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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Many on this site casually talk about having vet units do this or that. And I understand the value of a unit being a vet. However, where do you create your vet units, especially early on when you have so many things to do?
Let's say you have 5 cities just established. You don't really know where the other civs are. Do you therefore build barracks in all 5 cities? Or most of them? Or one of them?
The way I have been going recently (on Deity) is build a city, then build a warrior, then build a settler, then build a phalanx. I then hope the warrior+phalanx will be able to hold the city while it either starts building a marketplace or perhaps a temple. Or HG, GW, and GL.
So where in all of that is there room to build one or more barracks?
Sorry to be so wordy but, in addition to where one puts one's cities, it seems to me these first baby military steps are crucial as well.
Thanks as always for whatever thoughts you may have.
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Ri-jon Boom!
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Ri-jonia, Jupiter
Aug 1999 time: 05:12
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First of all, build Sun Tzi's war acadamy. Every unit will be veteran, and if it's not you just have to win one battle and it will be.
I have heard people say to build barracks in one city, then build only units there. whenever a unit is complete, send it to another city to claim suport from there. I never use it because it takes too long.
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Okay, Ming, you've probably got the right way. Tell me, then, do you just stick with that one little warrior or maybe two in newer cities waiting for the barracks to crank out vet phalanxes for the other, say, 4 cities?
Sun Tzu is great of course but it comes along considerably later in the game. I'm speaking of those first few precious and fragile years when each decision (I'm discovering at Deity) is really quite critical. Sometimes the bad civs don't appear for awhile but sometimes (because of the location the computer gives you) they're right there in your face before you can turn around.
Perhaps geofelt's tactic is the only way to handle them: give them ANYTHING they ask for in the beginning. But I hate having to give them my hard-earned gold or advances.
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Ri-jon Boom!
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Ri-jonia, Jupiter
Aug 1999 time: 05:12
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Fuedalism is usually one of my first adances. I go:
1.Bronze working
2.Alphabet
3.Code of laws
4.Ceremoniel burial
5.Monarchy
6.Horseback riding
7.Fuedalism
I take or research all of these, and whenever I am not given the option of one, I research pottery.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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I generally play the beginning a bit differently. After Monarchy, I like to get Pottery for HG and then build that. With HG, I have the effect of the Colossus in the city where HG is built due to WLTKD. Building Colossus there too is a great. But the next thing I really want is Monotheism. So Mysticism, Polytheism, Philosophy (free advance), Monotheism and Writing somewhere in there.
For defense: forget veteran units, Phalanxes, Pikemen and Sun Tzu. I build good ol' fashioned Warriors for as long as possible. Nah, they can't stop even a lame Horsemen, but who cares? They're cheap and provide martial law as good as anything else. With early Diplomats, Elephants and eventually Crusaders, the best defense is a good offense. Hit 'em before they hit you. Since rapid expansion means lots of small cities with no improvements (Temple sometimes), the occasional loss of a size 1, 2 or 3 city is no big deal. Diplos bribe it back for cheap.
With Monotheism, MC is now in your hands. This solves your unhappiness woes while giving you powerful Crusaders to thwart invaders. After MC, I backfill a lot of missing science for buildings and start thinking about Republic.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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Early on, the first four cities are critical. If you play barbarians at raging hordes, or one lower, you must protect against them. I research bronze first, partly to get a potentially good defender, and partly to get a wonder I can start on. If I meet a rival, I give them ANYTHING to get peace if necessary --they won't ask for anything you don't have--. I also offer to trade techs and take any advance leading to monarchy. I think I get one more often than I must take a tech not leading to monarchy, thus delaying monarchy. The AI has a long memory of initial war, and it won't stop until it hurts you some. You can't let this interfere with the critical early cities.
The first barb attackers are horsemen(2), chariots&archers(3), and legion(4). I don't know if they are vets, in which case, the attack values are higher. To defend, a basic phalanx, fortified(3) is not enough; you need an extra defensive bonus. I like to found a city on a river which is usually enough. Not all cities can be well situated, so a vet phalanx is needed. The palace city seems to have extra defense against barbs early on, but I try not to count on it.
After the first two cities are founded, I build a warrior for some defense, and some riot control. Then each builds a settler and founds cities 3&4. The palace starts on a wonder, and the second city builds a barracks if it has decent shield capacity. Then city2 builds vet phalanx for all four cities. These vet phalanx provide defense and riot control. Against the AI, I can usually build one or two before the barbs show up.
Cities 3&4 build settlers which are used to build roads or possibly a mine for city1 or 2. They do not usually build city5 until after monarchy or hanging gardens because of riots.
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:12
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I agree with ST that the best defense is a good offense (or even the threat of one). I start out building warrior, horsemen, settler. I use the horsemen for hut hunting and exploration. The settlers build roads and more cities. When happiness becomes a problem, I build a second warrior in cities that need it. If I bump into an AI, they fall over themselves begging for peace and offering tribute. If the barbies attack, I try to pick them off with horsemen, or bribe them if I have diplos.
In the early game, you must concentrate on tempo. Build up lots of cities and units as fast as you can; don't waste money on improvments until you need them. The AIs' respect for you seems to be based on the number, not quality, of your units. So if you have twenty non-vet warriors and ten non-vet horsemen, they will cough up money or techs any time you ask.
Back to the original topic: I don't think anyone mentioned that you can acquire vet units by winning a battle. This always works if you have STWA; I think it's a 50% chance if you don't. Moving into an empty city will make your unit a vet and heal all of its damage.
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Theben
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Dance Dance for the Revolution!
Jan 1970 time: 00:12
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You're right, Ming, you can only get a vet if it survives combat (50% chance of becoming vet) or being built with barracks or Sun Tzu. My research priorities are to get Monarchy ASAP then bronze working (which takes longer for me 'cuz my mod has Pottery as pre-req) then Philosophy for the free tech. On the way I get writing, which is my main defense against barbs. Buy 2 horsemen, then have one of those kill the leader. 2 more units in your army and a net surplus in the bank!
As for vets, don't sweat it. There are other ways to avoid being attacked. In the case of barbs your best plan is to spread your settlements out quickly, filling in any gaps soon after (early expansion is always good). This limits uprisings. For other civs, also expand, but towards them, not away. Look for a chokepoint and either settle there or build the best defense there you can. This limits the other civs ability to grow stronger towards your 1st cities (which will always be your best cities). Ideally you'll want either a fort on a mountain or a city on a hill (special forest/jungle+ river works too) with 2 of your best vet defenders (minimum), a diplomat/spy, and one offensive vet unit (minimum). You'll want barracks if it's a city, even if you have Sun Tzu, for the healing benefits. If it's a fort you'll need a city w/ barracks nearby, and a road to the fort.
This is against the AI. For MP talk to someone else; I haven't played it yet.
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SandMonkey
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*~*~*~BUMP~*~*~*
There's a lot of good things in here on early defense, vets (duh), and such. I figured a lot of the newbies (not to mention myself, i picked up a couple new i deas in here that i will try out) can use.
------------------
SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
"Ecky eck ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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I build barracks in all my cities. In MP it seems to be the first thing destroyed when attacked by diplos. Better than having that temple destroyed. I also love the gold bonus you get when reaching the techs that allow the next level of barracks, nothing like a 600 gold bonus! (or whatever you happen to get). I'm poor most of the time so it really helps.
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BlackJack
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Somewhere between my fourth and sixth city I build a barracks and start building elephants. I should have Polytheism by then. And, like others, send them off to my capital and frontier cities. Like others, I also believe a good offense is the best defense and elephants are as good as it gets for me for quite awhile. I'll also consider vet archers. Vet any other early unit just doesn't work for me - other stuff looses too often to barb legion showing up at an unwalled city.
Yeah, I'd like to build a marketplace or library but what I really like is to grin when I see the barbs approaching. Later, with walls or better defensive units, I can let them attack and then pick-up bucks for their useless leader. So bite the bullet - build the barracks.
As my civ spreads and I need other improvements in my barracks city, I'll build another. Only if I'm in a really hot neighborhood where I need quick healing will I build a third prior to Mobil Warfare.
I love Sun Tzu and really try to get it but not 'til much later. Too much higher priority stuff for awhile. But if one of the warlike civs is after it, I up its prioity - I hate vet Mongols. I even hate vet Sioux.
And I know it's supposed to be 50/50, but without Sun Tzu it seems really hard to get a vet.
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Interesting to see this one come back.
Question: MWHC, if you build barracks in every city, can you do without either city walls or the Great Wall? I'm looking to save a little production here, either within my cities or in Wonders.
I suppose the question really is: what is the ideal MINIMUM effective defense?
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:12
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Sorry, that's too wide-open a question. Should have said: In the early game, when you're scrambling to get everything going in some kind of balance.
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Against the AI two phalanx/pikemen seems sufficient. I usually build barracks in my second city, and then start popping out phalanx until I have to build an improvement to stay out of disorder. Usually a newly minted phalanx tags along with each settler sent out to found a new city.
As the empire grows and travel distances to the newer cities gets long I establish more barracks cities. Then the first barracks city switches over to chars/elephs/knts. At some point I also pop out a dip for each city.
I only build walls if I end up being near a quarrelsome neighbor. Then once I'm suitably walled I tell them to go jump the next time they demand tribute.
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Sivro
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Bay City, MI USA
Jan 2000 time: 05:12
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I never bother with city walls or barracks early in the game. I'd rather put two phalanxs in each city and have a few offensive units. The key is to build tons of settlers. I use some of the settlers to build roads between my cities quickly. This way, if uninvited guests show up near your cities, you can quickly move in some backup. An early, extensive system of roads is a high priority with me.
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