Early Conquest

Jesdisciple

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I'm reading http://sethos.gmxhome.de/English/BookOfWar/earlyconquest.html, and I must be missing something, because running a "loop" of ...
Settle city.
Build warrior.
Build settlers (and necessary warriors) until five total cities.
... rarely gets me five cities by 2200, especially if one city gets 4 food + 1 shield per turn at Size 1 (because one resource square must be removed for unhappiness and/or slower growth).

Also, any civilization that happens to be nearby, or even a horde of barbarians, is essentially a death sentence (in MGE).

What should follow after 5 cities, or is it just more ICS until 15 cities? When should roads be built? Defensive units? Barracks (before Sun Tzu's)? Terrain improvement?

By the way, are there any other conquest strategies?
 
I must be missing something, because running a "loop" of ...... rarely gets me five cities by 2200, especially if one city gets 4 food + 1 shield per turn at Size 1 (because one resource square must be removed for unhappiness and/or slower growth).
I can't guarantee you five cities, but I guess at 2200BC, 5 or 6 should be about average. Your original two settlers should both make cities within 3-4 turns. Those should make two more warriors and two more settlers within another 15-17 turns (The city should normally make a settler a few turns after reaching size 2. I don't understand "one resource square must be removed..."). You should have city 4 within 20-25 turns (soon after 3000BC). So, 5 or 6 in 2200 is reasonable even without much luck or special effort.

But you can speed things up by collecting taxes at 60% or 70% and using the gold to IRB whenever possible. A warrior should be in your city when it reaches size 2, but until then it can explore a bit and maybe pop a hut, which increases your chances for fast growth (for example, an Archer should be disbanded for shields). Sometimes two cities can share one warrior, if they won't be size 2 at the same time (postpone warrior production whenever possible). A city near a whale will produce faster. You might make it to monarchy before 2200BC, which allows faster growth. So, with a little luck, you can grow pretty fast.

In a recent GOTM, I had 16 cities in 2000BC, though that is very unusual. Many of those came from huts, and this was not at Diety.

Also, any civilization that happens to be nearby, or even a horde of barbarians, is essentially a death sentence (in MGE).

These disasters do happen, but I'd guess in only one game out of ten. A little exploring helps you prepare (eg fortify a unit or two on hills). On a small map, you have to be more defensive, and make peace with the AI's if possible. I don't think this is a big enough problem to affect your overall strategy.

What should follow after 5 cities, or is it just more ICS until 15 cities? When should roads be built? Defensive units? Barracks (before Sun Tzu's)? Terrain improvement?

By the way, are there any other conquest strategies?

I don't remember why I mentioned "5 cities", since there is no huge change at that point. But you'll need monarchy about that time, so you must raise science to the max (60%) and you might even move city workers onto ocean/etc for more arrows, for a few turns.

You can stop the ICS (fast growth) whenever you want. Longer ICS means an easier conquest. Shorter ICS usually means a faster conquest (but I'd suggest at least 15 cities on most maps).

Roads have been debated. I often build VERY short ones starting around 2500BC. Grigor builds none until approx 1000BC (I forget his exact date).

I almost never build "defensive units" (eg a phalanx). I aim for a road/river network with maybe 1 or 2 decent centralized units (diplomat or elephant or maybe even a horse) by the time I have about 8 cities. I explore enough that the nearby terrain is mostly visible, so I get few surprises. If threatened, I'll react differently, of course.

No barracks until almost ready for conquest (1000BC?). I don't build Sun Tzu much anymore, but it's OK. No terrain improvements (except roads).

Most EC players rely on the "normal strategy" in my guide, though there are many variations of it. There is also an early hut-popping strategy, which hasn't been tried very often, and seems to rely a lot on luck. But it sometimes wins by 1000BC or earlier.
 
I can't guarantee you five cities, but I guess at 2200BC, 5 or 6 should be about average.
I understand that it's not a guarantee, but I only satisfy that standard in my luckiest starts, and then very narrowly. I figure either I'm missing something important or the average is a little off, because an average should occur more frequently that this.

Your original two settlers should both make cities within 3-4 turns.
My first normally moves one space then settles, because the initial position is usually decent (and I prefer an empty grassland to a shield under my city, because both have 1 resource shield when settled). But the other often finds a mass of either grassland (no specials) or poor land the first place he goes, so he might spend 6-8 turns looking for a site.

Those should make two more warriors and two more settlers within another 15-17 turns (The city should normally make a settler a few turns after reaching size 2.
I usually build the warrior at the halfway mark on the food storage (as food and production are normally equal) then start building the settler, but I'm not sure when I typically finish him. Sometimes I need to delay settler production if I have too much production though (yeah, I need to watch out for that and build warriors instead).

I don't understand "one resource square must be removed...").
20 food are required to grow a size-1 city to size 2, and 10 shields are required to build a warrior. If the city makes 4 food per turn, it will grow in 5 turns. If it makes 1 shield per turn, it will be occupied in 10 turns. Unless I buy or import the warrior (or adjust the city's resource squares - by taking some food and usually some trade, and maybe exchanging it for production), this city will enter disorder, and then I need to take a resource square anyway, like I should have done earlier, to support an entertainer. If this is one of my initial cities, buying is probably not possible (unless I found "valuable metal deposits" earlier), and importing might not be practical. If I adjust my squares, it's usually to take workers from jungle fruit, impeding taxes, research, and growth, and sometimes I can put them onto ordinary forest to even food and production at 3.

You should have city 4 within 20-25 turns (soon after 3000BC). So, 5 or 6 in 2200 is reasonable even without much luck or special effort.
Is there any way to save a history of a game (without saving each turn in a unique SAV file)? I need to show my attempts and ask what I should have done.

But you can speed things up by collecting taxes at 60% or 70% and using the gold to IRB whenever possible.
IRB = I___ Rush Buy?

A warrior should be in your city when it reaches size 2, but until then it can explore a bit and maybe pop a hut, which increases your chances for fast growth (for example, an Archer should be disbanded for shields).
:huh: I figured an archer should explore for more huts, like a mounted unit.

Sometimes two cities can share one warrior, if they won't be size 2 at the same time (postpone warrior production whenever possible).
Ooh, that sounds hard to sync.

These disasters do happen, but I'd guess in only one game out of ten. ... On a small map, you have to be more defensive, and make peace with the AI's if possible. I don't think this is a big enough problem to affect your overall strategy.
I'm on a large map, 5 billion years, and anytime I don't find an enemy something else crippling happens (I miss Colossus and/or Hanging Gardens, my 13th size-1 city revolts, I miss the 5-city mark by about 500 years,...).

BTW, what diplomatic attitude should I take? So far, I've been using appeasement. I became a pet civ once; I got a strategic position with an equal once (when my 13th city was born mad); I made peace that was immediately broken by them at least once; I think I allied with someone who quickly wanted my blood once...

A little exploring helps you prepare (eg fortify a unit or two on hills).
Fortify a warrior on a hill? An elephant would make quick work of him, and I think anything with an attack higher than 1 would have a fair chance to beat him. How many warriors (per city) should be sent out, anyway (excluding the ones from size-1 cities)?

You can stop the ICS (fast growth) whenever you want. Longer ICS means an easier conquest. Shorter ICS usually means a faster conquest (but I'd suggest at least 15 cities on most maps).
The one time I went beyond 15 (the same game where my 13th was born mad), I initially got a pirate in about my 17th or 18th. Disorder was erupting all over (including near the capital); a city typically required as many units as it had citizens for martial law, and a size-5 (maybe 4, too) could only be calmed by a temple.

No barracks until almost ready for conquest (1000BC?). I don't build Sun Tzu much anymore, but it's OK. No terrain improvements (except roads).
What constitutes "ready for conquest"? Also:
Keep notes on your games. It is easy to get lost in the details, so take breaks to look at the big picture and make plans. Make notes about your goals for the next ten turns, about your predictions for how the game will go, and about what you wish you had done 10 turns ago. Also, you can probably find saved games, or at least game logs, by the masters in tournament spoiler threads.
Like what? What is "the big picture," particularly before 400 B.C.? What kinds of goals? I normally start building whatever is needed when I see the need, wait for it to be produced, then use it, so I don't normally formulate goals (but then I'm accustomed to late conquest in Prince).

Most EC players rely on the "normal strategy" in my guide, though there are many variations of it. There is also an early hut-popping strategy, which hasn't been tried very often, and seems to rely a lot on luck. But it sometimes wins by 1000BC or earlier.
Hmm. I'm not one for aggressive hut-popping, either. Thanks!
 
... I figure either I'm missing something important or the average is a little off, because an average should occur more frequently that this.
Sometimes the map is the problem (too arid, for example) Are you playing on new random maps each time? If so, I guess you are missing something. 5 or 6 cities in 2200BC should not be such a rare thing.

My first normally moves one space then settles, because the initial position is usually decent (and I prefer an empty grassland to a shield under my city, because both have 1 resource shield when settled). But the other often finds a mass of either grassland (no specials) or poor land the first place he goes, so he might spend 6-8 turns looking for a site.
Your 2nd settler may be part of the problem. I try to settle mostly on grass, usually the first possible grass tile. I am happy with that, if there are 1 or 2 forest tiles in sight (for the size two production boost), even without a special. I'd prefer that each city have at least one special, and am willing to spend maybe an extra 1-2 turns for a good visible one, but not 6-8 turns searching in the dark.

Consider how important one turn of production is later in the game. If you waste a turn early on, you've lost that much future production.

I usually build the warrior at the halfway mark on the food storage (as food and production are normally equal) then start building the settler, but I'm not sure when I typically finish him. Sometimes I need to delay settler production if I have too much production though (yeah, I need to watch out for that and build warriors instead).
OK. Suppose your city isn't great and adds +2 food and +2 shields per turn.
You get to size 2 in 10 turns, and you've made a warrior and 10 shields towards a settler. But ideally, you RB'd maybe another 10 shields along the way, so you have 20 now. And at size 2, the city should make about 4 or 5 s/t (two workers on forests, hopefully with no waste), so you finish the settler in about 4 more turns. The doubling-cycle lasts about 14 turns (plus time spent moving settlers to new sites). You can do better with a whale nearby, or after monarchy (+3 and +3 is pretty normal then).

20 food are required to grow a size-1 city to size 2, and 10 shields are required to build a warrior. If the city makes 4 food per turn, it will grow in 5 turns. If it makes 1 shield per turn, it will be occupied in 10 turns. Unless I buy or import the warrior (or adjust the city's resource squares - by taking some food and usually some trade, and maybe exchanging it for production), this city will enter disorder, and then I need to take a resource square anyway, like I should have done earlier, to support an entertainer. If this is one of my initial cities, buying is probably not possible (unless I found "valuable metal deposits" earlier), and importing might not be practical. If I adjust my squares, it's usually to take workers from jungle fruit, impeding taxes, research, and growth, and sometimes I can put them onto ordinary forest to even food and production at 3.

OK, I see what you meant. But the "+4f, +1s" is fairly unusual. Can't you at least get +2 s/t by placing a worker on shielded grass, or even place a worker on forest for 1-2 turns, to make the warrior on time? I realize this will delay your growth a bit, but with +4f, that's no problem.

Is there any way to save a history of a game (without saving each turn in a unique SAV file)? I need to show my attempts and ask what I should have done.
No, I don't think there's any automated way to do it. But many players keep detailed "logs". Also, you might try posting a 2500BC save here. We might be able to give you some advice just from that.

IRB = I___ Rush Buy?
"Incremental". For example, if you have 5 shields and buy a settler in one step, you must pay a lot (approx 120 gold I think). That's "RB". But if you buy a warrior and switch production to a settler (before the warrior is built, of course) you can then buy the settler for less. Or you can repeat the trick with a phalanx (if you have bronze working) or wait a few turns to buy. Many good options, called "IRB".

:huh: I figured an archer should explore for more huts, like a mounted unit.

I'm not sure all strong players agree with me on this, but I despise Archers, because they are so slow. I'd rather have the +15 shields towards my next settler. Same for legions. But these units are nice to have on defense, if you expect trouble.

Ooh, that sounds hard to sync.
Yep, it takes some practice. But it's pretty easy if both cities are on the same river, or a short road. Or if you can do it with several nearby citiies. Each city should be size 1 approx 70% of the time (see above) so your odds are pretty good.

I'm on a large map, 5 billion years, and anytime I don't find an enemy something else crippling happens (I miss Colossus and/or Hanging Gardens, my 13th size-1 city revolts, I miss the 5-city mark by about 500 years,...).
Now, we are talking about a slightly later phase of the game. You should have out-grown the AI by now, and should normally be able to make most any Wonder you want before the AI. You need to go for Trade ASAP after monarchy, so you can make vans, to make WoWs. I usually devote a cluster of 4 cities near my capital to make those vans, while the other cities continue with ICS growth. At Deity, you'll need HG soon, so you'll also need pottery. If HG is not urgent, I'll make Marco first, to get techs like pottery from the AI. Colossus isn't too important for EC, but you probably should be able to build it if you want.

Of course, things don't always go right, and you will have some revolts, and some WoWs lost to the AI, etc. In the game I mentioned earlier, I had 20 cities before I could reach Trade, and build HG, so I had LOTS of riots. But I was still glad to have those cities.

BTW, what diplomatic attitude should I take? So far, I've been using appeasement. I became a pet civ once; I got a strategic position with an equal once (when my 13th city was born mad); I made peace that was immediately broken by them at least once; I think I allied with someone who quickly wanted my blood once...

Hmmm. In my games, I rarely have much unit-to-unit contact with the AI until I have about 10-20 cities. By then, I am much bigger than them (do you play mostly on small maps, perhaps?). So, they usually want peace and I am not afraid of war. When another civ demands tribute, even at a bad moment, I usually say no, and they usually back off. I'll agree to peace if they offer it and I have obvious weaknesses, like empty cities. I never make alliances. Sometimes they attack and I lose, but not very often.

Fortify a warrior on a hill? An elephant would make quick work of him, and I think anything with an attack higher than 1 would have a fair chance to beat him. How many warriors (per city) should be sent out, anyway (excluding the ones from size-1 cities)?

You are talking about problems that I [almost] never have. Usually, by the time an AI has polytheism, I am invading them, not defending my own lands. In the odd event that an AI elephant came near, I would try to defend with an elephant, or a horseman or a diplomat (but the fortified warrior on the hill would probably put the ele into yellow or red at least). Hopefully, I'd have a good river/road system by then and at least one of these units built already (see my previous post).

I meant a total of 1 warrior, or 2 at the most, to stop a wandering AI horseman [the warrior will usually win], or delay a slightly stronger AI unit. If you have a few turns to prepare, you should be able to defeat most any single AI unit by attacking first. If you are defending against many AI units at once, something has already gone wrong with your game.

I am much more worried about lightning-fast attacks by sea on my exposed port cities (which I often leave undefended, especially on lower playing levels). I've lost a couple of GOTMs that way, but never by a land elephant.

The one time I went beyond 15 (the same game where my 13th was born mad), I initially got a pirate in about my 17th or 18th. Disorder was erupting all over (including near the capital); a city typically required as many units as it had citizens for martial law, and a size-5 (maybe 4, too) could only be calmed by a temple.

Ugggh. Sounds like you didn't build HG ? For ICS, you normally don't want size 5 cities [unless you have a strong reason, like trade]. And you don't want temples, because HG is so much more efficient. It should become a top priority as you near the 10-city mark. Mike's is probaby even more efficient than HG, but usually you can't wait for monotheism.

What constitutes "ready for conquest"? Also:Like what? What is "the big picture," particularly before 400 B.C.? What kinds of goals? I normally start building whatever is needed when I see the need, wait for it to be produced, then use it, so I don't normally formulate goals (but then I'm accustomed to late conquest in Prince).

At some point in the game, you have enough cities to make the boats, crusaders, and WoWs you expect to need, and it's time to attack. When I was first learning EC, I needed about 100 crusaders to win, so I needed lots of cities (much less now). Now, I feel "ready for conquest" when I have mapmaking and polytheism, about 15-20 cities, and a few key WoWs (such as MPE, LH, HG). There's not much point to building barracks before that, but later you might want 5-10 of them. You can even omit them, but I think they are usually worth the cost at that point.

We talked about the goal of building HG before you make TOO many cities, and that requires some planning [Trade, Pottery, city-clusters and roads for your vans help]. After MPE, I am thinking a lot about how long the conquest will take and how to get my units to the distant AI capitals on time.

And there are lots of options in an EC game. You may aim for a big fat civ (100+ cities) or a small lean one (maybe 15 cities). You may aim for a big economy (vans from your bigger cities to overseas AI ports, shipchains of 40 boats, etc) or you can omit all that. Your decisions may be influenced by the map size, playing level, or just your mood.

You jumped from Prince to Deity ? :)
Brave! But wouldn't you enjoy moving up more gradually - mastering one level at a time?
 
Sometimes the map is the problem (too arid, for example) Are you playing on new random maps each time? If so, I guess you are missing something. 5 or 6 cities in 2200BC should not be such a rare thing.
No, I was trying to make the map more friendly (wet, warm) for settling, but the trees obviously appreciate this too much. I tried the random map (on original Civ, the readme written February 15, 1996 - I'm not sure what version) and got my most successful game thus far. But I can see that I'm still missing quite a bit.

Your 2nd settler may be part of the problem. I try to settle mostly on grass, usually the first possible grass tile. I am happy with that, if there are 1 or 2 forest tiles in sight (for the size two production boost), even without a special. I'd prefer that each city have at least one special, and am willing to spend maybe an extra 1-2 turns for a good visible one, but not 6-8 turns searching in the dark.
I was talking about a carpet of grassland squares, but I guess I ought to take it.

Consider how important one turn of production is later in the game. If you waste a turn early on, you've lost that much future production.
Yeah, that makes sense.

OK. Suppose your city isn't great and adds +2 food and +2 shields per turn.
You get to size 2 in 10 turns, and you've made a warrior and 10 shields towards a settler. But ideally, you RB'd maybe another 10 shields along the way, so you have 20 now. And at size 2, the city should make about 4 or 5 s/t (two workers on forests, hopefully with no waste), so you finish the settler in about 4 more turns. The doubling-cycle lasts about 14 turns (plus time spent moving settlers to new sites). You can do better with a whale nearby, or after monarchy (+3 and +3 is pretty normal then).
To learn rush buying is my next objective, I guess. I've been trying to learn Deity by exercising my Prince skills, lol.

OK, I see what you meant. But the "+4f, +1s" is fairly unusual. Can't you at least get +2 s/t by placing a worker on shielded grass, or even place a worker on forest for 1-2 turns, to make the warrior on time? I realize this will delay your growth a bit, but with +4f, that's no problem.
Most likely, grassland or forest will be available if I find jungle fruit, so I'll experiment some more and see how this smooths it over.

No, I don't think there's any automated way to do it. But many players keep detailed "logs". Also, you might try posting a 2500BC save here. We might be able to give you some advice just from that.
Dern... I'll post that tomorrow.

"Incremental". For example, if you have 5 shields and buy a settler in one step, you must pay a lot (approx 120 gold I think). That's "RB". But if you buy a warrior and switch production to a settler (before the warrior is built, of course) you can then buy the settler for less. Or you can repeat the trick with a phalanx (if you have bronze working) or wait a few turns to buy. Many good options, called "IRB".
Ack. I read that earlier but couldn't think of it.

Now, we are talking about a slightly later phase of the game. You should have out-grown the AI by now, and should normally be able to make most any Wonder you want before the AI. You need to go for Trade ASAP after monarchy, so you can make vans, to make WoWs. I usually devote a cluster of 4 cities near my capital to make those vans, while the other cities continue with ICS growth. At Deity, you'll need HG soon, so you'll also need pottery. If HG is not urgent, I'll make Marco first, to get techs like pottery from the AI. Colossus isn't too important for EC, but you probably should be able to build it if you want.
Now I'm understanding why I never could graduate from Prince: I thought I needed to make my old skills better, but I need to get new ones for the old ones to do me good anymore. I don't use caravans - or diplomats - except for special cases (a good economy or a tough city). I always thought they were wastes of time early on...

Of course, things don't always go right, and you will have some revolts, and some WoWs lost to the AI, etc. In the game I mentioned earlier, I had 20 cities before I could reach Trade, and build HG, so I had LOTS of riots. But I was still glad to have those cities.
How do you keep everyone calm with HG? I'm having to build temples at about 30-40 cities, and raising the luxury rate doesn't seem to help.

Hmmm. In my games, I rarely have much unit-to-unit contact with the AI until I have about 10-20 cities. By then, I am much bigger than them (do you play mostly on small maps, perhaps?). So, they usually want peace and I am not afraid of war. When another civ demands tribute, even at a bad moment, I usually say no, and they usually back off. I'll agree to peace if they offer it and I have obvious weaknesses, like empty cities. I never make alliances. Sometimes they attack and I lose, but not very often.
Nope, I don't normally use small maps. Maybe I'm exploring too much... How much land should I know about in addition to my territory?

You are talking about problems that I [almost] never have. Usually, by the time an AI has polytheism, I am invading them, not defending my own lands. In the odd event that an AI elephant came near, I would try to defend with an elephant, or a horseman or a diplomat (but the fortified warrior on the hill would probably put the ele into yellow or red at least). Hopefully, I'd have a good river/road system by then and at least one of these units built already (see my previous post).
I think the AI found its elephant in a hut, just like I had (but mine was at the other end of my area, exploring). It pummeled my city, on plains with a warrior, and my legion, moving on a mountain.

I am much more worried about lightning-fast attacks by sea on my exposed port cities (which I often leave undefended, especially on lower playing levels). I've lost a couple of GOTMs that way, but never by a land elephant.
Yeah, I was wondering about sea raids before... With only warriors to defend your cities, how could you ever fend off elephants or knights?

Ugggh. Sounds like you didn't build HG ?
Nope... No caravans. :p

For ICS, you normally don't want size 5 cities [unless you have a strong reason, like trade]. And you don't want temples, because HG is so much more efficient. It should become a top priority as you near the 10-city mark. Mike's is probably even more efficient than HG, but usually you can't wait for monotheism.
If the Statue of Liberty can be built, should Fundamentalism be adopted?

At some point in the game, you have enough cities to make the boats, crusaders, and WoWs you expect to need, and it's time to attack. When I was first learning EC, I needed about 100 crusaders to win, so I needed lots of cities (much less now). Now, I feel "ready for conquest" when I have mapmaking and polytheism, about 15-20 cities, and a few key WoWs (such as MPE, LH, HG). There's not much point to building barracks before that, but later you might want 5-10 of them. You can even omit them, but I think they are usually worth the cost at that point.
How should conquest be approached? I followed the advice about lots of mounted units (elephants and a few knights) and watched one after another fall by the city walls and pikemen. (Note that I had no dips, but all four French cities that I could see were walled... I took the smallest, but at the cost of lots of elephant blood.) I normally use infantry and artillery, and very few cavalry.

We talked about the goal of building HG before you make TOO many cities, and that requires some planning [Trade, Pottery, city-clusters and roads for your vans help]. After MPE, I am thinking a lot about how long the conquest will take and how to get my units to the distant AI capitals on time.
How do you get enough people Worshipful to get their (or their neighbors') maps? I got two civs to Worshipful and only one (my ally and neighbor) would trade maps.

And there are lots of options in an EC game. You may aim for a big fat civ (100+ cities) or a small lean one (maybe 15 cities). You may aim for a big economy (vans from your bigger cities to overseas AI ports, shipchains of 40 boats, etc) or you can omit all that. Your decisions may be influenced by the map size, playing level, or just your mood.
Once again, how do you keep 100 cities content?

You jumped from Prince to Deity ? :)
Brave! But wouldn't you enjoy moving up more gradually - mastering one level at a time?
I kept getting frustrated with King (unless I was on MoM Jr. - I love that scenario :p), so I decided to make my deficiencies more obvious.
 
I was talking about a carpet of grassland squares, but I guess I ought to take it.

I see. That's not an easy decision. I might wander a turn or two looking for a forest tile, at least. It's unusual to have very large carpets of just grass.

To learn rush buying is my next objective, I guess. I've been trying to learn Deity by exercising my Prince skills, lol.

Now I'm understanding why I never could graduate from Prince: I thought I needed to make my old skills better, but I need to get new ones for the old ones to do me good anymore. I don't use caravans - or diplomats - except for special cases (a good economy or a tough city). I always thought they were wastes of time early on...
Well, if Deity doesn't frustrate you, keep at it!

How do you keep everyone calm with HG? I'm having to build temples at about 30-40 cities, and raising the luxury rate doesn't seem to help.

If the Statue of Liberty can be built, should Fundamentalism be adopted?
Your size one and two cities should be OK with just HG for a looong time. Try them with and without militia (there is a happyness bug that works in your favor sometimes). If you start having riots, aim to build Mike's, or try a few more cheap militia, or reduce your city sizes. You should never have to build a temple.

If your game goes on long enough to get Democracy (it shoudln't), you might build SoL and switch to Fundy. I usually stay with Monarchy.

Nope, I don't normally use small maps. Maybe I'm exploring too much... How much land should I know about in addition to my territory?
I like to explore a few tiles beyond my cities, to avoid nasty surprises by barbs and AI. And I like to find huts. And I like to get the AI maps via Marco, to know where my targets are. But I don't really need to know the whole map.

I think the AI found its elephant in a hut, just like I had (but mine was at the other end of my area, exploring). It pummeled my city, on plains with a warrior, and my legion, moving on a mountain.

That sounds like bad luck. Maybe you should just forget it. But you have a chance to defend if your cities are packed tight, connected by short roads or rivers, and you have a decent defender (ele, dip, or even a horse). You should aim to ATTACK an ele - not just wait and defend.

Warriors are almost useless as defenders, unless you can put them on good terrain, and/or use them to slow the enemy down. Of course, a warrior attacking an ele has a good chance.

By the way, if a hut produces an ele, then SOME civ must have polytheism already.

Yeah, I was wondering about sea raids before... With only warriors to defend your cities, how could you ever fend off elephants or knights?
See above. It's not easy. A warrior can slow the enemy down, but you really need a fast attacking unit nearby, or you need to control the seas.

Nope... No caravans. :p
The BEST way to make a WoW is by building vans and sending them to the city making the WoW. You can RB vans much cheaper than the WoW. You might want to read "Tips and Tricks for New Players" in this forum - it's actually for everybody.

How should conquest be approached? I followed the advice about lots of mounted units (elephants and a few knights) and watched one after another fall by the city walls and pikemen. (Note that I had no dips, but all four French cities that I could see were walled... I took the smallest, but at the cost of lots of elephant blood.) I normally use infantry and artillery, and very few cavalry.
What was the date ? You should try to conquer before 1000AD or so (and that date should come down with practice). You shouldn't see TOO many walls or pikemen before that. If you do, take down the walls of the capital with dips, and amass lots of vet crusaders nearby before you attack, all in one turn. Then bribe the other cities.

How do you get enough people Worshipful to get their (or their neighbors') maps? I got two civs to Worshipful and only one (my ally and neighbor) would trade maps.

The other civs probably didn't have mapmaking yet. Read "Tips..." which will answer lots of questions you probably haven't even thought of yet! ...
 
The end of 2500 B.C. is attached. I found a horseman and two archers near the beginning, disbanded on archer in Washington and the other in New York, found another archer with my horseman on that river, and disbanded him in Boston. I'm buying the first 10 shields of settlers, and I discover Monarchy next turn. This is the first game that I remembered to save at 2500, and (wouldn't you know it?) it smiled on me deluxe.

My four cities build 3 settlers at 2200 B.C.; did I do something wrong?

I see. That's not an easy decision. I might wander a turn or two looking for a forest tile, at least. It's unusual to have very large carpets of just grass.
I seem to be getting a lot of unusual things... I started by a carpet of desert (the coast being my only relief) a few games ago, and I've had many other undesirable conditions, but then I'm starting a new game every 5-10 minutes because I mess up or get messed up. (The Sioux found my third city once; I wasn't even venturing out...)

Well, if Deity doesn't frustrate you, keep at it!
They all frustrate me, lol, so I figure it's best to use the one that will teach me to avoid frustration soonest.

Your size one and two cities should be OK with just HG for a looong time. Try them with and without militia (there is a happyness bug that works in your favor sometimes). If you start having riots, aim to build Mike's, or try a few more cheap militia, or reduce your city sizes. You should never have to build a temple.
I wasn't even close to Monotheism when this happened. I think my lack of IRB is at the root of this, too, because I can only build a settler about as fast as a size-2 can grow and I don't have enough money to exile all the rioters, so maybe if I buy more settlers and settle more cities early on I'll get more revenue later on.

EDIT: 1800 B.C., my 6th city 6 squares from my capital (in Despotism) is born mad... 1750 B.C., my size-2, 4th city with 1 warrior, riots. ?!?!?

That sounds like bad luck. Maybe you should just forget it. But you have a chance to defend if your cities are packed tight, connected by short roads or rivers, and you have a decent defender (ele, dip, or even a horse). You should aim to ATTACK an ele - not just wait and defend.
I was rushing my legion and elephant to the city that had been crushed to attack the elephant, and I felt sure my legion would survive. (I hate how the battle odds, set even at Prince, are tipped for the other levels, but I guess AI wasn't too advanced in '99. Bah!)

The BEST way to make a WoW is by building vans and sending them to the city making the WoW. You can RB vans much cheaper than the WoW. You might want to read "Tips and Tricks for New Players" in this forum - it's actually for everybody.
Back in Prince, I was always able to get [Colossus, Copernicus, Isaac Newton] (in my SSC), Great Library, Great Wall, and sometimes Pyramids, by just building them and only buying when I'd just been told someone else was almost done. Every Wonder I like would follow easily after that. This is the strategy I was trying to carry over.

What was the date ? You should try to conquer before 1000AD or so (and that date should come down with practice). You shouldn't see TOO many walls or pikemen before that. If you do, take down the walls of the capital with dips, and amass lots of vet crusaders nearby before you attack, all in one turn. Then bribe the other cities.
I have no idea what date it was, but it was fairly early. My allies had Great Library, so I was exchanging techs with them often, and I got Republic from them then discovered Democracy, and I was building Statue of Liberty.
 

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J: Looks like a decent start. You'll have 6 cities and monarchy pretty soon. I'd place the next two at (131,71) to make a canal, and at roughly (136,68) to use the pheasant. I think short (one-tile) roads on the way are reasonable, but probably most EC players would delay those.

Some criticism:
1) Your cities should be closer together, usually two squares apart. That would have given you several extra turns of production, and you'd have less waste (see NY).
2) You have a bit "too much gold" (78). Within reason, try to spend it as soon as you get it, on RB's and IRB's. If you just got 50 gold from a hut, you're excused. If you can't spend your gold, lower taxes and raise science to 60 or 70.
3) Washington is size 2, so its workers should be on forests, making 5 shields per turn. Each city must make a new settler ASAP!
4) Your 4 cities contain 5 fortified units, which is a slight waste. I'd send out the horse in Washington to explore the north for huts. If there were no such lands to explore, you might even disband a unit or two, to make the next settler(s) a bit faster. Or, maybe you can use those 5 units to keep the peace until you get to approx 7 cities, to delay making another warrior for a little while. (though I think exploring is best).

These might seem very minor things, but you need to grow fast, to win the WoW races, and attack the AI's before they have walls/etc.
 
EDIT: 2200 B.C. is attached. HELP2 (1000 B.C.) is also attached; why is everyone (especially Boston) so mad?

J: Looks like a decent start. You'll have 6 cities and monarchy pretty soon. I'd place the next two at (131,71) to make a canal, and at roughly (136,68) to use the pheasant.
I thought cities shouldn't overlap radii? And New York already uses the pheasant...?

I think short (one-tile) roads on the way are reasonable, but probably most EC players would delay those.
What use is a one-tile road? And should it be by a city or between cities?

1) Your cities should be closer together, usually two squares apart. That would have given you several extra turns of production, and you'd have less waste (see NY).
Wow... You really like your cities crowded (by my standards). Doesn't this stunt your growth later?

2) You have a bit "too much gold" (78). Within reason, try to spend it as soon as you get it, on RB's and IRB's. If you just got 50 gold from a hut, you're excused. If you can't spend your gold, lower taxes and raise science to 60 or 70.
I probably would spend my gold faster if each settler only took two or three turns to settle once I knew the terrain...

3) Washington is size 2, so its workers should be on forests, making 5 shields per turn. Each city must make a new settler ASAP!
These are things I've never thought to question... If my axioms are faulty, no wonder my strategy can't stand up to Deity.

4) Your 4 cities contain 5 fortified units, which is a slight waste. I'd send out the horse in Washington to explore the north for huts. If there were no such lands to explore, you might even disband a unit or two, to make the next settler(s) a bit faster. Or, maybe you can use those 5 units to keep the peace until you get to approx 7 cities, to delay making another warrior for a little while. (though I think exploring is best).
I think Washington was size 3 and rioting, so I sent the horseman home.

These might seem very minor things, but you need to grow fast, to win the WoW races, and attack the AI's before they have walls/etc.
No, they aren't minor; they're refutations of my strategic foundations.

EDIT: When should I start Hanging Gardens and other WoWs?
 

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J: Most of your questions in this latest post are answered in DaveV's guide to ICS (fast growth). You can find that on the web at Apolyton or in Setho's Civ2 collection. You should read that before you read my guide to early conquest!

In a nutshell, your cities are usually only two squares apart. Ideally, they never reach size 3, because they spit out settlers so fast (this eases many unhappiness problems too). This strategy maximizes your "growth", which refers to your total number of cities (not the size of your cities). That's what really increases your total shield production, arrow production, etc, the fastest.

This is simply the best way to play the early game [for most purposes... but not for high score games, and maybe not for MP games]. I don't THINK any strong player disputes that. However, many players just don't like it, and don't use it, or they use some variation of it. Anyway, I think every serious player should read about it, try it, and then decide for themself.

I'm busy tonight, but I'll try to take a look at one of your new saves ASAP.
 
J: I took a quick look at save2, 1000BC. I guess this is from a different game than your 2500BC save, and probably not at Diety. Whatever the level, I assume 1000BC is your 60th turn. In that case, your growth - 19 cities - is really very good.

You are having happiness problems because you didn't build HG on time - when you have about 10-12 cities (at Deity... you can wait a bit longer at lower levels). I notice that one city is trying to build HG, but it is much easier and faster to make 4 caravans (as soon as you have the Trade tech, IRB the vans with your spare gold) and send them all to the city making the WoW. The vans add up to the 200 shields you need, so any additional shields produced by that city are wasted- unless it has made at least 50 already, so that you can omit a van.

It's not too late to do this, but I don't see a really fast way to get 3-4 vans into Wash or Atlanta from your save. If the WoW is urgent, it's best to plan ahead. For example, when I get Trade, I like to have 4 nearby cities with about 30 shields each, perhaps towards a settler. Then, I change their production to 4 vans, and IRB/RB them quickly, and make the WoW within a few turns of getting Trade. Doesn't always go so smoothly, of course.
 
No, actually it is Deity :) (check the opening dialog), but I raised taxes temporarily and used the money to IRB almost every turn. (I initially raised them when I saw a Sioux legion heading for Atlanta before first contact so I could afford the phalanx -- then made peace, so he was unnecessary -- and forgot to lower them afterward. I raised science again as soon as I realized my mistake, but perhaps it was a "happy accident.") The relatively long road network is due to this as well; I tried to limit myself to one tile per settler but had so many settlers in that area that it was practical and efficient.

I was too busy to think about wonders at 10 cities; I was probably still running on turbo taxes and just keeping pace with my city growth. But I'll have to keep that in mind from now on.

Do you ever try to maximize city growth by spacing cities later in the game?

I can't find ICS at http://sethos.gmxhome.de/English/BookOfStrategies/index.html...

I messed up somewhere else; A.D. 1888 is attached.
 

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Here's a link to the DaveV's guide to ICS - probably the best Civ2 guide of all, and it is only a few pages long. I thought Sethos had it, but he only has a secondary DaveV thread [also good, but not required reading].

http://apolyton.net/forums/showthread.php?s=&threadid=2209

Lost the net for a few days. I'll try to look at your save.

These days, I play Civ2 mostly in CFC GOTMs, and I don't always play for the earliest possible conquest. So, sometimes I do grow big cities, for bigger trade bonuses, or for a better GOTM score, etc. But if you're trying to learn the best simplest way to conquer fast, aim for lots of small cities, packed tight!
 
J: I just took a look at your 1888AD save. You are certainly winning the game, as a result of out-growing the AI's. But you've gone way past the "early conquest" years, when a few crusaders might take down a capitol defended by a few archers, without walls.

The rules have changed. Now you need units like spies, howitzers and transports. Maybe battleships and engineers (to make roads for your howitzers). Maybe bombers. I am not really an expert on conquest in the modern era - you may have to sort this out yourself.

I think you have learned how to outgrow the AI by approx 1000BC (but you should still read DaveV). I didn't see your whole game but it appears that you didn't attack quickly (you have to switch from ICS to making an army at some point). In the 80 turns between 1000BC and 1000AD, you build around 150 crusaders [and some boats, dips, etc], and get them to the AI capitals, and start conquering. With practice, you can do it with a lot fewer units, and a lot faster.
 
Thanks for that link!

J: I just took a look at your 1888AD save. You are certainly winning the game, as a result of out-growing the AI's. But you've gone way past the "early conquest" years, when a few crusaders might take down a capitol defended by a few archers, without walls.
Yeah, but I still have some chariots, elephants, and crusaders (maybe even horsemen) running around because I missed Leo's. I guess I should disband them, huh? :lol:

The rules have changed. Now you need units like spies, howitzers and transports. Maybe battleships and engineers (to make roads for your howitzers). Maybe bombers. I am not really an expert on conquest in the modern era - you may have to sort this out yourself.
Yeah, this is when I normally get my game into gear. I just wonder why my war machine works so poorly in comparison.

I think you have learned how to outgrow the AI by approx 1000BC (but you should still read DaveV). I didn't see your whole game but it appears that you didn't attack quickly (you have to switch from ICS to making an army at some point).
And I did that, I thought pretty early. I wiped out the Sioux first (before I knew about the key civ thing), but I wasn't prepared for the city walls in their capital and spent a few turns in cease-fire to build dips. Then when I got through with them my army was all at the west end of our island so I used boats to keep going, right into Germany. The Germans were easy until I couldn't keep going for the city walls. About the same time, I noticed that Purple had respawned as the Mongols, so I got their map with Marco's and colonized toward them (as my army was still in Germany).

I bought one German city, but quickly found that to be way to expensive. So most of my German colonies (and a few American cities) built dips to tear the walls down, and I finally got them off their home continent. They ran away to that western island with 3 or so cities on it. I fought Yellow off the peninsula to the east of that island, and England off the tiny peninsula by their continent. I'm building a transport to raid that island and finish the Germans. Meanwhile, Yellow has Leo's so I need to take it or discover Automobile ASAP, and I think Babylon should be my next conquest target.

In the 80 turns between 1000BC and 1000AD, you build around 150 crusaders [and some boats, dips, etc], and get them to the AI capitals, and start conquering. With practice, you can do it with a lot fewer units, and a lot faster.
I started building elephants pretty early and had them stockpiled by the time the Sioux got mad (because I was so much bigger and demanding tribute). I think I started building them early enough, but maybe I waited too long to use them.

Why aim for the capitals? Is that to cripple their economy with waste and corruption, to prevent city walls in it, or something else?

What about foreign policy? When should I preserve my reputation by starting wars with demands for tribute (or by expiring the cease-fire), and when should I sneak attack in peace/cease-fire (given that I haven't already won in theory)? I always keep my reputation Spotless unless an opponent tries something unexpected and very bad that I can stop.
 
You will find that if you defeat the enemy capital first (and if they don't shift their capital - it costs them 1000 gold to do so, so if they aren't that rich they can't) then bribing the other cities is much cheaper.

What I have learned from reading Peaster's writings is that you want to aim to get to Marco Polo asap, then once you get the enemy maps you want to stop and plan the future attack. You need to send troops out to the most distant lands first, since by the time they reach there you will have built more troops and they can be sent to the nearer lands.

If you can get tribute it is excellent, as it lets you IRB more troops quicker. I can't remember the exact formula off the top of my head (see http://apolyton.net/forums/showthread.php?s=&threadid=124278, but basically you need to have more military strength on the enemies home island than they do.

Re reputation, you can't really avoid damaging your reputation if you want the quickest victory. You get no points for the rep, so just attack as soon as you want! Actually there are ways to maintain your rep by goading the enemy into attacking but this isn't the fastest way.

Also, re modern warfare, one good way to launch an attack is with a blend of engineers, spies, howitzers and a few armors. You sail the lot over to the enemy, land them in a spot and have the engineers build a fort (or even found a city) so they can't all get wiped out at once, then have the engineers build railroads up to the target city so that the attacking units don't lose movement points getting there. You clearly want a lot of engineers - say you had 10 engineers, 10 howitzers, 6 spies and a few armors (maybe 4 transports full). The spies can be used for investigating to see how many defenders there are, planting nukes and sabotaging city walls and other improvements. Nothing can stand up to this. Veteran stealth fighters are also very effective.
 
Thanks for that link!

Yeah, but I still have some chariots, elephants, and crusaders (maybe even horsemen) running around because I missed Leo's. I guess I should disband them, huh? :lol:
Probably. I guess it depends on whether you expect to capture Leo's soon, and whether you can use these for militia, or maybe to pick off weak AI units (diplomats, artillery, etc). And whether you have support problems. I don't remember your save that well, but IIRC you already have 3 riflemen in most of your cities, so you have an excess of militia/defensive units, and mainly need more attackers.

I bought one German city, but quickly found that to be way to expensive.
.....
Why aim for the capitals? Is that to cripple their economy with waste and corruption, to prevent city walls in it, or something else?
Because after the capital goes down, you can usually bribe the other cities quickly and cheaply. And if the target civ is poor, bribery costs go down even more. After a few bribes, the civ often seems to collapse, and you can simply attack again, to save some gold.

By the way, I didn't realize you were playing with "restarts on" (why?). This makes EC much harder - unless you have a strategy for wiping out the restarts quickly.

What about foreign policy? When should I preserve my reputation by starting wars with demands for tribute (or by expiring the cease-fire), and when should I sneak attack in peace/cease-fire (given that I haven't already won in theory)? I always keep my reputation Spotless unless an opponent tries something unexpected and very bad that I can stop.

I don't think reputation matters very much, but I like to stay spotless too. Maybe it helps a little when demanding tribute, or asking to trade maps, etc. Don't know that anyone has actually studied this.

On the other hand, you get an attack bonus when you sneak attack.
 
Another beginning, a log file, and my exhaustion of Hanging Gardens are attached. I did ICS until I needed Hanging Gardens, got Hanging Gardens and thought I could settle to my heart's desire, and stopped only after I got into so much deep dooky.

Probably. I guess it depends on whether you expect to capture Leo's soon, and whether you can use these for militia, or maybe to pick off weak AI units (diplomats, artillery, etc). And whether you have support problems. I don't remember your save that well, but IIRC you already have 3 riflemen in most of your cities, so you have an excess of militia/defensive units, and mainly need more attackers.
Excess? Isn't 3 riflemen per city about right?

Because after the capital goes down, you can usually bribe the other cities quickly and cheaply. And if the target civ is poor, bribery costs go down even more. After a few bribes, the civ often seems to collapse, and you can simply attack again, to save some gold.
Oh... Thanks!

By the way, I didn't realize you were playing with "restarts on" (why?). This makes EC much harder - unless you have a strategy for wiping out the restarts quickly.
That's how I've played for as long as I can remember... Now I'm on the standard rules, though.

On the other hand, you get an attack bonus when you sneak attack.
Huh? You're stronger because they don't expect it, I guess?
 

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Excess? Isn't 3 riflemen per city about right?

Huh? You're stronger because they don't expect it, I guess?

I guess 3 riflemen is OK for a city near the AI, exposed to attack. Or if the city has happiness issues. But IIRC you're playing Fundy (good), so your cities don't have those. And I don't recall that any of your cities seemed in much danger. I'd probably guard most cities with just one unit (or even none, if no AI units are nearby) and use my units for attack, not defense. If you DO lose a city, it should be easy to get it back by bribery. Keep in mind, I don't play the modern age much, and may have forgotten some of the dangers. So, better decide for yourself.

Yes (about the sneak). But I don't think gives a huge advantage.
 
I guess 3 riflemen is OK for a city near the AI, exposed to attack. ... Keep in mind, I don't play the modern age much, and may have forgotten some of the dangers. So, better decide for yourself.
I do play the modern age and 3 Riflemen per city is excessive. One is sufficient. For cities on the front you may temporarily keep extra defenders for a turn or two but they should move along with your front. Keep a few offensive units nearby, even in your heartland, for dealing with emergencies such as rare surprise attacks by AI, or more common barbarian landings.
 
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