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DanS
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Kickball Capital of the World
Jan 1970 time: 00:16
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OK, so I'm playing the Romans on Emporer normal map and it appears that using your military is actually quite useful early game with the following build queue:
warrior
barracks
archer x 5
spearmen x 2
temple
Then you go out and raise a little hell.
As I was playing with this queue, and I kept having to raze enemy cities, it occured to me that there is a variant that is the perfect antidote (the yang) to expansionist civs. Why establish a capital city quickly at all when you have good reason to believe that there are civs near you, and nobody is belligerent early game? It turns out that you really don't have to or want to when playing a militaristic civ.
Start your civ, but instead of establishing a city, use your settler and worker to find the nearest civilization and plant your capital right next to his so that no resources overlap. Use your worker to attach to his road grid. By the time that you have the means to conquer his civ, he'll have three or four cities on the grid. Use the following build queue:
barracks
archer x 5
spearmen x 1
Then attack his capital. Take it out. You now have a sister 4 or 5 pop capital city with 2 or 3 workers for free. Most of the surrounding area will have been developed for you. You'll get a leader about 1/2 the time. A couple of your archers will become elite. You should be able to take over a couple more cities or even destroy his entire civ, using his expansionist policies for your ultimate benefit.
Then expand backward to the areas where your original starting place was located. This is sort of like a "hole" into which you can now expand.
This will work 90% of the time against the Egyptians and Chinese and normally the take of cities is quite nice. It's toughest to do against the Greeks. I've done it successfully against the Germans, oddly.
Last edited by DanS on 08-11-2001 at 10:55
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Awender
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Now in Germany
Nov 2001 time: 06:16
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What level did you play?
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Dev
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Supporting those extra units for a couple of turns until you conquer the other city shouldn't be much a problem.....
/dev
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DanS
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Kickball Capital of the World
Jan 1970 time: 00:16
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Thanks. That's exactly the response I was looking for, pchang. 
Last night, I successfully made it through early game on emporer using this approach. It appears that there are two big risks. About 25% of the time you will not find an appropriate starting place for one reason or another. Also, 25% of the time, you will be next to the Greeks, who are pains in the ass.
Last night I saw the Greeks, said "screw that" and eventually ended up establishing my capital city next to the Aztecs. There were two iron resources in a city very near, so I went after that first. I then had legions. However, I think this was a mistake. I shouldn't have screwed around, but rather went after the biggest prize.
Also, I got bogged down destroying the Aztecs, even with my legions. It was about 800 AD before I could seriously start my vertical expansion. By about 1500, everybody was in modernity and I had one of the smaller civs.
I think I'll have to work on my siege warfare. I had 3 catapults and 5 legions before attacking his capital. In hindsight, I probably should have gone with 5 catapults, 5 legions. Pound him into the ground and then take his cities without losses. I'll be working on a suitable mix over the weekend. Somebody in randomturn's thread talked about doing this against the Greeks, so it is appealing...
Last edited by DanS on 09-11-2001 at 21:09
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:16
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Artillery is fantastic, this game gives you frequent losses unless your offensive unit has more than double the defenders power, once you build up a large artillery force you do not have to replace it. My industrial age ratio is 1 Calvalry to 2 Infantry to 3 artillery- you can wipe other civs off the map really quickly this way.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:16
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DanS-
You are correct that catapaults and cannons suck, but I am talking mainly about the later game, perhaps I overrated artillery but let me present some numbers to you...
Infantry- defense 10
Size 13 city- +100% - defense 20
Fortified, +25% - defense 22.5
plains- +10% - defense 23.5
Even at the lowest possible way of evaluating defense modifiers, this is a defense of 23.5. Lets compare calvalry- offense 6.
I would attack some cities with like 10 calvalry, and although I wouldn't lose any the damage would be so low that nothing would happens. It seems you need armies to take the really large cities. That point in the game was where the offensive techs lagged the most behind the defensive techs, later on I was able to use modern armor without artillery.
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DanS
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Kickball Capital of the World
Jan 1970 time: 00:16
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Deity is pretty tough and I've been working on an early game strategy for deity-large world-raging hordes. This sure isn't easy.
Enigma: I think the key is to have veteran units and to not fall behind on tech. Always attack the weakest opponent, etc. But maybe you're right when you get to the middle ages.
Last edited by DanS on 13-11-2001 at 21:23
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