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Furtigan
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Is anybody else having this problem?
On Regent setting, I am unbeatable. Every single game, I have an insurmountable lead by 500 AD if not before.
On Monarch setting, I can't win. I'm lucky if I'm in the middle of the pack. Within 50 turns of starting the game, the computer players are a half-dozen techs ahead of me, and it's all over. They're in the middle ages by 100 AD.
In my last 10-15 or so games, they're all effectively over before I start the Industrial ages. I don't want to cheat, but it looks like I'm going to have to go into the editor and change stuff to get a decent game.
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Capt Dizle
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Give us some details about how you are playing. My first guess is you are not taking advantage of buying tech from the AI. I am speaking of my experience with 1.17f of course.
I had no problem with the game up to Diety, which I thought was plumb silly. I only played two starts and just laughed and quit.
The game is quite simple. There is probably some simple flaw in your playing style (unless something changed dramatically in the last patch I am unaware of).
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PresidentMike
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United States
Oct 1999 time: 00:19
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I had the exact same problem as you did. Clobbered the AI on regent, got clobbered myself on monarch. Today I've more or less mastered monarch. Here's what I recommend:
1) Practice Practice Practice
You won't learn to ride a bike unless you get out there and do it. It's the same for monarch level. The more you play it, the better you'll get at it.
2) Get Iron Working Early
It's the key to kicking ass in the ancient world. Once you research it, start cranking out swordsmen like there's no tomorrow. This will allow you to invade your neighbors and force them to give you money and technology. Extorting tech from the AI is absolutley critical if you want to stay competitive in the science race.
3) Expand Quickly
The more cities you've got, the more trade, units, science, money and power you've got. I use the following system:
-Build capital
-build two defensive units (use one to scout, one to garrison)
-build settler
-build defensive unit
-build settler
-build defensive unit
-etc etc etc
Repeat this process in your new cities. Obviously you'll need to stop this cycle at some point and start worrying about city improvements, wonders, military units, etc. When to stop is a judgement call that depends on how the situation develops.
4) Plan Ahead
What is your plan? What technologies will you research? What enemy will you fight first? Where will you build your cities? What wonders will you build? If you don't have a plan to deal with these and other problems you're setting yourself up for trouble.
5) Play an Easier Civ
If all else fails, play a civ that gets its unique unit early, or that has better attributes (I like science, religious and military).
6) Develop Your Own Game Plan
This ties straight back to number one: practice practice practice. Advice from fellow civ players can help, but ultimatley you have to decide what stratagey and style of play is best for you.
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Tingkai
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To find the Northwest Passage
Aug 2001 time: 13:19
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quote: Originally posted by PresidentMike
2) Get Iron Working Early
It's the key to kicking ass in the ancient world. Once you research it, start cranking out swordsmen like there's no tomorrow. This will allow you to invade your neighbors and force them to give you money and technology. Extorting tech from the AI is absolutley critical if you want to stay competitive in the science race.
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I thought you don't get the iron works until you have coal. By that time are swordsmen that effective?
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dawidge
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Chicago
Apr 2002 time: 23:19
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He's talking about the Ancient Era Iron Working tech that allows you to see Iron resources and build swordsmen, not the Industrial age "Iron Works" small wonder.
The latter gives you a production boost in one city, the former gives you the tools to eradicate your neighbors.
Seriously, try running with one of the civs that gets its UU in the ancient era. I'm fond of the Romans (kick but early, get GLs, armies, wonders, get Iron working and your UU, kick but some more), the Babylonians (Bowmen are great on ancient era offense and defense, but upgrade to longbowmen (and stop there), which suck on defense, so you have to build your pikemen fresh when you get to that point, culture is the gift that keeps on giving for a builder/hybrid player, and cheap infrastructure keeps the babylonians going strong throughout the game), and the Persians (Immortals are great, some of your infra is cheap, industrious allows you to build up the territory with fewer workers). Many other civs are also quite good in the ancient era, but I've found that the Germans and French are difficult in the ancient era for a builder type. On the surface, the Greeks look good, but spend most of the ancient era on the defensive because their UU is a purely defensive unit and they're surrounded by cultures with early offense (Roman Legionnaries and Egyptian War Chariots) when you play with culturally linked start positions.
It is a combination of the culturally linked start locations, early offensive UU, and civ traits that make some cultures easier than others. The Romans can make easy work of the Egyptians if they attack at first sight (just double your warrior/settler ratio and eat them before they can mass war chariots against you). The Babylonians and Persians will go at it tooth and nail through most of the game unless one side wins a decisive battle early on (you will need a *lot* of bowmen to counter the threat of Immortals, but they are very cheap in comparison).
Others claim advantages to the Zulu and Aztec with the early access to rapid movement offense, but I haven't played them. I've found that if I can weather the early war with Zulu or Aztec, I can kick their buts later on. Babylon can culturally absorb great swaths of enemy territory by building small cities in any crevice of free land that will overlap into city boundaries, but you will need to defend them.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:19
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Falling behind in tech on Monarch scared the hell out of me at first, but there are three ways to deal with it:
1) Build the Great Library (use the pyramids as a placeholder while beelining for literature)
2) Set science to 10% (or make 1 scientist and set it to 0%) and buy tech from the AI
3) Beat it out of the AI.
I used to go with option #1. I still can if I want. But I found the most powerful of the three is the last one. I like using the Japanese, but there are several civs that make good warmonger and/or hybrid civs.
If you try to do it all - build a military and develop your cities and build wonders - you will probably fail. I ended up chosing to gamble on an ancient horseman rush because the potential benifits are huge: more cities & territory for you, less for AI, more resouces/luxuries for you, less for AI, potential for Great Leaders, higher score. Now, it's true that if you get unlucky and fail to produce a great leader, you will miss out on ancient wonders (except for those you capture). But I've had games where the leaders were coming fast 'n furious, and there is nothing more powerful than a well-placed forbidden palace built in ancient times. It's like having two empires instead of one. The earlier you get it built, the more powerful it is.
-Arrian
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Denday
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New Zealand
Apr 2002 time: 17:19
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In earlier levels ( eg regent war cheif ) the start is the most important area of the game but in monarch they cheat, so you can't start better, so you need to catch up.
Don't worry or give up because youre not the strongest keep on playing because the game gets a little bit easier later on.
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