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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:17
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Population is strongly correlated with power. Even with unhappiness penalties, there is usually still a benefit to having more citizens (unit support for example).
You'd be wise to re-assess the power of granaries. =)
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DaXX
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i've been finding catapults to be one of the weakest units going. the rate of missfire is about 75%, totally unacceptable. at 1 movement point, it trails the rest of the army and requries special protection. their location is always known my the enemy, and is specifically targetted when weakly defended. they can't fire from ships. they can't pass through mountainous nor jungle terrain, if your army is landing at and assaulting from a mountains square, the catapults are worthless.
just my 3 cents
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DrFell
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Granaries were actually more useless in civ2, because of WLTxD (cheaper than granaries and works faster too). Walls are really useless now though I agree. I've never built one.
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Ironwood
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Fresno, CA
Oct 2001 time: 21:17
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GANERIES:
In the early game, I don't build many graneries. I do build them under the circumstance that I am in some arid territory and need faster population growth to keep up with the neighbors, but other than that (and in the even that I build the Pyramids), I don't build them much.
But EVERY small city gets one once I've got Monotheism. I usually have a good amount of money flowing (I actually place imrpovements over tech in my calculations, since I can always just take the tech by force, but not buildings, and CULTURE is very important), and can quickly rushbuy happiness improvements and graneries, thus increasing my growth rate (and surpassing the neighbors). Once I have sanitation, every city gets a granery, since I want to build the population as quickly as possible (and not lose it immediately if a square gets polluted and the food level drops to negative, or I have a revolution and the drop in food production drops food supply to negative).
WALLS:
I typically only build these on borders I'm happy with (I just station more military where I'm not), or in villages in conquered territory that are at risk. They're really an immediate expediant, not something to keep well into the future. They're also nice because, in the rare event that an enemy manages to cut food production or bomb the population into their graves, upon reaching size 5, it'll still be able to defend itself as well as before.
Occasionally, I build these just because I've already build everything else I need to build, and have the time to waste. It's nice to have, and it doesn't cost anything to maintain. This happens frequently when I'm playing an Industrial civilization, mainly because the quick terrain improvements speeds up my building production.
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barefootbadass
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Walls are dirt cheap and there is no upkeep to them. They can't hurt in very high corruption cities that you aren't going to give an aqueduct.
Granaries aren't very useful to me until I'm ready to grow to 12, since pop rush is weak now. Only build in dedicated worker/settler cities.
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barefootbadass
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quote: Originally posted by Kc7mxo
the problem is that during most of the game fast units dominate, so your catapults and legions are just big targets.
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The question is how much do fast units dominate now that retreat has been weakened(ie, what are the chances of retreat, with and without elite status)? Also, is there now a roll to retreat if a 1hp vs 1hp situation occurs, or is that situation the same as before?
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AJ Corp. The FAIR
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Antwerp (the pearl of Flanders) Belgium
Jan 2002 time: 06:17
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Since the latest 1.17 patch, I've changed my playing style a little bit.
Before I thought the Egyptians were strong (rel&ind): a fast UU from the start, upgradable to cavalry. Military focus, after building enough warriors for exploration and happiness upkeeping, was on building those cheap war chariots and upgrading them asap.
Now fast units aren 't that 'immortal' anymore ...
Right now, until the appearance of cavalry, better defensive and offensive qualities lay in the use of swordsmen & catapults (The ancient Romans actually used this form of combined tactics, eg 'Gladiator'). When being attacked, catapults usually take away one HP of the attacker, effectively improving the odds of the defender.
Building a good road network and fortresses on strategic locations (defensive bonuses, protection of sources and lux.), equipped with catapults and, preferrably, pikemen, will turn your empire in a very tough competitor (playing emperor). Everyone entering your empire unwanted can be attacked from distance first (ok, only 1 range bombard), where the poorer chances of hitting are well smoothened by a serious number of catapults: using roads and well positioned fortifications try reducing your adversaries HP's to the minimum before attacking them with swordsmen. Offensive use (bombarding cities and eventually destroying barracks) can't be underestimated, as mentioned in this thread before (also the upgrade 'trick' from warrior to swordsmen).
Use your catapults both off. and def. in combination with swordsmen/pikemen or better UU's, and after experiencing first successes start building up a reservist horsemen army: helping were needed, finishing off unguarded wounded and becoming your main offensive power with the introduction of cavalry.
Whenever possible, build enough catapults: they will prove usefull all the game until bombers replace artillery (farther distance bombing).
New favorite civ: the French (comm.&ind.):
fast improvements from the beginning, better chances of building wonders (though too risky in ancient times, it's better to build up your combined armies), better money.
Religious ain't that necessary: just switch once to Republic and stick to it (make sure you build or conquer war unhappiness related wonders). In a very competitive game though, the lack of 1-turn anarchy might turn out to be the party spoiler ...
AJ
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:17
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The walls are also so cheap to build that it's rarely a big hit to your otherwise thriving towns. Only in the very early game walls can be foregone... but even then they can be used as a 'timer build' to plan the construction of settlers in line with city expansion.
Upkeep is zero, and the 20 shields (1 phalanx!) spent may prevent the later need to build additional spearmen in case of threats or barbs. Also, I was under the impression you could sell them. Maybe not very profitable, but soothening nonetheless.
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