How to Produce Units Quickly

"4 then war" - Attacko 2007- from "Attacko's Strategy Guide"

Fact- four units- attack

Fact- four cities- attack

the question is a good one- the answers- not so sure

In multiplayer amount of and speed producing -it is vital -or death

Skip slavery- not worth it. Skip cottages- for the stupid

Barracks first build- non barracks buildings - spies, catapults, ships

Workshops, mines, metal ,Watermills

click the hammer icon at 5 pop
Archery- then Sailing- ...then bronze- do not prioritize- not needed
Chopping? save it for for mathematics and Zeus- in a reversal of what was stated- Hanging Gardens and whip - after an explosion of settling

the evidence is clear
 
If you managed to make sense of that you realize its total nonsense, evidence is clear.
 
In the mid - late game several other options are far more powerful than the ones discussed so far.

Firstly, US rushbuy. :commerce: maxes out far higher than :hammers: thanks to the inherent superiority of towns, native commerce (rivers, trade, resource bonuses) is higher, and the fact that you can get full multipliers at banking off of 3 buildings. Once you hit banking/demo and until AL/Fascism, most of your cities can more easily get a massive army out of rushbuy than hammering it out; even afterwards it can often be a superior method of production (particularly with a FIN civ). As a bonus you can flip between production and science merely by adjusting the slider rather than having to flip civics or deal with mass unhappiness. As a further advantage you can tap GM trade missions for fairly substantial instant production anywhere (like say your new one tile city with 4 settled GGs).

Secondly, Kremlin. Whipping is viable up to and including Mech Inf and modern armor with the Kremlin for certain setups. In a heavy overlap setups with heavy use of farms/food specials/food corps the Kremlin whip can beat most anything. Will happiness be a problem? Maybe for your science cities, but for a pop 6 city late game, you can slave that forever without hitting late game happy caps. The only sure fire way to beat the Kremlin whip in terms of basic efficiency for lots of units quick is Kremlin rushbuy. Elizabeth, MM, or Roosevelt on Kremlin rushbuy is insanely effective.

A few others:
1. Upgrades. Yes you pay a premium, but frankly the goal here is to get the army quick. Mass upgrading HAs to Cataphracts off a guilds beeline will buy you a huge number of turns of fighting weaker defenses (perhaps archers instead of LBs, but almost certainly many more turns without pikes and castles). Likewise if you have a mess of left over CRIII axes from an early war you can go peaceful to rifles or infantry and then quick promote them to infantry for an effective massive :hammers: boost. This works particularly well with GM missions. Sometimes, like when you have a GM on a caravel, you can get good mileage out of mass producing units and then instantly upgrading them (e.g. archers to CKN, maces to rifles, quecha to axes). While a dedicated military build would have netted more units, turning off tech or burning a GM is an excellent way to quickly mass a decent army with a tech advantage. You can also cheat here by getting rid of a resource so you can build obsolete units (be warned, at chemistry, I think, you can no longer build warriors regardless).
2. Queue load. By abusing the queue you can rushbuy or whip a large number of units to completion and then flip back to war civics for when they pop out. For instance a religious civ might swap to US/Nat/Slavery/FR to get out a large number units done and the queue filled (and do some drafting). Then they can swap out to HR(PS/Rep)/Vassal/Caste/Theo for XP on the quick built units and increased production later. With the CR you can run a PS-Rushbuy economy which has low WW and an easy time of converting to production.
3. Gifting units to vassals. Okay so the units likely won't be used well, but if you give the AI a hoarde of old HR archers or chariots and then gift them say Railroad or Adv Flight, you can get a pretty decent amount of pin cushions or flankers respectively that are useful for wearing down the target's SoD. Abusing the AIs upgrade bonus can do wonders for attrition warfare.
 
wow...
Thanks Mirthadir, and Lilnev for the in depth analysis!
(bookmarking this thread now for my strategy reference in the future)
 
For slavery and drafting: More cities! Not more land(well, more land is good if you can get it), but more cities. A support-city that have worked the capitals cottages early can often be farmed on the tiles that doesn't overlap. This city will generally lack infrastructure, be limited in size so hopefully it isn't at the happy cap and if it is close then it really doesn't matter if it gets drafted or slaved to destruction anyway. Your going to get new and better cities anyway ;)

Commerce-cities are the worst place to draft or slave since they really should be at their happy-cap all the time and whipping away a town/village is painful. If your empire only consist of 4 solid commerce-cities, a heroic epic and a fishing village slavery and drafting isn't the solution.

Whichever method you choose to hurry production, it gets easier if you plan ahead. The sooner you pick your target and when to strike the more time you have to prepare your empire. This means that that commerce-city should be finished building the bank when rifling is researched(it's not always possible though). You have more time to get the barracks and theaters up, you have more time to grow the cities ready to be slaved and you have more time for farming a great merchant for a trade mission turning those trebs into lovely cannons :)

Also notice that some units doesn't obsolete so fast. If the enemy lacks iron, spearmen will do just fine since he will not be able to build knights. Catapults are also good for building early. If you start building cats @ construction, then you have enough once CS+machinery is ready for macemen :)
 
you only need a ton of units for conquest. builders can get by if they play carefully enough. and i play on normal speed standard size maps.

so the decision to build humongous armies is going to depend mostly on your neighbors (SP) or who you are playing with (MP), and to a lesser degree what kind of land you get. i generally think that a good REX (6 cities by 1AD) is better than a good rush (3-4 cities, but two capitols), all things being equal. but if you need to:

ancient: the only reason to build a lot of units in the ancient era is for a rush. Ancient armies are going to be smaller by necessity; you don't have the infrastructure to support a lot of units. pushing things too far, like by basing your economy on city conquest :gold: will result in unit_strikes.

you have to play smart; recon is crucial. civs that start with hunting should definitely build 1-3 scouts. you could even make it a first build if your land really sucks. civs that start with fishing could consider scouting workboats. other civs can just spam warriors and hope for a woodsman 2 promo. researching hunting early is probably overkill, unless you know that you have an AH resource or ivory.

anyway, the point of the recon is twofold: target and resource acquisition. research bronzeworking early, because it is the only way to get a lot of :hammers: quickly. chop and whip 7-10 axemen, immortals, war chariots or skirmishers. you need copper or hoses within your first 2 border pops for this to be viable. building another city takes too long. creative civs have a slight edge by claiming more territory.

classical: this is the first age where you can legitimately war. rushing is just a big gamble. by this point, you know what resources you have available and might have a few cities, so specialize one to build units, with a barracks. horse archers are the best unit if this early era if: 1) they can get to a nearby capitol before culture defense is really high 2) you are playing SP and the ai builds mostly archers, or 3) they lack metals.

aggressive civs get a boost for melee, so swords/axe stack is another option for them. it comes down to what strategic resources you have. waiting until construction and catapults is possible if you can maintain a significant tech lead. praetorians are civ-specific, but awesome, and i imagine guerrilla 3 gallic warriors could work, too.

as for actual production, whips and chops are all you can do to really crank things out. improve all your food tiles, whip units and build/overflow granaries. then just whip units. build workers or settlers when recovering from extreme whip unhappiness. it takes a bit of micromanagement, but could net you a capitol and maybe a couple other good cities.

do not neglect your economy. razing crap cities is the easiest way to prevent a bad crash. however, if you don't have access to fast/strong units, try to get forges in as many cities as possible.

medieval: more happiness from monarchy and resources allow more whipping, while theology and vassalage offer better base units. forges have been around long enough to have built them in good production cities, so turn these into unit pumps. most importantly, the heroic epic becomes available, though it is unlocked, variously, by killing barbarians.

around this time, mixing stacks becomes indispensable. you need to have 2-3 cities focused on units and a little bit of micro can help. but basically you need one to focus on offensive units (knights, trebuchets, maces) while the less productive city focuses on garrison units (pikemen, longbows). additional units can be whipped from other cities, but need to stay large and productive enough to pay for all of these units.

renaissance: research nationalism and gunpowder. start drafting, these will be your garrison units (muskets and later rifles). they can even be your main army if you are the ethiopians or ottomans. spread out the drafts as much as possible, because unhappiness becomes unmanageable extremely quickly. culture slider can help to encounter this, but only as a temporary measure.

this is the age when protective starts becoming a powerful warmonger trait. drafted units get half the exp rounded down of normally built units. so if a PRO leader drafts units from a barracks city while running theocracy, you can turn out a bunch of 3 promo gunpowder units. the more cities you control, the more powerful nationhood becomes.

on the other hand, offensive tactics become more convoluted during this era. cultural defense is going to be high in ai cities, so you need siege units as even very clever espionage tactics are dwarfed by ai bonuses at higher difficulties.

just be careful of overdrafting. there aren't an overabundance of happiness resources and you can kill your economy by going overboard with this. and you need to start thinking seriously about naval power.


industrial: production costs :hammers: start being a limiting factor in timely completion of your most powerful units. fortunately, you begin to unlock many different technologies to deal with this. first, there are factories and powerplants. secondly, there is state property and police state. drafting is strong for defensive units, but you will need to build things like tanks and fighters.

modern: units cost many hammers in the modern era. corporations are about the only thing that can cope with directly building things like modern armor. rush buying is a powerful tool, especially with the kremlin. drafting mech infantry is still a rather efficient way to produce hammers, but they can't do much on the attack. [/QUOTE]
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however, you can't just be building units "all the time." you need to be completing your strongest attack unit every two-three turns, on normal speed, from your unit_pump, or whatever you want to call it. you also need to realize that total unit production is ultimately limited by the number of cities you control, so early REX will generally result in more units. land is power.

so the trick then is to decide when to ramp up war production based on your leader traits. aggressive leaders are better during the classical and medieval eras. protective is good for renaissance through the modern. charismatic is great for the whole game.
 
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