Carl v.
Chieftain
Among all other things, the civ-gamer is the supreme warlord of his empire. In the beginning it is quite simple: How do I use my warrior/scout most efficiently?
Quite soon, however, we have to face the first strategical question: Do we go for archery or bronze working? The answer is political. Here we change hats and reappear as the old, wise chiefs of our tribes who knows our neighbours. Are our relations with the other tribes so good that we can expect to survive with just warriors until we have axmen? Or should we go for hunting and archery first?
If we have possibilities to build camps, it is a factor to be considered.
Unit tasks
Archers are cheap to build, and are good city defenders. But we need more aggressive units too. Depending on how strong the attacking force is compared to ours our axes have one of two tasks: Either to meet the enemy in the open and defend improvements, or to take out weakened enemy units after the attack on the city has failed.
If we do not get bronze or iron, we stuff our cities with arrows. If we can not build chariots, they are our strongest unit and have to be used not only for city defence. We expect to loose lots of them if we must attack hostile forces.
Attack on the defence
We must attack in case of war. Even if an enemy does not have enough forces to conquer a city, he still is deadly dangerous. If not attacked on your soil, he will start to pillage improvements.
At this phase of the game, it is like scissors, stone and paper: swordsman (mostly) beats city-defending archer, axman beats swordsman, chariot beats axman and spearman beats chariot. Chariots are often underestimated, but are highly effective against axmen.
The mix of your forces depends on the theatre. If a neighbour has horses, we need spears in the border cities. If not: axes and chariots. In the defence we go for aggressive units. We shall not only deplete the attacking enemy, but annihilate him.
The Archer
The archer is all but forgotten in this scenario. He is our last stand if the enemy survives long enough to launch an attack on the city. If he is not there, the barbarian hordes will flood our city, rape our women and kill the grand-dad. And that, we will not. So we build at least one archer to each city.
The archers have the best cost/city defence-value ratio of all our units at this time.
But when do we attack?
When we think the circumstances are favourable to us. But we must be prepared to loose units, even if ours are superior.
If we have bronze or iron, and production capacity and your neighbour has no metals a violent expansion might be a good idea.
First we need intelligence; how strong is the garrison in the city we will attack? How high is the citys defence-value? According to this, we start to build troops for our expeditionary force. If we have enough troops garrisoned to execute a campaign, we probably have build to much military in peace-time.
Strength evaluation
It is hard to determine how strong force we need to take out for instance two archers and a chariot. Strength (with promotions) and special abilities, plus terrain features, can give a rough estimate. But we can never rely on that a swordsman (6 strength plus city rider) will take out an archer (3 strength plus city-defence special ability).
In this case, we assume that 3 swordsmen will do the job. But if not, there are two axes present to finish off the remnants of the defenders. The axes have two tasks. First: to defend the valuable city-attackers in enemy territory. Second: to act as garrison troops in our conquered city.
Culmination
Now we are past our first culmination point; we will have to build strength if the campaign is going to continue. Fresh units are on their way, and all of our cities are producing troops. Never build anything but troops during wartime. And our workers build roads to increase manoeuvrability.
From a military point of view, it makes sense to go on on the war-path. The enemy was not preparing for war, while we have produced military units for a while now. He also has lost some of his production capacity. His prospects look grim, even if he now has got access to metals.
Barracks
For this scenario, we assume we have barracks, and the AI has not. The value of barracks could hardly be overestimated. Units with 10 percent extra strength should in theory beat enemy forces without promotion (regarding terrain). We still estimate a loss from 20 to 50 percent. But even if our units are depleted (a better word than wounded?), they are still there, and need time to heal.
From an economical point of view, we get more power for each hammer with barracks.
Quite soon, however, we have to face the first strategical question: Do we go for archery or bronze working? The answer is political. Here we change hats and reappear as the old, wise chiefs of our tribes who knows our neighbours. Are our relations with the other tribes so good that we can expect to survive with just warriors until we have axmen? Or should we go for hunting and archery first?
If we have possibilities to build camps, it is a factor to be considered.
Unit tasks
Archers are cheap to build, and are good city defenders. But we need more aggressive units too. Depending on how strong the attacking force is compared to ours our axes have one of two tasks: Either to meet the enemy in the open and defend improvements, or to take out weakened enemy units after the attack on the city has failed.
If we do not get bronze or iron, we stuff our cities with arrows. If we can not build chariots, they are our strongest unit and have to be used not only for city defence. We expect to loose lots of them if we must attack hostile forces.
Attack on the defence
We must attack in case of war. Even if an enemy does not have enough forces to conquer a city, he still is deadly dangerous. If not attacked on your soil, he will start to pillage improvements.
At this phase of the game, it is like scissors, stone and paper: swordsman (mostly) beats city-defending archer, axman beats swordsman, chariot beats axman and spearman beats chariot. Chariots are often underestimated, but are highly effective against axmen.
The mix of your forces depends on the theatre. If a neighbour has horses, we need spears in the border cities. If not: axes and chariots. In the defence we go for aggressive units. We shall not only deplete the attacking enemy, but annihilate him.
The Archer
The archer is all but forgotten in this scenario. He is our last stand if the enemy survives long enough to launch an attack on the city. If he is not there, the barbarian hordes will flood our city, rape our women and kill the grand-dad. And that, we will not. So we build at least one archer to each city.
The archers have the best cost/city defence-value ratio of all our units at this time.
But when do we attack?
When we think the circumstances are favourable to us. But we must be prepared to loose units, even if ours are superior.
If we have bronze or iron, and production capacity and your neighbour has no metals a violent expansion might be a good idea.
First we need intelligence; how strong is the garrison in the city we will attack? How high is the citys defence-value? According to this, we start to build troops for our expeditionary force. If we have enough troops garrisoned to execute a campaign, we probably have build to much military in peace-time.
Strength evaluation
It is hard to determine how strong force we need to take out for instance two archers and a chariot. Strength (with promotions) and special abilities, plus terrain features, can give a rough estimate. But we can never rely on that a swordsman (6 strength plus city rider) will take out an archer (3 strength plus city-defence special ability).
In this case, we assume that 3 swordsmen will do the job. But if not, there are two axes present to finish off the remnants of the defenders. The axes have two tasks. First: to defend the valuable city-attackers in enemy territory. Second: to act as garrison troops in our conquered city.
Culmination
Now we are past our first culmination point; we will have to build strength if the campaign is going to continue. Fresh units are on their way, and all of our cities are producing troops. Never build anything but troops during wartime. And our workers build roads to increase manoeuvrability.
From a military point of view, it makes sense to go on on the war-path. The enemy was not preparing for war, while we have produced military units for a while now. He also has lost some of his production capacity. His prospects look grim, even if he now has got access to metals.
Barracks
For this scenario, we assume we have barracks, and the AI has not. The value of barracks could hardly be overestimated. Units with 10 percent extra strength should in theory beat enemy forces without promotion (regarding terrain). We still estimate a loss from 20 to 50 percent. But even if our units are depleted (a better word than wounded?), they are still there, and need time to heal.
From an economical point of view, we get more power for each hammer with barracks.