Martin Alvito
Real men play SMAC
- Joined
- Sep 23, 2010
- Messages
- 2,332
No use of MSPaint for entertainment value, though. Sorry. It's clear that aimlessgun has me on sense of humor. No sense contending with a master.
So there seems to be some polite skepticism in various threads about the viability of Warrior rushing on Deity, given that the AI starts out with oodles of units. This thread is intended to explain how you go about solving that problem. I intend to deal with three cases: good, bad and ugly. I have included screenies, as requested. I have now reduced the size down to something like 1680x950, which should work on most monitors. Thanks for the tip on batch jobs in Irfanview; didn't know about that feature.
The good case is a cakewalk. The starting position is good, the AI makes a boneheaded play, I can exploit the AI's inability to deal with rivers, and the result is a flipped city on turn 30 without loss. This is the outcome you want to see irrespective of strategy. If you're going for an early puppet strategy, you can press on to the capital in a few turns and flip it. If you want to annex and Settler pump, then raze and self-replace, that will also be fine.
The bad case is a situation where I can flip the city, but it takes some work. The game has provided an undesirable capital roll, I don't find the target civ until late, and the terrain is a bear. I flip the city without loss, but this results from planning and a little luck.
The ugly case is a situation where there is no way to pull off a Warrior rush. The player is best served to recognize this quickly and audible away to a strategy that will find success.
I'll take the good case on here, and attack the bad and the ugly in succeeding posts. For these games I am playing France, which is probably the most flexible civ. The extra SPs mean that any strategy you can imagine is sustainable, ranging from pure ICS with Meritocracy to pure warmonger puppeting using saved SPs and a Dynamite beeline to open Communism, Police State and then mass annex. (Police State makes all of your annexed cities nearly comparable to India's without building a Courthouse. Thank you, Nunya, for discovering this. I now have an excuse to warmonger again, albeit with a single civ.)
In the good case, I start with the following for a capital. I moved one tile to the NE to settle on Ivory. I'm taking the +2 GPT, since I can work a 2/1/1 right away and leverage France's fast border expansion to get the second tile before growing. The Tundra tiles mean that neighbors are most likely to be found to the North, so the Warrior heads that way.
The Warrior quickly finds Songhai's borders. (Oops, thought it was Siam. They do look the same when you get them at the edge.) Either way, good civ to cripple. I am pleased.
Upon arrival, I discover that the AI is bad at CiV. Notice that it thinks that the Warrior to the east can cover that Worker. I know that it believes this to be true, because I saw a Warrior on the Hills tile east of the city that really could protect that Worker move off to the northeast. The result is a 100% safe steal.
It's also worth noting that no good play goes unpunished. On the way up here, I popped a +1 pop ruin. Had I stayed in place, I'd be collecting two 2/1/1 tiles right now. Alas. It isn't worth spending 50G to get +1F/-2G for four turns, so I live with it until the border pop.
Now notice that the Warrior to the east never moved. Also notice that there is a Hills tile out of range of city shots, but two tiles away from that Warrior. We'll exploit this in a moment. If you're wondering why I chose to eat the city shot rather than an attack from the Warrior (given damage to the Warrior and double XP for my unit), it's because I don't want that unit able to attack once more and burn a promotion on a self-heal. The AI is pretty intelligent about using promotions for self-heals, and I hate it when the AI turns losses into wins.
Now this start begins to get silly. I'd have written it this way, but a publisher would tell me that I should learn to write fiction without relying on ridiculously improbable events:
Now I take advantage of the less-than-intelligent Warrior stationed on a bad Hill. Notice that I retreated the badly damaged unit back to the capital. It will heal (marginally) faster that way. Ordinarily, I would leave this damaged unit in place, but another Warrior shows up on that Hills tile and I have to run.
Please notice what I did with this Worker. I could Mine the Hill to the northeast of the Wheat, but that is the wrong play. The best thing I can do is take the 20H from the Forest now in order to deploy the fifth Warrior earlier. It only saves three turns, but turns this early are gold:
Hello India. Good to see that your Scouts are pro at Ruin pops. Remind me not to mess with you until I have Longswords.
Very little of interest happened for a good long while. At this point, the Warrior in the yellow killed a Scout turned Archer, and will have a saved promotion after surviving the remaining Warrior's attempt to kill it. The Warrior in red took out the Warrior that was on the Hill earlier, and has a saved promotion as well. I will heal both when they are standing just outside the city I wish to flip. Notice that I have spread out to engage the city from all sides, and that no Warrior is in danger of its life.
Now everything is ready to roll. I will simply run from the wounded barb, and capture the city with the Warrior that it endangers:
Same turn after burning two heal promotions and surrounding the target:
And that's all she wrote, leaving a very strong position going forward. It's worth noting that Gao had a Chariot Archer that never bothered me, because it was the garrison unit for that city. I'd be happier if I'd been able to snag the second Worker, but I'm hardly complaining given that I picked up Bronze Working from a ruin...
I've had better starts, but not many.
So there seems to be some polite skepticism in various threads about the viability of Warrior rushing on Deity, given that the AI starts out with oodles of units. This thread is intended to explain how you go about solving that problem. I intend to deal with three cases: good, bad and ugly. I have included screenies, as requested. I have now reduced the size down to something like 1680x950, which should work on most monitors. Thanks for the tip on batch jobs in Irfanview; didn't know about that feature.
The good case is a cakewalk. The starting position is good, the AI makes a boneheaded play, I can exploit the AI's inability to deal with rivers, and the result is a flipped city on turn 30 without loss. This is the outcome you want to see irrespective of strategy. If you're going for an early puppet strategy, you can press on to the capital in a few turns and flip it. If you want to annex and Settler pump, then raze and self-replace, that will also be fine.
The bad case is a situation where I can flip the city, but it takes some work. The game has provided an undesirable capital roll, I don't find the target civ until late, and the terrain is a bear. I flip the city without loss, but this results from planning and a little luck.
The ugly case is a situation where there is no way to pull off a Warrior rush. The player is best served to recognize this quickly and audible away to a strategy that will find success.
I'll take the good case on here, and attack the bad and the ugly in succeeding posts. For these games I am playing France, which is probably the most flexible civ. The extra SPs mean that any strategy you can imagine is sustainable, ranging from pure ICS with Meritocracy to pure warmonger puppeting using saved SPs and a Dynamite beeline to open Communism, Police State and then mass annex. (Police State makes all of your annexed cities nearly comparable to India's without building a Courthouse. Thank you, Nunya, for discovering this. I now have an excuse to warmonger again, albeit with a single civ.)
In the good case, I start with the following for a capital. I moved one tile to the NE to settle on Ivory. I'm taking the +2 GPT, since I can work a 2/1/1 right away and leverage France's fast border expansion to get the second tile before growing. The Tundra tiles mean that neighbors are most likely to be found to the North, so the Warrior heads that way.
The Warrior quickly finds Songhai's borders. (Oops, thought it was Siam. They do look the same when you get them at the edge.) Either way, good civ to cripple. I am pleased.
Upon arrival, I discover that the AI is bad at CiV. Notice that it thinks that the Warrior to the east can cover that Worker. I know that it believes this to be true, because I saw a Warrior on the Hills tile east of the city that really could protect that Worker move off to the northeast. The result is a 100% safe steal.
It's also worth noting that no good play goes unpunished. On the way up here, I popped a +1 pop ruin. Had I stayed in place, I'd be collecting two 2/1/1 tiles right now. Alas. It isn't worth spending 50G to get +1F/-2G for four turns, so I live with it until the border pop.
Now notice that the Warrior to the east never moved. Also notice that there is a Hills tile out of range of city shots, but two tiles away from that Warrior. We'll exploit this in a moment. If you're wondering why I chose to eat the city shot rather than an attack from the Warrior (given damage to the Warrior and double XP for my unit), it's because I don't want that unit able to attack once more and burn a promotion on a self-heal. The AI is pretty intelligent about using promotions for self-heals, and I hate it when the AI turns losses into wins.
Now this start begins to get silly. I'd have written it this way, but a publisher would tell me that I should learn to write fiction without relying on ridiculously improbable events:
Now I take advantage of the less-than-intelligent Warrior stationed on a bad Hill. Notice that I retreated the badly damaged unit back to the capital. It will heal (marginally) faster that way. Ordinarily, I would leave this damaged unit in place, but another Warrior shows up on that Hills tile and I have to run.
Please notice what I did with this Worker. I could Mine the Hill to the northeast of the Wheat, but that is the wrong play. The best thing I can do is take the 20H from the Forest now in order to deploy the fifth Warrior earlier. It only saves three turns, but turns this early are gold:
Hello India. Good to see that your Scouts are pro at Ruin pops. Remind me not to mess with you until I have Longswords.
Very little of interest happened for a good long while. At this point, the Warrior in the yellow killed a Scout turned Archer, and will have a saved promotion after surviving the remaining Warrior's attempt to kill it. The Warrior in red took out the Warrior that was on the Hill earlier, and has a saved promotion as well. I will heal both when they are standing just outside the city I wish to flip. Notice that I have spread out to engage the city from all sides, and that no Warrior is in danger of its life.
Now everything is ready to roll. I will simply run from the wounded barb, and capture the city with the Warrior that it endangers:
Same turn after burning two heal promotions and surrounding the target:
And that's all she wrote, leaving a very strong position going forward. It's worth noting that Gao had a Chariot Archer that never bothered me, because it was the garrison unit for that city. I'd be happier if I'd been able to snag the second Worker, but I'm hardly complaining given that I picked up Bronze Working from a ruin...
I've had better starts, but not many.