My other settings are usually Huge World, Continents map, Marathon pace, max # of AI's--like 18 or whatever--sometimes barbarians on, sometimes off. I used to play a lot as De Gaul, but switched lately to Huayna Capac. The Incans do well in the early game with their unique unit, so barbarians aren't a problem, and I like Huayna Capac's traits.
To start off playing, use Small/Standard maps. Don't play marathon as that gives the human unfair advantages -- Normal speed is much better to calibrate to, and you get through more games in less time which means more practice. Continents map is fine and helps your playing as you are sometimes forced to stop a runaway Zara Yaqob, Pericles, Willem van Orange, Shaka, etc. on the other continent.
Also, if you're trying to learn to play, never use the maximum number of AI's. Use the default number (this is 6 AI's on Standard sizes for a total of 7 players). This is becasue too many AI's will confuse the diplomatic situation and make it duller when you have to keep checking the AI's for "We have enough on our hands now" (you know what that means, right?). It also makes it hard to find out who likes each other, etc.
I'm sure that my problem is that I don't focus on my military enough. But my question's going to be how much is enough?
Just 1 unit garrison per city as well as a stack of doom somewhere in your empire if you plan to war. The amount of units in the stack of doom varies with era (only need 4-8 if in ancient era but in modern you may need over 100).
I start off fairly expansionist, building first a worker while researching mining then bronze-working. My starting unit explores, sticking to forests and hills for safety. After my worker I build a settler who then founds a city, typically near the closest copper. Starting city works on Stonehenge with worker chopping away, new city works on a worker. My unit patrols between the two.
Worker first-good. Settler after that-bad. Grow your capital to size 3-5 while building warriors/quechas on the way. These are your future city garrisoners and potential rush army. Use the worker to improve the land while your capital grows. By the time the capital is ready to produce a settler when it has grown, the settler is produced quickly due to the improved tiles and higher population.
Starting stonehenge already? On Noble difficulty, this is a huge nono as there is virtually no way you can miss it if you really want it. It's better to have your capital (which should be at or close to happy cap after producing first settler) produce some more workers (1-2 workers for every city), settlers, and warriors/quechas for city garrisons.
Research-wise after bronze working, I go for Roads then Pottery. If Judaism hasn't been founded I might go for Priesthood then Masonry then Monotheism next, otherwise Writing, consider making a move for Theology or Code of Laws, Alphabet, and the other early techs as needed (i.e., fishing if I've got clams and fish just waiting for me). Once I have a religion and Alphabet I'll start getting the requisites for Maceman, and then move right on towards Musketmen.
Never set a predefined tech path. Every game is different and you need to adjust. If you had 2 cows near capital, you would go Animal Husbandry, then do mining/bronze working for instance.
But generally, forgo Judaism. Religions...who really needs them? (unless you're going for cultural which you aren't implying.). I usually ignore monotheism and theology until the Industrial/Modern era unless something unusual happens. Code of Laws, though, is always an early proiority.
And muskets...ewwwww! I've never built a single musket all my CIV life...(which range from conquest victories on noble difficulty to deity space race victories on continents map.)
Back to how I do my cities. Ater each of the starting two cities has a worker, and the capital's built Stonehenge, they'll each build a Quechua. One will then build another settler while the other builds another Quechua. By that time I should have copper connected to the cities so I'll start building axemen. Ideally, one of my now-three cities will start building the Great Wall (more chopping to quicken the pace) while another builds an axeman and a third builds a third worker. I do some limited chopping to hasten the pace of the military/worker settler buildup. With three workers and about 6 military units, I'll have my cities building 2 axemen (or maybe a spearman if I've gotten the tech) and a settler. Found a fourth city. I'll generally get to work on either one more wonder--Pyramids, Temple of Artimis, or Parthenon--or some culture-building buildings like libraries, as well as more military. I'll build a fourth worker and then another settler. I'll have gotten a great prophet from Stonehenge and I'll use him to found my religion's building, thus making my money-life easier.
Tooo...many...wonders...
All this time, my workers have been predominantly building cottages and nabbing resources. With the limited chopping that I do, most cities have around 4 forest squares for health, some more, some less. The capital is usually kinda bare due to the two early wonders that I built.
Capital bare...AAAAUGH! MY WORST NIGHTMARE. Capital is the most important city, and it should be fairly improved by this time and get priority over other cities.
5 cities is generally about as far as I can comfortably expand before being nudged up with the AI's. I start diplomacy by only forging agreements with folks of my religion, and being extra-nice to them. I'll trade tech with everyone, generally trying to focus on who's at the bottom of the power chart.
Do not trade techs with everyone. You are helping them as well.
At this point, with three wonders, possibly starting on a fifth, about 3 military units in each city, lots of tech, 90% research due to all the wealth from my civ trait, the cottages, and my religion, I'm high up on the power chart. First, second, or third.
5 wonders is a little overboard unless you're playing a wonder economy game. If you're slider is at 90% you're not expanding fast enough. 3 defenders per city is too much...just 1 is necessary (believe me...I usually have my capital guarded by a warrior for the duration of a monarch/emperor/immortal/deity game).
I continue to build up a defensive military. I use money to keep all the units current-tech, and my research as I wrote has been focused towards getting new military units. I continue building military units in at least 2-3 of my cities. 1-2 cities will start building another available wonder. Any remaining city will build defensive or culture-boosting buildings. I don't build too many money-boosting buildings because I've got my research turned up so high the most of my money is coming from my religion or other effects.
Your research, as mentioned before, shouldn't be so high. If you've got no where to expand, it's time to capture cities instead of founding them.
So with that established, somewhere from that point forward I go from being on top to getting slaughtered. Now I'm not conquest minded, but I'm not a wimp either. I am constantly building a defensive military. It just never proves to be enough. I'm the cultural dominant on the board from all the wonders, which I also continue to build, and I'm a tech-heavy as well, which will often allow me to be more advanced than the civilizations that cream me, which adds a further degree of humiliation.
Don't build a defensive military. Build an offensive military. Cultural dominance is not important as having a large military.
In my last game, for instance, I had musketmen and was researching replaceable parts. Ragnar declares war with me. The tech-backwards bone-head doesn't even have gunpowder yet, so he's using his frothing-at-the-mouth berserkers against my musketeers' boomsticks. No competition, right?
Muskets are really not that good...enough macemen can easily whip a stack of muskets. I know since I always have lots of maces while the enemy AI has lots of muskets.My macemen and trebs clean the musket's clock.
I had a city with 6-8 units. I believe it was 2 musketeers, 2-3 macemen, a pikeman and a longbowman. Ragnar moved in with a stack of about 5 berserkers, 5 or so trebuchets, 2-3 knights, 2-3 elephants, and I think that's it. I moved another knight into the city with the intention of attacking.
By the way, you mean muskets, not musketeers (that's the French UU), right? And the stack that Ragnar brought should easily defeat your defending city stack because of the trebuchets.
Here was the first big problem. Because I had allowed forests to remain in my civilization, Ragnar parked his forces in a forest right next to my city. Any attack on him would have a 20-something chance of success.
So he starts using the trebuchets against my city, which has walls and a castle.
Always chop adjacent forests unless for very unusual situations.
Query: How does a trebuchet parked in a forest...work? In all the displays/videos/etc. of a trebuchet firing, it's gotta be out in the open. There's no room to set one up and get it firing from in a forest. Assuming that they're moving it out of the woods, to the sides of my walls or whatever to do the firing, why do they retain forest defense advantage? That all seems 100% unfair.
Lol...and in real life, leaders aren't immortal as well. Also, trebs don't get defensive bonuses, I think.
And...what exactly am I to do? At that very moment, I am 100% doomed as far as I can tell. Despite having a strong, tech-advanced defensive force fortified in a city, I cannot win. If I defend, the trebuchets wear down my walls to 0-10% within about 4 turns. At most I can squeeze another 2 musketmen into the city in that time. Who cares though? Once the walls are down, all the trebuchets attack, with their gazillion-hits collateral damage. By the time they start attacking with berserkers/knights, each of their units has 3 guys while each of mine has 1.
You should have known Ragnar would declare war on you before he actually did it by looking at the diplomacy screen. If, under where it says "Declare War on" for Ragnar he has "We have enough on our hands now," he is planning on attacking you. Simple looks at the diplomacy screen and army size should give you an idea of who he will attack.
So I mulled on it to use it as a lesson learned. Just build more military. I was building too many wonders. Probably true, but how MUCH more military do I need. The battle in that case wasn't even close. So I'm going to need well over double the defense force to protect the city. So maybe 20 units...per city? Is that what's considered a normal defense force? Should I just eradicate forests because they're good for nothing but the enemy?
I hope someone can set me straight about what I "need" to do to survive in the game, because I'm not seeing any easy fix, and I don't really think I want to play any more at this point. It's a bit un-fun to just play and play and lose and play and play and lose ad infinitum. Those 4 hours or so up til Ragnar are fun, but don't seem so fun right after that spectacular, unfair crush.
20 units in a city?!? that is too insane..like I said, one unit is enough. If you need to defend a city from an attack, bring your stack of doom to defend that city (it shouldn't take a while since you should know who will declare war on you before they actually declare war on you).