I want to build and war, help!

Gwynnja

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I'm fairly new to this forum and I've already learned loads of new strategies. Before I found civfanatics i was having fun automating my workers, building everything in every city, bee lining for every major horse upgrade, crushing on chieftain and sometimes struggling on warlord. Civ is such a complex, enormous game, and I didn't even understand the most basic cottage economy. I've read a buttload of threads and articles and I'd like to try my hand at a specialist economy, but I seem to get so bogged down in building libraries, monasteries, forges, courthouses, universities, observatories, and basically anything else that will allow me to put a specialist to work that I find my armies a little bit on the small and outdated side. I think maybe one of my problems is a difficulty in razing captured cities. I try to use them mostly to heal my army before moving on, but then when I finish conquering what I want, I fail to take into consideration the fact that this new city is like a new kid that I have to watch, nurture, protect, and support. Another one of my problems is keeping an adequate garrison in not only my newly captured cities, but the rest of them too. Any advice would be greatly appreciated:)
 
The most simple advice I can offer is to dedicate one city strictly for building units. Ideally this will be a high production city, but don't be tempted to build shiny wonders with it, just units -- your other cities can do those things. Just keep churning units out of this city even if you don't want a war, building only the most basic infrastructure it needs to operate efficiently, as well as Heroic Epic. This should at least take care of your power numbers and deter AI attacks.
 
The most simple advice I can offer is to dedicate one city strictly for building units.

QFT. This is true on nearly every map but especially true when making war.

... and I'd like to try my hand at a specialist economy, but I seem to get so bogged down in building libraries, monasteries, forges, courthouses, universities, observatories, and basically anything else that will allow me to put a specialist to work ...

Caste System.

I try to use them mostly to heal my army before moving on

Not that keeping cities is bad, but if you have a Medic III M*A*S*H unit (or two), you shouldn't need to keep cities [you don't need] just to use as a healing station.

Another one of my problems is keeping an adequate garrison in not only my newly captured cities, but the rest of them too.

This is what I really like Production Hybrid cities for. "Outsource" the production of cheap units (like defenders) to secondary production cities so your military city can continue pushing out the highly-promoted, much needed assault force.


-- my 2 :commerce:
 
QFT
Not that keeping cities is bad, but if you have a Medic III M*A*S*H unit (or two), you shouldn't need to keep cities [you don't need] just to use as a healing station.

Out of curiosity, if I have multiple doctors in a stack, are the effects multiplied?
 
nope.

Specialist economies don't have many buildings besides granary and barracks, and maybe later, courthouses. Whip units at times of war, hire specialists when you want to tech (run caste system to avoid requiring buildings).

For most economies, just have dedicated production cities with production buildings (mainly barracks, forge if you have it), commerce cities get libraries and markets and such. Everything gets granaries, and courthouses when you can.
 
I'd advise you to try a Spiritual leader while learning how to play with an SE.

Spend most of your time in the specialist-friendly civics (Caste System and Pacifism), but make periodic switches to Slavery and Organised Religion to build up your infrastructure. When you need units, change to Slavery, Vassalage and Theocracy for a few turns to quickly blast out a load of better promoted ones. Later on, a few turns in Nationalism (and the xp-giving civics) will allow you to speedily draft out a new army.

While you're at it, take advantage of the diplomatic potential of the trait by switching religions when you need to get chummy with an AI (eg. to trade techs, or to bribe them to war).

Be careful not to become dependent on Spiritual, though. It's by far the most powerful SE trait in my book, and it's great for learning the ropes. But it's by no means necessary for running a successful SE.

Whichever traits you play with, it'll be a good idea to have at least one pure production city for wonder- and unit-building, and one cottage city to pay the bills. Since you'll generally be running the science slider low, it's best to prioritise the gold-boosting buildings, rather than the science-boosting ones, in your cottage city.

Also, don't be afraid of using the culture slider to counter unhappiness, and thus to allow your cities to grow larger, whip/draft more frequently, or deal with war weariness. This is especially important if you're running Representation, and so can't use garrisoned units to boost happiness as you would under HR.

Finally, think hard about what to do with each of the Great People you generate (this applies to all economies, but you'll tend to get a few more bites of the cherry with an SE).

What seems the most obvious option isn't always the best one, so consider all the choices before taking the plunge. Until you're well past the half-way point of the game, the best long-term benefit undoubtedly comes from settling them (or building Shrines/Academies). But, in many cases, the immediate advantage from a different use can be more decisive. On the other hand, don't shy away from saving a GP 'til later if you have a good reason for doing so.
 
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