Sid the Science Kid

About the chain irrigation, CS is only in for 1 turn so no chance getting to work on that yet. I have workers near Boston making chain irrigation to the corn though.

About the economy. The market is coming along in our capital. But with 2 angries already and 2 unhealthy I would whip it somewhere. When Edirne is getting out of revolt then we need a border pop first and then start on a market asap.

About the courthouses, yes we want them. I just build up a lot of longbows first so we can push on. We do want at least 7 CHs for the forbidden palace (Istanbul looks good for that).

About the Giazantep. 2 cats, a longbow and an archer should be more then enough to take it unless it gets an extra longbow there. If I recall correctly is has only 2 archers as defense.

it was 3 archers when I checked yesterday

I would just repeat... wait with the infra until after switch into OR...
I am not fan of forbidden palace since it usually takes too long to take real effect.

CH's will be for us 4-pop whips without OR
 
Diplo is fine, but it seems that it will make this game much longer than it needs to be. Basically, we'll be twiddling our thumbs waiting for Mass Media to roll around. AP Diplo might work. Has anyone built it yet? We might save Diplo for more challenging games. Honestly thought this game would a challenge, but appears already in the bag.

Let's be selective on where we build CHs. FP is something I rarely build except in late games with a large empire.

I think the GA/Switch to Bureau/Religion now outweighs any marginal gains we get from conquered cities coming out of revolt who know when.
 
actually I thought a little bit about why the game feels not that challenging as advertised and there is probably 1 reason that usually stands out even in a lot of mods

The AI wasn't programmed for the restriction in which it was put.

We understand the implications of no iron, copper and horses. The AI
1) didn't even know
2) even if it did it wouldn't understand it.

That has some implications regarding tech path and unit builds.

Where the AI still wants to check for horses, iron, maybe teching HBR. We understood and abused the fact that we have to streamline the gameplay for ultimate combination.

With AI being stripped of their usual thinking of building axes/spears as defense, they stuck with archers and clearly didn't spammed after the expansion phase as they would do normally.

It's the same as if you would turn off barbs... the AI's don't understand unsecorted settlers, not building TGW etc.

I am not disappointed with the game Cam put out, since it WAS A LOT OF FUN to own AI's with cats+archers, but at the same time we made it too easy for us.

If the AI's had access to horses/iron where Cam would clear all strategics around our area, the game would be much more "fair" and definitely challenging.

It would open some more options too ofc... be it securing copper/horses/iron through trades for later military warfare.
With the information we got at start, there was basically only 1 gameplan that we had to follow or lose, since the alternatives from ren era are not available (cannons, cuirs etc.).
Cam basically forced our hand ;-)

But I will repeat! I GREATLY ENJOYED THIS SETUP, just wasn't that challenging after identifying how to abuse the settings.
 
So lets get a rematch and give the AI all the strategic resources it needs and a rule for us that we are not allowed to connect any strategic resource. If we conquer one, we have to pillage it and do something else with the tile like workshop it or farm that grassland copper ;)

If the top city has 3 defenders then it is too much indeed Vran. Was a bit in a hurry last night. Went to the avengers with friends. Damn, one if not maybe the best superhero movie ever made.
 
I am cool with it though I wonder what Fred will use against Nappy. Nappy is not even showing up yet with an army except 1 lone catapult (which I killed of course) and a scout (which I killed of course mwuhahahaha).
 
We bribe Fred into war and pick up MC.



We take some Otto cities, of which Istanbul is the nicest prize.



Sully throws in the towel. The rest of his cities are only a distraction and he suddenly had magic longbows everywhere, so no need to lose our units over them.



We launch the GA and revolt to bureau and theocracy and take bud. Meanwhile we pick up machinery from Vic for CS and take aesthetics from Fred. We self tech engineering and near the end put 0% research turns into guilds on our way to gunpowder. We get drama and literature in later trades.

Our bud brother Zara makes an offer I certainly won't refuse.



We move on to and capture Rouen. France is mystery land, but find Lyons which is a toughish city (6 LBs, walls, high cultural defense), but with some bombarding its ours, with the hindu AP and stonehenge as goodies.

That's where I hand over.

The eastern front looks like this:



I did queue some courthouses as maintenance is high with 10 to 15 gpt in conquered cities. No trebs out yet, partly because of that.

Note Rouen got a visit of a stack of about 8 french catapults, but without any unit support. Just mentioning, because it does resemble a counter attack, although AI style. It may not have a clue you need something other than siege to capture cities. ;) Anyway, had enough units in the area to make short work of those cats.

We have a GG available in Fish City.
 

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oh...hahahah...Zara caps to us...this is too funny

Nice round, Nocho!

I'd be willing to trade Engineering and Gold to Zara for Music. I wish we could get him to stop trading with folks. Maybe that would be better. I like Music though for building culture.
 
excellent job Nocho

That Zara is hilarious...I think he goes culture

Too bad the AP is in hindu :-(.

Our troops are a bit out of position and could use imo 2 turns cease fire (no peace tready since Nappy has nothing useful to offer)

Rouen should build troops (i mean whipping :-D) it's our frontline

This one can be probably over in 30 turns if we press on the conquest line of thinking with fielding trebs.

I would switch EP's to someone else then Zara now
 
Rofl, what a pushovers. Pfffff. Great turnset :) This is going way too easy. A counter attack of 8 catapults. Oooooh, I am so scared (if this was vanilla I would be). I guess this one will be wrap in a turnset or 2. I am not expecting any big fights anymore to be honest after we get our trebs online.

We could have made this more interesting if we used the civs with special resourceless units that were harder to beat. Pacal for example with his holkan, Mansa and skirmisher, Arabia and camel archers, Sitting bull with his dog soldier and Monty with jaguars.
 
Got it, will try to play some time soon (today/tomorrow)
 
Looking forward to your turnset Sengir. :)

Belated thanks to nocho for his effort - cheers!

Sorry that the game's turning into a bit of a cakewalk (or at least it would seem that way). I anticipated that the AI could well be a 'bit at sea' without Metal-based and Horseback units, but expected hoarding of Longbows to compensate. The roster's tribe, with no traits or starting tech's, I expected to struggle to 'get out of the blocks', which of course didn't really happen. Obviously I selected tribes with Gunpowder-based / Armored UUs to keep us 'a little on our toes', but looks as though that's a non-factor. I actually thought about going the other way as Kilroyan suggested, and selecting; Babylon, Maya, Mali, Arabia, Aztec, Native America as rivals, but guessed that it might be too tough.

No issue with getting our vassals to research something that we don't have.
 
Play a set, bit sloppy/hasty as I wanted to get it done tonight.

Anyway, took Dijon, Chartres and Paris. Nappy is still unwilling to cap, though may he will next turn. Otherwise, gather our forces and march on Rheims. Nappy was a pain though. He did stack tons of LB's in his cities with some cats to boot.

Teched Guilds, GP, traded for Paper and Music + WM with Zara.

Next player should probably start with a round of whipping, then start to attack Germany.
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interesting. We kinda don't have standing army right now.

Getting Orleans would be great since it has Forbidden Palace and there is good chance we would get it (if I remember the discussions about capturing national wonders right)

but really not sure with what we would get that city.

does anyone know how to get war success with enemy AI? if we are close to 40 or above?

edit

oh btw freddy has iron somewhere according to F5->Strategic advances
 
hmmm...we seem to have lost a lot of units. I thought we'd have quite a few more buff LBs by now. Only one Drill LB I see

I think we need to take a ceasefire with Nappy. No point in staying in this war with no offensive fire power. He is not well liked so there is no issue attacking again in a few turns.

Muskets and Trebs should be the offensive focus now.

Question: Why in the world did we make a second GG medic with an archer? Archers are probably the worst units to make into a medic due to high defensive bonuses. Plus, we'd be better off either settling the GG or making a super Musket. We didn't need another medic.

I do see Fred's iron.

So, what I think we need to do:

1) Pump out Muskets and trebs
2) Get HE up in New York, if that is where we want it
3) Whip a CH in Philly asap and get some worker love over there. Adjust tiles to get Treb in 2 turns - work the stone.
4) Get up NE
5) Attack Nap, Fred or Vicky in a few turns. Probably Nap to vassal him or take him out.
6) Cherokee should switch some specialists onto high commerce tiles like the spice and cottages to the east. I'd like to see a Grocer in the city (+3 health)

I think we can switch some cities from wealth building to unit production even back in the core, like gold/cow. Our economy is pretty strong now.
 
Hi - this is a "got it"

Thanks for the turnset Sengir - looks like good progress. Thanks also vranasm and lymond for your thoughts.

I've hit a 'tough spot' with RL distractions, but will try to get the PPP done at the first opportunity.

Happy in-principle with the 'cease fire' proposition, but would like to assess the 'lay of the land' a bit closer.
 
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