Do I have a chance here?

bob rulz

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Hey, I'm playing a Large map with all 12 civs, Pangaea, Monarch difficulty, as Babylon. The Iroquois have essentially become a runaway civ in this game. It's early in the Industrial Age and 8 of the 12 civs have been killed off already, most of them by the Iroquois. I killed off the Dutch, who had declared war on me, giving me a huge boost in size and military power, but military-wise it's not enough to keep up with the Iroquois. I had been allies with them the whole game, and now that the Dutch, the last real major threat to anyone, have been killed off, I've lost all leverage against the Iroquois. We're even in tech, they have more gold than me, all the resources and luxuries they need, a much larger military, probably more territory once all their cities expand culturally. I was hoping I'd have a while to build up my empire and my military in peacetime before they attacked me, but to no avail; they've decided to attack me much sooner than I was hoping, and I am totally not prepared for this. I've mobilized, but I think it's too little, too late. On their first turn of attack they took 1 of the cities I had captured from the Dutch and razed another that I had resettled in place of a Dutch city I razed.

I've posted the save of the first turn after the attack. I was just wondering if I really have any chance here, and if so, perhaps I could get some tips. I was never really that much of a warmonger.
 

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I only just peeked at it, not even looking at any thing but the units and I do not see any problems with handling Hawatha. You have rails up in most places and it should be a snap.

A big rule for me is to have at least as many units as I am allowed. You are about 30 under the cap, why?

I did not look at the others civs, but as a rule, you have to be careful in a situation like this to not jump on getting others in the action. I say that as often it lets the other big guy kill them and get stronger.

So long as they are not going to be able to come in against you and cause problems. For me that is not a concern as I play mostly AW anyway.
 
I only just peeked at it, not even looking at any thing but the units and I do not see any problems with handling Hawatha. You have rails up in most places and it should be a snap.

A big rule for me is to have at least as many units as I am allowed. You are about 30 under the cap, why?

I did not look at the others civs, but as a rule, you have to be careful in a situation like this to not jump on getting others in the action. I say that as often it lets the other big guy kill them and get stronger.

So long as they are not going to be able to come in against you and cause problems. For me that is not a concern as I play mostly AW anyway.

This isn't the kind of situation I handle very well. I might be able to hold him off, but as for winning the game by defeating him...that's a different story. He also took 2 or 3 stacks of workers on the first turn. I'm really not very good at being a warmonger, especially when my enemy is as powerful as this one.
 
I will play it out later this week and teach Hiawatha some manners. You should take one thing away form this situation and that is once you have gotten this far along, do not expose workers to a raid.

Either work them far enough back that they cannot be grabbed or cover them with an army. You can replace them with his slaves.
 
:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:
Whooooooo hooooo!!!
Fun game dude.
I've played that turn and I attached the savegame at the end of the 1610 turn.
I didn't change anything about your Gov or Mobilization. You're in Monarch and "war time".... never had that before so I guess it's ok. :lol:
.
My actions on that turn in a nutshell:

- used your 'military police' to kick Iraquois and send them to protect your outer cities. I figured that whacking their military and protecting your cities was a bigger prio than your happiness.
- Used your Cavs and armies to kick their SoDs up North.
- Gave the Japs Wines in trade of military aliance against the Iroquois.
- I did the same with the Scandinavians, I gave them horses. Dunno if it was needed, but any help in a war is welcome, and the price was good. You have lux to spare.
- I took the boatload of workers/slaved that were protected by 1 (one) lousy Cav in the South. That should help you in the long run, and cripple them. :) :) :) :) :)
- If you run through your cities and click on the center tile, the cpu will automatically use the most efficient tiles. You didn't do that. I went from +50gpt to +59 gpt and gained a turn in research.
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Most of the "WLTK" are ended... the Military Police is somewhere else .. but you still got your cities and you can concentrate on atacking the south.
There's a nice Iroquois city in the south west with some nice smoking pots. I suggest you go and take that.
.
Let me know. Been fun to play.

:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

SAVEGAME:

View attachment Hammurabi of the Babylonians, 1610 AD.SAV.
:
Tips?
I guess that you should do the attacking. You got 3 Cav armies that can finish off anything you want. Just protect them a little with them infantary.
You got enough military. I don't know how "mobilization" works, but I guess you got your military together now.
In my savegame the Iroquois are fighting 3 countries, that should slow them down.
Don't forget workers. You got some, but not enough. In the south you got a lot of slaves running. Let them make railroads. I couldn't mobilize some troops because they didn't have rails. That was too bad.
You got more power over there than you think. Attack when attacked and whack somebody. :)
Whooo hoo.
 
:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:
Whooooooo hooooo!!!
Fun game dude.
I've played that turn and I attached the savegame at the end of the 1610 turn.
I didn't change anything about your Gov or Mobilization. You're in Monarch and "war time".... never had that before so I guess it's ok. :lol:
.
My actions on that turn in a nutshell:

- used your 'military police' to kick Iraquois and send them to protect your outer cities. I figured that whacking their military and protecting your cities was a bigger prio than your happiness.
- Used your Cavs and armies to kick their SoDs up North.
- Gave the Japs Wines in trade of military aliance against the Iroquois.
- I did the same with the Scandinavians, I gave them horses. Dunno if it was needed, but any help in a war is welcome, and the price was good. You have lux to spare.
- I took the boatload of workers/slaved that were protected by 1 (one) lousy Cav in the South. That should help you in the long run, and cripple them. :) :) :) :) :)
- If you run through your cities and click on the center tile, the cpu will automatically use the most efficient tiles. You didn't do that. I went from +50gpt to +59 gpt and gained a turn in research.
.
Most of the "WLTK" are ended... the Military Police is somewhere else .. but you still got your cities and you can concentrate on atacking the south.
There's a nice Iroquois city in the south west with some nice smoking pots. I suggest you go and take that.
.
Let me know. Been fun to play.

:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

SAVEGAME:

View attachment 172159.
:
Tips?
I guess that you should do the attacking. You got 3 Cav armies that can finish off anything you want. Just protect them a little with them infantary.
You got enough military. I don't know how "mobilization" works, but I guess you got your military together now.
In my savegame the Iroquois are fighting 3 countries, that should slow them down.
Don't forget workers. You got some, but not enough. In the south you got a lot of slaves running. Let them make railroads. I couldn't mobilize some troops because they didn't have rails. That was too bad.
You got more power over there than you think. Attack when attacked and whack somebody. :)
Whooo hoo.

One thing I was personally trying to avoid was dragging anyone else into a war against the Iroquois. Personally I think that that would make the Iroquois even more powerful, but I could be wrong. Japan and the Vikings are weak compared to the Iroquois. Also, two or three huge stacks of workers (including several slaves) were taken on that first turn of attack 'cause I was stupid, and that stack you got back was probably the one they just captured. It's just that St. Petersburg and that other ex-Russian city I have (can't remember at the moment, lol) were both in need of significant improvement. Also, I don't think I have enough military, especially since I'm going to have to go up against infantry. The four things I have going for me are a decent railroad network, big size, lots of culture (although I might end up starting to raze cities if I end up pushing into their core and just get a conquest victory), and armies. I haven't had a chance to play any more of the game yet.

Also, if anyone has any questions about things I did earlier in the game, anything that happened, anything you want to know, feel free to ask. I also have plenty of earlier saved games if anyone's interested.
 
One thing I was personally trying to avoid was dragging anyone else into a war against the Iroquois. Personally I think that that would make the Iroquois even more powerful, but I could be wrong. Japan and the Vikings are weak compared to the Iroquois. Also, two or three huge stacks of workers (including several slaves) were taken on that first turn of attack 'cause I was stupid, and that stack you got back was probably the one they just captured. It's just that St. Petersburg and that other ex-Russian city I have (can't remember at the moment, lol) were both in need of significant improvement. Also, I don't think I have enough military, especially since I'm going to have to go up against infantry. The four things I have going for me are a decent railroad network, big size, lots of culture (although I might end up starting to raze cities if I end up pushing into their core and just get a conquest victory), and armies. I haven't had a chance to play any more of the game yet.

Also, if anyone has any questions about things I did earlier in the game, anything that happened, anything you want to know, feel free to ask. I also have plenty of earlier saved games if anyone's interested.
how can other countries NOT HELP you??
Any unit they use on someone else is one unit less to worry about.
.
I think you have an adequate military. You got 3 Cav armies and just build a 4th. I will play some more tomorrow and let you know.
If the other 2 join in *and the price was only a wine and a horse* then the Iroquios are not as strong as you think.
.
You got your workers back so they can do a lot of good things.
Them Iroquois are big but not strong. You can beat them.
 
I played until 1645. Fun game.

some tips for your next monarch game, btw:

-do NOT build EVERY improvement in EVERY city. i sold off all temples and granaries, except in a couple cities.
-Artillery is GOOD. They don't need to be replaced. Good thing you had captured so many from the dutch.
-after you have a ton of cities that are too corrupt to build anything (like cities you capture), then it's time to build specialist farms. water everything and rail everything, put cities 1 tile away from each other to get use of all the tiles, and after they hit size 6 hire surplus citizens for specialists.
-build factories in nineveh, ashu, ellipi, akkad, and shuruppak. also, maybe courthouses there too. Those are your *core* cities, they will produce a lot and won't get corrupt. Building some factories like you did in Babylon and you should be pumping infantry / artillery every 2-3 turns, and also when you get tanks.
-cavs are almost obsolete by the time infantry are available.

also, i'm pretty sure the ai will never attack infantries, so you could probably send a couple to go pillage.
 

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how can other countries NOT HELP you??
Any unit they use on someone else is one unit less to worry about.

If a civ is weak enough and an easy enough target to pick off, that could essentially be like giving the powerful civ more land.

Theov said:
I think you have an adequate military. You got 3 Cav armies and just build a 4th. I will play some more tomorrow and let you know.
If the other 2 join in *and the price was only a wine and a horse* then the Iroquios are not as strong as you think.

Maybe this is true. It's still a huge test for me; this is something I've never dealt with. There was another game I played a long time ago where the Iroquois were also the runaway AI civ and they eventually won by domination victory; this isn't nearly as bad as that was, but I'm not much of a warmonger and huge, dedicated military operations are difficult for me.

Besides, more military never hurts.

I played until 1645. Fun game.

some tips for your next monarch game, btw:

-do NOT build EVERY improvement in EVERY city. i sold off all temples and granaries, except in a couple.

Sorry, I like temples and granaries. I'm happy with most of the improvements I built, although I'm sure there were some momentary lapses in judgment where I built some improvements in places I didn't need them. In fact, I'm sure there are. I haven't taken a good, hard look at all of my cities for a while.

turtlegladiator said:
-Artillery is GOOD. They don't need to be replaced. Good thing you had captured so many from the dutch.

I'm not quite sure where you got the impression that I said artillery wasn't good. I just never built that much of it yet. Really, up until the actual unit called artillery, I find that you have to build a lot of them to make them useful; they're slower than your main units and they have just 1 range. Artillery finally make up for that by packing a good punch and having 2 range.

turtlegladiator said:
-after you have a ton of cities that are too corrupt to build anything (like cities you capture), then it's time to build specialist farms.

I still haven't gotten the hang of specialist farms.

turtlegladiator said:
-build factories in nineveh, ashu, ellipi, akkad, and shuruppak. also, maybe courthouses there too. Those are your *core* cities, they will produce a lot and won't get corrupt. Build some factories like in Babylon and you should be pumping infantry / artillery every 2-3 turns.

I mobilized, so I won't be able to build factories for a while.

turtlegladiator said:
-cavs are almost obsolete by the time infantry are available.

True. I just barely got replaceable parts, so I didn't really bother to go and start getting more infantry yet. Cavalry are still faster though. I'll probably use my cavalry more as strike forces.

turtlegladiator said:
also, i'm pretty sure the ai will never attack infantriews, so you could probably send a couple to go pillage.

I was already planning on doing that, but it's always good to have a reminder.

I'll take a look at your guys' saves. Thanks for the help! I know most people wouldn't have a problem with this, but like I said this is a situation that's entirely new to me. I've never dealt with a runaway AI civ this early in the game before.
 
"Sorry, I like temples and granaries. I'm happy with most of the improvements I built, although I'm sure there were some momentary lapses in judgment where I built some improvements in places I didn't need them. In fact, I'm sure there are. I haven't taken a good, hard look at all of my cities for a while."

in the cities where corruption is extremely high, a temple isn't worth it. it costs 1 gpt to maintain, and gives you one happy face. You can get the same result using the lux slider, which is more flexible and doesn't cost any shields. Same goes for universities and cathedrals.

"I'm not quite sure where you got the impression that I said artillery wasn't good. I just never built that much of it yet. Really, up until the actual unit called artillery, I find that you have to build a lot of them to make them useful; they're slower than your main units and they have just 1 range. Artillery finally make up for that by packing a good punch and having 2 range."

Well, I saw that most of your builds were for cavs when I first opened up the save. Cavs are strong, but die fast and are weak compared to the 10 defense of infantry.

Cannons and trebs and catapults are actually good as well. They are excellent for defense and also for siege. Knights and even cavs can die fast against a musket in a size 7 city. you'd have to use a lot of units before you take the city. This means wasted shields. artillery can take out units and minimize losses. plus they are upgradeable and do not need to be replaced.

"I still haven't gotten the hang of specialist farms."

When your cities have high corruption, then you build specialist farms. Basically, build cities 1-2 tiles away from each other, irrigate everything, then when the cities hit size 6 hire extra citizens as taxmen or scientists. I've gotten 4-turn research on Industrial techs with only 10%-20% science rate using scientist farms.

"I mobilized, so I won't be able to build factories for a while."

Hiawatha is willing to negotiate for peace on my save. You could sue for peace, build factories, build up your military with tanks / artillery, then invade hiawatha again, if you want.

"True. I just barely got replaceable parts, so I didn't really bother to go and start getting more infantry yet. Cavalry are still faster though. I'll probably use my cavalry more as strike forces."
Cavs are good to take out redlined enemies from artillery. kill them fast, then retreat.

as for pillaging - armies can take pillage without losing movement. they will probably never be attacked, either. i suggest sending a couple infantry down to pillage the rubber, so that hiawatha won't have any more infantry.

as for runaway civs - next time, don't let them get that far. when you see them getting too power, attack them next. :)
 
I took a quick look at this last night. You have a lot more temples and culture than I ordinarily play with. I left those alone at first, because you’ve said that you like them. I did take a look at other things, though.

According to CA2, switching from Monarchy to Republic would take you from +45 gpt to +177. Note, however, that you're actually at +51 gpt, so CA2 is slightly off. I didn’t make the switch because I don’t know what your WW might be like at the moment.

A courthouse in St. Petersburg would gain you 5 shields. Should be done after mobilization ends.

You still haven’t built the FP? That would help your economy, too.

Allies would help. Scandanavia will join the war for Horses, and will throw in their WM and TM and I’m throwing in saltpeter so that they’ve got cavs. Japan will join the war for wines, and will also throw in their WM and TM.

Go through and rid my lands of invaders first. A couple of cav armies on rails take care of this quite nicely. Do a little leader-fishing. No luck. BTW, why did you mix cavs and MDI in an army?

Put the specialists in the core back to work. More food, more growth, more shields. One thing to consider is that because you have so many multipliers in place, core citizens need to work the tiles, not specialize.

In some of your lower-shield towns, I sold off the raxes and switched builds to artillery.

Nuremberg is 90% corrupt. Sell the rax, turn it into an arty factory. You've got several large, very corrupt cities that you're trying to use for cavs. Take a look at Corihuayrachina. Even with mobilization, it's producing 31 gross shields and 4 net. That's 20 turn cavs and 20 turn arty. But it's 15 turns settlers and it's got lots of food and a granary. Pump out a few settlers and it'll make a fine specialist farm.

Raze Konigsberg. That eliminates one potential attack point for the Iros.
Take a stack of 12 slaves guarded by one Iro cav in the south.

The first IBT was painful and I lost a couple of cities. However, your capitol built an army, which I promptly filled with cavs.

I couldn’t stand it any longer and sold off bunches of temples and other structures to streamline your economy. Kept culture buildings in any city that would have a cultural expansion in <5 turns. Sold granaries in size 12 cities without hospitals. Sold some raxes in low-shield towns. Went from +70 gpt to +115 gpt.

I think this game is winnable. I didn't look very hard at the possibilities of diplo or culture wins, because I don't use them much. However, you've got the infrastructure and the cities to put the hurt on Hiawatha. Were this my game, I wouldn't have put cities so far apart, nor would I have built so many improvements. For military purposes, that has hurt you.

You’re ~20 units below the limit. If you sold off the stuff that I did, that would allow you to support ~30 more units without costing you any more money. Given the current breakdown of your military, I'd suggest making no less than half of those artillery. Fill one army with infantry, and send it into Iro land to begin cutting resources. The AI will pretty much leave an infantry army alone at this point. Fill another army with infantry and cover a big stack of arty and cavs.

I’d suggest either making peace with Hiawatha, with an eye towards gathering forces and destroying him, or getting some allies and supplying them with enough goods to make them useful. Like I said, this game is winnable, but you may be in for a slugfest. Good luck & keep us posted.
 
Hey, I'm playing a Large map with all 12 civs, Pangaea, Monarch difficulty, as Babylon. The Iroquois have essentially become a runaway civ in this game...I was just wondering if I really have any chance here, and if so, perhaps I could get some tips. I was never really that much of a warmonger.

This isn't the kind of situation I handle very well...I'm really not very good at being a warmonger, especially when my enemy is as powerful as this one.
Do you want to win this game or are you looking for an excuse to give up?

This game is winnable, but it will take you becoming a warmonger, at least for a little while, in order to win it.

Ten turns from the now the Iroquois onslaught should be stopped (possibly even as early as two turns). In twenty turns, no longer, you should have been able to recapture every city that was taken from you. By thirty turns you should have captured several more cities from the Purple Irritants and by fifty turns you should own their core.

Remember, you have a brain and can plan. The AI does not.
 
If a civ is weak enough and an easy enough target to pick off, that could essentially be like giving the powerful civ more land.

and this is bad?

more land means more of his troops are tied down inside his cities instead of outside where they would threaten you. any city that the ai gains and holds for less than 50 turns or so is probably a liability as far as his relationship with you goes. and he will lose units taking those cities in the first place.

what really messes a game up is letting the most powerful ai just sit there for a long time at peace building up more and more units
 
One of the things that can bite you with getting other in on a war, is if they are weak and the enemy is strong and close to one or more of them.

The Civ can run over a bunch of towns and now be much stronger and all you did was promote a lot of his units. This may be an acceptable risk, IF you are concerned about being overrun in the short term.

I may prefer to have the enemy ally with them and let me gain the ground and the happiness and the possible leaders.
 
I started to look at this today. It is about what I expected to find as I see this in most game at this level. No effort to evaluate what actions make sense and hence build everything everywhere as soon as it is available.

That is doable, but you best be up to the line on everything else, but that is rarely the case. Here I mean city placement and unit choices and trades and war.

It is easier to do the town management. Do I need a temple here and do I need it now? Do I need a barracks here, now? Do I need a lib, granary and you name it.

So what do you tend to find? Well size 3 towns with rax/temple/market/lib/uni and oh yes, not growing. For good measure lets be sure it has at least 21 tiles, better yet 27 or more tiles, no towns in sight.

Then you get to late middle ages or early industrial ages and find you have some problems and they are getting worse.

Pre:
Akkad sell Gran and Temple. As expected, too many structures not needed and too many tiles not improved. Irrigated grass railed, but two shield tundra tile not, so extra food you do not need and several tiles not mined, so several shields lost.

Eindhoven put joker on a hill.

Corihuayrachina sell gran and temple and lib. It makes 2 beakers, should not
have been built and we are no longer focusing on research. Should sell harbor as well as it should not have been built either. I would not have made the Hospital and in fact would not have researched it in the first place.

After selling harbor, switch one of the pop on a coastal tile to beaker head.

Huamanga university, you are making only 8 beakers, 4 raw, so why did you spend all the shields on it? Won't sell right now. Why build a granary in this
mountain top town?

That is just a crime considering it was likely build in the very early part of
the game. A +1 food town does NOT get anything, for sure not a granary. I sell it now. A temple is at least as bad of an idea here, sell it.

Uruk, ok you are really trying my patience here. This size 5 hilltop dump has a
rax, granary, temple, market, lib, bank and uni. That is so many shields and maint for no return. I sell only gran and temple for now.

Vilcas is size 4 and loaded with structures as well. Sell temple and gran.

Arnhem why would you build an aqua in a desert town? Now this is a plan at

work, build rax/temple/market/court/walls/aqua and then stop growth at size 3.

I may as well say this now, I have seen a rax in every town so far, no need for that. It cost shields, time and maint. Many of these places should not be
building units anyway.

I would also say no reason to get in a spot that requires going in MOB.

Sell everything, switch to settler. Move pop off of the desert tile to the salt
tile.

Maastricht, where to start here? If you were not in MOB, you would be looking at about 14 shields and net about 5. So why build a factory? Once you did a court and PS does help, but at what cost? You still only net 18 shields with all of that and being in MOB.

You spent 480 shields and 6 gpt maint. That is 6 cavs that could have done a lot of damage. I sell the proverbial temple. Note those structure are adding to
pollution as well.

Frankfurt more of the same rax/temple/lib a hilltoppper at size 3? It cannot
grow as it is a tundra town. It has 3 beakers. Sell temple and lib.

Haarlem building a rax, but it will not be a front line town and not going to be
very productive after coming out of MOB. Switch to arty, you only have 2 native ones.

Eridu no hospital, I do not need them and if I did it would not be in this
place. It would be a place with lots of food so many citizen could be
specialist.

Here you will have to put them in the fields to feed themselves and come around and irrigate and rail to even do that. Sell temple and gran. Switch to arty.

Samarra sell gran/temple. Move pop from coastal to salt and gain 2 shields.

Eulbar sell temple. Do you look and see if they are of value?
This is another in a long line of towns that have nothing, but happy faces
without the temple. Sell it, but hold granary till the pop is much larger, since
it is already built and this is size 4 with an aqua.

I would not build an aqua here as it only has one grass and one plains tile.
This means you will need to have a harbor and a culture pop to get to full size. That is generally not a worthwhile expense.

If the harbor is need to build ships and it is not, I do not want one. I rarely
care about having vet ships, they either will get promote or not be fighting.
Mostly I will be build transports and they do not need vet status.

Vilcabamba sell temple and will sell rax after it finish the cav.

Too many more to run a report, but you can see how much was spend for not much in return. The key is that you could have a number of units much sooner that could have let take down some land and be much stronger by now.

Not saying war only, still when action occurs you would run over someone, quickly.

I made this log to give you an idea how the cost of building all that stuff in places that do not need and cannot use them. I did not even address the extra wide spacing.

One of the things that you can see in C3C is the power of armies. You have 3 and could have more, those armies cannot be stopped by the AI. They should be turned loose at first opportunity to wreck havoc, raze towns and cripple the other guy.
 
I took a quick look at this last night. You have a lot more temples and culture than I ordinarily play with. I left those alone at first, because you&#8217;ve said that you like them. I did take a look at other things, though.

I rather like temples. They expand borders and allow a city the potential to use any one of the 21 tiles it could use early on.

Aabraxan said:
]According to CA2, switching from Monarchy to Republic would take you from +45 gpt to +177. Note, however, that you're actually at +51 gpt, so CA2 is slightly off. I didn&#8217;t make the switch because I don&#8217;t know what your WW might be like at the moment.

All I know is that I don't want to deal with war weariness with such a huge war ahead.

Aabraxan said:
You still haven&#8217;t built the FP? That would help your economy, too.

I never really thought that my empire was large enough to build FP and gain a huge benefit out of it.

Aabraxan said:
Put the specialists in the core back to work. More food, more growth, more shields. One thing to consider is that because you have so many multipliers in place, core citizens need to work the tiles, not specialize.

Didn't realize I had that many. Will go fix that now.

I started to look at this today. It is about what I expected to find as I see this in most game at this level. No effort to evaluate what actions make sense and hence build everything everywhere as soon as it is available.

You make a lot of assumptions vmxa. Personally I find you saying that I make "no effort to evaluate what actions make sense" kind of offensive. Like you're offending my intelligence. More than likely you don't mean it this way, but that's the way it comes off.

vmxa said:
So what do you tend to find? Well size 3 towns with rax/temple/market/lib/uni and oh yes, not growing. For good measure lets be sure it has at least 21 tiles, better yet 27 or more tiles, no towns in sight.

Size 3 towns can grow larger. Maybe they won't make use of all of their 27 tiles, but more than likely through the use of railroads, you can make them bigger. I'm not going to pretend that my city placement is perfect.

vmxa said:
Pre:
Akkad sell Gran and Temple. As expected, too many structures not needed and too many tiles not improved. Irrigated grass railed, but two shield tundra tile not, so extra food you do not need and several tiles not mined, so several shields lost.

Granaries help it grow larger. The only way it would be useless in this city is if it didn't have a hospital, which, btw, it does. Selling off the granary would hinder its growth.

vmxa said:
Eindhoven put joker on a hill.

Something I just haven't changed since I was trying to control rioting after I captured it. Fixed.

vmxa said:
Corihuayrachina sell gran and temple and lib. It makes 2 beakers, should not
have been built and we are no longer focusing on research. Should sell harbor as well as it should not have been built either. I would not have made the Hospital and in fact would not have researched it in the first place.

I'll admit that I probably built a lot of universities and a few libraries in places they were not needed. I'd be okay with selling some of those off. However, I'm going to have to beg to differ on not researching sanitation. How is it a bad thing to let your cities grow past size 12? Also, the AI takes forever to research sanitation on its own and it was very useful as a bargaining chip to keep up in the tech race.

vmxa said:
After selling harbor, switch one of the pop on a coastal tile to beaker head.

Maybe a harbor wasn't needed here specifically, since it already has plenty of food, but harbors are good in most coastal cities, regardless of whether you're going to build a navy or not, because otherwise a lot of them would have stagnant growth.

vmxa said:
Huamanga university, you are making only 8 beakers, 4 raw, so why did you spend all the shields on it? Won't sell right now. Why build a granary in this mountain top town?

That is just a crime considering it was likely build in the very early part of
the game. A +1 food town does NOT get anything, for sure not a granary. I sell it now. A temple is at least as bad of an idea here, sell it.

The fact that it's a mountaintop town with little food production is a better reason than any other to build a granary there. That helps it grow much faster than it otherwise would. If you have good reasoning to counter that argument than I'd be glad to reconsider that strategy. Also, it's a border city, why wouldn't I build a temple?

vmxa said:
Uruk, ok you are really trying my patience here. This size 5 hilltop dump has a rax, granary, temple, market, lib, bank and uni. That is so many shields and maint for no return. I sell only gran and temple for now.

Sell the two MOST useful ones?

vmxa said:
Vilcas is size 4 and loaded with structures as well. Sell temple and gran.

Since Vilcas is no longer a border town, selling the temple is fine, but selling the granary? Again, the whole growth thing here. I like cities that grow.

vmxa said:
Arnhem why would you build an aqua in a desert town? Now this is a plan at work, build rax/temple/market/court/walls/aqua and then stop growth at size 3.[/QUOTE}

Arnhem was a city I captured from the computer, so the only one of these I built was a temple.

vmxa said:
I may as well say this now, I have seen a rax in every town so far, no need for that. It cost shields, time and maint. Many of these places should not be building units anyway.

I would also say no reason to get in a spot that requires going in MOB. Sell everything, switch to settler. Move pop off of the desert tile to the salt tile.

Now here's where I'm going to have to get mad. Are you saying veteran units are bad? Also, if they shouldn't be building units, and there's very few improvements that would be of use, then just what the hell do you expect them to build?

Smaller things such as exactly what tiles were being worked and for what benefit is something I was trying to focus on during my time of peace, but the Iroquois only gave me about 10 turns of it between when I finished off the Dutch and they declared on me. Until I build a mine on that saltpeter tile, and I'm sure it's something I would've spotted eventually, it's more productive to use the 3 irrigated desert tiles; with the saltpeter tile it would produce 1 less food and 1 less commerce. Personally, I'll take +1 food in a small city with lots of potential for growth over +1 commerce and less food any day, unless I am struggling to produce money, which I'm not.

vmxa said:
Maastricht, where to start here? If you were not in MOB, you would be looking at about 14 shields and net about 5. So why build a factory? Once you did a court and PS does help, but at what cost? You still only net 18 shields with all of that and being in MOB.

You spent 480 shields and 6 gpt maint. That is 6 cavs that could have done a lot of damage. I sell the proverbial temple. Note those structure are adding to
pollution as well.

Maastricht is a city I just barely captured from the Dutch. Every improvement (except for the temple) that's there was already there when I captured it. Again, you're making a lot of assumptions here. Also, I would take the factory over no factory any day. It makes that city much more productive and is easily worth the 2 commerce lost from maintenance, AND I didn't have to spend the shields to build it.

vmxa said:
Frankfurt more of the same rax/temple/lib a hilltoppper at size 3? It cannot grow as it is a tundra town. It has 3 beakers. Sell temple and lib.

Nothing to say here. Don't need the temple anymore nor do I need the library. Glad you didn't sell the barracks though, because it is a pretty productive city.

vmxa said:
Haarlem building a rax, but it will not be a front line town and not going to be very productive after coming out of MOB. Switch to arty, you only have 2 native ones.

It's only 1 turn from a barracks, why switch? Every barracks is useful, because every city will at some point be producing military units.

vmxa said:
Eridu no hospital, I do not need them and if I did it would not be in this place. It would be a place with lots of food so many citizen could be
specialist.

Here you will have to put them in the fields to feed themselves and come around and irrigate and rail to even do that. Sell temple and gran. Switch to arty.

I probably was building it when it was size 11; I think I built a settler there. Also, since I just switched to mobilization on this turn, I will have to change the hospital anyway. Since it doesn't have a hospital yet, I won't argue with selling the granary (and since it's no longer a border town and its borders have expanded, I won't argue with selling the temple either), but I wouldn't sell the granary personally, for one day it will have a hospital and will grow past size 12.

vmxa said:
Samarra sell gran/temple. Move pop from coastal to salt and gain 2 shields.

Won't argue with this.

vmxa said:
Eulbar sell temple. Do you look and see if they are of value?
This is another in a long line of towns that have nothing, but happy faces
without the temple. Sell it, but hold granary till the pop is much larger, since
it is already built and this is size 4 with an aqua.

At the time I built Eulbar it was a border town, so no, at the time, the temple was not worthless.

vmxa said:
I would not build an aqua here as it only has one grass and one plains tile. This means you will need to have a harbor and a culture pop to get to full size. That is generally not a worthwhile expense

If the harbor is need to build ships and it is not, I do not want one. I rarely
care about having vet ships, they either will get promote or not be fighting.
Mostly I will be build transports and they do not need vet status.

This city was captured by the Dutch, then me, then the Dutch, then captured back by me again. So it was probably originally above size 7. Harbors help cities that otherwise wouldn't grow to grow, why wouldn't I want one there?

vmxa said:
Vilcabamba sell temple and will sell rax after it finish the cav.

Why sell the barracks? Again, veteran military units are good. As for temple, it never would've been able to take advantage of all of its tiles if the temple wouldn't have been built, because there would've been no cultural expansion.

vmxa said:
Too many more to run a report, but you can see how much was spend for not much in return. The key is that you could have a number of units much sooner that could have let take down some land and be much stronger by now.

Not saying war only, still when action occurs you would run over someone, quickly.

I'll agree that there are a few improvements that I never needed to built. There's also some that I captured from the Dutch that I could sell off. But for the most part I disagree with a lot of what you say and I believe you can still play "efficiently" and "productively" while building temples and barracks's. I've decided that maybe I could build a temple just to expand its borders, then when border expansion is no longer needed, sell it off. It's something I could start doing. But I rarely ever regret building a temple anywhere.

vmxa said:
I made this log to give you an idea how the cost of building all that stuff in places that do not need and cannot use them. I did not even address the extra wide spacing.

I'll admit, my spacing may be too wide, but for one, I would not have had the size I did before being boxed in had I settled too close together and especially if I wouldn't have built temples, and for another, I prefer to make each and every city be as productive as possible. I don't like suffocating them. Again, I could've put them closer together in some areas, but for the most part I can't stand putting them very close together. I don't think I've ever intentionally had even one CxC. Ever. And I don't plan to ever have them.

vmxa said:
One of the things that you can see in C3C is the power of armies. You have 3 and could have more, those armies cannot be stopped by the AI. They should be turned loose at first opportunity to wreck havoc, raze towns and cripple the other guy.

Armies are awesome, yes. They just declared on me the previous IT. Don't worry, I was planning on using them.

I'm finally continuing this game tonight, so I'll keep you guys posted.
 
I did a little work on this, but frankly it is already won, but a formality now.

Pre- continued:
More towns checked and send the few arties out and ping some units.
5/5 cav kills cav and redlines (1-0)
5/5 cav kills cav and gets a leader, bad news for Hawatha (2-0).
Form Cav-4th and it kills cav in Groninger (3-0). Note it was filled with mostly
damaged units and is 11/19.
4/4 cav kills cav (4-0).
4/4 cav kills cav (5-0).
4/4 cav kills cav (6-0), goes elite.
4/4 cav kills cav (7-0).
4/4 cav kills cav (8-0), goes elite.
4/4 cav kills cav (9-0), goes elite.
4/4 cav kills cav (10-0), redlined.
4/4 cav kills cav (11-0), goes elite.
4/4 cav kills cav (12-0), goes elite.
4/4 cav kills cav (13-0), redlined.
4/4 cav kills cav (14-0).
4/4 cav kills cav (15-0), goes redlined.
1st kills cav (16-0).
cav captures 4 workers.

Set research to 80 to get SciMeth in 4 turns.

4/4 cav kills cav (17-0), captures 11 workers.
4/4 cav kills cav (18-0), captures 6 workers.
4/4 cav kills cav (19-0), captures cannon.
2nd kills infantry at Konigsberg (20-0).
3rd kills cav at Groninger (21-0), captures it and arty.
Send arty to Kron and ping infantry.
2nd kills it and capture the place (22-0).

Not finished with the inherited turn, but with a 4th army and a 5th finishing on this turn, it will not be much trouble. 6 new elites also.

It would be even easier if more units were build by now, do not have as many cav as I would like to clean out the loose units, let alone attack.
 
I rather like temples. They expand borders and allow a city the potential to use any one of the 21 tiles it could use early on.
I know, and I didn't want to set off another Temple Debate in your thread. Besides, if you want a culture victory, you'll still need them. OTOH, if all you want out of them is border pops, look at them closely. I vaguely recall seeing a a town that won't get its next border pop for something like 175 turns.

All I know is that I don't want to deal with war weariness with such a huge war ahead.
Don't blame you. I wouldn't make the switch until you've dealt with the Iroquois situation.

I never really thought that my empire was large enough to build FP and gain a huge benefit out of it.
According to CA2, even though it's slightly off, building the FP will gain you ~60-80 gpt.

Good luck!
 
FYI: vmxa plays a lot of Always War games, which call for a very different style of playing the game than what you are accustomed to. He took your game and tweaked it to his style of playing.

I rather like temples. They expand borders and allow a cty the potential to use any one of the 21 tiles it could use early on.
I did too, early on. I looked at their cost, which is cheaper than a library and the fact that they could expand my border faster since they could be built quicker. But aside from culture expansion and maybe keeping a citizen/city productive, it doesn't offer much more than that. A library helps you learn new techs faster.

Later on, you'll be expanding your borders by placing more cities and won't need to rely on culture to increase the size of your empire.
How is it a bad thing to let your cities grow past size 12?
Happiness, mostly. And the need to babysit the city everytime it grows.

There is nothing wrong with a size 24 city. But then, there is nothing right with a size 24 city, either. It is just a size 24 city.

A core city at size 12 can be very productive, producing 50 or more shields per turn. With a little tweaking, it can churn out units like clockwork with no wasted shields. It can be set once and not touched again the rest of the game. Which is very nice when you have a lot of cities.

It's only 1 turn from a barracks, why switch? Every barracks is useful, because every city will at some point be producing military units.
Barracks in highly corrupt cities are not a good idea. True, in some cases you need them to heal your units quickly, and there they do make sense. But mostly your corrupt cities, in a time of war, need to be making artillery units (which a barracks cannot make into a Veteran status) or settlers or workers/slaves. Cities in your core/cities with less than 50% corruption should be making Veteran units.

I admit that it took me a while to really understand this part of the game. And it is not as limiting as it sounds. Once your outer cities are making rock-throwers, settlers and workers, if you need to rush a few military units you can do that quite easily in these cities. And if you don't need them, in time you will have more cities to build and workers to help improve the land, in addition to having more units that are barracks-neutral.
 
"bob rulz"
"I rather like temples. They expand borders and allow a city the potential to use any one of the 21 tiles it could use early on."

Yes temples expand borders, so do libs or any culture generating structure. The question is do you need those 21 tiles and the border expanding. Can you afford them here and now in this town?

I would submit that you do not, unless you are going for a culture win or some special conditions. As you may know, you can do nothing with those 21 tiles, unless you build a Hospital.

You may be better off not building one or even not researching sanitation. Let's say you do build one, you are more than half way through the game before that occurs, so you are not going to get much use from those tiles and probably do not need them.

You can get 14-18 tiles from your adjacent towns for cities that are really worth having a hospital.

"You make a lot of assumptions vmxa. Personally I find you saying that I make "no effort to evaluate what actions make sense" kind of offensive. Like you're offending my intelligence. More than likely you don't mean it this way, but that's the way it comes off."

Sorry to be tactless, but what assumptions are you talking about? Did you read what I said about many of those towns and what was in them? What I meant is players are just going ahead and building every structure in every town as soon as they can, this is what the AI does and it does not work for them.

It cost them time and resources and that will make it harder to win. A good plan is to evaluate every thing you decide to build in a town, not on well this will eventually make the place bigger.

Rather on does it make sense in the plan to win the game? Can I afford to do it now and in this place? What if I did not do that and build something else, say a worker or an attacker?

If it makes sense, then do it, don't just do it thinking I will grow this town sooner. Why do I care if my 33rd town that is otherwise 90 or 100% corrupt grows faster and get down to 70% corrupt?

Will it make that cav in 80 turns still or 70 turns? What is the point in having it get to size 12, if I build a temple/market/court/lib and what ever else I can and everyone is working?

I still get a 60 or more turn cav. I still get only a few gold or beakers. It takes many turns to get those things up, unless I spend even more to rush them.

What is my gain? How about I spend nothing and all those turns I make a few cannons or nothing or workers. I get to size 6 or larger if a river and put some pop up as specialist and get beakers for free.

It does not matter if I go warmonger or builder here, either way I am getting more from this place sooner.

Anyway what was done in those town and cities is the reason you have not gotten the game in hand by now. My points were not to make anyone feel bad, just to say consider what a town needs and what the empire needs and do only that.

To do more, only makes the empire weaker. As I said I see this in nearly every game posted, where the AI is stronger than the player on levels like Monarch and Emperor. I do not even need to load the game, I know that is what I will see.

"Size 3 towns can grow larger. Maybe they won't make use of all of their 27 tiles, but more than likely through the use of railroads, you can make them bigger. I'm not going to pretend that my city placement is perfect."

I am not real concerned about placement here, other than to take advantage of natural things like rivers and defense when it makes sense.

Size 3 towns may be able to grow bigger, but many of them will not do so without a large investment and will never pay back that investment. I am not interesting in making tundra towns grow larger, IF I have to build structures to do it.

I will just see if I can get 6 food for 1 or 2 citizens and let the 1 or 2 others be beakerheads. I start gaining very soon and pay no maint.

What you want to realize is maint will hurt you and force you to slow down research or support for troops.

Remember that rails are not available for much of the game and will not help you in tundra towns in terms of food. The extra shields are not typically of value as the place is corrupt anyway and small.

"Granaries help it grow larger. The only way it would be useless in this city is if it didn't have a hospital, which, btw, it does. Selling off the granary would hinder its growth."

I don't remember the layout of Akkad, but It will grow anyway and yes you could make a case that holding the gran is of some value. If it was 18 or better as I think it was, it will not get much larger anyway.

I think it did not have that much free food to get much bigger, but I could be wrong. Admittedly it is not a big deal. I do not mean to imply that all my moves are golden, they are not. They are mainly what seemed to make sense, but I did not have any knowledge of what has transpired.

Most of the changes are worth doing, but as always some and could have gone either way.

"Something I just haven't changed since I was trying to control rioting after I captured it. Fixed."

Not uncommon for anyone to over look things in an empire that is getting large.

"I'll admit that I probably built a lot of universities and a few libraries in places they were not needed. I'd be okay with selling some of those off. However, I'm going to have to beg to differ on not researching sanitation. How is it a bad thing to let your cities grow past size 12? Also, the AI takes forever to research sanitation on its own and it was very useful as a bargaining chip to keep up in the tech race."

This is a point that is valid in what I call low level games like Monarch. You can do as you wish, but it rarely a good plan in tougher games, even AWM I would probably not research Sanitation.

I am doing a test on AWM with 20 civs on a 200x200 continents map now to see what the cost factor should be in a 200 map. I choose an easier game level as I did not want to color the research too much.

Anyway I still elected to skip sanitation, even though I am crushing them and have cleared most on my continent.

The reason is that I know it can cost me in a tougher game. I spent lots of beakers to gain the optional tech with no other tech needing it. I gain hospitals.

I have to stop production in my best places to build this structure that cost a lot of shields. I forget how many as I seldom build them. I miss out on several cavs form these places that I may need badly.

I have no cities with lots of tiles anyway, all tiles are being worked and have been for nearly the whole game. If I did build one, I would come back and steal tiles until my best 3-5 cities had 16 or so tiles and that would help me later, but the loss of all those units may cost me a great deal.

Now I grant you, most players will not be facing as much 200 battles in a single turn and not need to worry about needing lots of lost units or filling several armies, but even on a smaller scale the idea is the same.

Am I better off hitting my enemies with those extra units now or having a few more pop in a few more places?

Anyway I rarely trade with the AI after the middle ages. Either I am so far behind, they do not want any techs or I am pulling ahead and have no interest in giving them anything.

Uni's are a fine thing as are libs, all I want to consider is, will I be researching much longer and if so will this place benefit from an expensive uni?

If it will, I will squeeze one in when I can. I want to have maybe 8 or 10 beakers raw for a uni and the place still not at max size (12 for me). If max size I want more than 10 beakers or I won't spend the shields most of the time.

"Maybe a harbor wasn't needed here specifically, since it already has plenty of food, but harbors are good in most coastal cities, regardless of whether you're going to build a navy or not, because otherwise a lot of them would have stagnant growth."

Harbors are like all things, do I need it here and do I need it now and can I afford it now? If it is going to take me 60 turns to build it, not sure I want it. I may need it and I may build it, but I am not going to just put one up, because this is a coastal town.

"The fact that it's a mountaintop town with little food production is a better reason than any other to build a granary there. That helps it grow much faster than it otherwise would. If you have good reasoning to counter that argument than I'd be glad to reconsider that strategy. Also, it's a border city, why wouldn't I build a temple?"

Lets ask this question. Do you think if your plan was working real well, you would have posted about your situation? No, that means some things are not being done as well as they could be. Now which things?

I have posted some things for you to think about, you can reject them or not. I will say that you would not be in any trouble if you followed some of these concepts.

Growth is a good thing, in the first 100 or so turns. Later it not so important. You cannot go around build granaries every where. I would build 2 maybe three.

I have little interest in growth in those towns after the core is up, let them do what they can.

It is a dead place, get one or two pop and let it go. I do not remember the location, but I am not going to have a border with anyone for long, they are going up in smoke, long before I would build a temple.

"Since Vilcas is no longer a border town, selling the temple is fine, but selling the granary? Again, the whole growth thing here. I like cities that grow."

It is killing you. You cannot afford them.

"
vmxa said:
Arnhem why would you build an aqua in a desert town? Now this is a plan at work, build rax/temple/market/court/walls/aqua and then stop growth at size 3.[/QUOTE}

Arnhem was a city I captured from the computer, so the only one of these I built was a temple."

Them sell off some off that stuff. You still have to pay maint on them.



"Now here's where I'm going to have to get mad. Are you saying veteran units are bad? Also, if they shouldn't be building units, and there's very few improvements that would be of use, then just what the hell do you expect them to build?"

I am saying you cannot build structure every where. If you let a few strong cities make all the troops, they need a rax, the rest do not.

"Smaller things such as exactly what tiles were being worked and for what benefit is something I was trying to focus on during my time of peace, but the Iroquois only gave me about 10 turns of it between when I finished off the Dutch and they declared on me. Until I build a mine on that saltpeter tile, and I'm sure it's something I would've spotted eventually, it's more productive to use the 3 irrigated desert tiles; with the saltpeter tile it would produce 1 less food and 1 less commerce. Personally, I'll take +1 food in a small city with lots of potential for growth over +1 commerce and less food any day, unless I am struggling to produce money, which I'm not."

You need gold for troop support and research more than growth now.



"Maastricht is a city I just barely captured from the Dutch. Every improvement (except for the temple) that's there was already there when I captured it. Again, you're making a lot of assumptions here. Also, I would take the factory over no factory any day. It makes that city much more productive and is easily worth the 2 commerce lost from maintenance, AND I didn't have to spend the shields to build it."

Alright I did not have the time to determine which places were captured, if the shoe does not fit, forget it. I would not make factories in places other than my troop cities, the rest are not going to need shields.

"It's only 1 turn from a barracks, why switch? Every barracks is useful, because every city will at some point be producing military units."

Why will they. I can crush them with 4 or 5 cities making troops. This place will make arties and they do not need a rax as they have no vet status. I save the maint cost of rax and got that arty out sooner.


No matter what tone I may use my only point in posting was to try to help. If I did not do that, I am sorry. Just disregard my input.
 
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