An sharp increase in "Playing Emperor" questions...

jb1964

Hunter of Fish
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I'm just noting that there has been a sharp increase in the number of questions regarding help/tactics for emperor games.

One of the reasons I'm taking note is that I have also just recently begun playing all my games at emperor.

What would you say are the three most important tactics in playing emperor?

Mine: Expansion, Improvement, Preparing for your first war
 
Mine:
Expansion--I'm not sure this changes at any level.

Trading--I think up to monarch you can easily outresearch the AI. On emperor, you can but should have your trading hat on.

Foreign land acquisition strategy-- What will bring you to that victory condition? Acquiring a lux to keep the slider down or a must have wonder(pyramids, Hanging Garden, ToA) or a resource or a cultural runaway needs to be broought back to the pack.
 
Hiya Whomp,

I have to agree on the need for trading. It actually crossed my mind before I hit the "save" botton but I had to run to a meeting.

My current emp game is Small Map, Cont, French, No Barbs. After a great cow start I got to writing first, then CoL, & Philo. Gotta love Commercial/Industrious. Trading to get tech superiority was fun. Then I was able to get Monarchy from one of the AI's and basically gave it to the rest of the world to stick them in a research hole. And I gave it to Rome just prior to declaring. They finished the Pyramids for me about 10 turns later. :devil:

To go further off topic, taking on Rome first wasn't easy as you're automatically putting them into their GA. I still haven't found their source of iron. In hindsight I probably should have traded Rome's couple of turns of Anarchy for a Despotic Golden Age.
 
Expansion and growth are the most important on any level, and on Emperor and higher good trading becomes necessar (Edit: or at least very helpful, AW games are played on even higher levels. But trading = good).

If you're playing the French, you're probably more into the builder strategy, so research comes before conquering. Emperor is a good time to decide wheter you're pursion the warmonger on builder strategy, as it becomes hard to be both as the same time (and here comes the decline of Germany).

By Improvement, do you mean buidling city improvements or improving the land? I suppose you mean improving worked tiles, and I agree with you on this one. Build lots of road in Republic, and watch for the Irrigation/Mines balance, with more mines in a war game and more irrigations in a peaceful one.

Fighting Romans in the AA? You better have a very good reason for it.
 
In the correct order of importance some aspects and concepts that are important to being succesfull in civ3.

Patience
First are some personal assets. You need patience and enough interest in the game. Most people don't have enough of these. (enough to be gotm contenders, of course, whatever causes you to have fun in the game is good)
High intelligence will help you, but i am sure that anyone with an everage intelligence can learn to beat emperor in a week or 2 without asking questions and eventually will be able to beat SID after some more weeks or maybe months if he has patience and a good interest in the game.

Population = power.
The understanding of exponential growth. Undestanding why food is so important in early game. Realise how important it really is, and understand how exponential growth causes the value of food to devaluate over the course of the game. resulting in possibly even pop rushing all your population 20 turns before victory.

Economy
Understanding the return on investment on everything you do, and how it relates to the expected game length (in both ways. Many investments cause the game to last longer and thus make themselve seem good while others may make the game shorter and may make some long term investments obsolete). And how the return on investment, together with exponential growth cause "devaluation" or "interest" just like in a real economy. 100 shields on turn1 is worth more than 100 shields on turn 100.

strategy and tactics
Millitary and political strategy and tactics. Including trading, the choise of enemies and the choise of units.

Tricks
Knowing all the tricks you can use in the game and how the AI works and can be abused. (Maybe this should be higher on the list, but i can't help it, i want to put it last ;))
 
Pentium said:
If you're playing the French, you're probably more into the builder strategy, so research comes before conquering. Emperor is a good time to decide wheter you're pursion the warmonger or builder strategy, as it becomes hard to be both as the same time (and here comes the decline of Germany).
I swapped from warring to building to warring.

Pentium said:
By Improvement, do you mean buidling city improvements or improving the land? I suppose you mean improving worked tiles, and I agree with you on this one. Build lots of road in Republic, and watch for the Irrigation/Mines balance, with more mines in a war game and more irrigations in a peaceful one.
Definitely improvement of tiles. Warkers are good.

Pentium said:
Fighting Romans in the AA? You better have a very good reason for it.
Ya, they pissed me off. And they're dead. It was a real slog w/ cats & swords vs. the Legions. Thankfully the other two civs on our stretch of land didn't get very good starts so they weren't able to take advantage of the scuffle.

Domination win in 840 AD.
 
for patience : manual worker management, tedious to order hordes of them later, but important.
 
Kapn Skwishy said:
war with rome... hmmm, messy.

Not a bad idea in the AA IF you can keep them from getting iron. I went to great lengths in one game fighting them to keep them from getting it. It was fairly drawn out, but I was successful at keeping them from it and destroyed them.
 
my 3 most important rules:
  1. Expansion - gotta get the land.
  2. Improvement - gotta make use of the land.
  3. Trades - gotta meet new people with all that land, and trade.

Im not a war person, Im more of a builder. :hammer: although...i will take the chance if possible, early archer rush on one AI, and get my techs back courtesy of them. :D
 
I'm surprised no-one mentioned city placement yet. You must see which tiles are good and will be used as soon as the city get enough pop, and which ones are pretty much useless before RR or the tech that enables Irrigation everywhere or even after that.

I don't think either 12 or 18-20 tiles per city is better, because both have upsides and downsides. IMO, it's best to place cities in such way that every city gets 12 "good" tiles which will be worked early. It also depends on happiness, if you lack luxuries, than you won't be able to work 12 tiles per city, so 10 or even less could be optimal. Then, after you get Steam and/or Hospitals, you can use the other, lesser tiles. Of course, if you're going to win before Industrial Age, anything more than 12 tiles per city is a waste, unless your start is full of desert or tundra.

Also, it's rarely the best to force your favorite city pattern everywhere, but pay attention to the terrain as well. Wasting a nonresource tile in order to place a city on a river or on a coast is often worth it.
 
WackenOpenAir said:
Economy
Understanding the return on investment on everything you do, and how it relates to the expected game length (in both ways. Many investments cause the game to last longer and thus make themselve seem good while others may make the game shorter and may make some long term investments obsolete). And how the return on investment, together with exponential growth cause "devaluation" or "interest" just like in a real economy...
@WackenOpenAir: Would you be willing to expand on this topic, or perhaps offer a few examples? I'd really like to hear your perspective on this.
 
Pentium said:
I don't think either 12 or 18-20 tiles per city is better, because both have upsides and downsides. IMO, it's best to place cities in such way that every city gets 12 "good" tiles which will be worked early. It also depends on happiness, if you lack luxuries, than you won't be able to work 12 tiles per city, so 10 or even less could be optimal. Then, after you get Steam and/or Hospitals, you can use the other, lesser tiles. Of course, if you're going to win before Industrial Age, anything more than 12 tiles per city is a waste, unless your start is full of desert or tundra.

I don't see how18-20 is good at all and 12 tiles is best, unless it is some milk run for HoF. As you said, you could win before hospitals or about that time, why have more?

Even if you will end up with a few hospitals, that is not a problem as you just steal a few tiles from your neighboring cities.

Allocating more space than 12 tiles per town means paying a big price. Workers have more tiles per cities to move over and road. Troops have farther to go to get any places and towns cannot defend each other with slow moving troops.

Above emperor you will not have the culture to fill the gaps in time and the AI will walk right in. I am not even talking about war, just scouts or settler pairs as they do not have to cross you borders to have a look around, unless you did spend the time to make temples and you should not have.

I do not really see much upside to wider spacing at any level. Maybe some Monarch game that you just want to mess around some, I don't know.
 
about 12 tiles per city
after reading stuff here, i tightened city spacing - i think it's the only option on emp/demi, to not to waste those other workable tiles for half of the game, or rather for almost whole game [IA end]
and last time i took a look after the game at replay - AI cities early on due to extra settler + bonus to production and i would have quite a few those small AI cities between mine.
 
I'd qualify that to 12 workable tiles per city. I've been known to loosen up the build a little bit near mountain ranges, as any city with more than a couple of mountains is normally going to have a tough time working those tiles without irrigated food bonus tiles until rails and electricity.

But 12 workable tiles is a good goal for a settlement pattern. Some might argue that it is possible to work the 12 "best" tiles with a loose pattern, but I generally find that a little tile swapping in a tighter pattern is more helpful.
 
@vmxa: 12 tiles per city is inefficient if 5 of them are mountains or desert without water. You pretty much have a 7-tile city (or 8, if you can afford working a mountain). If you plant that city to have 15 or 16 tiles, you'll get 12 workable tiles.

I never leave 20 tile per city, you know, but still more than 12. If you have an intention of competing in the tech race in Industrial Age, you need big cities.
 
I do not need any big cities to deal with research. I often play Sid games and do not make any hospitals. You merely need lot of cities, not big ones.

Why should I sweat a bad town here or there. So you have a city with many crap tiles, let it do what ever it can. A town cannot generate enough food to grow, so be it.

Later I may be able to rail and irrigate to get it up to size. I am going to have plenty of good sites.

I will tell you what is inefficent, having workers deal with more tiles than you can use. Not being able to protect towns, due to distance. Having the AI try to slip through the open borders. Having a less than optimal town here or there is not a concern.
 
scoutsout said:
@WackenOpenAir: Would you be willing to expand on this topic, or perhaps offer a few examples? I'd really like to hear your perspective on this.

I always try to convert the value of resources into 1 comparable number.
The first 30-40 turns, i don't value anything but getting settlers out asap. This is done by an excel sheet. After that, when i have multiple cities and it is too complex to go by excel sheets, i will value something like this:
1 food = 3 shields = 12 commerce.
Of course, special situations like trying to get the slingshot could temporarilly change this. And overshoot and often many other things should be calculated for.

Later, when i am out of despotism, food and shields become pretty much equally valuable since the mines and irrigation are easilly exchangable.
1 food = 1 shields = 4 commerce.
Again, certain situations can change the convert rate. For example, leo's workshop can greatly increase the value of commerce.

Now, when you have a choise to build something, you can look at the return on investment of it. If you invest 100 shields on a marketplace that is gonna make you 12 gpt, i would say it returns 3 shields per turn and thus returns its investment in 33 turns.
Compare options like that try to find the ones that return their investments in the shortest amount of time.
You can also calculate this return on investment for something like an FP if you can calculate or properly estimate what the corrution reduction is gonna do for you. Or you can calculate the return on investment for a government change if you take the average anarchy period times your current production for the cost, and the per turn advantage after the change for the return.

Everything i do, i think about what will it return for me on the investment made.
It is of no use to make investments that do not pay back themselves within the expected game duration. It is also no good to make investments that pay back slower than other investments you could make.

The newby love for cathedrals is an example of this. It costs 160 shields i think. It returns 3 happy faces for the cost of 2 gold. Its net reward is 1 gold per turn or 1/4 shield per turn. It takes 640 turns to pay back for itself. With that wonder that makes it 6 happy faces, this would be reduced to 160 turns.
As you see, return on investment is something you don't always need to calculate. All experienced players know the cathedral sucks, they don't need prove. But it can help in other less extreme situations.

The devaluation thing is a difficult topic. I remember i once made some calculations on this in the sid level gotm. Lets see if i can find a link there.
http://forums.civfanatics.com/showpost.php?p=3501321&postcount=19
I haven't read it back now, but i remember i did some calculations in there and wrote them in the added word file. That should show an example of how i think about economy and civ choises in general.
I have always been thinking a bit about this subject, but never really got to a good way to put it to use in exact numbers. therefore, it is just a vague idea and all i can say is, x resources on turn 100 are worth more than the same amount of resources on turn 200.
Therefore, the calculated time to return your investments is not entirely correct, it is longer than what is calculated. If you give me 100 dollars today and i pay you back 10 dollars every year for 10 years long, you are not gonna be happy.

Another simple example of how to think about value, cost and reward:
It is turn 45, you have 5 cities now.
Your 5th city will grow to size 3 in 12 turns. If you start building a settler now, it will be ready in 10 turns. If you first build a warrior, your settler will be ready in 14 turns.
Building a warrior will cause no resources in this city to be lost. However, it will delay the settler by 2 turns and it will keep this city occupied for another 2 turns.
Delaying the settler by 2 turns costs you 2 turns of that cities entire production, that is at least: 4 food + 2 shields + 2 commerce, for a total converted value of 14.5 shields.
The cities shield production being occupied for 2 more turns may cost 4 shields for example.
So in this situation, building a warrior will cost you 18.5 shields. And thus, while many people fear the waste of 2 turns production when finishing the settler too early, building a warrior first makes it a very expensive warrior.

I have no calculations that prove my 1 food = 3 shields in early game though. This is something i decided for myself out of experience. I cannot back it up now. It should be possible to calculate a conversion rate between food and shields i think if you can enter the proper parameters into a formula, including the game length and production for each citizen (being different for the first ones that are in your productive capital that the late ones that will be in your corrupt ICS land)
That however is too much work for something i don't think is very usefull. I am happy with my 1:3 conversion rate for early game.
Later in the game, it is usually easier since as i said, food and shields are exchangable and the conversion to commerce isn't very hard to make (but it depends on how you spend your commerce)

If you look at it like this, you should also notice the immense cost of doing research. An early middle age tech costs 1200 beakers, this can easilly be converted in 300 or 400 shields depending if you use upgrading or cash rushing. So researching 3 technologies before you can build knights costs you like 1000 shields and thus 15 knights to begin with. This is numeric prove for the strength of "pointy stick" research.

Oh, and what i said "how it relates to the expected game length":
If your game is only gonna be a little longer than the expected time for the investment to pay back for itself, it is probably a bad investment. Due to the devaluation, the real time to repay is longer than the simply calculated one.
Also note that investments that do not help you reach your victory condition can often increase the expected game length. Removing certain investments will reduce the expected game length. Now it is key to choose the right investments so that you can go for the shortest game length.
For example, in an easy game, you may choose not to make the investment of researching past horseback riding and not making any investments in city improvements except the barracks. This may reduce the expected game length and allow you to win with just horses. If however you are not gonna be able to win with horses, you need to make investments for a longer game. These investments themselves increase your expected game length and if you didn't try with just horses, it may seem like that would have been completely impossible. The extra investments increased your game length so that you may not even take 25% of the world with horses before proceeding to knights.
This is what keeps the beginners who make many long term investments (city improvements) from daring to try and play without them. these investments increase their game length so that they may need cavalry to win the game and they just can't believe the game could be won by horses if they did not make all those investments.
 
Very insightfull Wacken. Thanks.

btw I think the term you are searching for is "present value" ie, what is the value of something in the present. It is what lotteries are doing when they offer a cash payout or x amount each year for 20 years.
 
@Wacken: Your post brought some things into focus for me - thank you very much for posting that! Time value of money is something I understand; relating that to the expected length of the game is an important piece of the in-game puzzle that I was missing. I daresay that your ideas are War Academy worthy.
 
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