiting your country is equal to the number of domestic tourists from all other civilizations combined. Because this win condition is so intertwined with your competition’s progress, you’ll want to keep an eye on the scoreboard to know how you’re doing.

Make sure you’re generating great people points to spawn artists. In order to make use of them, you need to also have buildings, districts and wonders that can house their works. Just keep focusing on trade routes to other civs, culture-boosting policies and improvements and you’ll eventually make your empire the biggest vacation hot spot on the planet.

We strongly recommend starting with Mvemba a Nzinga, of Kongo, when figuring out how cultural victories work. When playing with him, we rapidly ended up with more great artists than we knew what to do with. Thankfully, excess great works can be used as trade collateral with other civilizations. Nothing greases the palms like Picasso.

Keep in mind that you get the most benefit from sculpture, relics, and artifacts (so maybe don’t give those away).

China’s Qin Shi Huang takes advantage of another path to cultural dominance. The Great Wall of China, one of the world’s most impressive feats of construction isn’t a wonder this time out. It’s a unique improvement that can only be built along China’s borders.

Each adjacent segment provides bonus gold and, later, extra culture and tourism. Securing your borders seems like a way to keep people out, but for China, it’s one of the most inviting things you can do.

Those looking for a more advanced path to cultural victory, a Gorgo-led Greece offers flexibility. She relies on military might to generate bonus culture from defeated units. A bonus wildcard policy gives her an edge early on.

Gorgo is one of the most flexible leaders thanks to her civic bonus, but pairing military and culture production makes for an unusual (yet effective) path to success.

Religion - Kill ‘em with kindness

For the first time, religion is a victory condition in a Civilization game, instead of just factoring into a cultural win. Founding a pantheon and, eventually, a religion sounds like a peaceful path to success. However, if you don’t manage things correctly, your faith can be your undoing.

As you build faith in your empire, you’ll generate a great prophet that can found your religion at a holy site. Give it a name and a symbol and then start spreading the good word throughout your civilization and the world.

Civilization Vi Wonders

Religions bring with them two beliefs at first, with up to four total as the game progresses. Your faith will naturally exert pressure on other civilizations. Proximity to other leaders will earn you followers, but you’ll need to send religious units — apostles and missionaries — to other cities in order to succeed.

In order to win, at least half of every civilization’s followers must subscribe to your beliefs. Be warned: you might end up in a holy war if you convert another leader’s cities.

Spain’s Philip II is a natural choice for players who want to dominate with faith. Inquisitors can reduce opposing religions an extra time, and military units get a bonus +4 combat strength when fighting civilizations who follow a different faith. The conquistador (unique to Spain) is the perfect escort for your religious units.

When in the same hex as a missionary, apostle, or inquisitor, the conquistador gets +10 combat strength. If one of those units is next to an enemy city when it falls, it’s automatically converted to Spain’s dominant civilization. If you do happen to find yourself in a holy war, use it to your advantage.

Ghandi, of India, takes a decidedly different approach to religious victory. He provides bonus faith each turn from every civilization he’s met that is not at war.

Additionally, he’s not a great target for military action since opposing nations suffer double war weariness (a penalty to population growth and productivity). Should you let war drag on too long, rebels will spawn within your borders. You might want to give peace a chance where Ghandi is concerned.

While Ghandi certainly wants to spread his own faith throughout the world, he is tolerant of other religious beliefs. He earns the follower bonus from every religion that has at least one convert in a city.

Ghandi is a religious powerhouse that thrives on peace and punishes war, but that doesn’t mean he shouldn’t build up a military for defensive purposes. Just because war is a bad idea, doesn’t mean it won’t happen.