View Full Version : G-Minor 20


Methos
Jun 10, 2007, 06:04 PM
While the general Hall of Fame is an ongoing competition, we like to run time-definite competitions between updates that we call Gauntlets. Standard Hall of Fame rules (*) still apply, but any games meeting the settings will be counted towards the Gauntlet.

(*) Please read the >> HOF rules << (http://hof.civfanatics.net/civ4/rules.php) BEFORE playing!


Settings:

Victory Condition: Domination (though all victory conditions must be enabled)
Difficulty: Monarch
Starting Era: Ancient
Map Size: Standard
Map Type: Terra
Speed: Epic
Civ: Any
Opponents: Any
Version: 1.61.011 or 2.08.004
Date: June 10th to June 24th
The earliest finish date wins, with score as a tiebreaker.

Airny
Jun 10, 2007, 09:16 PM
This looks interesting.
I guess it will be a close call again.

Ozbenno
Jun 10, 2007, 09:25 PM
Gee, I wonder if the Incas might get a work-out again :rolleyes:

AnitaGaribaldi
Jun 10, 2007, 09:29 PM
Terra map again! My first (and only) try with the major, against 10 civs, I think the old continent was big enough for a domination win without Astronomy. (Terra/Medium sea level). :coffee:


http://i170.photobucket.com/albums/u275/lalgarve/Hof%20Gaulet%2020/terra-map.jpg

Methos
Jun 10, 2007, 09:33 PM
http://i170.photobucket.com/albums/u275/lalgarve/Hof%20Gaulet%2020/terra-map.jpg


It's pretty interesting seeing the great wall from the global map.

Harbourboy
Jun 10, 2007, 10:52 PM
What? Someone has submitted a game for this already? Insane! Hopefully this one should not be too much of a challenge (to complete anyway) given that it should just be a rerun of the last G-Minor, except with less razing and more settling. Time to resurrect Cyrus for another epic Ride of the Immortals.

Infantry#14
Jun 10, 2007, 11:41 PM
Do you think the old world on terra map has up to 56% land (10 opponents)

CliftonBazaar
Jun 11, 2007, 06:24 AM
I have submitted for this Gauntlet this morning as I was going for a conquest victory (for gauntlet 19) when I mis-calculated and got the domination win.

I knew I had screwed up for the gauntlet but submitted anyway :lol:

AnitaGaribaldi
Jun 11, 2007, 06:40 AM
Do you think the old world on terra map has up to 56% land (10 opponents)
Yes, I do. I just checked the land % from the last autosave (before the crash), I had more than 90% of the new world and just 31% of land. Sure the old world has more de 70% of the land. I needed 58% for domination. I checked my August Ceaser game, I had 44% of land and needed 64% for domination. It was a conquest game but I razed just few cities, most of the old world was mine.

Thrallia
Jun 13, 2007, 01:09 AM
I will probably try this game on vanilla...it might even become my first vanilla submission! lol

Gosha190
Jun 14, 2007, 01:28 AM
:( Do you think the old world on terra map has up to 56% land (10 opponents)

- not always unfortunally, as it seems to me. So a game result becomes unpredictable. It is not do for me. :(

Misotu
Jun 17, 2007, 10:32 AM
Well ... I am rubbish at domination. Time for some practice I suppose, although I've been away so I have about a week. Anybody feeling kind enough to give an indication of the sort of date that is at least respectable? Just don't want to embarrass myself - when I say I'm rubbish, that is an example of the famous British understatement :blush: :blush: :)

Andrei_V
Jun 18, 2007, 01:48 AM
I submitted 1394AD, but it was one of my failed Space Race attempts for G-Major 12. So far I can see 2 alternatives: 1) capture all but one or two civs in pre-AD era, then settle whatever land is available at once, and wait until borders expand by running Artists under Caste System. 2) Beeline to Astronomy, deploy like 10 Settlers, build them at once, and wait for border expansion. It can give like 25% land, so the rest must be still conquered in the Old World. So, something like 500 or 1000 AD.

Harbourboy
Jun 18, 2007, 01:55 AM
I'm at 1600 AD and still only about 30% in population and land.

Moonsinger
Jun 18, 2007, 03:50 AM
To win this gauntlet, I think all we need is Bronze Working and Pottery. Using the Inca (no barb) to assimilate all AI capitals (except for the last civ, of course). Chop+pop-rush and position around 30 settlers all over map (the old world by itself usually big enough for domination), then build all the city at once. This can be done by 1000BC.

Misotu
Jun 18, 2007, 05:17 AM
Thanks for the replies guys, it helps a lot. My first run-through I'm trying Julius in Warlords & it's going quite well, but as usual I'm too slow with the conquering business. It'll hang on whether the original land mass is large enough. I'm at 720 AD and around 25% of land area so I won't make it by 1000 AD or anything like, but that gives me something to aim for on my next attempt.

Misotu
Jun 18, 2007, 05:25 AM
Having trouble with connecting to the internet today & have just seen Moonsinger's post. Good grief. 1000 BC. Now *that* really is something to aim for :eek:

azzaman333
Jun 18, 2007, 07:08 AM
My best date fir this minor so far is 12 years before my best date in the major. :lol:

I don't think my strategy was terribly ideal.

Gosha190
Jun 18, 2007, 11:43 AM
My best date fir this minor so far is 12 years before my best date in the major. :lol:

Congrats! Your cosmic win is very-very fast!:crazyeye:

Harbourboy
Jun 18, 2007, 01:40 PM
Just finished my 4th attempt at this one. 1871 AD with good old Cyrus. I love all the promotions you get with him.

Moonsinger
Jun 19, 2007, 12:40 AM
Having trouble with connecting to the internet today & have just seen Moonsinger's post. Good grief. 1000 BC. Now *that* really is something to aim for :eek:

I was just thinking out loud...pure speculation. Since I don't have time to play this gauntlet, I have no way of knowing what the best date may be. Good luck!

Harbourboy
Jun 19, 2007, 01:04 AM
1000 BC is just nuts. I had barely taken over one city by then.

Andrei_V
Jun 19, 2007, 08:59 AM
1000 BC is just nuts. I had barely taken over one city by then.
I usually have 5 or 6. But 20+ Settlers? I don't know... BTW border expansion with Stonehenge requires 15 turns. 1000BC is 100-th turn, so all the cities must be built on turn 85, that is, 1450 BC.

Gosha190
Jun 19, 2007, 12:53 PM
relax guys! 1000BC absolutely unreal date for standard terra as it seems to me

Andrei_V
Jun 20, 2007, 04:08 AM
Well, I got 1142 AD. I was kinda slow this time with conquests, even though the AI did not make it to Longbows. The good news is that the Old World appears to have more than 56% land, maybe 60%, so 500AD or even faster finish must be doable.

Misotu
Jun 20, 2007, 09:23 AM
I have just posted 1274AD, which is a distinct improvement on my usual performance. My date with Julius was *much* later, so capitulated and went for Huayna. Actually, I had really good fun with him - I think I'm just about starting to get the hang of this early rush thing :)

I made some really stupid mistakes so I think I'll give it another go. If I can get below 1000AD I'll be well chuffed. My main problem is that I run out of steam on the conquest thing. I do quite well initially ... and then somehow I seem to get bogged down with three or four cities on hills. In one game I lost *10* quechas (including four at level 3 and two at level 4) and failed to take a hill city with just two archers. :mad: I have seen my troops lose 3 battles in a row, each with 95%+ probability in my favour. :cry:

On the up-side, at least I managed to stay focused for longer and keep building troops. Usually I start aggressively and then somehow I find all my cities building granaries and libraries :rolleyes:

A question though ... I can see placing the settlers and then founding loads of cities all on one turn. But what I don't understand is how you know how many cities to build to achieve the necessary % of land. Is it just a rough guess? Or is there actually a more scientific way? I get the impression that people are pretty accurate about the number they need and since you go broke next turn, I suppose the consequence of getting it wrong would be terminal?

Moonsinger
Jun 20, 2007, 12:35 PM
A question though ... I can see placing the settlers and then founding loads of cities all on one turn. But what I don't understand is how you know how many cities to build to achieve the necessary % of land. Is it just a rough guess? Or is there actually a more scientific way? I get the impression that people are pretty accurate about the number they need and since you go broke next turn, I suppose the consequence of getting it wrong would be terminal?

Just a rough estimate for me so far; however, I recently found out that there is an HOF mod option that would tell us exactly how many more squares needed for the domination limit. See the following thread for more info: http://forums.civfanatics.com/showthread.php?t=220641

Andrei_V
Jun 20, 2007, 01:41 PM
I get the impression that people are pretty accurate about the number they need and since you go broke next turn, I suppose the consequence of getting it wrong would be terminal?
I think 10 Settlers should be enough, provided that you did not raze many AI cities. You can make like 12-15 just in case. In my case after I built all those cities I was still making +1 gpt at 0% research, and I had a significant (like 1000+) amount of cash from the conquests. With an Artist specialist and Stonehenge, it takes only 3 turns to border expansion.

BTW it makes sense to raze the last 2 or 3 conquered cities, and build the new ones, since they'll border expand faster than the conquered cities go out of Anarchy.

So, it should not be so devastating, except for several turns lost if you miscalculate. Also, you can run enough Merchants in your old cities under Caste System. Properly placed Forbidden Palace also helps, and so does the religious shrine, which is easy to make with the Prophet from Stonehenge.

It will be devastating if you go to the New World, though.

Infantry#14
Jun 21, 2007, 02:52 AM
1st try 1532 AD domination victory, I was leaning on either domination or space race, but my 56% pop in and I cant no longer go for space race

Gosha190
Jun 21, 2007, 03:31 AM
A question though ... I can see placing the settlers and then founding loads of cities all on one turn. But what I don't understand is how you know how many cities to build to achieve the necessary % of land. Is it just a rough guess? Or is there actually a more scientific way?
It's very simply:
Put your mouse cursor on your nickname in the leaders list in the right down corner of a game screen - you'll see a lot of infos in the left down corner.

There you can find number of land tiles for your current map (for example 900).

Then you must open another infos screen by pressing "fist" icon (right upper corner). In this screen you shall open victory window, where you can see % of tiles you need for dimination (64% for examle) and your current territory in % (2.4% for examle).

Look at the your map and count your current territoty in tiles (21 tiles for one city, for example).

Calculations: 21tiles=2.4% => (21tiles/2.4%)*64%=560 tiles you needed for domination. City with zero culture has 3*3=9 size => 560/9=62.2 cities with zero culture you need for domination. City with 20% culture (after first bordes expansion) has 21 tiles territory => you needed 560/21=26.7 cities!

Good luck! :)

PS yor must consider the next: water tiles and water ice tiles are not included in your territory so you must exclude them form yor covered territory.

PS sorry for my english, I hope, my post be able to help you.

Misotu
Jun 21, 2007, 05:55 AM
This is a big help - thanks for all the replies and different tips.

Maths is not my strong point, heh. So, using this information, I think I can work out quite easily how many land tiles I still need. If the victory screen says I have 60% of territory, and the domination limit is 64% that would be:

Total tiles/100 * 4 = number of land tiles still required

Um ... right? (It seems too straightforward :lol: Even *I* can cope with this!)

denze
Jun 21, 2007, 08:39 AM
Total tiles/100 * 4 = number of land tiles still required)

Right. Also, your capital will probably give you 37 tiles as it has had the time to expand its culture twice, maybe even some of the early conquests will have time.


I get the impression that people are pretty accurate about the number they need and since you go broke next turn, I suppose the consequence of getting it wrong would be terminal?

You can still found cities even after your civ has gone on strike. Settlers won't last a turn after you build them, but if you have a road leading out of a city for three tiles you can found the new city on the last road tile (as long as it is three tiles from any other city). You can actually string several new cities out along the road if it is long enough to give you the three tile seperation between each city. Useful for filling in the small cracks between cities or putting you over the domination limit if you are close to it.

Capt Buttkick
Jun 21, 2007, 01:05 PM
Right. Also, your capital will probably give you 37 tiles as it has had the time to expand its culture twice, maybe even some of the early conquests will have time.

I have been playing around a bit with trying to get Izzy as my nearest heighbour. She founded Buddhism for me in the Rome game I submitted for last minor. First captured city and religion means you will easily have two border expansions before dom is reached :)

Edit: with luck and careful planning you may get your second victim to found Hindu. I think I need to experiment on this once I finish my (abysmal) space attempt ;)

Misotu
Jun 21, 2007, 04:23 PM
Yup ... in the only game I've submitted so far (well, I think it was that game anyhow) Asoka founded Budd, Hind & Jud in his capital. So after I'd taken it and then built Stonehenge & the Oracle, followed by all 3 shrines, my economy was perfect. It's a pity I'm not better at the military stuff ... for someone else, that would have been a seriously good date :(

Misotu
Jun 21, 2007, 04:26 PM
@ Denze - so, that's interesting. I assumed something really terrible would happen. Obviously units start to disband but you're saying that you can still found cities, assuming that you have settlers left or have time to found them before they're disbanded. I've never been in this position so I'm interested to know what the possibilities are.

denze
Jun 21, 2007, 06:35 PM
@ Denze - so, that's interesting. I assumed something really terrible would happen. Obviously units start to disband but you're saying that you can still found cities, assuming that you have settlers left or have time to found them before they're disbanded. I've never been in this position so I'm interested to know what the possibilities are.

On strike: Units disband. You can still build units, buildings, and Wonders.

Settlers and workers are certain to be disbanded when you end a turn. If you build a settler, move it along a road three tiles (3/4 of its movement points on a road), then you can change it into a city. Build a settler in that city and repeat. It only works as long as you have more road.

The other units disband randomly as far as I've been able to determine, except if you try to have more than 3 in the same city it always disbands one of them on the next turn. This is more of an observation than a fact. Since you are always losing units it is probably a good idea to keep building some, if only to try to convince what is left of the AI that you are too strong to attack. If you are attacked you can whip up defenders for a short time, but basically it is game over.

If you've researched writing you can build libraries and use scientists for research to pick up some tech points while you are waiting for your culture to grow.

You can run in the red for as long as it takes for your culture to kick in.

Denniz
Jun 21, 2007, 08:43 PM
I tried Inca against 10 opponents hoping to get more civs close to my start. Plus the theory that each of the others would get less room making for smaller opponents. I took out 3 civs relatively close fairly quickly. I took out a couple more with just Quechua.

I had to make settlers to get copper and later for iron. I went for alphabet and traded for Iron. I should have gone for iron first. There was a lull while I built Axemen and waited to get iron and later Construction. I had to use brute force against cities both before and after construction. I must have suicided 20+ cats. Especially when the last few civs got longbows.

In the end, I cleared the continent and filled the blank spaces with settlers for a 1010AD win. I could probably do better with a different start position and better planning.

Andrei_V
Jun 22, 2007, 01:13 AM
I got 800AD. This time I made it to the New World and dumped 6 cities there. Culture bombed one with an Artist born out of GL/Natl.Epic. I also filled all available gaps larger than 5 tiles on my portion of the Old World.

I moved my initial Settler to a location 3 tiles away from German capital, and took it with 2 Quechuas. After CS I simply whipped the Palace in Berlin.

I built Stonehenge, Oracle, Pyramids, Colossus, GL and Hanging Gardens, the last one like 3 turns before the end.

With all that stuff I was making +40 gpt at 0% science, so I think even faster finish is possible.

Misotu
Jun 22, 2007, 12:25 PM
@ denze: Thanks for the additional info. At least now I know what to expect :)

My latest submission was 1190 AD - an improvement on my first submission but Denniz and Andrei_V are steaming ahead :lol: Not sure there's time now for one more go but ...

Moonsinger
Jun 22, 2007, 08:48 PM
My first and probably last game ended in failure around 500 BC with 56% of land. I used Code of Laws to push my border to the max but the old world just didn't have enough land for the win. At this time, I think 1000BC isn't possible, but 500BC is doable.

Harbourboy
Jun 24, 2007, 08:43 PM
I have had about 7 additional attempts at this, but I can't come close to beating my 1871 AD time. I just can't do it any faster. There are two approaches:
a) conquer the old world; or
b) race to the new world

But I can't do either of them quickly enough. I can take 2 or 3 civs with a quechua type rush, but meanwhile the others have all teched away to have longbowmen and knights. Alternatively, even if I win the race to Liberalism and go all out Galleons and Settlers, I can't spam the new world as quickly as you guys do.

My current game is probably one of my better attempts (because I managed to take out Madrid early with a lone quechua (wooho!) but even if I get to finish it before the deadline, it wouldn't be much earlier than 1800.

Andrei_V
Jun 24, 2007, 11:13 PM
even if I win the race to Liberalism and go all out Galleons and Settlers, I can't spam the new world as quickly as you guys do.
Why do you need Liberalism for Astronomy? It's an awful lot of expensive techs: Paper (600) + Education (1800) + Philosophy (800) + Liberalism (1400) = 4600, none of which you really need, while Astronomy itself is only 2000.

You can get it reliably around 200-400AD. If you also manage to get CS with the Oracle around 800BC, you'll make it to Macemen in BC era, while the AI still has nothing but Archers + Axes + Spears.

Of course, you must build enough Settlers in advance, and switch to Caste System right after whipping Galleons/last Settlers.

Harbourboy
Jun 25, 2007, 03:11 AM
If you also manage to get CS with the Oracle

Ha ha ha. Last time I played, I got Alphabet from the Oracle.

Andrei_V
Jun 25, 2007, 03:27 AM
Ha ha ha. Last time I played, I got Alphabet from the Oracle.
Well, next time you play Incas, try CS for a change. :) You can research Alphabet after that, while under Bureaucracy.

Misotu
Jun 26, 2007, 06:01 AM
:) I know how you feel Harbourboy. My date is better than yours, but you are having exactly the same problems I do with these games. Obviously I don't know about your game play, but I found that I was just not cranking out enough units for long enough. I was too worried about the cost of units.

Also, even on full unit production, quechas die in droves taking out archers in city hills, which means that you have to leave these cities for ages and then come back. Throw in a few fortified AI axemen & spearmen and I was losing too much of my army. I have tried Moonsinger's tip of parking a quecha on a forest hill etc etc - it's a disaster for me. The AI pops out, takes a look, goes back in & then comes back in 20 turns or so with 3 archers. Every time. :cry: I've started sending my quechas out in pairs, which works much better because they still attack if I park a pair on a just a forest I find. There must be a secret to getting it to work Moonsinger's way. :)

I go for construction as early as possible now - macemen are good, but I never get the Oracle or, if I do, I get it too early to take CS. Loads of catapults and quecha, with a few axes & spears as escorts and the odd swordsman, are *very* efficient and I find that I don't stall as badly as I used to now. Course, even so, it does take a while to get to construction ...

Played "one last try" yesterday & this strategy worked *very* well. I had the AI down to one city by around 500-600 AD and my galley was nipping off to colonise a couple of islands close by. But sadly ... the old world had less than 62% of the land and astronomy was a long way off. If there'd been 64% there I think I was in with a very good chance of getting in under 1000 AD. Which would have left me *well* chuffed, I can tell you, heh.

Andrei_V
Jun 26, 2007, 07:09 AM
If the AI comes back with 3 Archers, all you need is 3 Quechuas to intercept. They usually head to pillage your cities. You can anticipate that and be ready for some free promos to your Quechuas + Great Generals. If you have fewer Quechuas than Archers, don't attack with your last unit, since the AI will kill unprotected wounded ones. Wait a turn, then attack.

If you don't have any Quechuas nearby, you can whip some in any city larger than 1. Queue two Quechuas, wait a turn, then whip. You'll get 2 Quechuas in one whip.

Once you get a GG, settle it in your best production city and build Barracks. You'll be able to crank out CRII units (Quechuas and Axes as soon as you connect to Copper), which are capable of taking cities on hills etc. You can even chop down a few trees to speed up things.

I personally found that Construction is almost useless in this sort of games, since city defenses are 50% at most, and you need like 8 cats to bombard them down to 0 in one turn. It's a lot better to just suicide one cat, and attack with your Axes. If the city is protected only by 1 Archer + 1 Spear, a suicide Axe will do even a better job, and it's cheaper hammerwise.

Moonsinger
Jun 26, 2007, 06:10 PM
:)
Also, even on full unit production, quechas die in droves taking out archers in city hills, which means that you have to leave these cities for ages and then come back. Throw in a few fortified AI axemen & spearmen and I was losing too much of my army. I have tried Moonsinger's tip of parking a quecha on a forest hill etc etc - it's a disaster for me. The AI pops out, takes a look, goes back in & then comes back in 20 turns or so with 3 archers. Every time. :cry: I've started sending my quechas out in pairs, which works much better because they still attack if I park a pair on a just a forest I find. There must be a secret to getting it to work Moonsinger's way. :)

There isn't much of a secret to how I do it. There are really only two things for my method to work: unless I have a stack of catapults, (1) don't attack a city that defends by more than two archers and (2) don't approach a city with more than one Quechua (unless you are ready to storm the city).

(1) If more than one archers, use the pretending to go fishing trick that I mentioned previously to lure their army out and kill them in the open meadow. Each of your Quechua can kill a dozen archers and get promoted to a tank this way. If using the vanilla version, the worker trick can also be used.

(2) If they see more than one Quechua approaching, they may not want to come out of their city.

And of course, there is the unpopular suicide method: One Quechua against up to 2 archers defending their city. Your Quechua would usually have 18% chance to kill the first archer for 2 instant promotion against the second one. I usually do this very early in the game (would explain why I don't use MapFinder - why waste time on finding good map when the game could be abandoned in a few minutes).

Moonsinger
Jun 26, 2007, 06:17 PM
If the AI comes back with 3 Archers, all you need is 3 Quechuas to intercept. They usually head to pillage your cities. You can anticipate that and be ready for some free promos to your Quechuas + Great Generals. If you have fewer Quechuas than Archers, don't attack with your last unit, since the AI will kill unprotected wounded ones. Wait a turn, then attack.

Good advice!:goodjob: Unless there is only one archer standing, never attack with your last Quechua. Even when they have a stack of 100 archers, they would never dare to attack your last Quechua. Please don't ask me why, ask Firaxis.

Misotu
Jun 26, 2007, 08:19 PM
Yes but ... yes but ... I do all this, honest :mischief: . I must have misunderstood. I thought the idea was that in Vanilla you can send out quechas and park 1 near each AI capital (well, in theory) on a good defence point. Then the AI wastes units coming out to kill you, but singly, so you have time to heal and in the meantime you're clocking up promotions.

When the AI sends out 3 units to attack my single fortified quecha, 3 extra handy quechas would be useful. But since I'm around 18 squares away from my capital and in no danger of pillaging for quite a while, but also with no handy units to send in, I just have to run away :lol: I have started trying to lure them out with some success and this game has been interesting - I've learned a lot about getting the AI to do what I want, rather than what it would like. But clearly, I've a way to go <wry grin>

Moonsinger, when you say they would never dare attack your last quecha ... can you give a little more information about the circumstances you're talking about? In the field, at least, they will happily attack my last quecha ... :(

On the catapults, I like them although they are a little expensive. But much cheaper than macemen, and generally more effective because of the collateral damage to other units in the city. I only usually have to suicide one, sometimes two per city. And that's in the early stages of the game. After that, my catapults will take out a unit each, plus causing collateral damage, and I rarely lose one once they have 3 city attack promotions. Which means that I can then attack badly damaged AI defenders with units other than catapults on 85%+ likely success, selecting which ones I want to promote.

Anyway, absolutely my *final* attempt I made 1010 and would have done a bit better but the old world was less than 64% of the land mass (again).

Andrei_V
Jun 26, 2007, 09:19 PM
YI must have misunderstood. I thought the idea was that in Vanilla you can send out quechas and park 1 near each AI capital (well, in theory) on a good defence point.
Oops, you're playing Vanilla, then.

I was talking about Warlords all the time. :) In Vanilla things are a little different. Yes, indeed, they'll attack your single Quechua, and maybe with 3 Archers or even more at a time, so you need a stack of 2-3 units, one with Medic promo. However you can use this to your own advantage, simply accumulating xp (swapping promoted and unpromoted etc).

Quite frankly I forgot the details of Quechua Rush tactics in Vanilla, but there are a few things to point out. Since you don't have GGs, you probably need cats early.

However you don't need Math for CS either, so you can go Pottery -> BW -> Writing -> CoL (through Polytheism and Priesthood), and time up finishing CoL and the Oracle for CS. Get Masonry for Marble and Fishing for water tile commerce along the way.

This can be done by 1200BC or something. Then research Math -> Construction, Alphabet, or whatever you want, while running Bureaucracy.

Moonsinger
Jun 26, 2007, 09:42 PM
Moonsinger, when you say they would never dare attack your last quecha ... can you give a little more information about the circumstances you're talking about? In the field, at least, they will happily attack my last quecha ... :(

Like Andrei_V said, in Warlords, they would never attack the last Quechua no matter what. Also, they would never attack/capture your wandering worker/settler (wandering = they are not inside your territory). Unless I'm playing with barbs, I don't even bother protecting my settler or worker from the AIs because they don't attacking harmless units in Warlords. Of course, in vanilla, just park your Quechuas on forest-hills and let their archers to commit suicide. I always have a medic in my stack. If you have only one Quechua, make sure you camp 1 or 2 square away. IIRC, in vanilla, they would send only one archer per turn to commit suicide; therefore, one Quechua with Medic promotion can hold them up for a long time.

PS: I did submit a game for this Gauntlet. It was intended for the Space race G-Major#12, but ran out of money. So I settled for domination after AD.

Harbourboy
Jun 27, 2007, 12:22 AM
In the field, at least, they will happily attack my last quecha

You and I must be playing a completely different game from everyone else. In Warlords, my last quechua gets killed all the time, usually outside the most distant AI capital meaning I have to give up on my attempts to stall that AI as I have no time to get any more quechuas all the way over there.

Thrallia
Jun 27, 2007, 04:05 AM
You and I must be playing a completely different game from everyone else. In Warlords, my last quechua gets killed all the time, usually outside the most distant AI capital meaning I have to give up on my attempts to stall that AI as I have no time to get any more quechuas all the way over there.

hm...ditto. In Warlords, the AI will gladly attack any settler/worker I have, regardless of whether it is within or outside my borders, guarded or unguarded.

Moonsinger
Jun 27, 2007, 06:55 AM
hm...ditto. In Warlords, the AI will gladly attack any settler/worker I have, regardless of whether it is within or outside my borders, guarded or unguarded.

I'm pretty sure that I'm not wrong because I sometimes use workers to block off the AI stack. I think they programmed the AI to ignore workers/settlers in Warlords because they want to prevent us from using the worker baiting trick. So, whenever the AI thinks (Firaxis thinks) we are using the worker baiting trick, they don't attack our workers. There are some other explanation I can think of as follows:

May be the AI in your game aren't goal driven or mission driven. For example, if the AI archers main goal is to escort a settler, they will do exactly just that. No matter what you do, they will not abandon their mission to attack you. I think you can fix this by giving the AI something to do. For example, leave your capital or one of your city undefended so that the AI archers can focus on capturing it.

Moonsinger
Jun 27, 2007, 07:15 AM
Btw, the AI secret weapon is that they know everything about us in the game. They don't need to park a unit near by to see if how many units we have inside our city - would explain why they seem to know exactly where to hit us that hurt the most. So, what do we do? We use their own secret weapon against them. We pretend that we don't know what they know. We pretend to leave our city undefended. We pretend that we don't know what we are doing. One of my goal isn't to win the game but to outsmart the game creator.

Misotu
Jun 27, 2007, 10:21 AM
This is interesting and yes, I have seen this and used it too. By moving my fortified quecha out of my city, I can persuade their pesky archer to head straight for me, rather than pillaging my cottages :) And it is true that an exploring unit will tend to keep exploring rather than pillaging territory, even though that would be a much better move. But when their mission is to attack you, they will do it so far as I can tell. Last quecha or not.

My 1010 submission has been accepted, but hasn't shown up on the Gauntlet table. hope I didn't get a setting wrong or something :cry:

superslug
Jun 27, 2007, 11:20 AM
My 1010 submission has been accepted, but hasn't shown up on the Gauntlet table. hope I didn't get a setting wrong or something :cry:
The Gauntlet clock has already cutoff on the server. We refresh it at the actual time of update to sweep in last minute submissions.

Methos
Jun 27, 2007, 11:44 AM
My 1010 submission has been accepted, but hasn't shown up on the Gauntlet table. hope I didn't get a setting wrong or something :cry:

We refresh it at the actual time of update to sweep in last minute submissions.

Check now and you'll see it's there. :) We'll update it again when the update takes place.

Misotu
Jun 27, 2007, 11:52 AM
Thanks! :) Just thought I'd done something stupid.

Ho hum. My time is down from 1190 AD to 1010 AD (yarooks I think) and all that happens is I drop a place in the ratings, down from 5th to 6th :lol:

Denniz
Jun 27, 2007, 01:36 PM
Thanks! :) Just thought I'd done something stupid.

Ho hum. My time is down from 1190 AD to 1010 AD (yarooks I think) and all that happens is I drop a place in the ratings, down from 5th to 6th :lol:I had a 1010AD finish as well and I was 4th so my score (150K+) must have been higher than yours. :cool:

Andrei_V
Jun 27, 2007, 02:42 PM
Heh. I dropped from 3rd to 4th in both Gauntlets. :)

Methos
Jun 27, 2007, 02:44 PM
Heh. I dropped from 3rd to 4th in both Gauntlets. :)

You'r still in a good spot. Well done!

superslug
Jun 27, 2007, 08:48 PM
G-Minor 20 (http://forums.civfanatics.com/showthread.php?t=226581) has concluded. Moonsinger took first place with a 5 AD finish. denze took second with a 350 AD finish, with Sun Tzu Wu taking third place at 635 AD.

Full Results (http://hof.civfanatics.net/civ4/gauntlet.php?show=minor&gauntlet=48&submit=Go)

Misotu
Jun 28, 2007, 05:33 AM
Congrats to Moonsinger on an ace result & many thanks to the people who took the trouble to reply to all my questions. I really enjoyed this one & learned loads.