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Campo
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Buffalo, NY, USA
Oct 1999 time: 00:18
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SG, I think it's a little more complicated.
First, I don't build phalanxes at the very start, even if I have Bronze Working. I put at least one warrior in each city first.
Second, I don't build a phalanx in low-shield cities. For example, if the choice is between a 5-turn warrior and a 10-turn phalanx, then it'll be the warrior. But if the choice is a 4-turn warrior or a 7-turn phalanx, then I might go for the phalanx.
Third, I'm more likely to choose phalanx in a low-pop/low-food city. Either its population is 1 and so couldn't build a settler, or its growth is slow and I don't want the population reduction of producing a settler.
Finally, my ancestors came from Italy, so I have to have some phalanxes to honor family tradition! 
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:18
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quote: Originally posted by Scouse Gits
However, a city's primary responsibility to the Empire is to replace the Settler that created it - anything more than a Warrior will (generally) delay this |
While I agree with this statement, two additional things must be considered.
1. The city must survive to produce that settler.
Prior to 3200 or so B.C., that's not a problem. But when the barb ship appears in that one square ocean and drops two archers right next to a new city, a city with one warrior is toast. Even a horse is unlikely to be able to kill both in one turn. Or if one of the archers is on a mountain, I doubt the horse will kill even one. This does not guarentee that a Phalanx will save the city (unless it's also on good defensive terrain), but sometimes it does. Now if this is your 9th city, no problem, but if it's your 4th or 5th, big loss.
2. Barb kings. You can't collect them unless they attack, (unless they can't keep up with the 2x movement units) With a phalanx on good terrain, i'm more likely to let one attack. But Again, if this is your 9th city, that 150 in gold is not as valuable as when you can get it before 3000 b.c. 150 in gold in the first 1000 years can make a heck of a difference, and can be worth the risk.
After my5th or 6th city, I will usually escort my settlers with a phalanx. As a result, I don't lose valuable settlers as often. Those little things add up, especially early.
So there is good arguements for both sides. But I hate it when those of you that risk it with just warriors, and lose a city or settler, whine about all the bad luck. It's not just bad luck, It's the stratagy that you chose knowing the risk. I've had people quit when that happens, and say you got lucky. That's BS.
Rich
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Campo
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Buffalo, NY, USA
Oct 1999 time: 00:18
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quote: So, who explores with what? What's your early game tech/shield balance and why? |
Unless I have an ideal starting spot at 4000BC, I have my settlers look for 2 or 3 huts to tip, hoping for a horseman. If I get a horse then he's my explorer. If I get an archer I might let the settlers wander several turns more, though if I see a sweet city spot I'll take it. In either case the archer continues exploring until he tips a horse, then the archer returns to the city area.
If I'm unlucky enough not to get any NON unit then my first warrior is my designated explorer.
I really like NON units for exploring so I chance hut-tipping until I've found a couple. Backfires sometimes, but usually turns out okay.
Early trade/shield balance -- actually I'd call it trade/shield/food balance, because settler production is so critical and I have to get cities over size 1. I found early cities based on specials, and I work those specials. Desirable early ones are whale, wheat, buffalo, pheasant, etc -- something with shield/food balance. After I have several cities down then I'll focus more on trade -- silk, wine, gems, etc. After that I'll go for high-shield production.
For my SCC (I almost always have one) I aim for max food production until I get population of 3 or so, then max trade (but still food surplus).
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