Encampment (Great General Strategy)

Archon_Wing

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I'm interested in any tactics involving early great generals. This could be where encampment is your first district, or you just build lots of them.

How do you overcome the district limit when dealing with them; does it hinder your research/gold? Do you grow bigger to counteract it; does it go in your capital etc. Do you plan ahead to build Alhambra?

Which Great Generals do you prefer? What if the first general is something crappy like Boudica? What about using them as scouts? Is there a civ better for this (germany/japan/aztec come to mind)
 
I find it quite difficult to get early Great Generals, especially at higher difficulties where the GP eras can fly by quite quickly. You really need to put the effort in to get one.

But in my current game as Trajan I managed to get Hannibal with a combination of an Encampment as my first district and the Strategos wild card (if you beeline Military Tradition and Political Philosophy to get that wildcard slot you can get it going pretty quick, and it's worth an extra Encampment+Barracks).

I think the key bonus they provide, especially in the early game, is the combat and movement bonus, not the retirement bonus - especially if you can stack a Classical and Medieval general. Boudicca is still good enough for boosting your army through early conquests.
 
I just do this when I play Alexander. And as Alexander it is very important to have an early GG. So I build the encampment ASAP and run projects till I get my general. Everything else gets put on hold. Not sure I think encampments are good enough to focus on them unless I am Alexander (or maybe Poland)
 
crappy like Boudica
How dare you!
She is fantastic later when mechanised barbs appear.
One has not encouraged her when the opposition are revolting but perhaps she can whip them into shape.

The higher the level, the more chance of getting an advanced general, getting Von Hipper when one still retains quads is rather jolly. One assumes the same is retained with ground based great ones.
 
How dare you!
She is fantastic later when mechanised barbs appear.
One has not encouraged her when the opposition are revolting but perhaps she can whip them into shape.

It's a complete aside, but the notorious Heathen Conversion Apostle promotion (frequently the only one available after a certain point in the game) proved very useful indeed in recruiting some disenfranchised Diggers from Australia to use in a war against their motherland. Their coastal bonus pairs rather nicely with Hojo's leader ability, too...
 
Earliest GG would be Japan (cheap encampment) or the civs who can get a cheap early wildcard slot. The advantage of someone like Greece running the GG card is that you don't actually need an encampment to use the general. I've had cases where I've run the scientist card for the 30 turns to get an early GS, but then forgot that I still needed to complete a campus before I can use them.

But yes, the bonus combat and movement are the #1 reasons. Especially if you pair the movement bonus with a siege unit, it means that they can move and fire the same turn. Or it means an archer can move up on a hill and fire the same turn, which is great for making sure you get the first shot off.
 
You get gold from Encampment training so you're not swimming in debt. In multiplayer pangea they are almost essential, or get Defender OTF.
 
In SP its pretty low priority, even in DOM games, you really only need one for the trade route bonus. In MP its the best district, funny how that works.

GG's are also only ok in SP, but essential in MP.
 
Ah, thanks, somehow I forgot the movement speed.

Tried a game with Japan and got a general that let me form an army; something I'd take forever to to myself, and yea encampment projects would be the best way to pay for those things as the maintenance felt sorta hefty.
 
Early great generals are extremely strong, so much so that I think they're the most powerful great people in the game. If you want to practice using them Alexander's scenario is great. They're good even if you're a klutz but they become game changing if you use them well.
 
I play for quick science victories for which the classical Great General is perhaps the most essential unit which makes swordsman/horses super powerful and relevant.
Whether or not I will go for the GG depends primarily on: *the terrain around the capital and the flow in the first 10-20 moves in which the decision is made (including the barbarian activity). *the civ and its unique units/abilities and what other civs are doing - and finally the difficulty.

If i decide to go for the GG - I will get the GG :) - as I do not want to allow/risk going for the GG if I am not sure I can pull it off. This means there are situations in which I will discard the idea. So what follows is a quick General Strategy when going for the GG, and below is a list of conditions under which I will not go for the GG.

Classical Great General Strategy (with any civ):
* Most of my normal opening will start with a builder (assuming there are 2-3 tiles that will benefit from improvements) or a scout (if immediate improvements are not viable/productive (e.g. too much jungle etc) and/or the terrain is particularly hard (too many hills/forest around the city). After that I always build a settler (to guarantee quick political philosophy)
* My normal civic progression is to put out the second city and then boost Craftmanship. Only then I go for producing the army.

IF barbarian activity is such that in the first 20ish turns I get 2-3 of them (and have a reason to believe I will get another on in the next few turns) - then TECH-wise, after perhaps maximum of Mining/Animal Husbandry and 1/2 Archery I will switch into Bronze Working (or BW first then archery - depending on the boosts). CIVIC wise i will go into Military Tradition after Craftsmanship (but not finish it). In any case - I will make sure not to finish researching more than 3 civics - and will be switching across civics waiting for the boosts.

With only the above TECHS/CIVICS researched - an early encampment will cost less than 80 production, a regular capital at this point will have probably 4 pop and good production - so making the encampment will not take more than a few turns. If I have a builder available -- (e.g. goody hut/ or I may purchase an extra one if gold is aplenty (e.g. commercial city state) // or rarely - skip the Craftmanship boost (if the terrain is not good and I find one or two Cultural City states early enough) thus saving builder charges // or more likely - because I stole one (from the first neighbour or a city state)) -- then I will use chop overflow from Agoge (50% production on military) to speed up the encampment.

Then beeline Political philosophy (which, with all the boosts) should come anywhere in the 40 (preferred) to 50 turns range. Go for Oligarchy and slot in the +2GG points card immediately.
With this strategy - the encampment will be up around the 30 (plus maybe a few turns mark). To get the GG at around turn 60 or so I will also probably run one Encampment project as well.

If you're playing with 'special' civs - then adapt.Gorgo for example has a wildcard - so the best way is to simply skip an encampment and neglect an early barb camp so that you get overrun by a barb invasion. Then every warrior you kill will get you 10 culture. So just farm barbs for invaluable early extra culture while keeping the GG card in position.

* If you were able to snatch the Goddess of the Harvest Pantheon - then you will probably be likely to finish up the GG with faith.
* If you do snatch this pantheon - and you're playing on lower difficulties (prince to emperor), and you hit early PP,w and no other civ is earning GG points when you do - then you could simply skip the encampment, late slot the +2 GG points card and finish the GG with faith.

When not to go for an encampment:

The higher the difficulty the lower the chance of success. Keep in mind that I'm writing this from the perspective of quick science victories (140-150 turns) and not domination/culture ones.

*If playing immortal/deity and you see that another civ is already earning GG points (e.g. Gorgo may slot the GG card / or very often Hojo will go for an early encampment) and you can't do an early rush on their cities - just give up on the GG - because you will most likely loose the race as the AI will just purchase the GG with gold if you overtake with the number of points.
One way around this - is to mess with their gold productions - e.g. if conditions allow - declare a war on this civ (and send a couple of units) as this may make them spend the gold on purchasing units and thus not have enough for the GG (worked for me once, didn't twice).
Alternatively - if you're in a position - to chop 2 successive Encampment projects and pay the rest in gold - great (this is possible, if you have survived an early attack from another civ - who will offer you lucrative peace deals).

*If in the first 20ish turns you are not 'lucky' with barbs -- and you are not able to clear a barb camp and get at least two of them and have a reason to believe a third one will come soon - so that the boost for Bronze Working is coming too late -- then waiting for the encampment (to boost your State Workforce) will delay the Political Philosophy too much and will backfire.

I will just note that - any other slow strategy - where you go for an encampment later, or encampment as your second district etc - then you will most likely miss the classical GG, unless if you're playing on Prince/King or none (none?) of the other civs is building an encampment (quite rare).

Hope this helps.
 
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I'm interested in any tactics involving early great generals. This could be where encampment is your first district, or you just build lots of them.

How do you overcome the district limit when dealing with them; does it hinder your research/gold? Do you grow bigger to counteract it; does it go in your capital etc. Do you plan ahead to build Alhambra?

Which Great Generals do you prefer? What if the first general is something crappy like Boudica? What about using them as scouts? Is there a civ better for this (germany/japan/aztec come to mind)

Here's my view on th rest of your questions. Again from the perspective of quick science victories (any difficulty).
* I build just one encampment - primarily for the purpose of *getting the classic great general *boosting State Workforce and Military Training, and to a lesser extent - not to worry about whether I will boost Civil Engineering later.
I tend to build all of my army really early. Thus on lower difficulties, it might be because I want to go for an early horseman rush and there's only one pair of horses around.
On higher difficulties skipping horses and going for the heavy chariots - upgraded into knights - is just superior. So it plays no role.
Note as well, that I rarely build more than 3-4 archers anymore, and upgrade these to crossbows only for the purpose of the boost - so my archers never benefit from the GG (but horses/swords/knights doo).

** Why is Boudica crappy? (Edit:) SHE's actually amazing - you can keep him for the rest of the game - and whenever you click on Boudica he will show a white square revealing barbarian locations in the fog of war - which gives a good/fun tactical advantage (eg. prevents bad surprises when sending unescorted settlers (my favourite type of settlers), allows for better scouting of tundra for goody huts etc).
I tend to retire Sun Tzu as soon as possible because of +4 culture he gives.

** Every civ benefits. Hojo/Gorgo are the easiest to get the GG with (also Macedon etc...) but I believe Rome benefits the most (because you don't need Iron - so you can beeline into legions for very quick conquest, and every legion also gives you a free chop which if done right, will bring you back more production than what yo spent on making it).
 
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I just do this when I play Alexander. And as Alexander it is very important to have an early GG. So I build the encampment ASAP and run projects till I get my general. Everything else gets put on hold. Not sure I think encampments are good enough to focus on them unless I am Alexander (or maybe Poland)
When I play as Macedon I use Alex’s UU horseman to get the GG because it gives 5 GG points per kill. The Herairoi doesn’t require horses to build. Beeline horseback riding and military military tradition and start pumping out Herairoi and have them rack up GG points killing anything in site.

Something that took me a while to notice is Herairoi get an additional +5 combat for being adjacent to a GG, but you don’t the bonus if the GG is on the same hex.
 
When I play as Macedon I use Alex’s UU horseman to get the GG because it gives 5 GG points per kill. The Herairoi doesn’t require horses to build. Beeline horseback riding and military military tradition and start pumping out Herairoi and have them rack up GG points killing anything in site.

Something that took me a while to notice is Herairoi get an additional +5 combat for being adjacent to a GG, but you don’t the bonus if the GG is on the same hex.
If you play Alexander you should put some effort into getting a gg at the very beginning to create super horses
 
If you play Alexander you should put some effort into getting a gg at the very beginning to create super horses
The strategy that I described will get you a GG quicker or close to the same time as building an encampment and running projects. So when you get that early GG you already have horses built and you can use your super horses extra early to start your conquering spree.
 
The strategy that I described will get you a GG quicker or close to the same time as building an encampment and running projects. So when you get that early GG you already have horses built and you can use your super horses extra early to start your conquering spree.
Really. Never occurred to me. So you rush horses rather than bronce working? You will need 12 kills to get the first GG if it is available still? Do you not need a lot of horses for that? I'll give it a shot next time but I feel the GG go too fast to leave it up to chance (or they progress too fast and those early gg are not available any more)
 
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If it's all the same with Macedon you should maybe wait until the barracks replacement is up before spamming horses?
 
Any game you have Carthage you can spam the heck out of encampments.
As for having issues getting one of the first eras great generals I find that quite strange since the first round of great generals is largely ignored by AI.
Also something VERY important to note: Encampment Districts (and the buildings therein) are the only district which ANY civilization has a production bonus potential towards by using the Civic Card Veterancy
ALSO something else super important to keep in mind is that if you wish to produce any units which DO NOT have a production modifier (heck even those that DO) having militaristic city states plus encampments in all your cities allows you to produce units in large numbers at a much better cost

For example
Seige Units :[catapults, bombards, Artillery],
Recon Units: Rangers, Spec Ops (upcoming expansion HYPE!),
Support Units: Yeah btw there's more of these than just rams and towers, medics op
Anti-Cavalry Units: woah wait what?! these exist?... yeah you remember those barbarian problems everyone complains about at the start of games? build 1-2 spearmen and watch your worries melt away.....seriously

If you need to or want to use any of these units chances are you're going to need encampments + militaristic city states and something really important to note is most of these units are incredibly powerful which is why they DO NOT have a production modifier
 
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