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jshelr
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pittsburgh
Apr 2002 time: 00:22
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Small Is Beautiful Strat
Things are kind of dull around here. So, I thought you would be interested in what I did on my summer vacation. While staring at the Atlantic and the storm clouds scudding across it, I mixed explaining to my wife why this was fun with developing a simplifying Civ III start idea. I wouldn't call it new, but it does speak to the mindset of someone who plays the game a lot.
In short, I tested the idea that on higher difficulty levels a block of 9 cities -- the capital and a city three squares away at all 8 major directions forming a rectangle -- is all you need to win most every time. This ideal pattern never survives contact with a real map, but you get the principal.
This strat was tested on a standard map, pangea or large continents -- plenty of land. If the AI is close, even fewer cities can be built.
You are looking for three squares per city that are productive. Actually, two good ones will do. So, don't avoid that jungle. Just plan to have a couple of squares outside the jungle in the 9 square city and put the city itself on a jungle square.
There is usually a lot of buildable land left free all around my civ, which is typically Egypt. Barracks get built as they can be fit in the schedule without slowing down the arrival of the settlers materially. Nothing but barracks, settlers, workers, & units are usually built in the early game. Workers are built in quantity sufficient to keep just AHEAD of the cities.
On occasions when there is neither iron nor horses in the nine city rectangle, the eighth or ninth city may have to wander off the block a bit. Surprisingly, getting neither is rather unusual.
This scheme forms nine-tile cities. A nine-tile city with good tiles fully developed is more than enough to build units rapidly, at least up to knights, and even at that point it's usually ok. With a small civ, they don't have far to go to get to the battlefield.
The key to the strat is AI behavior. They will focus on settlers/spearmen as long as they can expand. They will be buzzing around to your rear using galleys and crossing your land to get to open spaces. Takes them forever and their cities must be completely corrupt. In short, they come to you in a radically overextended manner.
A very high percentage of the time, you will be able to build a veteran army of horses or swords and deliver it to a virtually unprotected battlefield. I like the early Egyptian UU for cheapness and speed best, but it works for all civs and is a gruesome with Persia or Iroquois, given the right resources. This actually also usually works with a vet archer rush.
(In the later game, I build the FP in an efficient city near the capital while building settlers/workers in the capital. I then abandon the capital. The "hole" created allows all the remaining core cities to get truly large and this also permits a palace jump to a river city that has been taken from an AI civ. That city's pop has been built out of the capital's settlers/workers. So, FP is available efficiently without a leader.)
In summary, give the AI plenty of room to expand and they will fail to focus enough on their military. Don't worry about the land grab yourself. Instead, focus on fully developing a smallish space into an ancient era unit factory. Don't get distracted by lux or unneeded strategic resources. It's all going to be yours soon.
The critical unit in this strat that really makes things rock and is much more important than the UU is the INDUSTRIOUS WORKER. From generating those shields to building roads to the neighboring civs to deliver your attackers, the industrious workers grind out an early lead for your civ with a very high batting average. Keeping the civ compact and simultaneously having workers who are twice as fast produces great results.
I usually research the bottom line toward Monarchy at one science. There is no big hurry to get the wheel or iron working while you are building settlers, barracks, and some spears/archers. Buy tech cheap to make nice with your neighbors. The bottom line direction lets you trade later for tons of tech, particularly writing. Writing will enable embassies and they make you safe from double-teaming by the AI. Writing is often the timeline trigger for your first war.
So, next time you see the neighbors expanding all over the map taking ground you would like to have and frustrating your gameplan, just thank them for the free settlers services and focus on tooling up the homeland unit factory. Simplify your start. A small ancient era civ is a beautiful thing. The AI will give you the cities you need for later fun and games soon enough.

Last edited by jshelr on 13-09-2002 at 00:15
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Robber Baron
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Commonwealth of Commonsense
Jun 2002 time: 00:22
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jshler: you've actually described our democracy game to a T. We started in a lousy position, at the tip of a subcontinent, on cluster of grassland tiles hemmed in by a vast jungle, above which spread a gigantic continent populated with numerous rival AI civs, many of them better situated, all of them too far away to strike at quickly. Nothing much to be done, in other words, but hunker down and build up a core of four cities on our subcontinent, improving grassland etc., while AI civs REXed like crazy above us. Many of us assumed we assumed we were doomed to marginality. Yet we managed to plant our city core, build up a vet archer/spear army while most of the AI civs were still in REX mode, and start ocillating wars against seemingly better off American, French, and (most recently) Persian civs. Now we're carving out a central slice of the continent, and emerging as a continental power.
(We are even playing as Egyptians, Praise the Almighty Banana!)
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jshelr
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pittsburgh
Apr 2002 time: 00:22
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Yes, it's that feeling of "doom" if you are not well situated that this strat is designed to dispel. On defense, you should feel like a martial arts master if you build out your compact core well. You are invincible against much bigger AI civs. You've got vet troops, a well developed road network, barracks everywhere to heal, if needed. It's tough for the AI to attack this setup and, frankly, the AI will generally think you are too pathetic to bother with. Big AI mistake. On offense, there is no reason to be big at the start. What you need is a winning streak. As you get bigger, and your core keeps churning out vet troops, the AI gets smaller and loses key chunks of its empire. After playing this strat a few times, you start to get cocky, thinking that you can win from any position. That's when you should try another Deity game and get your butt kicked. Keeps you in fighting shape.
Last edited by jshelr on 13-09-2002 at 18:17
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Uppercut
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Hardcore Canuck
Sep 2002 time: 21:22
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I might give that strat a try.....
My fav strat is to just do the Hitler. Get lots of gold, give some to other civs, gain friends, then stab in back wiht a large force. i find that the civs never defend their outer cities lots if you are good friends with them. i also like skipping the outside and landing a shitload of paratroopers outside the capital city. they go apeshit when they loose it.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
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quote: Originally posted by Olaf Hårfagre
I saw this thread and found the strategy worth a try. However, it took six attempts before I even got a map where the terrain made such city placement structure possible. And that was on standard pangea.
Then I discovered that my small land mass made me fall far behind the AI in tech, even on monarch level. Once I had my 30+ horsie force, the AI cities were already defended by pikemen, leading to tremendous losses. And I could hardly afford the upkeep for these troops even with the science set to 10%. All this with at least 6 cities located on rivers and others with cattle inside the borders.
Finally, it felt so frustrating to see all that healthy land unsettled right outside my borders.
This is not a strategy for me. |
Olaf, did you make any attacks PRIOR to having the 30 horse horde?
I guess my version of this strategy is about taking advantage of relative but not overwhelming strength... 10 Horsemen, when the defenders are Spearmen in towns and on grassland or plains, are enough to get things going and seriously damage the enemy. And, once that's done, or while it's being done, I continue to build new towns on good land.
This is just one more extension of the group of early warmonger strats, including oscillation, the Archer Rush, the Sword Rush, etc.
Balance in all things... except for IUEW (tm).
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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:22
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Jshelr, this strategy seems to split the difference between REXing (you couldn't expand peacefully to too many more than nine cities) and the four-city rush. I would go further and say that you could stick with the nine-city limit for quite a way in a game before needing to expand. There is no question that you can defend yourself quite nicely against a much bigger foe with such a city concentration. (And not much question that the AI will indeed leave you alone!)
Could you elaborate about the benefits of establishing embassies early? I usually don't want to spend the money, and wait until I want a specific alliance before even considering one.
Egypt is a great civ for this strategy (a great civ, period) and your focus on the worker as their best unit is a key observation. Failing to build workers in sufficient number early on is probably my biggest weakness as a player, but I have forcefully attacked that failing in my current deity game - with the Egyptians. (I'll post on it soon , as I am playing builder... and it's working.)
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eklektikos
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At my desk, wasting time.
Jul 2002 time: 05:22
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Embassies definitely have a positive effect on relations. I've often seen attitudes go from annoyed to polite in the same turn due to the establishing of an embassy.
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bulldog
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I definitely agree with the original posting that small is beautiful. Most of my games, I don't try to conquer the world. I enjoy the diplomacy (which is why this aspect of the game is my absolute no. 1 desire for XP2) and creating a powerful prosperous civilization. Yes I want to be big, but not necessarily so big that I have to manage 50+ cities. Also, its great trying to play the puppet master to ensure that weak civs survive and large civs get brought into line. I'm enjoy warfare, but only when it is to achieve a specific strategic aim (and being the biggest isn't necessarily sufficient justification).
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jshelr
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pittsburgh
Apr 2002 time: 00:22
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Thanks for responses guys. Sorry to be absent. Company sent me on the road for a few days. Damn inconvenient.
Anyway, in answer:
"Could you elaborate about the benefits of establishing embassies early? I usually don't want to spend the money, and wait until I want a specific alliance before even considering one."
Txurce, I agree. What I mean is that you have to have writing as a means to establish the embassy or you might get double teamed. So, writing is a very useful war tech. Although the earlier responses are relevant, I'm also generally too cheap to buy one until I have to or am curious about who is fighting whom.
Oalf
"I saw this thread and found the strategy worth a try. However, it took six attempts before I even got a map where the terrain made such city placement structure possible. And that was on standard pangea."
I think you're going to be a hard sell. But, giving it a try, the terrain should not be an issue. Almost all terrain will net you at least two squares that are good and three that can be made good in each 9 square city. Nothing else counts much in the early going. So, unless your map is all desert, you should be able to make a block of cities immediately around your capital that are low corruption and, after your workers get done, good enough for ancient era unit building. You have to use your imagination when stuck on a peninsula or with your back to the sea, etc. Don't get hung up on the ideal symmetry story. The message is to pack them close and get the productive tiles improved quickly.
I'm shocked, shocked that you can't get up an running before pikemen unless you're playing on Deity. In fact, what I like about Small Is Beautiful, is that you get your military ready early enough not to run into a strong AI defense. Are you building culture or getting distracted by other goals? Are you improving the key squares of land sufficiently to make the cities productive?
Thesues has got my attitude spot on. "This is just one more extension of the group of early warmonger strats, including oscillation, the Archer Rush, the Sword Rush, etc." Perhaps, "refusal to REX" beyond the 9 city level, even if there is land available, because I prefer the package of results from an early war, would make the motivation clear.
I'm interested in Bulldog's and Turxce's responses indicating that Small is ok even without war. You would have to refocus on some building, which I generally don't, but maybe you could win without combat. Small Is Beautiful is definitely helped by the impact of corruption on bigger civs.
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Sheik
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I like this idea and am doing something similar in the game I am playing now. I am also probably going to get Sun Tzu's. Good thread!
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ikilledmybroker
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OK, I follow the rasoning. I set up 9 cities, go out and kick @ss..... are you saying NOT to build many more cities (Except relocating the palace) ? Just sit there with 9 cities? or expand later?
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Objectivist
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Going small is definatly a viable strategy early on. My favorite strategy, in the early game, is to found a few productive cities and then proceed to make barracks and pump warriors. Since I usually play a scientific civ, Iron working is the first tech I reasearch, and I have the slider bar set to 10% funding for science, and 90% for revenue. By the time Iron Working is reasearched I have enough warriors to upgrade to a substansial swordsman force. If I dont have a source of Iron by this time I have Iron working early enough to know where a source of Iron can be secured through founding a city. Either way, you can secure an early empire through this method.
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