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Mountain Sage
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Sir Ralph,
Very interesting as usual. I have just a question: with all your cities committed to building military, settlers (and maybe some worker?), when do you plan do build some Wonder, beside the standard answer 'let the others build it and just capture it'.
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Mountain Sage
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I understand...
I am correct in assuming you play on standard maps and Pangea?
Playing the French on Huge maps changes lots of things.
I just started a new game and tried your early archer rush with 4 cities+barracks against the English (got 3 cities). By the time I switched to the Great Library (and I have only to research Writing and Literature) I lost it to the Iroquois.
Then I re-run the game without the archer rush. The difference was 6 more cities built+GL+some temples+the Great Lighthouse 10 turns away.
But I would definitely use the archer rush if I were blocked on a peninsula as the English are...
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:19
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quote: Originally posted by Mountain Sage
YS,
You call 6 cities and the GLibrary 'a bit'? 
If you are in a good position (plenty of free land), I prefer to build those 6 cities, put 2 of them building Wonder/Palace-Wonder and still have 4 'operating' ones. Then, if I have to, I go to war with Horsemen.
Again, huge maps give you more flexible tactics. IMHO |
Yes. I've found that unless you're playing as a militaristic or industrious civ, it's better to have 10+ cities before beginning a horsemen or swordsmen war. Your capital and second-best city can be building GL and HG (my preferred choices, but substitute all you want), while the rest switch off between building military units as needed, and improvements.
I found I can generally take anywhere from 30% to the entirety of any nearby civ, under these settings. I'm currently playing as the Spanish, and have about 15 cities. The English, with a similarly sized empire, just attacked me. I do not currently field any horsemen and have no barracks. But in about ten turns I'll have both, and I'll be able to take at least a few cities. Depending on my success, I'll take all of merry old England, but I might settle for just setting back their progress, making them intimidated of me, and getting a few cities from which I can launch a total annexation when I get chivalry.
I shoulda brought a screenshot.
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DaveMcW
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Actually, on Emperor and Deity rushes work better on huge maps. The AI's free units are more spread out and they focus on building settlers for a long time.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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quote: Originally posted by Mountain Sage
I understand...
I am correct in assuming you play on standard maps and Pangea?
Playing the French on Huge maps changes lots of things.
I just started a new game and tried your early archer rush with 4 cities+barracks against the English (got 3 cities). By the time I switched to the Great Library (and I have only to research Writing and Literature) I lost it to the Iroquois.
Then I re-run the game without the archer rush. The difference was 6 more cities built+GL+some temples+the Great Lighthouse 10 turns away.
But I would definitely use the archer rush if I were blocked on a peninsula as the English are... |
I often play huge maps. Actually, one of my best games was an emperor game with the French on a huge/continents map. I have mentioned often, so people who already read about it, please forgive me to repeat this story.
The map had 3 continent of roughly even size, with a distribution of 5, 5 and 6 civs. I was on the smallest (not by much) continent, together with the Russians, English, Germans (all 3 typical French neighbors) and Egyptians. I succeeded to warrior rush the Russians to my south, effectively setting them back to a no-threat, but in the Egyptians to my north outrexed me quickly.
The Archer rush I started somewhere around 1500BC on the Egyptians, worked extremely well. It gave me some air to breathe in the north, and pushed the Egyptians back. After I made peace, I left my army in the north, but directed my reinforcing stream of Archers and Spearmen to the south, to prune Russia again. Meanwhile, my northern army healed and did some work to block the German and Egyptian armies to finish off England, which was the weakest civ of all. After 20 turns, I pruned Egypt again, this time with a little horseman help.
Later in the game I finished Russia (with Knights), Egypt (with Cavalry) and Germany (with Inf/Arty and later Tanks). I got some footholds (esp. luxury colonies) on the other continents too. I build every single medieval (except Sun Tzu's and Leo's), industrial and modern wonder without any leader and won the game by space race with the other civs barely having entered the modern age.
All in all, archer rushes are well possible on huge maps, better even than on standard/continents, because you usually have more neighbors (5-8 as opposed to 3 or 4). You have just to take in account, that the roads are longer. To be industrious, and to build some intelligent supply lines (without or with well-distributed river crossings) helps a lot.
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Mountain Sage
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Sir Ralph,
Tanks for your input. Now I begin to see the differences of playing... 1 continent with 5 Civs= small Pangea, therefore an Archer rush. Makes perfect sense.
I usually play on archipelagos, so unless you give your Archers some swimming suits...
But then again, since the first Tech I research is map Making, why not build the Archers, then crash-build the Galleys?.
The main problem I have is that (too) often I'm perfectly happy with my island. With a C-T-T-C disposition, I cram more cities than the AI and therefore I get a better output. Then I build a strong fleet +later aircraft (not if I can avoid it) and play the PP (Perfect Peacenik).
One question: how do you cope with the military expenses vs. gold vs. Tech research ? Once you have Republic and a 40-50 military (for the next war) plus one new city improvement I usually can't make money enough to research in 4-5 turns. Last time I disbanded my 40+ Horsemen once I conquered the Egyptians (at least I got those temples and barracks started!), stayed without a military for 30 turns and built improvements like crazy, then I re-created an army of Knights to go for the Germans. Not the best way, I suppose...
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:19
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The more neighbors the merrier in terms of archer rushes... I mean, after all, those little buggers can't get too far, now can they?
One bit of advice I've noticed for archer rushing on a huge map: if you take someone on early, try to wipe them out. Otherwise, if there's another neighbor you want to "prune," you may find the discontent broiling in your empire at an unhealthy level. It's very satisfying to take the bulk of, say, 3 neighbors, but it's quite unsatisfying to then find yourself making advances every 14 turns instead of every 8, with a deficit, and chronic unrest.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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quote: Originally posted by Mountain Sage
One question: how do you cope with the military expenses vs. gold vs. Tech research ? Once you have Republic and a 40-50 military (for the next war) plus one new city improvement I usually can't make money enough to research in 4-5 turns. Last time I disbanded my 40+ Horsemen once I conquered the Egyptians (at least I got those temples and barracks started!), stayed without a military for 30 turns and built improvements like crazy, then I re-created an army of Knights to go for the Germans. Not the best way, I suppose... |
Well, that's not exactly the question for an archer rush thread, because I the time I get a Republic is usually about 40-60 turns after the time of the archer attacks.
My approach is: Use the time from 2000BC to approx. 10BC to prune your neighbors, one by one. Stay in Despotism. Don't wipe them out (yes, Yahweh), unless they stop to give you something useful. The first round of pruning gives you the richest prey. Maps, techs, gold, cities. While you go for the next neighbor, your former target will build 2 or 3 new cities for you, which you can capture or extort in the next round. If you wiped the civ out, you'd have to build the settlers yourselves. Depending on map size and civ distribution, you'll make about 2 or 3 "rounds" of pruning. Each war 5-10 turns. After you get the appropriate techs and resources, reinforce your armies with swordsmen and horsemen.
During this pruning, you still are in Despotism and upkeep ain't an issue. After you finished, you are by far the biggest civ. Now, after switching to Republic, you can disband all obsolete military units. This are your remaining archers (longbowmen are usually not worth the upkeep) and all remaining regulars. If you still have too many units, disband swordsmen. Don't disband horsemen, unless you have far too many. They have with knights and cavalry 2 good upgrades to go, while swordsmen have only the mediocre medieval infantry and the largely useless guerillas.
EDIT: One more hint: Don't disband elites, even archers! I've made leaders with them by finishing off wounded units till the industrial age.
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Master Zen
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of naughty
Jan 2003 time: 23:19
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quote: Originally posted by Yahweh Sabaoth
Maybe you all could shed some light on how to avoid the crippling economic effects of continuously launching war.
I'm all in favor of pruning if your neighbors have something to give you. Otherwise, I want to wipe them out before they can sell what they might develop to a friendlier civ...
But Sir Ralph, if you could teach me someway to avoid the chronic discontent and huge deficits while still launching continuous, small-scale wars, I'd be more than happy to change my all-or-almost-all-or-nothing strategy. |
In the early age if I am continuously at war I pump up my happiness to about 20%, usually that is enough, I drop tech to 0% and simply buy or extort all techs I am not getting.
Get JS Bachs Cathedral, helps wonders. (hmm... pun )
I usually try to avoid messy wars with everyone and instead concentrate my strenght against one neighbor and wipe him out completely.
My latest game is remarkably similar to Sir Ralph's: France, huge, emperor. I started on the largest continent, flanked by the Germans on the south, the Brits to the north and the Persians north of England but with various settlements in my borders. Germany's territory was huge, they soon became the dominant power. Germany actually started very far so I did not consider Archer-rushing them, it would have been impossible. England was a target but I decided to halt their REXing since they were sandwitched even worse than me. Didn't really work, I was small but consolidated. When I got horses, I started building horsemen like crazy, not with the intention of using them, but to upgrade them to Knights. Once this happened, I went to war with Germany, took 30+ cities and wiped them out. I've been the dominant civ since then.
I also got a huge amount of luxuries which further helps the war machine.
If anyone wants the last .sav (I haven't finished the game actually) I'll gladly post it

MZ
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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Yahweh: As Theseus and Master Zen already pointed out,
- Luxuries, the more the better, at least 3 on monarch, 4 on emperor
- Marketplaces, Temples, Cathedrals, may be Colosseums
- Happiness wonders like the Sistine, although in large empires Bach's is even better, because you probably won't build a Cathedral in some marginal cities
- In the time you are acquiring and building the above, use the luxury slider
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:19
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Well, I'm sorry, but my real question still hasn't been answered.
I know that building marketplaces, cathedrals, etc., are the key to offsetting unhappiness... luxuries are key, of course...
...but by the time I'm building CATHEDRALS, I've got something better to rush my neighbors with than archers!!!
The "crippling economic state" I was referring to was what seemed to me to be an unnaturally high level of discontent, even WITH marketplaces and tons of luxuries hooked up, or colosseums, etc.
I never have this problem if I wait until Chivalry (or maybe used MW or GS or a like unit) to take my neighbors out, one at a time, and entirely.
I was referring to the "pruning" process, specially with archers. After so much pruning, even HEAVY pruning, I can often end up with a miserable populace.
I can only assume that this has to do with breaking treaties, going to war with a 20-turn interval, or something related. But maybe someone can elucidate me?
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