jesusin, contender. Goal: fastest domination with an eye on the gold medal. Result: Conquest victory in IWT AD for IWT points.
Lots of info in that previous single sentence, let's analyze it:
- Gold medal:
Is it sensible to fight for the gold medal by trying a fastest finish, without any delaying victory for milking? Probably not. Speed made me accept vassalization when I was about to take big cities, for the sake of keeping my units healthy for the next opponent.
- IWT == I won't tell.
I'm a bit embarrased by my puny result. It's not that I played too bad in the end, it's just that bad start I described in the first spoiler. In particular, not realising that the CS was possible made the AIs get to longbows before I had killed them.
- Conquest? Wasn't it supposed to be domination?
Well, yes. It's not my fault, those AI kept on capitulating too soon, after only 2 cities taken. I was aiming for the fastest military victory that gave me a lot of points. I accepted vassals as soon as I could. I ended the game with 58% of the land and all AIs vassalized. I could have easily setled half a dozen new cities and used my GA in a culture bomb thus delaying my last GAge 1 turn. I didn't do it cause I wanted to maximize my power in order to get their capitulations sooner.
Talking about vassals, I've felt some things that don't match with general knowledge:
- I thought that only 'relative power' and 'caused pain' mattered, appart from 'AI natural willingness'. Was I right?
- 'Caused pain' doesn't seem to be a factor, I had AIs vassalizaing after losing 3 units and a single city.
- Is vassalizing a snowball effect? If the power of all enemies is considered, then having your first vassal makes it more likely for the second AI to capitulate.
- Does 'sense of danger matter'? I had too many instances when, without killing any unit, they were not ready to capitulate the previous turn and were now ready, now that I have 12 units next to their capital or two stacks next to two of their big cities.
- Would I have won sooner if I had dowed the last AI when my units were 3 turns away from their borders? Fight would have happened the same turn, they would have had time for preparing some more units, but by the time the first cities fell, the 'we won't talk' counter would have expired and then they would have considered the posibility of capitulating 3 turns sooner.
Well, let's describe the rest of the game.
- At 1AD I was amassing Cats and Axes.
- Justy war was slow, while I was fighting barbs and trying to research CS.
- The turn Musa got Feudalism, I traded for it and Justy vassalized.
- I led the survivors to Hammy, while building a second stack of maces and cats for Gilga (maces are not afraid of protective archers). This phase took me far too long, even though I was constantly whipping.
- Fought both of the at the same time, while researching up to Guilds. Hammy was disappointing: he surrendered after just 1 city taken, why did I spend so much time positioning the survivors?
- Guilds in, research at 0% allows me to accumulate 0 gold per turn. Build knights, build them fast.
- East stack moves S to Saladin, very slow advance. West stack attacks Darius, new knights stack helps there too.
- It's 1000AD!!! I'm late.
- Build NE and HE, which allows 1 knight a turn from my second city.
- Zara after Darius, he has WEs and longbows. He doesn't know how to use the former. Ramses after Sala, a couple of cities are sending some knights to the East stack.
- Launch GAge, research banking, revolt to Merc.
- 33% land, 35 knights.
- They are capitulating as soon as they are ready to talk.
- When Musa is ready to capitulate too, I take 3 of his cities before agreeing. Was this a risky move because he could have traversed the 'too much pain' threshold and could have changed his mind about vassalizing?
Stats.
Code:
Date . . . 1000BC 1AD 1000AD
Cities . . . 3 5 11
Population . . 6 20 73
Workers . . . 3 6 12
x/x Units (best, all others) . 5/9 2/14 9/48
Best Unit Type . . Axe Cat Knight
Horses . . . _ _ X
Copper . . . X X X
Iron . . . _ _ X
Stone . . . _ _ _
Marble . . . _ _ X
Luxury Resources . . 1 2 6
Health Resources . . 1 2 8
# Great Persons . . 0 1 1
# World Wonders . . 0 0 0
# National Wonders . . 0 0 0
Food . . . 23 64 203
Production . . 5 26 88
Commerce . . . 33 87 23
# Sustainable Beakers per turn 23 46 0 (I promise)
# Culture per Turn . . 3 17 31
# Great Person Points per turn 0 0 12
Gold . . . 43 16 340
# Religions . . 0 1 3
#/ Cottages Used/Total . 2/4 7/9 13/17
# Civs Killed . . 0 0 2vassals
Time Played . . 7h 8h 16h
Academy Date . . 550BC
Alphabet Date . . 1360BC
Civil Service Date . . 400AD
Liberalism Date . . _
Oxford Date . . _
Astronomy Date . . _
Biology Date . . _
Victory Type & Date. . Conquest, IWT
Buildings 1000BC: Granary, Monu.
Techs 1000BC: 11, Alpha, Poly,Mason, BW, AH, Pott
Techs 1AD: 25, Alpha, IW, Theo, CoL, Constr, Curr, Monar
Techs 1000AD: 34, CS, Constr, Guilds, Lite, Theo.
Very satisfying game, the start was truly difficult. I never saw a Jannisary. It took a lot of real-live time, military victories always do, had I known that aggresive AI setting didn't affect relations I could have gone for a cultural victory instead, sigh! Engineering would have been very important, allowing 3 road moves for my stacks. In fact, my stacks never fought too much, they just moved from an enemy to another to threaten them. It reminds me of the Jericho walls story.