Going to try no research...

allin1joe

Prince
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Sep 2, 2004
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I just made the jump from Warlord to Regent and got my butt handed to me. I think that's primarily because I formed my empire in basically an E shape in order to get horses and iron(I was the Japanese). I'm toying around with starting a game with 0% research throughout, and being smart about expanding my empire. Trying to keep things to a CxxC spacing and trying to keep the "shape" relatively defendable.

Any advice on the Civ I should take, map size/shape, etc? I've traded with the AI in the past, but I found I had trouble getting deals as most wouldn't talk with me. Between my low research rate, and the # of troops I had to build to defend against the Ottomans and China, I had a heck of a time trying to get my treasury to grow and have any techs to trade. I did have a spotless reputation though. I've read all the articles but I figured I'd throw this out here too just for fun :)

Thanks
 
What do you mean by "most of them wouldn't talk with me"? If you're having trouble making trades for gpt, for instance, then your reputation is *not* spotless. You may be doing something to unintentionally ruin your reputation.

As far as troop upkeep goes, it's generally not a problem for me, and I'm a warmonger nine days out of ten. You may be building too much military. Too many defenders is a common mistake: two horses is more effective in defending a city (provided the enemy can't attack the first turn in your territory) than two spearmen is. You may be able to get away with a smaller army if you shift your focus from defensive to offensive units a bit. Building lots of unnecessary improvements can also ruin your cashflow.

Alternately, you may be making another common mistake and not building *enough* units -- workers. Roads=commerce=money=research; ideally, every tile you're working will have a road on it by the early middle ages except maybe in your most recently-founded cities. To accomplish that takes workers: your goal should be roughly a worker per city if you're an industrious civ and twice that many if you're not.

If you're not a warmonger, consider Republic as a government if you've been using Monarchy. The unit costs initially seem scary, but the commerce bonus more than makes up for it in the long run. With practice, you can even go for domination or conquest as a Republic. (I usually do, with few problems.)

Oh, and finally -- what's your usual civilization size? If you don't typically have more cities than the AI does by 10 AD, you should focus on expanding more -- it's the easiest way to increase your cash-flow fast.

0% research is a fine tactic to learn to use -- if nothing else, it'll improve your trading skills in a hurry -- but it's possible to outresearch the AI on regent level in nearly all cases, particularly as the game goes on.

There's plenty more advice where that came from, if you want it. :) If you post a save, somebody'll probably look at it and be able to give you more specific advice, too. (I don't have C3C.)

Renata
 
No problem to out-research the AI on regent allin1joe! CxxC spacing for your cities seems extreme (I love large metropolises in industrial and modern ages). I usually build to max out tiles for each city, at the same time leaving no tiles unused. I believe that some call this "optimal city placement".

See this article by bamspeedy: http://www.civfanatics.com/civ3acad_builders_dream.shtml

I always play large/huge maps in games I care to do research. I had a very decent game as England recently on large archipelago, but they are slow starters. Sumeria (Scientific/Agricultural) should be your choice, bonus food for cities with aqueducts or by river -- fast growth. The scientific trait will keep you going on research + free tech at the beginning of each era. Check out the republic slingshot theory.

Good luck soldier ;)
 
Difficulties at that level means you are doing things wrong.

Most common mistakes are:

-Not enough workers. Make sure you all tiles you are working are improved. Varying on terrain and how efficient you are with workers, this normally means between 1 and 2 workers per city.

-Not enough focus on early growth. Up to around 1000BC, growth is your primary concern. Don't think about units or city improvements, just settlers, workers, granaries and an occasional warrior for MP or to kill barbs. Only divert from expansion if you see real good reasons to. Don't fear the AI, they won't attack you until your empires are really closing in on eachother (if they demand tribute, just give in and pay)

-Automated things. Don't automate workers or use governors.

-Wonder building. In early game, wonders need to be conquered, not build. Only lighthouse is often worth it on archipellago maps. Most reason to build it however is in gotm to get earlier victory date. If you don't care about your victory date, it loses part of its significance. Pyramids and TOA are the most desired wonders to capture from your neighbours.


Read gotm and sgotm spoilers for example games.
 
I never automate workers, but I tend to get lazy when managing cities. When there are a lot of cities, it's hard to keep up sometimes :) I use CivReplay(mapstat or whatever that one tool is called) to help manage my empire so I'm not saddled with riots anymore, but I could use more work with MMing my cities.

I think I did the following things wrong in my initial try with the Japanese (standard Arch 60% water, 5 random opponents)

1. I did a strict CxxC placement instead of spreading out a bit when I was going after resources. I probably should have used CxxxC to expand quickly to those areas, which would have also made it easier for me to fill in the gaps later. Instead, I ended up with an E shape which was dang tough to deal with. From what I've read though, a CxxC around my capital is a good idea, yes?

2. I didn't build enough workers. I need to get a worker pump operational next game.

3. I built too many improvements. Since I was the Japanese, EVERY city got a temple, barracks(because of the civ traits) and granary. Of course, when marketplaces came around, everyone had one of those too. Was it right for me to concentrate on those city improvements everywhere(due to my civ)? If I am agri, should I have a granary everywhere? If I am religious, should I have a temple everywhere? etc...

4. Didn't expand quickly enough in the early game. When the AI started getting close, I started building troops like crazy and "forgot" about settlers. I should have closed up the gaps created by me making my mad dash for the resources. I also had to declare war on the Chinese to get their iron(I had none, and had Immortals roaming around) before they built up too much so I was busy getting ready for that too. That left me stretched WAY too thin.

5. I ALWAYS have one defensive unit in each city. When I am in my build phase, I tend to build a spearman, then a settler, then move the pair to where the city will be. Wash, rinse, repeat unless I didnt recharge enough by building the defensive unit. So, the tip given that I have too much defense is probably correct. I have at least 1 defensive unit in each town. I need to work more on getting my settler pump city growing faster so I can afford to spit out 2-3 settlers before recharging a bit. I also think I need to get away from using my capital as my settler pump.

I have been reading SGs for a while now, and I need to get involved one of these eons. I think that would help my game immensly. It's already given me tons of tips, but I haven't been very good at implementing most of em. I read it at work, then don't play till the weekend, and I'll forget a lot of it :) Old age stinks ya know :)

I think I'll give Sumeria a shot this weekend and see what happens. Thanks for all the great tips, and keep em coming!!
 
Good detail; this makes it much easier to analyze your game. It seems you were in fact making some very common mistakes. That's the bad news. The good news is the mistakes are pretty easy to correct, and you'll notice the difference in you game immediately.

allin1joe said:
I never automate workers, but I tend to get lazy when managing cities. When there are a lot of cities, it's hard to keep up sometimes :) I use CivReplay(mapstat or whatever that one tool is called) to help manage my empire so I'm not saddled with riots anymore, but I could use more work with MMing my cities.

Good on the workers; automation there'll kill you in the early game. With respect to cities, judicious use of the governors can be helpful in avoiding excessive micromanagement in your less important cities without hurting you very much.

How are you handling it when you do get riot conditions? Are you making specialists or using the luxury slider? A huge key to my own move up to regent was learning to use the luxury slider to maintain happiness in my capital and most productive cities instead of hiring specialists. This key becomes critical at higher levels: at emperor with no lux and two military police, cities can still only get to size 3 before they start to riot. (It's size 4 at regent, as I'm sure you've discovered.) You can't build an empire with only three citizens per city working tiles.

I think I did the following things wrong in my initial try with the Japanese (standard Arch 60% water, 5 random opponents)

1. I did a strict CxxC placement instead of spreading out a bit when I was going after resources. I probably should have used CxxxC to expand quickly to those areas, which would have also made it easier for me to fill in the gaps later. Instead, I ended up with an E shape which was dang tough to deal with. From what I've read though, a CxxC around my capital is a good idea, yes?

Either CxxC or CxxxC is fine. The former gives you on average 12 tiles per city -- enough, theoretically, to keep all of your citizens gainfully employed at size 12. Since you'll spend more time at size 12 in a typical game than at any other size, this works pretty well. I like to use a little more space to give me more flexibility in my tile use; about 15-16 tiles per city, on average. Much more than that is a waste.

Closer spacing around your capital is useful primarily for two reasons. It allows cities to share worked tiles, thus making more efficient use of you limited workers in the early game, and it allows a faster defense response to border cities if needed.

Sticking to a strict anything is generally a mistake, though -- place cities on water whereever you can rather than one tile away, for example.

2. I didn't build enough workers. I need to get a worker pump operational next game.

You don't *have* to have a worker pump. If you don't have a suitable city, or can't spare a suitable city to that particular duty, just build them whenever a city starts getting too big to be happy and you can't afford the necessary lux tax, or when a city has reached size 6 pre-aqueducts (later, also size 12 pre-hospitals) and stopped growing. I like to build workers in corrupt cities (1 shield per turn) with 2 or more food per turn; five of these will give you a worker every other turn, same as a typical worker pump.

3. I built too many improvements. Since I was the Japanese, EVERY city got a temple, barracks(because of the civ traits) and granary. Of course, when marketplaces came around, everyone had one of those too. Was it right for me to concentrate on those city improvements everywhere(due to my civ)? If I am agri, should I have a granary everywhere? If I am religious, should I have a temple everywhere? etc...

This one's huge. Prioritize your builds. Barracks are only needed in core cities that are currently building or about to build military units, and sometimes in border or choke-point cities that are in danger of attack. Anywhere else is a waste. A granary is indispensible in any settler- or worker-factory, but can usually be put off until later in other core cities, particularly if that city has a high food surplus or is going to come up against a no-growth barrier for a long time until aqueducts are built. Eventually, most core cities should have a granary, though, in order to get to size 12 as quickly as possible. In corrupt cities, granaries aren't worth the effort.

Temples are very useful, though, particularly as a religious civ, where even your corrupt cities can build them in a reasonable time frame. However, they're not critical during the expansion phase usually. Unless you need them to secure a border or a resource, save them for later when your cities are getting bigger and you need to lock up your culture gaps to avoid AI poaching. If you're scientific and have happiness under control, consider libraries instead for this purpose.

Marketplaces are vital. Build them as soon as you can in any productive city.

Courthouses are very useful in second- and third-ring cities, on average, but virtually unneeded closer in and virtually useless further out.

4. Didn't expand quickly enough in the early game. When the AI started getting close, I started building troops like crazy and "forgot" about settlers. I should have closed up the gaps created by me making my mad dash for the resources. I also had to declare war on the Chinese to get their iron(I had none, and had Immortals roaming around) before they built up too much so I was busy getting ready for that too. That left me stretched WAY too thin.

Never forget about settlers. And don't worry too much about the AI. If you give into tribute demands, trade a lot, and avoid settling cities that overlap an AI city's cultural borders, you will generally not be attacked while there's still open space anywhere on the map.

5. I ALWAYS have one defensive unit in each city. When I am in my build phase, I tend to build a spearman, then a settler, then move the pair to where the city will be. Wash, rinse, repeat unless I didnt recharge enough by building the defensive unit. So, the tip given that I have too much defense is probably correct. I have at least 1 defensive unit in each town. I need to work more on getting my settler pump city growing faster so I can afford to spit out 2-3 settlers before recharging a bit. I also think I need to get away from using my capital as my settler pump.

Build more warriors and fewer spearmen early on. There are several reasons for this. First, you can build nearly twice as many with the same production. Military police are so vital early on, and unit support so relatively high, that this makes much better economic sense. Second, in rating your military strength, the AI over-values unit numbers in comparison to unit strength, and values attackers over defenders. Two warriors impress them more than one spearman. One archer impresses them more than one spearman. 18 warriors and 3 archers at 500 BC will do more to deter aggressive AIs than would the 12 spearmen you could build for the same shields.

Depending on the situation, your settlers may not need escorts at all. (I've never ever seen an AI initiate a war by attacking a settler or settler pair. They go for the cities.) Until you get a better feel for what those situations are, though, a single warrior escort will usually suffice. If you lose your escort attacking barbs, and can't retreat, just plop your settler down wherever he is; all you'll lose is a handful of gold.

There's absolutely nothing wrong with using your capital as a settler pump, provided it has the right tiles, food being the most critical. It sounds like yours either did not, or you were not using them properly. Or maybe you lacked a granary. (You were buiding spear-settler -- 50 shields -- and in that time not generating enough food to hold population at equilibrium.) There's at least two articles in the war academy on settler factories, and just hanging around the SG forum will help you out a bit with it, too.

You can build settlers from towns other than your main settler factory if needed, in the same situations as you'd build a worker.

I have been reading SGs for a while now, and I need to get involved one of these eons. I think that would help my game immensly. It's already given me tons of tips, but I haven't been very good at implementing most of em. I read it at work, then don't play till the weekend, and I'll forget a lot of it :) Old age stinks ya know :)

SGs are great! Reading them taught me almost everything I know about Civ. There's a monarch training game going on right now, I think, and I know there are more back in the archives (I played in one!): check those out in particular for tips. Regent and Monarch are very similar.

You'd better be older than me with that comment about 'old age'. :D

Good luck!

Renata
 
Renata said:
How are you handling it when you do get riot conditions? Are you making specialists or using the luxury slider? A huge key to my own move up to regent was learning to use the luxury slider to maintain happiness in my capital and most productive cities instead of hiring specialists. This key becomes critical at higher levels: at emperor with no lux and two military police, cities can still only get to size 3 before they start to riot. (It's size 4 at regent, as I'm sure you've discovered.) You can't build an empire with only three citizens per city working tiles.

I've been learning a lot about using the Lux slider to deal with riot conditions. I'm getting pretty good at it, but I still need more work. I sometimes need entertaines (like during war) to keep some border cities happy, but then I forget to turn them back when finished.

This one's huge. Prioritize your builds. Barracks are only needed in core cities that are currently building or about to build military units, and sometimes in border or choke-point cities that are in danger of attack. Anywhere else is a waste. A granary is indispensible in any settler- or worker-factory, but can usually be put off until later in other core cities, particularly if that city has a high food surplus or is going to come up against a no-growth barrier for a long time until aqueducts are built. Eventually, most core cities should have a granary, though, in order to get to size 12 as quickly as possible. In corrupt cities, granaries aren't worth the effort.

If I am in the early game, before Monarchy/Republic, and if I dont think I need units, I'll usually have that city build improvements. I take it from this conversation that workers/settlers are a better idea then that in most cases(assuming the city is large enough).

You'd better be older than me with that comment about 'old age'. :D

Good luck!

Renata

Since I know better then to ask people their age, we'll just assume I'm older then you :) Thanks again!!
 
No research is good. Go to Republic as soon as you can, build marketplaces everywhere, make lots of workers, and you'll be fine.

The "E" shape is generally considered to be dangerous, as are "H" and "T". More seriously, it is usually counterproductive to have long arms of one's empire sticking out to claim some resource or luxury. It is better in most cases to do without the resource or luxury in question, and plan to capture it later. For example, in the previous game, you could have made e.g. an "O" shape encompassing the horses -or- the iron, and then you could have made stacks of horsemen or swords to capture the other resource later in the game. If one has a long arm containing a valuable resource, it is just too tempting for the AIs to try to cut it off.
 
About city improvements:

Granaries:
Should be build in cities that have 5 food surplus of course to make them settler/worker factories. Also do i prefer to build a few granaries in core cities on rivers. This makes them grow size7+ so they can provide some unit support. And of course commerce since they are on rivers. Happiness shouldn't be a worry for your bigger cities. The bigger cities make more gold and thus also more happiness from the same lux slider.
(It does make a bit of a difference of course on lower difficulties where cities have some free happiness)

Temples:
If you go 20k, you need them everywhere, preferably provided by TOA.
Else, they should only be build if you need to expand your borders at a certain location or on a rare occasion to build a cultural defence point. This is rare however since it is normally much easier to just destroy the opponents neighbouring city. Do not build temples for happiness. neither the other happiness thingies. I assure you.

Barracks:
regular units are not worthy being build. Any unit you build after a few scout and MP warriors should be veterans. If you use bombardment units, keep the more corrupt cities without barracks to build the bombard units. All cities that build normal units should have a barracks. In my games that are not Sid difficulty (where i use bombardment) that means all cities less than 70% corrupt get rax. More corrupt ones only build settlers, workers and wealth. (and specialists)

Courthouses:
They are only worth it in very big cities with high production (before corruption) and not so much corruption that they fall in the "only settler and worker" category. This normally means only in metro's and thus very late in the game. Do not waste production on them in the first 2 era's.

Library:
If you go for research, every city with more than say 6 sience without lib should have one.
If you go for 0 research, they merely are an alternative culture provider for temples to get border expansion. They can be better than temples for this if you are scientific and/or if you are researching only in the beginning of the game.
Universities and labs only if you are researching yourself and if you are planning to do so for quite a while in the future.

Market place:
-Every city with 6 or more gold production should have one.
-Every city that can benefit from its happiness increase on luxuries should have one.
Banks should be build if you go for 0 science. A select few cities could get one if you go for research.

harbors:
A few cities with good production to build your navy.
Those cities that need the food.

If you are still in your expansion phase however (still needing more settlers and workers) settlers and workers always have priority. Granaries are the exception, they have similar priority. During the second half of your expansion phase (only few more cities to build) you should start building the buildings needed for your victory condition and a harbor (for sea contacts) also maybe the cultural building you might need.
With building needed for your victory i mean: barracks for conquest, library for space, temple+lib for 20k. A few markets for any game.
 
Take a look at this thread:

No Research Emperor

It is a no research emperor game heading for Alpha Centauri. There is some good discussion in the early stages on trading strategies.
 
im not a big fan of research personally and the more i play the more convinced i am that at high difficulty levels research is a distraction. lets look at a typical deity level game:

early stage research at 10 percent and then at "one scientist".

discover republic. go to full cash economy build workers and rush build marketplaces aqueducts and occasional other things.

no science because it would be better to rush build libraries first but who has time for that when banks are coming online soon? so its now rushing banks. anyway i need the cashflow to catch up on tech. i can buy the libraries to surge ahead after i catch up which will require cash and all those banks will always be good for me. yup, lets do banks first and libraries later.

time to rush libraries but wait! arent factories coal plants and hospitals a higher priority? so lets do them first.

well by now im about to get artillery and i just got cavalry. with those two i can conquer the world but it will require the construction of lots of troops first. now here is the dilemma. i work on military or i work on science. if i work on science ill be invincible in the modern age but if i work on military there wont even need to be a modern age.

there was a recent exception i made to this. i built tons of libraries and universities and by the time i got tanks i had not enough military to go all offensive so i was glad to be the front runner (but barely) in research. so i broke into the modern age in the lead in technology and was selling tech for gpt. i liked the money but after a while i thought to myself "if i had not bought any of those libraries universities and research labs i would have already conquered the world. so why did i bother?

maybe its just me but this whole tech race thing is leaving me cold. maybe others do better with libraries but i do better with a cash economy.
 
i've just started using republic, and things are going pretty well. i have research at 0, and lux at 20, and i'm at war so i can sue for techs. but one question, whats wrong with auto workers? and if theres away around it, how would you know where to place certain terrain improvements?
 
Cbass3k said:
i've just started using republic, and things are going pretty well. i have research at 0, and lux at 20, and i'm at war so i can sue for techs. but one question, whats wrong with auto workers? and if theres away around it, how would you know where to place certain terrain improvements?

The general rule(actually guidline is probably a better word) is mine green and irrigate brown. But, it varies with the situation. It's usually good to irrigate 1-2 green squares to support a larger population/faster growth. But, if you want the maximum shield output out of a city, then you would just mine everything.

The computer doesnt seem to utilize workers well on automation. Since their work is VERY important to the welfare of your empire, it's a good idea to keep control of them yourself. You can tell them to road/rail to a certain city of course, just dont completely automate them.

BTW -- I took the Sumerians as suggested, and researched myself. It's coming down to a showdown between China and myself. India is a non-factor. I took out Scandanavia early(Before they could take advantage of their Vikings). Then, when China declared on America, I did too and was able to take most of their territory(wiping them out). While that war was going on, the Hittites declared on China. Since we had a mutual protection pact, I got dragged into that one too, but that was a good thing. I was able to take some of their territory as well before China knocked them off the mainland(they have 1 city on a small island). I have 49.6% of the territory while China has 27.3%. We are even in culture and army size(I have 2 SODs of 30-40 each .. one all calvary ..one foot soldiers and artillery), but I am pulling away in tech. I am 3 techs away from tanks, and I have the military academy so I am making armies in preperations for this. I hope to have 3-4 empty armies waiting for my tanks. At that point, I'll take on China and see what happens. Their rubber and oil are close to my borders so I hope to take them within the first 2-3 turns of the war.

Thanks for all the tips in this thread. I still didn't make enough workers, but the tips here helped a ton.
 
Well, I ended up with a domination victory. 85% of the population, 67% of the territory. Final score, 3,474 by far the best I've ever gotten. Gilgemish the Magnificent :)

Thanks for the tips in this thread. They really helped. I'm going to try another game with a less powerful civ .. maybe Japan or India. Not sure if I want to stick with Agr or try an industrial civ next.
 
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