Some Help Needed

All of this advice is really helpful, thanks. I decided to start a new one, because I messed up in the beginning with the Babylonian one. My new one is with the Mayans and I recently denied a threat from the Aztecs (give me 20 gold or else). They declared war on me. I'm going to put my game SAV here, and can anyone just make sure I am doing ok and make sure I am not doing anything wrong that is vital to the future of my civ.
 
Oh-sorry, here it is. Again, if anyone can analyze my game and give me some pointers, please do so.

http://forums.civfanatics.com/uploads/119399/Maya-_Nolls_290_BC.SAV

As I've been reading through this forum, I found something that stuck out to me. Someone said "building defensive units in all of your cities is a no-no" I have always done this, so what is you are supposed to do? Stack up your border cities only?
 
Yes, concentrate only on your border cities. You should have a few troop wandering around the interior of your empirer as well, especially in later ages when an enemy could sneak in behind you somehow, but it's the border cities that are vulnerable, not the core. You shouldn't need military police often if you use the lux slider correctly (although in the game I was playing yesterday, I was trapped on a small island with no luxuries or resources and terrible production, so ended up using a lot of MPs myself), and there's no other reason to garrison your cities. In fact, unless your enemy has fast units capable of "coming out of the mist", so to speak, attacking your cities from outside of your line of sight, or you can see a unit close enough to attack your city, you probably shouldn't even garrison your border cities, but have troops waiting at certain strategic point so that they can quickly get from one city to another if needed.
 
That's basically the idea, yes. Since enemy civs can't use your road/rail network, they won't be able to hit your core on the turn that war is declared. Therefore, units in your core cities don't accomplish anything except for military police.

However, it's also important that you don't just build defensive "infantry" units, but also offensive units as well. Consider the following scenario:

Iroquois declares war on you in the Ancient Era. Not a fun situation to be in at the best of times. Anyway, they have a Mounted Warrior two squares away from one of your border cities. The city has a horseman and a spearman garrisoned there. If you wait for the MW to attack, it's 3:2 odds against you, though defensive factors could bring it up to 1:1. On the other hand, attacking with the horseman gives you 2:1 odds in your favor - a much better scenario.

That's not to say you shouldn't build defensive units, as there's no telling when you might get hit with a surprise attack.
 
City improvements will also increase their defense, as well as other terrain, but hills and mountains are what you have to watch out for. I don't know if it makes any difference (I'm assuming it does), but I always attack from a hill or mountain if possible, to give my attacking unit a better defense :)

Actually, it does not :) Since the game only considers the attack of the attacker and the deffense of the defender, moving to a hill/mountain before attack would only make you lose movepoints... The only situation I can think of in which it would be avantageous for you to do it would be if you're attacking a stack. Since only the unit which defeated their last unit would move, the others would remain in the higher def title when the counter attack comes. :cool:
 
That's basically the idea, yes. Since enemy civs can't use your road/rail network, they won't be able to hit your core on the turn that war is declared. Therefore, units in your core cities don't accomplish anything except for military police.

Not if you have a RoP and the AI decides to backstab you... :( The AI finds undefended cities very tempting, and depending on the aggresiveness/attitude/etc it's quite likely they'll serious consider it. Yeah, it doesn't happen very often, it's always reeeeally disturbing when it does! :mad:
 
Jokeslayer said:
jungles and forests are +50%, hills are +100%, mountains +200%

Wrong wrong wrong, Half all those numbers. Jungles and forests are 25%, hills are 50% and mountains are 100%.

Roads are important, Set out a worker making roads ahead of any other settlers or workers. Especially if your industrious. It only takes 3 turns if your not, 2 if you are and it takes 1 turn just to move onto the square after it, wasting that turn for the worker if no road. Well with the exception of terrain like forests, hills, mountains, and jungle/wetland. Forests you might clear first to save road time, if you can time it so the bonus isnt wasted. Sometimes Ill road the forests just to make for a better timed production bonus. Its preferable to clear jungle & wetland first. But sometimes you road first if you really need the connection or the resource since it takes forever. Hills and mountains do take a long time, but if you need the resource, or also militarily speaking roads on those terrain near your towns can be very useful. But sometimes Ill just set a worker roading one, because it will eventually finish making it easier latter to quickly mine it etc.

Yes build spearman, you should have a mix of archers and spearman both. Even when you can make swordsman, having a spearman in each town and in a attacking stack makes sense.(since they can be made so much faster) Except sometimes the swordsman end up defending anyways. But spearman upgrade to pikeman too.

If you see a stream of barbs coming from a location, send a spearman archer pair to investigate(or a swordsman) keeping to hills and mountains when you can without slowing down progress. Those barb camps are worth 25gold, plus it gives your units experience which means they last longer and are more likely to produce MGL's. (military great leaders)

And it cuts off the stream of barbs which means you dont have to worry about them taking out a worker etc.
 
I am in the middle of my newest Regent game, and I have been wondering about city improvements. I read through these forums and saw that some people were saying don't build too many city improvements due to the maintenance. As I have been using that advice and building them only when really necessary, I saw that half of my cities were producing wealth since I didn't need to build anymore workers and am researching for better military units. I saw my lux slider is at 40% and civil disorder still happens from time to time. Is it worth it to build temples/colosseums in those cities? Also, should I build more courthouses or switch to republic to reduce corruption (I am currently in Monarchy). I hate republics due to their unit support. To add on to that, how do I cope with that if I do switch to republic?
 
I read through these forums and saw that some people were saying don't build too many city improvements due to the maintenance. As I have been using that advice and building them only when really necessary, I saw that half of my cities were producing wealth since I didn't need to build anymore workers and am researching for better military units. I saw my lux slider is at 40% and civil disorder still happens from time to time.
If you mean: "half of my core cities" then this is an indication you aren't expanding fast enough, build units and conquer!
But If you do expand enough, then its likely that far more than half of your cities are of the totally corrupt kind. In these cities, building wealth is indeed what most people tend to do. Or at least I do.

Is it worth it to build temples/colosseums in those cities?
If they are corrupt cities, then no, it will cost you more gpt than you gain.
If they are core cities, then yes, but only if you insist on respecting your neighbors right to exist. Otherwise, no, just build more military and go conquer someone, preferably someone with lux resources.

Also, should I build more courthouses or switch to republic to reduce corruption (I am currently in Monarchy).
This is not a matter of either this or that! You switch to republic because its an all around better government (safe for a select few exceptions)
Then you determine if it is worth building a courthouse on a city by city bases.
Usually, republic makes it worth to build a courthouse in more cities.

I hate republics due to their unit support. To add on to that, how do I cope with that if I do switch to republic?


Consider this:
In monarchy, a size 12 cities can support 4 units, with 100% going to science, this city will also produce 13 science beakers (assuming all tiles have a road).
In republic, the same city can support 3 units via its city core. but its produce 13 commerce bonus. So if you set the science slider to 50%. it is still producing 13 science beakers, but also 13 gold, that can be used to support 6 more units. So the total unit support is 3+6=9 And if you build a market, it can support 3 more units, = 12 units.

So what can possibly be your problem with unit support?

In vanilla and PTW, this is even more extreme, as a republic bonus commerce could support 13 units there, and 19 with a market.

Whats more, you will likely not need that many units per city, so you can increase the science slider and get more than 13 science beakers.
In monarchy, if you have less than 4 units per city, the unused unit support is wasted.
 
Ouch. This was a tricky start. You had the massive power of 3 moos right by your capital, but also a fairly small island, half tundra. So you should have put down more towns in the early game, particularly on tundra (founding a town on it is the only way to turn tundra into a 2 food tile, or even 3 food in the Celts' case). For example, you never even settled the river mouth. Cram as many towns as you can onto fresh water sources, to get as much benefit from your AGR trait as possible.

Anyway, now you are off the pace in tech and land and military. I hope those Iroquois ships aren't coming to get you (and they look pretty suspicious to me).
Re: Republic versus Monarchy. CivAssistII says that if you run max science in Monarchy, you make 166 beakers at -20gpt. And if you run 90% science in Republic, you still make -20gpt, but 234 beakers.

So I would consider switching to Republic, given that you are REL. But again I worry about the Quois. If they see you in anarchy, it will only make it more likely that they attack you.
Why the 40% lux spending? You only need 10 or 20%.
You only have one embassy. A good way to get out of this hole will be to pull some cheesy deals with the AI, regarding alliances against the Aztecs. They are probably going to get toasted by the Mayans soon, so if you make some alliances against the Aztecs, and include gpt payments for techs as part of the alliance, you will be relieved of the repayment burden when the alliances end.

Edit: Wow! What have you done to your rep? Abe won't entertain an alliance against the Inca, even though he's already at war with them (and presumably going to win that war soon enough)? Well that makes things a lot harder.
 
I tried getting Civassist, and it wouldn't let me install it. It said I needed .net framework 1.1 and I have 2.0. Help? And thanks for the advice. Also, I have mapstat, but I want to see ifI like civassist better.
 
You'll have to ask Ainwood about CivAssistII, as he wrote it. It is a whizzy piece of kit, but the advantage of using CA2 over MapStat or CA1 is not as large as the advantage of using MapStat or CA1 over not using anything.

I had some fun with this game actually. I stopped when I got beaten to Hoover by 2 turns, but then I shouldn't have been building it anyway... only a couple of towns needed power plants, and I wanted the golden age from it but that could have been triggered with gallics. And I wasn't really playing with a goal in mind. I am reminded that having no goal is one of the biggest errors you can make. Space and military victories are both possible from here, but they play quite differently.

Anyway, with a bit of hindsight, I think the best way forward in this game is to (1) trade maps so you know where you are going, (2) switch to Republic, (3) disband all those regular spears for shields and build some decent units (i.e. artillery, gallics and more ships) instead, (4) join a dogpile against the Aztecs, Zulus or Incas, and start the golden age with a gallic, (5) research Medicine faster than the AI, trade for Steam.

Then it depends on your goal. For war... (6) research Electricity and Parts, leaving the AI behind if possible, (7) build a big army of infantry, cavalry and artillery and fight one of these big AI trench-war-style. If WW gets bad, move on to the next AI, (8) hope they don't reach Flight, because bombers can really shut down an industrial land army.
For science... (6) research to Sci Meth with a prebuild for Darwin, (7) keep building libraries and unis and expanding steadily, (9) keep researching at 100%, selling your techs for luxes and cash to keep the treasury in the black, (8) hope one of the big AI doesn't decide to pick on you.

Also, build lots of settlers and ship them out to squeeze into unoccupied gaps, especially where there are resources to be grabbed. There are many such gaps, and this low-level AI isn't building much culture. Using the cheap REL temples, I pretty much took over the whole southern area of America's continent; no wars, no flips, I just stole the land. Of course, sometimes the AI decides enough is enough and attacks such provinces, and they cave pretty quickly of course. That can really hurt you with war weariness, but maybe it's okay to switch back to Monarchy then? :hmm:
Entremont can really pump out the pop! I ran it as a 1-turn worker factory while putting up rails, then when the rails were done switched to a 2-turn settler factory.
 
I tried getting Civassist, and it wouldn't let me install it. It said I needed .net framework 1.1 and I have 2.0. Help? And thanks for the advice. Also, I have mapstat, but I want to see ifI like civassist better.

You DO need .net framework 1.1 for CivAssist. Unlike most programs where a higher version number just means the newest most up-to-date version, .net framework's versions work independently of each other. You can have both versions installed on your machine at the same time, they don't interfere with each other, and they do completely separate things. So, go ahead and get 1.1 and CivAssist2 should work just fine for you.

BTW, I have both MapStat and CivAssist. I usually use MapStat while playing as it shows information in a really fast easy-to-read format. However, CivAssist is great for doing complex "what if" analyses, giving info that you can't get from MapStat, so I open CivAssist when I need that additional detail. They're both great programs!!!
 
I downloaded .net 1.1 and had a JIT debugger problem. I was trying to fix it for a half an hour and didn't feel like trying to fix it anymore, so I gave that up.

My next goal I was going for was to push up science and get re-parts. Then build infantry and cannons and hopefully rape. I have seen the term "pre-build" a lot, what does it mean?
 
I have seen the term "pre-build" a lot, what does it mean?

A prebuild is when you begin one project, anticipating that you will switch to another project when the second one becomes available. The shields invested in the prebuild are carried over to the second project. For example, starting to build the palace in a core city a number of turns before a Wonder becomes available is a common prebuild.
 
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