Kev
Hired Goon
Ah, the FUN in Fundy.
OK, so heres how this all happened:
I decided to basically goof around and play the GOTM 18 as an OCC effort. While I didnt particularly expect to win per se, I did take some time and formulate a strategy that I thought would at least give me the best shot. Given our forced Fundy, it really changed the landscape quite a bit from a normal OCC where one gets to Democracy, celebrates, and can often get through the tech tree before the 1700s arrive. So, with the lack of tech, and with the obvious wartime advantages of a Fundy, I thought it would be interesting to win an OCC game by conquering.
And still, with the slow tech I was bound to be seeing, this would change the landscape even for an OCC conquer game. I didnt know how quickly Id be able to get to espionage which is usually the key in one of these types. I was worried that Id either get there and have way too many cities to deal with by that time, or Id have to eliminate some civs and then the tech would be slowed to a point where espionage would come too late. With this in mind, I decided NOT to rely on getting spies for my dirty work.
My plan, therefore, became one of speed conquer though I am NEVER an early conqueror by style.
My feeling was that once one was able to get to the wheel or better yet polytheism the offensive units that one has (especially if they can be vets) in the early years will outstrip most defensive units at that same period assuming no walls are present. A quick jump to monotheism can almost guarantee superiority until gunpowder. The only danger, really, was facing vet pikemen for most of the early offensive units are considered mounted.
I figured, as a worst case, if there were civs that I just could not eliminate in time I would still have a few good centuries to TRY for the spy game.
So I tried to get together a plan for various aspects before I began:
1. TECH: I wanted tech to be slow. Slow as can be. Very slow. I did not want feudalism in anyones hands and I MOST certainly did not want to see gunpowder running about. With this in mind, I would NOT trade techs. Id be able to take them anyway by razing cities, and the more techs out there and in the mix the quicker everything else was going to start popping up. I hoped to kill off a few civs quickly to reduce the trading factor as well. Some of the techs I did want included map making, writing (dips), polytheism, monotheism, and iron working.
2. Wonders: This was an interesting category. There were some wonders that I knew I wanted right away.
· Lighthouse would allow me to travel about without fear and search/conquer where needed.
· Great Wall yup, the Great Wall for me. I could NOT let this wonder fall into any AI hands. City walls prevent population decrease when a defender is lost and will not raze a size 1 city when its taken. If a rival got the Great Wall, Id have to wait for metallurgy before I could take them on.
· Magellan didnt know if Id get to Navigation, but this would certainly help
· Sun Tzus Ill take it if I can get it. Would guarantee vets from my city, and give me vets on other stuff after victories. Would help my NON units to become vets right away. Also nice to keep out of the AI hands as I would hate to face veteran everything when I invaded their lands (especially pikes). Also works well with
· Leos Workshop actually nice but wouldnt have been totally necessary for me. In fact, I would not have cried too much if I lost it. It would upgrade the AIs stuff, but to non-vets which would have been OK. Problematic if all their defenders upgraded to pikes, but I could play that one by ear. In turn, my upgrades would be to non-vets as well, but Id have to see what Id be upgrading to Upgrading to muskets would really be worth it.
· Marco Polos very key wonder for the obvious reasons. Had to know cities, what techs were being studied by whom, and it would even give me the cities that were building wonders at that point in time.
· Great Library Actually, I did NOT want the Library at all. Again, I did not want to have free/traded techs running amok, so I did not want to build this thing. I would take the time to find the city with this wonder and do away with it at first opportunity. I hoped it would take a while before this was built.
3. Military: I wanted, certainly, to get to vet elephants and then to vet crusaders as quickly as possible, but I also knew that I needed defense. Legions would be nice, because as I went at cities there would be times that I would attack with, say, and elephant who would then be a sitting duck outside of the gates. Even if that was the last defender on that turn, I couldnt take the city if it was still size 2 or greater. We all know the AI cheat where it can build a unit and attack with it in the same turn, so my attackers would HAVE to have some defense as well.
4. Trade: Caravans would be nice for extra beakers toward some science. It would have to be handled delicately, again, because I did not want to have lots and lots of techs and lower the time it would take for the AI to get their own.
So onward I went. I am sorry that I did not really start to keep a log until about 475 BC. This was when I killed off the Romans and actually began to think I had a chance to win this goofy game. Ill give a brief account of my beginning time.
Thankfully, from my first hut I was granted a NON horseman. I went about searching for a nice OCC city site, and later kinda kicked myself. Yes, specials would be nice, but I wasted WAY too much time looking for a place to settle. I just needed to be coastal and have the potential for some good production. Trade meant next to nothing, nor did growth as I (correctly) felt that I likely would not get too far past size 12 anyway. I should have just grabbed the first decent place that had a coastal area and plenty of land to work with possibly even some hills. I settled in the northeastern part of the landmass, and was angry at myself for it. As it turned out, my guess at the pattern was right on, and I ended up with two silks and two whales. Ack. The silks would change to WHEAT of all things useless. So much water meant a drain on my production (I was NEVER going to get to offshore platforms), and there were 3 or 4 swamps around. Urgh. I was stuck.
I had three bouts of very good luck, and the first came when I popped my second hut. Mapmaking. I was psyched because it meant triremes right away and the possibility to take first crack at the Lighthouse. Funny, but if this had been the tech in ANY other game, I would have been cussing out loud at the computer. Even in this game, I wasnt all that thrilled until I saw that we were on a dang island that is! Anyway, I think there was another hut on the island where we started that gave me like 25 gold or something equally dumb.
Once I settled, the first thing I built was a trireme. Having searched the island fairly enough, I sent it out with my NON horsie and hit the land to the east right away while I started a barracks. My horse, after a few turns, came across the Egyptian city of Memphis which was size 2. They contacted me and asked to trade (they wanted to give me Masonry). I said no, and declined peace. I even got them to declare war (I think I could be wrong). Anyway, my horsie bravely attacked and killed the defending warrior with almost no damage and became a vet. Memphis was now size 1, and I moved right in, took Masonry, and, would you believe, KILLED OFF THE EGYPTIANS. Huh? I didnt think Memphis was the Egyptian first city, and there was no way these guys could have started so close to me.
The answer became clear as my exploring horsie almost ran over the city of Thebes. My second lucky point in the game was that invading barbarians (likely from a hut I think) were kind enough to capture Thebes and keep it for their own. For this reason, the Egyptians were an extremely quick kill, and with a single diplomat stationed nearby the city was a constant supplier of NON archers. At times, other barbs would land/spring up with leaders in tow as well. It was a great hot spot, and the exploring troops I had were able to cover the very ample continent that the Egyptians started on.
I was able to study alphabet, writing, and a few others before studying my own techs began to take WAY too long. I would have to get Trade from somewhere (I hoped soon). Possibly from a hut, though it ended up I didnt have to. I did get currency from a hut, though. Yippie. Getting iron working from a hut was nice, though.
I began to send my bribed NON archers all over the lands, and they popped a variety of huts. I got mercifully few techs (again, I wanted the world to be tech-poor), found a few barbs which annoyed me (still unwilling to put another dip out on that continent, but I really should have), and a few good extra NON units. In all, I did get a fair amount of NON units and many were elephants and a few were legions!! I began using my horsemen as scouts and keeping the elephants and legions in reserve. I also got some cash, which allowed me to build up a decent batch of units before I started the Lighthouse. Again, I was building a decent standing army of NON units which was very nice so I didnt need to go too nutty at home for them. Still following the coastlines, I landed a nice batch a bit to the south. I think they included 2 or 3 horsemen, 3 or so NON elephants (well, one was supported the hut must have been too close to Kyoto), and 2 dips. This group pretty much stayed together for hut-popping purposes. I no longer feared barbarians in fact, they became nice to get!
I found the Romans in relative short order. I lost a few horsies and a dip bumping into cities, but speed was needed. They left me a bunch of huts to pop as well, and I bribed a few of their own units just for kicks. I think they only had about 3 or 4 cities built at the time, and they fell rather nicely. During this time, some archers came across a Persian city that seemed to be out in the middle of nowhere. Cant remember the name, but I knocked it down with the forces I had available, and they were kind enough to provide me with Trade. The searching continued, and this is where I decided to begin a basic log. Its kind of sparse, but youll get the general idea.
OK, so heres how this all happened:
I decided to basically goof around and play the GOTM 18 as an OCC effort. While I didnt particularly expect to win per se, I did take some time and formulate a strategy that I thought would at least give me the best shot. Given our forced Fundy, it really changed the landscape quite a bit from a normal OCC where one gets to Democracy, celebrates, and can often get through the tech tree before the 1700s arrive. So, with the lack of tech, and with the obvious wartime advantages of a Fundy, I thought it would be interesting to win an OCC game by conquering.
And still, with the slow tech I was bound to be seeing, this would change the landscape even for an OCC conquer game. I didnt know how quickly Id be able to get to espionage which is usually the key in one of these types. I was worried that Id either get there and have way too many cities to deal with by that time, or Id have to eliminate some civs and then the tech would be slowed to a point where espionage would come too late. With this in mind, I decided NOT to rely on getting spies for my dirty work.
My plan, therefore, became one of speed conquer though I am NEVER an early conqueror by style.
My feeling was that once one was able to get to the wheel or better yet polytheism the offensive units that one has (especially if they can be vets) in the early years will outstrip most defensive units at that same period assuming no walls are present. A quick jump to monotheism can almost guarantee superiority until gunpowder. The only danger, really, was facing vet pikemen for most of the early offensive units are considered mounted.
I figured, as a worst case, if there were civs that I just could not eliminate in time I would still have a few good centuries to TRY for the spy game.
So I tried to get together a plan for various aspects before I began:
1. TECH: I wanted tech to be slow. Slow as can be. Very slow. I did not want feudalism in anyones hands and I MOST certainly did not want to see gunpowder running about. With this in mind, I would NOT trade techs. Id be able to take them anyway by razing cities, and the more techs out there and in the mix the quicker everything else was going to start popping up. I hoped to kill off a few civs quickly to reduce the trading factor as well. Some of the techs I did want included map making, writing (dips), polytheism, monotheism, and iron working.
2. Wonders: This was an interesting category. There were some wonders that I knew I wanted right away.
· Lighthouse would allow me to travel about without fear and search/conquer where needed.
· Great Wall yup, the Great Wall for me. I could NOT let this wonder fall into any AI hands. City walls prevent population decrease when a defender is lost and will not raze a size 1 city when its taken. If a rival got the Great Wall, Id have to wait for metallurgy before I could take them on.
· Magellan didnt know if Id get to Navigation, but this would certainly help
· Sun Tzus Ill take it if I can get it. Would guarantee vets from my city, and give me vets on other stuff after victories. Would help my NON units to become vets right away. Also nice to keep out of the AI hands as I would hate to face veteran everything when I invaded their lands (especially pikes). Also works well with
· Leos Workshop actually nice but wouldnt have been totally necessary for me. In fact, I would not have cried too much if I lost it. It would upgrade the AIs stuff, but to non-vets which would have been OK. Problematic if all their defenders upgraded to pikes, but I could play that one by ear. In turn, my upgrades would be to non-vets as well, but Id have to see what Id be upgrading to Upgrading to muskets would really be worth it.
· Marco Polos very key wonder for the obvious reasons. Had to know cities, what techs were being studied by whom, and it would even give me the cities that were building wonders at that point in time.
· Great Library Actually, I did NOT want the Library at all. Again, I did not want to have free/traded techs running amok, so I did not want to build this thing. I would take the time to find the city with this wonder and do away with it at first opportunity. I hoped it would take a while before this was built.
3. Military: I wanted, certainly, to get to vet elephants and then to vet crusaders as quickly as possible, but I also knew that I needed defense. Legions would be nice, because as I went at cities there would be times that I would attack with, say, and elephant who would then be a sitting duck outside of the gates. Even if that was the last defender on that turn, I couldnt take the city if it was still size 2 or greater. We all know the AI cheat where it can build a unit and attack with it in the same turn, so my attackers would HAVE to have some defense as well.
4. Trade: Caravans would be nice for extra beakers toward some science. It would have to be handled delicately, again, because I did not want to have lots and lots of techs and lower the time it would take for the AI to get their own.
So onward I went. I am sorry that I did not really start to keep a log until about 475 BC. This was when I killed off the Romans and actually began to think I had a chance to win this goofy game. Ill give a brief account of my beginning time.
Thankfully, from my first hut I was granted a NON horseman. I went about searching for a nice OCC city site, and later kinda kicked myself. Yes, specials would be nice, but I wasted WAY too much time looking for a place to settle. I just needed to be coastal and have the potential for some good production. Trade meant next to nothing, nor did growth as I (correctly) felt that I likely would not get too far past size 12 anyway. I should have just grabbed the first decent place that had a coastal area and plenty of land to work with possibly even some hills. I settled in the northeastern part of the landmass, and was angry at myself for it. As it turned out, my guess at the pattern was right on, and I ended up with two silks and two whales. Ack. The silks would change to WHEAT of all things useless. So much water meant a drain on my production (I was NEVER going to get to offshore platforms), and there were 3 or 4 swamps around. Urgh. I was stuck.
I had three bouts of very good luck, and the first came when I popped my second hut. Mapmaking. I was psyched because it meant triremes right away and the possibility to take first crack at the Lighthouse. Funny, but if this had been the tech in ANY other game, I would have been cussing out loud at the computer. Even in this game, I wasnt all that thrilled until I saw that we were on a dang island that is! Anyway, I think there was another hut on the island where we started that gave me like 25 gold or something equally dumb.
Once I settled, the first thing I built was a trireme. Having searched the island fairly enough, I sent it out with my NON horsie and hit the land to the east right away while I started a barracks. My horse, after a few turns, came across the Egyptian city of Memphis which was size 2. They contacted me and asked to trade (they wanted to give me Masonry). I said no, and declined peace. I even got them to declare war (I think I could be wrong). Anyway, my horsie bravely attacked and killed the defending warrior with almost no damage and became a vet. Memphis was now size 1, and I moved right in, took Masonry, and, would you believe, KILLED OFF THE EGYPTIANS. Huh? I didnt think Memphis was the Egyptian first city, and there was no way these guys could have started so close to me.
The answer became clear as my exploring horsie almost ran over the city of Thebes. My second lucky point in the game was that invading barbarians (likely from a hut I think) were kind enough to capture Thebes and keep it for their own. For this reason, the Egyptians were an extremely quick kill, and with a single diplomat stationed nearby the city was a constant supplier of NON archers. At times, other barbs would land/spring up with leaders in tow as well. It was a great hot spot, and the exploring troops I had were able to cover the very ample continent that the Egyptians started on.
I was able to study alphabet, writing, and a few others before studying my own techs began to take WAY too long. I would have to get Trade from somewhere (I hoped soon). Possibly from a hut, though it ended up I didnt have to. I did get currency from a hut, though. Yippie. Getting iron working from a hut was nice, though.
I began to send my bribed NON archers all over the lands, and they popped a variety of huts. I got mercifully few techs (again, I wanted the world to be tech-poor), found a few barbs which annoyed me (still unwilling to put another dip out on that continent, but I really should have), and a few good extra NON units. In all, I did get a fair amount of NON units and many were elephants and a few were legions!! I began using my horsemen as scouts and keeping the elephants and legions in reserve. I also got some cash, which allowed me to build up a decent batch of units before I started the Lighthouse. Again, I was building a decent standing army of NON units which was very nice so I didnt need to go too nutty at home for them. Still following the coastlines, I landed a nice batch a bit to the south. I think they included 2 or 3 horsemen, 3 or so NON elephants (well, one was supported the hut must have been too close to Kyoto), and 2 dips. This group pretty much stayed together for hut-popping purposes. I no longer feared barbarians in fact, they became nice to get!
I found the Romans in relative short order. I lost a few horsies and a dip bumping into cities, but speed was needed. They left me a bunch of huts to pop as well, and I bribed a few of their own units just for kicks. I think they only had about 3 or 4 cities built at the time, and they fell rather nicely. During this time, some archers came across a Persian city that seemed to be out in the middle of nowhere. Cant remember the name, but I knocked it down with the forces I had available, and they were kind enough to provide me with Trade. The searching continued, and this is where I decided to begin a basic log. Its kind of sparse, but youll get the general idea.