I know, I know. Most y'all who post on this board are very much 'experts,' but not being one of them, I wanted to start a thread for those of us who can't beat Diety/Raging-Hordes with one arm tied behind our back (so to speak). Guys, remember when Emporer used to give you a challenge? Anyways, since I just recently returned to this fantastic game, (just bought ToT for twenty bucks) I missed out on a lot of the "intermediate" stratgey discussions. Yes, I've read thru the archives and strat faq's, but it's not quite the same. SO, for those of you who cater more to King or Emporer, let's have a discussion. (all the experts out there, feel free to jump in at any time and help out your underlings)
To start with, I prefer playing on King (maybe Emporer soon) with map settings of Normal Map, Small Land Mass, Archipelago, Restless Tribes. Why Restless Tribes? Because I find Raging Hordes to be more of a distraction than anything. Yeah, I know it leads to a lower score, but hey, I'm playing for fun here. I prefer a normal sized map with small land mass because it leaves a respectable distance between civs yet doesn't allow the AI to lay down 50 cities. What a pain.
Okay, onto the strat discussion. Disclaimer: I don't pretend to have pioneered any of the following. It's just a collection of strats I've found that seems to work nicely together, with some of my own style thrown in. On the whole, it won't be anything new, but hey...
Roughly, the strategy is this: small number of cities, early Republic backed by Hanging Gardens to max science and cities @ 8-12, bee-line to Democracy, build SoL, switch to Fundamentalism, rule the World. In this strat, I do NOT construct a SSC. <GASP> That's right. With this strat, it's not going to be needed.
Laying Stake:
Since I play with a small land mass, I don't usually run around hut-tipping very long. If a hut is within the initial viewable area I will go for it. Other than that, I'm looking for a non-shield producing grassland on the coast with at least one special (whale being the best, obviously) in sight. Of corse, rivers make the best city sites, so this is the only time I'll break my "always on the coast" rule.
Exploration:
After discussing this with many of you, you're right. Warriors are the best initial explorers. They are cheap, plain and simple. Two of them from my initial city and one or two from my second usually does the trick. If I find units that assign themselves to a city, I'll send the warriors home for disbansion or assign them to a newly made city. 2 mov't units continue to explore while 1 mov't units (archers) are sent home for fortification.
Expansion:
My # of cities goal is 6. Why 6? Because, with my playing style, I've found that six cities is the optimal number in which I can build up an adequate infrastructure before the early switch to Republic. These first six cities will be the backbone of my civilization. As far as city sites go, I try and keep my cities tight without overlaping radii or leaving many open squares, but I don't obsess about it. If one or two squares overlap, it's not going make a big difference in the long run. I want to make sure I grab all the best land offered and if this means overlapping or leaving a couple of spaces open, so be it. With the exception of the first two cities, each city will produce a phalanx and 3 settlers until six cities have been founded and one settler is supported by each. The first two cities will produce explorers and wait on the phalanx until researched. Since I try to have at least one trade special within all my city radii, I wait on road construction until all six have been founded. Then my extra settlers go to work building the roadways, connecting each city.
Research Path:
Of course, Monarchy is our initial goal, but if a direct path is not offered (which is usually the case) I pick up Bronze Working and Pottery along the way. Pottery is a must because Hanging Gardens will be needed for the early Republic switch. After the above are obtained, I shoot for Republic, Philosophy, and Monotheism. After that, it's Invention and Democracy. As soon as The Republic is researched I switch imediately if ready. When's "ready?" If my infrastructure is complete. Which leads me to...
Infrastructure:
After my capital has produced its third settler and has a good defensive unit, I switch to Hanging Gardens (or some other available Wonder) before anything else. I must have Hanging Garden for the early Republic switch, but it shouldn't be a problem if you start on it early. Once all cities have their respective settler and defensive unit produced, each city constructs a temple and marketplace. By this time, Hanging Gardens is usually up, so my Capital does the same. After the improvements are complete, all cities, with the exception of those on a opponent's border, make caravans for future WoWs.
[NOTE: The opponent-bording city/cities find a good mountain choke-point, setup a fortification, and start buying some NONE units if possible. Peace must be kept with any nearby civ or a drawn-out war will insue, delaying our Republic switch, and that's not what we want. Kiss their ass by giving them anything they demand except for techs that will give them better units or make available WoWs that you have yet to construct. Ultimately it won't matter because retribution will be had. They will be the first civ we annihilate. ]
The Republic should be coming soon, if it hasn't already, so the switch is made. It's nice to have Aqueducts and Harbors up by this time but it isn't really necessary. Now jack the luxuries and max out your cities. (I love watching my pop skyrocket. ) At this point, your cities are big enough to receive a substaintial trade bonus for routes so feel free to set some up. Between this point and SoL, construct as many useful WoWs as possible with help of caravan dedication. Mike's Chapel, The Library, Leo, and Sun Tzu are particularly important for happiness, tech acquisition, and military prowess.
Party Time:
Once SoL goes up, you're free to switch to Fundie or Commie and go to town. Crusaders will probably be the unit of choice at this point because they require no additional research, but feel free to advance up the tree as desired before switching to a war gov't. Whatever point you switch, an 80% tax rate should be a nice back for your war effort.
Well, that's it. It's not really intended to be followed step-by-step, and I probably left something out, but you get the idea. Let me know what you think!
------------------
Peace
[This message has been edited by Hawkx9 (edited June 15, 2000).]
To start with, I prefer playing on King (maybe Emporer soon) with map settings of Normal Map, Small Land Mass, Archipelago, Restless Tribes. Why Restless Tribes? Because I find Raging Hordes to be more of a distraction than anything. Yeah, I know it leads to a lower score, but hey, I'm playing for fun here. I prefer a normal sized map with small land mass because it leaves a respectable distance between civs yet doesn't allow the AI to lay down 50 cities. What a pain.
Okay, onto the strat discussion. Disclaimer: I don't pretend to have pioneered any of the following. It's just a collection of strats I've found that seems to work nicely together, with some of my own style thrown in. On the whole, it won't be anything new, but hey...
Roughly, the strategy is this: small number of cities, early Republic backed by Hanging Gardens to max science and cities @ 8-12, bee-line to Democracy, build SoL, switch to Fundamentalism, rule the World. In this strat, I do NOT construct a SSC. <GASP> That's right. With this strat, it's not going to be needed.
Laying Stake:
Since I play with a small land mass, I don't usually run around hut-tipping very long. If a hut is within the initial viewable area I will go for it. Other than that, I'm looking for a non-shield producing grassland on the coast with at least one special (whale being the best, obviously) in sight. Of corse, rivers make the best city sites, so this is the only time I'll break my "always on the coast" rule.
Exploration:
After discussing this with many of you, you're right. Warriors are the best initial explorers. They are cheap, plain and simple. Two of them from my initial city and one or two from my second usually does the trick. If I find units that assign themselves to a city, I'll send the warriors home for disbansion or assign them to a newly made city. 2 mov't units continue to explore while 1 mov't units (archers) are sent home for fortification.
Expansion:
My # of cities goal is 6. Why 6? Because, with my playing style, I've found that six cities is the optimal number in which I can build up an adequate infrastructure before the early switch to Republic. These first six cities will be the backbone of my civilization. As far as city sites go, I try and keep my cities tight without overlaping radii or leaving many open squares, but I don't obsess about it. If one or two squares overlap, it's not going make a big difference in the long run. I want to make sure I grab all the best land offered and if this means overlapping or leaving a couple of spaces open, so be it. With the exception of the first two cities, each city will produce a phalanx and 3 settlers until six cities have been founded and one settler is supported by each. The first two cities will produce explorers and wait on the phalanx until researched. Since I try to have at least one trade special within all my city radii, I wait on road construction until all six have been founded. Then my extra settlers go to work building the roadways, connecting each city.
Research Path:
Of course, Monarchy is our initial goal, but if a direct path is not offered (which is usually the case) I pick up Bronze Working and Pottery along the way. Pottery is a must because Hanging Gardens will be needed for the early Republic switch. After the above are obtained, I shoot for Republic, Philosophy, and Monotheism. After that, it's Invention and Democracy. As soon as The Republic is researched I switch imediately if ready. When's "ready?" If my infrastructure is complete. Which leads me to...
Infrastructure:
After my capital has produced its third settler and has a good defensive unit, I switch to Hanging Gardens (or some other available Wonder) before anything else. I must have Hanging Garden for the early Republic switch, but it shouldn't be a problem if you start on it early. Once all cities have their respective settler and defensive unit produced, each city constructs a temple and marketplace. By this time, Hanging Gardens is usually up, so my Capital does the same. After the improvements are complete, all cities, with the exception of those on a opponent's border, make caravans for future WoWs.
[NOTE: The opponent-bording city/cities find a good mountain choke-point, setup a fortification, and start buying some NONE units if possible. Peace must be kept with any nearby civ or a drawn-out war will insue, delaying our Republic switch, and that's not what we want. Kiss their ass by giving them anything they demand except for techs that will give them better units or make available WoWs that you have yet to construct. Ultimately it won't matter because retribution will be had. They will be the first civ we annihilate. ]
The Republic should be coming soon, if it hasn't already, so the switch is made. It's nice to have Aqueducts and Harbors up by this time but it isn't really necessary. Now jack the luxuries and max out your cities. (I love watching my pop skyrocket. ) At this point, your cities are big enough to receive a substaintial trade bonus for routes so feel free to set some up. Between this point and SoL, construct as many useful WoWs as possible with help of caravan dedication. Mike's Chapel, The Library, Leo, and Sun Tzu are particularly important for happiness, tech acquisition, and military prowess.
Party Time:
Once SoL goes up, you're free to switch to Fundie or Commie and go to town. Crusaders will probably be the unit of choice at this point because they require no additional research, but feel free to advance up the tree as desired before switching to a war gov't. Whatever point you switch, an 80% tax rate should be a nice back for your war effort.
Well, that's it. It's not really intended to be followed step-by-step, and I probably left something out, but you get the idea. Let me know what you think!
------------------
Peace
[This message has been edited by Hawkx9 (edited June 15, 2000).]
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