Arturus said:
Perhaps I am focusing too much on defence or on scientific research or maybe the size of my empire is a significant detriment to my economic situation under such governments. Right now I have at least 6 units at the very minimum per city (4 defence 2 workers) with more important cities having 1-2 artillery and 1-2 attack units, 3-4 air units, 1-2 anti-air units. I have never done a ratio of my navy to cities but combined air, ship, and tactical nuclear weapon power for my navy probably stands at 1-2 per city.
Your working against yourself here.
In Republic, a city gets 3 unit support, 4 for metro. Corrupt cities aren't making you enough to pay for their own defense after Corruption, and become a liability to your economic status if you have 6 units per city. There is no MP.
The only cities you need to worry about are border cities that the enemy can reach within their max moves after you can see them out of the FoW, based on their most advanced, fastest troops. Coastal cities only if marines or vikings + invention are in play.
The AI absolutley sucks at naval invasions. They won't drop off more than one ship's capacity at a time. That means that when only galleys are around, you need worry about at most, two Knights being offloaded. You could very well be defending a large portion of your empire with just a small stack of Knights. As long as they can reach every city in 5-6 moves (I prefer 5 so they can attack as well), that city will be safe.
If an AI uses ROP to attack you (yes, the AI does ROP rape, poorly as well), he sends his troops individually. This is important, because the first troop will break the agreement, assuring you that no city can be taken if you have two defenders in each, even if they are conscript warriors from long ago.
One of the biggests boosts you can give your economy under Republic is growing all your towns to cities. A city gives three unit support, where a town only gives one, at the cost of, at most, an aqueduct that you built by disbanding obsolete units in it. On top of that, the specialists you can put in this corrupt city will give you another two gpt each, which is another free unit for your invasion force. Irrigate every square and get it to size twelve before Sanitation, and that's a lot of taxmen you can hire. Or scientists too, they do make a difference now at 3 beakers per turn.
Just remember to make your cities work for you. There is no point in having a size 4 city off in the boonies producing 2 uncorrupted gold/shields respectively, with 4 defenders in it. You get one free unit support, the city commerce pays for one, that city won't produce anything of value with 2spt, and you are having to pay an extra 4gpt for the two extra defenders. Even worse, you may have built improvements there like a courthouse or something, making it an even worse drain.
What do you gain?
Unless their is a valuable resource, or you need that extra land for domination, there is no point in having it operate like that. Build an aqueduct there. Don't build anything else. Irrigate everything in sight. Get the pop as high as possible, and make every worker you can a taxman.
Size 7 city with no defenders (not on border/coastal). Say its still making the same uncorrupted 2gpt, and we don't care about the shields really, and since you irrigated everything, you'll probably only be getting 1spt, which is fine. Have it built workers/settlers/wealth, or whatever fits you best.
You pay no unit support to defend it, but now get 3 free units for your invasion force. Your city's commerce (1-2gpt after corruption) will pay for the aqueduct itself. But on top of that, you have extra food in this city, but no shields. Create taxmen! If you have 4 workers on 4 irrigated grassland tiles, you'll have six extra food (before rails, one from each worker, 2 from center of city). That's three taxmen you hire.
The city is stuck at size seven until rails now, but who cares? If you have more + food tiles to work, keep going, but for this example, you now have six extra food. That's three taxmen, which helps the happiness problem in your marketless, templeless, and unimproved city (except for the aqueduct). So now your former drain on the economy is giving you three free military units, 6gpt from the taxmen (or 12 beakers of science...make 10 cities like this, andn it DOES make a difference). Not to mention whatever you have it producing, like wealth for instance.
Make your cities work for you, not against you.
