Midgame military presence

dw0

Chieftain
Joined
Feb 22, 2014
Messages
25
Hi folks,

General strategy question here... for reference, I often play Standard pace, Standard or Large maps, between King(5) and Immortal(7) difficulty (have experience winning on Deity(8) but do not play it most games as I like to roleplay my Civ a bit).

When I play conquest games, I often go full steam conquest from very early on - make some early ranged units, get at least Statue of Zeus, rush Composite and then Crossbowmen, get Logistics and March (and +1 Range) on 2-3 of them, then press random buttons and capture cities while the whole world denounces me (and all my cities - puppet or annexed - spam nothing but gold and happiness buildings to try to keep up).

Other times, I go my usual semi-peaceful route, amassing tons of science points and production, until I develop a bunch of nukes and can almost capture several capital cities in one turn (often while those Civs are still struggling to finish the Manhattan Project).

However, on some Civs, I want to find a middle ground - the ability to start conquest in the midgame (perhaps even prior to Ideology which can often solve unhappiness problems), without suffering massive happiness penalties or setbacks to science.

The problem: almost until the time Artillery and later nukes roll around (which is too late!), I find myself spamming buildings too much. Usually I have between 3 and 5 cities and pride myself on completely eclipsing my 7-9 AI opponents in GNP, production, and techs. Even if I blow my tons of incoming gold on a new unit every few turns, I still find myself unequipped to go nation-conquering until the lategame when I can steamroll everything with Artillery or nukes.

When do I stop? It seems like every time I say "okay this city has enough buildings," I wind up finishing another tech and now every city needs a Public School (or Bank, or whatever). I realize at some point when I get a lead in every "peaceful" metric I should probably switch over to full-steam military production... but I'm having trouble deciding when that point is. I also end up pausing military production for happiness buildings to counter population unhappiness sometimes, so I'm concerned that I might be allowing my cities to grow too much when I make these strong, peaceful, 4-city-ish starts... aside from micromanaging citizens (which I sometimes do), should I strongly consider "Avoid Growth" in addition to setting a Production focus like I already do?

TL;DR version: I like to handicap myself / roleplay my Civs a bit rather than pursuing the optimal military strategies of "Logistics bows, Artillery spam, or nukes," but I have trouble deciding when I have enough science/GPT/production/happiness buildings and can switch over to cranking out a strong army. To be clear, this isn't a "how can I win" post since I can almost always default to an easy Science victory in these cases, but instead a "how can I win a certain way" post.

Thanks!
 
I would say pre-building your military units if possible, then upgrading when you reach the desired tech. That will free up time when your research gets rolling and you are constantly supporting infrastructure. Then stagger your building production to include military units (building, unit, building, unit, etc...). To replace the ones you lose. Most important of all would be to not lose military units, because you won't need to build as many. You sound like a good player though so this should be easy for you ;)
 
I would say pre-building your military units if possible, then upgrading when you reach the desired tech. That will free up time when your research gets rolling and you are constantly supporting infrastructure. Then stagger your building production to include military units (building, unit, building, unit, etc...). To replace the ones you lose. Most important of all would be to not lose military units, because you won't need to build as many. You sound like a good player though so this should be easy for you ;)

Thank you for the feedback :) I definitely do pre-build a few units along the way and upgrade them, but... usually not enough (and since this example refers to mostly peaceful playstyle, most of those upgraded units also do not have many promotions). My problem is that I'm essentially too building-focused. I forgot to mention that I also build culture buildings (including the Great Person guilds) so that I'm not too susceptible too foreign influence Ideology-wise later in the game.

Early in the game, if not going full-steam conquest, I feel like players NEED to be building/improvement-focused in order to eclipse the higher difficulty AI in science, gold, production, and keep happiness up. My problem is deciding when to stop being so building-focused without quickly falling behind in those macro categories. E.g. should I just forget about Great Writers/Artists/Musicians and forsake culture buildings? Should I not progress beyond Market/East India Company in terms of financial buildings? I never seem to pick a good time to start rolling out units (whether in the early eras, to pre-build, or in the later eras) until it's "okay Artillery / nuke rush time" - which I'd like to avoid, for a change of pace.

Edit: but you raise an interesting point. Maybe the time to stop focusing on buildings should be fairly early in the game. Is it better in the long run to pause my building spree to crank out a bunch of Triremes, Archers, Spearmen, etc. (which I can upgrade later) once I have the early Wonders I want? And then I can resume my building spree to make a strong nation scientifically and economically? Or is it better to go full steam into buildings and then pick a stopping point, to start making more modern units directly? The answer to this question depends on how the game scales in terms of science, gold, and production, and it's certainly open to differing opinions...
 
Wow, you sound almost exactly like me. I always under-build military 'cuz I have a hard time passing up all the useful buildings and trying to make great cities. My latest game as Venice I had a surprise though. Started next to 2 military CS's on raging barbs and saved their asses. They were allied to me for almost the entire game donating a new unit every 10 turns or so. Usually top of the tech lineup. Was amazing since as venice I never have time to build military.

If you don't play the diplomatic game much, just ally a couple of these guys and they'll grant you a competitive army over time that you can upgrade with you. As venice, I have the 3rd best military in the world with 1 city and am having to start deleting units since I'm going over my city population support cap and it's nerfing production.
 
You probably already know this but Shoshone are great for early knockout. Hard-build a few of their special scouts. Find ruins, choose advanced weapons, and crush someone in their infancy. You only need like 3 of the composite bowmen to end someone on turn 25-30, and it really doesn't put you behind much. You'll find a few ruins that you can choose faith or culture lump-sum's from to offset the later start on shrine/monument and start with double the territory. I just discovered this as a viable strategy. There's some other civs that are designed for early conquest too aka: get culture/faith/gold for kills. Using them for this purpose, warring will actually put you ahead in those categories rather than behind. sacrifice monuments and go kill ppl instead (still get the culture). Sacrifice shrines/temples and kill ppl instead. Or sacrifice anything and use the gold from conquest to buy what you're missing. Some civs are not designed for early war though.

Also keep in mind that warring can put you behind in the short-run but ahead later. If you capture a few extra cities with some infrastructure that could mean extra science/gold and production. You probably don't like sacrificing any of them, but another thing I do to help me be ok with making some military is only turn 1 city on military. I'll ship some extra production to an under-performing city that building big buildings will just give me diminishing returns in and have it slowly crank out some military for me.

I'm just transitioning from this infrastructure-focused mindset too and these are a few things I've learned recently. Happy warring!
 
I always try to keep an eye on where I am as to size of military. Early in the game I build libraries and other needed buildings, trying to increase military so I large enough when I go hunting. Also important to know when to go from archers/crossbows to catapults/cannons. Catapults aren't worth much as is v. archers, but you have to be able to shift the focus when trebuchets come into play - and gotta figure that out on the pre-build/upgrade. You don't want to be underpowered midgame.
 
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