I'm on record as being a great fan of the as-built combat engine. That remains true. I wish the AI upgraded and built modern units, and I wish it understood force protection and combined arms strategies, but...
In the early running, I realized that to succeed in the combat system, I had to adapt from Civ2 mentalities. Among the keys to that adaptation were the following:
1) Bringing enough troops to the party. Gone are the days when a slightly better unit will win over a slightly weaker one with 75%-plus reliability. The result of archer on archer combat is widely variable. To counter, you have to bring more archers to be sure of the win.
2) Combined arms makes all the difference. Catapults in the ancient era may be weak, but they are a requirement. Especially on city attacks - if I don't get some serious successes, I don't send in the regular troops. Additionally, you simply HAVE to have the mobile, retreat-capable attackers to soften up enemies. And you have to understand that quite often, retreatable units fail to retreat and die in that last 1HP-vs-1HP death struggle. Refer to my first point on dealing with this issue.
3) Damaged enemies MUST be destroyed. Damaged friendlies MUST be preserved. Especially enemy mobile units, you have got to kill them when they are damaged. I spend a lot of time maneuvering stacks behind the main area of combat so that I can destroy retreating units. The AI is very good about withdrawing them. Letting him live to fight another day is extremely bad policy. The converse of this is true - always protect your own damaged units, get them to a city, and heal them. The AI is very good about killing them if it can.
4) Bombard, bombard, bombard. Free hits make a huge difference in force multiplication. Especially at sea (when you have artillery, you can bombard ocean squares two tiles out from the coast, which is a great advantage).
5) Support your military with roads and frontier towns. Take the battle to enemy territory, and you will need an even greater number of troops to help you protect retreating units. If fighting in your own terrain, you have to have roads available. If you are into razing enemy cities, bring along a settler or two to establish hospital cities.
6) Weather the storm. The AI can manage a long offensive war in the ancient and early medieval game (it dies out quickly thereafter, especially if invasions become necessary for it). In virtually any game in which I had a war with the enemy, I lost cities to it - if not my own, then some of the cities I took from it. If you strive to conserve units, and thus maintain the edge in attrition, you can eventually overpower the AI so long as you're following the first three rules well.
I LOVE the combat system. Can you imagine the party that spearman has after he destroys your tank? Oh, wait, by then,he's already been killed by the NEXT tank you had... D'oh.
In the early running, I realized that to succeed in the combat system, I had to adapt from Civ2 mentalities. Among the keys to that adaptation were the following:
1) Bringing enough troops to the party. Gone are the days when a slightly better unit will win over a slightly weaker one with 75%-plus reliability. The result of archer on archer combat is widely variable. To counter, you have to bring more archers to be sure of the win.
2) Combined arms makes all the difference. Catapults in the ancient era may be weak, but they are a requirement. Especially on city attacks - if I don't get some serious successes, I don't send in the regular troops. Additionally, you simply HAVE to have the mobile, retreat-capable attackers to soften up enemies. And you have to understand that quite often, retreatable units fail to retreat and die in that last 1HP-vs-1HP death struggle. Refer to my first point on dealing with this issue.
3) Damaged enemies MUST be destroyed. Damaged friendlies MUST be preserved. Especially enemy mobile units, you have got to kill them when they are damaged. I spend a lot of time maneuvering stacks behind the main area of combat so that I can destroy retreating units. The AI is very good about withdrawing them. Letting him live to fight another day is extremely bad policy. The converse of this is true - always protect your own damaged units, get them to a city, and heal them. The AI is very good about killing them if it can.
4) Bombard, bombard, bombard. Free hits make a huge difference in force multiplication. Especially at sea (when you have artillery, you can bombard ocean squares two tiles out from the coast, which is a great advantage).
5) Support your military with roads and frontier towns. Take the battle to enemy territory, and you will need an even greater number of troops to help you protect retreating units. If fighting in your own terrain, you have to have roads available. If you are into razing enemy cities, bring along a settler or two to establish hospital cities.
6) Weather the storm. The AI can manage a long offensive war in the ancient and early medieval game (it dies out quickly thereafter, especially if invasions become necessary for it). In virtually any game in which I had a war with the enemy, I lost cities to it - if not my own, then some of the cities I took from it. If you strive to conserve units, and thus maintain the edge in attrition, you can eventually overpower the AI so long as you're following the first three rules well.
I LOVE the combat system. Can you imagine the party that spearman has after he destroys your tank? Oh, wait, by then,he's already been killed by the NEXT tank you had... D'oh.
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