Caesar Monarch Conquest recap, questions

crouchingtiger

Chieftain
Joined
Dec 14, 2006
Messages
4
Been reading the forums for a few weeks, first post here. Very appreciative of all the great discussions that I think have greatly improved my game. Would welcome any comments from experienced players on the issues I raise below...

Background: Have only played Civ IV about 12 times, but have played the previous 3 editions quite a bit. For time considerations, I usually play on Small map size with random map, no tweaks (e.g. this means there are normally 4 other civilizations). Normal game speed. I won my first couple games on Noble with no problems (but unimpressive scores) researching essentially randomly and with no understanding of any of the subtleties of religion, specialists, great people, etc. I moved onto Prince and now have settled on Monarch after having gone through this forum quite a bit. I've now won on Monarch 3 out of the 5 times I've played. I've been playing primarily Spiritual leaders and my tendency is to build up culture/science and with the occasional strategic military push. Having said that, I tend to finish off my games militarily if I've built up a large tech advantage (in practice, this normally means Infantry vs. Rifleman or Tanks vs. Infantry). On Monarch I find that I generally end up with a very slim tech advantage around the 1800s which I think suggests it's about the right difficulty level.

That brings us to my last game which was unlike my previous, in that I won by Conquest. Even more unusual for me was that my economy was in shambles most of the game (at least by "traditional measures".

Playing as Caesar, with Montezuma, Hatty, Isabella, and Tokugawa. Small, Lakes map (one land mass with some reasonable water). Monarch.

I had a reasonable start position with hills and enough food to work the mines early, meaning decent production. My goal was to grab iron as early as possible and start cranking out Praetorians. Due to some unfortunate city placement, it turned out that I had to settle my 4th city, quite a ways from my capital in order to grab iron. This actually turned out to be a blessing in disguise as I was able to keep it away from Monty. However, even with Caesar being Organized, my city maintenance costs were pretty ridiculous and so I was researching at 40% while running a huge deficit in the early game until I got a couple libraries and specialists going.

Hatty was to my north, and she was also just a couple unfortunate squares away from having access to iron, Thus, around 100 BC, I sent my stack of 6-7 Praetorians+5 chariots and they were able to take several of her biggest cities quite quickly (even against archers with two promotions). This earned me the Hindu shrine, which both Monty and Toku had converted to. Isabella, to my east, was Buddhist and antagonistic with virtually everyone. Monty, to my northwest, got early longbows so I decided to avoid him first. Monty helped me finish off Hatty, and then I made the unusual move (for me) to move right along to Isabella. I had some catapults by this time, so I was able to sneak in and capture her city where she had built Chichen Itza, which made her subsequent demise quite fast. She also had no iron, so it was primarily archers and the occasional axmen defending. Toku got in on the action, capturing one of her cities.

By this time, I had by far the most land, but by far the worst economy. In fact, my GNP topped out at +18 (!) and that was at the end of the game! For most of the game, it was running at anywhere from -20 - 0. Monty was slightly ahead of me techwise, but my specialists were doing OK (plus, I chopped the Great Library). I demanded both Currency and gold from Monty and he accepted both times (!). Having done that, I settled in for the inevitable war with him by loading up on catapults and more Praetorians. The battle with Monty concluded in about 1500 AD with the key battles being between my Praetorians/catapults going up against his Macemen. A little bit of strategic diplomacy ensured that I didn't face Toku and his Samurai (which I assume would hack up Praetorians pretty badly) at the same time. After that, it was cleanup against Toku with only the very occasional loss to a Samurai (by this time I was using mostly Macemen/Elephants/Crossbowmen). Final conquest victory game in 1685, score was about 65000.

A few questions/observations:

1) I was unable to benefit maximally from my early war with Hatty since I did not have alphabet yet so I couldn't get any techs out of that! On the other hand, I felt that alphabet was not the best tech for a warmongering focus? I think that was wrong. Obviously I ended up researching it after I realized this and was still the first to have it.
2) Similarly, even though Praetorians were the dominant unit in the game for almost 2000 game years, economically the empire couldn't even break even unless running at 10%-20% research (and sometimes not even at 0%). Part of the problem was that I didn't have Code of Laws yet to build courthouses. Is this another consideration that warmongers usually have? Again, I changed tactics to focus on getting CoL after realizing this.
3) Would I have been hurt far more on a larger map? I'm thinking I would not have been able to push as quickly as I did on a larger map and so I may not have been able to cripple other civilizations sufficiently before really running out of money. In fact, if I hadn't luckily picked up the Hindu shrine, my economy would have been even worse off than it was.
4) How in the world do people do warmongering without the Organized trait? Even if you raze, doesn't that leave the space open for other civs to expand to?
5) Perhaps point #2 is incorrect and actually catapults are (by far) the most important unit in any (?) game.
6) When Monty's macemen seemed like they were going to be a problem, I chickened out and spent some time researching Machinery and a couple other "medieval unit" techs. In hindsight, I think I could have and should have held on with Praetorians (upgraded to Combat I plus 25% against melee), beelined to Chemistry and gone to Grenadiers directly. I think I wasted a bunch of turns here. Not only that, after I researched Liberalism, I used it to get PP to shore up the economy a little bit when I think it would have been better spent on Gunpowder. Thoughts? Certainly, in the open field, Macemen dominate Praetorians, but I had the benefit of a lot of catapult support.
7) I had stone early so I built (chopped) the Pyramids on a whim and ran representation. Waste of time/energy? Or, critical for making my few specialists hold up to be able to research Alphabet/CoL in a reasonable period of time?
8) I still ended up by far with the most culture (obviously not that impressive against Monty/Toku considering that Hatty/Isabella "bowed out" early). I couldn't resist my tendencies and ended up building libraries, temples, monasteries, etc. in many of my cities. Total waste of time again?

Anyway, all in all, this was one of the most fun and satisfying Civ games I've ever played. The constant economic tension and the intense fighting with and without the strongest units was great. Just not sure whether the strategy was too hare-brained to be viable under different circumstances (larger map, etc.). Sorry for the longish post, any and all comments appreciated!
 
You had a good time and you won the game, so based upon that alone I would gauge it a success. :D

The main thing you learned and need to remember is the real value of the Organized trait: cheap courthouses. When I'm playing as an Organized leader, I almost always build the Oracle and choose Code of Laws as my free tech. Courthouses are almost always my first build in a new, captured city. (I often whip away the inevitable unhappy citizens to get it done fast--this is partly how you can warmonger without being Organized.) Remember too that Organized doesn't lower city maintenance costs--it just makes the expensive civics cheaper to run.

Another thought: is this vanilla Civ IV, or Warlords? The reason I ask is that you built the Pyramids. Normally that's a target when you're playing with a Philosophical leader, so you can run a specialist economy (SE). The Roman leaders aren't Philosophical, but their Unique Building in Warlords does provide a Great Person bonus, so you could benefit from all the specialists you'd run thanks to early representation. And SEs lend themselves to constant warring--in fact, they pretty much require it, from what I understand.

Yes, playing as the Romans on a small, cohesive land mass is kind of unbalanced. So what? It's fun! :D

As for the city builds, it's only a waste of hammers if you don't get much return from it. For example, there's little point in building a library in a high-production, low-commerce city if it's yielding less than 4 research points per turn; ditto for a grocer there, since its commerce yield is also probably low, unless it needs the health boost. For more on this idea, look into city specialization.
 
Yeah, forgot to mention that this is Vanilla Civ IV, 1.61. I'm still not sure what to think of the Pyramids build, but on balance now I'm thinking that it was not a bad thing since I did spend most of the latter half of the game in Police State.

I assume that play-time increases correspondingly with map size? It takes about ~10 hrs for me to finish games on Small, so I'm not sure I would have the time to start playing on the larger maps...
 
The main benefit of building the Pyramids is running Representation early, but early Police State is handy for warmongering as well. Representation, farms, and specialists probably would have let you keep up in tech while warring away. In a SE, your research slider is supposed to be at 0%. You should look at a couple of threads around here on the Specialist Economy so at least you know what it is and what the basic steps to implement it are. That way, if you wind up in a similar situation in another game, you can give it a try.
 
Cool, I will do that. I have a hunch that I was running what is referred to as a "hybrid" economy. I did end up with quite a few cottages at the end and I never did tack over to drama to run caste system (even though I researched Music early in order to culture bomb Monty, probably another waste of a few turns).
 
Two other things to think about to help fuel your economy during wartime. Drama will enable you to build theatres and grant the ability to adjust the culture slider which can be used to reduce war weariness preventing unhappy citizens.

The other is the power of the Great Merchant. Markets and Grocers will allow you to run merchant specialists. And there are several wonders (Temple of Artemis, great lighthouse, colossus) that will augment commerce and contribute great merchant great people points. I am planning on making a separate thread out of this as great merchants basically saved, or rather fueled, my most recent game with Shaka.

Some other notes:

Most of the leader traits have 50% off one or more buildings. Cheap infrastructure should not be avoided and it is usually wise to incorporate whatever those buildings are into your overall strategy, given the lay of the land.

The pyramids is perhaps the most intriguing wonder in the game. Very expensive and available early. The potentials of this wonder have spawned many a thread around here. Basically, it's very powerful if you know how to use it but is it worth all that lost early development to construct it. If you search the forums there are a variety of methods/gambits for building/acquiring the pyramids.

Your last point in the original post, you talked about building libraries, temples, monasteries, etc. because you couldn't resist. As long as the buildings benefit the city in which they're being built and your civ as a whole, then it isn't a waste of time.
 
I am planning on making a separate thread out of this as great merchants basically saved, or rather fueled, my most recent game with Shaka.

I did a similar thing with Frederick on Monarch...I was able to lead in tech like Ive never done before on that tech level. I'll be interested to read your writeup.
 
Yeah, I'd love to see a CE that focuses on trying to get a number of GMs as early as possible. That would be quite interesting...
 
Yeah, I'd love to see a CE that focuses on trying to get a number of GMs as early as possible. That would be quite interesting...
Indeed--I rarely build most of the GM-generating wonders, so it would be educational to see a strategy that leverages them.
 
Back
Top Bottom