Before the start:
We will try to do some things different/better this time, because with our last try, we managed to be best score wise from 1500 AD on (which was good), but in the end we lost the game via Space Race in 1750 AD (which was not so good).
We were going for a domination strategy, but we were lacking maybe 40 50 turns to do so successfully. Main problem was, that we were to far behind in tech. The after game discussion revealed that there were several issues that could have caused this:
1. Balance early expansion better
We must expand early to be able to grab enough land from the computer with all his bonuses. But this time we must better consider the economical side of our expansion and we should try to stick to 4 cities as long as possible. Founding more then 4 cities early costs to much money. That results in low research which costs us precious turns in the end.
2. Use slavery more early and more aggressive
Whipping infrastructure helps a lot in speeding up your town-building. On the other side, whipping to early (without enough happiness buildings and resources) can severely cripple your town size for a long time. I the last try, we started whipping only after 500 AD, when most of the happiness buildings were researched. This time, we will start to whip ASAP when currency (market place) is in and we will use it throughout the entire first half of the game (until we are forced to use emancipation). We will try to whip only when we can balance out the unhappiness caused by whipping with happiness buildings whipped so we can still grow our cities. Our cities should remain between size 5 and 9 and will be set to max growth only throughout the whole process.
3. No caste system
We will try to avoid switching to caste system for hiring specialists (mainly scientists). We will try to hire all specialists via the various buildings we get by using the whip.
4. One war strategy
In the last try, we based our expansion strategy on 3 pillars:
- early game expansion (settling towns, about 8 altogether)
- ancient warfare (conquering one AI via swordsmen and catapults at about 1 AD)
- medieval warfare (conquering one AI via cavallry and catapults about at 1000 AD)
For doing so, we had to build up an army two times. Only the catapults could be used in both wars. To save some more precious turns for the endgame, we will try this time to go only one time to war (building units only once)
5. Different research path
This time, we will try to go for the liberalism nationalism slingshot (be first to get to liberalism, then take nationalism as free tech)
The rest we are trying to do more or less similar to our last try
...
One thing to ad:
I will stick to fixed turnsets this time, to make it easier for people who want to join in (everybody is invited) to compare strategy and results.
Our turnsets will be:
40 turns: 4000 BC 2600 BC
30 turns: 2600 BC 1400 BC
20 turns: 1400 BC 750 BC
20 turns: 750 BC 250 BC
20 turns: 250 BC 250 AD
19 turns: 250 AD 700 AD (to have a full century)
10 turns: 700 AD till end
I will post the starting save in the next post. From then on I will post one save for every 2 turnsets I play (to save db space). Therefore my first game save will be 1400 BC, the next 250 BC etc
See you
Snaaty
We will try to do some things different/better this time, because with our last try, we managed to be best score wise from 1500 AD on (which was good), but in the end we lost the game via Space Race in 1750 AD (which was not so good).
We were going for a domination strategy, but we were lacking maybe 40 50 turns to do so successfully. Main problem was, that we were to far behind in tech. The after game discussion revealed that there were several issues that could have caused this:
1. Balance early expansion better
We must expand early to be able to grab enough land from the computer with all his bonuses. But this time we must better consider the economical side of our expansion and we should try to stick to 4 cities as long as possible. Founding more then 4 cities early costs to much money. That results in low research which costs us precious turns in the end.
2. Use slavery more early and more aggressive
Whipping infrastructure helps a lot in speeding up your town-building. On the other side, whipping to early (without enough happiness buildings and resources) can severely cripple your town size for a long time. I the last try, we started whipping only after 500 AD, when most of the happiness buildings were researched. This time, we will start to whip ASAP when currency (market place) is in and we will use it throughout the entire first half of the game (until we are forced to use emancipation). We will try to whip only when we can balance out the unhappiness caused by whipping with happiness buildings whipped so we can still grow our cities. Our cities should remain between size 5 and 9 and will be set to max growth only throughout the whole process.
3. No caste system
We will try to avoid switching to caste system for hiring specialists (mainly scientists). We will try to hire all specialists via the various buildings we get by using the whip.
4. One war strategy
In the last try, we based our expansion strategy on 3 pillars:
- early game expansion (settling towns, about 8 altogether)
- ancient warfare (conquering one AI via swordsmen and catapults at about 1 AD)
- medieval warfare (conquering one AI via cavallry and catapults about at 1000 AD)
For doing so, we had to build up an army two times. Only the catapults could be used in both wars. To save some more precious turns for the endgame, we will try this time to go only one time to war (building units only once)
5. Different research path
This time, we will try to go for the liberalism nationalism slingshot (be first to get to liberalism, then take nationalism as free tech)
The rest we are trying to do more or less similar to our last try
...
One thing to ad:
I will stick to fixed turnsets this time, to make it easier for people who want to join in (everybody is invited) to compare strategy and results.
Our turnsets will be:
40 turns: 4000 BC 2600 BC
30 turns: 2600 BC 1400 BC
20 turns: 1400 BC 750 BC
20 turns: 750 BC 250 BC
20 turns: 250 BC 250 AD
19 turns: 250 AD 700 AD (to have a full century)
10 turns: 700 AD till end
I will post the starting save in the next post. From then on I will post one save for every 2 turnsets I play (to save db space). Therefore my first game save will be 1400 BC, the next 250 BC etc
See you
Snaaty