Need some general tips on Prince, lads.

Unkthemonk

Chieftain
Joined
May 10, 2007
Messages
1
HI. I'll get right to it:

1.) My reasearch is way to slow. Folks are getting Divine Right before I get code of laws. I was holding my own with a few wonders, but Monty went to war with me and my peasants started rioting. My capital went from 12 to 2 with the starvation. Later, I managed to sack one of his cities and tried to sue for peace but he wouldn't give me anything (he has about 8 techs I dont have and about 1500 more gp than me). So he was very far advanced despite having to pump out military to contend with me.

So the question is: how do I deal with war weariness fairly early on?

Warmongering tech question: If I manage to take a city, will a civ be willing to trade techs if i give it back in exchange?

How do I keep my cash flow coming in? And how do I balance expansion with cash flow?


Thanks a bunch!
 
Herditary rule, get a state religion, temples and colloseums normally do it for me. Build more farms if starvation is a problem, make sure you have enough food resources in your fat cross, it is better than production I find. Always get the food situation sorted before improving the production via mines and so on. Not that I'm an expert!
 
For research, I try to build the Oracle in my second city on Prince level. If I am financial I can normally get Civil Service from it! If not I get metal casting or some such tech. Make sure you do enough exploring to get some huts for cash early on. I normally beeline for code of laws if I don't start with mysticism (otherwise I go for polytheism for an early religion). Use the proprhet form the Oracle to build the shrine = lots of cash. Once you get code of laws, build courthouses. I normally skip archery unless I get it in a trade and tend to ignore guilds too, unless I need the grocers for extra health, but high food makes that unnecessary. Hook up copper or horses early and have an early war, capturing cities keeps the bnk balance tickng over and you can extort techs, once you have alphabet which I try and get first. When you trade a tech, trade it to everyone else on the same turn, otherwise they will trade it immediately afterwards. Don't trade unless you can get a decent deal though. Currency is important too, you can then sell your extra resources and extort cash for 10 turn ceasefires.
 
If you are having trouble with prince, try this.

You want 4-5 cities in the beginning. 2 should focus on hammers, the others should be commerce towns. There can be some splitting of roles here, but if you focus on on city specialization first, you will learn better how to hybridize a city later. All cities need good food sources. It is better to have greater distance upkeep penalties and have a few extra food than to be short on food and close to the capital. The commerce cities should have plenty of grasslands and in the best case, some flood plain. But 2 food resources plus a bunch of grassland is fine. A river is of course a big plus for a commerce city (and if you have flood plain, you got a river). Basically, don't worry too much about fast tech until you have production ... it is always better to have a strong military early than not, even if you don't put it to use immediately.

Once you have 2 production cities running, you crank out 2 or 3 more cities (or conquer them, just as good, actually better because you don't have to build expensive settlers and should get some free workers). Pick 2 or 3 commerce cities (must have decent food without a lot of irrigation), and build and work every cottage possible as early as possible.

On prince, 2 or 3 good commerce cities should keep you well ahead of the competition. You may be a little behind for a while, but by following the proper tech line and with good trading, you should have 4 or 5 techs more than everyone else before the modern era, and be mopping up bacwards civs with cavalry and cannon against longbowmen.

As for tech strategy, of course, the early worker techs you need to develop your capital come first. You want to pick up bronze working early for 3 reasons ... you need copper, you want to use slavery, and you want to chop wood. If you get BW and have no nearby copper, you have to assess the situation ... are barbarians a problem? You may have to get archery (a last resort really), better than that is to self research iron working because if you don't have copper, you will usually have iron. If you have horses, you can use chariots to control barbs, and skip archery (always skip archery if at all possible).

Is there a neighbor right next to you? Then you want an early war and if you don't have bronze, go for iron. even if you don't have bronze, but do have horses, it is often good to skip iron hoping to trade for it later. This brings us to the second tech priority after BW ... Alphabet. After you have the critical worker techs and BW, go straight to alphabet. This is because by getting alphabet, you can trade and fill in the techs you missed, and be further advanced than if you had researched them all yourself. The AI doesn't research writing and alphabet early, so you can use both to trade. Consider holding on to alphabet itself for a little while to keep the AI from trading amongst themselves.

More on tech. After alphabet, your main goal is Liberalism. This is for the free tech, and also because education is right on the way (universities and oxford). you might make a couple side tracks here depending on the game. One is to get calendar for the happiness resources, another is to get monarchy for hereditary rule (often better to just wait and trade for it and get calendar instead) a third is to grab music for the free GA.

You will grab printing press for +1commerce for all your villages and towns, then beeline to democracy. At this time you can run some very powerful civics. US will give you +1 hammer for all those towns you have made, I think it's free speech gives you even more commerce, and free religion is great happiness and science. With a financial civ, towns by a river will now have 9! commerce and a hammer!

Skip all those wonders. I would recommend building only the GL and the Hanging Gardens (optional) until mid-late game. You can do without stonehenge, oracle, great wall, pyramids, notre dame, parthenon, etc. Only build these under perfect circumstances. Otherwise, your production really should be towards military. National wonders are another story, and in my opinion tend to be much stronger than world wonders. Oxford is a must as soon as possible (whip them universities), Globe theatre is a production juggernaut ... that high food commerce city with 2 hammers production? Now it produces hammers as quick as it can grow by whipping because there is no unhappiness.

Summary:

Get production (2 cities, maybe 3)
Get Commerce (at least 2 cities completely devoted to cottages)
Skip wonders -> make axemen/swordsmen
Go to war as early as is profitable with that army of axes/swords
Follow the proper tech line and trade well

As for a leader, I think the easiest to play is Huayna Capac/Inca ... Financial + Aggressive is deadly. Free combat 1 for 2/3 of the game is huge, as is +1 commerce on virtually every square.
 
The only thing I would say about solely sticking with a large military instead of building/wonders is the cost to the economy, especially if you are not using units up in battle.

Thats only my 2 cents, coming from someone struggling with Prince a bit myself!
 
I mostly agree with xanadux, except I would say that after Alphabet, Code of Laws is your first priority, then Liberalism. You need to reduce maintenance with Courthouses to speed your research. And if you have Ivory then consider Construction a priority too.
 
Why construction with Ivory?
 
War Elephants. Construction gives catapults which are necessary for warring post-Axeman-rush anyway, but the ability to build War Elephants makes it even more of attractive.
 
how do I deal with war weariness fairly early on?

I don't think I've ever had a WW problem in early game. I've had Prince games where I was in constant war from about 2000BC until about 1200AD and at most there'd be 1 or 2 "War ... what is it good for" faces.

But I'll give the standard answers: Religion (build temples), Luxuries (get calendar for all those plantation resources) through your own empire or trade, and general city size management. Keep in mind how big your cities can be before you have too many "the city is too crowded" unhappy faces. When a city is size 5 and that's all the happy faces you have, go in and rearrange your citizens or click the "prevent city growth" button. Just remember to go back into that city when you get a new luxury or other method of raising happiness. It's mentioned above, I think, but Hereditary Rule is great once you get it -- allows your cities to grow to sick sizes so long as you can keep them healthy; +1 happy for every military unit is terrific.
 
I don't think I've ever had a WW problem in early game. I've had Prince games where I was in constant war from about 2000BC until about 1200AD and at most there'd be 1 or 2 "War ... what is it good for" faces.
Hmm, I frequently have up to 5-6 WW long before 1000AD to be honest. The period between fuedalism and engineering can be particularly painful: those pesky longbows - which the AI will start spawning all over the place as soon as possible - often require many a catapult to dislodge. Many suicide cats = much WW.

I prefer to whip away the unhappy citizens, quickly increasing my military power in the process and then finish off whoever I'm fighting ASAP.
Alternatively I'll settle for peace, consolidate/rebuild my armies and finish off the target civ in a single, swift stroke. Assuming there's something worth finishing of course, otherwise peace alone will do ;)

Countering WW through buildings - jails and Mt Rushmore notwithstanding of course - always strikes me as a bit inefficient. Finishing the war more quickly, one way or the other, seems the way to go to me. Barring AW games, obviously.
 
Whip away unhappiness with slavery. To increase happiness there are many methods, increase the culture slider, add units under hereditary rule, trade for and conquer :) resources, build appropriate buildings (theatre, coliseum, market, forge, temples, etc.), etc.

Teching: If you are teching slow on prince you need to work on economy basics. Cottage economy is simplest for a newer player. Most of your cities should be commerce cities. That means *every single tile in the big fat cross of the city gets a cottage* (exceptions are resource tiles and plains hills, which you want to minimize if possible; also obviously water tiles can't get cottages). Then you want to increase the health and happiness of the city as much as humanly possible and grow your cities big so they can work many cottages. I've mentioned :) above. With health same thing pretty much: trade for and capture resources, build appropriate buildings (granaries, grocers, etc.). Avoid unhealthy buildings (e.g., forge) in your commerce cities. Final piece of the puzzle: science slider. General rule of thumb for newer players is never let your slide drop below 60% science with 70+% being ideal. Your slider drops as city and troop costs climb, so don't overexpand too quickly--controlled expansion is best, slow *but steady*.

Expansion: You need to expand your empire. If you are too small, you will tech slowly. Some benchmarks: 6+ cities by 1AD, 15+ cities by 1250AD +/- 250 years. Dedicate 2 cities to production early on (meaning they get a barracks and then consistently pump troops while working farms and production tiles: mines, watermills, etc.). This will give you enough units to conquer some territory. Once you get currency (extra trade routes, markets, can build gold in your cities) and code of laws (courthouses, forbidden palace, ability to run merchants under caste system if desperate for $$$) you can start to expand your empire toward the 15+ city mark (again though, controlled expansion, watch your science slider).
 
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