(April 8th, 2017, 18:34)CML Wrote: Here are some topics I could use some help on:
—Early defense vs. humans (i.e. how conservative to be with units)?
—REXing (you can't on Deity because of maintenance costs) and building enough workers to take advantage of the lush map
—Managing a larger empire
—Staying on course with happy cap
—Warfare in general (SP favors the defender pretty strongly; doesn't look like it in RB games, though ... being on defense just seems like the kiss of death)
—Planning ahead in general (dotmapping is easy enough, but like I never 1t chop wonders in SP). So for example I'm assuming we'll build the Mids in a spot with lots of virgin forest.
I'm mildly spoiled (skimmed some threads last week), so I'll keep this vague.
Don't ask me about micro, I'm terrible at it.
In order of your questions.
Defense - You need eyes. And spears. You can usually whip something vs an opportunistic axe that pops out of the fog. Vs a chariot you may not have the luxury. MP is a game of 2-movers, and spears are the cheapest defense against them. And internal roads on direct paths, with a reaction force of 2-movers. You don't really "defend", you just attack inside your borders, with the movement advantage of your road network.
If you get to the late game, someone will have a commando factory, or saved generals, or something, which means you need to think carefully about your road (and especially rail) networks, because the enemy might use them. If your rails are thin in a key area defensive area, if nothing else you can put a screen of workers out (one per square) to stop multiple commandos. Meanwhile if you need a rail for offense, you just build it that turn.
REX all you can. Maint isn't the issue, managing to not get killed while expanding fast enough to stay competitive with the other guy that isn't getting killed is. Of course REXing via the sword works too.
Signs everywhere. Spreadsheets. Learn to always login, and carefully examine the entire map, and the event log, and the various info screens, and your notes, before you do anything. Following your micro plan and cracking the whip on some new buildings only to discover a stack headed your way is disheartening.
Happy. These maps are generally rich, and the difficulty is low. Even without Monarchy, you tend to have a fine selection of luxuries to keep your happy cap reasonable. And someone always wants to trade. It's nowhere near the problem you are accustomed to.
Warfare. Watch for forks (where a 2-mover stack can threaten 2 cities) - the only defense for this is offense. Road your hills defensively, and preferentially chop any tile adjacent to a border city or other critical strongpoint, you don't want an enemy stack in the woods. Assume any neutral or enemy square without a road has a stack of workers hiding in the fog to road it on his turn. Or 8 workers to road 4 squares. Assume the enemy always has a sentry chariot, even if he has to put Morale on it too and keep it where you can't see it. Know if he has EP visibility on your cities, and how visibility works on the surrounding tiles, if you are trying to hide troops. That 1-tile land bridge does not keep his fleet out of the other ocean, he'll drop a settler or has a 90% built fort he'll finish in a single turn when you least expect it (or both for a 2-tile bridge).
Planning in general. It isn't paranoia, they really all are out to get you. Anyone who has seen the city (or a map trade of it) where you are slow-building a wonder is reading the EP screen (for sabotage cost) and knows you are building it. Even if they can't compete, they know you piled 300 hammers in not-spears-or-settlers and is planning accordingly (maybe just planning to ignore you while they attack their other flank, but how can you be sure). Be afraid to swap out of slavery/nationalism, especially if your neighbors haven't (or can swap back in). Everything has to happen fast. Wonders, armies, first-to techs, whatever. When you see your neighbor researching Guilds, assume he is prebuilding HAs, and will push a Knight out the turn after he completes the tech.
In every single city he has.
Some people here (the ones that win) will map every bit of information they can gather from various screens and the scoreboard for every player on a graph every turn. That means when your empire is small, he knows every unit you build, every tech you complete, and probably has a good guess at your buildings. Your life expectancy went up? You built a granary. It went down? You chopped a forest. It only works in the beginning, but small advantages snowball.
One more - Turn order. This is not SP. It's set with your opponent
during the war (by house rules), but it's initially set by the aggressor. At kickoff there is an advantage to moving second. He's one whip/draft cycle behind you. Which is key for your initial attack. There are a few edge cases, but assume you always want to move second in wars. Which also means if you suspect your opponent of clockwatching to play after you, you'd best beware.