ALC Game #5: England/Victoria

cabert said:
6 turns is a lot, isn't it?

Yes, but it's not 200. 6 turns is a number that's conceivably made up by other factors. For example, if you're waiting to build a temple until after you build the Great Library, getting the extra research and earlier Academies might be worthwhile. If you're waiting until you build a few more axemen so you can start your war sooner and conquer an enemy sooner and start developing a conquered city sooner ... that also might make up 6 turns.

That's all I'm saying. If there's a reason to wait, then do it. If you're waiting until you build an aqueduct first because you like aqueducts, then build a temple.
 
Of course, it's not impossible to get a cultural victory now.
But it would take more 0% research turns than necessary, and those are the risky ones.
That's why i have the feeling it would be better now to just go for domination.
At least continent domination, then counting the tiles and choose a victory condition, knowing it won't be one you rushed to (so no high scoring on this game).
 
Well, I'd advise fairly Rapidly moving against Isabella

Things To Do
Get a Hindu Monastery and begin spreading it to your primary military cities

I Think YOU can spread a non-state religion in your cities under Theocracy, otherwise stockpile 3 Hindu Missionaries and switch religions as soon as they are in place over the three biggest producers

Get Heroic Epic
Run Prophets in London (for the Priest Points and The Hammers and Gold)

Switch to Hinduism (she'll be stunned) and spread it as much as possible

Produce and Upgrade Macemen
Attack, then take a break

If oyu want to keep cultural open
I agree with the placing of the GA in a City, probably in whichever city is currently your choice for third

DR might be worthwhile buring the next prophet on (Islam, Versailles, Minaret) but then I'd say get a few more for the shrines (if you go DR, 5 more Prophets would get you fully Shrined, if not 3 more would do it... so its probably worth doing as Shrines are nice but not as nice as a religion for a Cultural win)... and the Spiral Minaret almost counts as a Shrine of its own (0-2 extra gold in cities with the State Religion)

Also Trying to get upcoming Wonders [ND, Minaret] in the third city is a good idea (with the Colossus, Coventry looks better now as a probable third city..since it has a Forge, it might get some decent production)

I'd make
Hastings: a GS->GA city (National Epic and Oxford) [Assuming Caste +Representation, (post Washington Crushing) This will be good for pumping Artists as well as Science]

Coventry: Hermitage, Globe ('Third City')

London: ?

As for 'Capital Positions'

THe continent is Strange in that you have a significant 'North' (London Probably is about 40% of the way down the continent, but you are the Northenmost Civ

I'd say Versailles in one of the Aztec Lands, then FP in one of the Spanish Lands

Alternative 2 (preferred)
FP in Aztec Lands (somewhat south of thier Capital)
Versailles in Coventry or Hastings
Then relocate the Palace to Spain after Versailles is finished



See my next post about Securing the Continent... Securing actually seems a less flexible Strategy, it channels you into Domination/Space Race.
 
I believe that you can spread any religion you've got already using missionaries. No religions will spread to you from outside.
Cultural is possible but getting progressively more difficult which doesn't mean impossible but does mean it will be a longer game than if you'd committed to cultural earlier and specialised cities accordingly.
Still go after Isabella asap, delaying for maces means your maces will be facing her longbows which is no better than axes against archers.
 
Sisiutil said:
Meanwhile, Isabella is getting positively dewey-eyed over me

Batting eyelashes and heaving bosoms aside...
:lol:did you know that Isabella only bathed twice in her entire life?
(sorry for being off topic)
Anyway, I think that if you want to do all this attacking it seems bizarre that you would want a culture win. I Know that bella is a religous fanatic and might atttack you, but you share religion so she probably won't. Also you don't need to take out Washington; if you just send some missionaries you guys could be much more friendly.
All in all if you want a cultural win I don't see the point in putting time, production, and money, into an invasion worthy army. Even though its nice having more cities, its not that important in order to win culture. Of course, you don't have to win by culture, you could just get a domination win.
 
pigswill said:
Still go after Isabella asap, delaying for maces means your maces will be facing her longbows which is no better than axes against archers.

Post Edited:

Actually Greenpeace makes a Very good point, Izzy can be kept a good friend and she's not a serious tech competitor

Washington on the other hand is more dangerous, less "faithful" and more techy

Washington is Running US now (his favored civic and he can get it). That civic pays off Well in the Long Term. Perhaps Wipe out the Hindu Techer (with your Spanish Buddhist Allies... makes a much stronger Anglo-Spanish relationship) to get the Mids and Then You can get the good Governments

I think that may be the best strategy, stick with Theocratic Buddhism and prepare to assault Washington.... Then Change Governments after He is gone [US+OR works great with Cottage Spammed Cities] You would then have a faithful, but weak ally on the Continent (better than George.. a strong friend)

You wouldn't be able to eliminate Washington with Redcoats, but I think that is the only disadvantage.


I guess the current Tech path is
Music->Drama
Paper->Education->Liberalism (Printing Press)
then Feudalism->Guilds->Banking->RP
Gunpowder*->Rifling

[then Nationalism would be good for Hermitage+Taj, and Mil.Tradition for W.Point]

*You want to research this after you have both Guilds and Education because its not a race tech and that keeps it cheap


Civic wise it would be
US+OR when Washington is gone
FS+Caste System with Liberalism (to get the GA farm going)
Rep+Mercantilism when the Cathedrals have been built, and the Switch to Pure Culture has begun

And you can still eliminate the Spanish with Redcoats if you need to.
 
In fact, this was my second attempt to take the city. I'd tried earlier after my first and only Catapult removed the defenses then did some collateral damage. But I lost several axes trying to take out the still-strong defenders. The end result was frustrating: there was one Archer left defending the city, at 0.8 strength, but I was out of attackers.

Sis, I find this very interesting, because this sort of thing has happened to me more than once. It's exquisitely frustrating to see that last defender just sitting there mocking you.

More generally, I'd be interested to see more about episodes like this that, well, don't go so smoothly. These are very much part of the game, and we can all learn a lot from them. (Like, in this case. Did you not bring enough firepower, or was it just crappy die rolls?)


Waldo
 
Speaking of that. War weariness was, indeed, becoming a problem. I had taken three cities, and each time you do that, it escalates. I had also lost a few units in the process, and not just catapults, as I mentioned, and losing units also makes WW worse.

Do what, now? Capturing enemy cities increases WW? And losing units?

I Did Not Know This.

Can you give us a link? I just realized I don't know much about how WW works, and I'd be interested to learn more.


Waldo
 
On my last cultural win, Prince level, I was hitting 600 cpt for all three of my cities. I had the slider at 50/50 culture/tech; by game's end, I was falling behind in tech, but not dangerously so.

It's not that hard. Some wonders, three cathedrals per city, one or two artists per city. I think I popped two GAs. One went super-specialist, and the next culture-bombed the weakest of my Big Three, thereby saving me seven or eight turns.

Oh, and the Eiffel Tower. This is probably the only gotta-have-it wonder. 6 cpt, plus 50% extra culture in every city... oh mais oui. It's popular with the AIs, though, so beeline to Radio early.

Did someone say a Great Merchant was worthless on a Culture Win? Please. On a standard map, a GM trade mission should bring in ~1500 gold. That's enough to subsidze many turns of culture and tech production, or to build a bunch of culture-producing buildings, or to upgrade enough units to keep predatory AI civs at bay.

N.B., you can take out Isabella and still claim the culture win. Maybe Washington too. It's not inconsistent with wars, as long as the wars are relatively short.


Waldo
 
vormuir said:
Do what, now? Capturing enemy cities increases WW? And losing units?

I Did Not Know This.

Can you give us a link? I just realized I don't know much about how WW works, and I'd be interested to learn more.

GlobalDefines.xml includes the following definitions

WW_UNIT_KILLED_ATTACKING
WW_KILLED_UNIT_DEFENDING
WW_UNIT_KILLED_DEFENDING
WW_KILLED_UNIT_ATTACKING
WW_UNIT_CAPTURED
WW_CAPTURED_UNIT
WW_CAPTURED_CITY
WW_HIT_BY_NUKE
WW_ATTACKED_WITH_NUKE
WW_DECAY_RATE
WW_DECAY_PEACE_PERCENT

The first four are two pairs (defender wins, attacker wins).
 
greenpeace said:
Anyway, I think that if you want to do all this attacking it seems bizarre that you would want a culture win. I Know that bella is a religous fanatic and might atttack you, but you share religion so she probably won't. Also you don't need to take out Washington; if you just send some missionaries you guys could be much more friendly.

The main reason for attacking Washington is to get the Pyramids. That lets you skip both Constitution and Democracy which lets you switch to culture that much earlier. Otherwise I agree.

Getting rid of Montezuma is worthwhile both for claiming territory and for long term safety. The other two are less of an issue. More importantly, by attacking them you make them into an issue. Once you start warring with them, you put yourself in a position where you need to finish them so they don't come back and kick your ass later, and that's not very compatible with a cultural win.

vormuir said:
Oh, and the Eiffel Tower. This is probably the only gotta-have-it wonder. 6 cpt, plus 50% extra culture in every city... oh mais oui. It's popular with the AIs, though, so beeline to Radio early.

You need to research about an age and a half of otherwise unnecessary technologies in order to get the Eiffel Tower. Since you only really care about the culture in 3 cities, you can accomplish the same thing by building 3 cathedrals. I don't think one extra 50% can possibly make up for all the time spent researching toward Mass Media. If you turn up the culture slider for that 100+ turns, you'll have generated far more culture than the Eiffel Tower can bring you.
 
So then in a cultural victory where you don't pursue the eiffel tower, what are the last techs you research before you crank up the culture?
 
I don't necessarily research them in this order. In fact, it may not even be possible to research them in this order, but as I look at the quick reference poster that came with the game, these are the "red" technologies that I like to get at some point:

  • Printing Press: helps with money.
  • Rifling and/or Chemistry: helps with military.
  • Astronomy: required if you get Chemistry, optional otherwise. Probably worthwhile for money.
  • Corporation (so I guess I don't skip Constitution if I have the Pyramids): for Wall Street.
  • Nationalism: for the Hermitage.
  • Military Tradition: for West Point; less importantly for Cavalry (Cavalry are nice, but Riflemen are good enough or better). You could skip this if you don't have a unit that will let you build West Point.
  • Democracy: if needed for Universal Suffrage.

Everything else just delays you. If you have some cities you can switch over to specialists, then you can keep going toward some of the later military technologies, but you can make it with nothing past Rifling. The only cultural buildings available after that point are wonders and broadcast towers. Wonders don't contribute enough to be worth it, and broadcast towers come way too late. You need to research at least 17 extra technologies after the ones I listed to get Mass Media, even if you research all the ones I claim are optional.

There are some good articles in the strategy article forum about cultural victories. I think they more or less agree with this research plan.

Edit: So to clarify, I normally research all of what I'm calling "red" technologies and none of the orange or blue ones. I'll skip Democracy if I have the Pyramids. It's also possible to skip Military Tradition, Astronomy, and Chemistry, but I don't normally like to do that.
 
pigswill said:
Sisiutil:its a bit of a minor quibble but could you post when you're starting to play your next round coz otherwise you get out-dated suggestions (like my previous post).
The irony of this is that I think I followed your suggestions in that post almost to the letter, without even reading it. :lol: You're like my psychic friend. You should get a 1-900 number.

You're not sitting by the computer, waiting for me to post, are you? Still, I usually check here before playing a round to re-read all the suggestions and check for anything new, so I suppose a quick "next round underway" post wouldn't be too onerous a task. Still, I wouldn't want to stifle debate. One of the best things about these threads is that the game is often a springboard into more general discussions of finer points of Civ. I'll try it and see.

vormuir said:
Sis, I find this very interesting, because this sort of thing has happened to me more than once. It's exquisitely frustrating to see that last defender just sitting there mocking you.

More generally, I'd be interested to see more about episodes like this that, well, don't go so smoothly. These are very much part of the game, and we can all learn a lot from them. (Like, in this case. Did you not bring enough firepower, or was it just crappy die rolls?)
It was a case of not enough of a specific type of firepower: Catapults. I knew I needed them and had said as much before. But I only had the one in range; I had a couple of others built, but they were going to take several turns to reach Monty's capital. So I decided to take a chance and see if I could seize the day--and the city. The Cat removed the defenses and then did one round of collateral damage, from which it withdrew at 0.5 strength, leaving 4 Archers at about 2.5 and a Chariot at 3.0 or so. I actually had lousy odds but got a couple of good dice rolls, but it still wasn't enough. Lesson learned.

Cats, as we all know, make a huge difference. I took the last city, Tlatelolco, with all of 6 units: 1 Axe, 2 Swords, and 3 Cats. Of course, that city wasn't on a hill, either.

---

Cabert made some very good points regarding cultural wins and being aware of years, turns, etc. I usually have had to go to 0% research and as high on the culture slider as I can to get a cultural win.

For overall strategy and approach, I like Krikkitone's suggestions and will likely, generally, try to follow them.

Now to a couple of finer points. Given the number of turns that went by in that round, I didn't feel like a single post did things justice. So first of all, here are some additional screenshots. Let's start with some maps.

The northwest:



I unfortunately cannot put one city up there that gets both the fish and the whale in its fat cross. I will have to settle, I think for the fish and the iron (city on the snow tile NW of the iron) and get the whale on the second border pop. But that's later, obviously after I get rid of Toledo.

The northeast:



There's definitely room for another city here, but where? There's a lot of useless desert, too. Before settling here I need to get onto that hill east of the cows and see if, perchance, there's any seafood out there in the fog. If not, I'm thinking of building a city inland, 1 tile south of the iron. It would get the iron, cows, oasis, and those two cottages Monty was so kind to build. 6 desert tiles and a desert hill, too, unfortunately. Not a great city location, but it also would eliminate the barbs I'm getting from this corner of the continent. And you know if I don't settle it, the AI will.

The north:



Darn barbs pillaged both my fur tiles, so I'll have to fix those. Before I go after Isabella, I think I should take the earlier suggestion about some Flanking/Sentry Chariots. I should also use one to scout Spanish territory and garrisons.

The south:



Another reason I kept those three Aztec cities which are strung out east-to-west on the continent is that they will serve as buffers to protect my northern, core cities. Notice that two of them are on hills as well; nice in case they come under attack. And the Spanish city NW of Texecoco or whatever is a definite target because it's got that gems tile.

And the 50-year power graph:



Always nice to be ahead, but Washington is keeping pace. I'll have to keep an eye on that. I could definitely go the peaceful coexistence route, but once I have Redcoats, it's going to be SO tempting to take him out.

And the civics:



I'm thinking of a brief switch to OR to get some religion spread. Then again, maybe I should just bite the bullet and build monasteries.

I'm disinclined to switch from Slavery just yet, though I am indeed making less and less use of it. I believe it was Cabert who pointed out in the previous game that Caste System is most potent when combined with Mercantilism, so I'd rather wait until I at least have Banking. And in the past I've often found myself switching back to Slavery during a mid-game war anyway--to pop rush a key unit or to quell dissent and starvation in a captured city (all those griping citizens are a very useful way to quickly get a cost-saving courthouse in place).
 
If you went for "next round underway;chat among yourselves" we'd know to go for general discussion rather than pointed comments.
 
Sisiutil said:
I think I should take the earlier suggestion about some Flanking/Sentry Chariots.

I have one followup comment on that, since it was me that made that suggestion. They did work quite well. In my game, 3 were enough to cover nearly all of the ice and tundra. Once I added a 4th later, there wasn't a single tile of fog left; however, I'm not really convinced that Sentry did much for me.

Sentry is described as "+1 visibility range." On flatlands it did appear to do that. My units could see 2 tiles away instead of just 1. When they were perched on a hill, I couldn't really detect any difference. It seemed like they still only got a 2 tile range. Maybe I just misjudged it, and they were blocked by obstacles like forests or other hills, but you might want to consider using some other promotion instead of Flanking and Sentry. I do think chariots are useful for this role since they have the speed to intercept and/or run away, whichever is appropriate.
 
pigswill said:
If you went for "next round underway;chat among yourselves" we'd know to go for general discussion rather than pointed comments.
Good idea. I'll do that if I'm getting verklempt as well. ;)

Oh, right.

"Next round now underway, despite the player having imbibed a particularly tasty and hoppy pale ale. Wish him luck (and sobriety) as you talk amongst yourselves."

See you in a bit...
 
You need to research about an age and a half of otherwise unnecessary technologies in order to get the Eiffel Tower.

Scientific Method -> Physics -> Electricity -> Radio

The first two of those are not great (unless you're first to Physics and snag the GS), but Electricity improves your wind and watermills and gives you a shot at Broadway. Well worth having in its own right, and it also seems to be one of those techs that the AIs like to trade for.

I see that a lot of people go for a Culture win by turning the tech slider down to zero. Maybe I'm missing something, but I don't do this. I've consistently been able to get Culture wins with the tech slider still at 30%-50%. The benefit here is that I still pick up the occasional tech, and so don't fall too far behind in the tech race. Technological weakness is an invitation to attack; and I really hate sitting around with nothing better than infantry and frigates while the AI civs have tanks, bombers and battleships.

Low-level research can work out pretty well. If I research unpopular techs, I can sometimes trade them around. Other hand, if I research popular techs that everyone else already has, I pick them up at a discount... if 4 other civs already have a tech in a standard game, it's about 16% off.


Since you only really care about the culture in 3 cities, you can accomplish the same thing by building 3 cathedrals.

It really depends. If I have four or five religions, okay. But if I have only three, I really need the Tower. (If I have only two, I probably shouldn't be chasing a Culture win at all.)


Waldo
 
vormuir said:
Scientific Method -> Physics -> Electricity -> Radio

I see you're right. For some reason I was counting the entire group of "orange" technologies (Steel, Steam Power, Artillery, etc.). I still don't think I'd call it a must have, but I guess it could be a useful option.

I see that a lot of people go for a Culture win by turning the tech slider down to zero. Maybe I'm missing something, but I don't do this.

I guess you're basically trading speed for safety. The higher you crank the slider, the faster you'll win but at greater risk of falling dangeously behind.

I really hate sitting around with nothing better than infantry and frigates while the AI civs have tanks, bombers and battleships.

If you've got infantry then you must also be researching Steam Power and Assembly Line. Or do you mean riflemen?

I've only gone for a culture victory when I've been on a continent by myself. In that situation I feel comfortable letting the AI get ahead of me militarily. Fending off an amphibious assault is fairly easy. It's a nice victory condition when you wind up on a smallish continent. It can be hard to pull off space race or a military victory in that situation, since you don't have enough local territory. Cultural, on the other hand, is usually a breeze.

The more I think about it, I'm actually not too keen on cultural for this game. I think it could be done, but it seems a bit forced. If you want to go for a "different" victory, I think you could more easily try for diplomatic.

My plan for that would be to get rid of Montezuma and Isabella now (now as in as soon as is reasonable without crashing your economy but not necessarily immediately). Do whatever you want with Washington. If you can get rid of him before Optics that's wonderful, but it's probably ambitious. If you can't, that can work too. Just make sure you plot carefully so your 2 triangle diplomacy partners on the other continent hate Washington. Then when you eventually attack him, you can bring them into the war with you and get some added points. When it comes time to vote, you should have all of your continent's votes plus at least one and ideally two foreign allies.

The nice thing about that approach is that if it looks like it's going to backfire, domination and space race are trivial backup plans.
 
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