Around 2000/2001 I played a lot of Starcraft. Unfortunately, I was terrible at it. I just couldn't seem to adjust my play style to get away from the turtle for an epic army mindset... and I payed for it every game against my friends that had a compedative instinct better suited for a RTS (real time strategy game).
Their plan of attack was as simple as this:
1. Find my base asap
2. cripple my econemy
3. follow up before I could recover
Even if they were behind in number of units and general resources, they had brought the fight to me and kamakaze killed critical units. In this case, my workers. They also got a good look at what my current defenses were. My only option at that point was to rebuild my crippled econemy while theirs had just started to thrive. It was check against me and all they had to do was follow up for the mate because my course of action was now predictable.
While I could never get the knack of offense in Starcraft like that, I found myself inadvertantly doing it in Civ4 and finally tried a game to really focus on that idea.
To really play up the idea of 'harrassing' an opponent, I was aiming for a mobil unit. Chariots seemed like a nice choice, particularly the favored Immortal, but their 2 moves would be worthless in rough terrain. Aha, the mongol's Keshik! But horse back riding is an expensive tech, and I've been starved for horses early on for many of my games... just when I thought an ideal unit was no where to be found, I noticed the free promotion the Zulu's Impi has... mobility!
Shaka it was.
The plan was simple, get some impi's out reaping havok as soon as possible. Unlike a typical rush of say, immortals, to take out a single Civ, the Impi's job was to trek to every civ... pillage their land, steal their workers, and potentially pick off settlers trying to make a run for it. In a nut shell, destroy their econemy.
These were my game settings:
Obviously this is stacked in favor of my strategy, but I've found this is a good way to judge if it's even plausible. (Example: I've tried several times to capitalize on the Chu Ko Nu as a killer offensive unit with favorable settings, and saw mediocre results at best.)
It's also important to note that tech takes less beakers on a tiny map. 720 for something like Fuedalism compared to 840 on a standard size map. (My numbers might be a little off, but you get the idea). This means on larger maps, opponents will have a little bit more time to make units to guard their back yards.
Starting Spot
My settler started on the gold just below my capital. I wanted to get settled on the first turn, if possible, so I took a gamble on the flood plain where I ended up building. It worked well since I got the silk in a forest (2 food, 1 hammer, 1 trade) and the cows in my fat cross.
Expansive now building settlers 50% faster also provided an interesting option. Rather then being stuck with a flood plain (or any other 3 food/hammer 1 trade tile) to get him out in 15, I could go with a gold mine for 15 turns but gain 2 trade a turn, the Silk to have him done in 12 and STILL get 1 extra trade, or I could go with the forested hill and have the worker done in 10 with no extra trade.
I opted for the silk to try and get a tech a turn sooner, which turned out to be pointless. I went for animal husbandry first, which I researched at 15 beakers a turn instead of 10 (I need to look more in to why this happened).
My fat cross grew, my worker played cowboy, and work began on a warrior. Science wise I aimed for mining then bronze next. The cattle quickly turned in to a huge boon for pop growth and hammers because another worker was lined up to start at 2 pop. I delayed starting the scond worker 2 turns to finish a half done scout so I could find my other foes.
Worker 2 was chopped (only 1 tree needed) because the hammers were bumped up to 30! I'm loving the expansive change at this point. About this point bronze working had finished and much to my horror... NO COPPER!
I was almost ready to stop right here. The lack of copper meant the entire impi harrassment plan was flushed down the toilet. If only I had some iron in my diet. Sucking it up, I put off wheel and pottery and gunned for iron working, hoping for better luck.
At this point I did some Queue swapping. Each time a tree was chopped for the city, I'd let it make a settler for a turn. Between that I was making a second warrior to go with him... and praying iron would be close.
A rocky start with a few build/growth/tech mistakes made, but much to my glee... IRON! About this time I have a settler, an escort, and and a worker ready to go for it. The location could have been a little better, but begger's can't be choosers, eh?
Moving Along!
This is actually many turns after I founded my second city. It's already a 2. Sorry for the sloppy screenshot chronicalling, this game was done over an insominiatic night, so I'm lucky I remembered to get as many save files as I did.
As you can see, I've got a good chunk of the map explored and even have my scouts doubling back to start circling my two closest neighbors like vultures.
My capital has a barracks and is making an impi, my second city is working on a barracks. Thankfully I'm aggressive so build times are forgiving. I should note I slowed the growth of city 2 in favor of going heavy on the hammers (iron mine) since I needed some fast production. Going heavy food + wipping wasn't an option because I forgot to convert to slavery when I got it...
My first impi out of the gate was giving a shock promotion. Monty had copper in is capital's radius. I was expecting to get an axe to the face when I got up there. Lucky for me, he had mined the copper... but he didn't hook it up with a road! What's more, I had 1 more move and got myself a free worker.
The worker got out and started building a road home. (With barbs on I would have sent a second impi up asap to escort that worker during the road project). The impi took out the copper mine and started dancing around his land pillaging everything else. Monty resorted to massing archers. I think I arrived just a little too late or he managed to sneak out on me because monty got a second city at some point during my 1 impi siege.
Not long after declaring war on monty, I did the same to Isabella. She already had her second city when I got there, so I used the two impis to take the one worker I could and rip up her land so she couldn't axe me.
Basically I kept those two bottled up for a while so I could get a third city out , make some catapults, and a few swords and axes to go with them. Denying them any form of terrain improvement and forcing them into mass archer mode really shows its effect by their scores.
Aztec Nation
While my impi scooted away to scout the other city monty snuck out on me, he sent a stack of 3 archers out. I'm not really sure why, but that welcoming commity I had on standby was happy to show them the error of leaving forest cover. I offered monty peace after I killed his foolish archers and bullied 3 techs out of in in the process (fishing, polytheism, and archery).
Cowardly Spanish
Isabella was itching to get that settler out, so I had my impis move towards that iron. It was a gamble that I would be able to catch the archers on flat ground before she built the city, and even more so that both impis would win the combat (only 1 of them had cover, and there were 2 archers guarding the settler). Much to my delight, they both won. I disbanded the worker so I didn't have to pay for him and signed peace with Spain aftwards. She had 3 techs as well, but I could only bully monotheism from her.
At this stage in the game, the Inca didn't seem to be doing very well. I was tempted to send my two impis up to harrass them next, but for the sake of letting my war weariness cool off and to see how much harder then my archer hording neighbors were, I left him alone.
A brand new city built to hold a ton of cottages, 2 swordsman, 1 axe, 2 catapults, and 3 impis (who were already there) later, I went after the Aztecs for the kill. They had walled their capital, so I played it safe and let the catas drag down the cultural defense and the swords do the heavy hitting. Without culture to back them up, the swords chewed up the archers, though they were damaged pretty badly. The 3 impis danced ahead and razzed the second city, which had no cultural defense and only an archer and warrior guarding it. I lost 1 impi to soften up the archer, but I considered it worth it.
My Impis stayed at spain's border, and Bell eventually made that city near the iron she wanted. I was going to try and jump them again, but this time she settled without leaving hills/forests. My two impis got stuck between a mountain and her border! Oh well, the war engine was coming. It was up to 4 catas, 3 swords, and 1 axe along with 1 impi from the aztecs.
Over the coarse of the war with Spain, 3 more cats, 4 swords, 1 axe, and 1 medic promoted impi joined the fray (Mind you, it was an 8 turn trek to get to their border by road and a good 10 to reach the point of their capital). I lost 1 sword, two cats, and 1 impi taking out spain. Right about this time the incans built the oracle and slingshot themselves right in to fuedalism. Ouch, longbows. I knew I should have pillaged him too!
So as far as harrassment and repeated warring went on my two neighbors, I'd say it was a stunning success. I'm increadably pleased with the results and just need to refine the build process of my own nation to speed up the follow up. Those workers and tile improves are so critical, to deny a nation those developements early on proved crippling.
As for the Inca... well it was a pretty typical war. Of their 4 cities, their fringe one fell easily (2 units guarding). The other 3 were actually hard enough that I captured only 1 before signing peace and finishing up the tech (and then upgrades) to maces. They actually put up a fairly solid counter attack which cost me 2 catas, 3 impis, and an axe (two of which were lost due to really bad luck against wounded unit).
It made a very interesting contrast, fight wise. The Inca being left alone to develope put up a very good struggle. If I had waited too much longer to strike, they potentially would have had more catapults (they had -just- gotten them when I invaded) which might have been enough to chase me out of their territory or bog my march down enough for them to make more units. While the Aztecs, being he first I harrassed whimpered and died... and spain only gave me grief because their capital was on a hill with a wall and a lot of units. Had I left spain alone and killed Monty first, they might have been to longbows themselves by the time I got there.
So after the first run on this strat, I figure it's worth looking at some pro's and con's that I've found (and I'm sure there are many more others can contribute!).
The Good:
The Bad:
Multiplayer Speculation:
All in all, I'd say because the general idea comes from a real time strategy game, it's definately better suited for a multiplayer environment. There are adjustable applications for combatting the AI that may even including declaring war perioditically to only raid their land and pillage to push a stalemate in your favor.
I'd really like to work on this to see a bigger scope that more nations can take advantage of, especially to have it carry over in to the higher difficulties where the AI gets such a tremendous head start.
Their plan of attack was as simple as this:
1. Find my base asap
2. cripple my econemy
3. follow up before I could recover
Even if they were behind in number of units and general resources, they had brought the fight to me and kamakaze killed critical units. In this case, my workers. They also got a good look at what my current defenses were. My only option at that point was to rebuild my crippled econemy while theirs had just started to thrive. It was check against me and all they had to do was follow up for the mate because my course of action was now predictable.
While I could never get the knack of offense in Starcraft like that, I found myself inadvertantly doing it in Civ4 and finally tried a game to really focus on that idea.
To really play up the idea of 'harrassing' an opponent, I was aiming for a mobil unit. Chariots seemed like a nice choice, particularly the favored Immortal, but their 2 moves would be worthless in rough terrain. Aha, the mongol's Keshik! But horse back riding is an expensive tech, and I've been starved for horses early on for many of my games... just when I thought an ideal unit was no where to be found, I noticed the free promotion the Zulu's Impi has... mobility!
Shaka it was.
The plan was simple, get some impi's out reaping havok as soon as possible. Unlike a typical rush of say, immortals, to take out a single Civ, the Impi's job was to trek to every civ... pillage their land, steal their workers, and potentially pick off settlers trying to make a run for it. In a nut shell, destroy their econemy.
These were my game settings:
- Noble Difficulty
- Tiny Map (3 AI players instead of 2)
- Inland Sea (Flat)
- No Barbarians (Need to try this with them next time)
- No Goodie Huts (To avoid gobbling up freebie gold at the start)
- No Vassal States (not really sure why since the last patch)
Obviously this is stacked in favor of my strategy, but I've found this is a good way to judge if it's even plausible. (Example: I've tried several times to capitalize on the Chu Ko Nu as a killer offensive unit with favorable settings, and saw mediocre results at best.)
It's also important to note that tech takes less beakers on a tiny map. 720 for something like Fuedalism compared to 840 on a standard size map. (My numbers might be a little off, but you get the idea). This means on larger maps, opponents will have a little bit more time to make units to guard their back yards.
Starting Spot
My settler started on the gold just below my capital. I wanted to get settled on the first turn, if possible, so I took a gamble on the flood plain where I ended up building. It worked well since I got the silk in a forest (2 food, 1 hammer, 1 trade) and the cows in my fat cross.
Expansive now building settlers 50% faster also provided an interesting option. Rather then being stuck with a flood plain (or any other 3 food/hammer 1 trade tile) to get him out in 15, I could go with a gold mine for 15 turns but gain 2 trade a turn, the Silk to have him done in 12 and STILL get 1 extra trade, or I could go with the forested hill and have the worker done in 10 with no extra trade.
I opted for the silk to try and get a tech a turn sooner, which turned out to be pointless. I went for animal husbandry first, which I researched at 15 beakers a turn instead of 10 (I need to look more in to why this happened).
My fat cross grew, my worker played cowboy, and work began on a warrior. Science wise I aimed for mining then bronze next. The cattle quickly turned in to a huge boon for pop growth and hammers because another worker was lined up to start at 2 pop. I delayed starting the scond worker 2 turns to finish a half done scout so I could find my other foes.
Worker 2 was chopped (only 1 tree needed) because the hammers were bumped up to 30! I'm loving the expansive change at this point. About this point bronze working had finished and much to my horror... NO COPPER!

I was almost ready to stop right here. The lack of copper meant the entire impi harrassment plan was flushed down the toilet. If only I had some iron in my diet. Sucking it up, I put off wheel and pottery and gunned for iron working, hoping for better luck.
At this point I did some Queue swapping. Each time a tree was chopped for the city, I'd let it make a settler for a turn. Between that I was making a second warrior to go with him... and praying iron would be close.
A rocky start with a few build/growth/tech mistakes made, but much to my glee... IRON! About this time I have a settler, an escort, and and a worker ready to go for it. The location could have been a little better, but begger's can't be choosers, eh?
Moving Along!
This is actually many turns after I founded my second city. It's already a 2. Sorry for the sloppy screenshot chronicalling, this game was done over an insominiatic night, so I'm lucky I remembered to get as many save files as I did.
As you can see, I've got a good chunk of the map explored and even have my scouts doubling back to start circling my two closest neighbors like vultures.
My capital has a barracks and is making an impi, my second city is working on a barracks. Thankfully I'm aggressive so build times are forgiving. I should note I slowed the growth of city 2 in favor of going heavy on the hammers (iron mine) since I needed some fast production. Going heavy food + wipping wasn't an option because I forgot to convert to slavery when I got it...

My first impi out of the gate was giving a shock promotion. Monty had copper in is capital's radius. I was expecting to get an axe to the face when I got up there. Lucky for me, he had mined the copper... but he didn't hook it up with a road! What's more, I had 1 more move and got myself a free worker.
The worker got out and started building a road home. (With barbs on I would have sent a second impi up asap to escort that worker during the road project). The impi took out the copper mine and started dancing around his land pillaging everything else. Monty resorted to massing archers. I think I arrived just a little too late or he managed to sneak out on me because monty got a second city at some point during my 1 impi siege.
Not long after declaring war on monty, I did the same to Isabella. She already had her second city when I got there, so I used the two impis to take the one worker I could and rip up her land so she couldn't axe me.
Basically I kept those two bottled up for a while so I could get a third city out , make some catapults, and a few swords and axes to go with them. Denying them any form of terrain improvement and forcing them into mass archer mode really shows its effect by their scores.
Aztec Nation
While my impi scooted away to scout the other city monty snuck out on me, he sent a stack of 3 archers out. I'm not really sure why, but that welcoming commity I had on standby was happy to show them the error of leaving forest cover. I offered monty peace after I killed his foolish archers and bullied 3 techs out of in in the process (fishing, polytheism, and archery).
Cowardly Spanish
Isabella was itching to get that settler out, so I had my impis move towards that iron. It was a gamble that I would be able to catch the archers on flat ground before she built the city, and even more so that both impis would win the combat (only 1 of them had cover, and there were 2 archers guarding the settler). Much to my delight, they both won. I disbanded the worker so I didn't have to pay for him and signed peace with Spain aftwards. She had 3 techs as well, but I could only bully monotheism from her.
At this stage in the game, the Inca didn't seem to be doing very well. I was tempted to send my two impis up to harrass them next, but for the sake of letting my war weariness cool off and to see how much harder then my archer hording neighbors were, I left him alone.
A brand new city built to hold a ton of cottages, 2 swordsman, 1 axe, 2 catapults, and 3 impis (who were already there) later, I went after the Aztecs for the kill. They had walled their capital, so I played it safe and let the catas drag down the cultural defense and the swords do the heavy hitting. Without culture to back them up, the swords chewed up the archers, though they were damaged pretty badly. The 3 impis danced ahead and razzed the second city, which had no cultural defense and only an archer and warrior guarding it. I lost 1 impi to soften up the archer, but I considered it worth it.
My Impis stayed at spain's border, and Bell eventually made that city near the iron she wanted. I was going to try and jump them again, but this time she settled without leaving hills/forests. My two impis got stuck between a mountain and her border! Oh well, the war engine was coming. It was up to 4 catas, 3 swords, and 1 axe along with 1 impi from the aztecs.
Over the coarse of the war with Spain, 3 more cats, 4 swords, 1 axe, and 1 medic promoted impi joined the fray (Mind you, it was an 8 turn trek to get to their border by road and a good 10 to reach the point of their capital). I lost 1 sword, two cats, and 1 impi taking out spain. Right about this time the incans built the oracle and slingshot themselves right in to fuedalism. Ouch, longbows. I knew I should have pillaged him too!
So as far as harrassment and repeated warring went on my two neighbors, I'd say it was a stunning success. I'm increadably pleased with the results and just need to refine the build process of my own nation to speed up the follow up. Those workers and tile improves are so critical, to deny a nation those developements early on proved crippling.
As for the Inca... well it was a pretty typical war. Of their 4 cities, their fringe one fell easily (2 units guarding). The other 3 were actually hard enough that I captured only 1 before signing peace and finishing up the tech (and then upgrades) to maces. They actually put up a fairly solid counter attack which cost me 2 catas, 3 impis, and an axe (two of which were lost due to really bad luck against wounded unit).
It made a very interesting contrast, fight wise. The Inca being left alone to develope put up a very good struggle. If I had waited too much longer to strike, they potentially would have had more catapults (they had -just- gotten them when I invaded) which might have been enough to chase me out of their territory or bog my march down enough for them to make more units. While the Aztecs, being he first I harrassed whimpered and died... and spain only gave me grief because their capital was on a hill with a wall and a lot of units. Had I left spain alone and killed Monty first, they might have been to longbows themselves by the time I got there.
So after the first run on this strat, I figure it's worth looking at some pro's and con's that I've found (and I'm sure there are many more others can contribute!).
The Good:
- Crippled opponents are easy to out grow, out tech, and overpower
- Plundering by 2000 BC gives pretty good pocket change for the era
- Doing this to neighbors means a little more safety and less rush for settler developement
- Did you discover a nation with a worker on their outer border? Take it from them!
- Devistating effect on small maps and slower game speeds
- Wonderful way to bully techs from an AI player
The Bad:
- If the worker stealing plunder rush fails, you're going to fall WAY behind.
- The enemy cities won't have developed land if you plan to keep them later.
- Your relations with other nations will likely be ruined for the rest of the game
- Less mobile units are going to have a harder time making this work.
- Harrassing every player could prove impossible due to distance and/or natural boundries (oceans).
- The distance cost for all the units in enemy territory could cripple your own econemy
- War weariness could become overwhelming
- The faster the game, the smaller the window of opporunity to cripple an enemy nation.
- May prove impossible on higher difficulty AI opponents because they'll have axes, spears, and/or cherriots before you can even declare war to prevent it!
Multiplayer Speculation:
- Potentially much more deadly in multiplayer games where diplomacy probably doesn't much.
- Human players tend to HATE being rush (at least they did in Starcraft). This tends to lead to a lot of very sour feelings.
- Getting a rep as a rusher like this in multiplayer may make people gang up on you, especially with the same rush tactic.
- An equal skill opponent will likely have an appropriate counter ready to go by the time you knock on their door.
All in all, I'd say because the general idea comes from a real time strategy game, it's definately better suited for a multiplayer environment. There are adjustable applications for combatting the AI that may even including declaring war perioditically to only raid their land and pillage to push a stalemate in your favor.
I'd really like to work on this to see a bigger scope that more nations can take advantage of, especially to have it carry over in to the higher difficulties where the AI gets such a tremendous head start.