Strategy suggestions

I dont know much about cuirrasiers I must say. Like to fight and win few wars earlier. For me the cuirrasiers are like the muskets - in-between units with not big implementation. However, they might be really strong tactic against the AIs, which tech paths I dont know really very well.
 
cuirassiers and cavalry when AI hasn't yet got rifles is a steamroll :)
but the window of opportunity is very short.

I really suck at medieval wars as I'm lost at that time - have no idea what to expect from AI, what stack to make, etc. Lack of experience.
 
Ah, yes, cavalry is superb, It's just cuirrasiers I dont know how to use.
 
with cuirassiers you are against longbows, pikes and similar. maybe some musketeers too. but it's 12 v 9 strength-wise. elephants are the worst along with pikes. nonetheless cuirassiers do really good against medieval army. try it out :) with ~20 curiassiers you can capitulate 6-7 city AI no problem (this is just a general statement, everything depends on situation). and to get 20 cuirassiers takes several turns of whipping in 5-6 cities.
 
Yes, I can imagine how powerful a cuirrasier stack can be against LBs, but just this never happened to me - to be attacked or I to have the opportunity to attack LBs with cuirrasiers. Far better to use Cataphracts :mischief:
 
Cuirassiers are strong because they are a perfect unit for a Liberalism slingshot. You only have to make time for Music and Nationalism before popping Liberalism. You can self tech Gunpowder after (to unlock the actual unit) while safely trading away pieces of the Lib race.

The war can be fought with a 100% cuirassier army. I couldn't understand this until I learned how to do a good horse archer rush (vicawoo has a great guide in that subforum). You could also use Spain to learn horse wars, since their cuirassiers get defensive bonuses which might ease your mind till you see just how much damage they can do.
 
I dont know much about cuirrasiers I must say. Like to fight and win few wars earlier. For me the cuirrasiers are like the muskets - in-between units with not big implementation. However, they might be really strong tactic against the AIs, which tech paths I dont know really very well.

The AI seems to prioritize Democracy over Rifling. So Cuirassiers can be useful on longer speed maps to give you a good upgrade over what the AI is likely to have in case you want to detour through Economics and Corporation before heading towards rifling.
 
Start with Curassiers, upgrade to Cavalry.
Most powerful unit combo in the game probably, cos it comes after the bulbing time and you can play out the tech advance here.
 
Cuiraissers are absolutely brutal to fight against on MP. And there's nothing as terrifying as an angry frenchman whipping Cuiraissers and drafting Musketeers to fork your cities with.
 
Cuiraissers are absolutely brutal to fight against on MP. And there's nothing as terrifying as an angry frenchman whipping Cuiraissers and drafting Musketeers to fork your cities with.

Did you play against me as Louis XIV two days ago ? :eek:

However, I'd add I'm not angry :goodjob:
 
:) Guys, where you find those lobby games that last till cuirrassiers? On the other hand, Cataphracts end the game prematurely too often :mischief:
 
For CRE leaders I always take Writing first after worker techs, then BW > Pottery.

GPT doesnt matter because I have my libraries up and running fast, and 4 Scientists are all I need to get through the ancient era.

For Fin leaders, I want Pottery first if I start on a big river, or fishing > sailing if I have a coastal start with seafood.

For wonders I only use the following now:

- Stonehenge for CHA leaders
- GLH + Colossus for coastal maps
- Nothing until Glib for everyone else
 
:) Guys, where you find those lobby games that last till cuirrassiers? On the other hand, Cataphracts end the game prematurely too often :mischief:

I could see it if someone slaps down a larger map.

When given a map of x size there's always going to be a window where y era units dominate the map. I bet you don't see a lot of knights in a dual pangaea setup, just like you wouldn't see a lot of wins using knights or cataphracts on a huge world. In practice it's less extreme but hopefully you get my point.

Ironically what has forced me to see the spec light a little bit better is the engineering 500 BC bulb gimmick and applying it on deity (Ironically, if you survive until a bit after 1k BC you actually PREFER warmonger neighbors, as they tech poorly and are ill-equipped to deal with xbow + pike + treb, and lack castles to stop the advance...feels like a cannon war).

While tooling around on g major 96 I've failed, but only because it's quick game speed. Earlier in this analysis, I discounted GPP, but you can't do that realistically in practice. In reality you can easily get 100's of GPP in multiple cities in the BCs, BEFORE multipliers. We're talking about the potential for 1000's of beakers. The problem is of course that when tech trades are off, you can't distribute them to non-bulb techs via tech sale and trade.

Even so, the results have me questioning cottages outside bur/very strong riverside site/FIN. I look at non-fin non-river cottage and it's going to take it 30 turns just to match a non-rep spec at 100% science! But that's matching in output. After that, the cottage doesn't actually outproduce the spec until it grows again and is worked long enough. How early can you place that sucker down and work it? I don't see it outside a bur cap. It's going to take 70 turns for a cottage to catch a non-rep scientist in science contribution if it's non-river non-grass. Now consider you're looking at around t80 with a new city. Do you REALLY want to be flat-out behind in raw yield until t150?

The problem doesn't stop there. It discounts bonuses like those reaching currency, CoL, etc faster in those 70 turns, making the payback time take even longer. This is BEFORE GPP!

Yes, a cottage doesn't cost food like a spec, but early game the :) cap is a real bottleneck, and it is scientists that get you out often. By the time that happens, you're already flirting with the time period where cottages outside bur cap won't be decisive in time.

As Vicawoo points out, sometimes you can't spread irrigation right away, are already running 2 scientists + specials, and you need something to grow on. I can see cottages there, in bur cap (makes them 50% stronger pre multiplier and suddenly they look awesome), and when captured as villages/towns.

Most competent setups are going to run enough scientists to get the GPP, so this really becomes a question of how one is using the secondary, non-dedicated production non-capitol cities. IMO an earlier look at key early techs and maybe 1 extra great person (sometimes more) in the relevant timeframe is just stronger.

The more I think about it, the more I concur with U_Suns earlier analysis of this cottage vs farm tradeoff. Flexible production + more beakers now is going to beat more beakers later most of the time, because more beakers now allow one to reach important milestones that speed up research faster.
 
Well, I never said the specialists are worthless - I use them quite much especially in the case you mentioned - running 2 scientists early on to generate few GSs and/or to drags me to currency/alphabet after I am almost crashed my economy with the initial REX. Also I like GPs - I even overvalue them often, (I know this is a weakness of mine), but I generate them for the sole purpose of having and using them, not as a side product of using specialists to run my economy. I said already that it is worthy using specialists early on, but later in the game the cottages are better and almost without alternative in my opinion. I am not sure I managed to follow your maths and cant understand why the cottages must work 30 turns just to break even and 70 turns to become better than a scientist specialist in the same case I am assuming: no-bureaucracy, non fin, non capitol, non riverside, non fin.

Lets get back to the OP. He was asking what to do with the green land - to irrigate or to cottage it. I am not a mathematician, so I might be wrong, but I just thought about the usefulness of the specialists in the ancient era on green land. If you need 2 citizens to work irrigated green to sustain 1 scientist, with typical size 6 happy capped city in the end you get 2 scientists = 6 beakers, 4 citizens working 4 farms and 2 food surplus from 6 citizens working 6 cottages. With cottages, even if they are only cottages, you get 6 commerce and 2 food surplus. Isnt this even from the beginning? And this advantage of the cottages will only increase with time.

Lets move a bit further - in the classical era - when speaking how good using specialists is that it gives you flexibility - to slave for production or to tech - isnt this become a bit controversial a bit later in the game when the 2 scientist specialist are not going to be enough to keep you afloat of the tech race. For more scientists/merchants you will need caste, and with caste you cant slave... What I am missing here? (excluding if you are spiritual, because then you may well say with the cottages you are financial. Lets exam the worst/normal case scenario)

Then in a later era - say industrial - or about turn 150 you mentioned - you want a particular city to gives you 18 beakers/turn pre-modifiers. This means it must run 6 scientists. Those 6 scientists need 12 citizens working farms to feed them. This means size 18 city. In how many games you will have the happy resources or the luxury to keep many soldiers for MP to keep those size 18 cities happy. On the opposite, a cottage city (planted turn 80 as you suggested) might have 12 citizens working 12 towns giving you 36 commerce. No problem with happiness, no problem with health and much less maintenance/corruption due to smaller size.

Whats wrong with my calculations and thinking?

(me crossing fingers that I am not missing something big which will overwhelm everything I just wrote while being not so concentrated in the office in a Saturday afternoon :mischief::shifty: )
 
I am toying a bit with cottages atm.
FIN + riverside = cottages win.
Well of course I cottage the riverside (if there is one) near capital everytime, and if I find another good commerce site (food resource nearby, riverside grasslands or floodplains, couple of hills). other than that I find that the city just gives me very little production and you just can't whip cottaged city effectively to compensate that. farms + specialists are better imo.
of course late in the game fully developed cottages are very good, but usually it ends up that I take some nice cities from AI by that time with those cottages :D

Playing immortal atm, managed several wins. Food + mass whipping are essential if I go to war ( cuirassiers or muskets+cannons or such). I lead in tech up to MT/Steel usually. Need to learn how to use medieval wars though.. and barbarians are so much more evil than on Emperor.. half of the games (playing A LOT of new starts) I ponder maybe it is a safe tactic to always go for archery (if there are no copper/horses nearby), even if I waste some turns in tech.
Aesthetics + Compass or so can easily put me near tech leaders very fast.
 
FIN + riverside = cottages win.
Thats clear, but what you will comment on my example - am I wrong?

If you need 2 citizens to work irrigated green to sustain 1 scientist, with typical size 6 happy capped city in the end you get 2 scientists = 6 beakers, 4 citizens working 4 farms and 2 food surplus from 6 citizens working 6 cottages. With cottages, even if they are only cottages, you get 6 commerce and 2 food surplus. Isnt this even from the beginning? And this advantage of the cottages will only increase with time.
 
well you get "side effect" in great people with specialists.
also another thing is that you can build wealth with farms + mines and have better production when needed.
what i don't really like with cottages is the slow regrowth rate when whipping.
i mean it's in those situations where you mass whip army, like wait 2 turns -> whip -> 2-3 turns->whip. in such times farms rule. also you can whip infrastructure better with more food.

i haven't really seen a deity player mass-cottaging, so dunno, maybe it is very effective in some way. i learn by watching other players play and adapting some things in my play too.

one thing i've noticed along the way is that i don't really need a lot of cottages to keep up in tech with AI and even lead, just bureau capital will do it until i am prepared to go to war. mind you i am not very good, i am lost at choices in later game :)

maybe i should try mass cottaging and will see more clearly then.
 
@2metraninja, no you're quite right and strangely this is often overlooked. If you run 1 non rep scientist you'll need 2 farmed grasslands to support it meaning the output/tile = 1.5 science. So a non riverside hamlet has better commercial output already than a scientist. As you correctly point out, you also work more tiles using cottages so even at non riverside cottage level you're already even on commercial output for this example, hamlets would net you twice the raw output.

This doesn't mean that i prefer non capital cottages over farms as farms are great for production through whipping. So is seldom cap my cities of with specs if these specs don't contribute to the relevant gpp pool, instead i whip infra/workers or units if necessary.
 
But the growing rate of SE is nearly the same as the CE - in most of the time they both have 2 food surplus! The only exception from this is when growing from size 1 to size 2 you have 3 food surplus and when growing from size 5 to size 6 you have again 3 surplus. But this is very short period and once you assign the specialist, it is back to 2 food surplus per turn. 1 food per turn for a very limited period of time does not gives you "much bigger production trough whipping" than working cottages.

I myself use the whip till it bleeds, but this is done trough good food tiles - corn, pigs, fish, etc, not growing on irrigated green.

So, I am still not convinced of the power of the irrigated green :)
 
i mean it's in those situations where you mass whip army, like wait 2 turns -> whip -> 2-3 turns->whip. in such times farms rule. also you can whip infrastructure better with more food.
This is simply irrelevant. This 2-3 turns whips cant be fueled by green farms. These are done trough good food at low population 4-6. Whipping and regrowing shine best at low population cities, as they need much less food to regrow. And on city 2, which needs to regrow to 4 to be 2-pop whipped - how much you gain with working 2 farms compared to having 1 or 2 good food tiles? Irrigated green simply isnt good food.

well you get "side effect" in great people with specialists.
This side effect is weak compared to your dedicated GP farm. You will rarely have a GP which is born outside of your GP farm if set properly.

i haven't really seen a deity player mass-cottaging, so dunno, maybe it is very effective in some way. i learn by watching other players play and adapting some things in my play too.
I am not that good at playing deity vs the AIs. Their unfairly overpowered bonuses are irritating me. And I am not that familiar with ways to exploit AI's tech trading or keeping the diplomacy with them good, but I did played versus some of the finest MP human players read their opinions and what I learned from them about cottages is that they are the way to go. The earlier, the better :)
 
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