Squirrelloid
Oct 09, 2007, 06:26 AM
Started a game as Khmer and the first two goals were easy, but i got bored by 1700 with the buddhism goal since getting OB with anyone was a virtual impossibility. (How I hate Japan). So I switch to the Americans when they come along...
Goal 1: I squeak in with a few turns to spare, helped along by a convenient (?) plague that did more damage to those pesky europeans hiding in their cities than it did to my Stacks of not much Doom sitting outside them. I think the tough part is over... Also, random serendipity from a congress handing me Santo Domingo for no reason i can identify. (Ok, i asked for it, but i didn't expect to *get* it). I'm just glad i didn't have to throw units at it to take it.
Goal 2: Not too bad. I get GEs at good times to help rush the Statue and the Pentagon. Finish the UN in like 1982.
Goal 3: Ow ow ow. 5 oil in NAm or Caribbean - easy to acquire. Especially as i vassalized the aztecs, and took Tikal from the Spanish. +5 more oil... well, the middle east looks like its *necessary*, so i sail a huge force of infantry and tanks over there - capture some Arabian cities, but the Turks have huge stacks of infantry and Cavalry and control Dezful. They also have enough culture that i don't actually control any of the oil near me. I pop a GA in Al Dammam, no help. A long war commences with not too many turns to go (its the 80s at the start of this). No cities change hands, but i started with higher stability, and so i play an attrition game hoping to collapse them. The year turns to 2000 and they collapse. This gives me +4 oil, and a 5th one with almost enough culture to be mine... Year 2000, 9 oil. I am sad.
(Yes, in 2001 the last oil becomes controlled by me. *grumble grumble grumble*)
So really, despite such a strong start, you really go from turbo expand to turbo military to turbo infrastructure to turbo military, and if the Turks or the Arabs are really strong you'll still have a hard time finishing your goals. Oh well, in 2000 i'm finally the tech and score leader, so it looks like an easy space race victory for me. I think i'm also outproducing any 3 civs by a disturbing amount.
(Yeah, i can probably send a worker and settler out to Borneo to grab that sea oil or something earlier, but my expansion stability rating is already at 1 star. If it wasn't for my economy rating being at 5 stars for the last 150 years, i'd probably have collapsed).
I'm also very confused about RFC making corporations unprofitable. Isn't that what they're supposed to do - generate wealth? It feels really funny that using corporations to sabotage other civs finances is the optimal way to use them. It was a good idea in normal BTS, but in Rhyes it feels like the *only* use. For a mod that prides itself on being historical...
Goal 1: I squeak in with a few turns to spare, helped along by a convenient (?) plague that did more damage to those pesky europeans hiding in their cities than it did to my Stacks of not much Doom sitting outside them. I think the tough part is over... Also, random serendipity from a congress handing me Santo Domingo for no reason i can identify. (Ok, i asked for it, but i didn't expect to *get* it). I'm just glad i didn't have to throw units at it to take it.
Goal 2: Not too bad. I get GEs at good times to help rush the Statue and the Pentagon. Finish the UN in like 1982.
Goal 3: Ow ow ow. 5 oil in NAm or Caribbean - easy to acquire. Especially as i vassalized the aztecs, and took Tikal from the Spanish. +5 more oil... well, the middle east looks like its *necessary*, so i sail a huge force of infantry and tanks over there - capture some Arabian cities, but the Turks have huge stacks of infantry and Cavalry and control Dezful. They also have enough culture that i don't actually control any of the oil near me. I pop a GA in Al Dammam, no help. A long war commences with not too many turns to go (its the 80s at the start of this). No cities change hands, but i started with higher stability, and so i play an attrition game hoping to collapse them. The year turns to 2000 and they collapse. This gives me +4 oil, and a 5th one with almost enough culture to be mine... Year 2000, 9 oil. I am sad.
(Yes, in 2001 the last oil becomes controlled by me. *grumble grumble grumble*)
So really, despite such a strong start, you really go from turbo expand to turbo military to turbo infrastructure to turbo military, and if the Turks or the Arabs are really strong you'll still have a hard time finishing your goals. Oh well, in 2000 i'm finally the tech and score leader, so it looks like an easy space race victory for me. I think i'm also outproducing any 3 civs by a disturbing amount.
(Yeah, i can probably send a worker and settler out to Borneo to grab that sea oil or something earlier, but my expansion stability rating is already at 1 star. If it wasn't for my economy rating being at 5 stars for the last 150 years, i'd probably have collapsed).
I'm also very confused about RFC making corporations unprofitable. Isn't that what they're supposed to do - generate wealth? It feels really funny that using corporations to sabotage other civs finances is the optimal way to use them. It was a good idea in normal BTS, but in Rhyes it feels like the *only* use. For a mod that prides itself on being historical...