Tactics, tips and observations

belzedar

Chieftain
Joined
Nov 27, 2001
Messages
23
Location
Australia
Heres alot of stuff ive been noting and thinking about while playing, hopefully some of its of interest/use to a few of you. Ive been playing regent mainly.

**Spoils of war**
The obvious spoils of war are land (resources, luxuries, strategic positions, and space to expand your empire), leaders, population, key wonders (if you dont raze) and slave workers (you get them wether you raze or not) Slave workers, are possibly the best spoil of war, when you get a big pile of them protect them,keep them. The difference they will make for the rest of the game issignificant. They cost nothing and have so many uses.
-A huge boost to your own workforce, slave workers are the key to getting your land irragated/railroaded without impacting to heavy on your budget.
-Free polution cleaners for late game.
-Add to stagnent cities that can support more people, but just dont grow.
-Save them up to instant grow cities to size 20 on discovery of hospitals.
-Trade them back.
-Use them as bait, the AI seems to take workers over attacking units, if you find yourself on the backfoot and need just a turn or two to regroup and get some units to the front, put out some slave workers for the enemy to take to slow them down a little. Of course when doing this dont stack them, split them up.
-If your despot or commy and something is only a few shields away from completion but you dont want to pop-rush, disband a worker or two to finish it off.
-The size of your workforce seems to be factored into your military strength
-Say throughout an average game you go into a repulic or democracy and have a workforce of 60 workers, 60 workers over 200 turns is $12,000. Now say 30 of these are slave workers, youve just saved yourself 6k, which means more for science/luxuries. All 60 slaves = 12k saved... those are just very rough figures but you get the idea :)

**Not quelling resistance until war is over**
On war take cities and leave them undefended if you want to continue 'steam rolling'. Placing many units in and quelling resistance as you fight slows it down too much, slow wars have too much of a disadvantage, leave those cities with 8-10 resistors empty and continue on with your war efforts, especially if close to wiping them out. For some reason i have never had a resiting city empty of units turn back over... Then once wiped out go back and safely quell resistors with no chance of turning back :) This works especially well if your attacking an enemy along a penenisula and dont have to maintain a huge front to stop them pushing back through to take over their cities.
Also of course it doesn't work if you have many enemies in the area.

**Channeling past arty fortress**
An arty fortress been 5 or 6 arty units, 1 or 2 defenders and a fortress all on the one tile. Use these in bottlenecks, set a few up with 1 tile space between them, so there are only single tile paths in the bottleneck, declare war with AI on other side, now wisely they dont normally attack really strong defensive positions, but they will try to get past your fortresses. now EVERY arty piece shoots at EVERY passing unit.. it doesn't matter how larget the army is, an enemy attack force of 50 elites can be reduced to 50 1hp units waiting just on the edge of your borders, waiting of course for your prepared elites to make short work of them and produce leaders.

**Get the job done and get out**
"In war, then, let your great object be victory, not lengthy campaigns"
"There is no instance of a country having benefited from prolonged warfare."
-SunTzu

Finish the war ASAP! There too many disadvantages to being in war, culture loss unhappy people and all the effects of unhappyness. However, while at war, use your wartime to its best, while fighting the mighty egyptians if youve got the military spare use those units finish off the last few greek cities that are hampering your expansion at the same time.
Maximize effectivness of your wartime.
Minimize the length of the war.
This comes through always being prepared for war, and starting the war when you want. The first turn advantage in war is huge.
Something else ive noticed with the turns, when watching the AI moves jot down the order in which the enemy civs have thier turns. Now when you have just declared war and are after some AI buddies to help take out the pesky zulus, use your money and bribery to target the AI's that have their turns before the zulus, This will give your allies that one extra important turn to prepare and get in position. Putting the zulus on the defense without even really having a chance for offense.

**Planning war**
Of course when planning a war, look at the wonders, any really high happyness adding wonders the enemy has, take that city first, it will make the rest of the war so much easier as the AI civs will be tetering on civil disorder. And also youve just got the wonder helping your people out greatly.
Spy out their forbidden palace! you can zero in on it by spying citys and checking their corruption rate to see if your warm or cold. On a large map you can imagine how many cities will be rendered nearly useless for all purposes except conscription and any resources by taking out the FP. Roughly half their empires income lost, half their production lost, half their science lost. This results in less units, less rushing (buying) of units, almost drawns science to a halt, as they still have all the maintance costs of all their cities to cover, but none of the income, resulting in even less science :) My favourite way to start a war.

**cheesy tactic**
A variation on the Right Of Passage cheese. Setup ROP, place stacks of your best defending units on all the resource/luxury tiles, and have just enough units near their capital to take it out if you want, wait 19 turns, on the 19th turn 'privateer block' any cities they are getting luxuries from remotely, and dont re-neg ROP, (you get the option to say 'yeah wait ill move my troops in a second, just training yadda') for the first turn before them being auto ejected, on this turn most their cities should go into civil disorder (your blocking all their luxuries) , allowing you to completly buy up the ones you want alot cheaper than normal, and your still not at war :) next turn if you want you can take out their capital, or remove your units, save up some cash and do it again. For a large civ you just need a heap of money but not much military at all to pull this off.
Its also usefull if youve got a peaceful neighbour who is at war, but you dont really want to declare war on them, putting them into civil disorder (with the possibility of a forced revolution) and buying of a few of their border towns that you want helps their enemies wipe them out.
 
**AI city re-assimilation**
Just an observation but when the AI re-assimilates a city gets all its culture back, and it also seems they get a free unit, when fighting the indians the free unit was a war elephant, I watched this many times they had no possible way to get a unit into that city at all. The city converted three times, and each time it immediatly had a war elephant defending. Has anyone else noticed this?

Wonders
Read Pyramids as : Instantly doubles popluation growth in every city on continent. Godly on large maps, almost a waste of time on small archipelago. Know your wonders, but also know what they are best suited for, on a small archipelago map the colosus or lighthouse are much more beneficial than the pyramids..
The lighthouseis still one of my favourites, it has so many benefits,
-contact with early civs so you can find out what wonders they are building!
-be the middle man between the 2 continents for a while
-start the early wars
-trade techs, say who gets what early game
-identify choke points
- colonize islands for future airbases
-identify likely resource spawning areas
-get pciture of complete world map before others
-Know who is where and how big
-city planning defense planning, war planning, alliances.
-Hut locations.
Once contacted i sometimes trade a tech for their world map to expand your knowledge even more, dont trade your world or terrotiry map early, else you have streams of settlers taking over your 1 tile of tundra not in your culture boundrys yet.

**Wasting the AI's shields. **
As soon as you hear wonder started spy on that city, note how fast it is growing, how many shields, and estimate the earliest turn to completion. Do this for each civ that is building that wonder. Early contact with civs is key for this to work. Now look at your cities and calcuate if you can beat them to it, if you can go for it if not use your efforts on other things to save that big shield wasting. If you can beat them to it, and there are no other wonders to build its big sheild wastage for the AI. Normally over the course of building a wonder though other wonders will become available, you have two ways to make sure you get that wonder as well before the AI (removing it from their list so they cant switch, resulting in wasting their shields) Pre-starting a palace or with a leader. The point here is if there are 3 wonders on list, and each of the AI is trying to build all 3, and you finish all 3 on the same turn that is alot of wasted effort by each AI. Even if you only snag 2 outta 3 on the list in the same turn its still alot of wastage for the AI. On regent and below its not overly difficult to pull it off, harder difficultys i dont see it working or worth the effort.

**Thoughts on corrupt cities**
'Corrupt' cities are not useless, they still can get some gold + sci, can still grow, can be in critical strategical locations, can conscript, can whip rush, can expand borders with culture and trap good resources. population+land=score. Often corrupt cities a long way out make perfect airbases feeding them with bombers/fighters from heartland.

**tip with luxury denial**
When starting a war and going after luxury denial, an easy way to tell if you have cut them off completly is if you have that resource and they are willing to talk to you see if it comes up in your trade list when talking for peace, if it does they currently dont have any, if not it must be under a city tile or on a tile you haven't noticed. From a happyness point of view there is no difference between 50 ivory or 1 ivory, and that one ivory can be the difference between half an empire in civil disorder or not. Especially with the marketplace factor.

**settling near barb camps**
If you build a city with a barb camp in radius the camp goes, you get the gold but the barb stays (and normally attacks next turn). Useful to know if youve got a settler and a defender.. and dont want to clear barbs with the defender just build the city like normal right next to it.

**extension of culture bomb**
push settlers in building crappy cities into enemy land, have lots of worker ready, as you build a city have workers railroad into it and past it to edge of border.. build another city repeat.. push into border and build 1 more city, have leader and rush build palace here, add workers straight to the city to make it big size, add defense, next turn rush a marketplace to amplify effects of your luxuries. Mega culture bomb in their heartland and you can also cut off some important resources on the way causing hopefully some civil disorder for those citys which are now closer to your capital than his. I see the best time for doing this is if you have hospitals and they dont, instantly putting a large capital well into their land of size12 cities. I havent tried this yet.

**despot rushing**
Whipping is a PER CITY effect, ie you whip like crazy in one city and its neighbour doesn't care.. as vel (on apolyton) has pointed out with his training camps this can be abused.. that is only the beginning.
If you haven't read that thread the basic idea is build citys you plan on keeping, and paired with each city build one you dont want to keep, build up improvements and everything like normal in your main citys, whip out units like crazy in your 'training camps' when the city is too unhappy, kill it by building workers or settlers and start it again.
Training camps can also be used as feeding camps, by whipping out units requiring many shields and disbanding them to rush improvements in your 'keeping' cities.
I recently started a game whereby i positioned 8 citys to keep, each of the six main outying cities got a training camp and a building camp, training camps only get barracks, building camps get nothing. Whipping training camps can build up a huge army very fast, and then because of extreme unhappyness, sell the baracks, undo the city and start it again if needed on exactly the same tile. It only takes a couple of turns to get it back in action. There is another benefit as well, where a city is place on bad terrian (jungle) it auto clears that tile, so move your 'training camps' around a bit when too unhappy to clear out the jungle.
Builing camps help you get your cities improvements up extremely quickly without whipping your main cities, you can whip to pump out anything with a reasonable amount of shields fast and then just disband them in the main city to really hurry production along. Short of cash to buy a tech? have a building camp rush an improvements and then sell it, want to get a wonder building city bigger to hurry that wonder along? whip out workers, work the land and then add them to city. Need to get a military even faster?
Building cities very close and using this tactic is insanely powerful.
 
**alternate start**
Alternate start ive been toying with, ultra risky but big benefits. First city starts building settler STRAIGHT away, worker builds a few roads for the extra trade, irrate cows+wheat if possible, and then head to a hill/mountain to find 2nd city spot. If you got a decent starting spot your settler will be finished shortly and be able to get to its location fast via road. This second city im finding more and more i prefer it to be a whipping town not a 'long term' city. Whipping out a barracks and then a mix of offensive + defensive scouts. Importantly whipping out a defender for the first city, so it can start another settler straight away. Later if your having problems removing your whipping citys because of disorder or unhappyness put luxuries up for a few turns.

**Scouting with defensive units!**
Defensive scouts 1.2.1 spearmen are great! By the time they scout a bit they will run into barbarians and easily become elite, making them perfect early defense for a blocking/chokepoint town, the blocking town can start a temple immediately if required to get those culture borders over the rest of the bottleneck asap, also with elites defending your borders early you have a good chance of a great leaders very early in the game. Sturdy defenders are a great help in early warfare for stacking with strong offensive units like immortals.
Ive got a few very early (4000-2500BC) great leaders that started their lives out as defensive scouts.
On great leaders I believe as far as wonder building goes their benefits diminish as the game goes along, of course they are still awesome for rushing mid/late game wonders.... but very early is where high shield production cities are harder to come by. 300 instant shields at 3000BC is much more beneficial than even 1000 instant shields at 1000AD. Early great leaders are a huge advantage, i try to do everything possible to maximize the chances of one spawning.

**Using leaders**
When you do get a leader dont take it to the city that you already have started building the wonder you want, switch that city to something else it needs and keep those shields. Put the leader in a city that has just finished building something to maximize your 'free' shields.

**Techs from huts**
There seems to be point when you stop getting techs from huts, does anyone know if it is a level in the tech tree or a year based thing? I had a suspicion and found an old saved game with a hut still there at 500AD, out of interest I loaded/reloaded it 20 times and never got tech from that hut.
Oh yeah privateers should be able to pull up treasure (underwater huts) to make the ocean a bit more interesting.

**Idea on Flagships (naval great leaders)**
oh yeah no naval great leaders.. i think a naval ship that wins as a veteran should have a chance to become a flagship, its icon changes to identify it asa flagship, you can only have one flagship at a time. An offensive ship that turns into a flagship gets +2 offense and the ability to attack twice in a turn. A carrier ship that turns into a flagship gets +2 defense and +2 capacity or something... another thing to spice up the oceans a bit.

hey whoa you read all that drivel :)
comments, questions, suggestions, flames, discussions welcomed :)
-Zedar
 
Wow, that's a lot of info. Thanks for the tips.
 
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