Movement=1 units useless on huge map.

brandon749

Warlord
Joined
Oct 12, 2001
Messages
207
Location
USA
Units with movement one--combat units that is--are useless on a huge map--espescially in ancient and midieval eras. First, you just can't wage a war where it takes 40+ turns for your troops to get to enemy cities. Second, once you do get there, after you attack for the first time you then have to retreat your surviving units back out of his territory for them to heal. 20 turns later you re attack--same thing. You have to be able to knock out the city in one turn--which is very difficult if your attacking a large city that probably has walls, barracks, and 3-6 defenders. Therefore I now use only units with movement 2 for war in ancient and midieval periods. What do you think?

P.S. I have not played with the mighty "Immortals" yet but I suspect its the same situation.
 
Unless you are just fighting for the sake of fighting, why bother wasting resources on trekking cross-continent to fight a war? Focus on building up your empire and settling that vast space; you'll have plenty of time to fight when your borders eventually meet.

And if you're bored on the huge map, just do 16 civs or pick a smaller map.

It took Europeans 5000 years (assuming a 4000 BC start) to really start to uncover how big the world was, and another 500 years to figure out there was a whole other continent. Why would you think that in this game you should be able to see the whole world immediately?

It *should* be difficult to fight long wars against distant powers until the advent of air and sea transport.

I don't mean to be down on ya, but the expansiveness is one of the things I really love....
 
You forget however the value of hegemony on your continent. You must be either the only tribe on your continent or you must be so completely dominant as to preclude any chance of rivalry. (You can tell I don't play pangea maps). Otherwise, foreign civs will take the liberty of settling unfilled parts inside you empire for you.
 
but I think the time to challenge their presence comes when your borders meet. And as for those random cities...don't worry about them. Cultural assimilation usually does the job - just give it some time and build some temples and libraries and their successor improvements...

good point though, there IS value to hegemony.
 
Yeah. What are you doing sending troops with one movement across 40 squares of no mans land when you should be sprouting that land with cities? Wait until your borders meet. Besides, I can pretty well guarantee that even if one of your units took over a city that far away, they won't be able to hold it (for both cultural and militaristic reasons). And for the few turns you can, the corruption would be horrible.
 
Dear sweet holy crap! Don't just wage war for the hell of it on a huge map. Your resources will be diverted from what really matters in the beginging phases of huge maps: expansion. Expand and then build either temples or library's quick, so as to close border gaps. If they do slip one in there, and their culture is higher than yours, just let them build it up. It will be mostly disconnected from reinforcements, and you'll be surrounding it, so when war time does come, it'll fall quickly.
 
Originally posted by ChickinSht
Dear sweet holy crap!

You said a mouthful, brother!

Brandon - I've got to go with everyone else here.... much as I like to own my continent early, on a large map the costs of troop movement (40+ turns!! Thats like what, 1500 years in the early game?) rule out the early rush to dominate. Instead build cities, and use those forty turns to move your border outward. This should have an added benefit for later. If each city cranks out a worker or two for local land improvements, by the time your borders meet the enemy you should have a nice road network to reduce the cost (in time) of moving troops to the front. There are some good threads in this forum on early build strats for maximizing city settlement speed to try and keep up with an overly zealous exansionist AI. I've certainly had to modify my early build queue priorities a bit from CivII days.

Good luck. Think I'm going to start a huge map right now....
 
maybe you should use boats to ship them, one movement units like swordsmen is just a cheaper version of knights. all though I prefear knights myself, if you dont have horses, you should go to war with those that do, to get them (in the early game). You should definately have horses by the time cavalry come around. but 1 movement units are ok if you use boats for faster movement, to attack coastal cities. or used to protect your cities from invading forces. it all depends on the circumstances, thats why civ3 is so great..
 
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