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rickontherun_21
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OK, i'm trying diety level, and i got to say its much harder than chieftain! But seroiusly how many units shuold i have in defense in in city.
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rjmatsleepers
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That depends what sort of game you are playing. In a lot of the early landing games cities have no defenders and diplomacy (tech gifting) is used to keep the AI civs sweet.
On the other hand three vet units behind city walls will usually work. Try one good defensive unit, one good attacking unit to take care of the slow but powerful enemy and a mobile unit for patrols. Having a diplomat handy for bribing is good too.
RJM at Sleepers
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Scouse Gits

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Liverpool, United Kingdom
Nov 1999 time: 05:27
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For my money - the secret of Deity level is expansion - get those cities down - I feel that a city needs only a single Warrior to ensure martial law and then spews out the Settlers - of course I make the HG my priority WoW - and generally start it in my capital asap - this fixes the happiness problems for the first 5 millenia
Obviously the following depends upon map - closeness of AI and a thousand other factors, but my 'ideal' build list is something like:
Cap: Warrior, Warrior, Temple, start HG
2nd city: Warrior, Settler, Warrior (to run to cap), Settler
Other cities: Warrior, Settlers
This continues until Trade changes all the rules, on a good day you will get a couple of NON four legged explorers before founding, if this doesn't happen build a couple yourself.
Tech path - beeline to Monarchy taking Pottery as the junk tech - then go for Trade
But this is merely my preference - there are a zillion ways of skinning this cat - such is the glory of this game.
SG[1]
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:27
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In SP - a Phalanx and a Horseman are better than 2 Phalanxes, in the early game. Even a Warrior and a Horseman will do, usually. The main threat in the early game is barbarians. The AI civs might be far away, and they usually attack in dribs and drabs. A Horseman unit lets you kill the barb Archers (especially), and/or lets you chase after the King.
I usually start by building Warriors only, back them up with Horsemen, and better attack units when they become available. I start building Phalanxes in new cities when I already have several cities down - and especially on rivers.
I've thought about dispensing with the Phalanx altogether and just building Horsemen as my 20-shield defender, but I just can't make myself do it... Plus, the LW upgrade is nice to have.
In the later game, the idea is to have much better technology than the AI does. I seldom need more than one defender in any of my cities, because it's usually a Musketeer facing Elephants, or some similar mismatch. And it's a rare occasion when an AI civ gets close to my core cities after the early game, anyway.
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rah
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Apolyton Prince of Moderators, Master of Reason
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Lord of the Ferrets
Jan 1970 time: 23:27
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quote: Originally posted by Six Thousand Year Old Man
In SP - a Phalanx and a Horseman are better than 2 Phalanxes, in the early game. Even a Warrior and a Horseman will do, usually. The main threat in the early game is barbarians. The AI civs might be far away, and they usually attack in dribs and drabs. A Horseman unit lets you kill the barb Archers (especially), and/or lets you chase after the King.
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Agreed phalanx and horse are better than two phalanxs, but you only get one off the path tech prior to monarchy. You have to choose one or the other. (at first anyway, it can be rectified quite easily after monarchy) But if i get horse riding early from a hut, that's what you have to use, since you don't want to take a second tech off the path.
While horses can be quite effective fighting off the early barb attacks, if the barb archer can approach the city on hills or mountains or good river squares. That horse may not be able to kill it. But it is easier to chase the kings. If you've got that tough terrain against your city, you can always move the phalanx out of the city to defend. There are advantages and dissadvantages to either. With the tiny worlds we play MP games on, the terrain is usually harsher than most of the normal sp games.
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rrrhal
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I like to build a settler in my capitol first thing - I start my worker on a forrest to get the 2 shields. That way the settler is built before the capitol gets to size 2. Civ2 wont disband your capitol it just gives you a settler as long as you have no other cities. Your other settler has to be content with exploring/ building roads for 14 turns and found the 2nd city after the settlers are built.
I find that very early in the game 1 warrior is usualy enough. I want 3 units of some sort in my capitol and second city before
HG and colosus are built.
Capitol:
Settlers, warriors, Wonder (if I have a tech - settlers otherwise)
2nd City:
warrior,settlers,settlers, warior, wonder
3rd City:
warior, settlers,warior,settlers,warior,warior
This is all subject to change if I get some good units out of the huts. I'll defend with good units and send the wariors out to explore.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:27
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Lately, I've had increased early success by using movement x2 units for early defense. Why? Because an early Barb king is HUGE -- it takes many turns to earn 150gp at that point in the game. Thus, Horseback Riding is now my preferred junk tech (unless I get a couple units from huts).
Post-Monarchy, I tend to take Writing (dips) and use a small mobile bribe force as barb defense.
My typical build pattern --
1st city -- warrior, settler, warrior, temple
2nd city -- warrior, settler, settler, warrior/horseman
3rd city -- warrior/horseman, settler, horseman
But it can change a lot depending on terrain, specials, and hut results (not to mention that Barb king!!). The goal is usually to get to Monarchy ASAP, then get Trade. But I've been experimenting with early Republic lately...
And yes, I'm a relative noob, playing only since 01/02.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:27
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quote: Originally posted by rah
Agreed phalanx and horse are better than two phalanxs, but you only get one off the path tech prior to monarchy. You have to choose one or the other. (at first anyway, it can be rectified quite easily after monarchy) But if i get horse riding early from a hut, that's what you have to use, since you don't want to take a second tech off the path.
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Aha... prior to Monarchy, I almost never build Phalanxes. Warriors and then Horsemen. SP, naturally. You're right, for my 'off' tech I try to get Horseback Riding. It's a tough call though - Bronze also lets you start a Wonder. Were it not for that, Horseback would always be my first 'off' tech. I suppose I'm not all that consistent with my tech choices I am consistent, now, in just building Warriors early on. Yes, sometimes I get burned. But other times, I have some NONs to fall back on and use those to garrison my 'edge' cities.
quote: While horses can be quite effective fighting off the early barb attacks, if the barb archer can approach the city on hills or mountains or good river squares. That horse may not be able to kill it. But it is easier to chase the kings. If you've got that tough terrain against your city, you can always move the phalanx out of the city to defend. There are advantages and dissadvantages to either. With the tiny worlds we play MP games on, the terrain is usually harsher than most of the normal sp games. |
Yes... on crummy terrain maps, I suppose the Phalanx makes more sense. I usually play on big, old (5billion) maps, and try not to build cities adjacent to good defensive terrain, like hills or mountains. Unless a really good sweet spot is involved. 
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ColdWizard
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barbs have a tendency to bite me in the ass when I only defend with warriors, so I try to defend with a phalanx and an offensive unit
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