Any defense to this general scenario? Just send more troops than you think you need?
Siege weapons.Typical scenario ... I make a Stack of Death (I think that's the term we use around here), and I go marching in to attack an enemy city. I have spied on the city, and I know what they've got defending it. Great, do my calculations and send the troops I need to win.
Except ... the enemy civ will always send troops like mad from surrouding areas, flying in to defend the city. I swear, even if I surround it, I see them fly right by me. And the next turn, there are two or three of the strongest troops possible, that weren't there before. And now the numbers are not so favorable, and my whole strategy is out the window.
Any defense to this general scenario? Just send more troops than you think you need?
What does it mean when a Spy is attached by the name of a Civ?
Oh. And while I'm at it, is there a good guide to Espionage around somewhere?
Well I assumed they would just make lots of roads so my units could go anywhere in no time.Building only a road/railroad on the resource would be pretty pointless though. The manual isn't accurate on a lot of things.
3 - It's usually (not always : Flood Plains make a hige difference) better to farm up a city in order to grow to your happy cap, then work cottages. Same thing for a production city. First you grow, then you work.
4 - have fun
#4 is my MAIN objective... But, I've been having trouble figuring out a few things. Which I think has led to less fun...
I guess the thing I've missed is how to get off to a really good start. If I'm reading what you say here... Of course all things are prefaced with "it depends"... And there are a LOT of conditions that change things.
So, if I'm reading this right... It might be good to start off building a LOT of farms. Flood Plains provide 3- combine that with a farm and that makes 5
. This strategy will provide food for your workers and excess food, which allows for growth. Build a granery to hold on to that excess food. I can see with excess food that you should be able to convert a few citizens to specialization.
Once you've got your city to a larger (how big?) size, come back and build cottages (on the flood plains for example). Won't this lead to starvation - since you'll have 2 less food with a cottage than a farm??
I've never understood "build your happiness cap"... How is that related to building a lot of farms to grow your city?? What I've seen is that the citizens begin to complain about how big the city is. You have to build temples, etc. to offset that. Or you could whip them. But that also leads to unhappiness - especially if you use it too frequently. Can you explain this a little more??
Thanks a lot!
Building trade network includes connecting resources, and building a fort on a resource makes it available just like a mine, farm, winery, or whatever the approbiate improvement is, would. Since the resources we're talking about are not in a city radius, there's no drawback besides the slighly longer build time of the fort, and the tile becomes easier to defend should you get invaded.