Mastering the defenseless game.

A+ombomb

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Over the last few months I have been developing a new type of strategy for maximizing global build up efficiency. The idea is that by neglecting defenses alltogether, the overall increase in expansion, money, and technology would allow for a player to quickly rush buy on a build for need basis rather than a preventative style (you already have defenses in place when the threat arrives). Though the preventative style is the norm, since it is human nature to go with the "safe" way, there are many techniques for making a defenseless style perfectly safe. Here are the critical points which allow this strategy to work:

Diplomats - Diplomats are pivotal unit for a defenseless game. These sly guys provide you with a means for instantly retaking any cities which are taken over by random barbarian landings and by fiesty rival civs and also allow you to bribe any other units nearby which could pose a threat. Diplomats are also by far your best early-mid to mid game hut popper, as you can bribe barbarians if you are unfortunate enough to find a barbarian hut.

City placement - Though I am sure that there are many styles for city placement which are perfectly legitimate for a defenseless game, I have found that packing cities very tightly is the easiest and most efficient way to play. If you plan on having a super city, it is imperative that this city be well surrounded by many neighboring cities so that this city can not be the target of an unexpected take over. Here are some guildlines for city building:

1. Keep your super city, if you have one, in a well surrounded position. I recommend having some kind of a super city no matter what, but it is in your best interest to try and snag colossus for this city, as that wonder will dramatically improve your end result, despite the fact that it is only a single city wonder.

2. Pack your cities together according to the terrain. For grassland, you can easily place cities approximately every other square. It is extremely useful to build cities on unshielded grassland, as it allows you to improve your land's production to produce more than it normally would. On a global scale, if you have many cities on unshielded squares it can produce upwards of 100 resources a turn for FREE! In the event that you have more plains squares or worse, you will want to spread your cities out a bit more, so that each city has an adequate number of productive squares to its own. In general, I like to have approximately enough food to produce size 8 cities (without supermarkets), allowing the max population without an improvement, so I plan my spacing accordingly. I always space my fledgling cities outside of the radius of a super city so that it can produce the maximum food / trade / shields, taking better advantage of the single city wonders I will have in it.
The largest benefit of tight city spacing is it allows you to easily save threatened cities by rush building in nearby cities, and retake what is taken over in the very next turn. As side benefits, tightly packing cities allows for your civilzation to take advantage of the resources you have at your disposal much faster, it enhances the overall effectiveness of global wonders such as the pyramids, mike's, the hanging gardens, etc., and, probably most importantly, it provides more commodities for trade (I will expound upon the benefits of commodity masses later). On the downside, abundant city building will produce more corruption and thus also increase unhappiness - but this drawback is easily counteracted by the global wonders I mentioned.

3. As you enter the later stages of your game, build new cities with the intention of maximizing the total number of squares you can gather. The most important factor to consider here is the coastline and the positions of mountains. By building along the coastline, especially on peninsula's which jut far out into the ocean, you maximize the total number of squares your civilization can exploit, and thus raising both your score/population and your production/trade.

Caravans - These are the cashcows of any smooth running civilization. They really make the defenseless game work, because the shields not used for defenses can be put into caravans which instantly produce the techs and money, driving the economy and allowing for the instant rush builds. Building caravans is extremely synergetic with city massing, too, since for each city you have a new set of 3 commodities at your disposal. Tightly packed cities also tend to have similar commodities, I assume by a seed just like the resource seed. Early in the game its a good idea to check out which cities have beads, silk, and hides and try to build more cities near that region first so you can produce even more of these commodities, as they seem to be the most demanded.

Gifting - Especially on smaller maps and on higher levels of play its always a good idea to gift civs to keep them happy. If you can keep all your neighbors happy then you will only need to worry about barbarians taking over your undefended cities. Maps are a nice side benefit of gifting, too, giving you more insight for expansion past just black-clicking. Try to stay away from gifting any important higher level military techs. Keep in mind that as you grow closer to a space landing, even the happiest of neighbors will be frisky. I consider this to be a good thing more than a bad thing, because it allows war to be declared even in a democracy, whenever you wish. Just rush build a few armors/cavalry and start bashing some heads!

Settlers - Build LOTS of them!! The saved resources from the lack of military can allow a huge mass of settlers/engineers. I often have at least 2 settlers per city in the mid game, and no less than 1.5 per city late game. Obviously plan for the last turn, where you will ideally want no settlers left to allow max population.

Governments - A defenseless game loves the republic and the democracy! Try to transition into these governments as quickly as possible. Keep in mind that when you do change governments, the exact dates when a new government can be chosen are predictable based on level and map, so I try to position myself to gain an advance like the republic at the very end of the turn which a governmental choice can be made, so the option to revolt is given at the end of the turn and the new government can be formed immediately without *any* downtime. The best way to do this is to have a scientist in your capital (this is the last city to be checked before the end of the turn, barring you have taken over a city build earlier than your capital) and a full set of beakers on the advance prior to the end of the turn so the single scientist puts your over the edge. Who needs the statue of liberty anyway?

City Improvements - Aside from your capital, try to stay away from building city improvements until very late in the game. The idea here is though improvements may be useful, you want to produce what is MOST useful towards the end result. Caravans and settlers should be virtually all you build during the early game. A nice side benefit of keeping a minimum of improvements is that when a city is taken, nothing is lost in the process, and under a republic/democracy the city will quickly regain any population drop. Later in the game, if you get to a point where you can nearly produce 1 tech a turn, you may want to build several libraries in your higher trade cities to bump you up to the 1 tech a turn level (two techs with the inclusion of caravans putting you to the brink of a tech each turn). If your civ is not big enough to reach this threashhold, do not worry about producing libraries. Much later, add in harbors and supermarkets to boost food for population score, and sometimes marketplaces/banks to ensure you can continue a celebration until the city has reached its max. In my experience, though, 3 trade routes to a well endowed super city and 30% luxuries is enough to celebrate without the need for a marketplace.

I hope these tips are useful, and I will probably be adding more to this threat in the future as my understanding of the strategy grows.
 
Have you read solo's strategy guide for early landing (over at Apolyton) ?
If not, you can be proud to have re-discovered some very useful features (which happens to any player willing to improve his gameplay and not having a full knowledge of what has been published previously :) ).
Congrats!
 
I assumed I was reiterating what others had already discovered in most instances, but since I am attempting to outline the strategy, I figured I would include all of the techniques I used to accomplish the strategy. I have gone over to apolyon before, but I never read anything there since I found it extremely unorganized and difficult to glean much of any information.
 
Defenseless is a bit of an exageration. All important cities should have adiquate defence, especialy those on the coast. I defend most of my important cities adiquately, these will include cities with wonders and my capitol. Adequate defence will mean a warrior (left over after martial law is no longer needed) or perhaps a food caravan or something. Nothing extensive, just to make sure that marauding cives don't land in your capitol without your possible inerfearence.
 
Even minimal defense is, in the long run, less lucrative than *no* defense, assuming you expand quickly enough. If you are playing ooc, its obviously not the best strategy - this strategy is for optimal economic growth. Try playing a game with the strategy, you might be surprised at the outcome. Hopefully I will have logs of both gotm 40 and 41 to illustrate the various nuances, as there are many and it would take up much too much space to go into such great detail.

Note- I do build military units (my favorite is the crusader) if there is ample warning of an attack, and it is the most productive decision. Keep in mind that if you use a diplomat to retake barbarian taken cities you claim all units in the city as well (which can be disbanded to boost back the production of the city), and the cost of liberating the city is always minimal (barbarians have no governmental structure).
 
The one city NEVER to lose to Barbs or AI is your SSC/STC, as recapturing it will provoke the loss of several important city improvements. Keep at least two reasonable defenders in that city. Port cities can also be worth defending as Pirate ships can spring up literally right next to them (learned that lesson the hard way!)

Bribing back from the AI is much more expensive than Barbs. The decision not to defend needs to be weighed on the basis of the cost of defense versus the cost to recover. My rule of thumb is to keep a couple defenders after the Monarchy years for the SSC/STC as well as selected port and frontier cities, but disband the rest. If a defender cannot make it to a threatened city I let it go (sell any city improvements BEFORE the Barbs or AI take the city!) and buy back later. Don't RushBuy a defender because he won't be ready before the first attack, unless you are sure you will win the first round. Realize as well that cities of size 1 will probably get wiped out, so there is an additional "resettlement" cost to their loss.
 
Once I'm in a Republic/Democracy I make sure to buy some NONE units and use them, in conjunction with dips/spys, for zone coverage.

Losing a city is generally much worse than maintaining a skeleton defense network. Ideally though the defense network should be costing zero shields to maintain and be causing no unhappiness.
 
Losing a city is generally much worse than maintaining a skeleton defense network. Ideally though the defense network should be costing zero shields to maintain and be causing no unhappiness.

Disagreed, even for NONE units, for the following reasons:

1. Under this strategy, only the ssc is critical to be universally possessed, as all fledgling cities have no improvements until very late in the game. Thus, when one or two cities is taken, it has very little effect on your global economy.

2. NONE units may not require visible mainenance, but they do require an elusive semi-intangible maintenance in the form of an opportunity cost. If you choose to disband your NONE units early in the game, it allows the construction of more settlers and caravans, thus providing more cities and income sooner. Though the disbanding of a NONE unit much later in the game is of little consequence, the bonus resources of a disbanded NONE unit in the early going can have a profound affect later in the game.

3. Strategically placing all efforts towards economic growth will allow the window of barbarian troubles to pass by more quickly, thus the risk over the course of an entire game is smaller (civ may be considered a strategy game, but risk minimization is equally important).

Then again, its a free world, so you don't have to agree with me:).
 
The one city NEVER to lose to Barbs or AI is your SSC/STC, as recapturing it will provoke the loss of several important city improvements. Keep at least two reasonable defenders in that city. Port cities can also be worth defending as Pirate ships can spring up literally right next to them (learned that lesson the hard way!)

Yes it is definitely imperative to keep the SSC safe. I also found this out the hard way on GOTM 39 when I built my SSC on the island immediately east of the starting island, directly on the special trade resource, without defense or any neighboring cities. Things were going great, with it being a superb site for trade, but suddenly about 20 barbarians decided to pop up in one turn and ruin my day:).
 
Please fill me in. How can you get a city to 8 without improvements or soldiers? No temple and no warrior at Diety and you revolt on the second citizen! Except after a little expansion where you're in revolt from the get-go!
 
Two words for starters: Wonders and Luxuries. Trade routes would probably be a third concept. And Early Republic would be a given.
 
You could disband non units, but if you defend your cities slightly you don't need to keep the cash on hand to buyback the city. You can then use the money to rush buy the shields to compleet the settlers. By the time that the money flows in with power demo you don't need to disband the non units for the shields anyway. Playing barbwrath is a different story, but if you play on the d+ also, you can beg for the gold to buy the barbs. Incidentaly, couldn't someone build a city beside the large barb congregation and get the bunch of barbs with the buyback. Just thought of it. I suppose that the suport would get all the units disbanded, but you could at least get something out of it by disbanding them all in the city.
 
Please fill me in. How can you get a city to 8 without improvements or soldiers? No temple and no warrior at Diety and you revolt on the second citizen! Except after a little expansion where you're in revolt from the get-go!
Well, first off, I rarely have cities that reach size 8 until the very very late game. During the early game cities are often size 3 at best (except the SSC which is the lone city with improvements), and mid game most all cities vegetate at a measly 5 on the average. At first glance, a bunch of size 5 cities doesn't seem so appealing, but when you consider the fact that none of them have improvements, 2 size 5 cities are just as good as a size 10 from a trade standpoint and equal or better from a shield standpoint. Then there is the ability to produce 2 times as many caravan commodities and rush job two caravans, one from each city, in a turn and the "recursive" nature of 2 cities benefitting a net happiness/contentness boost twice as much as 1 city of double the size from wonders such as mike's or the hanging gardens. Finally, you have internal trading with your super city combined with luxuries, esentially making colossus a global wonder just as mike's and the gardens as each of your cities is benefitting from colossus inflated trade routes.

Incidentaly, couldn't someone build a city beside the large barb congregation and get the bunch of barbs with the buyback. Just thought of it. I suppose that the suport would get all the units disbanded, but you could at least get something out of it by disbanding them all in the city.

Sure can, in fact I bought back a city with 2 archers in GOTM 41, though I don't think it would be easy to get much more than that. When barbs take over a city they don't really congregate in the city from what I've seen - they simply keep marching forward to claim more ground. It can also be noted that on this particular occassion, buying the city back was only something like 70 gold, and 2 archers were acquired (cheaper than individually bribing them).
 
Prof. Garfield said:
Incidentaly, couldn't someone build a city beside the large barb congregation and get the bunch of barbs with the buyback.

You don't need a city next to a BarbFarm or a large concentration of Barbs - in fact it would be detrimental as it would force the bribed Barbs to be homed to your city. Just a Dip or Spy is required to bribe them, and if the nearest city is not yours they will be unsupported.

Or were you thinking about planting an undefended city, letting them take it and station a few defenders inside, then buying it back? Seems like this would be a costlier way of doing it, and I think you have to have a city greater than size 1 (I could be wrong about that) or it will be razed rather than captured.
 
The second. It was just a thought that I thought I would put into the forum of ideas and see if it got anywhere. The barbs wouldn't need to all be in the city, just next to it to get them with the bribe.
A-bomb, large cities get more payoffs than small cities (unless you rehome them to the STC) and will give you more points in the end. Cities also regenerate trade comodities. They also will need less improvements when the time comes to build them. I'm sure the strategy works, and am not saying it is bad.
 
A-bomb, large cities get more payoffs than small cities (unless you rehome them to the STC) and will give you more points in the end.

Large cities actually only have a better payoff if you have improvements (two cities would require twice as much maintenance with identical improvements). Later on, with the inclusion of supermarkets, it does become costly with so many additional supermarkets needed - but at such a late stage in the game it is water over the dam, with few turns remaining before a space landing or however you decide to win. You will not get more points in gotm or normal score by having a larger city rather than smaller cities. In fact, its actually easiest to attain a higher score with smaller cities, because smaller cities are easier to be 100% happy (or the highest percentage happy, since surplus food will make entertainers which are just normal citizens in score). Even with 100% luxuries, it is sometimes impossible to push a large city to maximum happiness.

Cities also regenerate trade comodities.

True enough, but not really relevent. I always rehome all caravans and whenever possible to a city that does not supply the commodity. This is, I feel, an abuse of the game mechanics, but since it is legal for GOTM play and all players are entitled to using it, I have no problem taking advantage of the system. When you rehome a caravan to another city and that city does not supply the commodity, the supply will automatically be freed up in the city which originally built the caravan once another caravan from that original city either creates a trade route or adds to a wonder. By rehoming trade caravans, then using poor supplies like dyes to add to wonders, I can infinitely cycle build caravans. This is extremely abusable in an "infinite" city environment since for every city you have an additional 3 commodities, and for every city you can buy a caravan each turn (or every other turn, since rushing from 0 shields is very costly though sometimes worth it). If you limit yourself to a small number of cities you are limiting your trade velocity and thus how quickly your economy can accelerate.
 
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