The Use of Warlords (as opposed to instructors)

Ugh! nasty business. So it's true. Thnx, that's...impressive. does the AI actually avoid warring inside your borders if you have the GW?
 
Not that I've seen. In general, with the GW, declare war and wait for them to come to you. Once you've killed all their "disposable" units, go on in and take the cities from what's left.

Wodan
 
Not that I've seen. In general, with the GW, declare war and wait for them to come to you. Once you've killed all their "disposable" units, go on in and take the cities from what's left.

Wodan

same here - I tend to go light on military (no barbs, after all), end up with the AIs trying a dogpile. Since I know it will happen it never works, but gives me plenty of 'fodder' for my catapult/chariot/axe teams early on. Those guys, warlorded and promoted to hell, then take the bruising business to my enemies' lands...... Who, by this time, suffer horrible WW. Statue of Zeus is a nice addition, if I can get it..... I have seen civs with only 4 cities left lose units to strikes, as their income had gone to zip because of the WW
 
I used to be all about making a massive military city with settled warlords and all the buildings.

But then I figured that having all that initial combat power was fairly useless. With it, you still can't take cities w/o siege. So, I was softening up with artillery anyway. And, if you use siege then you can take the city with weaker units... having stronger units is overkill.

These days I pretty much use them all for either Warlords or save them for golden ages. Warlords, because they're fun. Golden Ages, because they're so powerful in a late-game CE.

Wodan

An interesting point. In my next game, I'll probably still build a Super Military city, but I might try manufacturing my CR units elsewhere. However, I think a case could still be made for pumping out high-level defensive units, since they're probably going to be fighting several enemies per turn at some point. Driving them as far up the Drill line of promotion as possible before turning them loose will make your stacks far more durable in the field.

And don't forget that the XP from generals and West Point are also applied to naval units. Settle three Generals in a coastal WP city, run Theocracy and Vassalage, and you've got enough XP to take your ships all the way through Combat III to the Blitz promotion straight out of the dock. And let me just say that if you make a point of beelining to Combustion, it takes a very small fleet of Blitz-enabled destroyers to do terrible, awful things to a wooden navy.
 
Good points Jedoc. Having good defenders in your border cities is important, because usually at least once or twice a game they have to hold firm against multiple attackers before you can rally sufficient additional troops to the city.

Anyway, I would almost always intentionally make my "military city" on the coast for exactly what you talk about.

As for blitz, these days the privateer rush is so strong, that it's trivial to get privateers up to blitz and then send them home to hibernate until you can upgrade them to destroyers.

Wodan
 
Anyway, I would almost always intentionally make my "military city" on the coast for exactly what you talk about.

Yep!

Each and every time I forget to do this I end up bitterly regretting it.
 
Awesome tips guys. Believe it or not, I've somehow been getting by without even thinking of promotions, much less using warlords! This thread is about to take me to the next level. Heh heh :mwaha:
 
Generally as soon as I've scouted the terrain and figuring out where I want cities, I have planned out where my military city is going to go. Unless I'm going the State Property route, I want hills for mines and fresh water to farm, possibly supplemented by forests.

Wodan
 
I think the GG is one of the better GPs...no surprise - I like playing Imperialistic...in my current game I’m just about enter the modern age and I have accumulated a total of 8 GG (a big thx to the Great Wall)…

The first 2 GG were settled in my most developed military production city, where I added the Heroic Epic…The 2xGG makes the equivalent of an early West Point (plus a few beakers and culture with Rep & Sistine)…

The next 2 GG became Warlords – 1 medic & 1 elite cavalry with Leadership to give even more GGP when they kill…

The fifth GG also became a Warlord – assigned to the my first Caravel…Nav I & II + Morale…much easier to prove that the world is round…this result in quick privateers that can outrun annoying frigates and course more trouble :D, plus every XP point the privateers earn is 2 GGP (perhaps 4 GPP with GW)(smashing Galleys and Caravels becomes much more fun)…

GG nr. 6 and 7 were saved for Military Academies in 2 other production-minded cities, and one of these 2 cities got West Point…so I have a HE/WP city + a ½HE/WP city…you could make a 2xWP/HE city, but I like to have more well-experienced units than few(er) insane-experienced units…

I’m not sure what to do with GG nr. 8 (most of the GGP to him was gained with Privateers)…probably another Military Academy…I’m lining up for a Domination or Conquest victory, so the production boost would be nice…When the carnage begins more GGs will turn up, and they will become Warlords to help the onslaught on track…
 
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