frustrated!!! mid game warmongering??

NaZdReG

Warmonger
Joined
Jun 15, 2006
Messages
553
I hate to say this version of civ is beginning to frustrate me.

the pace at which tech's are unlocked is signifigantly faster than civ 3 (especially once you set up a science based city)

it becomes difficult to even SEE your military units, given the fact that the scale is way different from civ 3
(improvements were small and reflected their nature, units were easily seen regardless of the terrain) now the improvements cover up everything

I got into a stalemate on my continent (at peace with my neighbors, having converted them to taoism) this is where the tech pace started to annoy me.

at one point I had advantage by spawning macemen.. 20 minutes later I'm spawning redcoats??

if you don't go for EARLY warmongering, at what point to you decide to accept your tech level and start spawning units? if you spawn them nonstop most will end up outdated if your not sacrificing them to take over territories


I'm used to a specific tempo:

early ancient.. archer rush followed up by horsemen or swordsmen

next age you tech to knights for offence, and move your way towards calvary while gunpowder units hold the frontier.. take over your continent

next you get to calvary and riflemen, your defense units are suddenly very good on offense as well.. great time if you havent yet to infiltrate another continent (ideally taking over some of the territory of someone you convinced your allies to attack) ICS and start shipping over units

I usually entrench and then hyperpower to flight and tanks, using transports to mass troops on the other continent..

procede to annihilate at your whim.

anyone else want to contribute opinon?

NaZ
 
an early rush should be with axes/praets, archers really suck for that.
For me it goes like this:
Axe rush
Mace+cat rush
Cavalry/Riflemen+Cannon rush
Tanks rush
Modern Armour rush
I normally only go for Cavalry and Axe rushes to get extra land if I'm going for a 'peaceful' victory.
 
I find Epic to be a better pace, Marathon really takes too long to build things and makes me sleepy.
 
Yeah well that's why I only play CivIII.
CivIV is just all advanced and a sad attempt to improve it.
 
Mine goes like this,
Axe/Sword or Praet/Praet rush.
Axe/Sword or Praet/Praet rush and pillagers.
Axe/Sword or Praet/Praet rush and pillagers and catapults.
You should kill of your neighbors before they get gunpowder. You'll need that for the other continents(s).
 
wow quite a few replies.

yeah I looked at playing the other game speeds.. but thats just attempting to work around a fundamental problem.

techs advance so fast that military units become obsolete before they can be effectively utilized.

so far I've only had 2-3 cities in my initial 5-6 that are able to produce military units in effective fashion

by the time I crank out 4 catapults 2 spearman and 6 swordsmen I'm already starting to produce macemen and VERY quickly after that more efficient units.

case in point my game today I was attacked my montezuma.. his first wave was chariots and axemen.. the very next wave 2 turns later were KNIGHTS and macemen. by then I already had redcoats but 3 turns before that I was capped out at xbows and macemen.

I'm used to having to manage an offensive campaign for quite a long time before being able to signifigantly upgrade.. the warrior to swordsman gambit in civ 3 is a very good one.. and you don't switch to medieval infantry or knights etc until you've finished out that age..

or you rush with archers which do become obsolete but your 2nd wave is swords etc or you tech up and hit them with knights and trebs

also at this point.. other than early warmongering is there ANY point to midgame unique units?? by the time I had gotten redcoats it didnt matter I was only a few techs away from tanks... whats the point? but if you dont produce military you get invaded.. so you're constantly dealing with outdated units or paying out all your gold to constantly upgrade

-rant-

NaZ
 
I love playing epic speed on continents, clearing the continent and going cultural. Reminds me of the actual reign of Asoka of India. Epic speed allows you to get a good number of units before they are outdated. Also, try going to war without having an obscene number of units. That way, you can take advantage of a potential tech lead without letting the AI catch up. Or mass produce cheaper units, such as macemen, upgrade them with city raider 1 and 2, then drop science slider down to 0 for five turns, and upgrade them all to awesomely uber city raiding redcoats. Its almost cheating :)
-jcw
 
I have no problems with mid-game units becoming obsolete too quickly playing Marathon speed. If you get into a war and you have just researched Rifling, you will be using Riflemen for a long time.
 
A lot of people are citing marathon as an alternative to extend the lifespan of units.. perhaps I will have to give it a shot. on normal the tech pace is just insane (and yet I still tend to have to trade for many techs)

this is a case of "more" not being better.. we dont need 8000 techs to enhance everything.. civ 3 has a nice balance between advancing strengths and time to research

NaZ
 
You really need to play slower game speeds, that's all.
On marathon, techs are researched slower, improvements built slower, buildings constructed slower, units trained slower and so on.

Essentially, everything is slower except one thing; unit movement/attack.
If before, you had 20 turns from getting maces to getting redcoats, you now have 2 or 3 times as many turns, allowing you to do far more military campaigning in that maceman era.

(Also, you should maybe work with your research paths. If I'm in the middle of the classical era and think I need more land, I'll start building barracks and forges and researching directly towards machinery, civil service and construction. Also, I will train a bunch of swords. When I get construction, I start producing catapults en masse. When I get the rest of my techs, I set research to 0% and start mass producing maces and use the gold to upgrade the "pre-build" maces (swords). I am ready for a campaign only some ten turns after researching the tech.)
 
definately going to have to try slower game speed.. its always the dilemma to tech up or fight.. in civ 3 once I get my continent and steam power.. I tend to relax the offense to rail up then press again.. very quickly I have infantry and entrench out onto another continent. usually use diplomacy to reduce the # of enemies and while they're busy i'm hyper teching dropping factory coal plant marketplace bank wall street etc to get my cities up into the 35-70 production range and keep them happy so when I get tanks I can just drop tons of them on the enemy.

scale just seems different I dont know if i'm off base and frustrated or have a very valid critique of how firaxis de emphasized warmongering
 
If you are playing Normal now, I suggest trying Epic next instead of jumping to Marathon.
 
I'd say that it takes from 50 to 100 turns for a newly researched unit to become obsolete.
 
Definately go epic before marathon. I love marathon now, but it will seem sooooo slooooow if you're used to normal speed.
 
I run most of my games at normal speed and don't run into the problem you're describing.

I suspect you're researching military techs exclusively--is this the case? I can't see how else you're running into this. I usually trade off between military and civilian techs. The AI doesn't bee-line to military techs like a human does unless it's under attack, so you're usually safe to stick with the age's dominant military units for several turns as you pursue other goals.

Other than that, you may need to adjust your overall gameplay. It sounds like you're trying to force Civ III strategies down Civ IV's throat, and it ain't workin'. I ran into something similar--I came from Civ II and when I tried to build cities everywhere and roads to get rich, my economy crashed. :sad: :lol: This version of the game was deliberately designed to negate previous strategies and tactics that bordered on exploits (which is not to say the game doesn't have some of its own). As a result, I found, you have to discard the baggage you bring from previous versions and approach this game with "beginner's mind".
 
There no this kind of problem. You problem is that you do not know how to produce enogth units to attack and how to execute attack fast enoght so they do not become absolute.
If you look on succession games you will find games that finsihed in 1600-1800AD and had time to use varaity of different age of units.
 
by the time I crank out 4 catapults 2 spearman and 6 swordsmen I'm already starting to produce macemen and VERY quickly after that more efficient units.

You either have poor production or, as stated above, are researching only military techs. No need to beeline for the techs that give you better units, as that hampers your cities. For example, you could grab civil service before metal work to get macemen earlier, but you'd be missing out on the production bonus from the forge.
 
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