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War Mongers: How do you do it?

Discussion in 'Civ4 - General Discussions' started by Merkinball, Oct 19, 2007.

  1. Merkinball

    Merkinball Deity

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    Well, I've been experimenting in different ways to achieve victory. And recently I've decided to try strict war mongering. I've always been able to knock one or two enemies out EARLY with axeman quechua rushes, but beyond that I prefer to economy build and coil up into a defensive posture.

    My recent games of trying to strict warmonger have been complete failures. By 1000AD my economy has stagnated, and the entire world hates my freakin guts because I've declared on, or wiped out all of my neighbors. I get dogpiled, and that's that.

    I know that I need to declare war, make peace, build economy, build war machine, declare war again. But the diplomatic crippling is just too much. You either declare war on friends, which alienates the rest of your friends, or I just get drubbed regardless of power by numerous other Civ's.

    I've been trying to do this with Augustus Caeser.

    So warmongers, gimme some tips at getting a conquest victory, or at least SURVIVING. How do you manage your economy's? To you GP farm? Do you cottage? What is a good ratio of production to commerce cities while war mongering? What are tips to manage diplo? How aggressive should I be in extorting? How do you manage religion? How do you manage friends?
     
  2. St. Augustine

    St. Augustine Chieftain

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    i'd tell you to practice total war first - not just sacking opponents cities but ravaging the landscape and hopefully destroying captured cities -- unless they really offer a substaintial gain.
    personally i always monger however, i do practice a fairly rigid path of conquering one enemy at a time and mostly placating the rest of the field until it's their respective turn to taste my blade!
    in terms of a strategy i always mass about 4 or 5 core production cities and maybe another 5 or 6 perimeter cities acting as defense while providing commerce. this works for me hopefully will work for you as well.
     
  3. Mesix

    Mesix The Allfather

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    I like to war monger, and since my most common victory conditions are conquest and domination, I would say that I have had moderate success. Taking out a couple of civs early is a step in the right direction. If they are your closest neighbors and you keep their cities, you have given yourself a boost in production as well as much needed breathing room.

    I find that my warmongering goes in stages. I try to take out my nearby neighbors early like you mentioned with a rush of axemen/swordsmen. My strategy for the early game usually centers around getting the oracle. I might research one or two early techs depending on what resources are nearby, but I always bee line for priesthood early. Once I get priesthood I research writing (if I don't have it already) and monarchy because they are the prereqs for feudalism.

    As fsr as building goes, I generally have three or four core cities for the early game. While my production center builds the oracle, the other cities are building troops for the early war mongering. When the oracle is finished, I get feudalism for my free tech and build a couple of longbowmen in each of my cities. The longbowmen are pretty near unbeatable (especially with city defense 2 or 3 promotions) with any of the early attacking units, so my core cities are safe from counterattack.

    Once you have mopped up a couple of early civs to allow your empire to grow, it is time to peacefully build up your technology before you continue. There are three wonders that I try to build at this point. I bee line literature, devine right, and paper so that I can build the great library and the wonders that give a boost in gold and research for my state religion. I find that the AI does not tend to bee line these techs, so I am generally successful in getting at least two if not all three wonders. The great library and the religious university ensure that I keep up with the tech leader. The spiral miniot and the holy shrine generate a lot of gold to support my military buildup. They work especially well when built in the same city with the Wall Street national wonder added later on (eventually a corporation or two in the same city for the late game as well).

    The second stage of my warmongering usually starts when I get rifelmen. There is sometimes an intermediate stage where I use macemen to mop up any uppidy AIs that have the nearve to declare war on me. Rifelmen are important because the early melee units with city raider promotions cannot upgrade to musketmen. Late game warmongering is much easier if you can promote five to ten of your melee units with city raider 3 to rifelmen as the city raider promotions are not available to them otherwise.

    I generally try to pick off any nearby civs who have not kept up with the military research. My rifelmen with city raider 3 make quick work of longbowmen (and archers if there are any cities that far behind). The more advanced civs are spared until I get infantry.

    Keeping the world from hating you can be difficult. There are a few things that you can do to prevent the diplomatic hit. First off, I try not to give open borders unless I need to march my army through one civs territory to get to another. The diplomatic hit for declaring war seems to be worse if you have open borders. Second, I join in on wars that the AI invites me into. I am careful to pick the side that is stronger or at least further away as my ally. I try not to raze cities. People don't like it when you burn cities to the ground. If possible, I try to build the AP and UN wonders so that I have control of the resolutions. I used to let them go to the AI, but I found that the AI often votes to end my warmongering. If you defy resolutions, everyone hates you.

    Economically, I try to diversify and specialize my cities. My early GP farm is usually my capitol, and in the late game I try to get the national forest and the national epic in the same city with 10+ preserved forests for the free specialist. I build cottages as early as possible so that they have time to develop. I always cottage floodplains first, with grasslands later as they become worked tiles. The commerce is important to ensure my tech development, and to pay for troop support. With the religious wonders that I mentioned earlier, it is important to spread your state religion to every city and build as many religious buildings as possible for the maximum benefit. Do not switch to free religion as you will lose the benefits of your state religion.

    Unlike most players in this forum, I tend not to chop forests. While I understand that rushing some things early on seems like an advantage, the extra production is generally better in the long run. Chopping a forest nets about 20 hammers per tile. The same tile can produce one hammer per turn for the entire game if the forest is left intact. This production is further magified by buildings later on. The health benefit of the forests can also help to offset the hit for building forges, factories, etc. Building units in the late game takes a lot longer if you cleared all of your forests in the early game and stifeled your production.

    That's it in a nutshell. I'm sure that I forgot something, but there should be enough there for you to digest.

    Good luck with your warmongering.

    edit: I do not build very many workers. I usually only build one or two. Since I do not chop many forests, I do not need very many workers early on. Building less workers means that your core cities grow faster and can also build more troops. After my first wave of conquest, I usually capture enough workers to support me for the rest of the game.
     
  4. Sjaramei

    Sjaramei Prince

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    - Beeline Code of laws and construction. A quick axe rush isn't necessarily the best idea. (settling a couple of more good spots could be better, or grabbing pyramids/oracle)

    - Whip courthouses everywhere. Get a a few very good production cities cranking out troops almost the whole game.

    - Get medic unit, if you can manage to get your warrior to woodsman 3 in the beginning do it and attach a warlord to him and try to get Medic 3 - Woodsman 3. (Woodsman 3 medic 1 is good too, or just a common medic chariot)

    - Abuse the whip! Don't be afraid to whip big cities to size 1 if you need more siege reinforcements.

    - And keep your elite troops alive, suicide fresh recruits instead when needed.

    The rest is just alternating between peace and war, use peace to rebuild conquered land, and prepare for next victim :p

    I GP farm very little, a couple of scientists in my capital and thats it most likely. Cottage everywhere is the key. You will get lots of land so in the long run cottages are better. Look at your land and decide from that, if you get a very food heavy city go berserk with the specialists of course ;)

    Oh and if an AI is stupid enough to declare on me mid-game, i thank him properly by making him the next victim on the list for elimination. (i just happened to have an elite stack just waiting for a war, how nice of him! :p)
     
  5. Powerslave

    Powerslave Prince

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    You really should try playing as someone other than Rome or Persia. They're both too easy. However, if you're still trying to learn the game (or you want extremely easy victories), they're both awesome.

    Okay; you say that you have trouble with your economy. Have you read the War Academy? If not, then whatever anyone says here is just going to repeat what's already been written there. It wastes everyone's time to have people asking questions that have already been answered.

    This is how I generally research techs, when I'm going to be doing lots of war:

    1) Research whatever early tech gives you your UU and/or UB, if possible
    2) Research Bronze Working so that you can use Slavery, spot copper, and make Axemen
    3) Research Animal Husbandry, for chariots and pastures
    4) Research Pottery (if Financial or Expansionist) or Writing (if Philosophical or Creative)
    5) Research Mysticism for monuments, if you're not Creative
    6) Research Archery, if you're protective, for Archers
    7) Research Iron Working, to clear jungles, if necessary, and for Swordsmen
    8) Research Code of Laws and Currency, so you can rush courthouses and markets
    9) Research Construction, for catapults

    Obviously, you'll research Code of Laws quicker, if you're Organized. Ignore Iron Working and Archery, if you want. You don't necessarily need them, unless you're losing the war or your opponent is stronger than you thought. You will need catapults to take down holy cities. Protective is a joke. Don't get scared by Protective Archers; they fall just as easily as non-Protective Archers. If they're on a hill and/or behind walls, then you can start panicking; but, remember, enough stone-age units will kill anything, even a tank or infantry.

    In my opinion, it's better to use great people as super specialists, but everyone's got their own strategy. Religion? Conquer the shrines. I don't extort anything. I don't pillage anything, either. Those are perfectly good improvements, and I want those cottages as mature as possible.

    Have you ever heard of the "rogue state" method of diplomacy? Bribe everyone into war against your current victim. He'll starve for tech and trade routes. Everyone else will like you more, since you shared a war with them, and the victim will probably become their worst enemy, eventually. Backstab each person, one after another, using the "rogue state" strategy.

    You know how to get people Friendly, right? Practice it. The AI uses diplomacy against you. You should use it against them.

    In essence, rush courthouses and markets in every city, and take care of your diplomacy. The rest is basically just micromanaging thousands of units...
     
  6. lulu135

    lulu135 Warlord

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    I tried a new strategy recently. I played a completely peaceful game with a monster economy, and just enough troops to stay competitive in the power graph. I was outpacing everyone in tech, and I beelined to Assembly Line (using liberalism for the final shot). Then I switched to nationalism, and in about 10 turns I drafted a monster army of Infantry units, which I then swarmed all over my neighbors. It was funny having Infantry along with trebuchets, knights, and caravels.
     
  7. Atwork

    Atwork Immortal

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    ANCIENT WAR:

    Get horses or bronze online ASAP (preferably both). Scout around, find out who lacks horse or bronze and in doing so, find a mismatch to exploit. By the time you have 3 cities on the board, you should be ready for your first decisive war. I always plot out the land around me; numbering city sites in the order of priority. If one of my rivals settles in an area that I consider a priority, then he is my first enemy.

    One of my 3 cities will have been placed to be my military city (production with access to bronze or horse). By now it will have a barracks built, will have bronze or horses hooked up, and will be ready to produce military units. If horses, pump out 2 or 3 chariots – If bronze, pump out 2 to 3 axe -- non-military cities put out 1 to 2 archers each. At Epic, within 10 turns, you should be able to field an army of 3 to 4 archers with 2 or three chariots/axes, which is easily a large enough army to take back your prioritized city, hold it, and wreak havoc over the lands of your rival, which will put your rival so far out of the tech race that when you’re ready, you can take them out with ease. Another rush should produce all the reserves you need to take another city or two from your rival, which at this stage of the game will leave your rival pretty much extinct. I usually never go to peace with my first enemy. I’ll stay at war with him until he’s destroyed or vassalage becomes an option, but as long as he has cities that I want, I’ll slowly acquire them.

    Meanwhile I have been putting whatever funding I can spare into EP’s while I work toward Writing. I quickly get a spy in the field, which I will use to put the toughest cities into revolt. My cheap throw away archers are used to soften up the defenders and then my axe or chariots finish the job. Stage one of any war is to take out the strategic resources and because this war will have been fought early, I should be fighting mostly only archers.

    After this initial rush to get a fighting force out, I can then go back to focusing on buildings and settlers and workers to tighten up other areas of expansion while my military city alone puts out the reserves I’ll continue to need in the mop up operations of the war. Jumping on a rival quickly and decisively when the advantage is clearly yours is key to giving you the chance to regroup after the initial rush, which means refocusing on domestic needs. In turn, this allows you to either escalate your present war or prepare for a new engagement. But, avoid becoming too myopic in war or peace.

    Once a library is up and running in my capital with one or two science specialists, then I sprint toward a religion. I spread my religion to those that I believe will not be a serious threat to me and keep them friendly.

    Additional thoughts: if you choose the warpath, you must be extra benevolent to your non-enemies and friends. Take cities that are wealth producers first if possible. A couple decisive wars fought very early in the game may give you control of your continent for the rest of the game and will still leave you plenty of time to get back into the tech game.
     
  8. .Shane.

    .Shane. Take it like a voter Retired Moderator

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    2 questions.

    1. When you say "rush" do you mean whip? Or just pick all the shield tiles to "rush" the creation?
    2. Why are CH's and markets so overly valuable? Because they allow the GP to crank in? How does that translate to your ability to wage war?
     
  9. Atwork

    Atwork Immortal

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    1. I use rush to mean prioritize. The degree depends on the need. If the need is immediate, then whip. If need is imminent, then chop. If need is in foreseeable future, then emphasize production in city tiles.

    2. The farther your city is from your capital, forbidden palace, or versailles, then the more gold your economy is losing to maintenance costs in that city. Courthouses cut down on the maintenance costs. Therefore, cities with courthouses cost less to maintain, which reduces waste in your overall economy. The less you're paying to waste in one city, the more gold you can afford to have diverted toward a newly captured city.

    Markets are no more valuable than grocers and half as valuable as banks (disregarding happiness, health, or GP bonuses). But, really, I think the point to take away from this, is that you should strive to have your economy in order before you proceed to engage in a major period of expansion because otherwise, your economy will be unable to overcome the additional waste and will stagnate quickly.

    I hesitate to expand if I cannot sustain at least 60% science, but sometimes you can't wait.
     
  10. Sjaramei

    Sjaramei Prince

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    This is bad advice, markets are not necessary in every city. Most likely they are a waste of hammers until you need markets for happy (big cities). Only prioritize building them in holy cities with shrines and high commerce cities. (most cities don't fit this part) They are not worth building for a couple of gold. :p

    Courthouses on the other hand should be rushed whenever possible. (and build a forbidden palace somewhere after a couple of big conquests too)

    When warmongering don't bother that much with the science slider. After a heavy war you will head towards 0% for a while, and anything in the 20-40%'s is good with a huge empire. (it's only after emancipation and lots of mature cottages you will go to 60-70%+ again)
     
  11. Tarew

    Tarew Chieftain

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    I have the exact same problems as the original poster. I've been playing civilization for 3 weeks now, scored several "builder victories" on noble and prince but my warmongering always ends in either failure, or me reverting to a space race victory.
    I've read the warmongering articles in the war academy which are very helpful. The problem I usually get is that after I conquer civilization number two (I usually start with leaders like Willem and Suryavarman who expand early but neglect their military), I tend to always run into one that expands like crazy and is Protective to boot (Gilgamesh and Sitting Bull are perfect examples of this). They will usually have taken full advantage of the extra breathing space as much as I have, are economically ahead and force me into extremely long and taxing wars. By the time I manage to overtake them (if at all), my economy and tech will be SO far behind that it's near impossible to catch up. And I do really want to master this art because from what I heard warmongering is vital in multiplayer.
    So I'm curious how the more experienced generals deal with these kind of expanding and protective civs (Sitting Bull, Gilgamesh and Wang Kon are my greatest troublemakers).

    PS. I usually play either Shaka or Boudica (I think praetorians are a bit too cheesy and I love the Impi and Boudicas trait combo...and zululand just greatly appeals to me for some reason).
     
  12. Sjaramei

    Sjaramei Prince

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    Lots of catapults and hitting them before they get longbows. (keep building and suiciding them before taking a city)
     
  13. GT_OKEZ

    GT_OKEZ Warlord

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    ^^^ X2

    I couldn't agree more . I am new to warmongering but I'm getting the hang of thanks to mostly MP games which force you to be a bit of a warmonger .
    CATAPULTS , TREBS , aka SIEGE WEAPONS are the bread and butter of your offense ( and defense in many cases) .

    As soon as I deduced the CATAPULT FACTOR in the invasion equation my war mongering got A LOT easier and much more sustainable .
    Siege weapons serve TWO primary purposes :

    - THe obvious , weaken a city's defense . I used the catapults for mainly this when I first started playing but i neglected to use them to take out/weaken the defenders which ended up costing way too much troops.

    - Cannon fodder . Expect a few of your catapults to die since you should use them FIRST after breaking a city's cultural def . Yeah , they are going to die , probably a few of them , but they will SOFTEN UP the defenders . JUST ADD THE HANDY COLLATERAL DAMAGE PROMOTION and watch every defender feel the wrath of the catapults . Once the defenders are weak enough , you can just pick them off with your military .

    BTW , PROTECTIVE TRAIT is not all that signifigant if you bring a mess of catapults .


    Catapults are dirt cheap providing you make a city ( or more) with access to a heafty amount of hammers ( Hills - Mines , production resources - Iron/Copper/Stone , etc .)

    I usually make half my stack(s) catapults . I use other troops to :

    A. Defend the catapults from attackers . Note : Its nice to have spearmen/pikemen + any unit with bonuses against mounted units in your stack since mounted units like horse archers are specialized for taking out cats .

    B. Finish up the devestation my catapults inflicted on the city defenders .


    Couple things to keep in mind though . REMEMBER TO GIVE THE CATAPULTS COLLATERAL DAMAGE PROMOTIONS. Since you are involved in combat you'll be adding combat points for the Great Generals . You'll likely produce one or two or more . I usually have the Great Generals join my main military cities to get that +2 EXP for future military units that emerge from my military city(ies). Just make the main focus of your high production cities MILITARY . If you have the IMPERIALISTIC TRAIT you'll be producing Great Generals at a higher rate .

    Civs that I favor for warmongering are VICTORIA-ENGLAND because she is IMPERIALISTIC and FINANCIAL . Having that financial trait is a lifesaver especially for warmongering . Using the financial trait correctly ( cottages , sea-coast if available) still lets me research techs at a 70% rate while still earning some gold . Her imperialistic triat is nice for the Great Generals which make my military even stronger .

    Another all time favorite is GENGHIS-MONGOLS . The perfect warmonger having AGGRESIVE AND IMPERIAL . His units get an automatic combat 1 promotion which in itself isn't all that great but it immediatly opens the door for better promotions . And consider that all your units start off 10% stronger than enemies without the Agg trait . Barracks build at half price which quickly gives you 2 more XP . Combine that with joining the GGs with the military cities along with the synergy from barracks , heroic epic , west point , civics - theocracy/vasslage etc ( add an iron works/forge/factory to that for faster production) you'll be quickly pumping out some elite units :D

    PS: If you don't want the added costs of those enemy cities , just destroy them instead of taking them over . If you take them over and they are close to your borders , it will be expensive at first but it will pay off later once you improve them .
     
  14. Tarew

    Tarew Chieftain

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    Ok, guess I just need even more catapults tp pull off a faster victory.
    Also, I've been experimenting with imperialistic but I don't think it's the best military trait, not for me anyway. Sure the great generals are nice but I find the Charismatic trait far more effective in general (especially when combined with aggressive...not to mention the extra happiness helps cope with war weariness) but like I said, the Zulus just appeal to me for some reason (and Impi are probably the best pillaging unit in the game, certainly in early wars).
     
  15. Powerslave

    Powerslave Prince

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    Everyone has their own strategy. Mine involves going to 100% wealth whenever I need to quickly accumulate money for rushing or bribery. When you're at 100% wealth, markets are incredibly valuable. Also, when I rush markets in every city, I know that I don't have to worry nearly as much about my economy or my happiness levels. It's for peace of mind as much as it is usefulness.

    Making five gold per turn more than your opponent can be decisive in the classical age. That could very well mean the difference between ten swordsmen and five swordsmen. I don't know about you, Sjaramei, but I'd rather face a siege of five swordsmen versus ten swordsmen.

    I do not believe that specialization is a legitimate strategy before Emperor. As long as you're playing at Noble, Prince, or Monarch, you might as well just have fun and do whatever works. When you're playing at Emperor, you need to be more concerned with strategy, but that's mostly because you're playing at such a handicap, rather than the game becoming more difficult. Why quibble over a few hammers, if that's the only cost associated? Really, I don't see a point. I make more money, the population regrows almost so quickly that I don't even notice it, and the people, ironically, become happier. This isn't Civ3, where you have to pay maintenance fees.

    Only because you didn't rush markets.
     
  16. Desert-Fox

    Desert-Fox King

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    I don't see why people think that warmongering and early rush are same things... or think that when you miss early rush you can't conquer the world.

    Yes, a good thing is to kill of or weaken extremely your first neighbour, you get his land and he will get behind a lot. Now I would wait until feudalism and try to make as much vassals as I can and then beeline to rifling/assembly line/industrialism(with having oil). Its so funny to kill longbowmen with tanks. Even riflemen are weak if I have siege units with armor. At this phase of game I have good economy, mining inc, so every strategy is possible after that :)
     
  17. Sjaramei

    Sjaramei Prince

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    Then you should have said so and told about your strategy, if you don't use it like that it is bad advice... :p

    Yes 5 gold can be decisive at that point, but so could the hammers you wasted on markets be if you invested them in military instead. Thats no argument.



    If you still are talking about markets here i got a few more important buildings to get before markets, courthouses, culture ones, (theatres obelisks etc), granaries, defense (yeah i whip those units after revolt). When i've done all this the pop is most likely 1-2 and will take a long time before getting to big city size again. (which is when libraries and markets and stuff become important again)



    I tend to have as short pauses between wars as possible, production and staying even is much more important to me than teching fastest. When you add more cities to your empire you will catch up later anyway. Food and production is the most important things when you warmonger, not gold. (you get lots of it from plunder anyway)

    It would be interesting to hear when your achieve your domination wins and if you play Aggressive AI or not. I'm not an obsessive micromanager so my advice is a very general sort of advice. The stuff you hand out is more specific to your strategy, thats why i called it bad advice, (no harm intended ;)) i just have tried to get the basics across. (i do a lot more specific stuff in my strategy which certainly would be different from yours, it's not just "one way" to warmongering thats the beauty of CIV4 :D)
     
  18. Merkinball

    Merkinball Deity

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    Alright,

    First, thanks for the tips. I have been savvy in my latest game, applying the above tips, and perhaps been more patient. And I'd like to imagine that I am close to achieving a domination win/diplomatic win.

    I have eliminated 5 or so opponents, vassalized Hatty, Tokugawa, Gilgamesh, Louis, Brennus, Ragnar and Qinny. I'm knocking on the door Frederick who is ridiculously week. Too bad for him he's a vassal of Napolean and will probably end up getting eliminated after I hit enter next.

    I now have only one serious opponent in Suleiman. Peter and Napolean will be mere annoyances when it comes time for to move in on them.

    I have further questions still.

    I have all these vassals, and I know you get a bonus in terms of population and land, but how does this work? I have well over 40% of the population (well above the requirement for victory), but I'm not even CLOSE to having the requirement for land.

    It seems like a diplomatic victory will be easiest to achieve. The elimination of Frederick should put me close to the required votes.

    My diplomacy...at this point in the game (mid 1900's), is incredibly abysmal. I am pleased with Hatty, but I still have 20+ negative points with her. Everyone else is either annoyed or furious with me. Through the course of the game, the world has transformed from Hindu's to Buddhists after I captured the Hindu holy city. So, my relations are generally in the negative 20 territory with just about everyone. And I really don't think there's any way to avoid this.

    Tech: My teching has improved. It's not the best, but it's tolerable. The AI has teched ridiculously quick. Peter completed the Apollo program before 1900, which I don't know what's normal for ya'll, but for the AI, that's really quick for me. The good thing is, is that allow I've neglected many techs, I've constantly maintained a much superior advantage in military techs. And have steam rolled through a huge/terra/18 player map. So I'm generally pleased and enteretained in this game.

    Thanks for the tips. Play on play on.
     
  19. mboettcher

    mboettcher General

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    SPEED SPEED SPEED

    The only profitable way I have found to fight a war in civ 4 is blitzkrieg. If you don't take cities regularly its not profitable enough to continue.

    I found out the hard way on not occupying to many cities. Only take cities that can turn a profit over maintenance early otherwise it will stagnate your economy. You should end up razing most of the cities you take. The Civ will HATE you but they'll be destroyed or your vassals soon anyway.

    The problem here is that the neighboring AI's always take advantage of the city vacuum and fill the damn space like an ideal gas. Sometimes they get more out of your victory than you do. Especially cause the AI no matter how desperate will never give you technology when they are losing. Its ********. Sometimes they would rather DIE than give you fishing. Cmon.

    ANyway I use a lot warlords on melee units early, fight a quick war to make them strong healers etc. A a well balanced stack of 4-5 warlords and support units can raze a city every 2 -3 turns. simply wait till vassals area available and attack everyone in sight using this stack to force them to capitulate.

    Plus when you get to rifles you have 6 former macemen who have drill IV, combat VI, city raider 3, one with healer 3/woodsman III and one or two super units who have pinch and woodsman 3 for 5-8 fs, +35% vs gunpowder etc.
     
  20. Atwork

    Atwork Immortal

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    Location:
    Santa Cruz, CA.
    If you decide to raze, just make sure you have enough healthy units to withstand the guerilla uprisings that could ensue. I once razed a city and was immediately surrounded by 5 healthy axeman, which my hurt immortals, archers, and axe were unable to defend against. So, what had been a uneventful war, suddenly became a bloody mess and my campaign was stalled for a substantial length of time.
     

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