ConfusedCounsel
Warlord
- Joined
- Jan 10, 2016
- Messages
- 293
Is the salient point that I should be whipping more?
Probably yes. Whipping is very powerful. You should also whip at the right time. Having relatively large cities when you hit a military powerspike allows you to whip them several times, essentially 'storing' production for the right units. Keep in mind though that large cities grow slower, so you should whip things you want and can build now and use now.
Also, you should try to 2 or 3 pop whip wherever possible. I used to like 1 pop whipping because you only lose one pop, but that way you run into happiness problems way sooner, you get more unhappiness for the same production.
Spoiler :
My general strategy is to keep a few production cities and use them to churn out units near-constantly. From time to time, I'll rotate one of them out in order to build a forge, a factory, or a grocer, as needed. They're usually the only cities where I build barracks.
This is suboptimal. War should always be offensive in civ4 if at all possible so you either need no units or lots of them. And when you need lots of them, it needs to be the right unit, available with certain techs, to use whatever powerspike you have. Having one city, the one with Heroic Epic, churn out some stuff is fine, but most of your cities shouldn't be dedicated in that way. They churn out troops when you need troops and don't when you don't.
War means total war, and your whole civ should be helping the war by building units to finish your objective as fast as possible and to sustain the losses you'll bear, both during the war and in the build up phase. Teching/developing means teching and developing and your whole empire and you should not be building units.
I've mentioned powerspikes, essentially, these are military units available to you, generally before the AI gets them, that allow you to have effective offensive campaigns. These are:
-Immortals/War Chariots
-Horse Archers
-Praetorians
-Catapults + Axes, Swords are optional
-Catapults + Elephants if you have them are much better then axes.
-Trebuchets + whatever, usually mostly maceman. Many players prefer not to war in medieval times at all though, unless they are finishing up a game after starting wars much earlier.
-Cuirassiers, the most common one, I think.
-Cannons + whatever. Maceman are fine, later on grenadiers, usually.
-Riffles with some support, probably trebs.
-Cavalry
Try hitting one of these powerspikes as soon as possible, preferably Horse Archers, Elephults or Cuirassiers and then produce as many units as fast as you can.
Just plain whipping a unit in every city in order to build an army seems intuitively sub-optimal to me, as the majority of the units would be unpromoted -- unless you also whip barracks in your cities first? Do you generally keep a barracks in every city in case the need to one-turn a lot of units should arise?
That is fine. If you forsee using a city for a lot of troops, building/whipping a barracks is a good idea, perhaps before you hit your spike, but in the heat of war, if 3 marginal cities without barracks all produce 3/4 units, even if unpromoted, those are an additional 10 troops, which could definitely end the war sooner. In general, better units without promotions are still better, that is why powerspikes are so important.
Another thing I'm not clear on. Upgrades. Do you just disband the old units? Set your tech to 0 for five turns and accumulate the cash to mass-upgrade them? Only upgrade the promoted ones, disband the ones that aren't experienced, and whip the rest?
Depends. If this is the last war, you'll need no further techs and upgrading is a good use of gold. If this is a war to conquer my continent but I still have to conquer others (likely in your settings), I tend not to upgrade as it is very expensive. I never disband units, however.
One note you should make is that you will only have old units to spare if you have fought a war previously, because you should only produce for war. So often, you wouldn't have any old units at all.
But lets say I have a stack of elephants with 2 catapults left of an old war while cuirassier warring. Uses for them include: garrisoning your new cities, defending against a counterattack on one of your cities, or building just a couple of trebs and have them take one city close to your borders while the cuirassiers zoom accross the map.
Research priorities. There are certain techs I almost never go for until it's very late. Meditation and polytheism, I usually hold off on for a good long while. Horseback riding. Compass and Optics. Literature, Drama, and Music. Divine Right and Theology. They just never seem to be a priority, because there's always something more important to go for -- Code of Laws for courthouses, Feudalism for bows, Engineering for trebs, Civil Service for irrigation spread and Paper and Liberalism. Am I doing wrong by neglecting these?
Yes. It would seem you think about teching the wrong way. Teching and tech trading go hand in hand. That is the way you keep up with the AI. You shouldn't just tech things you need, you should tech things you need and you can trade for things the AI has for trade you want. Getting one tech which you can trade with 3 different civs, it is almost as if you got 4 techs, and they all get one.
On the particular techs:
Meditation and Polytheism: unless you are going for the oracle or, it is better to trade for these. Sometimes you might need to self tech poly anyway for literature though.
Horseback riding: if you are going for Horse Archers, this is the first thing you tech after worker techs if you go for Elephants this is something you need. Otherwise waiting and trading for it later is fine.
Compass and Optics: actually quite good on maps with multiple continents. Getting to know people on other continents can give you trade partners and the +1 movement bonus for circumventing the globe is nice in later intercontinental wars.
Literature is very good and something you should tech for yourself early if you aren't fighting any early wars. Great Library is awesome, as are National Epic and Heroic Epic.
Music gives a free Great Artist if you get there first. This is great. Many (good) players beeline Aestatics, Literature - (trade for math/poly) - Music after worker techs, if they are doing peaceful expansion. This gives you a free GA for your first golden age, and the GL NE combo produces a lot of scientist for the lib race. Music is good for trading too.
Drama is something you should only research yourself for trade potential. AI's tend not to prioritize it, so you can trade with a lot of them and catch up. Shouldn't come up often on Emperor.
Theology isn't great unless going for some weird AP victory.
Divine right is terrible, indeed.
Code of laws. Something you can trade for. Might still be worth going for if no has it or no one wants to trade. Occasionally you want to be there first for the religion, but often, not. Generally a high priority because it leads to CS. Unless you expanded like mad, the courthouses aren't necessary very early.
Feudalism. Don't tech this yourself. AI's often beeline it and are generally willing to trade it. Longbows are defensive units and war should be about offensive. I only tech this if I want to capitulate an enemy very early and can't trade for it. Very, very very rare.
Engineering: only if you are going to war with trebs. In which case, as early as possible. If you aren't planning a medieval war, quite reasonable on most maps, trade for it later.
CS is great and is often something you should tech for yourself.
One the map: it is weird. There is very little food it would seem. Anyway, why didn't you move one west for you capital. You get an additional land tile, and additional gem mine and switch one sea tile for a lake tile. Seems worth the turn to me.