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playshogi
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A militaristic civ should be building barracks, military units and settlers. Sometimes, the Aztecs with their Jaguar can knock out another civ before it expands to two cities. Plan for the early golden age and don't mine grassland with shield, but rather plain grassland. Who needs temples?
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Artifex
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Kentucky USA
Apr 2002 time: 05:20
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OK, looks like temples are outta the question. What about City distance? When playing a militaristic civ. Is it a mistake to place cities at thier maximum distance?
Whats the distance each city should be apart? Is infinate city sleaze a must when warmongering (3 squares apart)?
Or can ya place them 4 or 5 squares apart? Without destroying your strategy. 3 squares is so ugly...like I say as a builder style I always max city distance, but dunno if that s no no when goign the warmonger route.
what makes up good battlegroups? 5-6 archers and a spearman per front?
Also, what are the most fun maps to play this style on? I usually played on standard continents as a builder in the past (babylon).
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:20
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Artifex, GREAT questions, but one at a time please.
Re city spacing: I'm sorta set in my ways, I want temples no matter what (which is probably bad). This is especially true for my 'core' cities. So, one would argue that those cities should be spaced for level 2 expansion, at more or less 5 tiles apart.
Screw that, I don;t have the time. Bonus resources should be taken advantage of ASAP. If I end up with major cities and 'suburbs' that's fine.
After the first 4-8 cities, the spacing becomes much more dependent on resources, chokepoints, cut-offs, etc.
Spacing hasn;t been driven much by cultural traits, although that's an intriguing concept.
OK, your side questions:
Early Archer Rush: 5 Archers is light, I'd suggest 6-8. 1 Spear is enough for me, although there are proponents of 2. BTW, depending on timing, 1-2 Swords makes the attack devastating.
Map type: Deeeep issue. There's a wide spectrum, from early contact and onslaught to purposeful delay (to let the enemy build troops). If I had to pick the most fun settings for early warmonger, and let me say this is by NO means the only good way, I'd recommend:
Standard size
Continents
80% water (far left)
7 civs
Warm and standard
Raging barbs
3 billion
Emperor
And I'd go on the attack ASAP, to make everyone edgy.
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:20
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I'm also a builder type, but I'm always trying to force myself out of my builder shell. My inclination is usually to avoid early war. I like to get temples up as quickly as possible to consolidate my borders. And then of course you need libraries. And then you need harbors. And then you need marketplaces. If I let the builder in me take over, I won't go to war at all in the ancient era.
However in recent games I've learned that this early war thing does work, and that you truly can catch up on infrastructure later. So I now usually forego all the early city improvements, except possibly barracks, and go straight for warriors, archers, and spearmen (and horsemen if possible). After you kick someone's butt and take their techs, you can consolidate and start building those temples.
Of course it all depends on circumstances. If you find yourself isolated, definitely go for the infrastructure.
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Marquis de Sodaq
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... no, a Marquis.
Jul 2000 time: 23:20
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I'd say the city placement depends on who your neighbors are. If you can outmuscle them at the diplomacy table, place your cities to optimize your near future terrain use. Forget perfect placement, some overlap doesn't hurt. By the time both cities can use all their terrain tiles, you would have lost hundreds of turns of use, anyway. If you are next to Azteca and Zululand, short term maximization might be better.
That said, any special resources should be used ASAP. Grab frontier land, you can fill in behind it soon enough.
As for the temples, they can wait until after the barracks. Build bad guys to intimidate neighbors - both at the diplomacy table and on the map. A few cheap units can steer AI settlers away from the land you covet.
For early war, a small swarm of veteran units can get you far. 6+ archers and a pair of spearmen is devastating early on. Add swordsmen when they are available, or horsemen. You should be making all veterans, the AI will still have settler diarrhea - you can gobble up land and amass workers in even a 20 turn war.
Germany's libraries, as Sir Ralph points out, are a good substitute for temples. They come a bit later, but build culture faster.
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DrFell
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I pack cities together tightly, to get the maximum production as fast as possible. Early on you want lots of cities, as in the early game the fastest payoff 'building' is a settler founding a new city the same turn. With a militaristic civ you can start pop-rushing barracks in cities further away from your constantly expanding borders if you have the luxuries available and then start churning out the units (I don't like archer rushes myself and generally wait for iron working or horses... at which point I will start producing warriors or chariots to upgrade). Forget temples in the early game, unless you want to steal a resource off of the AI without starting a war.
Personally, in the cattle example, I'd build a city to make use of them immediately. You can always disband cities later on for higher production cities in better locations if you need to. The city won't grow much above size three anyway.
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