DMOC
Mathematician
- Joined
- Aug 23, 2007
- Messages
- 5,594
5000 gold from trading maps? Do the AI really value the maps that much?
I can only get that amount on huge maps with lots of AI's.
5000 gold from trading maps? Do the AI really value the maps that much?
Nice round Is this half-a-year hiatus stuff the new "thing" of the ALCs? Seems to be the trend lately
Something to note about Lib race and throwing the prereqs around: you shouldn't always rely on them completing their current research project. If a more lucrative option (like Lib) turns up and they haven't invested a lot in their current research yet, they can change. Here it wasn't an issue of course because you could see his research sucked so bad that 5 other Civs were probably closer than him to getting Lib even though he had more prereqs
Nice Liberalism payoff.
While you're in a Golden Age and Pacifism, why not revolt to Caste for a bit to farm a Great Merchant (or whatever).
Canons+Muskets/Maces(CR riflemen later on)/WEs or Pikes for horses looks good for war.
Going after Zara will be hard unless you defy the war vote every time (don't think you have a blocking majority being outside Islam).
Instead, going after AC and the Americans would help make your captured American cities more productive. Zara is also further away.
Since Islam is well spread to your empire, get those temples/monasteries up for the added hammers. Organized Religion would be good once the Golden Age ends.
I'd consider converting to Islam if you go after AC: it'll please Peter and Zara(+8 for religion he might get to Pleased even if you run Theocracy).
Relations will drop with Tokugawa (a vassal), AC (your target) and his vassal Washington, Hannibal and Shaka.
While it possibly won't make friends, you'll be safer from Peter while you pick on the buddhists (presumably, you could go after Hannibal next and then Joao).
Might be a crazy idea but it could just work. Peter is a better trader than AC and with fair trade and some negatives wearing off, he should be Friendly in a while for unlimited tech trades as well as war immunity.
Do grenadiers get a bonus vs. muskets?
Interesting, I thought AI's never switched techs. I assumed they were too stupid to do so. But you're right, Washington did need about 32 turns for Chemistry.
No, their 50% attack bonus is on rifles only and not on gunpowder units generally.
EDIT: You could try trading edu to Joao for astro, and astro to Zara for Nat, then researching MilTrad for cuirassiers - they make nice attack units. And they upgrade to cavalry quite cheaply. You'll need to get Nat for drafting anyway, if you want to go that route.
I'd be very wary about bringing in Peter/Toku vs. AC/Washington. If Washington splits from his master (he is a voluntary vassal if I recall) or dies completely, you'd have to worry about AC becoming a vassal to Peter and messing things up. You should have enough of an advantage to take them on by yourself - perhaps you might explore making AC YOUR vassal at the end of things.
Great that you are back and keeping this game alive!
They consider it every turn actually. Of course they weigh already invested beakers high when choosing what to pick so changing techs isn't that common.
Just read through this, good read.
Grabbing Nationalism and Rifling seems pretty obvious; you already have a significant edge with Steel, so I'd go ahead and forgo economic techs for now. This is the time to build up an army and take one of these power blocs down.
I'd get your Globe Theater city ready for draft/whipping and start building cannons. I'm not sure which country is the juiciest target right now though.
Building cannons while teching towards redcoats seems a very valid path to me
Good game so far. You looked pretty screwed when you only had 3 citites.
BTW, how exactly did Napoleon just appear like that from Joao's colonies? I've seen "___ has put ____ in charge of _____'s overseas colonies?" How the heck does this happen, and what does it mean?
Building Oxford would mainly be to help you get Assembly Line faster...which you don't need with this particular leader.
So, I recommend delaying Oxford and heading straight for Riflemen, while spending your spare hammers on Cannons.
I like the idea of mass-producing cannon in anticipation of what will certainly be some sort of war coming soon. Not only will it prepare you with the siege you need while moving toward a tech to give you better attacking options, but it should increase your power rating which will hopefully hold off those who might wish to come after you before you are ready.
As far as what units to build as the compliment to the cannons, I guess the Redcoats would surely be the unit of choice. The option of going toward Military Tradition does not really work in this case as your cuirassiers would be slowed by the necessity for cannon and, of course, the lack of horses.
Still, with cannons on board you can do some pretty good stuff with maces and muskets riding along. Having a nice mix of CR maces, protective muskets, and a few pikes can certainly be enough with the advantage of cannons.
In fact, if you are still after a Great Merchant, might be nice to get some CR maces up and ready even if you do not plan to use them. They can be upgraded to Redcoats can they not? It'd be nice to have some CR Redcoats in the mix of things once you reach rifling.