Beelining guilds?

futurehermit

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After reading many many threads on these forums I get the impression that people often have liberalism before guilds. I do myself in most games.

But sometimes I've gone for guilds early and I find it is a really great tech.

Reasons:

1) Knights are sort of like early cavalry. While not as powerful, if you use a mix of flanking 2 and combat 2 knights, you can attack cities without catapults making for a fast invasion taking out multiple cities in a few turns (say with 2 large stacks). I've done this with good success. It's ideal to hit before your opponent(s) get(s) engineering for pikes. Also nice if they don't have elephants.

2) Guilds provides grocers which is a nice health and $ building. When growing large commerce cities under hereditary rule the only limiting factor is health. Granaries + rice/wheat/corn is great, but it only takes you so far. Adding an aqueduct gives you a couple more population, but grocers really help push you over the top early on imo.

3) Puts you one tech away from mercantilism, which gives you a free specialist for each city. This helps you out when then turning around and subsequently lightbulbing liberalism.

You will get liberalism slightly later, especially since machinery negates the lib lightbulb directly, but the payoff (imo) is being able to expand your empire sooner, with knights (assuming you have horses/iron which tbh I usually have after conquering one neighbour with axes or catapults), grow your commerce cities even larger in preparation for emancipation, and then setting you up for extra specialists to help with your liberalism and post-liberalism (e.g., printing press, chemistry, astronomy) lightbulbing.

What do you think? Obviously this has even more potential with Spain and Arabia.
 
how about persia? i would think you would have some well-promoted immortals to upgrade and i think the ub (apothecary) opens up with guilds. i hope you are onto something here because i just started a game (with cyrus) and want to try this out.
 
you can also go for guilds / engineering / gunpowder chemistry instead of the traditional paper / philosophy / education / liberalism line and be ready to smash ppl with grenadiers powered out by workshops when other ppl strive to get to liberalism(also apliable in mp ofc).
 
I found guilds is a distraction for me...
I generally go straight to liberalism, slighshot gunpowder and then directly to military tradition and rifling. I generally skip medivel era and head directly to the renaissances.
guilds can be backfilled. the only concern not having it is that a rival may get it and crush you before you reach calavery.
 
I generally pace guilds to being able to attain education/liberalism first. If AIs are missing paper or philosophy has and I just lightbulber a good part of education I will research guilds (usually once I have this there is almost always an AI who will trade engineering straightup for it) for the knights and grocers, plus two techs from economics. If AIs are close techwise I finish off liberalism unless there is threat of attack (the free tech doesn't help if I am dead).
 
you can also go for guilds / engineering / gunpowder chemistry instead of the traditional paper / philosophy / education / liberalism line and be ready to smash ppl with grenadiers powered out by workshops when other ppl strive to get to liberalism(also apliable in mp ofc).

good call on this one :goodjob:
 
how about persia? i would think you would have some well-promoted immortals to upgrade and i think the ub (apothecary) opens up with guilds. i hope you are onto something here because i just started a game (with cyrus) and want to try this out.

persia is a GREAT choice imho. perhaps a perfect candidate. let me know how it goes :goodjob:
 
you can also go for guilds / engineering / gunpowder chemistry instead of the traditional paper / philosophy / education / liberalism line and be ready to smash ppl with grenadiers powered out by workshops when other ppl strive to get to liberalism(also apliable in mp ofc).

The guilds/engineering/gunpowder/chemistry line has to be researched and requires more beakers than paper/phil/eduuc/lib of which half can be bulbed. Once you research education and researched half of liberalism trade education away to it to any AI, education for engineering and money, education for guilds and money, education for gunpowder if you can. Then you can get chemistry from liberalism fast than the traditional research route plus you have cash to upgrade macemen to grenaders. The key is not to piss off the world until you have an army of grenaders to do it with!
 
I almost always pick up Guilds in trade, rather than researching it. Knights just don't excite me. They aren't as good at taking cities as maces (CR promotions), and they're easily countered by pikes. Plus at this stage I want to be milking my maces to get as many as possible to CR3, before gunpowder units lose the option. If I happen to have Guilds and HBR and Horses, I'll build a few knights for general utility and pillager control, but that's it. (Also, I often don't have HBR. I generally skip it early as a dead-end, and unless I'm going to MilTrad for cavalry, I appreciate the option to build cheap chariots very late into the game). Grocers, well, I'm seldom health-limited at this stage. And if I am, whip out another mace and go conquer some resources.

I do occasionally beeline Engineering for trebs, however, especially if I had a cramped start and I believe I'll lose Liberalism anyway.

peace,
lilnev
 
This is all very interesting, but for the majority of us only relevant for the next 12 days! :king:

I must say, futurehermit, that I like reading your threads, since they're usually very interesting and give me food for thought. :beer:
 
I agree, futurehermit has good threads. I aften find myself building a few extra military units in my current game and declaring war a little earlier, don't know why!!!
Land is power, Land is expensive, land usually has good resell value!!!!
 
1) Knights are sort of like early cavalry. While not as powerful, if you use a mix of flanking 2 and combat 2 knights, you can attack cities without catapults making for a fast invasion taking out multiple cities in a few turns (say with 2 large stacks). I've done this with good success. It's ideal to hit before your opponent(s) get(s) engineering for pikes. Also nice if they don't have elephants.

The problem with this is, as noted, CR maces are a more cost-effective way of taking cities. Knights are more suited as mobile and as a "Big butt" (knight + Mace/Crossbow makes attacking your stack a bit harder). And since the game is so focused on taking (which Cavalry are MUCH better at; 15 vs. 10 is a huge deal), knights are a "nice to have, but not needed" option.

2) Guilds provides grocers which is a nice health and $ building. When growing large commerce cities under hereditary rule the only limiting factor is health. Granaries + rice/wheat/corn is great, but it only takes you so far. Adding an aqueduct gives you a couple more population, but grocers really help push you over the top early on imo.

The problem with this is that Nationalism does the same thing; Taj is one helluva powerful wonder and we all know how powerful drafting is.

There also is the fact that AIs don't research Education. It seems around 2.2-2.5k worth of beakers is needed for the AI to declare war against another AI; Education really helps because a) they dont' prioritize it b) lightbulbable c) high beaker value.
 
I've been trying to optimize Spain for MP. Below is what I have so far. No barbarians. The strat is designed for '1 continant per team', but is possible under a reasonably peaceful (standard size?) pangea. The timing is not perfect (the toughest part being getting to code + scientist for philo around the same time (and before 700BC) and then generating 3 GM. It requires 1 less settler comming from the cap (2nd city must build 2nd settler). Perhaps I will give up on the lightbulbs (Liz strats got me addicted)...

Wheel
Pottery
Mining
Bronze
Agriculture
Animal
Meditation
Priesthood
Writing (Library + 2 scientsts asap, even if not at max pop)
Math
Currency
Code
Poly
Masonry
Monotheism
Philo (bulb)
Iron
Metal
Monarchy
Feudalism
Horse
Hunting
Archery
Civil (bulb)
Paper (research after civil bulb)
Machinery (bulb)
Guilds (bulb)
Sailing
Compass
Optics
Calendar
Astronomy (launch Cons)
Construction
Engineering (build level 4 trebs and send them to stack with cons already on target)
 
Re: Knights: The thing is MOBILITY. While maces are good and city raider promotions are good, knights can blow through an enemy empire a lot faster. With a combination of flanking and combat promotions they can do well at taking cities guarded primarily with longbows. Remember I am advocating hitting the AI before they have engineering, a tech the AI tends not to prioritize, at least at monarch level where I am currently experimenting.

Re: Grocers: I'm mainly talking here about growing really large commerce cities early using a CE. If we're talking about a lot of whipping or running a SE etc. that is not really what I am talking about here. I was impressed in my Mehmed games where I would have size 20 commerce cities really early if I went guilds fairly early to get the health (HR for the :) ). That is nothing to sneeze at, but is not an option either with every leader, map, and opponents.
 
The guilds/engineering/gunpowder/chemistry line has to be researched and requires more beakers than paper/phil/eduuc/lib of which half can be bulbed.

Think this sums it up for me. I would certainly like to have Guilds sooner, but it's not worth delaying Liberalism for that long. Yes, Grocers allow a few extra population sooner, but I just don't think it's worth it.

Also, mounted units are just easy to counter in general. Between pikes and elephants, the hammer outlay to overwhelm a city with mounted units is very high.
 
Why do people keep saying pikes when I keep saying to hit them before engineering??? :lol: Elephants are also very situational.
 
I tend to skip guilds for education/liberalism but I find I get overrun by pillaging Knights from the AI before I get engineering, on Monarch. I need to prioritise engineering more I think.
 
Re: Knights: The thing is MOBILITY. While maces are good and city raider promotions are good, knights can blow through an enemy empire a lot faster. With a combination of flanking and combat promotions they can do well at taking cities guarded primarily with longbows. Remember I am advocating hitting the AI before they have engineering, a tech the AI tends not to prioritize, at least at monarch level where I am currently experimenting.

Re: Grocers: I'm mainly talking here about growing really large commerce cities early using a CE. If we're talking about a lot of whipping or running a SE etc. that is not really what I am talking about here. I was impressed in my Mehmed games where I would have size 20 commerce cities really early if I went guilds fairly early to get the health (HR for the :) ). That is nothing to sneeze at, but is not an option either with every leader, map, and opponents.
In my games the AI's usually prioritize engineering as soon as they're on the metal casting /machinery path. You can probably outresearch the AI's on monarch but a beeline to lib -> nationalism -> Mil tradition does the same. If you can get knights before the AIs have pikes on monarch then you certainly can get mil trad before the AIs have rifles. On emperor+ i don't think it can be done.
 
I just finished a game beelining Guilds with Isabella - it was.... interesting. Knights are a strange unit - if your opponent has elephants, forget them and move on. If not.... I found even conquistadors mediocre at taking cities (simply because the AI defends with longbows) - though the half flanking half combat technique worked pretty well......

But - I found that cities with 60% culture or 40% + hill were simply too tough to crack without cats/trebs. Was it doable? Well.... I think Monty has taught all of us that a holy-freakin'-crapload of low-odds attacks will eventually take a city - but there was just a massive number of reasonably promoted units headed straight to the grave to take out the 60%/40%+ hill cities.

For the hammer cost of a knight, needed 3 (or 4) to 1 units to take a city was just too horrifically costly - and waiting for the seige units defeats the purpose of the 2 move unit in the first place.

The one thing I did like (a lot) is that it was often enough to just attack with 3 siege units and don't bother bombarding the defenses at all (or very little) and then let the knights mop up without too many losses.

It was fun, but I don't think it was at all ideal.
 
After reading many many threads on these forums I get the impression that people often have liberalism before guilds. I do myself in most games.

Well that is the same for me. I don't care about guilds, and by an ironic twist, I get cavalry online generations before I pick up guilds, which only really lands into my lap after a peace settlement.
 
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