Lessons learned beating Emperor

Or if you're Willem. Or if it's Continents and most of your mid-game battles will be at sea. (ONE ship producer is optimal? Are you sure...?)

Willem qualifies as having a sea based UB and thus the statement doesn't apply to him. Additionally I didn't say "don't build seaside cities" ... I said "don't build seaside cities if there's no resources in that sea". Indeed this isn't true 100% of the time and if you do indeed intend a naval campaign and do need lots of good production cities on the ocean sure ... do just that ... but again this is the 80/20 rule. I do believe my statement as posited stands for 80% of likely scenarios.

Its impossible to make a readable list like this which applies to 100% of situations because every individual bullet point would be laced with a hundred special cases. The goal was 80%. Me saying that doesn't mean every statement up there is correct 80% of the time but that's the goal. If anything isn't correct 80% of the time we need to edit it.

My thanks to everyone's contributions so far.
 
I never know whether to go for say Robotics for Mech Infantry or the Internet.

Mech infantry you CAN get later. Internet, once you miss that race, you CAN'T get. Internet first. Then mechies. Although leverage your Radio while building Internet, for Bombers, which are higher priority than mechs, and for Cristo if you're not Spiritual (civic dancing late-game can give a huge boost for when you're not always at war nor always at peace!) Even if they can intercept, you never regret flooding a battlefield with bombers early and often, ever.

I don't really know how to use spies (what's with the cuirassers + spy strategy - how does that work?)

If you keep them on roads they move at the same pace. When they get to the city, the spies become "human siege engines" and whack the city defenses sorta like cats/trebs/cannons. The remaining attack is done by the cuirassiers. Highly mobile, highly deadly. IF you're generating enough EPs to keep up the pace that such a deadly tactic will bring, and don't forget to race CGs into the cities you take (along the roads that open up after the conquest) because you don't want to defend with just wounded cuirassiers.

he started stealing everything! Everytime I'd get something I could swap with him - he'd rip it off the next turn! How do I stop this mid-game? Put spies in every city?

That plus counterespionage missions by your spies.

I know there are some late game resources like Oil and Aluminum that are critical - but how critical?

Critical enough that if you don't have them, job 1 is now to build Aluminum co and Standard Ethanol to get them. And until you DO get them, by conquest, you're stuck in Free Market, no State Property for yoooo!

What about corporations? Worth saving a GP for?

IF you have the resources, to make the bonuses worth the effort. If you have the metals and coal, Mining, inc. is just a *sick* production boost. If you have the seafood and/or rice, Sid's Sushi can eliminate the need to choose between CE and SE and allow *BOTH* (that much food!)

I used to avoid corps if I was planning on a Dom/conquest victory overseas, but a game I'm playing right now I've stayed Free Market, and even spreading corps overseas isn't a bad hit when the hq of the corp is in the wall street city, and once you get a courthouse put in (1 net gpt cost after Wall Street modifiers, for +17 hammers? YES please!) Closer to home they can even turn a profit, like a "late game shrine" effect.

How and when do I go for the kill? I know Combustion is big for transports and destroyers - just like astronomy is for galleons. These are big mid-late game military techs (assuming probable naval invasion if planned).

Depends on what navy the AI's got and if you can get the drop on them. If they're cruising the seas with battleships and for whatever reason you want to land cavalry for an invasion with a wood ship navy, obviously that'll be the first last and only time you'll make the trip. If you've also got Flight that might not be so bad (airlift becomes your new transport method after that first couple of cities), but... plan carefully.

It's not uncommon that some backward aggressive AI invades me from overseas landing knights to fight my cavalry, with wood ships that are crunchy and good with ketchup for my ironclads or destroyers. At the most they get 1 or 2 tile pillages in before they're converted to compost. My advise may be unpopular but, don't follow their example.

And what's the deal with muskets? I've never really used them offensively - they didn't seem to be any better than a decently promoted maceman. Am I missing something?

They're just versatile is all. They can defend a stack reasonably well except versus knights (supplement with PIKES of course), and on flat land they squeak out ahead of longbows for city defense (with comparable CG+drill promos). Supplement city D with pikes too, naturally.

I also like the "be prepared to play from behind" - for a lot of the game. Be prepared to defend. Send units to borders cities. You don't need 8 longbowmen in your capital (unless required for happiness under HR).

If required for happiness under HR, stack the 8 obsolete archers that were replaced by LBs in the border cities once you got Feudal with it. Along the border let the full stacks in city D be up to date units, and let the obsolete ones focus on riot control at the center of the empire.

Maybe someone else has got a better idea but I like to have 1 unit in a city (unless more reqd for happiness), unless it's a border city where I will have 2-4 decent defenders, and then everyone else in one location ready to go, preferably in the military production city assuming this is centrally located for defense.

Border cities need to have enough defenders that the AI units you see in range will not be able to rush ride immediately to them and overwhelm them. In other words the level of defenses is driven by how many units your spies or scouts are reporting back. If it's a peacemongering AI who forgot what a sword looked like in ancient times, you can probably get by with 2 archer types and a spear type, in the cities themselves. If it's an aggro like Monty, you know what, even if you see NOTHING with all your spying and scouting, beef up those cities as much as you can afford to anyway. Because it's Monty!

A little bit back from the border cities should be a mobile defender stack ready to run to a regional border city and counterattack an invading stack. This force will be mostly horse-types (HA, Knight, Cuirassier, Cavalry), but include melee/combat types (maces, muskets, crossbows, whatever) and siege promoted on the drill line, for those cases where an invading stack isn't siege heavy. (Again, MONTY! He'll send 30 of just knights, ain't no thing but a chicken wing, to him!) In fact if it's Monty and he's got horses, or Genghis, increase the level of spears/pikes in the defensive stacks. Mobility is important here because this coverage defender stack has a "zone defense" duty. Each border city should have a defender stack within 2 turns march by road. Wider frontiers will require more defenders, which is why it's strategically important to plan for "choke points" in city placement when possible.

Also - when you talk about Bronze Working you mention chopping, but BW gives you 3 huge things early on: ability to chop, ability to whip (switch to Slavery as you say) and your first critical military resource location. That's why it's a big deal. I know you mention all of these in various places, but I thought it was worth pointing out, because it's so critical to early game strategy. When you hit BW have workers poised in place to start chopping, switch to slav and start whipping, have workers ready to go and hook it up asap to all cities - have a settler ready to go found a copper city if it doesn't pop in your borders. If you don't have it... better have horses and/or start looking for iron asap - maybe both!

Although if you're Monty or S Bull you have other priorities--the horses become more important right off the bat, and then iron for later units like xbows, cannons. Or if you're Cyrus and you plan to rush, definitely horses.

You DO WANT BW anyway for the whip if nothing else, but the city placement priority is what shifts around with those leaders.

I don't do a lot of this - which isn't to say it's not a good idea, however what I do do now is go to 0% science periodically for the purposes of military upgrade. Might be worth sacrificing a few turns of research to get all your archers to longbows, axes to maces or whatever. Don't spend the money carrying outdated units that you'll never use. Obviously the usual caveats apply here, but I find myself doing a lot more: stopping research to build up gold, upgrading units (higher promoted, in border cities first) and sometimes deleting old units. Keep that army a lean, mean fighting machine - not an overbloated, outdated, expensive bunch of underpromoted troops scattered everywhere but where you need 'em.

To me the cost of upgrade is only worth it if the unit has built up enough promotions to make it worth the significant gold cost (relative to the lower hammers cost of just building a new damn updated unit). If I had archers sitting in a back city, build in pre-vassalage times at CGI, there's no way in hell I'll spend the gold to make a CGI longbow out of it. If I'm running HR that archer is now a policeman. If I'm not running HR that archer is now "retired" (after replacement with a newly-build longbow). Of course, if it's an archer who fought city defense in a disputed city and is now CGI, DIII, yeah, that's a keeper. Upgrade. All in all my rule of thumb is: if I can build a unit fresh at x promotion level, DO NOT spend the gold to upgrade those units. Build-replace instead. If a unit has a higher promo level than what I can build fresh, *consider* the upgrade (assuming it's not outdated promos like Shock in the gunpowder era). And of course CR-ling maces, I still love to upgrade those to grens/rifles/infantry after CRIII, no matter what anyone says.
 
Hi,

very nice article.

However, i have some comments, actually, more like questions, about this one:

Any city that gets a factory should get an immediate coal plant or hydro plant if you have plastics and a river. I know the TGD is appealing but its MANY MANY turns after you could have had that coal plant operational and not worth the wait. Never, ever, consider Nuclear power.

I'm fairly new to emperor, and have a question about power. I usually end up killing 1 citizin with the coal plant (because of the +2:yuck:), are you sure it's not worth it to wait for the dam, even if you beeline plastics, and have an engineer and US ready to drop it immediately? I mean, of course you get many extra hammers by building plants earlier, but think of the hammers you save if 10+ cities don't have to spend 5-15 turns on a coalplant in the first place. 1 coal plant = 1 marine.

Also, could someone please clarify the ":yuck:-rules" of factories/power/powerplants? My last finished game I build the dam and suddenly got a +2:yuck: in all my cities. How come? Does power provide :yuck:? How much :yuck: does a factory provide? How much does a coalplant provide?

Also, not that I have ever build one, but why shouldn't i rely on nuclear power? It can never be usefull? Even with an early fission beelines if you go conquest or something and nukes are just so much easier to use then spies :D.
 
If you are having health problems its time to bust out the whip and make some hammers. Honestly production cities don't ever need to grow to size 20 ... size 12-15 is usually more than enough late game. What was that extra population doing anyhow that can compare to +50% :hammers: output??

The issue with the dam is its just too damn (hah, see what I did there?) expensive. For that hammer cost you could have A LOT of units to crush your enemy with.

As for nuclear power ... its just got a ridiculously high chance to meltdown.

And regardless of the source of it you get health penalties for powering a city. Kind of weird but that's the lay of the land. Hydro and Nuclear just don't provide additional penalties like coal. Still as long as your health cap is 20 or higher then you should have no problem with a production city with forge/factory/coal plant. By the time you can have a coal plant you probably are in the mid 20s anyhow.
 
To me the cost of upgrade is only worth it if the unit has built up enough promotions to make it worth the significant gold cost (relative to the lower hammers cost of just building a new damn updated unit). If I had archers sitting in a back city, build in pre-vassalage times at CGI, there's no way in hell I'll spend the gold to make a CGI longbow out of it. If I'm running HR that archer is now a policeman. If I'm not running HR that archer is now "retired" (after replacement with a newly-build longbow). Of course, if it's an archer who fought city defense in a disputed city and is now CGI, DIII, yeah, that's a keeper. Upgrade. All in all my rule of thumb is: if I can build a unit fresh at x promotion level, DO NOT spend the gold to upgrade those units. Build-replace instead. If a unit has a higher promo level than what I can build fresh, *consider* the upgrade (assuming it's not outdated promos like Shock in the gunpowder era). And of course CR-ling maces, I still love to upgrade those to grens/rifles/infantry after CRIII, no matter what anyone says.

That's the basic idea that I follow as well.

I think that going by 3 XP standards (the quality of units you can get from a city with only Barracks and no bonuses from civics), unit upgrades are overpriced.

Take the common Swordsman->Maceman or Axeman->Maceman upgrade, for example. I think the formula goes something like this (if my observations are correct):

gold cost = 20 + (New unit hammer cost - Old unit hammer cost)*3

for Swordsman->Maceman:
20 + (70 - 40)*3 = 20 + 30*3 = 110 gold

for Axeman->Maceman:
20 + (70 - 35)*3 = 20 + 35*3 = 125 gold

You are basically paying 3 gold per 1 hammer difference in the cost of the two units, plus a 20 gold surcharge! Even if the exchange were 2 gold for 1 hammer, I would still be reluctant to make that trade.

But the value of upgrading improves when you consider more experienced units. Because looking at the base cost of a unit assumes that it is freshly produced from the city, which means 3 XP in ordinary situations. If you have a 10 XP unit that can be upgraded, all the value calculations need to be weighted by and improvement factor for higher experience. Your 10 XP Swordsman will become a 10 XP Maceman, for example. The net gain in value from upgrading increases as a result.

Obviously, you need to time your upgrades as well. If you know you will be upgrading them, don't let them gain too much XP after 10 XP, since they lose it after upgrading. Unless, of course, you are shooting for a 6th level unit for West Point. In this situation, I try to save about 3 Riflemen for this purpose. I don't upgrade those 3 Riflemen if I want to shoot for a 6th level unit needed for West Point.
 
Also, i have one more remark. About the fogbusting/protection of the first settler. I don't fogbust for it or protect it on flat terrain. By moving 1 step per turn you can quite easily go back if you see a barbarian, so you can still settle your 2nd city pretty much riskfree (on flat terrain, ive never seen wolves or panthers either).

Thanks for the comment btw. I guess I see your point, except I'm not so fond of the whip...

How a production city can grow to 20 btw:
Spoiler :
3.jpg


I had another one of these, but no need to prove the same point twice, I don't really understand how you stop it from growing beyong 15... but I guess that's my newbishness + my damobsession talking. Ill let the dam go this time, see how that'll work out. Thanks for the advice.

Also (yes, i keep editing this post), I always have healthissues post bioligy in my production cities, because of the sheer profitability of farms. I get 1:yuck: for 2 food, that seems like a good deal every time. Is it wrong to think this way? I'd guess not... Im still not sure about the commerce cities though, you get +0 food, and +1:yuck:, for usually 7-9 commerce (depends on rivers/financial), or -1 food, and +1:yuck: for 1 hammer and 7-9 gold. Do you let em grow into unhealthyness?
 
Sorry to break the flow of this awesome thread... but what is a REX and Rexxing?
 
Also, i have one more remark. About the fogbusting/protection of the first settler. I don't fogbust for it or protect it on flat terrain. By moving 1 step per turn you can quite easily go back if you see a barbarian, so you can still settle your 2nd city pretty much riskfree (on flat terrain, ive never seen wolves or panthers either).

Thanks for the comment btw. I guess I see your point, except I'm not so fond of the whip...

How a production city can grow to 20 btw:
Spoiler :
3.jpg


I had another one of these, but no need to prove the same point twice, I don't really understand how you stop it from growing beyong 15... but I guess that's my newbishness + my damobsession talking. Ill let the dam go this time, see how that'll work out. Thanks for the advice.

Also (yes, i keep editing this post), I always have healthissues post bioligy in my production cities, because of the sheer profitability of farms. I get 1:yuck: for 2 food, that seems like a good deal every time. Is it wrong to think this way? I'd guess not... Im still not sure about the commerce cities though, you get +0 food, and +1:yuck:, for usually 7-9 commerce (depends on rivers/financial), or -1 food, and +1:yuck: for 1 hammer and 7-9 gold. Do you let em grow into unhealthyness?

That production city is fairly impressive but here's the thing. For starters you are running two engineers ... that's 2 population you don't need right there which pays for the coal plant ... for that -4 hammers you will net +50% base which is obviously worth it. A hydro plant in this situation would net you 8 more hammers (factory + forge + power * 4 from the engineers) than the coal plant ... which won't make much difference because you'll be in the mid 200s anyhow at that point. However that's the wrong math ... what you really need to consider is how many hammers you lose between when you build Coal plants and when you finish the TGD? If there's even 50 turns there in between and in the case of a city like this a coal plant can realistically increase your hammer production by 50 or more ... now you're looking at 2500 lost hammers (plus whatever the difference between TGD cost and what the few coal plants you will build cost). Sure the hydro plant will be 8 hammers per turn (due to those extra engineers but its going to take 300 turns to make up the difference ... not worth it). Even if its only 20 turns between when you can have down a coal plant and when you can build TGD you're still looking at 1000 hammers to make up at 8 hammers / turn ... 125 turns is still a LONG time to wait to make up that cost.

Regardless your health cap is 33 in this case and that city is nowhere near health issues. You could drop down a coal plant and you wouldn't lose any population.
 
When I get home tonight I'll try and whip up an example in WB. You'll find the economics of TGD rarely pay off in any meaningful amount of time ... mostly because more production earlier just compounds later. Obviously if you have a GE sitting around (and haven't already built Mining Inc) and are IND and whatever ... yeah consider TGD. I'm not saying its a bad wonder ... obviously its an awesome one. That said you have to know when its worth it and when its not. Coal plants get a bad rap because people are scared of unhealthiness but ultimately all that matters are :hammers: and if killing two population off gets you a net gain of production for the rest of the game and more importantly immediately ... you ALWAYS do it.

Hmm looking at the tech tree it appears you can have coal significantly earlier than plastics depending on how you tech/beeline.

Assembly Line: Steam + Corporation
Plastics: Combustion (Steam + Steel + Railroad) + Industrialism (Assembly Line + Electricity + Physics + Scientific Method + Astronomy + Optics + Compass)

I mean to be fair I would be amazed if anyone gets to Assembly Line without having at least Compass + Optics + Scientific Method but I guess its possible. Still for most tech paths (in non-TGL scenarios) you're looking at a few extra techs between Assembly Line and Plastics. There's a whole lot of hammers going away between when you drop that 150 :hammers: coal plant in each factory city and when you drop that 1750 :hammers: TGD in whatever city you have with a river.

That's the breakdown
 
While we're on the topic of coal plants, if I build a coal plant, then get the TGD later, do I still get the unhealthiness from the coal plant? If I don't, then you definitely build the coal plant now, and replace it with the other one later.

Although, I have noticed that sometimes building a factory and coal plan will cause too much unhealthiness until I get buildings like a supermarket up. Factory is +1 :yuck:, but with coal and oil, up to +5:yuck:. Add +4 for coal plant and power, and you're at +9:yuck: in total, which can be costly if your city is already unhealthy as it is.
 
While we're on the topic of coal plants, if I build a coal plant, then get the TGD later, do I still get the unhealthiness from the coal plant? If I don't, then you definitely build the coal plant now, and replace it with the other one later.

Yes, the extra unhealthiness goes away. This works with building regular Hydro Plants as well, if you have enough riverside cities you won't really need the expensive wonder. Hydro Plants still have that +2 :yuck: from power though unfortunately.

Although, I have noticed that sometimes building a factory and coal plan will cause too much unhealthiness until I get buildings like a supermarket up. Factory is +1 :yuck:, but with coal and oil, up to +5:yuck:. Add +4 for coal plant and power, and you're at +9:yuck: in total, which can be costly if your city is already unhealthy as it is.

So what? During the glorious industrial revolution my cities will sometimes reach -8 or more :yuck:. It's no big deal. The raw production power far greatly outweighs the cost, expecially since afterwards you can pop in those aqueducts, grocers, supermarkets, hospitals and public transportation in record time. Plus if it coincides with Sid's Sushi or a lot of biology farms, your cities will still be growing during the unhealthiness! :lol: Even if you lose some population, it doesn't hurt much. Granaries keep losses slow until you get the healthiness back up.
 
Sorry to break the flow of this awesome thread... but what is a REX and Rexxing?
It stands for Rapid EXpansion, and its a very important concept. There are many games where you are not limited by space for new cities, you are limited to as many cities as your economy can support. This gets especially restrictive as you go up in difficulty.

In the old days in games of this genre, it was readily apparent that 20 Size One cities worked almost twice as many tiles as 1 Size Twenty city. So the faster you could send out settlers and gobble up the land, the better.

But Civ IV changed all that, and now, we seek ways we can REX and still support the economy. Every new city costs money and until it can work tiles to support itself, that cost slows you down.
 
While we're on the topic of coal plants, if I build a coal plant, then get the TGD later, do I still get the unhealthiness from the coal plant? If I don't, then you definitely build the coal plant now, and replace it with the other one later.

Although, I have noticed that sometimes building a factory and coal plan will cause too much unhealthiness until I get buildings like a supermarket up. Factory is +1 :yuck:, but with coal and oil, up to +5:yuck:. Add +4 for coal plant and power, and you're at +9:yuck: in total, which can be costly if your city is already unhealthy as it is.

Except, supermarkets blow, I mean, when do you ever build em?? If you go space, you usually dont have a lot of cities and you want to use em for the shippy, and when youre going domination, you tech the northern route and win before you even get to the southern techs, so that's why I wondered so much about that unhealthyness, it's basically unfixable i suppose...

About the coalplants, I see your point now, you're def. right, despite the fact that one of the engineers in that pic is naturally a SoL engineer (i like that wonder too, despite the fact that it's only +2H per city basically, so i guess the dam is still ok too). But you're right, coalplants are a must, I see it now.
 
Except, supermarkets blow, I mean, when do you ever build em?? If you go space, you usually dont have a lot of cities and you want to use em for the shippy, and when youre going domination, you tech the northern route and win before you even get to the southern techs, so that's why I wondered so much about that unhealthyness, it's basically unfixable i suppose...

Supermarkets are pretty great, personally my favorite of all the lategame health buildings. For one, they usually give the most health-- four, if you have fairly common resources. (not hard to at least trade for in that game) Refridgeration is on the path to Superconductors, the most important tech for a good healthy space race. (get it before Rocketry!) And after coal plants are up any city with decent production will be able to build it in two or three turns.
 
Thanks Skalla and artichoker for the info on unit upgrading. (and for all the answers to my questions!)

Funnily enough what you say had started to dawn on me a little, but I hadn't done the maths or tried it out yet really. First I kept everything. All my units. As I moved up a little that became cost prohibitive so I started upgrading or deleting sometimes, but not really in the way you suggest. Lately I've thought as you say that there's some middle ground... Outdated units are useful for somethings, other units should be upgraded because of promotions, some should be deleted or yes "retired" as I tend to think of it and new ones built instead cause it's cheaper. That's probably the best way, I'll do more of that.

On a side note - One of the fun things about this forum (well about the internet in general really) is the people from different countries that post here. I wish more people would have their location by their avatar! I'm chuckling a little here because (and this is in NO WAY a dig at Scandanavian people - my Mom is a Swede-Finn!) of some of the guys with Scandanavian sounding names saying "save the forests", "build the dams - not the coal plants", etc. Maybe I'm reading too much into it :lol: but it would be funny to see a thread where we discussed how our real-world cultural experiences affect our Civ play! It's like some massive social experiment! Do you play or avoid certain civs because of it? Have a preference to build certain wonders or whatever because of it? Run certain civics or avoid them because of it? Probably a topic for a different part of this forum - but it can affect your strategy - no?
 
lol ... I'm a red blooded american so I build lots of marines, always prioritize pigs and cattle over all other resources, and clearcut all forests BUT feel bad about it ... Oh and I always build the UN and then defy it every chance I get ... hah!

Honestly I USED to let my preferences guide my gameplay way back when I was beginning but you gotta leave all that behind to make it up the foodchain. At the end of the day you come to realize this isn't a real life simulation, this is a tactical board game with real life ideas in it. At its core it has its own rules engine and to beat the highest levels you need to play to the rules engine, not the real world.
 
I'm not suggesting anyone takes it too seriously - cause like you say you've gotta just play the game. Although I did have a game recently where I ended up running this really weird religous/philosphical theocracy empire as it suited that particular game and it was kind of fun to get into that.

What would be fun though is a PYL game where everyone had to play as a leader from their own country or something.... on second thought a lot of the Scandanavian guys are pretty good and I don't think I'd want to face them as Ragnar. *shiver*
 
Except, supermarkets blow, I mean, when do you ever build em?? If you go space, you usually dont have a lot of cities and you want to use em for the shippy, and when youre going domination, you tech the northern route and win before you even get to the southern techs, so that's why I wondered so much about that unhealthyness, it's basically unfixable i suppose...

About the coalplants, I see your point now, you're def. right, despite the fact that one of the engineers in that pic is naturally a SoL engineer (i like that wonder too, despite the fact that it's only +2H per city basically, so i guess the dam is still ok too). But you're right, coalplants are a must, I see it now.

When health problems are what's keeping your big cities from producing to your max, it's not a bad tech. I think in my game, I debated between Artillery (which would help, obviously, but since I was attacking people who I don't think even had rifles yet, it wasn't a big deal).
 
You are basically paying 3 gold per 1 hammer difference in the cost of the two units, plus a 20 gold surcharge! Even if the exchange were 2 gold for 1 hammer, I would still be reluctant to make that trade.

If I get Mining inc. my new conversion rate is 1 GPT for 5-15 HPT (for each city a reasonable distance from a cap maintenance-wise, more for overseas conquest cities, a profit for those close in). And in that case the hammer inflation makes build-new an absolute no-brainer.

Although sometimes I find myself with a 500-1000 treasury when an overseas DoW hits and my LBs in that coastal city need to become riflemen ASAP no matter what the cost. I whince, but take the hit, to avoid the bigger hit.

Obviously, you need to time your upgrades as well. If you know you will be upgrading them, don't let them gain too much XP after 10 XP, since they lose it after upgrading. Unless, of course, you are shooting for a 6th level unit for West Point. In this situation, I try to save about 3 Riflemen for this purpose. I don't upgrade those 3 Riflemen if I want to shoot for a 6th level unit needed for West Point.

I take care of 6th level with the first GG. Ideally he started as a WII warrior when originally exploring, then he got Leadership (for faster XP gains), CI, and the Medic line, toward MIII and then WIII. By the time I have MT, it's unusual that I'm not yet able to build WP (seaside, for that VERY critical late-game unit, the CIII+Blitz Destroyaaaaaaaah!!! Frigates take warning!)

But I still don't upgrade if a unit is closer to 17XP than 10... just send 'em in on more mop-up type operations at low risk until they've gotten to 17, then promote, upgrade. CI, CRIII infantry, not completely unbeatable, but they can take quite a bit of load off of the siege risk and the risk to less powerful city raid units. Fo sho. Tanks are better but you don't always have 'em when you need 'em.
 
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