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Plotinus
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Biggest mistake when it comes to war strategy - under-estimating the enemy. At least, in my case. "Ooh! I've built some nice shiny new Knights. Huzzah! Crusade time! He won't be able to stand these! Hang on, what's a Rifleman?"
The other, related mistake is to spread your forces too thin. "Well, I'll send two Swordsmen to take his capital. That leaves one Swordsman for this city, one for that one, and I'll polish off that one with the two remaining Archers. No need to build any defenders, he won't have any forces left after my devastating assault. Hey, what do all those little white lines mean next to his solitary Horseman?"
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Alexander's Horse
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Panmunjon, hands up!
Jan 1970 time: 15:33
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I'm doing okay in my third game - but this defensive unit business - I build 2 per city. That doesn't seem excessive to me. I'm using conscription a lot to flesh out the garrisons. Then the vet and elite infantry can go to war - they defend key terrian, ride shot gun on the artillery and garrison captured cities. I now have 60 cities and can easily service a loose screen of infantry to make up a kind of frontline. I probably don't need that but I like to keep the enemy contained and the ai wastes a lot offensive units attacking the screen.
My offensive power is large stacks of attacking units. These stacks are made up of artillery with inf and flak, cavalry, conquistadors and tanks. Units are grouped according to their speed. I have 4 armies and they all operate independantly. The war effort is supported by aircraft.
Tell me if I'm doing it wrong. This is SP.
Last edited by Alexander's Horse on 19-01-2004 at 04:37
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Scriblerus
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Mistakes.....not micromanaging.
Using governors is wildly inefficient.
Being one or two turns from finishing research on a Tech, and not checking if you can still hit it in the same number of turns by rebalancing your sliders in favour of more tax (could easily be 50 to 100 gold over a couple of turns in mid-game with a large empire).
Similarly, not checking on the city screen to see if you need all those shields to hit your next build in one or two turns, or could reallocate some of the pop to produce more trade/food, or as specialists for a turn or two.
Overproducing food uselessly in size 6 or 12 cities which can't expand, when a tax collector or scientist could be increasing your overall production in either of those areas.
Hours of fun - and terribly anal. But bit by bit i've put those pennies away in the treasury, and now have a good war chest to upgrade/rush enough units to give my sneering Frnech neighbours a kicking they won't forget.
Also, if building wonders, check the Wonders screen (can't remember which Function key number) to see who is already building - if necessary, spy on thier cities to see how long it will take them to complete....and who else may switch by choice or necessity from one Wonder to another (eg if they are beaten to it by a rival). It's not a failsafe (though it's much more useful now that your rivals' Military GLs can't rush wonders) but it goes a long way towards avoiding that moment when you have to switch a few hundred shields to a humble city improvement or unit because somebody beat you to the Wonder.
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Jon Miller
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quote: Originally posted by Footballgod128
im not that good, i usually play monarch and im getting alot better thanks to a few peeps on here, thanks guys, you know who you are, im out rexing the AI like crazy now, or, i at least like to think so, but, i got awhile to go still....
i usually put about 3 or 4 defensive units in my border cities and then one in all the others, maybe an extra in my capitol, and then build alot of horseman, i prefer them cause of the fast movement and retreat ability, if i dont have them or iron, i TRY with archers....
i dont like artillary that much till i get to bombers, ill use them to bomb and get rid of thier luxuries and what not, these my not be good strategys, but, they usually work on monarch, can anyone tell me a usefull strategy for artillary as early as catapult, i wouldnt mind using them, im guessing the are best used with archers and spearmen for defense maybe...? |
I will address some of these
not that I am that great, but I do know a few things
you don't need that many defensive units except if it is a stack which you are going to use to take out enemy cities
I generally, in the renaisance era, put one troop in each city, but that is just because of force of habit, and because you can only move 3 squares on roads
once railroads are in play, I generally just guard the coasts and boarders
for artillery, early artillery are crucial
I make stacks that go against enemy cities, these stacks usually contain a couple of defenders, a larger number of attacking infanty, a few mobile units, and a lot of artillery
I just go straight for their cities, I hit them with the artillery until their defenders are all hurt, than I hit them with my attacking infantry
an example (early) stack would be
3 spearmen
5 swordsmen
2 horsemen
5 catulpults
yuo have very few losses with this sort of thing
Jon Miller
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Jon Miller
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as far as tech goes
I generally start with alphabet
pick up writing next, than philosophy
put that ectra tech into code of laws if I can choose to
than learn either republic (if I have decent research) or literacy and than republic (if I don't)
I think that an early republic move is important
I know that I irrigate to much, but like putting improvements in every city, it is the perfectionist bulider in me
Jon Miller
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ducki
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quote: When I have empty cities, the AI makes a bee-line for them. |
That's a perfect reason to leave a city "undefended".
When you know precisely where an enemy will strike and from which direction, you won't need a defender _in_ the city because they'll never make it there.
Two defenders in every city means you have no idea where they AI will strike. One or two "bait" towns makes defense a lot easier, and allows you to defend with fast-mover attackers instead of fortify-and-hope-they-don't-pillage defenders. It's not necessarily the "best" strategy, but under a representative government, your garrisons give you no contentment bonus, so if you can get by without them, especially in your interior if you are big enough to have an interior and an exterior, save yourself a bit of upkeep while making your enemy more predictable/manipulable.
That's just me, but I tend to keep a lean standing army, so if I don't _need_ a unit, I don't keep it. That means I have more fast-mover attackers and as few garrisons as I can feasibly get away with.
Under MP, this would be suicide, but in SP, it's free money.
(Edit: And yes, this is just my opinion, and more geared to a larger, later game empire. Early game, I like the peace of mind of having "troops" in every city, but lately it's more often swords and archers than spears, since I can shift them to the offensive or track down pesky pillagers without diverting my offensive force. Gah! I rambled! Anyway, it's just opinion. If your strat works for you, more power to ya. If it doesn't, give someone else's a try.)
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geniemalin
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My biggest n00b mistake was a pathological fear of the lux slider. I played like the AI - using entertainers or extra troops or rushing collosea throughout my whole empire just to avoid 10 or 20% "lost" gold/research.
Now I have discovered the lux slider. And probably not coincidentally, am now becoming competitive on Emperor level, which I never was before.
EDIT: Also, the hangover of wanting to keep a couple of defensive units in every (even far interior) city, despite this being counterproductive with representative governments and railways.
Last edited by geniemalin on 20-01-2004 at 09:25
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