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TheBeagle
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First, I agree with jpww that you should watch your rivals. Sneak out vision units into the periphery of your civ's borderlands.
I like to keep lots of Warriors, even after they go obsolete they're valuable as look-outs (and scouts for exploration). Make sure you have a lot of them, even if your military readiness is peaceful, it doesn't affect their vision.
Next, build your cities in defensible locations. Mountains are naturally defensible terrain, as are valley chokepoints (or the narrow strip of land between ocean and mountaintop).
Maintain your fronts. This way you only have to defend facing in one direction.
At two corners of your city (for example, the NW and NE cells when your adversary is attacking out of the north (coming south towards you), send a Warrior or Phalanx and have them fortify themselves.
This forces any adversary who may drive up to your city gates to stop for one turn because the spaces around your city are threatened by these two defenders, possibly waste one turn destroying one of your bastions of defense, and then finally on the third turn they can attack your city.
If you really need a lot of time, with six units you can build out two forks that will delay the enemy one additional turn. If you have look-outs some distance out and see the invasion coming, you can build a fork one way or the other with half the manpower.
Behind the city I like to maintain a road, for speedy reinforcements, as Bytheway suggests. One caveat is an invader will use your infrastructure against you, following your road to their next target faster than they otherwise would.
Another tactic is to run patrols in one or two spaces surrounding your city, to intercept Slavers and Clerics. You have 9 Phalanxes in your garrison, right? You don't need them to sit there. If your enemy uses Slavers and Clerics, get them out there. Have them "walk" around the spaces around your city. They may bump into a Slaver or Cleric (note that I've bumped into Clerics in the same space I moved a unit out of, so daisy-chain your patrol so they overlap each other's steps).
Of course, a city wall repels Slavers, but not Clerics. This patrol routine stops Clerics dead.
As I've mentioned in another thread, and you thought of as well, Samurai strike teams can pre-empt an attacker (hung up on these forks), which is good since they're otherwise worthless in a garrison.
The counter to that which I've also used, is to stand your invasion force on an ice patch, or forest, two spaces away from the city before going in. This way, the city's defenders are unable to pre-empt you (I learned this from the CTP AI, actually).
Ranged units in a city only help if their Ranged Strength is higher than any other unit you could have. Between an Archer and a Phalanx, go with Phalanx. Archers fold like putty when they get to the front of a battle. Phalanxes are just as strong as Archers whether in the backlines, or getting hacked down in front, and Phalanxes cost less.
If you have stronger defensive units, like Pikeman, then it may pay to have Archers or Musketeers in the backline, because the Pikemen can take the damage long enough to let the ranged units wear down the attackers, and you can't afford all Pikemen.
I haven't noticed if ranged units are smart enough to attack enemy ranged units instead of melee combatants. If so, and you're being attacked by a lot of ranged units, that might be the only reason to keep them in a garrison.
Der Beagle
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Grandpa Troll

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I owe..I owe..it's off to work I go
Jul 2000 time: 00:23
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quote: Originally posted by jpww
Actually, if I understand this correctly: the more city improvements, the more upkeep; the less gold being put toward science.
Also, the more units, the less production put toward building more units/city improvements. 
Of course, it all depends on what units or what city improvements you build! For instance, banks give you more gold to put toward science, and Diplomats may serve as inexpensive look-out units that never go obsolete 
I could split hairs even more, but I won't... Unless you ask nicely and mail me a check for $1000 USD |
So, if I have 100 Tanks this wont cost me any negative aspect of Gold vs science increase?
I thought that if you had a bunch of units, that adversely afected your gold?
Not to slpit hairs and my check might not stop bouncing before it hit you, BUT...If I have 2 units or 100 units, my gold amount wont change?
Just asking..
Troll
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mandarin
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Hold on what about unit maintenance....surely troops/units are paid in gold! ???
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