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Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
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  Old Post 19-02-2003 07:36 Visit Trip's homepage!
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Unit Build Scheme Lose 30 kilos (of popups)

What should the pattern for the building and usage of units be? Obviously, our priority is to get get Bronze Working so we can get out some Mercs ASAP. What is the ideal unit-to-city ratio?

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 19-02-2003 07:50
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Good question. Early on it will depend greatly on who our nearest neighbours are and how far they are from us.

I often run slightly over 4 units per city early on when scouts, pickets, garrisons, and workers are included.

Theseus is offline Theseus

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Apr 2002
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  Old Post 19-02-2003 07:52
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Hmm... it's going to depend on our configuration in relation to neighboring civs.

And I think we need to more fully explore the no-NM concept. I'm open to either approach... In AU 204, as America facing off against Greece, I went all-Warriors-all-the-time, and kicked Alex' butt with a Sword rush. It's very doable to live without Spears.

Trip is offline Trip
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Sure you can live without Spearmen... unless someone attacks before you upgrade or if you don't have iron.

We'll have to form some kind of pattern to build early on, because the balance between the contruction of buildings, units, etc. early in the game is very important. As you both mentioned, much will depend upon our neighbors, but we'll need a cohesive plan beforehand in any case, and to get our build priorities in order.

bigfree1
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  Old Post 19-02-2003 12:22
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We'll have to see the lay of the land and do a little reconnasaince (sp?) before we can commit to what or how many of each unit to build and in what order. Though a Warrior to start is the best guess right now.

joncnunn is offline joncnunn
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Sep 2002
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Our UU shouldn't be the first military unit built in any city even after we aquire Bronze Working; takes to long to build, leaving the city defenseless.

In fact, the only cities that we want to have our UU in at all during the ancient era are border cities, but the border cities willl probably be too small and suffering from too much waste to build them in a resonable time frame, and so they will likely be built in core cities and immedately dispatched to borders.

Our 2 Police units per city under Despotism should probably be Warriors.

DeepO is offline DeepO

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Jan 2002
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  Old Post 19-02-2003 21:51
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joncnunn... I hope we're going to build troops before settling new cities, relying on self-built defenses seems a bit optimistic. Early on (<3 cities), building NMs is hard, but might be possible or needed depending on situation.

There's very little to say about this before seeing the terrain, but normally, we shouldn't build any buildings before our troops are adequate, and we shouldn't build anything growth related (workers and settlers) if this means we'll get it harder to build units. If dropping to size 1 means that we only make 1 shield, it would be best to keep the city at size 2 at least, in the middle long term it will make the city much more agreeable.

The balance between settlers and workers is another one of those discussions: a lot depends on our situation. And this has consequences for what to build too.

DeepO

Mr Mayor is offline Mr Mayor
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Dec 2002
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  Old Post 20-02-2003 01:50
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If you are close to another civ and want to do war I find having just 3 or 4 very big and powerful cites work well, in the ancient era that is. Later on we'd be at a disadvantage due to our lack of expansion.

We could build one or two cites close to a plentyful food resource and designate them for city expansion only, and all the rest would be for production of units.

Dominae is offline Dominae
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Jan 2002
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  Old Post 20-02-2003 01:58
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The threat of Numidian Mercs is a lot more powerful than the actual unit. We can go a long way (5+ cities) without ever building our UU, relying instead on an extensive network of Warriors. This way we can focus on our economy. Plus, we lose nothing, since the Mercs will be useful well into the Medieval age. If we do get attacked early (which we should avoid, looking instead to create an ally), rushed Mercs will defend our lands. There is definitely a price to pay, but I'm betting that no civ will rush us.

So, I suggest no Barracks or units other than Warriors early on. Of course, this is highly top-secret information.


Dominae

Mr Mayor is offline Mr Mayor
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No Barracks? I think they would fear a vetran more than a reg wouldnt you agree? Barracks should be in the top 5 list of thing to built in the city.

joncnunn is offline joncnunn
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Sep 2002
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quote:
Originally posted by Dominae
The threat of Numidian Mercs is a lot more powerful than the actual unit. We can go a long way (5+ cities) without ever building our UU, relying instead on an extensive network of Warriors. This way we can focus on our economy. Plus, we lose nothing, since the Mercs will be useful well into the Medieval age. If we do get attacked early (which we should avoid, looking instead to create an ally), rushed Mercs will defend our lands. There is definitely a price to pay, but I'm betting that no civ will rush us.

So, I suggest no Barracks or units other than Warriors early on. Of course, this is highly top-secret information.


Dominae

Dominae is offline Dominae
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Jan 2002
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  Old Post 20-02-2003 02:10
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quote:
Originally posted by Mr Mayor
No Barracks? I think they would fear a vetran more than a reg wouldnt you agree?


Vet. Warriors or Vet. Mercs? Vet. Warriors are mostly useful if you're planning to upgrade them to Swordsmen, which we may want to do (I'm making no assumptions about our military plans). But our early Warriors should be left Reg., since they'll just be walking around and killing Barbs, getting upgraded in the process.

quote:

Barracks should be in the top 5 list of thing to built in the city.


Yup. But those 4 items above Barracks take up a lot of production and time!

1. Warriors
2. Settlers
3. Granary
4. Workers
5. Barracks


Dominae

joncnunn is offline joncnunn
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We're not Milliterestic civ and with our UU we probably aren't planning a Swordmen rush, so Baracks can wait until we are ready to either build our UU or else Horsemen.

quote:
Originally posted by Mr Mayor
No Barracks? I think they would fear a vetran more than a reg wouldnt you agree? Barracks should be in the top 5 list of thing to built in the city.

joncnunn is offline joncnunn
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Sep 2002
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  Old Post 20-02-2003 02:15 Visit joncnunn's homepage!
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Settlers shouldn't be built right after each other unless the city has a Granery.

#1: 3 Warriors. (1st for very short distance exploring, defense and police, 2nd for long range exploring, 3rd for short range exploring followed by returning home as police)

#2 : Probably a Settler

# 3 : Probably an improvement or military unit.

# 4 : Probably a Settler

# 5 : Probably another improvement or military unit.

quote:
Yup. But those 4 items above Barracks take up a lot of production and time!

1. Warriors
2. Settlers
3. Granary
4. Workers
5. Barracks

CiverDan is offline CiverDan
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Sep 2002
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  Old Post 20-02-2003 02:42 Visit CiverDan's homepage!
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No Granary unless we have a lot of room. Otherwise we risk getting rushed while are 2nd and 3rd cities have few defenders and are capital is trying to pump out settlers to make the Granary worthwhile. Trust me on this one...Another thing, if we do plan on the warrior defense, just hope we don't start near Persians with Iron. In that case we wil need to forget this idea and build mercs to stop potential Immortal rush. As said above once we know that lay of the land we can make better decisions. This game will be fluid with many changes in strategy over a short time period regarding city placement and unit and improvement build early in the game. Among the factors that affect this are: terrain, neighbors and their location, discovering resource locations, mood of negotiations with others, etc.

Dominae is offline Dominae
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Jan 2002
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  Old Post 20-02-2003 02:52
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CiverDan, I agree that we need a lot more information to make decisions at this point. But:

1. Granaries are awesome (trust me on this one!). There are times when they are not useful, but these are few and far between. As an Industrious civ, we can get a Granary up and running in no time, meaning we'll beahead of the other teams expansion-wise in just a few "Settler-cycles".

2. The key in MP (in my limited experience) is to convince your neighbor that you're more useful alive to them alive than dead. This is not so hard, because it's true: with shared research, you get way ahead of teams who decide to pummel each other. Thus, our scouting Warriors are actually a stepping-stone to a diplomatic defense, not a strategic one.


Dominae

Trip is offline Trip
Firaxis Games
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Apr 2002
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  Old Post 20-02-2003 03:13 Visit Trip's homepage!
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quote:
Originally posted by joncnunn
Settlers shouldn't be built right after each other unless the city has a Granery.

#1: 3 Warriors. (1st for very short distance exploring, defense and police, 2nd for long range exploring, 3rd for short range exploring followed by returning home as police)

#2 : Probably a Settler

# 3 : Probably an improvement or military unit.

# 4 : Probably a Settler

# 5 : Probably another improvement or military unit.


I generally agree with you here for a general scheme. #3 being a Granary would help big time, and #5 being a Merc would be a good plan, IMO.

Dominae is offline Dominae
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Jan 2002
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  Old Post 20-02-2003 03:19
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This of course depends on the terrain, but I was thinking of something along the lines of:

1. Warriors 1-3, maybe just 2

2. Settler

3. Granary

4. Warrior

5. Settler or Worker

6. Repeat steps 4 and 5 until expansion is over.


OR, a slightly more daring approach, but which works well:

1. Warriors 1-3, maybe 4

2. Granary

3. Settler or Worker

4. Repeat step 3

Step 2 is assisted with one or two Forest chops. The gamble here is that we will not be attacked early, and the gain is that we'll be the fastest expanders by a long shot (unless someone else does the same thing).


Dominae

joncnunn is offline joncnunn
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Maryland Heights, MO
Sep 2002
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  Old Post 20-02-2003 03:25 Visit joncnunn's homepage!
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Yes, the first few improvements should be hurried by forest chops if possible.

And perhaps someone can keep track of which tiles we've choped trees on so that when we get Enginerring, forests are planted on the tiles that haven't had one yet and chopped for shields.

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  Old Post 20-02-2003 03:29
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I think that you guys are getting a little ahead of yourselves here. While it's good to have a general plan laid out, there are far too many variables that will come along that eliminates the need for debate on what we'll build for turn #20 and so on. We should stick to debate about what strategies we will be using and shift build orders to accomodate those strategies. No one knows what lies ahead exactly, though our strategy can be laid out in advance with minor changes to be made along the way.

Trip is offline Trip
Firaxis Games
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  Old Post 20-02-2003 03:35 Visit Trip's homepage!
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True, but I've generally followed that plan tweaking a step here or there in every one of my games, so I don't think planning is bad.

Dominae is offline Dominae
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Jan 2002
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  Old Post 20-02-2003 03:56
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Once we see our start location, we can do a lot of advance planning. As Trip said, minor tweaks are unavoidable, but generally we should know what's going on in our capital city for the subsequent 20-30 turns.


Dominae

joncnunn is offline joncnunn
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I agree with Dominae, our Civ III Doemstic Ministry Queues in the Democracy Game have gotten five and six builds deep on occanision. (They are now much shorter simply because most of the structures are now complete.)

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quote:
Originally posted by Dominae
Once we see our start location, we can do a lot of advance planning. As Trip said, minor tweaks are unavoidable, but generally we should know what's going on in our capital city for the subsequent 20-30 turns.


Dominae


I disagree. There are way too many variables to stick with one build order or a mutlitude of build orders, in fact, builds will be changed midway, many times, guaranteed! This will happen many times in the game despite all of the best planning.

The game is going to be on a Large Map, so can we count on no contact from other civs for 10 turns? Maybe, but it isn't a guarantee. There may be a civ only 7 tiles from our Capitol (I've had this happen on a Large map with 7 civs and 2 Continents with water set at 60%.) That was quite frustrating, but the Computer picks the locations. We could have no contact for 20 turns, should we plan for that?

All I'm saying is that a Strategy is prefered to a build que. You don't plan your Strategy around what you build, it's the other way around.

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quote:
Originally posted by joncnunn
I agree with Dominae, our Civ III Doemstic Ministry Queues in the Democracy Game have gotten five and six builds deep on occanision. (They are now much shorter simply because most of the structures are now complete.)


In latter game stages this is quite acceptable since game parameters are clearly sorted. It is in the beginning (that of which we now discuss) that build ques or wish lists are unreasonable in my opinion.

Maybe we're saying the same thing but with different points; but I still insist that a solid Strategy will not have to be tweaked as much as our build que will be.

Dominae is offline Dominae
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Jan 2002
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  Old Post 20-02-2003 04:30
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Actually, bigfree1, I'm talking about the first 20 or so turns exclusively. Barring anything extraordinary (contact with an Expansionsist team, very early Barbs from a Hut), the first turns are uneventful, but quite critical. Planning out what you're going to build, and therefore where to send your Worker and what to research, can save on precious Shields and net a Settler one turn early (or more). I'm not advocation sticking with strict build queues. What I am saying is that we can definitely benefit from some analysis once we get our turn. Playing heuristically and "by the seat of your pants" is fine for casual SP games, but there is more at stake here. Sorry if I sounds really anal, but if we can find an optimal early-game sequence, we'd be silly not to exploit it.


Dominae

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I'm definately not talking about playing by the seat of our pants; most definately not! Did you read what I wrote? Where do I say such things? Proper planning, which is my opinion is a proper strategy, and fine tuning it as the game progresses and more info is given to us will allow us to find a way to dominate in the early game. The first turns will yeild invaluable information that we should use to refine our strategy (of which there isn't clearly one as of right now and I'm trying to formulate or get some of the people in here to see it my way). The Consuls should start a topped thread stating the strategy they plan to use for now or maybe a poll to access where the citizens of Apolyton stand on the issue of begining game strategy.

BigFurryMonster is offline BigFurryMonster
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quote:
Originally posted by bigfree1
The game is going to be on a Large Map, so can we count on no contact from other civs for 10 turns?


Incorrect. The game is going to be on a Standard Map.

joncnunn is offline joncnunn
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There's only one expanionist team in this game and no one picked Aztecs with their 2 MP Jag Warriors nor Zulu with their 2 MP Imp Warriors nor even Japan with free knoweldge of the Wheel.

Therefore it's very safe to say that unless the Arabs are near us we are unlikely to make contact in less than 8 turns unless someone uses their starting worker to explore; even 9 or 10 turns pretty much requres that we explore towards each other.

Last edited by joncnunn on 20-02-2003 at 22:49

E_T is offline E_T
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Mar 2001
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  Old Post 20-02-2003 23:28
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After looking at our start position (and our Possible Capitol Site), We will likely have to keep 1 and maybe 2 Units in the cities, to keep them from being in Civil Unrest. Size & Production matter when you have a limited food base.

I like the Warrior only (for a time) plan, as we can produce 3 warriors for the same cost of 1 NumMerc. Of course, this is still dependant on several factors.

E_T

 
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