Schizophrenic Asylum 2 - Joao - Ragnar - Willem V.O. - Roosevelt

tijup

Warlord
Joined
Mar 23, 2009
Messages
246
The Schizophrenic Asylum serie goal is to have fun while playing the same map with different leaders, and see how various players ar
e able to leverage leaders's trait on that map. It will help new players, and more confirmed ones, to see how to leverage traits, UU
or UB while they are playing themselves, the same leader or an other one.

Players may choose to replay that same map with a different leader, to experience a different gameplay.

Here is our starting position:
SA_2_zpsc7165877.jpg


Spoiler map details :

archipelago
high sea level
landmass type: archipelago
Switched 2 resources for our own sake.



Spoiler RAGNAR of VIKING, :

RAGNAR of VIKING, starting techs are fishing and hunting

VikingRagnar.jpg


RAGNAR is financial/aggressive
financial : +1 :commerce: on plots with 2 :commerce:
aggressive : Free Combat I promotion of melee and gunpowder unites. Double production speed of Baracks and Drydock.

its UB is TRADING_POST a Lighthouse that give Navigation 1 (+1 movement) to all ships built in the city.
VikingTradingPost.jpg


its UU is BESERKER an amphibious Maceman with +10% city attack. They also get Combat I because Ragnar is AGG. Especially when delivered by 3-move galleys they're great medieval invaders against anybody with coastal cities, just like in Real Life. If you plan on a late-game war, you might still want to make a bunch of beserkers since the promotions carry over when you upgrade (although the +10% doesn't). CR II Amphibious riflemen, oh, my!
VikingBerserker.jpg



Spoiler JOAO of PORTUGAL :

JOAO of PORTUGAL, starting techs are fishing and mining

PortugalJoao.jpg


JOAO is imperialist/expansive
imperialist : +100% Great General emergence. +50% faster production of settlers (from hammers only).
expansive : +2 :health: per city. Double production speed of Granary and Harbor. +25% production of Worker (from hammers only)

its UB is FEITORIA Customs House that gives +1:commerce: for water tiles.
PortugalFeitoria.jpg


its UU is CARRACK a superior Caravel. It can carry two of any type of unit, unlike the Caravel's single unit of a restricted set of types, and can enter ocean squares -- making it more like a Galleon, available with Optics instead of Astronomy. Thus he can cross oceans with settlers and military units with cheaper ships (60:hammers: vs 80 at Normal speed) and a bit earlier than the AIs (Astronomy being an expensive tech, and requiring Calendar as well as Optics). Thus on some maps an Optics beeline might be appropriate.
PortugalCarrack.jpg



Spoiler WILLEM VAN ORANJE of NETHERLANDS :

WILLEM_VAN_ORANJE of NETHERLANDS, starting techs are fishing and agriculture

Willem.jpg


WILLEM_VAN_ORANJE is creative/financial
creative : +2 :culture: per city. Double production speed of Library, Theatre and Coliseum.
financial : +1 :commerce: on plots with 2 :commerce:

its UB is DIKE a Levee that gives +1:hammers: on water tiles as well as rivers. It can be very powerful on a watery map, but comes rather late in the game.
Dike.jpg


its UU is OOSTINDIEVAARDER (aka East Indiaman) a significantly improved Galleon: 6:strenght: instead of 4, 4 cargo spaces instead of 3, and able to explore enemy territory -- meaning you can declare war while your invasion fleet is adjacent to its landing tile, instead of having to start outside the opponent's cultural boundaries.
EastIndiaman.jpg



Spoiler ROOSEVELT of AMERICA :

ROOSEVELT of AMERICA, starting techs are fishing and agriculture

Roosevelt.jpg


ROOSEVELT is industrious/organized
industrious : Wonder production increased by 50%. Double production speed of Forge.
organized : Civic upkeep reduced by 50%. Double production speed of Lighthouse, Courthouse and Factory.

its UB is MALL a Supermarket that gives :gold: and :). It comes quite late in the game, so some players consider it very weak compared to other UBs. The extra cash might be useful in keeping research at a higher rate in the late game, where it could make a difference in a space victory race.
Mall.jpg


its UU is NAVY_SEAL a Marine with March promotion (can heal while moving) and 1-2 first strikes (one of few late-game units to have them), making it a very strong late-game military unit. Like the UB, some players consider it weak because they're in too strong a position at that point to need it (or have won the game already).
SEAL.jpg

 

Attachments

I may give this a go with raggy on imm.. with archipelago and gold, probably will mine the pigs and see if i can pick up glh+ maybe oracle col or mc to get to the uu, asuming you catch one or two ai's with no fuedalism or maces its like 70%+ odds.
 
Wow, this start looks so easy it's like dropping the difficulty level. This seems to have been made for Expansive Financial Expansive Financial and Expansive (better floodplains, gold and water for Financial, cheap granaries for Expansive).
 
I did select a map where players were having a good start, but (there's always a but) there is a twist..
Spoiler the twist :

A damn too close AI. I didn't had too much trouble with him on my game, since I rushed it really early, but it may proved more difficult for higher difficulties.
 
A very hard map on higher difficulty levels. I think that's the main reason why there is just so little activity in this thread. Tijup, my advice is to pick a map that does not lock players into a certain type of playstyle next time. This is especially true for a format like Schizophrenic Asylum in which you want to compare the strengths and weakenesses of different leaders and learn how to leverage their respective traits and uniques.

Spoiler :

We are stuck on a tiny island with Louis. His capital is settled on a hill, which makes rushing him costly. Despite that, an early war is obligatory since you will have like zero room to expand to if you don't rush him. The lack of other options makes this map uninteresting - well it least it for me. Perhaps certain masochists will enjoy it.
 
Perhaps it would also be worth putting screenshots of all four starting positions in the opening post. (Maybe in the individual leader spoiler sections if you think that seeing them all counts as a spoiler).

Might make people more likely to play if they can quickly see a start they think looks fun. I know it would work for me at least.
 
The start is the same for everybody, regardless of which civ you pick.
 
Oops my bad. I assumed it was the same map but starting from each person's original position. This way makes it a lot more schizophrenic :)
 
A very hard map on higher difficulty levels. I think that's the main reason why there is just so little activity in this thread. Tijup, my advice is to pick a map that does not lock players into a certain type of playstyle next time. This is especially true for a format like Schizophrenic Asylum in which you want to compare the strengths and weakenesses of different leaders and learn how to leverage their respective traits and uniques.

Spoiler :

We are stuck on a tiny island with Louis. His capital is settled on a hill, which makes rushing him costly. Despite that, an early war is obligatory since you will have like zero room to expand to if you don't rush him. The lack of other options makes this map uninteresting - well it least it for me. Perhaps certain masochists will enjoy it.

Spoiler :


Playing Willem. I was forced into 1 city. Built GLH. Then a Galley/settler/settler. Settled ivory and fought out a BC phants/pult war with French. Up to 75bc and I have 6 cities and an uber unit that could probably take out the Chinese too. He has about 6 cities.

Captured mids/sh/ Arty from French. I don't think an early copper rush is quite needed here but if I had not found the ivory it would of presented a few headaches.
 
Spoiler :

I gave it a quick try on immortal. Settled my second city before the french, but then Louis built 2 wonders (why was I surprised?) and his culture pressed me hard.

He has no metal though and I axerushed him with 6 axes, a spearman and a worrior.

Took the capital with surprising amount of losses only to see that I had attacked him across a tiny river. :lol:

I even finished GLH афтер I started the "rush".

Signed a peace treaty.

Anyway - I have got 3 cities, room to expand, GLH, Artemis, Stonehendge, stone. Game should be OK.

It's the Willem save, not that it matters too much.
 
whoops, posted my posts in the Monty Immortal Academy thread, hahhh. moving them over...

The start position is rich and kind of interesting! I'm just beginning as Joao on Immortal.

Spoiler :
It looks like a pretty tight peninsula. I'm concerned about using space efficiently. I moved the warrior E to make sure I wouldn't be killing any fish settling in-place... and even seeing no fish I'm thinking about moving. There is a coastline plains hill south of the gold that still gets the pigs and a fish, and that means I could cram another little city in on the grasslands forest on the SE corner, so I'm going to give up a couple of turns to do that.

3960bc edit: wow I'm glad I did that haha


Through to 650bc:

Spoiler :
Wowwww does Louis ever box hard here. His initial settler went on the desert stone hills, and then he founded Judaism there! EXP+IMP let me race to the two other sites on this landmass but he was pushing hard. That's okay though. I was whipping Axes and catapults :lol:



That's the before. Here's the after, where I'm the shiny owner of a new island and he throws Aesthetics+MC in too. Thanks, Louis!



Heck, we're even the same religion, so he should OB with me sooner or later. I like that he's been pushed out to the islands, because once I can get OB that's some juicy trade. The next order of business is Carracks and finding someone to vassalize with this big army I've got. Louis was SOFT. I lost one axeman on a 95% and six catas, so I am still hard.


edit: to add, gleefully:
Spoiler :
Louis was, of course, soft because he was wonderspamming. I took The Oracle, the Temple of Solomon, the Temple of Artemis, Stonehenge and the Statue of Zeus from this silly guy. Baller status.


Up to 1400AD:

Spoiler :
Qin Shi was in the lead but I bloodied his nose a bit, redistributing one of his cities to poor Louis and keeping Shanghai, north of his capital. I took peace in exchange for Astronomy from him and am busily cranking out trebs and maces to finish taking his capital-landmass. In the meantime, Gilgamesh has eked into the lead and is going to be a problem in the long-term.

Carracks have been awesome. The AI is very bad at naval warfare and especially so if you get on them before they build their galleons - they're just paralyzed.


game still in progress, I took a break last night at 1400.
 
up to 840ad.

Spoiler :


I declared on Qin and took 4 of his cities including his capital. He now has 5 cities left on random islands although he has feudlaism. I don't fancy attacking these 5 cities any time soon. His capital is now on a hill with 2 CG2-3 LBs.

I need to find the other Ai soon. Thinking caravels will be important. Also kicked off my first golden age too.

French had 1 city left below my capital. Landed with a mace and 1-2 phants and took the city.

Need to reach astronomy and maybe rifles to finish off this map.
 
sorry for delays in replying, I'm in vacation in Italy, a long way from home :-)

Spoiler :

I was concerned too about French, but since I manage to kill him early with warriors, I figured it was pretty doable at other difficulty level, but I agree, it was a questionable start.
I was tempted to move French to an other place, but I was short on time to replay it prior to leaving for my vacations.
I will take extra care for the next round.

At prince, I finished this map in 1700ish I think, canon+ CR3 macemen (then riflemen). Playing Ragnar.
I intend to replay it with Joao, since I mostly forgot the map.
 
Thoughts on map.

Spoiler :


I don't think the starting location mattered too much. For willem financial gives you a huge boost commerce wise. You still had copper and ivory options. The French leader is not a unit spammer. Rags would of been just as strong with agg and financial.

Great start for great lighthouse too.

If anything with the right play the game becomes too easy. Then again that is true with most games. Get the start right and you can command a map.

warrior rushes on Noble are not that hard. Without archers the Ai can be sitting ducks. On this map letting French wonder spam a bit is a good thing.
 
Up to 1290ad.

Spoiler :

13 cities now.

Sat back after China war and teched towards astronomy and then rifles which i took from Lib in 1290ad. I have been slow building ships. 13 East Indiamen built.

Only mansa is really keeping up tech wise.

Most Ai have 8 cities apart from Greek who have 3 cities. Hopefully this will be quick to finish off with Rifles. China still has 8 cities. Was wise to take him down earlier.
 
1540ad Willem domination win. Score 164210

Spoiler :


Used just Riflemen, East India ships and some frigates near the end.

Rolled over China taking 1 city.
Mansa fell after his capital and another city fell.
Sumerians required 3 cities.
Destroyed the Greeks who had 3 cities.
HRE fell after 3 cities but 2 were quite new. His capital would of fallen 2-3 turns later. Used only 10-12 rifles for him.

Overall the ai spammed ships and never really used them. None of the Ai got close to rifles but many had galleons. Easy win really once I took down French and knocked out China's starting cities.

 
Back
Top Bottom