Dr kossin #3

Hi Kossin, i really like following your daily rounds. But what is the effect of negotiating a trade-embargo against peri?

Thanks :)

It's in case Toku is planning war against me. It would make him close borders with Pericles and then he would be unable to reach me (he doesn't have Astronomy).

I may or may not have time to play a round today. If I do it will be short (try to grab steel from Liberalism). If not, I'll play a longer one tomorrow that could likely end the game.
 
Round 5

Okay so I lied, I finished the game tonight :)

Begged Priesthood from Churchill, he obliged, saved me some trouble and I built temples, monasteries and forges everywhere.
110 gold from failed C. Itza allowed me to finish Gunpowder in time. Peter ended up being the one providing Engineering.
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Having set Espionage on Hammurabi and Churchill I could see their research... Churchill headed to Liberalism so I took Chemistry and researched Steel manually with an Oxford powered capital.
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I used Liberalism to net me some more deficit research gold:
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This one was to bring the HE in Washington which had the most hammers as well as a Great General and Bureaucracy. It produced *Cannons for a good while.
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Once I had a 20ish strong stack (I upgraded my old catapults to Cannons and swords to macemen) I declared war on Peri to take the AP for myself.
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He bribed this guy before the end of the war... which ended up giving me 130 gold for peace later on while I never saw any of his units.
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Anyway he capitulated soon enough with 2 cities left.
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I went after Toku next to secure myself enough votes. I really could have taken on anyone since Churchill beelined a bunch of techs before rifling. I took 3 cities and he capitulated.
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Then I had to wait a century because:
1-Churchill went Free Religion so Toku was my opponent (I gifted Steel to get him Pleased then got him back into OR).
2-He converted to Hinduism!

So I whipped a few quick spies and ended up converting him back 3 turns before the next elections. I also kept a few spies there in case he went Free Religion again. Which he didn't, hurray!
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~~~~~~~~~~~~Post game~~~~~~~~~~~~
This game felt really easy, even though I was caught up in the jungle. Having wimpy Pericles as a neighbor largely contributed to that, moreover with his nice Shrined Capital he had set up for me!

Cottaged early on and then the new cities got farms/mines/workshops mostly.
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Resulting in an ok score for a late Religious Victory:
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I'll post the start to Dr kossin #4 in a few... it'll start tomorrow!
 
Very nice game. I'm curious about the techniques you use to build that first SoD, because from the EC game it seems like you are always a few turns ahead and a few units ahead of my own efforts... which means everything happens faster and easier over the ensuing course of the game. Do you have any tips or tricks to share regarding getting out those early units? And how do you judge the numbers of regular units/siege you expect to need? Thanks for any advice you can provide.
 
Very nice game. I'm curious about the techniques you use to build that first SoD, because from the EC game it seems like you are always a few turns ahead and a few units ahead of my own efforts... which means everything happens faster and easier over the ensuing course of the game. Do you have any tips or tricks to share regarding getting out those early units? And how do you judge the numbers of regular units/siege you expect to need? Thanks for any advice you can provide.

The best advice I can give is: whip more.

On Normal speed, early catapult war:
I arrange 2-pops whips so that I get the most :hammers: out of them (best is when the unit has 31 :hammers: - without production modifiers - left to be built and you regrow the lost pop on the same turn). The overflow goes into another unit that gets built instantly if you have enough base :hammers:.

It also works well later on with say Cavalry. Except you build *Cavalry so the overflow is dumped in the next, you end up whipping the city every 2 or 3 turns, this way you can get a 20-strong stack with 6 cities in about 10 turns.

Example: no production modifiers, 5 base :hammers:
Work on a Catapult 50 :hammers: for 3 turns, switch a tile to get 1 less :hammers: for 1 turn (working a farm here is often a good idea for more food) - you're at 19/50 production so whip, you get 60 :hammers: from the whip and a few more from the tiles worked... somewhere over 30 :hammers:. Dump the overflow in a Swordsman (35 :hammers:) which should be completed the same turn.
For this to work best, you should let your cities grow as much as you can before you anticipate war, then whip them all the way down to work its specials.

As to how many units you need, I like to have as many city attackers as there are defending units on average and the rest is catapults. 50/50 or even more catapults will take care of most SoD's in that era.
 
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