New Player Here

Hey everyone,

Brand new player here, really enjoying this game.  Long time CIV player, and looking for a deeper experience, love the RPG elements.

But I'm having trouble keeping up with the AI, even on easy, not sure what I'm doing wrong.

I've checked out the guides I could find (including the guides on the forum), and I don't see any that are really detailed.  I found one, but it only gives the basic outline of cities and units and things.

Basically, I'm asking for maybe a series of tips that will help me stay competitive and develop my games in a more efficient fashion.

What things have you learned that you wish you had known earlier?

Thanks guys!

10,740 views 12 replies
Reply #1 Top

Well the first thing thing I do is build improvements that allow me to build faster. Such as Workshops and Bell Towers. I also defeat nearby monsters with my sovereign. I can usually do this with losing anything although it might take awhile to learn how tough certain monsters are.

Then I try and get a second city up if possible and maybe build a few more troops. Pretty much all your troops should be built from a Fort if you have one. Designing troops with good traits and at least leather armor is important.

Tech wise I go usually grab the first 3 civ techs and then the first 2 military ones. Then I just get whichever tech removes a bottleneck on my production or growth.

Keep in mind to change your tax rate depending on how much gold you need and remember that cities with ZoCs that don't touch have unrest penalties. Having more then one champion in a army will also reduce the xp all the units in that army get.

Reply #2 Top

City count is your primary goal. That means:

1.) finding settle-able spots, and settling them fast

2.) clearing monsters

3.) Being prepared for the +3 unrest per city penalty as you expand

Solutions:

1.) is solved by scouts, but just your sovereign exploring the map early on can find settle-able spots. Take even the crappy spots at first, you can cherry-pick geography later.

OR you can attack weak enemy players immediately and take their cities. Size 1 towns have pitiful militia defenses.

2.) On easy, one way to get rid of monsters quick is to spam out cheap, weak units early on. Go to unit design, edit the scout so that he only has the "weak" trait and a staff. Call them "peasants" or "peons" or something, then save it. This unit sucks, but costs almost no wage and usually trains in 1-2 turns. Train 5-6 of them, sending in another to reinforce your sovereign when they die.

You'll need strong well-designed units later, but making these cheap "peasants" early on takes the heat off your sovereign, and can artificially swell your power rating, improving early diplomacy.

3.) Bell towers and town halls are your friend, build them soon after settling a city.

Where are your difficulties? Are the monsters killing you or the AI?

If you have 5 cities by turn 100, you are probably going to win.

 

One more tip: play as altar or a custom "Men" faction, build henchmen.

Reply #3 Top



But I'm having trouble keeping up with the AI, even on easy, not sure what I'm doing wrong.

I've checked out the guides I could find (including the guides on the forum), and I don't see any that are really detailed.  I found one, but it only 

End of quote

 

The replies above pretty much cover a solid strategy for success in the game, but I thought I would add that I wouldn't pay attention to the "faction ratings" in the top right of the screen too much.  You will find that one or two factions will tend to rocket up to the top of the ratings list early on, but I find this doesn't necessarily mean much in the long run.

 

 

Reply #4 Top

Things I wish I knew when starting out.

When to just start a new game.  The random maps can sometimes screw you.  So scouting early on is very important just to determine whether your start position is viable.  If you don't see at least one really good expansion nearby -- a spot with two essence (or two decent spots - 3-4-1, 5-2-1) -- quit to the menu and start a new game.  Once you have the hang of the game though, the added challenge of resource-poor starts can be a lot of fun.

Use your essence slots.  Always make sure your cities have their all their essence slots used.  Spells like enchanted hammers, inspiration, or oppression can really juice your early game production.  Meditation (+1 mana per essence per turn) is a great spell for the early game as costs nothing and ensures a steady source of mana.  Set In Stone (+50% production, no research) can be an incredibly powerful spell for forts.

Protect your champions.  Yes, you should be splitting your champions into their own armies.  But don't let them or your sov fall in battle.  Missing turns of exploration/monster hunting in the beginning of the game is painful.  Provide support troops (you can custom design peons, as davrovna suggest -- or just use the pre-designed militia units) and try to position them so that they take the brunt of the attacks.  Buff your champions.  If you have the mana for it, buffing your champions is vital.  Don't be afraid to buy your champs food from the merchant to quickly heal your low level champs up to full strength.

Ignore monsters that are tougher than you.  Eventually, your armies will be able to take on the most dangerous monsters on the map.  But at the start and middle of the game there are a lot of baddies that will swat you like a fly.  Don't mess with the Dark Wizard.  Don't hang around Dragons or Skaths or Umberdroths.  Monsters usually wont bother you unless you bother them first, so steer clear and bide your time until you're ready to take them on.

Farm low level mobs around your cities.  Monster lairs that are outside of your ZoC will respawn.  After you defeat a bear/spider/mite hoard, leave the lair.  In 20-40 turns or so, a new mob will spawn and you can quickly swoop in a gobble up that XP.  Of course, if the AI is wandering around nearby, you'll need to take the lair to prevent the AI from stealing your loot.

Rushing can be a viable strategy.  If you get a couple lucky loot rolls and pick up a couple good weapons, you might be able to rush the AI's capital while his armies are out exploring.  Gather your champs and your toughest units and attack.  If you win the battle, you'll get a great city (probably a gold mine) and set the AI back quite a ways.  But be careful, because if you lose, you'll be pretty weak and the AI will be gunning for you.

Reply #5 Top

Quoting sweatyboatman, reply 4
If you don't see at least one really good expansion nearby -- a spot with two essence (or two decent spots - 3-4-1, 5-2-1) -- quit to the menu and start a new game.
End of sweatyboatman's quote

I'd only advise this while new to the game. Once you get better, starting with crappy spots is kind of fun, at least more challenging.

Reply #6 Top

Quoting Leo, reply 5


Quoting sweatyboatman, reply 4 If you don't see at least one really good expansion nearby -- a spot with two essence (or two decent spots - 3-4-1, 5-2-1) -- quit to the menu and start a new game.

I'd only advise this while new to the game. Once you get better, starting with crappy spots is kind of fun, at least more challenging.
End of Leo's quote

Oh absolutely, I'll edit my post to make that clearer.

Reply #7 Top

Thank you guys so much!  These tips really help out. I played on a map where I really had nowhere to build a second city...which put me far behind.  Soon the AI started bullying me and I couldn't keep them off me.

Reply #8 Top

 

Couple more pieces of advice.

 

Play to your strengths, minimise your weaknesses.

Each faction has strengths and weaknesses, which you can learn to maximise or exploit.

E.g. Playing Gilden with Lord Markin you can make use of their cheaper weapons/armour and upgrades, combined with the Ironeer Blood (boosts Hit Points and Spell Resist) and Markin's Armorer profession (+25% Defence for the faction), to field some very tough units. However you might want to minimise Tactical Spell use as they'll cost 50% more.

You can also sometimes compensate for a faction weakness with Champion gear. e.g. Last time I played Yithril I used a Champion with a bow (bought from another factions shop, which you can do if in their territory and have decent relations) in my main army, as Yithril have no ranged weapons, but it was useful in some situations to pick off enemy casters/archers.

 

Know your enemy.

Before attacking an enemy group, check each unit's details. If you get attacked you can still check the enemy unit's details on the tactical map by clicking on their portrait on the left hand side. If you take the time to check, it will help you in the battle.

E.g. If an enemy has low or no cold resist (or even negative, such as the Quendar) then your Cold spells will do more damage. On the other hand, there's no point using a Lightning spell against an enemy that is immune to lightning, it just wastes mana.

Treat any unit with Maul (e.g. Bears) or Coal Stones (e.g. Wildling Shaman) as more powerful than it appears. I've lost quite a few units and even champions to those two abilities. Also if your army only has physical attack, avoid Banshees unless you can bring spells to bear or have items like rings, amulets or special weapons that add non-physical (cold, fire, lightning and/or poison) attack. That "Immune to physical damage" ability is a killer. 

Variety.

This is less about winning and more about having fun and replayability, but try out different things. It really depends on the player, but I find it can be a lot of fun not always choosing Mage for your Sovereign. Try an Assassin Soverign or a Defender (or Commander or Warrior.) You can also try Role Playing a bit, choosing the speciality or decision that your character would choose, even if it isn't the optimal one. Playing Pariden I chose Mage as Procipinee seems to be one, where as with Yithril I went for a Warrior Sovereign as that most fit Lord Vega to my mind.

Also be flexible. You might set out to conquer the world as Yithril, but you may find yourself in a position where that goal is less likely (e.g. You can hold your own, but aren't able to expand) in which case it may be worth pursuing an alternate victory condition.

Hope that helps.

All the Best.

Reply #9 Top

For Sovereign and Champion development I’d recommend the following:

Look to maximise XP gain as much as possible.

Under the general category get the following:

Get potential first for bonus XP learned (I think it is +10%?).

For Mages get knowledge from the Mage tab second that boost bonus XP further (I think it is another +25%).

Then get strength followed by the next skill that give +10 HP, this really helps any character including mages to survive.

Personally get healing and first aid as I find that helpful for characters that cannot attack in a round to heal others that are fighting then move onto improving the skills under their specialist tab.

The above is just my preference but I am sure there are better possible build routes.

Cheers,

Laz3456

Reply #10 Top

A few more things:

(1) If you're not content with your starting position, you can use "CTRL+N" to quick-start a new game if (and only if) you never left the game and loaded a saved game after starting. So start a new game, play a few turns until you have a good impression of your surroundings and if things look too bad, start over.

(2) This also applies to "finding loot that sucks" in the first few camps you explore. In my first game, I had the incredible luck of finding two attack dog companions ("Anna") in the first 20 turns, which essentially gave me two free move-5 scouting units. Combined with playing as Tarth (no movement penalties and wandering monters tend to ignore you) this made for incredibly fast exploration. In the game I'm playing currently, I have lots of axes and spears (my sovereign is a mage) but nothing really useful except the telescope (+1 sight).

(3) Don't be afraid of low-grain spots if they offer other benefits. A 1-5-2 spot can make a great Fort. City size comes in time as you research the "faction food" improvements, but this can easily have double the production of any other location, especially if it's located near a forest. Also, there's an enchantment which will add one grain to a city.

And the primary rule can't be repeated often enough:

Expand fast. Build a new pioneer unit as soon as you can. As odd as that sounds, build them *especially* in low-grain settlements. Pioneer units cost population, and the low-grain settlements usually reach the population cap (you see this on the details window) fast in the early game. Basically, every turn your population isn't growing in a city is a waste.

Reply #11 Top

Quoting hendryhaad209, reply 10

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End of hendryhaad209's quote

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