My game has taken a step in the right direction. On Prince, I'm very competitive, sometimes dominant, up through the Renaissance era. Credit the understanding of Bronzeworking/chop strat, plus realizing over-expansion costs money.
Now what seems to be happening to me is around the Ren period, I retrograde in my placings - this surprised me a lot in my most recent game because I was building lots of wonders, but I had perhaps 10 cities (on a large map), and finally war broke out and I couldn't keep pace, which again I found odd.
Anyhow, here are my little nuisances I'd like some assistance with:
1) How do I know how many units I can support before gold is used?
2) How do I maximize my own ability to culturally spread my border, particularly in the face of a creative civ up against my own (I only play Germany/America right now as a 'control' mechanism for improving my game). I know about the Great Artist "culture bomb" but I can't figure out why Pop 2 cities are dominating the border of my pop 8 city that has a courthouse, theater, and library...
3) How do I manage long-term relations with foreign powers to not present myself as a threat/target for attack?
In particular, I'm finding that I THINK I have enough military defense, but then I get a war declared on me, and a massive amount of enemy troops from a podunk, way-behind Civ smashes into my border...
This dilemma plays in with (1) above.
I'm also generaly curious what your "rules of thumb" are for maintaining defense per city (I try one ranged unit with FS, plus one "spearmen/pikemen" because the enemy uses horses so much. But two units per city has become woefully inadequate...
Also, I'm pretty heavily disappointed in the naval combat units (galley) because you really seem to me to have no way of increasing your odds above a standard 50/50 - takes so long to get a naval combat unit enough experience to make a difference that they rarely live beyond one or two attacks, unless you're willing to devote a lot of production to having a standing navy, which I'm usually reluctant to do, but in wars, I'm always finding enemies dropping troops somewhere that they can get access to by boat behind my "front lines"... argh, you see the pattern here.
I've no idea what religious Civics to use in this game... I tend to stay a pagan heathen for eons because I don't see much value to the others due to cost...
4) Is a great merchant used well in making a trade route across to a far off capital? It's just coin - something I find little value for in this game until I can adopt Suffrage. Having "too much coin" has become a problem for me, because my rat-bastard greedy enemies decide to harass me for my surplus, and I say no, and then we end up at war, and I lose those... (and in Civ 3 I was such a master warmonger - surprises me how different it is this time around). So with my "surplus" I just tend to upgrade my military units as often as I can so i don't have the surplus for them to extort me with...
5) Is a great prophet really all that useful? I had 3 great prophets in my last game, and I didn't start any religion myself until Islam (so I built the Islamic building in the founding city - not sure what use that was, my lost war happened shortly thereafter). Is it possible to send your great prophet to the other religions' founding cities of your neighbors? Is it beneficial? (I would think not) So then, if you're not founding religions, are great prophets worth much more than an instigator for a golden age, or a means to raise the values of a city by having the prophet join? These seem like the weakest of the great people (at least in my non-religion-founding approach)
6) How do I determine if early expansion is going to be too costly - I've played several games where I COULD expand more, but didn't because of the gold problem. Is there any formula that anyone has come up with? I'm "winging it" right now, looking at my bank account and the drain/surplus effects...
Thanks for reading my long post...
Now what seems to be happening to me is around the Ren period, I retrograde in my placings - this surprised me a lot in my most recent game because I was building lots of wonders, but I had perhaps 10 cities (on a large map), and finally war broke out and I couldn't keep pace, which again I found odd.
Anyhow, here are my little nuisances I'd like some assistance with:
1) How do I know how many units I can support before gold is used?
2) How do I maximize my own ability to culturally spread my border, particularly in the face of a creative civ up against my own (I only play Germany/America right now as a 'control' mechanism for improving my game). I know about the Great Artist "culture bomb" but I can't figure out why Pop 2 cities are dominating the border of my pop 8 city that has a courthouse, theater, and library...
3) How do I manage long-term relations with foreign powers to not present myself as a threat/target for attack?
In particular, I'm finding that I THINK I have enough military defense, but then I get a war declared on me, and a massive amount of enemy troops from a podunk, way-behind Civ smashes into my border...
This dilemma plays in with (1) above.
I'm also generaly curious what your "rules of thumb" are for maintaining defense per city (I try one ranged unit with FS, plus one "spearmen/pikemen" because the enemy uses horses so much. But two units per city has become woefully inadequate...
Also, I'm pretty heavily disappointed in the naval combat units (galley) because you really seem to me to have no way of increasing your odds above a standard 50/50 - takes so long to get a naval combat unit enough experience to make a difference that they rarely live beyond one or two attacks, unless you're willing to devote a lot of production to having a standing navy, which I'm usually reluctant to do, but in wars, I'm always finding enemies dropping troops somewhere that they can get access to by boat behind my "front lines"... argh, you see the pattern here.
I've no idea what religious Civics to use in this game... I tend to stay a pagan heathen for eons because I don't see much value to the others due to cost...
4) Is a great merchant used well in making a trade route across to a far off capital? It's just coin - something I find little value for in this game until I can adopt Suffrage. Having "too much coin" has become a problem for me, because my rat-bastard greedy enemies decide to harass me for my surplus, and I say no, and then we end up at war, and I lose those... (and in Civ 3 I was such a master warmonger - surprises me how different it is this time around). So with my "surplus" I just tend to upgrade my military units as often as I can so i don't have the surplus for them to extort me with...
5) Is a great prophet really all that useful? I had 3 great prophets in my last game, and I didn't start any religion myself until Islam (so I built the Islamic building in the founding city - not sure what use that was, my lost war happened shortly thereafter). Is it possible to send your great prophet to the other religions' founding cities of your neighbors? Is it beneficial? (I would think not) So then, if you're not founding religions, are great prophets worth much more than an instigator for a golden age, or a means to raise the values of a city by having the prophet join? These seem like the weakest of the great people (at least in my non-religion-founding approach)
6) How do I determine if early expansion is going to be too costly - I've played several games where I COULD expand more, but didn't because of the gold problem. Is there any formula that anyone has come up with? I'm "winging it" right now, looking at my bank account and the drain/surplus effects...
Thanks for reading my long post...
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