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#1 |
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Fly Fly Away
![]() Join Date: Apr 2006
Location: Sydney, Australia
Posts: 10,573
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Challenge-VI-04
While the general Hall of Fame is an ongoing competition, we are running a series of ten games called the Hall of Fame Challenge Series. Standard Hall of Fame rules (*) still apply, but any games meeting the settings of one of the games will be counted towards the Challenge.(*) Please read the >> HOF rules << BEFORE playing! Settings:
Last edited by Ozbenno; Oct 06, 2011 at 09:15 PM. |
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#2 |
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Emperor
Join Date: Oct 2002
Location: Hampshire, UK
Posts: 1,188
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:gulp: This one looks like my personal nightmare.
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#3 |
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Frequent poster
Join Date: Jan 2006
Location: Medford, MA
Posts: 7,477
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I kind of like the idea of conquering the world with seals. given that, in the real world, seal teams are pretty small, it'll be pretty awesome to see them conquering a city of a million people.
The winning game will be over well before you get to them, though, I think. Though, no vassal states will complicate things.
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#4 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,881
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Ugh. No vassal conquest. High sea levels ahoy!
Emp isn't that fast so if you whore out GLH/Colossus and/or manage fast rifles + galleons you should be able to spam raze and win right there. Doing it sooner would be hard I think because you'd struggle to get anything done amphibiously...maybe aggressive muskets + frigate bombard + combat II/amphibious (5 xp)?
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#5 | |
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Deity
Join Date: Mar 2007
Posts: 5,473
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Archipelago with Tiny Islands and Low Sea Level?
Quote:
Archipelago with tiny islands will often allow all islands to be accessible via Galleys. Sometimes cultural bridges will be needed to extend the reach of a Galley by an extra plot. Bee-lining Metal Casting to build Triremes will provide a navy unit that can keep the Galleys/Settlers of other Civs out of the areas the player clears of all cities (razes). A Swordsmen rush would suffice to start with. Then follow up Crossbowmen/Catapults and finally Macemen with either Catapults or Trebuchets. Consider Accuracy promotion for Catapults whose exclusive purpose is to bombard enemy port cities' defense to 0%. Use 1-2 Catapults or preferably Trebuchets to inflict significant Collateral Damage and take each city with non-siege, City Raider promoted units. Early on, be sure to send two Work Boats in opposite directions to circle the world for the +1 circumnavigation bonus which increases a Galley's movement allowance by 50% (from 2 plots to 3 plots) which will be a huge advantage against all pre-Optics opponents. Sun Tzu Wu |
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#6 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,881
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Quote:
I also have serious doubts about guaranteeing someone isn't isolated, or that the culture bride requirement won't force you to wait to long to leave swords viable, though I could use some test runs at this script... However given your summary here it looks like you have some experience with winning earlier. I might be wrong, and that this is doable with galleys alone on emperor in which case swords ----> xbow should work nicely. BTW, cats inflict more collateral than trebs, but die a lot more also. For strictly collateral purposes cats are better, oddly. How long does the AI take to reach castles on your settings?
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#7 | |||||
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Deity
Join Date: Mar 2007
Posts: 5,473
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Re: Archipelago with Tiny Islands and Low Sea Level?
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Sun Tzu Wu |
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#8 | ||||
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,881
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__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#9 | |
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Deity
Join Date: Mar 2007
Posts: 5,473
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RE: Archipelago and Tiny Islands with Low Sea Level
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I will admit that one will probably have to abandon (or pursue an Optics/Astronomy option) maybe 30% of the time due to one or more AIs being inaccessible via Galleys. Sun Tzu Wu |
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#10 |
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Chieftain
Join Date: Mar 2011
Posts: 74
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Game No 4!
I thought about high sea level here but what Sun Tzu Wu wrote makes me wonder if low is better. The problem is that I'm not sure that I can pull off a gally conquest even if I get to meet all the AI. My main concern is the production poor Archipelago. It'd be mostly whipping but you are not garuanteed to have early happy resoures either. So I will go the more start approach og high sea level. Even though it will probably put me half a millenia behind anyone who can pull of that gally war. That idea has too many ifs in it for me. I'm busy enoght trying to win the map. I don't want to play 2-3 times, scraping well played attampts, just because the mapscript didn't like me. Last edited by m00n; Oct 27, 2011 at 11:57 AM. |
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#11 |
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Chieftain
Join Date: Apr 2006
Location: USA
Posts: 13
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Hey guys, it's been fun trying this series so far, I've learned more about civ in 1 week than the past few months put together. But I'm not sure how to proceed in this one. I don't think I've ever even built a galley except for barb defense, so this archipelago stuff is a puzzle. I'd appreciate any help.
In this game I'm following Sun Tzu Wu's gameplan. The settings are tiny islands & low seas. I was lucky enough to start on an island with Wang Kong, whom I promptly axe rushed. Now I'm about to finish off Hannibal, but I'm behind in tech, falling faster and faster each turn. I don't have any wonders and I'm at -GPT at 0% research. My take on the situation is that if I don't get Hannibal to retake Utica so I can burn that and Carthage, I'll be too far behind in maintenance to do anything. But I also feel my army is about to become outdated, and the new capitol, city, and gems to the north of Utica might save me. I don't know what is viable here. In the Mao game you could rush as many civs as possible until your units were outdated, but I just don't see how to tech here. My Capitol Spoiler:
Western Cities Spoiler:
Carthage Spoiler:
The Tech Situation Spoiler:
My Starting Island Spoiler:
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#12 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,144
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@nice jerk
very tough to comment form SS. I would say don't abandon the beachhead. You could look what is on the table from Hanni for peace getting alpha, math or something on the way to currency. I would review each city and click some coast (governor usually doesn't work coast since he doesn't realize you need not to strike out in advance). you have to review wonders, if Carthage has something good you should capture it before peace. You still have some time to act. Don't forget this new cities will bring good TR's (base 2C instead of 1C at home) Looks like you didn't prioritize currency enough. BTW New York should have been settled on ivory... you waste corn and the city looks like it has not food. Did you built GLH? you should have built a bit more island cities around your starting island (for example the fish island south from new york) then there is that island east from Wash with 1 GH and borrowing sea food from cap south from Wash is unsettled fish too. I would prioritize here GLH or capture GLH. |
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#13 |
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Chieftain
Join Date: Apr 2006
Location: USA
Posts: 13
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Thanks, Vransam. So a better strategy for this map would be to get ~7-10 cities after your first war, stabilize while teching up to currency / col / maces / pults, then drop the slider? When do you raze vs keep a city?
Here I got 1 city, produced axes, killed Wang, switched to swords and galleys, went to Hannibal. No deviations except for settlers, and Pyongyang has a library and is running 2 scientists. Also, I know NY is sub optimal. I settled New York where I did because I wanted copper quickly, as Wang Kong had 3 cities to my 1, I wanted to rush him, he had iron and horses. I thought Mysticism -> monument -> 10 turns pop-> 6-turn mine+road would be too much of a delay. Inca has the GLH and the mids, still searching for him. |
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#14 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,144
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well I say it this way, you need currency and CoL to stay alive.
I am usually too passive at some points and thus my HoF dates are surely not that great, but I think that all would agree that you need currency and CoL. The issue with copper is valid one and I take my opinion back if that is the case. I am "keeper" in heart ;-) If I made so much effort to take it (units cost maintenance and hammers) why would I leave it back for AI to resettle usually much cheaper? In conquest game there will be a lot of razing though eventually. I think in SGOTM Napoleon (it was the one before the current) the winning team (PD) went all out axe+cats for 590 AD victory and they went with Oracle->Currency and teching constr and then all out war. Maybe checking their thread would be helpful since this map type has some strong similarities. edit: since in that game (btw) the GLH was presettled their first capture was the AI with GLH. (just promoting even more the importance of GLH, it's killer wonder) |
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#15 |
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Fly Fly Away
![]() Join Date: Apr 2006
Location: Sydney, Australia
Posts: 10,573
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GLH is the best wonder on this map by a country mile.
Try to get Alphabet for peace from Hannibal and build research to get Currency and Code of Laws, you can then build wealth and whip courthouses and then push on for the win... |
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#16 | |
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Deity
Join Date: Mar 2007
Posts: 5,473
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Some More Suggestions
Quote:
I agree with everyone that has commented so far: You need Currency and Code of Laws. SGOTM-13 Plastic Ducks thread is also a good read as vranasm mentioned! Ozbenno provided great advice: Try to make Peace for Alphabet (+ whatever else you can get) and build Research. Also, try to run scientists in a city unless the citizen can work 3H or more. If most cities can whip a courthouse after building it for 1t, I would target Code of Laws first; -50% maintenance in each city with a courthouse is huge and the savings apply equally regardless of the Research/Espionage/Wealth slider position (obviously, you need Wealth 100% for a while at least). Otherwise, Currency first may be better for the extra trade route and also to build Wealth and maybe even Markets. Since you have Metal Casting, you should be building The Colossus which should be easier with Copper connected, unless another Civ beat you. Also, check which Civ has The Great Lighthouse and target them, if possible. Also target the city containing The Colossus (if it has already been built). As vranasm already mentioned, be sure you are working as many commerce plots (shore is worth 2C), unless you can work 3H or more while building research. You just need to balance your economy. You can afford to be behind in Technology on Archipelago, because the AI is horrible at naval warfare until it gets Destroyers (Combustion) or maybe Frigates (Chemistry). That's a long ways off. When your economy is under control again, try simultaneous attacks as many cities of a land mass as possible. (This is far easier to do with the "Tiny Islands" selection, since there is often only one city on each island. You will learn to island hop quickly; the AI is awful at it. If you try this challenge again, be sure to select "Tiny Islands".) Best of luck to you, Nice Jerk. Sun Tzu Wu |
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#17 | |
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Chieftain
Join Date: Apr 2006
Location: USA
Posts: 13
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Thanks for all the advice guys. I need to consider warring for techs as an option more often.
Unfortunately Hannibal wouldn't even talk to me for 2 turns, wouldn't give me Alpha when he would talk, so I attacked Carthage and lost multiple 80%+ battles. ![]() Quote:
Look at the starting island I got next game. Spoiler:
There's already 5 cities on the island, with room for 3 more! Also, Joao's starting island is around the same size, (with much better land, which contributed to me being curb-stomped :< ). On the bright side, I've always been able to reach everybody with galleys using these settings. No cultural bridges needed, yet. |
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#18 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,881
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Giving it thought, I'm not yet convinced that low seas is the way to go.
With high seas, you need galleons but there are much fewer sites the AI can re-settle and much fewer sites to capture in total. Crowded map will slow tech rate a bit and prevent any tough runaways. Really good players can get astronomy late BC or early AD. Much slower than galleys, but: - Galleons are faster - You're quite close to at least maces The more I look at this the more I fear a galley + swords type combo to struggle vs longbows and lose momentum, plus the early game expense means razing (and possibly re-razing) a lot of cities while managing galley logistics... Galley might still win but a fast astro bulb might close the gap.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#19 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,144
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@TMIT
interesting you mention this. Actually this was main difference between the OSS and PD strategy in mentioned SGOTM game and PD came ahead (they used galleys from what I remember). There is only 1 problem with copying the PD approach. The game was on epic (this one is normal). |
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#20 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,881
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Speed shouldn't affect GPP return. It might affect whether you can kill everyone before your stuff obsoletes, but on emperor with tiny islands? I'm not sure. I can't say I have tested enough to really push a strategy. I'm just making a suggestion.
PD has some ridiculously good talent on it, and they're playing as a team with carefully micro'd games + test saves. It's safe to say you won't expect to match their epic speed times on normal speed, but that doesn't mean the strategy won't work or even possibly gain a high finish time.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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