At least not if at the same time you want to also construct 2 Holy Sites, 1 Encampment, 1 Shrine, 1 Wonder, a trader, a worker... you can expand a lot more if you drop some of that stuff for a few extra units to get a basic defense force. Especially when you forward-settle an AI.I suppose no expanding beyond three cities on classic era on King, eh?
I was believing in the pacifism of the early AI and their inability to create more than three units early on.
I was WRONG!
Lessons learned.
This is where scouting and a margin of pre-positioning can help.
A single fortified warrior on that hill 1W, archer in city, another archer 1-2 after that and the whole thing gets gummed up a bit. Those are pretty strong UUs though, the kind of thing where archer rushing him ASAP might have been the better play.
I had a nice city positioned between two mountains, warrior fortified in the encampment, one archer in the city core, and one on a hill behind the city. Gilgamesh took me out with 4 war carts and a few warriors from his allies city state. He circled a war cart around the western mountain and behind my city to besiege my city. Lost it a few turns before I could finish my Ancient Walls.
Reloaded 20 turns earlier and managed to get the walls up early into his assault. Crushed him like a bug.
Lesson learned: if Gilgamesh is your neighbour, get some goddamned walls up.
I had a nice city positioned between two mountains, warrior fortified in the encampment, one archer in the city core, and one on a hill behind the city. Gilgamesh took me out with 4 war carts and a few warriors from his allies city state. He circled a war cart around the western mountain and behind my city to besiege my city. Lost it a few turns before I could finish my Ancient Walls.
Reloaded 20 turns earlier and managed to get the walls up early into his assault. Crushed him like a bug.
Lesson learned: if Gilgamesh is your neighbour, get some goddamned walls up.
Unit positioning matters. The encampment isn't protecting the point of attack at all, the archer is a few turns away from being able to contribute, and your warrior is setup in in a way where it's isolated and liable to get quickly triple-tapped by significantly stronger units.
If you had those same units positioned 2x warrior on hills and archer in city, the AI would have to beat on the warriors using hill fortification bonus at reduced effectiveness due to archer shots, or try to go around to the north or east (both logistical nightmares the AI can't handle, and will expose units).
Also, with a little bit of scouting you get some lead time to react to the units inbound. The AI attacks consistently enough on high levels that you could make a case for just having the units ready, but absent that getting 4-8 extra turns to position + build + maybe if absolutely necessary buy defense would be a game changer.
3 archers would cut this to ribbons with good unit positioning, walls or not.
The only reason this currently works is the terrible combat AI. Each archer does 20 or so damage to a war cart, while the war cart returns the favor with 50 or so damage. I expect a slight nerf to war carts by the next patch.
The only reason deity is winnable is poor AI, so I don't find that TOO appealing as an argument.
Damaged units have weaker strength, so slapping pin cushions on front line forces the AI to rotate if it wants to hit hard. If we're talking pre fortified warrior or two they are not dealing 50 damage.
They're still pretty threatening though, so I'd want to shackle such an AI if it's close.
They're still pretty threatening though, so I'd want to shackle such an AI if it's close.