Stack Control

Waywatcher

Chieftain
Joined
Oct 5, 2004
Messages
12
Location
Istanbul, Turkey
Hello all.

Moderately long time lurker, first time poster. First off, I'd like to congratulate those on this forum whose posts I've enjoyed from my comfy perch in anonymity. It appears to be quite a close-knit little family here, without as much of the petty back-biting and immature flame-baited drivel I'm used to from other video game forums.

Let's see if we can change all that, shall we? :joke:

Anyway, I'm a Civ3 rook, more or less. I usually multiplay on Regent or lower (whenever I play with friends, of course - the prospect of playing Civ3 with random people who are just as apt to turn the game into the turn-based equivalent of zergling rushes really doesn't appeal to me.../digress).

I've recently enjoyed pounding Chieftain with ever-increasing numbers of opponents but, to be honest, it's a guilty pleasure knowing that I've actually grasped the nuances of higher-levels of game play and am indulging in fun-running wonders simply because I can. So I tried Regent. And am not doing well.

I think it's got more to do with attention span rather than anything else. I often formulate intricate strategic plans for my civilizations, broken down into what I want to do with each city. But as soon as I save, hit the sack, and load 'er up the next day, I've forgotten most of it and feel like starting from scratch. Of course, unless I play for 50+ consecutive hours (not an option...), I won't be finishing too many games in the future, I suppose...

Anyway, I'm pretty aware of the things I'm doing wrong (specifically not micromanaging to the point of counting fpt & spt, setting up hard-and-fast settler factories, etc.), but the only question that I wanted to ask that, thus far, hasn't already been addressed is: how do you guys control your stacks so well?

In Chieftain, I would essentially stack about 75-100 cavalry (or sipahi) and roll over everything in sight, dropping wounded units back to neutral ground (or just a mountain, provided I had Battlefield Medicine...which I did, of course. Come on, it's Chieftain :p), not really caring about organization. And then I discovered that artillery in all its many forms (including even the ancient cats and trebs) was a wonder to behold. So I began working on combined arms attacks (as well as leaving some artys back on my frontier cities and in spearmen-fortified mountain fortresses for defense).

The problem is this. I'm moving a stack of 10-15 defenders (usually muskets or spears - really not a big fan of pikes, to be honest), with either 25-30 longbows or MDI's (depending on my iron situation) and as many artillery pieces as I can cram together. So it typically takes me a while to reach a distant opponent but, when I get there, well "They're all in big, big trouble..." to paraphrase Billy Madison.

Except each of the units in the stack are advancing at a snail's pace. And even when my patience holds long enough to have an enemy unit, stack, or city adjacent to my SoD, I reach another quandry: how do I keep the stack together?

Let's say O is us and X is an enemy:

O.....
..X...

We've got a target 1 adjacent tile to our SE. For the sake of argument, let's say he's a veteran with 4 HP. I use three of my cats (trebs, cannons, whatever) to knock him down to 1 HP. I'm not the Koreans so I don't have the luxury of the H'wacha's lethal bombardment. Alright, so I move in a single MDI or longbow to finish the job. Now I have 3 cats that have expended their move by attacking, one longbow who's off the stack now that he's executed his target, and a bunch of other units with "choices" (which, to me, often leads to headaches).

How can I keep this stack together?

I usually compromise, send half of my moveable stack pieces up to cover the longbow, fortify the other half, and then wait for the next turn. The problem is, now I have to expend yet another turn to bring up the 3 cats and their honor guard to rejoin the stack. And heaven help me if yet another enemy target rears its ugly head in the meantime. If the target in question is a city, I'm normally OK. I'll take my time, regather in the city (particularly long enough to quell resisters. I may even disband some units to hurry the production of walls, barracks, a temple, etc. if the need arises), heal, drop a few defensive pieces off inside, and keep rollin'. But it's an almighty headache watching my mighty Stack of Death devolve into smaller Regiments of Death, and so on and so forth until all I've got are glorified Puddles of Death mightily trickling their way through enemy territory

How do you guys handle this? Do you bring 2 move units (horses, knights, cav, ancient cav, etc.) along on offense instead so they can expend one move to eliminate a target and one move to rejoin the stack? Or do you suffer through the same tedium of unit micromanagement that drives every anal-retentive fiber of my being into a frenzy (only, I presume, you're actually sane and don't lose sleep worrying about stack control)?

Any advice would be much appreciated. I have a feeling I may one day become a decent player if I can get past niggling issues such as these.

And now I'll turn around so you all may laugh at the inanity of this topic. :p

The watcher.
 
Actually, although I am a fan of combined arms, but I can't control these stack too well anyway, so I usually:

a) The most used option is just to ignore the unit,
b) unless it has a very low defense, in which case I don't bombard it, then use one offensive and one defensive unit to take care of it.

And welcome to CFC posting! [party] [dance]

(And pikes are better than muskets, they cost so much less... :p, but that's another topic.)
 
Fast units my friends, i only play civ 3 vanilla but i guess the knight is still as powerfull.

So usualy i keep the defender with the bombard units and my knight do the slaughter, they move 2, so they can come back under a defender or climb up on a mountain for defense bonus.

But i never let a single units alone, i will always cover with at least 2 units, knight got a defense of 3, and if they are on hills or forest it increase.
 
I know exactly what you mean. I largely get around it by
i) Not using artillery unless absolutely necessary
ii) Not getting around it, by which I mean just accepting the delays as they come.

To be more helpful: I will abandon units to die on occasion, but generally I find it even better to just not attack units beside my SODs. If there is a stack nearby that is worth attacking, then it is worth diverting my entire SOD for. If there is a city worth taking, then I send my entire SOD there to subdue resistance and prevent culture flip. Also, the wounded units can be left as a garrison in that city to heal and protect it, so that I simultaneously speed up the SOD and leave a substantial rearguard.
Hope that helps. :)
Welcome to CFC! I know where you're coming from-- I lurked for about 7 months before I joined.... :eek: :lol:
 
Interesting - I typically bring a few workers along in my SoD and build roads for my reinforcements to come forward on. I seldom have SoDs the size you are talking about tho. If I have 8-10 attack units, I move. I start my bombards and defense moving first and get them into a strong position, then I move up my attackers to occupy the square and strike from that position. When I've cleared opposition I move my defense up again and clear - rinse, repeat. Meanwhile, reinforcements are moving up the road to join the rest so if I'm doing well, my attackers can stay within the cover of my defenders and bombards and be continually reinforced. Only time I ever have SoDs of more than 20 is late game, maybe MechInf / Tanks or something like that - with loads of Artys. Also, this helps... If you select the slowest unit in your stack to stack move (J), then the other units will get their turn to move on - rather annoying because you want them to stay put. However, if you select the fastest unit to stack move - it will show you a move that is farther than you can actually move the stack, but when the stack reaches their max, all units will stop and not offer further moves.
 
Thanks for your responses, guys.

@Tomoyo & Taleisin:

Ignore passing enemies...? But I wanna kill themmmm!/whine

Yeah, that would probably be the prudent option. More often than not, those stray 4-5 longbows the hapless AI sends my way get slaughtered anyway by my defensive arty net the second they cross over my borders and subsequently picked off by my clean-up crew (usually a few fast units like horsemen, knights or cav - depending on the age. I never leave tanks or MA behind for defense though when I've already got MI or infantry defending my territory).

Still I'm like a raccoon with a shiny object when it comes to distractions. I think in a former life I was the first buffoon ever fooled by a diversionary tactic (I was probably the clown that unclasped the gates of Troy - "Ooh! Look at the horsey!").

@Tassadar

Yeah, I figure fast units may be the best way to keep things together. I just started a new epic game last night and managed to score knights. I'm saving up a bit of gold (not to mention waiting for Leo's to finish building so I can upgrade on the cheap), so I can upgrade my outdated horsemen and cats to trebs and knights (and, later, sipahi - gotta love the bottom row of the medieval age when you're the Ottomans :D). I'll stack knights, pikes (yeah, muskets are a bit expensive, upon second reckoning...not to mention I'll be fighting this war partially to get saltpeter in the first place...), and trebs (later, cannons) in my SoD and see how that works out. I like the idea of a defensive stack moving as a screen in front of an offensive clean-up crew - maybe fast units serving as a moving net - but I'll have to toy with it to feel comfortable with the strategy.

Wow! Thanks for your help, guys! :D

The watcher.
 
Cool, it is good to upgrade a few horse to knight, but usualy i produce them.

Your capital and a few city around it should be able to produce a knight each 3-4 turn, 5 maximum.

A city size 12 with every citizen on a tile and optimize for production ( no more excess food, mine or forest to do so), should produce about 18-25 shield per turn. The a.i. is unable to maximize production like that.
 
Yeah, typically I'll play most of the early game (the expansion phase) for maximum food productivity (despotism penalty notwithstanding, of course). After I switch gov's I then reassign a lot of my tiles to maintain a steady max pop (10-11 growing slowly or the maximum 12) while optimizing shield output. I also start mining hills and mountains with much higher frequency (particularly if I have bonus food resources to balance it out). Typically, I'll have my first ring (7-8 cities, if I've done well) producing 15-20 shields after corruption.

But I'm a finance major who has a penchant for doing things economically. Granted, C3C augmented upgrade costs significantly, but I still find it much more efficient to build an effective early unit (i.e. horsemen), then upgrade once it becomes outdated to an equally effective unit in its time (i.e. knight). Given the fact that this unit in turn upgrades into one of the most fearsome UUs in the game and perhaps the most fearsome of the late medieval/early industrial (sipahi), and it gives me a warm, fuzzy feeling inside. :D

I'll roll out the mixed SoD tonight against the Russians and hope for the best with knights. Hopefully, I'll do a better job of keeping the formation together...we'll see. ;)

Thanks for your advice again, Tassadar.

The watcher.
 
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