Excellent questions, unknown_spirit!
I can go on for days, but try to restrain my output because there's lots of ways to play & mine is only one opinion & I still continue to learn and evolve

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But......... Since you ask <drinks some coffee>
Originally posted by starlifter: Originally posted by starlifter
When I build horsemen, it's for mobil happiness control/wonder production.
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What exactly do horsemen have to do with wonder production? I thought Trade units helped with it, not military units
Before I answer, I should say that I have a rather detailed way of playing, and will only touch on what you ask about, to keep it shorter.
Horsemen are vital in some games to win early wonder races, especially before Trade & caravans. I build key roads for defense & minimal units early on with my NONE settler (Diety usually gives 2 setters). This road system is key for barb defense. It is key for trade. And it is key for early wonders.... I get started on a wonder almost immediately, sometimes by the 2nd city. The wonder city (usually capital) does not have a temple. Happiness at Deity is a problem, and the wonder city has one unit. Newer cities must produce settlers and control units. If I cant get a barb horseman, and I get stuck with HBR due to a stinkin hut, then I'll probably build a very very few horsies. Their function is to trap and kill barb leaders, and to quickly quickly rush from city to city to keep happiness depending on turn by turn happiness and shield needs. This is JIT (Just In Time) management theory, appied to Civ 2.... The horsies are often critical to keeping all citizens working in the 2 or more wonder cities by this point.... but they often have to chase barbs. I can't tell where the barbs will be, so it is critical to be able to make pretty massive military shifts in one turn.... the horsemen are how I do it, since most cities are at least 4/3 movement points apart (I don't play ICS). If I had one movement point units like warriors, a lot of cities, including my templeless wonder cities, would be sucking wind and losing production, and probably losing the tight Colossus & Pyramids race, not to mention the Hanging Gardens. You cannot afford to ignore barbs, both for the money, as well as danger to the cities... so out the defenders go, to force the fight outside the cities. But the
wonder cities must maintain happiness at all times.... so I'll bring in horsies from cities away from the threat, and let the cities they came from choke on unhappy citizens until the fighting is done... then everyone shifts back to their "springloaded" positions, to await the next threat.
Hope that helps. It is a lot like playing soccer/futbol, if you know how defenses shift. You don't want slow forwards and wings.
Why? What is wrong with them? Good on the attck and on the defence, what more do you want?
Specifically, I want Alpine movement, or double movement, or 30 hit points. Marines do nothing particularly well, and I use specific units for specific tasks, in general. Captured AI Marines (AIs love them!) get to make one-day Spaceship Components in size 2 cities (2 freight + 2 marines = 1 shiney new SS component in a 1-shield city!!). Marines also get converted into Howies, Tanks, and Stealth Fighters.
..rehomed to a system that maximised Democratic growth..
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What is this system, may I ask? I don't quite follow what you are saying, here.
No prob.
Happiness is Job #1 in a PD (Power Democracy). Continious growth of one cit per turn has top priority, unless emergency defense is necessary. My cities are planned to achieve pre-ordained production quotas in Modern warfare as far back as 2,000 or so BC. For instance, Armor.... a city will be specially designed to obtain a correct multiple, like 40 or 80 to get a Tank (armor), and it will spew them out turn after turn. Since an 80s city will likely be exactly 80s, or maybe 82s, when the multiple drops to 79, the pooch is screwed... units must be rehomed to keep tanks flowing out (I'm always in Democracy, esp. in war). So the new tanks must be transferred to other cities, esp. Shakespeare. This keeps the multiple at 80s or greater, and moreover, prevents unhappiness.... though an 80s city is almost always fully grown. But I like all cities celebrating, in case I need a sudden push for combat engineers or instant size 4 or 5 cities.
And finally, why do you love AEGIS cruisers so much? Battleships are much more powerful, and make shore bombardments a cinch. AEGIS does not do much, except as an escort ship for your Transports. Similarly, this is all Destroyers are good for, although they do it worse than the AEGIS.
I'd have to say that modern Naval combat is probably one of my strengths, and I'm a strong naval proponent. The AEGIS protects my Battleships, destroyers, and transports, as well as a mobile SAM for my cities (if necessary). Vet AEGIS will defeat almost anything, even non-vet BBs sometimes. Stacked with a vet BB, they are practically invincible. Stack 2 or 3 vet AEGIS with a BB, and you can suck all the AI Cruise missiles out. The Ai is able to do certain things with CMs and NMs that humans cannot, but that is a topic of another thread (in fact, it's in some threads from last year)....
So I like to have at least one city producing a vet AEGIS per turn, every turn. Ideally, the AEGIS would be rehomed to Shakespeare on the way to combat.
Ditto for BBs. IPRB one vet BB per day, and maybe 2 BB producers for short periods. No AI ships are allowed to roam the seas, LOL!!!! With magellan, about 20 destroyers, and infinite BBs & AEGIS, the oceans are lethal to enemy sea and air power. Enemy partisans don't last too long near a vet BB, either, hehehe.... But it is the vet AEGIS that keeps the BB healthy and able to move 4 or 5 or 6 per turn. AEGIS often get pummeled, and a new AEGIS must be rotated in to take over.... hence the need for lots of vet AEGIS

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I never build Cruise Missiles, except if there are lots of enemies crammed into a single square. This saves on nukes and units, and also dosen't cause pollution as nukes do,
An advantage I give the AI is that I don't nuke them, either by NM or suitcase spy. I self-impose several constraints, and this is one. Besides, the loss of population and damage to terrain is too much for a fast-advancing blitz. Almost all my engineers can be tied up in a large invasion, and don't have time to stop and fix terrain along the way... so no nuking has its benefits for me, too. But...... once in a while, I've been known to nuke and nuke and nuke and nuke.... just for the joy of nuking. The challenge is to get 200 or 300 polluted squares cleaned up in 3 or 4 turns, LOL. Don't want Global Warming!!!
So that's about it! Hope it helps....
