Carthage has received a significant amount of attention in recent forums with an ever growing consensus promoting it as the "Civ of Civs". Indeed, those who play MP - and particularly in duels - against Hannibal can easily look at marching Numidians and picture his historic march on Rome. So the question this thread proposes is “How did Rome neutralize him then, and how can we do that now”?
The context of this discussion should pertain mainly to the MP environment where “simultaneous moves” seems to be the predominant choice. Consideration should also be given to the 1 vs. 1 "dueling" environment.
Sun Tzu and I would recommend enumerating Carthage's strengths and weaknesses and then studying methods to respectively neutralize or leverage them. So, here are the results of my personal brainstorming. I do not propose this as an exhaustive list, nor do I claim that all ideas are of equal merit.
STRENGTHS:
1. Industry
Faster roads/mines/tile improvements or equivalent speed with less sacrificed population
Quick, far-reaching road networks
Quicker roads to strategic and luxury resources
Increased trade and shields much earlier
Early access to city walls (as if the 3 defense was not enough)
Easy wonder planning (start with Pyramids and switch)
Extra shield for bigger cities
2. Versatile Numidian Mercenaries 2/3/1
Defense
Think twice about attacking a city defended by them
(3 times if there are city walls)
Attackers will need extra defense since even the city defenders can attack
Pillage
3 defense stops most attempts to remove the pillager
(Especially early on when units attack with a 2 at best)
2 Attack can retaliate on weak units sent to remove the pillager
Recovery
Injured Nums heal well on nearby hill/mtns without additional units to defend
After 1 turn rest they can probably defend from your pursuing unit there
Lure of killing a strong defender is good at bating units out of cities
Injured units not off the beaten path can quickly reach cities to heal
3. Roads + Nums equates to a far-reaching mobile defense with a moderate attack.
This is also useful in defending against pillages on the tiles 2 squares from city centers
4. Mathematics/Catapults
Easy to obtain when you start with Masonry and Alphabet
Numidians will sing songs as they escort catapults next to your cities
It will not take long for your city walls to fall (assuming you built them)
5. Commerce
Less corruption and that extra trade square for bigger cities never hurts
WEAKNESSES:
1. Unit Cost:
Nums are expensive at 30 shields
2. Unit Speed:
Nums are slow (if you can pillage roads or attack from a direction with none). Early exploration is also limited to slow warriors
3. Anarchy:
The nonreligious brutes will have a good period of anarchy sometime.
4. Iron:
Scientific and expansionist civs can find border iron first and claim it easier
5. Pillage:
Industrious workers will probably make plenty of squares to pillage
Fast pillagers (Jaguar/Impi) can succeed especially with "proper timing"
"Proper timing" means waiting just before turn ends to move pillager in.
Then immediately pillaging and running when the new turn starts.
6. Early Rush:
Hannibal does not start with bronze
A close starting player might be able fight warrior on warrior for the capital
(Especially if you are the Aztecs)
If lucky and he skips the warrior and waits for the Num Merc, you might walk in!
7. Science:
A scientific civ (or better yet sci/ind) could win the research battle.
By surviving to Middle Ages, cavalry could finally fuel a good attack.
8. Golden Age:
Exploring warriors can easily trigger Carthage's GA prematurely.
9. Improvements:
Carthage gets no discounts on rel, sci, or mil improvements
Rel civs can leverage temples for border culture flips (though rare)
Sci civs can leverage libraries and work for cavalry
Mil civs can leverage the barracks and walls
The context of this discussion should pertain mainly to the MP environment where “simultaneous moves” seems to be the predominant choice. Consideration should also be given to the 1 vs. 1 "dueling" environment.
Sun Tzu and I would recommend enumerating Carthage's strengths and weaknesses and then studying methods to respectively neutralize or leverage them. So, here are the results of my personal brainstorming. I do not propose this as an exhaustive list, nor do I claim that all ideas are of equal merit.
STRENGTHS:
1. Industry
Faster roads/mines/tile improvements or equivalent speed with less sacrificed population
Quick, far-reaching road networks
Quicker roads to strategic and luxury resources
Increased trade and shields much earlier
Early access to city walls (as if the 3 defense was not enough)
Easy wonder planning (start with Pyramids and switch)
Extra shield for bigger cities
2. Versatile Numidian Mercenaries 2/3/1
Defense
Think twice about attacking a city defended by them
(3 times if there are city walls)
Attackers will need extra defense since even the city defenders can attack
Pillage
3 defense stops most attempts to remove the pillager
(Especially early on when units attack with a 2 at best)
2 Attack can retaliate on weak units sent to remove the pillager
Recovery
Injured Nums heal well on nearby hill/mtns without additional units to defend
After 1 turn rest they can probably defend from your pursuing unit there
Lure of killing a strong defender is good at bating units out of cities
Injured units not off the beaten path can quickly reach cities to heal
3. Roads + Nums equates to a far-reaching mobile defense with a moderate attack.
This is also useful in defending against pillages on the tiles 2 squares from city centers
4. Mathematics/Catapults
Easy to obtain when you start with Masonry and Alphabet
Numidians will sing songs as they escort catapults next to your cities
It will not take long for your city walls to fall (assuming you built them)
5. Commerce
Less corruption and that extra trade square for bigger cities never hurts
WEAKNESSES:
1. Unit Cost:
Nums are expensive at 30 shields
2. Unit Speed:
Nums are slow (if you can pillage roads or attack from a direction with none). Early exploration is also limited to slow warriors
3. Anarchy:
The nonreligious brutes will have a good period of anarchy sometime.
4. Iron:
Scientific and expansionist civs can find border iron first and claim it easier
5. Pillage:
Industrious workers will probably make plenty of squares to pillage
Fast pillagers (Jaguar/Impi) can succeed especially with "proper timing"
"Proper timing" means waiting just before turn ends to move pillager in.
Then immediately pillaging and running when the new turn starts.
6. Early Rush:
Hannibal does not start with bronze
A close starting player might be able fight warrior on warrior for the capital
(Especially if you are the Aztecs)
If lucky and he skips the warrior and waits for the Num Merc, you might walk in!
7. Science:
A scientific civ (or better yet sci/ind) could win the research battle.
By surviving to Middle Ages, cavalry could finally fuel a good attack.
8. Golden Age:
Exploring warriors can easily trigger Carthage's GA prematurely.
9. Improvements:
Carthage gets no discounts on rel, sci, or mil improvements
Rel civs can leverage temples for border culture flips (though rare)
Sci civs can leverage libraries and work for cavalry
Mil civs can leverage the barracks and walls
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