da_Vinci
Gypsy Prince
I finally decided to give an immortal game a whirl, at quick pace, and had some observations that may be relevant to going immortal in the TGS.
Playing China, did my usual balanced build approach (mix of units and buildings), founded two additional cities. Assembled my longswords, archers, horse and a cat to go attack Monte who was city spamming like crazy (and warring with Mongols).
March up to his empty border city, start to bombard it. Next turn, he has a CANNON in it Well, that is one dead unit of mine per turn it lives. Took the city next turn, and that is where the game stands now. Have to see if the AI can't fight even with that tech advantage.
Other less than happy discoveries about immortal:
City state influence crashing at -1.8 per turn, hard to keep them on your side early. No such problem for the AI, who appear to found each city with 2 pop from the start?
Trade route only worth 2 gold, which doesn't even pay for the minimum 3 tiles of roads to make it.
Even thought the patch tries to make tall empires compete with wide ones, my first forray into immortal suggests that early rush may still be the best (if not only viable) approach on that level.
Thoughts?
dV
Playing China, did my usual balanced build approach (mix of units and buildings), founded two additional cities. Assembled my longswords, archers, horse and a cat to go attack Monte who was city spamming like crazy (and warring with Mongols).
March up to his empty border city, start to bombard it. Next turn, he has a CANNON in it Well, that is one dead unit of mine per turn it lives. Took the city next turn, and that is where the game stands now. Have to see if the AI can't fight even with that tech advantage.
Other less than happy discoveries about immortal:
City state influence crashing at -1.8 per turn, hard to keep them on your side early. No such problem for the AI, who appear to found each city with 2 pop from the start?
Trade route only worth 2 gold, which doesn't even pay for the minimum 3 tiles of roads to make it.
Even thought the patch tries to make tall empires compete with wide ones, my first forray into immortal suggests that early rush may still be the best (if not only viable) approach on that level.
Thoughts?
dV