[BTS] Need help with slavery and military strategy in early game

Phoenix Master

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I have actually beaten this game on noble three times. The thing is I played peacefully in two of these games and mostly peacefully in the other. They were space race victories. I want to play a game where I am more aggressive militarily in the early game and conquer two civs. It will still be a space race victory, but I will dominate the continent I am on. The main problem I have is I suck at using slavery properly. I know the basics of slavery but still struggle to use it efficiently. I want to play as Montezuma of the Aztecs. The settings will be noble difficulty on normal speed and on a large continents map with eight rivals. I have printed out and read both vocum sinertio: the whip and Montezuma's revenge (BTS) from the civ 4 war academy. Any advice and tips would be much appreciated.
 
Key points for Slavery:

1) Food is very important. You are converting your food into production so cities with a good food surplus are going to be able to do this more effectively than cities with a low food surplus.

2) Happiness is also very important. Every time you whip a city you get 1 unhappiness for 10T. If you dont have any sources of +happiness you're cities will quickly become unhappy and less productive. There are alot of ways to get happiness, but some of them can be difficult, expensive, or RNG-based (luxury resources in your starting area). I think Charismatic is a really strong trait for early game whipping, because its incredibly reliable. You get a free +1 from the trait and another +1 simply by building a monument.

The sacrificial altar does help with whip anger by reducing the duration, but sadly they are very expensive to unlock and to build. If you are attempting an early game rush, speed is often the most important factor and Code of Laws is a pretty expensive tech thats going to require a very significant detour. Courthouses are also very expensive buildings that are mostly used in the later stages of the game when you have a larger empire with high expenses. I would not recommend building the altars for any attack before medieval times so this would be Engineering for trebuches along with maceman and such. Knights are also a good addition once you get Guilds.

For any earlier attacks like axes, horse archers, or catapults + war elephants, you definitely want to forgo the altars in favor of attacking much, much earlier.

3) Whip timing is important, and larger whips are more efficient than smaller whips since they always incur +1 unhappiness no matter how many citizens are being whipped away. You want to avoid 1-pop whips as much as possible. Each citizen being whipped provides 30 hammers. If you want to whip a unit that costs 50 hammers to produce, you really want to whip it BEFORE you get 20 hammers into it. Once it gets to 20/50 or more, it will only whip 1 citizen for 30 production. If you whip at 19/50 you will get 60 hammers and end up with some nice overflow. This can allow you to alternate between whips and non-whips. Whip the first unit and then build the next unit using the overflow + standard production or a forest chop.

So the ideal time to do a 2-pop whip is when you are 31 (or reasonably close) hammers away from finishing a build, and for a 3-pop whip its 61, etc. 3-pop whipping a settler around 39/100 is a pretty common early game tactic.

Also, please note that any multipliers to production changes the math for whips. Imperialistic adds a 50% bonus to settler production so a settler whip will be 45 per pop for an IMP leader. Other common early game multipliers are workers for Expansive leaders, forges, and buildings that certain leader traits give a 100% production bonus for.
 
Continents will generally offer little commerce and maybe less food. Large maps have more rivals, so diplo is harder.

Settle good cities, resource or commerce rich for the start

Monty allows early aggression with axes and jaguars, but it is hard to rebound your economy after. Maybe go for sacrificial altar (code of laws), then construction attack someone. Spiritual means you can accept religious demands or eaven convert just to keep someone from plotting on you
 
Thanks for the tips. I hope these next questions aren't stupid. When stacking production bonuses using slavery, how are they calculated. For instance, producing a courthouse with an organized leader and a forge in the city. Also, wouldn't each pop point whipped from producing a worker with an expansive leader be worth 37 hammers? This applies to normal speed.
 
producing a courthouse with an organized leader and a forge in the city. Also, wouldn't each pop point whipped from producing a worker with an expansive leader be worth 37 hammers? This applies to normal speed.
Yes, the bonuses are stacked. ORG ch in a city with a forge is +125% i.e. 67:hammers: per whipped pop. However, for overflow these bonuses are ripped so there is no way to "game" that mechanic.
 
Are there any comprehensive strategy guides out there that cover all 34 civs and 52 leaders in beyond the sword?
 
There's a comprehensive strategy guide that covers all leader behavior when controlled by the AI, but I'm not aware of a detailed guide that covers all leaders when played by a human player.
 
Excellent whipping summary by Izuul. Let me add on thing to that: the smaller the city, the more production you gain from whipping. After a 2-pop whip, a small city will grow back quicker than a large city.

Sometimes you find a little spot in your empire to fit in a small resourceless city that lives off e.g. 3 grassland and a hill. You will be surprised how many units you can whip out of that horsehockey city if you irrigate the grassland, mine the hill and build nothing but a Granary, Barracks and Forge.

Another tip for Noble players is to concentrate on teching. If you outtech the AI, you will have access to better units and can abuse military advantage.

Get Writing quickly. When you have Writing, there are two basic strategies:
Be ready in your capital to really quickly whip a library
If your Capital isn't very suitable for whipping (good production, not great food), set the science slider to 0 while slow building the Library, setting discoveries to a temporary halt.

Commerce converts to 1 beaker before the Library. Convert to Gold instead and save it. After the Library is built, your commerce and stockpiled gold will convert to 1.25 beakers. That is 25% interest on your savings!

As soon as you have your Library, hire two sciencists and invest 17 turns to generate a Great Scientst in a city with good food, often your capital itself. The Great Scientist is a pain to get, but if you have it and build an Academy in your capital, your Science will gain a HUGE boost (Commerce converts to 1.75 beakers instead of 1.25 in your Capital).

While you are working those 2 scientist, that is another great moment to set the Science slider to 0. Commerce in your capital will convert to 1.25 beakers before the Academy and 1.75 after the Academy. That is 40% interest.
 
I assume this is what @Izuul is talking about and it is a great resource https://forums.civfanatics.com/threads/civ-illustrated-1-know-your-enemy.478563/

When I want to find it I just google "Civ 4 Know your enemy"

There is also this .pdf book that is amazing and deserves to be seen - at one time something like this would have shipped with a game, but that time is long gone sadly. If you haven't looked at it, and you play this game, you really should. I don't think @dj_anion has logged into the forum for a while, but I would still send a postcard if I knew that was a good address!
 
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