Hello civfanatics!
So, you guys are so efficient at giving feedback and help that it's just too tempting to come and ask again! ;-)
I started a game yesterday with the following settings:
- Standard size
- Epic speed
- Shuffle map scripts (ended up Continents)
- Unrestricted leaders
- No Vassals
I ended up becoming Brennus of the Romans, which comes to this:
- Spiritual Charismatic (wow)
- UU Praetorians; UB Forum (wow again)
This game, I was able to stick to the plan of focusing much more on war (well, at least partially). The result is that I was able to conquer a lot of cities, but here I am in 1300 AD researching Education with no Music researched, no Great Library built and my science slider at 20%.
I don't have access to my other computer right now, but I'll try to keep my questions generic. My main issue here is to find out how you guys handle the high costs of warring and conquering new cities, while you're getting more and more behind in tech.
- Decision to go to war:
I had 3 other civs on my continent. I had plenty of good land to settle 7 decent to good cities. I had to get there first, but the closest neighbors weren't too close.
But 4 civs on one continent + Praetorians + Charismatic gotta mean war, right?
I teched IW pretty fast (double cow, double gold capitol) and started building Praetorians. As I had some time before that, I founded 4 cities total in the meantime. (including capitol).
There were still at least two good city spots left. But planning early warfare (before construction) must be a good plan here, right?
I declared to my closest neighbor when equipped with 6 Praets, 2 Axeman and 2 Horse Archers to counter enemy attacking axeman - tbh I declared with more Praets and no counter units first, got my stack attacked and significantly weakened by Axemen, then reloaded a save...
- Raze vs Govern:
In my first war I kept only the 2 best cities out of the 5 ones available.
I had 5 cities already before declaring (4 cities + captured a close barbarian city that took one of the good spots) and I wanted to continue my war to the second neighbor. It seemed like keeping more cities would have significantly crippled me!
Before my second war, I waited a little to recover and to get Construction to bombard those high defense cities of the second neighbor. Until then, I built mostly units and switched to building Catapults when my researchers got there.
By that time, it seemed that I would have such a superior position at the end of this war that I would be able to manage the maintenance costs. I also got Civil Service at some point.
So I decided to keep all the cities (some distant ones) and rush-build courthouses.
But the science slider was desperately low, still losing money (some reserve from conquests) and it wasn't really getting better.
Once the second civ was down, I declared on the third and last one on the continent. But this one started hurting! The opponent had strong longbows already at the start of the war, then started countering me with Macemen.
I razed a crappy city and conquered 3 more, but time was passing too fast and my opponent was close to getting Guilds. I took Aesthetics for peace 1 turn before he finished teching Guilds.
I guess I may still be able to win this game, but I am at such a different position than usually.
I have 18 cities now, but 20% science slider and a pis.ed off neighbor, who is still going strong. Usually, my science booms at that period, I get to Lib first, Rifling first and start declaring.
How do you decide whether it's best to raze or keep a city, given that you want to conquer the whole continent as fast as possible? My neighbors were not strong builders as the only wonder on my continent is a Great Wall from the capitol of the first civ I conquered, which means that no conquered city came with a nice bonus like Pyramids or something. Not even a holy city.
- Great People and Wonders
I think one of the mistakes I made this game was going for the Pyramids at some point. My cities were pumping out units at a very decent rate, my capitol was quite production heavy (but only a couple of forests left) and I thought that it would help take advantage of the Spiritual trait. Nevertheless, I was beaten to it by 10 turns (so not really close). Sure it got me some money, but I didn't have any stone nor high pop cities (for specialists) planned in the near future...
Nevertheless, it just seemed that this complete lack of Great People was really slowing down my development. No wonders, no music, a lot of whipping --> no GP.
Do you generally try to have 1 city generating GPPs, even when going for all-out war? My capitol was not perfect for that as it was a really good spot, but not very food-rich. But I had one city with 5 flood plains in the BFC which could have been a decent GP farm. I kept building units only in this city, whipping whenever possible, until the middle of the second war, where I built a library to pop the borders (going from 2 flood plains to 5).
- How to manage newly conquered cities:
I tend to whip a culture producing building (library or monument) to avoid "motherland=betterland" syndrome, or a Courthouse to reduce costs.
Is that a good call or do you just produce wealth and that's it? I tried producing a first building then units, but that just adds to the global maintenance I guess...
- War against superior units:
In lower difficulty levels, this should just never happen.
But here, it definitely can and it did in the third war.
Can we just continue pounding with inferior units but superior numbers? We get more and more losses, but maybe it's worth it?
When I saw that Knights were coming in and all I had were Praets and Cats, I got scared...
Well, that's it for today.
I guess you could help me more with a save, but maybe some of you can give some general tips on these kinds of situations.
Thanks!
So, you guys are so efficient at giving feedback and help that it's just too tempting to come and ask again! ;-)
I started a game yesterday with the following settings:
- Standard size
- Epic speed
- Shuffle map scripts (ended up Continents)
- Unrestricted leaders
- No Vassals
I ended up becoming Brennus of the Romans, which comes to this:
- Spiritual Charismatic (wow)
- UU Praetorians; UB Forum (wow again)
This game, I was able to stick to the plan of focusing much more on war (well, at least partially). The result is that I was able to conquer a lot of cities, but here I am in 1300 AD researching Education with no Music researched, no Great Library built and my science slider at 20%.
I don't have access to my other computer right now, but I'll try to keep my questions generic. My main issue here is to find out how you guys handle the high costs of warring and conquering new cities, while you're getting more and more behind in tech.
- Decision to go to war:
I had 3 other civs on my continent. I had plenty of good land to settle 7 decent to good cities. I had to get there first, but the closest neighbors weren't too close.
But 4 civs on one continent + Praetorians + Charismatic gotta mean war, right?
I teched IW pretty fast (double cow, double gold capitol) and started building Praetorians. As I had some time before that, I founded 4 cities total in the meantime. (including capitol).
There were still at least two good city spots left. But planning early warfare (before construction) must be a good plan here, right?
I declared to my closest neighbor when equipped with 6 Praets, 2 Axeman and 2 Horse Archers to counter enemy attacking axeman - tbh I declared with more Praets and no counter units first, got my stack attacked and significantly weakened by Axemen, then reloaded a save...

- Raze vs Govern:
In my first war I kept only the 2 best cities out of the 5 ones available.
I had 5 cities already before declaring (4 cities + captured a close barbarian city that took one of the good spots) and I wanted to continue my war to the second neighbor. It seemed like keeping more cities would have significantly crippled me!
Before my second war, I waited a little to recover and to get Construction to bombard those high defense cities of the second neighbor. Until then, I built mostly units and switched to building Catapults when my researchers got there.
By that time, it seemed that I would have such a superior position at the end of this war that I would be able to manage the maintenance costs. I also got Civil Service at some point.
So I decided to keep all the cities (some distant ones) and rush-build courthouses.
But the science slider was desperately low, still losing money (some reserve from conquests) and it wasn't really getting better.
Once the second civ was down, I declared on the third and last one on the continent. But this one started hurting! The opponent had strong longbows already at the start of the war, then started countering me with Macemen.
I razed a crappy city and conquered 3 more, but time was passing too fast and my opponent was close to getting Guilds. I took Aesthetics for peace 1 turn before he finished teching Guilds.
I guess I may still be able to win this game, but I am at such a different position than usually.
I have 18 cities now, but 20% science slider and a pis.ed off neighbor, who is still going strong. Usually, my science booms at that period, I get to Lib first, Rifling first and start declaring.
How do you decide whether it's best to raze or keep a city, given that you want to conquer the whole continent as fast as possible? My neighbors were not strong builders as the only wonder on my continent is a Great Wall from the capitol of the first civ I conquered, which means that no conquered city came with a nice bonus like Pyramids or something. Not even a holy city.
- Great People and Wonders
I think one of the mistakes I made this game was going for the Pyramids at some point. My cities were pumping out units at a very decent rate, my capitol was quite production heavy (but only a couple of forests left) and I thought that it would help take advantage of the Spiritual trait. Nevertheless, I was beaten to it by 10 turns (so not really close). Sure it got me some money, but I didn't have any stone nor high pop cities (for specialists) planned in the near future...
Nevertheless, it just seemed that this complete lack of Great People was really slowing down my development. No wonders, no music, a lot of whipping --> no GP.
Do you generally try to have 1 city generating GPPs, even when going for all-out war? My capitol was not perfect for that as it was a really good spot, but not very food-rich. But I had one city with 5 flood plains in the BFC which could have been a decent GP farm. I kept building units only in this city, whipping whenever possible, until the middle of the second war, where I built a library to pop the borders (going from 2 flood plains to 5).
- How to manage newly conquered cities:
I tend to whip a culture producing building (library or monument) to avoid "motherland=betterland" syndrome, or a Courthouse to reduce costs.
Is that a good call or do you just produce wealth and that's it? I tried producing a first building then units, but that just adds to the global maintenance I guess...
- War against superior units:
In lower difficulty levels, this should just never happen.
But here, it definitely can and it did in the third war.
Can we just continue pounding with inferior units but superior numbers? We get more and more losses, but maybe it's worth it?
When I saw that Knights were coming in and all I had were Praets and Cats, I got scared...

Well, that's it for today.
I guess you could help me more with a save, but maybe some of you can give some general tips on these kinds of situations.
Thanks!