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AAHZ is offline AAHZ
Chieftain

Jan 2004
time: 00:35
  Old Post 26-04-2004 18:14 Visit AAHZ's homepage!
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i posted a thread about the superiority of feudalism over republic a while ago in the conquests forum, and i think, because of the discussion in this thread, it requires repeating.

first of all feudalism is superior in the military you are able to support. the unit support is 5 for towns, and that is all you need to worry about. DONT build aquaducts, and when you are done REXing, you can balance military building with your science, culture, economy. you could even forego everything else BUT your military. if you have, say, 30 cities when you get feudalism you are able to support 150 units!(keep in mind that this is just an example) now if you were republic, you would be forking over some major cash to support your military (2 gold per unit!!!). monarchy, you could support a decent military, albeit not without forking over some cash. not to mention you have to wait until your cities are above size 12 for it to be effecive at all. and if you play on the harder levels like i do, every single military unit counts. as well as every single gold piece.

as far as war weariness, it really isnt a problem if you are WINNING the war. or if you are extremely paranoid about attack, build up all your military, post some border guards, have a naval coast guard, and destroy any enemy that comes close. if no enemy units are on your land, war wearyness isnt a problem.

now all those units, as well as my worker core, would have me bankrupt in republic in a couple turns. if i was monarchy i could only support a fraction of the total units i have, and i would be bankrupt in a couple turns.

so you see feudalism is not only a feasable govt use on an aggressive or defensive strategy, it is tactically superior.

when you hit democracy THEN you can build your aquaducts, and build up your infrastructure. then if you really wanna kick butt, go commie!

so with my feudalism strategy you only go anarchy 2 possibly 3 times= despo to feaudy, feudy to democracy,
and democracy to comimie (i usually stick with democracy the entire game so for me= only 2 times)

ALSO a side note about anarchy: you DONT generate culture in anarchy so with my strategy you wont take a big culture hit.

ToeTruck is offline ToeTruck
Warlord
Portland, Maine
Aug 2001
time: 00:35
  Old Post 26-04-2004 19:58
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I agree with AAHZ regarding the power of Feudalism with one addition comment:

I only use Feudalism if I intend to end the game in it. It is superior as a military government if you are aiming for an early Domination Victory (pre 1000AD or so).

Yes, you can get some very good early domination victories using just Despotism, but I see Feudalism as "Despotism Plus". It gets you better tile production, better unit support, and allows for more military police. War weariness is a small price to pay and very easily managed.

Feudalism is probably also good for early Conquest Victories, but I haven't won enough games that way to know.

If you play for Spaceship, Cultural, or Diplomatic victories, however, don't bother with Feudalism. I will usually switch to Republic as soon as I connect enough luxuries and then switch to Democracy sometime later (maybe) for the worker bump and the reduced corruption.

- TT

Mountain Sage is offline Mountain Sage
King

Feb 2003
time: 05:35
  Old Post 28-04-2004 17:36
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TT,

You're right. If you play for victories other than Domination, you cannot research fast enough on Feudalism, especially at higher levels. Further, if you're not religious, you'll lose 3-6 turns of anarchy and that often means another tech less in the bag.

If you wait until you have Democracy to build aqueducts, you won't have shields enough to build wonders and just building the other city improvements (and/or units) will take too long. In fact, your building queue will get longer and longer.

AAHZ,
War weariness happens regardless of enemy military units on your land or not. It kicks in after a certain amount of turns, even if you are winning.

As for the impossibility to keep a large military in Republic, I suspect it's more a question of NOT having fully developed (size and improvements) cities, i.e. less gold and not enough trade, i.e. less gold and unhappiness (not enough luxuries).
30 fully developed cities should easily support 60-80 units, which is enough to win a war up to Emperor.
Then don't forget that in Republic you don't need MP, whereas in Feudalism if you don't have 2 per city, it's 10% (at least) more lux, i.e. less gold. With 30 citiesx2, you can spare 60 units.

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:35
  Old Post 28-04-2004 17:40
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I still think any feudalism conquest/domination strategy is more suited to Pangaea maps than continents or *shudders* archi maps.

Mountain Sage is offline Mountain Sage
King

Feb 2003
time: 05:35
  Old Post 29-04-2004 14:05
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quote:
Originally posted by DrSpike
I still think any feudalism conquest/domination strategy is more suited to Pangaea maps than continents or *shudders* archi maps.


You don't like archipelago maps?
Try a conquest/domination victory with Scandinavia

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:35
  Old Post 29-04-2004 16:16
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I don't mind them at all. I'm just saying this strategy could be much trickier on such maps. Thus there may well be limits in practice that weren't really given enough emphasis in earlier posts.

gunkulator is offline gunkulator
Prince

Feb 2003
time: 00:35
  Old Post 29-04-2004 17:22
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Someone explain to me why Feudalism is so much better than Despotism.

Yes, you get 5 units per town in Feudalism, however you get 4 with Despotism, including those built next to rivers that grow into cities. The penalty for going over is a mere 1 gold instead of 3 - small enough that you really don't have to worry about.

Commerce will be slightly better in Feudalism, true, but how long does it take to make up the difference given 7 turns of Anarchy? Same deal with production. Most people make do with mined grass for shields. Mining hills is best left when your workers have finished with the grass, plains and road building. Is it really worth that extra shield? And you certainly don't want too much extra food since the goal is to stay below size 7.

War is never an issue with Despotism. Given the parity of AD stats, early wars are often slugfests, with significant losses on all sides. If you lose too many units in Fedualism, you'll be sorry. Worse, you need to make sure all your far flung cities are very well protected. I've had the AI land two Archers next to a fairly new city on an island. As luck with have it, the Archers beat my Spearman and took the city. I eventually took it back but the resulting WW crippled my civ. The luxury slider is far less effective in Fedualism compared to Republic due to the lack of a commerce bonus.

UnOrthOdOx is offline UnOrthOdOx
Emperor
Hello....
Jun 2002
time: 22:35
  Old Post 29-04-2004 18:27
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It removes the food and shield limit that Despotism has. Irrigate grass to work those mined hills/mountains. It actually ALLOWS for more growth overall as a result.

Again. I cannot stress enough that to make a truly effective Feudalism one must allow cities to grow. The trick is making sure you get the RIGHT ones to grow, and have enough to stay small for the unit support.

Leaving them all at size 6 condemns you to an allotted time space to win the game. Personally, I don't know that I would really go Feudalism unless I were Religious and could easily switch out later.

But, by allowing your CORE to grow, while leaving camps and useless towns to remain small, you are able to maintain a high military while simultaneously growing your cities for an eventual change of govt. I find this the most usefull govt to conquer the home continent, as I enjoy poprushing in captured cities.

Again, you have mil police. USE THEM if you need. Support shouldn't be an issue if done correctly. This just makes WW laughable. Not that WW isn't already laughable in Republic with NO police.

I'm gonna have to make a demonstration of what I mean it seems. Let me finish this nice NTTC game, then I'll get right on it.

AAHZ is offline AAHZ
Chieftain

Jan 2004
time: 00:35
  Old Post 29-04-2004 21:49 Visit AAHZ's homepage!
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i must agree with UnOrthOdOx. by spacing out your large cities, and small towns, you leave room for your military support, as well as having some key wonder/science/commerce cities.

thats why mainly i build as many cities on lakes and rivers as possible, then letting all my other cities stay small, i get a good mix of units, support, science, wonders, and commerce.

if i dont have any rivers and lakes, i build aquaducts in only a few of my core cities, and since my empire is usually very large in size anyway, it dosent affect my unit support too much.

so in short, for feudalism, having a mix of large and small cities will yield a good, productive civ.

UnOrthOdOx is offline UnOrthOdOx
Emperor
Hello....
Jun 2002
time: 22:35
  Old Post 02-05-2004 07:15
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This is from the NTTC game, so those of you playing that be warned of spoilers.

Second, as said earlier, I typically wouldn't do this without a Religious civ, as this is now begging for a switch to a more advanced govt.

As you can see, though, Feudalism does NOT mean small cities. Most are grown, nearly all in the core are grown.

Remember too, this is for the NO TECH TRADING game, thus the tech deficit. I assure you with the ability to sue for techs, I would be even/ahead. Even under Feudalism AND without the ability to trade, I was first to several through the middle ages, which, IMO is exactly what Feudalism is designed for.

Attachment: catherine of the russians, 1300 ad.sav
This has been downloaded 9 time(s).

Mountain Sage is offline Mountain Sage
King

Feb 2003
time: 05:35
  Old Post 04-05-2004 12:48
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A textbook example of the superiority of Feudalism over Monarchy or even Republic may be found in my latest Emperor game (on the relevant thread). Try this game with any other government and you'll see...

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 04-05-2004 13:39
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Oh no, just when I was trying to temper my addiction MS posts another game! Oh well, see you over there

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 04-05-2004 14:25
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#43 Report this post to a moderator
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quote:
Originally posted by UnOrthOdOx
This is from the NTTC game, so those of you playing that be warned of spoilers.



I've been trading some data with Catt over on the NTTC thread, and your Feudalism comparison is interesting - I'll post some more numbers over there based on your 1300AD save.

bigfatjonny is offline bigfatjonny
Settler

Mar 2004
time: 05:35
  Old Post 09-12-2004 17:41
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An idea ive been toying with about Feudalism and city placement.

In a previous game using the AU mod i used a combo of ICS and feudalism to help me to gain the advantage on my large continent.

Then when we came to the industrial age I switched to Democracy, disbanded quite a lot of my military to help build infastruture and MOST IMPORTANTLY disbanded lots of my towns.

Disbanding towns?!? am i mad?!? The only problem with close city placement (in any government) is that when you hit the industrial age you cant make the most of the improvements unless you can work as many tiles as possible.
With this in mind i placed my early towns so that they
they were tightly packed small towns, producing only workers and military units.
Later i could disband the 'in-between towns' (which didnt have any improvements) to give my best towns room to grow into huge industrial giants.

So in the industrial age I had the land lead from my previous warmongering, then i was able to expand into the largest industrial power.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 09-12-2004 18:35
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It's called "Borging" or "Ralphing", though our friend SirRalph would deny that it's named after him

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 09-12-2004 21:21 Visit joncnunn's homepage!
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I think "Ralphing" is when your planning on disbanding half the towns that are initally in a Borg-lite formation.

"Borging" is just placing your cities as close as possible.
rotate 45 degrees:
CXCXCXC
XXXXXXX
CXCXCXC
XXXXXXX
CXCXCXC

This pattern seems optimized for city sizes 3 - 5.

Ralphing features this pattern (rotate 45 again)
PXX
XXT

P = Perment City
T = Temporary City [Military Camp]
If there's a river nearby, the permenat city will have fresh water and the tempoary camp won't.

This optimizes for size 6 in the Camp and 7+ in the permenent city.

Tight patterns are :

C-X-X-C [not on the diagnoal] and C-X-C [on the diagonal]

These optimimze for sizes 7 - 10.

Loose patterns are :

C-X-X-X-C [not on the diagnoal] and C-X-X-C [on the diagnoal]

These optimize for size 13 - 15

There's also an OCP placement :
C-X-X-X-X-C [not on the diagnoal] and also
City, 3 Diangnonal + 2 Straight, C.

This optimizes for sizes 18-20

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:35
  Old Post 09-12-2004 21:36 Visit Modo44's homepage!
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quote:
Originally posted by joncnunn
C-X-X-C [not on the diagnoal] and C-X-C [on the diagonal]

These optimimze for sizes 7 - 10.

Actually, a C-X-X-C pattern can give you exactly size 12, if you can sustain the population, and if no neighbours interfere (i.e. all cities have food and all cities can work tiles in the whole city radius). Only thing is, you need to cheat it from time to time, by moving cities farther away, or make your borders break more often.

jshelr is offline jshelr
Emperor
pittsburgh
Apr 2002
time: 00:35
  Old Post 14-12-2004 05:14
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Feudalism has one overwhelming advantage that I didn't see while quickly skimming above:

You don't need to research a government tech.

Beelining for Feud is a powerful strategy, particularly for a religious civ on a higher difficulty level. You often are behind the research pace with your building and town growth. So, you have small towns that do a good job of unit support under a feudal government. And, if you are a science civ, skipping both governments and zooming to the middle age can present powerful trading opportunities while on the way to knights.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 14-12-2004 21:16 Visit joncnunn's homepage!
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I think I was reducing the opimum pop count by also factoring in likeyhood of things like too much hills / tundra / mountains / desert to work all allowed tiles in first two eras.

quote:
Originally posted by Modo44

Actually, a C-X-X-C pattern can give you exactly size 12, if you can sustain the population, and if no neighbours interfere (i.e. all cities have food and all cities can work tiles in the whole city radius). Only thing is, you need to cheat it from time to time, by moving cities farther away, or make your borders break more often.

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
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  Old Post 14-12-2004 21:53 Visit Modo44's homepage!
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Yes, they can stop you until railroads. But after that it can be mostly 12, even in rough terrain, I think.

I forgot to mention another way to allow size 12 nearly everywhere: a few smaller cities. Not camps in my games, but using only the tiles not worked by bigger neighbours.

bigfatjonny is offline bigfatjonny
Settler

Mar 2004
time: 05:35
  Old Post 16-12-2004 18:24
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Can someone give me a link to somewhere for the OCN (optimal city number, is that right?) for the different difficulties & map sizes.
I cant find what the optimal is without getting a boost in corruptions.

Does anyone normally abandon and resite cities to get a better use of the tiles? Ive found that it works well in Republic or Demo because you can rush structures easier. In my last gaem i disbanded two small towns and moved one tile futher to the coast to make use of 2 whales that i couldnt see when i first founded my towns. By the time I had Demo i still hadnt built many buildings in the towns so i didnt lose much by abandoning and moving them - it became a powerful metro later on.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 16-12-2004 20:54 Visit joncnunn's homepage!
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I've commonly forcibly relocated badly located cities I've captured.

As for relocating my own, my pattern elimates the need for that.
It's bascially Borging / Ralphing / ICS tactics that result in the need to later abandon your own cities.

I'm also a big fan of throughly exploring the area that cities are going to be founded in before doing so that bonsus resources aren't skipped.

 
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