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Civ IV Tactics

Discussion in 'Playground' started by Aldeth the Foppish Idiot, Jun 21, 2006.

  1. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    The Warlords expansion is great. Although I disagree that you need to always go on the offensive early. I have won cultural victories in the 1700s on Monarch level without lifting a single finger in battle. You've got be really focused and pay close attention to diplomacy.

    I agree that early offense is the best all around strategy, but the game is pretty good at offering different strategic options.
     
  2. Gnarfflinger

    Gnarfflinger Wiseguy in Training

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    Thought it was time for some thread necromancy here...

    With the Beyond the Sword expansion, tactics may have changed dramatically.

    With Espionage, Corporations and Unrestricted leaders, there are many new variables and options to consider.

    One Gambit unique to the expansion is called "The Sumerian Spy Scam". Basically, you play the Sumerians, get a Ziggeraut (courthouse available with Priesthood) in a city and run a spy specialist. While researching your way to alphabet, to work towards a Great Spy. Then when you get the great spy, use them for an infiltrate mission on a technically advanced neighbour, then build a regular spy or two and have them steal technologies that you have neglected to this point. It's been suggested that a Philosophical Leader (if using Unrestricted leaders) would make this mroe effective.

    I have toyed with a variant of that strategy, since I've been playing 18 civs on a strandard Pangea map. I chose Alexander for a free combat I the Vulture (6 power axeman with a reduced bonus against Melee). I first realized that yes, you will get the Great Spy earlier, but instead of infiltrating, I settled the great spy for the 12 ep per turn. From there, I used the next one to build Scotland Yard in the same city (used my capital). This meant that I got an extra 100% ep in that city. With the Palace, Ziggeraut, spy and great spy, that 22 became 44 points per turn (later additions of a Jail, Security Bureau and Intelligence agency would puch this to 114 plus 12 per specialist). The trap is that the Vulture, though cheaper to build than the Swordsman and not needing Iron, does not negate the need for swordsmen to break cities. Secondly, Spears and Vultures will not provide adequate civil defence, meaning you still need Archery to fend of an early invasion or counter attack.

    Basically, I'm looking to go back to Sumeria, but may try a less bloodthirsty leader (maybe Sitting Bull, Periclese, or Elizabeth). It almost seems as though I'm trying the espionage trick and fight too early. Perhaps a slower but steadier expansion with better defence or technology would suit these needs. I may even give Gilgamesh (Creative, Protective) a try with this trick...
     
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