This is probably my biggest self-assessed weakness because I absolutely abhor warfare.
So in my last few games it quickly becomes apparent that I'm in a position to be boxed in with less land than I want. I can squeeze in 9-12 cities but the truth is only about 6-7 of them are on juicy sites without tons of desert/tundra tiles or so food poor as to be negligible pre-Biology.
In all of these games it seems obvious at some point that a rush is called for. Some of these games I've replayed in an attempt to improve my position or victory date. I have to get over the hurdle somehow.
I've tried Axemen and HA rushes against a few AI's. I've read that Axe-rushes are best done with 2 cities and 3 workers (early). I've not seen anything written on HA but I tried them with 5 or 6 cities and 9 workers. I'm not terribly happy with the results. I know the efficiency of build-up is a key limiting factor and improving this makes for better outcomes. Still there are some key things that I think absolutely kill the rush idea outright (at least at my skill level).
I tried a rush across something like 22-25 tiles of mostly jungle. Bad idea. (I remember being boxed in and where the other civ was) Pre-roading helped but the hammer investment was surprisingly steep. Turns out it was better for me to take my narrow strip of land and tech until catapults than to rush with axes over such a long distance. I didn't have horses or I'd try that. So I'm thinking there must be a maximum distance that early wars can be successful in.
The hammers invested in rushing Toku doesn't seem worth it either. I thought if I chopped more I could make up for the bonuses but it didn't play out like I hoped.
These attempts were the most troublesome. The other attempts were more obvious (too me at least). HA vs. Egypt worked well, avoid axes. Immortals and Praets are to be avoided. Cutting the resource still costs a few units / UU to down and then you've got a pissed of neighbor designed for early warfare.
So for now I throw out any idea of early warfare in the following conditions.
1. AI Capital more than 15 moves away before roads.
2. UU that counters primary intended attacker.
3. Protective AI.
If anyone has additional criteria they use to take pre-catapult warfare off the table I'd love to hear it. Please feel free to add caveats or critiques. I'm always open to advice.
So in my last few games it quickly becomes apparent that I'm in a position to be boxed in with less land than I want. I can squeeze in 9-12 cities but the truth is only about 6-7 of them are on juicy sites without tons of desert/tundra tiles or so food poor as to be negligible pre-Biology.
In all of these games it seems obvious at some point that a rush is called for. Some of these games I've replayed in an attempt to improve my position or victory date. I have to get over the hurdle somehow.
I've tried Axemen and HA rushes against a few AI's. I've read that Axe-rushes are best done with 2 cities and 3 workers (early). I've not seen anything written on HA but I tried them with 5 or 6 cities and 9 workers. I'm not terribly happy with the results. I know the efficiency of build-up is a key limiting factor and improving this makes for better outcomes. Still there are some key things that I think absolutely kill the rush idea outright (at least at my skill level).
I tried a rush across something like 22-25 tiles of mostly jungle. Bad idea. (I remember being boxed in and where the other civ was) Pre-roading helped but the hammer investment was surprisingly steep. Turns out it was better for me to take my narrow strip of land and tech until catapults than to rush with axes over such a long distance. I didn't have horses or I'd try that. So I'm thinking there must be a maximum distance that early wars can be successful in.
The hammers invested in rushing Toku doesn't seem worth it either. I thought if I chopped more I could make up for the bonuses but it didn't play out like I hoped.
These attempts were the most troublesome. The other attempts were more obvious (too me at least). HA vs. Egypt worked well, avoid axes. Immortals and Praets are to be avoided. Cutting the resource still costs a few units / UU to down and then you've got a pissed of neighbor designed for early warfare.
So for now I throw out any idea of early warfare in the following conditions.
1. AI Capital more than 15 moves away before roads.
2. UU that counters primary intended attacker.
3. Protective AI.
If anyone has additional criteria they use to take pre-catapult warfare off the table I'd love to hear it. Please feel free to add caveats or critiques. I'm always open to advice.