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-If you pick Suleiman and have access to Niter, you'll basically walk through everybody if you're not behind in tech.
-Roman Legion rush is disgusting. (Build a Legion, then use it's build charge to chop down a tree which will build your next Legion, repeat this and run over the enemy)
-Greek Hoplites.
-Persia's Immortals with Surprise War.
To name a few easy ways to slaughter the AI.
EDIT: Get the military governor, promote him to the upgrade that gives all units produced in his city a free promotion and have the military district for bonus exp. Merging units into armies that have different promotions will result in the army having all the promotions, so for example if you have two archers, have one go down one promotion path while the other goes down the other path.
Always have a reserve so you can pull heavily damaged units out of the line to recover
Have a city dedicated to military production(Military Governor with free promotion upgrade, Military District, production, etc)
And forget all about culture/religion. Obviously take the government that gives your melee units an attack boost, focus on the Science/Trade districts. Military costs will catch up to you so I like to leave some city states unconquered so I have someone to send traders too, if you fall behind in science, you are in big trouble and your conquest is probably going to be put on hold until you fix it.
Seriously though, beeline that military governor's promotion. And don't worry about making settlers(only if you need to expand for a strategic resource), all the other civs in the game are basically making cities for you if you're going domination.
Bring a Battering Ram/Siege Tower along with you too and keep it protected because of how fragile it is. Even if you don't need it right away, it moves so slowly that you'll wish you had it on hand when walls finally go up.
the top simple approach leaders for it of the ones I have access to...
- sumaria. you start with 'knights lite' that smash everyone with great movement speed and + science keeps you ahead
- tomyris -- high speed horse spam
- columbia -- extra movement, extra generals
- maybe ghengis, horses again, but he works better if the other guys have them too. A horse barb farm will win the game in the ancient era nearly, you will be so far ahead
if the game lasts out of the middle ages, go for aircraft and get observation balloons (and later similar techs) so you can knock down walls from farther out.
you will also need enough boating tech to cross the waters to get at the others.
military spam victory is expensive, so you need a fair number of money districts and or policy cards. you probably want loyalty perks everywhere, from shuffling the governor with that bonus around to having many govs to cards like +2 for garrison. You also want to stay ahead in science. Culture and religion can lag but you need enough culture to get a military government quickly.
its honestly like teens kicking little kids off a playground. Even if you take a less direct approach (the above is just high speed unit spam approach) its still not too difficult.
"its honestly like teens kicking little kids off a playground. Even if you take a less direct approach (the above is just high speed unit spam approach) its still not too difficult."
But you do not play with Gathering Storm and I do not know on what difficulty level or maps.
You have your preferences and I have mine. I like what the creators of CIV VI have given us.
I find your comments less compelling because of your biases.
Was that to me, or Jonnin?
Although I own most of the DLC thanks to a Humble Bundle, I simply haven't installed it yet. I've been trying to get all the vanilla achievements first. I almost have all of those now, though, so I'll definitely be looking into the military governor once I get to that point!
What can I do to keep myself from falling behind in science? i know this isn't much of an issue in the earliest difficulty levels, but it becomes a factor if I played on more difficult ones (e.g. Prince and higher).
Along those lines, what would I have to do if I want an "early' science victory? Is there a good path or flowchart in regards to trying for this?
Difficulty, depends on my mood: usually King, sometimes +1 or +2, but not deity. Most of these games I prefer dead even with AI, but this game the AI needs at least some handicap.
On the harder difficulties, I am sure the masters of the game (I am not one) can do better but:
- the AI isn't great at adjacency bonuses, so max yours best you can.
- invest early as you can. let the AI chase wonders (still talking a dom victory here)
- pick a better civ. On lower difficulty I randomize leader, higher, I pick one suited for the job that has bonus I like.
- pillage. Again, dom victory, be sure to bust up all the campuses and such you find for free sci points. It will put you ahead or back in the game -- each one is many turns worth of points and repairs are fast enough. (I also play marathon, so not sure how repair vs burning scales on fast speed).
- pick up the eurekas. Its optional on prince and +1, but king and up its mandatory.
- build more cities and poke a district in there. Spreading thin with gaps etc stops working on harder levels as well.
- cause trouble early and beat their emergency against you for money to buy the things (eg a granary in each town) that you can't spend time on.
The harder difficulties, the AI units are tougher and there are more of them, but its strategic approach is still lacking. It doesn't know to fortify and let the enemy hit you, or to use terrain bonus like rivers, or mixed units so your anti-horse is near your archer or your warrior is blocking a path etc. They don't use {ranged, air, naval ranged, siege} well and have no overarching strategy to move their units together in a safe and effective way. I don't think they upgrade in spite of their income bonus.
If you play in GS, someone can tell you how to deal with coal/oil problems late game if it drags on that far. R&F marathon, you can dom most of the world by the start of the industrial era if you can get to them. Island maps are kinda bad for domination rush.
Basic enough stuff, but maybe it will help.
I am on the edge of getting swordssmen and am trying to get some troops on Spain's borders. I even levee the military of a city-state that is smack on the border, just for more firepower. I start the invasion and manage to take one city fairly quickly.
But then Spain suddenly has twice the military force (mostly archers) and then - while I am attacking it - suddenly builds walls around their second city. My assault starts to fall apart at that point, since I forgot to bring a battering ram.
What did I do wrong? Should I have built more units? How do I do that when even an archer takes 5 to 12 turns to build? How do you increase production when you don't have lumber mills or workshops yet?
I am not sure why I am having sudden difficulty with the game. Civ II and IV were easier for me to figure out.... What am I missing here?
- score victory is obviously always slow - by definition it only happens at 2050
- Culture victory will almost always be very slow unless you build a stupidly dominant tourism machine AND crimp the culture progression of the strongest culture civs (trade their great works away, stifle their cities, declare war, raze their theater districts, then go for peace, etc.)....then it will only be kinda slow.
- diplomatic victory is usually slow, and also dependent on meeting the right people and dependent on aid requests. You can kinda cheese out the win early on a diplomatic victory by getting yourself kinda high on points (an understanding of what the AI likes to pick in the congress helps...just vote for what they tend to vote for to get early points). Get to around 12-16 points and use aid requests and the statue of liberty to push you over the edge for the win before the next congress.
- domination victory is easiest, but you have to GET to them. if they're across the ocean, you have a lot more work to raise a technologically modern force, get cartography, move the whole force across, and then take enough cities quickly enough (they probably have walls by now) to not run afoul of loyalty. Civs nearby and on the same continent can be rushed....just focus units instead of infrastructure, and play conservatively with your units....don't trade them....back up injured units to heal up and bring fresh new units to keep fighting.
- Religious victory is my favorite one to rush. On maps of Small or Standard (6-8 total civs) you can easily win before flight if you really push it. Focus on converting their holy city so its pressure works for you. Get apostles nearby and save them when they're at one charge to snipe down enemy missionaries and apostles. If you focus on the big boy religion spreaders holy cities first, then any cities they have with holy districts, then you've crippled or completely killed their ability to fight back religiously. DON'T do a "nibble around the edge" approach with their fringe cities first. Proselytizer and Translator (and debator) promotions for apostles are big.
General tips to winning:
- Make more settlers and more cities.
- No. More than that.
- Getting closer. Seriously, this isn't civ 5, there's no drawback to a ton of cities. Only benefits. Even a crappy size 4 tundra city could supply amenities, generate some faith or culture or science, or churn out some units.
(seriously, spamming cities is the #1 most effective tactic. The AI will easily drop cities faster the first several turns on high difficulty, but they almost always slow settling to a trickle after a little bit, leaving lots of great land open for expansion....number of cities is a direct representation of your power, and well-organized cities enhance that further)
- Don't skimp on faith generation. Even a nonreligious civ wants some faith for naturalists or rock bands, or for land units with one of the gov't district buildings.
- Screw over your neighbors early so that you're in a position to screw them over later. Declare surprise wars to steal their unescorted settler. Say "F*** off" to their requests to not settle near. Get their open borders without giving yours to block them in. Convert their holy city right away. Doing this early means those people you haven't met yet aren't pissed at how you treat others, and you can force favorable peace terms and behave for a while and make a buddy, or push on and grab a city or two, or kill a competitor.
- learn agendas, make friends, make alliances, and keep them. If you're not going domination, then you should be making as many alliances as possible without compromising your strategy (no cultural alliance if going for a tourism victory...don't make a religious alliance with a religious rival). Allies deter wars, letting you maintain and build way less units, they can get some great trade route perks, and people who like you give you a lot more for excess luxury and strategic resources. If you do go to war, be sure to drag all your friends and allies in. That way you can trade them stuff for the war long after you've made peace.
- if not doing domination, trade off your excess strategic resources. friendly AI will pay 5-10 gold per turn for 20 of a strategic resource much of the time....if you're generating 8 per turn....you can explode your gold growth.
- Most governors like moving around. Liang and Magnus and Pingala often stay put, but the others get moved a lot to take advantage of increased loyalty, gold or faith cost districts (Try Khmer with a max level bishop governor....make a new city and instantly build all the districts you need 5 turns later)
(Also if it helps, I am on a Huge continent map with only four AI enemies. I share my continent with Spain and Russia (who is in the far North). I haven't discovered the other two civs - or the other half of the world - at this point. No barbarians - I've found that, when I have them active, I spend more time struggling against those than actually working on setting up a foundation for whatever game-winning condition i want to achieve.)
1) plan ahead. If you're fighting 8-12 tiles from your nearest city and your assault starts to founder, then you're in big trouble unless you have more units ALREADY partway there....not buying them now and starting them walking (4 turns minimum plues waiting until next turn to move), and CERTAINLY not starting normal production after you're already in trouble. If you start a war (or someone starts one with you), be making MORE troops throughout the entire war...unless you're already guaranteed to steamroll them.
2) focus on ranged. Kill enemy ranged units pronto. Make ranged units over melee units in significant ratios. Ranged units can fight without taking damage (and know how the movement rules work to get as many chances as possible to shoot without being able to be attacked back next turn...use rivers and forests and hills to your advantage). I regularly take cities by pelting them with 3-4 archers and moving in a single warrior for the actual occupation. Swordsmen are alright....lots of archers will do a lot more for you - and play into some of the other points here too.
3) don't attack walled cities with melee troops. Not until the walls are at like 20% or less. Soften them up with lots and lots of ranged attacks.
4) back up injured units. Make sure you've positioned your units so that if they get low, they can get out of range within a single turn. retreating and healing is WAY more economical than losing the unit and making more...and keeps your army bigger and higher level. This is especially important against walled cities or garrisoned ranged units.
5) If things turn against you, back off and regroup. The AI is idiotic about pressing forwards. If they suddenly generate some units and your siege is in trouble, back off from the city and sure as can be, those units will chase you beyond the range of their city defenses for you to easily pick off, and then you can heal up and move back in on the city. Wall damage is the same, it sticks around, so any damage to walls will still be there when you regroup and hit the city again. You can also turn a defensive war into a conquest war this same way. If you fend off their initial push with walls and ranged units, you can often march those same defensive units at the nearest city with minimal resistance. The AI doesn't understand waves or reserve troops. It's always "throw everything at them at once, and then trickle followup units afterwards 1 by 1, even if they're dying right away"
6) the right hand side of the upgrade trees is generally better for wars vs. Civs. for melee and ranged and siege units. obviously the increased combat vs. districts is self explanatory, but they're on the second tier, so its tempting to start on the left side for what feels like a better bonus...and for barbarians, that often works fine. Against Civs, those right side upgrades are really nice though. Your melee units generally don't attack cities until the end, so ranged defense helps a bunch - even against units, your melee units are often holding the line while the range units soften up the targets. Your ranged units will defend from inside districts (city center or encampment) and can even sit inside enemy districts (campuses, holy sites, etc) for extra city-taking attack power. Siege weapons benefit from the defense upgrades just like melee units, making them last a turn or two longer getting pelted by walls before they need to retreat.
7) encampments are great for building up xp but a super obnoxious roadblock for taking cities. If you're taking your time in your war - you have no trouble backing up units into friendly territory and quickly healing - then having some archers snipe away at an encampment, even if it fully heals every turn, is a great way to level those units up. But, if you want the city with minimal fuss, then take the city from the side the encampment isn't on. Not only do you want the district intact if you're keeping it, but encampments are slow to kill and deal out some moderate damage. Avoid them when you need to, use them when you want to.
8) make sure your policies support HOW you're going to make war. If you're going to just be upgrading a bunch of old units that were sitting around, -50% upgrade cost policies are vital. If you're going to fund your army with gold or faith, you need policies that flood you with that resource or discount your purchases. If you're building your units turn by turn with production, then make sure you have one or two high production cities that can churn them out and have the policies to give +50% production. Swap your policies in and out as needed every time you get a civic unlock....plan ahead so that, for example, your builders are all churned out over the same few turns and you can have +30% production and +2 charges....then ditch those policies and put something else in (+50% production to churn out a bunch of archers, then when you unlock crossbowmen, swap that over to -50% upgrade cost as soon as you can)
most importantly, you should RARELY be losing units vs. the AI, even at moderate difficulties. Yeah, sometimes sh*t happens and some horsemen comes outta nowhere and there goes an archer or two...but if you can see the units, you should be planning how to fight them without losing your own units (spread out the damage over multiple units, ranged attacks before they get to attack, retreating into your territory or waiting units). Your 4 archers and a warrior can beat their 4 archers, a city, and a swordsman if you can effectively bait them...running away where they push and moving in for shots where you can focus hits....and then hitting the city when the units are dead.
This is TERRIBLE if you're looking for a fast game. The "tiny" map size is meant for 4 players, the "small" for 6 players. You have less civs than a small map and your map size is several sizes larger....you've given the AI IMMENSE space to build, and DRASTICALLY increased the time it takes for any unit to get anywhere.