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  • Small Is Beautiful Strat

    Small Is Beautiful Strat

    Things are kind of dull around here. So, I thought you would be interested in what I did on my summer vacation. While staring at the Atlantic and the storm clouds scudding across it, I mixed explaining to my wife why this was fun with developing a simplifying Civ III start idea. I wouldn't call it new, but it does speak to the mindset of someone who plays the game a lot.

    In short, I tested the idea that on higher difficulty levels a block of 9 cities -- the capital and a city three squares away at all 8 major directions forming a rectangle -- is all you need to win most every time. This ideal pattern never survives contact with a real map, but you get the principal.

    This strat was tested on a standard map, pangea or large continents -- plenty of land. If the AI is close, even fewer cities can be built.

    You are looking for three squares per city that are productive. Actually, two good ones will do. So, don't avoid that jungle. Just plan to have a couple of squares outside the jungle in the 9 square city and put the city itself on a jungle square.

    There is usually a lot of buildable land left free all around my civ, which is typically Egypt. Barracks get built as they can be fit in the schedule without slowing down the arrival of the settlers materially. Nothing but barracks, settlers, workers, & units are usually built in the early game. Workers are built in quantity sufficient to keep just AHEAD of the cities.

    On occasions when there is neither iron nor horses in the nine city rectangle, the eighth or ninth city may have to wander off the block a bit. Surprisingly, getting neither is rather unusual.

    This scheme forms nine-tile cities. A nine-tile city with good tiles fully developed is more than enough to build units rapidly, at least up to knights, and even at that point it's usually ok. With a small civ, they don't have far to go to get to the battlefield.

    The key to the strat is AI behavior. They will focus on settlers/spearmen as long as they can expand. They will be buzzing around to your rear using galleys and crossing your land to get to open spaces. Takes them forever and their cities must be completely corrupt. In short, they come to you in a radically overextended manner.

    A very high percentage of the time, you will be able to build a veteran army of horses or swords and deliver it to a virtually unprotected battlefield. I like the early Egyptian UU for cheapness and speed best, but it works for all civs and is a gruesome with Persia or Iroquois, given the right resources. This actually also usually works with a vet archer rush.

    (In the later game, I build the FP in an efficient city near the capital while building settlers/workers in the capital. I then abandon the capital. The "hole" created allows all the remaining core cities to get truly large and this also permits a palace jump to a river city that has been taken from an AI civ. That city's pop has been built out of the capital's settlers/workers. So, FP is available efficiently without a leader.)

    In summary, give the AI plenty of room to expand and they will fail to focus enough on their military. Don't worry about the land grab yourself. Instead, focus on fully developing a smallish space into an ancient era unit factory. Don't get distracted by lux or unneeded strategic resources. It's all going to be yours soon.

    The critical unit in this strat that really makes things rock and is much more important than the UU is the INDUSTRIOUS WORKER. From generating those shields to building roads to the neighboring civs to deliver your attackers, the industrious workers grind out an early lead for your civ with a very high batting average. Keeping the civ compact and simultaneously having workers who are twice as fast produces great results.

    I usually research the bottom line toward Monarchy at one science. There is no big hurry to get the wheel or iron working while you are building settlers, barracks, and some spears/archers. Buy tech cheap to make nice with your neighbors. The bottom line direction lets you trade later for tons of tech, particularly writing. Writing will enable embassies and they make you safe from double-teaming by the AI. Writing is often the timeline trigger for your first war.

    So, next time you see the neighbors expanding all over the map taking ground you would like to have and frustrating your gameplan, just thank them for the free settlers services and focus on tooling up the homeland unit factory. Simplify your start. A small ancient era civ is a beautiful thing. The AI will give you the cities you need for later fun and games soon enough.








    Last edited by jshelr; September 12, 2002, 15:15.
    Illegitimi Non Carborundum

  • #2
    I couldn't agree more.

    There's an inherent assumption that a lot of players make, I think, that there should be a REX phase, in which you do your utmost to "fill the map" (much like the AI civs, I might add), and that AFTER that you focus on building out your towns and preparing for things military.

    An additional bias might also be that the towns that YOU build are going to be the "heart" of your empire.

    To hell with that... build a solid core of towns on GOOD sites. It doesn't even have to be 9 at first (although that's the elegant configuration), just a solid group around your capitol, with good growth and production.

    Mix REX and warfare. Let some of your towns (esp. if on rivers) become early powerhouses. Pre-build some GWs. Get some galleys out.

    As jshelr says, thank the nice AI civs for contributing settlers to your eventual growth.
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

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    • #3
      Theseus is quite right to stress that even getting 9 cities should not be a hangup. Fewer is quite all right. I've made due with four on the crazy Deity level. The message is that you want to be building vet swords and vet horses while they are building settlers. Subsequent events will work out quite nicely.
      Illegitimi Non Carborundum

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      • #4
        Nice strat, but I'd build two rings of cities around your capital instead of one and then steamroll thru my opponents in the industrial/modern times. (Think! 9 units being built is no match for 25, if I counted right!) And then in industrial/modern, you can get past factories and then build armies not ever seen before in that game.
        meet the new boss, same as the old boss

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        • #5
          I think we're just saying you can build or capture cities beyond the original core later... you don;t need to build them in a "start-the-game-with maximal-REX" phase.

          Why wait for the late game steamrolling for all the fun?

          For that matter, I was messing around with IUEW last night ("Insanely Ultra Early War" tm) last night, and, having built two towns, when the American Scout conveniently ended a turn next to my second exploring Warrior, I whacked him! I was able to build out to 4 towns, built a slew of Warriors, got IW, upgraded and went to town... while focusing on the remainder of the REX available.

          And believe me, there will be much steamrolling to come!
          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

          Duas uncias in puncta mortalis est.

          Comment


          • #6
            jshler: you've actually described our democracy game to a T. We started in a lousy position, at the tip of a subcontinent, on cluster of grassland tiles hemmed in by a vast jungle, above which spread a gigantic continent populated with numerous rival AI civs, many of them better situated, all of them too far away to strike at quickly. Nothing much to be done, in other words, but hunker down and build up a core of four cities on our subcontinent, improving grassland etc., while AI civs REXed like crazy above us. Many of us assumed we assumed we were doomed to marginality. Yet we managed to plant our city core, build up a vet archer/spear army while most of the AI civs were still in REX mode, and start ocillating wars against seemingly better off American, French, and (most recently) Persian civs. Now we're carving out a central slice of the continent, and emerging as a continental power.

            (We are even playing as Egyptians, Praise the Almighty Banana!)
            aka, Unique Unit
            Wielder of Weapons of Mass Distraction

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            • #7
              Yes, it's that feeling of "doom" if you are not well situated that this strat is designed to dispel. On defense, you should feel like a martial arts master if you build out your compact core well. You are invincible against much bigger AI civs. You've got vet troops, a well developed road network, barracks everywhere to heal, if needed. It's tough for the AI to attack this setup and, frankly, the AI will generally think you are too pathetic to bother with. Big AI mistake. On offense, there is no reason to be big at the start. What you need is a winning streak. As you get bigger, and your core keeps churning out vet troops, the AI gets smaller and loses key chunks of its empire. After playing this strat a few times, you start to get cocky, thinking that you can win from any position. That's when you should try another Deity game and get your butt kicked. Keeps you in fighting shape.
              Last edited by jshelr; September 13, 2002, 09:17.
              Illegitimi Non Carborundum

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              • #8
                Having a small civ in the late game lends itself well to going with communism for your war of expansion (or defense), as corruption in communism is directly due to number of cities.

                Other than with a small civ or low difficulty though, communism is almost as bad as anarchy!
                Reality is a nice place to visit, but I wouldn't want to live there.

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                • #9
                  I saw this thread and found the strategy worth a try. However, it took six attempts before I even got a map where the terrain made such city placement structure possible. And that was on standard pangea.

                  Then I discovered that my small land mass made me fall far behind the AI in tech, even on monarch level. Once I had my 30+ horsie force, the AI cities were already defended by pikemen, leading to tremendous losses. And I could hardly afford the upkeep for these troops even with the science set to 10%. All this with at least 6 cities located on rivers and others with cattle inside the borders.

                  Finally, it felt so frustrating to see all that healthy land unsettled right outside my borders.

                  This is not a strategy for me.
                  So get your Naomi Klein books and move it or I'll seriously bash your faces in! - Supercitizen to stupid students
                  Be kind to the nerdiest guy in school. He will be your boss when you've grown up!

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                  • #10
                    I might give that strat a try.....


                    My fav strat is to just do the Hitler. Get lots of gold, give some to other civs, gain friends, then stab in back wiht a large force. i find that the civs never defend their outer cities lots if you are good friends with them. i also like skipping the outside and landing a ****load of paratroopers outside the capital city. they go ape**** when they loose it.
                    KISS MY

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                    • #11
                      Originally posted by Olaf HÃ¥rfagre
                      I saw this thread and found the strategy worth a try. However, it took six attempts before I even got a map where the terrain made such city placement structure possible. And that was on standard pangea.

                      Then I discovered that my small land mass made me fall far behind the AI in tech, even on monarch level. Once I had my 30+ horsie force, the AI cities were already defended by pikemen, leading to tremendous losses. And I could hardly afford the upkeep for these troops even with the science set to 10%. All this with at least 6 cities located on rivers and others with cattle inside the borders.

                      Finally, it felt so frustrating to see all that healthy land unsettled right outside my borders.

                      This is not a strategy for me.
                      Olaf, did you make any attacks PRIOR to having the 30 horse horde?

                      I guess my version of this strategy is about taking advantage of relative but not overwhelming strength... 10 Horsemen, when the defenders are Spearmen in towns and on grassland or plains, are enough to get things going and seriously damage the enemy. And, once that's done, or while it's being done, I continue to build new towns on good land.

                      This is just one more extension of the group of early warmonger strats, including oscillation, the Archer Rush, the Sword Rush, etc.

                      Balance in all things... except for IUEW (tm).
                      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                      Duas uncias in puncta mortalis est.

                      Comment


                      • #12
                        Jshelr, this strategy seems to split the difference between REXing (you couldn't expand peacefully to too many more than nine cities) and the four-city rush. I would go further and say that you could stick with the nine-city limit for quite a way in a game before needing to expand. There is no question that you can defend yourself quite nicely against a much bigger foe with such a city concentration. (And not much question that the AI will indeed leave you alone!)

                        Could you elaborate about the benefits of establishing embassies early? I usually don't want to spend the money, and wait until I want a specific alliance before even considering one.

                        Egypt is a great civ for this strategy (a great civ, period) and your focus on the worker as their best unit is a key observation. Failing to build workers in sufficient number early on is probably my biggest weakness as a player, but I have forcefully attacked that failing in my current deity game - with the Egyptians. (I'll post on it soon , as I am playing builder... and it's working.)

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                        • #13
                          The two things that may make it worth while is 1- the price goes up over time 2- if you have a need to trade

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                          • #14
                            Also, you get to see the location of their capitol.

                            I'm not sure, but it may have a positive impact on relations.
                            The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                            Duas uncias in puncta mortalis est.

                            Comment


                            • #15
                              Embassies definitely have a positive effect on relations. I've often seen attitudes go from annoyed to polite in the same turn due to the establishing of an embassy.
                              "In general, someone is a thing of value if and only if he or she is willing to submit to whatever degradation and abuse is required to preserve that position. Anything less betrays a lack of commitment." - Steve Albini

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