Some tips that have helped a Monarch player

uberben

Chieftain
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New to posting in the forums, but I've been trolling for awhile and thought I would share some of the tips I've accumulated that have gotten me up to and now past Monarch. Hope these can help someone :crazyeye:

Early game:

Decide if you're goint to use a 'Cottage Economy' or a 'Specialist Economy' Do a search for both, figure out which one works best for the leader you've chosen, and run with it. Don't deviate from the plan.

Specialize Your Cities Ok, so you've made some cities, but you need to decide what your cities will do. There's three catagories:

1) Great Person Farm: This city needs a lot of specialists (scientists are preferred to either settle in the city or to research technologies, but whatever your playstyle prefers), so this city needs to produce as much food as possible. Only one of these cities is needed, and is probably going to be your capital.

2) Production City: Hammers are the key here, but make sure you have some food as well in order to work those mines, watermills and workshops. These will be your primary troop makers, and should produce units most of the game, stopping only to make forges, barracks, factories, etc. Hammers are key here. 2 of these cities will be fine, but you could get by with 1 depending on the map.

3) Commerce City: Gotta make money, and these cities will make it. Basically, anything that produces commerce is needed. Notice how all that sugar is in one place? Put a city there. See a lot of grassland? Put down some cottages. Anything that helps these cities make more money will be produced, ie markets, banks, etc. 3 or more of these cities will help.

Now, these rules only apply to your core cities. If you capture a city, it might not fit the mold for any of these, so don't force a label on them.

Use and appropriate amount of workers Can't tell you how much this has helped me. Before Monarch, this wasn't a huge issue, but it gets to be really quick. Basically, if you don't have enough workers, you can't improve your tiles in your BFC, and your economy isn't as effective as it needs to be. 1.5-2 workers per city is a good rule of thumb. Keep in mind that you probably won't have to produce all those workers, many can be captured in wars (see below).

YOU PROBABLY NEED TO GO TO WAR IE, unless you're going for a cultural victory. An early war is going to even out the advantages that the AIs gets on you at higher difficulties. You just can't out-tech or out-expand them reliably. I generally play on continents, and I find that early domination of your continent is probably your best bet. Research 'Bronze Working', adopt slavery, whip and chop yourself out an army, and declare war on your closest neighbor. Do a search on this site for "Axeman Rush" or just "Rush", there's plenty of tips out there from better players than me :lol: Your main goal should be either capturing all the cities on your continent, or at minimum having all your opponents capitulate (not the best option, but necessary if you're economy tanks). Be sure to chop/whip out courthouses to reduce maintenance costs.

Renaissance:

If you're able to dominate your continent beforehand, congrats. But, if someone is holding out with Longbows or Muskets, you might need a hand here (I know I did!)

Prioritize Liberalism This gets you a free tech, which you want to use on either Nationalism (for drafting, more on this later), Gunpowder, or Printing Press. Any of these are fine, but if I had to choose I'd go with Nationalism. No maintenance, +2:lol: for a barracks, and drafting 3 units a turn are money here. Drafting 3 units a turn will produce a nice army really quick, along with whipping/chopping other units. 3 units per turn for 20 turns is 60 units. That alone should be 'Game Over'.

"But how do you deal with the unhappiness caused by drafting?" I'm glad you asked...

The Globe Theater is your friend An absolute must-builed national wonder. No unhappiness in a city means you can draft that city down to 5 and not worry about it. This city will need a LOT of food, so choose carefully where you put the it. I'd say at least two food resources, maybe more. The more population, the more units.

What to draft? Now, drafting 60 of anything will probably be fine, but I've had the most success with Riflemen, so tech to Rifling ASAP. Their 14 power is more than enough to overpower longbows and muskets alone, but softening up a city with seige engines (catapults, trebuchets, or cannons need to be produced while drafting) will make things easier.

Once you dominate your continent, the modern era becomes a lot easier. You can generate a huge army quickly and invade, build the UN and dominate diplomacy, or sit back and build a space ship. Whatever path you chose, it's a much easier victory.

Hope these tips help some of you get past Noble and Monarch!

(Did I miss any? Post in the comments!)
 
Decide if you're goint to use a 'Cottage Economy' or a 'Specialist Economy' Do a search for both, figure out which one works best for the leader you've chosen, and run with it. Don't deviate from the plan.

Early game, don't pigeon hole yourself into playing poorly on purpose unless you're out for some RPC angle.

Rifles are definitely the best unit to draft, they cost 1 pop and are the highest :hammers: and str unit to do so.

Lib is good for the trade bait. The tech isn't really free, it has opportunity costs, but generally the next best alternative doesn't compete well.

Was is not always necessary and is start-dependent. Even space is pretty easy on most levels with 8 cities. Culture is doable on any difficulty if you get the religions for it and manage GPP correctly.
 
You need 21 cities and a very efficient GT site in order to be able to draft 3 times a turn on Normal speed without stacking anger. Most of the time, you end up having to make do with less and in the rare case that you don't, conquering any extra land is kinda redundant.
 
Stacking unhappiness isn't that bad. You've already built five theaters for the Globe, so use the culture slider if you have to. It's a waste of commerce, but it is temporary and a small price to pay for an army that can conquer an opponent.
 
On the war part something I learned as I moved up in difficulty is do not be affraid to go to war. You dont need tanks vs longbows before you go to war. Or 10x there power rating you can do fine in a war with equal teach situation and power rating.
 
You need 21 cities and a very efficient GT site in order to be able to draft 3 times a turn on Normal speed without stacking anger. Most of the time, you end up having to make do with less and in the rare case that you don't, conquering any extra land is kinda redundant.

'Tradeoffs' should have been another point. Sure, stacking anger can be a problem, but it's temporary. Same with turning the tech slider down to 0% during war time. Yeah, it sucks, but all that money will help produce units, upgrade old units, etc. Sometimes, something has to give.
 
Other good tips: Pay attention to your surroundings/neighbours/diplo

Example: I'm doing continents game as Izzy. On a continent with Mehmed and Boudica. One religion founded here = everyone sort of pleased with each other (not much civics sharing between the 3 of us, not too many resources, and nobody really did all that well teching so not too much trading). That means, war might be on the horizon. But I didn't build up a lot of troops, since I was busy expanding. Had barely set up a military pump.

Then, I see that Mehmed goes into war mode, and also happens to have a stack of swords/axes a couple tiles away from my border. So, he's going after me. What do I do? In my 3 closest cities, whip a lot of axes. Stack whip anger - I don't care. Whip without hammers into the axes, whatever. So, sure enough, 2 turns later, when he does declare, I have 5 or 6 units ready in the city for him. Which happens to have walls. And he didn't have catapults. Fought them off, and whatever other middling troops he sent, and eventually got peace without any real losses.

So, what's the point? I managed to survive with only a basic army, but ready to whip out troops if needed. Pay attention to your neighbours (thank you BUG mod) - nobody should ever surprise you with a war declaration. My game I only had about 3 turns leeway before the attack came - often you have more time. Some games, you don't have to worry at all, since you know you're safe from your neighbours (know who does and doesn't declare at pleased). If I wasn't paying attention to my neighbours, I either would have lost of of my better cities, or I would have just been building and supporting too many extra troops just so that I'd feel safe.
 
'Tradeoffs' should have been another point. Sure, stacking anger can be a problem, but it's temporary. Same with turning the tech slider down to 0% during war time. Yeah, it sucks, but all that money will help produce units, upgrade old units, etc. Sometimes, something has to give.

Another good point with this - learn to distinguish between "shutting off your science" and "setting your slider to 0". My game (listed above), I'm only barely breaking even with my slider at about 30%. And I'm first in tech (or at the worst, very close to the tech leader). I'm getting lots of research by bulbing and by rep scientists - some games you get it from mass amounts of cities. As long as you're getting the science somehow, don't worry too much about where your slider is (until your units start striking).
 
Another good point with this - learn to distinguish between "shutting off your science" and "setting your slider to 0". My game (listed above), I'm only barely breaking even with my slider at about 30%. And I'm first in tech (or at the worst, very close to the tech leader). I'm getting lots of research by bulbing and by rep scientists - some games you get it from mass amounts of cities. As long as you're getting the science somehow, don't worry too much about where your slider is (until your units start striking).

Agreed, but was just giving an example of 'tradeoffs'. :)
 
Doing well on monarch is all about following the basic rules.

1. Always run a gp farm early on with view to getting 2-3 scientists early on.

2. Remember the Ai almost ignoress Aesthetics. So a great library approach normally works.

3. The Ai normally ignores liberalism too. Bulbing scientist for philosphy and edu/liberalism is a good strategy.

4. A good cottage capital can go a long way.

5. Growth. Food in cities BFC does go a long way. Have 12 cottages and no food will mean small cities with low beakers later on. Irrigation for growth then cottaging does help.

Dont forget you can build commerce and science in your cities. In a 20 hammer city this can really boost your science or push up your science slider if you build wealth.

6. Plan ahead for national wonders. The NE with Pacisfm is priceless. A good production city on the coast will make a great HE site. Land and sea units? 6 universities and Ox uni in your science city can mean a capital producing 60% of your science.

7. A good globe theatre site is great for drafting later on. A rifle a turn with a HE site and drafting of outter cities can mean 30-40 rifles very quickly. Switch to US civic and you can soon buy in 10 cannons and over run an Ai still defended by longbow or muskets.

8. Once you grab liberalism you can normally try a cheeky attempt for economics. A trade route can net you between 1600 and 2550 gold. Thats a lot of upgrading or a lot of beakers invested. Alternatively you could use it to speed up productions in cities. Either way its a great boost.
End of the day a 7-8 city empire defended will easily out tech the Ai on Monarch level. Just cover the basics, abuse the scientist bulbing and use a cottage or specialist economy.

Of course all the above will depend on how you play up to 1500bc. Poor city placements or over whipping early on can kill a game. Some starts are just soo over powering for a rush it has to be done.

of course if you meet Shaka early on a rush is almost inevitable in some cases.
 
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