What is *your* most important strategic resource?

What is *your* most important strategic resource?

  • Aluminum

    Votes: 1 0.5%
  • Coal

    Votes: 2 1.0%
  • Copper

    Votes: 42 21.2%
  • Elephant

    Votes: 11 5.6%
  • Horse

    Votes: 42 21.2%
  • Iron

    Votes: 71 35.9%
  • Marble

    Votes: 7 3.5%
  • Oil

    Votes: 14 7.1%
  • Stone

    Votes: 4 2.0%
  • Uranium

    Votes: 4 2.0%

  • Total voters
    198
Wow. How have I never realized that Iron is a requirement for Cuirs (my most frequent path to victory)? I feel so embarrassed. Given that I have failed to recognize this up until this point, personally I would rate horses (which I always check for before proceeding to Military Tradition) as a more critical resource than iron. Even ignoring cuirs though, I love the early HA rushes.

I don't get the pikelove. Pikes are great for defense and stack protectors but as attackers? Blah. You can't do enough with them without siege, at which point it really doesn't matter if you're attacking with pikes, maces, or something else. And if you're just using them for defense, (a) you're ignoring the tenet that makes protective such a weak trait-it's better to attack than defend-& (b) longbows are cheaper and generally stronger in cities.
 
I think the pike subtopic got started with spears. Spears>chariots so copper is marginally better than horses in that way.
Sure, although all spearfans should consider that:
1. chariots can be quick enough to prevent the target from hooking up copper.
2. axes may be too slow to block their horses (unless you choke them with warriors first)
3. and you probably don't want to send a spear to check if they have axes already.
 
Horses are imo overrated. I'm only talking of single player, and there, Chariot / HA rush can be good, can be aweful. Depends mostly on if you choked your target and could prevent it from hooking up Ressources, but even against a normal fortified Archer in a hills city, Chariots and even HAs are aweful because it's STR 4.4 (7.2 for the HA) against STR 5.85 for the cheaper Archer. One has to basically go all in, chop / whip like hell and has to use eploits like luring out the enemies on the open field by positioning the troops closer to another city to be successful.

In contrast to that, Cuirrassiers (and those require Iron) beat almost everything at a fair rate, even pikes due to the stated promotion advantage. In the time where Cuirrassiers are available, also Knights are available to the AI, and Knights higher the value of Iron to the AI tremendously. In some games, AI wanted some crazy 250+ GPT in change for their Iron from me, that's why I voted for Iron. Horses are normally easy to get at that time, seldomly more than 40 GPT, that's something, one can make at that time, 250+ GPT, impossible that early.

However, if I'd play Egypt or Persia, then I'd prefer Horses because those Units really have a chance in an eraly rush, but please, normal non-UU Chariots? I know those work, but instead of going all in on a rush, I normally can expand peacefully to the same number of cities using the same crazy chop / whip action, so I don't even see the need, other than on few maps where one gets boxed in very early.
 
When you're actually playing the game, chariots come before pikes.

It's unbelievable that a resource that the vast majority of good players don't even self-research on high difficulties has the most votes. Really? Iron? You don't get it fast enough to pull a competent rush, and the units that really NEED it are mostly medieval. Not entirely (cuirassers and frigates), but mostly. By then, you can secure it relatively easily.

The OP states "if you could guarantee 1 resource to be in your CAPITOL's fat cross". There are two competent choices under such a scenario, and neither one is iron. They are copper and horse.

AH is a good tech. It's often priority #1 for the good food tiles. The ability to quickly build chariots and kill someone OR simply choke them from ever hooking up a resource is incredibly powerful. I'm choosing horse, although copper is an understandable alternative especially for some starting tech combos.

Noobiphant ivory gets honorable mention because of its boost to econ though. Uranium is BY FAR the best late-game resource. Give me uranium and you anything else you want except uranium in the late game, and you're going to lose badly.

I said iron.

Whenever I respond to a thread, my first post or vote relates to to the title question, because that's what enticed me to open the thread.
If the thread starter wants to re-word his first post or poll and get invalid results, that's his perrogative.

Iron is my most important strategic resource. I would feel very disadvantaged without it.

To answer the OP- Copper.
 
My first pick would be Iron. For solo play. For multi, I wouldn't know.
Metals offer every kind of counter units. Spears and pikes, sure. And the Crossbow as well.

It's worth noting that vs xbows, you can't counter them outright with only metal. Knights and even HA beat xbow cost for cost, but without horse your best bet until muskets are noobiphants (if you're blessed with that fortune) or longbows lol. I do suppose longbows cost a bit less than xbow so it's SOMETHING.

Chariots hit much harder and faster than any other rush unit when the horse is in cap bfc. You can realistically put pressure pre-2000 BC on NORMAL speed with some starts, and that's on high difficulties! Even gem mine starts would struggle to reach IW and hook up iron in time. Indeed, unless the opponent specifically has BFC copper and (if AI) goes there immediately they're toast, even on difficulties like immortal (on deity you'll be very very lucky to rush someone without an uber UU or a perfectly timed HA rush vs a powder puff, but even then the horse UUs do the best lol).

But, if we're talking about monarch or below you can easily win a conquest victory on pangaea with war chariots and only war chariots for example.

Yes, the metal units function better in classical in THEORY, but in practice it's very hard to defend vs chariots in MP and still attack too and in SP horse units are the best rush units due to their speed. If you're worried about spears, bear in mind that no classical age unit except the elephant can attack a combo of HA + catapult for example (spears lose to cata, and HA beat everything else as they can just take shock). That means the window for spears to do anything serious to horse only is pretty narrow.

Also note that even medieval stacks will struggle vs shock HA + catapult. They'll do very badly pre-pike and still not so hot then, so it's not like you can easily push a medieval force onto ha/cata...unless you have knights. Also note that engineering and gunpowder are not far apart and you do NOT need iron for muskets, rifles, etc.

The reason horse is the proper answer:

1. You can get it faster than any other strategic resource on a beeline with most starting tech combos
2. You can rush faster and have a unit that's versatile and covers more ground vs early barbs
3. Even after the early returns, it remains a fairly competitive resource over time.

Copper is an acceptable answer because of the axe/spear defense combo and possibility of aggressive/starting with mining but not hunting/ag. If you don't have a pasture resource then BW might be higher priority than AH too. Axes/spears aren't as good offensively because humans and AI alike get more time to spam units (they're more expensive than chariots and half the speed, so they fight a LOT more defenders), but the copper also opens up things like colossus and maces which can keep you viable later. Nothing does particularly well vs mace/cata in medieval either (xbows only get +50% which looks pretty lame if they lose even 1 str).

Horses are imo overrated. I'm only talking of single player, and there, Chariot / HA rush can be good, can be aweful. Depends mostly on if you choked your target and could prevent it from hooking up Ressources, but even against a normal fortified Archer in a hills city, Chariots and even HAs are aweful because it's STR 4.4 (7.2 for the HA) against STR 5.85 for the cheaper Archer. One has to basically go all in, chop / whip like hell and has to use eploits like luring out the enemies on the open field by positioning the troops closer to another city to be successful.

There are very, very few rush units that look good vs hill archers. Archers with no promos + fortify in a hill city are actually going to defend at 6.75 str, enough to beat even swords, and that's WITHOUT culture defenses or walls (chariots have by far the best chance to avoid having to attack into walls). With walls, the str jumps to 8.25 without promotions which is completely ridiculous and why a lot of good players in tough games settle hill cities; you gain the ability to defend yourself against super warmongers on the cheap.

One of the big factors that makes chariot rush good is BFC horse to hit super early. Guess what OP question allows :p?

Yes, you might want to trade for iron to hit with cuirassers later, however there are situations where that isn't desirable compared to just using cavalry or by that point, drafting. The early chariots are a GREAT help vs barbs, and having them guaranteed basically gives your civ the ability to bust out of a boxed-in start immediately; something no other resource truly does.
 
When you're actually playing the game, chariots come before pikes.

It's unbelievable that a resource that the vast majority of good players don't even self-research on high difficulties has the most votes. Really? Iron? You don't get it fast enough to pull a competent rush, and the units that really NEED it are mostly medieval. Not entirely (cuirassers and frigates), but mostly. By then, you can secure it relatively easily.

The OP states "if you could guarantee 1 resource to be in your CAPITOL's fat cross". There are two competent choices under such a scenario, and neither one is iron. They are copper and horse.

Actually the OP states that the guaranteed resource is close to your capital. If I wanted to be a douche, I would claim that implies that it is NOT in the BFC. :lol:

I actually voted iron because I was only considering Cuirs and cannons, but forgot that horses have way more application throughout most of the game. (aka 95%) Iron.... is maybe really only 5%. :S It would only be good for a copper replacement if you have none because iron is more common, swords (lol) and some medieval units nobody really cares about.

It's kinda sick how long horses last. Early on is obvious, but even in the industrial age, they can be used as a mobile cleanup crew to kill units weakened by siege or air. Pinch Cav can still threaten infantry... when they finally go obsolete at advanced flight, you can still take your most likely highly promoted horse units and turn them into gunships. Meanwhile, iron ends at wood ships and cannons.
 
Well, my knee jerked right on up and voted oil. This is due to a deep seeded love of skipping past Ironclads and upgrading/building packs of Destroyers. Besides, who doesn't love Tanks?

After reading through this thread though, I have the strangest urge to go buy a horse... and I don't even live on a farm!
:crazyeye:
F
 
@ TMIT :
I trust you about the sheer power of horses.
I doubt there's anything I've tried in this game that you haven't :)

However, I'd like to point out a few things to put your post(s) into perspective :
- Main advantage of the horses seems to be the ability to rush. Rushing sure is a game winning strategy but... what if one doesn't rush but builds wonders instead, or RExes ?
Chariots may be great on early offense, but their defensive role is limited to barb defense + vision range (see Defendo's guide & focus on Sentry units).

- Horses units die. One's more likely to suffer from war :mad: with horses than with metals. With heavy losses, one may also have to invest more hammers than with metals.

- Chariots and archers are the only units with which one can't overflow whip hammers. Chariots may come earlier, yup, but that may be at the cost of one's economic build up (whip overflow = more units or earlier buildings). HAs can be whipped efficiently, though.
Chariots need (I suppose) a high production capital. At least 10+ hammers. 15 would be great but is a rare instance.

- One can promote highly his chariots/HAs, it won't increase their durability. Same isn't true for city raider units. CRIII units don't die.


@ X-Bows : sure, they're no threat to horses ; spears are. And if you have X-bows, you surely have a couple spears. What crossbows do is they stop swords dead and are a very real threat to maces.


Overall, power vs flexibility (?) is the question. In my eyes. If my stack can use a varied set of units, I'll be happy. Speed has its own merits, I won't deny that. But it also has its costs. Metals offer advantages that horses do not and vice-versa.
 
And if they took horse or copper as their guaranteed resource, it won't matter. The iron guy dies.

Well DUH.
 
Well, my knee jerked right on up and voted oil. This is due to a deep seeded love of skipping past Ironclads and upgrading/building packs of Destroyers. Besides, who doesn't love Tanks?

Uranium also allows you to build destroyers, subs, transports, battleships, etc. Tanks are nice, but nukes are nicer. In late game Uranium >> oil.

- Main advantage of the horses seems to be the ability to rush. Rushing sure is a game winning strategy but... what if one doesn't rush but builds wonders instead, or RExes ?

You retain excellent barb defense, a very strong field unit that can keep you alive easily with siege, and the ability to cavalry stomp people. Not a bad deal. However, when you really NEED that rush, having it can turn the game from "extremely difficult" to "easy win" on a dime.

- Horses units die. One's more likely to suffer from war with horses than with metals. With heavy losses, one may also have to invest more hammers than with metals.

Nice try, but it's the other way around. Horse units have withdraws (IE on average they survive more attacks). Many of the horse units ignore first strikes, making them better vs archers. I believe I said this before and am not amused that it's not being considered here, but horse-based rushes fight FEWER units than metal. FEWER. LESS war weariness. Not more. Less. Period. Later on if you involve siege then WW levels out as both armies have to wait for it, but the 2 move potential still gives them the edge.

Chariots need (I suppose) a high production capital. At least 10+ hammers. 15 would be great but is a rare instance.

City tile: 1 hammer
3 hills: minimum 9 hammers (on the vast majority of map scripts, capitols are guaranteed 3 hills).
Horse tile: 3+ hammers.

I'm not seeing the issue here? You're almost guaranteed 10 hammers/turn and are likely to get more at pop 5. By the way, whipping before investing in a granary is inefficient (and it is still inefficient to whip away grassland hills once you have the granary generally, though very high food counts might change that the difference won't be immense that you're taking a big hit by simply hammering out units), and CHARIOT play comes way before you'd bother teching pottery and building a granary. So does an axe rush. If you're trying to do an axe rush ASAP and you stopped to go to pottery and build a granary instead of chopping axes + using comparably efficient mine tiles, you screwed up. Whips are relevant later with a granary obviously, but by then we're out of the true ancient era rush stage.

- One can promote highly his chariots/HAs, it won't increase their durability. Same isn't true for city raider units. CRIII units don't die.

Derp.

I'll address your assertion on this even though it's rather flagrantly false :p. A simple combat I axe will have winning odds vs both CR III axes and CR III swords if he's fortified behind walls (85% defensive bonus). It's much easier (and generally faster) to come by walls + combat I than CR III. A CR III unit is also a sitting duck in the field AND it's still slower than mounted, so you STILL have to kill more units = more chances at losses. Not only that, but you have to actually make it to CR III.

CR III sword vs wall city archer with fortify: 6 vs 4.2 + first strike
Combat III HA vs wall city archer with fortify: 7.8 vs 6.75

Of course, it's easier for HA to reach combat III since with stables they start with more XP and need fewer battles to do it.

HA has slightly worse odds to win outright...but still can withdraw too. Of course, it actually fights fewer units again because opponents have fewer turns to whip en route, fewer turns to stack fortification bonuses, and fewer turns to shift forces and concentrate them. But go ahead and keep telling us how the swords don't die while somehow mounted does :p.

Comparing CR III axes to chariots is silly. Chariots are a speed rush unit, and when using axes in that role you aren't going to have CR III legit. You might get CR II, but will then have to wait to fully heal before even using THAT. Keep in mind that combat I is often better vs archers in cities than CR I, so you actually take a small dip at 3 xp by going for it in some cases. Higher axe base str is offset by the cheaper cost of chariots and fewer units they face. It's not an easy comparison, but chariots tend to do better for rushes in practice because they catch targets defenseless more consistently.

@ X-Bows : sure, they're no threat to horses ; spears are. And if you have X-bows, you surely have a couple spears. What crossbows do is they stop swords dead and are a very real threat to maces.

My point was that you can't really press HA/cata with anything but very late medieval or noobyphants, and that point is correct. Spear are pathetic vs HA with even a little collateral.

Overall, power vs flexibility (?) is the question. In my eyes. If my stack can use a varied set of units, I'll be happy. Speed has its own merits, I won't deny that. But it also has its costs. Metals offer advantages that horses do not and vice-versa.

While true, your representations have *GROSSLY* under-valued the impact of speed when it comes to units faced, gains, opposition's capability to whip, and concentration of one's own forces.

Most stacks outside of medieval don't need varied forces to be effective. They need collateral damage or a tech lead.
 
Horses. If I can't get them, then Iron is appreciated. If I don't have either...well, that's not good.
 
^^^Agreed, horse. I thought Iron(or bronze, even...ehh) at first, but horses. Good for scouts, great if you are Persia, egypt, etc. I can always use more horsmen, but axemen are limited in value when not at war. Archers can easily hold a city in numbers. I can always capture more resources if I need.
 
go get 'em, Phil...you have my support ;)

your representations have *GROSSLY* under-valued the impact of speed

so so true...the speed factor is a major plus in the win column for mounted...nothing compares in overall ownage.


And again, per the OP, Copper is far more valuable than iron for a start.

Horse>>>>>>>>Copper>>Iron

If you have horse, you are going to get your iron in plenty of time for Curs. So the whole "you need iron" for Curs argument is silly. And copper means you have the potential to go out and early stomp long before getting IW, which is generally not self-teched by the human anyway.

Horse or Copper for starts. Iron you capture, if you don't have it for some reason.
 
@ TMIT : thanks for taking the time to reply :)
I'm not that familiar with particular odds.
It's an interesting fact about C1 axemen having better odds than CR1 ones against archers. I didn't know that. I guess it has to do with base strength being affected by Combat whereas CR bonus is substracted from the Archer's ones ?

I agree it's no use to look at production "all other things being equal" since they aren't.

To be honest, it's been a while since I've made a dedicated early rush. Especially one with Chariots and BFC horses. Maybe I should roll a few Fractals, see how it goes.


Regarding CRIII units... maybe I value them too high but I didn't mean they'd have automatically great odds against a top defender. There are other units to launch at top defenders.
What I had in mind is that they're very easy to keep alive and reliable at what they do : taking units out of cities. I realize a Horse archer can (almost) do that as well and some more in the field. I also realize that odds are just odds and any unit can die...
 
It's an interesting fact about C1 axemen having better odds than CR1 ones against archers. I didn't know that. I guess it has to do with base strength being affected by Combat whereas CR bonus is substracted from the Archer's ones ?

Correct. This is also why war chariots will often outperform immortals vs archers in cities. Combat applies to the attacker, while everything else other than first strikes apply to the defender. When defensive bonuses get very large you start to see some odd stuff.

Regarding CRIII units... maybe I value them too high but I didn't mean they'd have automatically great odds against a top defender. There are other units to launch at top defenders.

The point of having a very strong city attacking specialist is to use it though. If you have to attack with a CR I or II axe 2 or 3 times just to get the CR III axe decent odds, you're still going to lose a lot of :hammers:. Leading off with weaker units also carries some risk of doing less damage and still not getting acceptable odds on follow-up attacks.

I didn't realize just how little CR mattered until a few years back when madscientist did his earth18civs RPC that banned the promotion. It barely mattered at all! In civ, it is almost always either collateral damage or a tech lead that rules the day...early rushes are one of the only exceptions (extremely late game air power is another, if one doesn't just go nukes).

Anyway these things are only relevant because they affect early game choice of preferred strategic resources. In MP, the speed of chariots makes them devastating/annoying. I've been on both sides of a "oh look, that guy has BFC chariots and I don't have BFC anything". It's not a fun way to die, though at least it's not slow. It's also a part of why I rate mali as the best civ for MP by far; you have a resource-less unit that can guaranteed stomp on any opposing rush unit on a :hammers: cost basis except maybe war chariots, immortals, and the quecha, which won't enjoy fighting warriors with a short reinforce line. However, for war chariots and immortals you have a good chance of skirm rushing THEM out of horse if they're too close lol. Maya and inca are the other top tier MP abuse civs IMO though obviously egypt has a good risk/reward choice.

In single player, they make great rushers and barb patrol and you can really dominate AI attacks with archers because the AI sucks lol. Settle a hill city near it, build "a walls", and throw in a few unpromoted archers. Even without protective, the carnage that provides is just comical. Usually a carrying # of 3 archers/threatened border city is enough because you can just move/whip and get 5+ in a threatened city before they reach it, and at that point they might need 10+ metal units to take it. Not happening.

I like BFC horse as insurance because it's one of the few ways you can really hit hard in time on high difficulties. With iron and even copper that speed rush on those levels just doesn't reach at the same timing. It often comes down to 8 chariots vs 2 archers vs 8 axes vs 4 archers and I'd take the former any day.
 
[Bursting in on the thread]
My most important strategic resource is surprise...surprise and fear...fear and surprise....
My two most important strategic resources are fear and surprise...and ruthless efficiency....
My three most important strategic resources are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Pope....
My four...no... Amongst my most important strategic resource...are such elements as fear, surprise....

I'll come in again.

(NOBODY expects the Spanish Inquisition!)
 
Horses are actually good, with a stack of numidian cavalries or keshiks to conquer early towns, too.
 
I will Kobayashi Maru the question and answer with Montezuma. He is the greatest strategic resource, as he as predictable as the sunrise. Use him as a barbarian horde to start fights and tire himself out as you collect spy points behind the great wall. *Shaka works in the same order. They never seem to want to make it to industrialization...
 
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