ALC Game #22 Take 2: Arabs/Saladin

The ALC peanut gallery loves a rush/romp, but you're actually well placed here for a renaissance draft war. If you put HE in Etruscan and Globe in Gaul, those two cities alone can produce the bulk of your army in double-quick time. A combination of rifles, trebs and spies (to knock down defences while the trebs inflict collateral) will cut through one or two of the neighbours in next to no time. If you play on with that mid-long term goal in mind, it may help you focus more.

I'd have to agree with this. I don't think an ALC has really demonstrated the power of the draft (correct me if I'm wrong, I just can't remember it). A rush to Nationalism and Rifling while knowing you are protected by the protective trait would be great. It would leverage the good land you have for commerce (3 golds, two gems and lots of yummy riverside grassland at the capitol) and food (good places to draft). In addition, you already have the pyramids, allowing the representation hapiness to help combat draft unhappiness. I think this plan could give you the long term goal you are missing.

By the way, does anyone know if protective gives promotions to rifles? First strike rifles sound yummy.
 
oh yeah.

Protective gives stuff to rifles.
 
Many of you argued in favour of its ability to allow you to settle back and absorb what the AI throws at you, but I'm realizing how that runs counter to the way I play this game at any other time.
I encourage you reload a prior save and take the advice of the first person to suggest you "leverage protective" by inviting an attack. Then, when that fails horrendously, blame that person for causing you to lose and vow never to again ignore Civ reality, that is, the lay of the map, the opponents you face, and the course of the game. I suspect that, for an experienced player like yourself, ignoring the obvious and sensible advice your civconscious gives you is causing you emotional distress. Don't worry, you're not alone. I get that feeling while reading advice here but I'm spared from having to implement it.

Traits, uniques, and leverage are not God. No one should worship them. They should not blind one from the world around him. Traits, uniques, and leverage don't get angry when you don't honor them. On the other hand, you can make yourself into a victim if you insist on trying to take advantage of traits, uniques, and leverage that don't actually give you an advantage over alternative choices.

Camel Archers are godforsaken. Protective is essentially worthless. This is not your fault, nor is it your job to try and make them look good. In fact, it may be the job of experienced players to demonstrate how trying to leverage some trait, perhaps a defensive one that only has use while BEING INVADED, is suboptimal and a red herring for actual Civ success. So I encourage you to continue with the game, as it will be very instructive on why not to play the leader.

I never play defensively. I mean, I built walls in this game.
I know man, I know. /gently strokes
 
I actually find one of the biggest benefits of Protective is in intercontinental wars (and hey, it looks like you're going to have one! How lucky).

The worst bit of an overseas war against a credible opponent is where you land your stack, take a city or two, and then have to handle the counter. Protective makes a real difference to your ability to do this... especially as your army is probably made up of Grenadiers, Riflemen or Infantry at this point. It means you can keep cities that you'd otherwise have to raze. It means you can be bolder with your attacks.

I say, use Protective as an excuse to play more aggressively - lighter on homeland defense, more 'reckless' in taking and keeping enemy cities. Let them break their backs trying to retake their own cities, not storming into yours.

Not isn't that a more positive way to think of the trait? Still not a powerhouse, but definitely useful in an even war.
 
Sisiutil:

I really don't think it's any fault of yours that you can't seem to get the gist of Protective since you've played so few games with it. I think you should try to get at least a few more Protective leaders under your belt before you try to get it to work for you in an ALC.

There's a certain kind of manner you have to pursue to get defensive wars to work for you and if you're not comfortable with using the tactic at all, you can't really expect to do it all that much better even with a support trait.

Despite the lack of focus - something that I would expect to kill an Emperor game in short order - you're in relatively good shape and have a shot at going for Drafts, as mentioned. You could go for Rifles and Trebs, but these days I'm more partial to Cannon and Muskets. Protective Muskets are somewhat stronger than normal ones, especially with key anti-promotions under their belt. Zara's Oromo Warriors could be an issue, though, so Rifles might be the safer bet there.

Alternatively, you can go for a good run at "defensive war," seeing as you have good espionage going on here.

Your cities are kind of spread out, so this could work well here. You'll need to lay down a good foundation of border culture to bog down prospective enemy stacks with and also to minimize WW on your part. It's a little late to be building up Walls and Castles at this point, since the next war is shaping up to be Gunpowder related, but it's not a big deal since it's easy to install them retroactively when advantageous. Key units for your defensive stack are mounteds for taking out siege, and enough units to defend well against his SoD. Need to count unit heads for that. Spying is key.

Despite all that preparation, this is supposed to be a war, so you're also supposed to be invading. You'll need to also create an attack SoD. You know the drill on that. You'll probably not have to deal with an opposing SoD, so it's a little bit like mop-up operations, since your defensive stack (ideally) will be taking care of wiping out his main SoD.
 
I encourage you reload a prior save and take the advice of the first person to suggest you "leverage protective" by inviting an attack. Then, when that fails horrendously, blame that person for causing you to lose and vow never to again ignore Civ reality, that is, the lay of the map, the opponents you face, and the course of the game. I suspect that, for an experienced player like yourself, ignoring the obvious and sensible advice your civconscious gives you is causing you emotional distress. Don't worry, you're not alone. I get that feeling while reading advice here but I'm spared from having to implement it.

I'm looking back at the advice people have given regarding a defensive war.

Here's what I wrote:

Seriously, setting up a target city and provoking a war is a viable strategy with Protective. As with so many other strategies, you do it if the map warrants it. It drags a neighboring Civ down in the dumps for a minimal hammer investment compared to the preparation involved in actually building an army capable of conquering them and the economic drags involved there.

Will it be warranted on this map? That's what scouting is for.

Here's what Kazapp wrote:

Meaning that if you include Washington and environs in greater Arabia, you seem to have all the land you need, so you don't need to invade Khmer right away.

That's a perfect opportunity to have a defensive war, where Ugly Evil squanders his economy by uselessly suiciding his armies against your defenses.

Notice how he's advocating wiping out America first.

That's it. I just read through the entire thread.

If he follows my advice, he won't be in a defensive war because that's not what this map calls for.

If he follows kazapp's advice, he'll need to wipe out Roosevelt first (and probably Zara as well.=).

Traits, uniques, and leverage are not God. No one should worship them. They should not blind one from the world around him. Traits, uniques, and leverage don't get angry when you don't honor them. On the other hand, you can make yourself into a victim if you insist on trying to take advantage of traits, uniques, and leverage that don't actually give you an advantage over alternative choices.

:rolleyes:

Sisiutil said:
The idea of the All Leaders Challenge is that I'm going to play a game with each of the Civ IV leaders. With the help of all the posters who participate, I will attempt to make the most of the leader's unique characteristics: traits, starting techs, unit, and building.

I have to ask, LordChambers: If you object on principle to the entire point of the ALC series, why do you bother posting in the thread?

Camel Archers are godforsaken. Protective is essentially worthless. This is not your fault, nor is it your job to show try and make them look good.

Actually, that's precisely what the job is, according to the very first post in this thread.

In fact, it may be the job of experienced players to demonstrate how trying to leverage some trait, perhaps a defensive one that only has use while BEING INVADED, is suboptimal and a red herring for actual Civ success.

Yep, Castles and Gunpowder units only have use while being invaded. :rolleyes:

So I encourage you to continue with the game, as it will be very instructive on why not to play the leader.

:crazyeye:

I can empathize with it not being a playstyle that suits Sisiutil. I don't do well on Archipelago maps even if I'm Darius or Roosevelt, simply because watery play doesn't work for me. But that does not mean:

1) That Darius is weak;
2) That Roosevelt is weak; or
3) That watery maps are somehow a substandard way of playing. :crazyeye:
 
@Roxlimn, the point of the castles and walls at this late date is whipping them for the gold. Plus if he is beelinging rifles then economics is probably going to wate a bit so extra trade routes help a little bit, as does the espionage bonus. And with Stone and Protective they're cheap. Free if you consider the whip for gold.

@Sisiutil, to be successful playing a protective civ you need to keep in mind 2 things. First that it is not one of the strongest traits so it isn't worth changing your tech path/game plan (when you get one) to accomodate it. Secondly, it is definately a passive trait, especially once you get muskets and beyond. Just play the game as you would normally and forget about it. It's there when you need it until you buld an army for war. Then just build 3/4 the defending units you would otherwise build.
As for Zumzum and his Oromo warriors they are definately bad JuJu but Camel Archers are immune to 1st strikes so they aren't as invincible as people think. Though if you can keep him happy while you bash Washington about then you will have superior land for research and production and easily attack him at your leisure. I wouldn't even bother with him. Just keep some troops on the border to deal with culture flipping and in case he gets frisky. I have found that if I keep him happy he is content to leave me in peace. The alien in blue is a bigger threat in the long term. Sury is getting big. And he also borders Washington. If he expands into American lands he might grow too big to handle.
I also noticed something. There are no religions on your continent. So I checked the religion screen and they are all founded except for one. That means the wasteful dead end tech known as Divine Right. You need the fear of God in you boy. A. It opens up the religious civics. B. Zabby is a religious freak. if you share a religion he will be your very closest buddy and pal forever and ever and ever. C. Temples help with happiness if you stay in rep. D. Shrine gold. I know the preferred method is to go conquer a shrine, but there are none on this continent. E. When you make contact across the seas you are going to want to have a strong religious block that stands in unity against the heathen hordes.
So Yes i've added yet ANOTHER possible tech path. One I think you should look into while building up your army. On a side note. If you get Theo first on your landmass, you can safely trade it away because who cares if they have it? They don't have a religion to use it with. Though Sury is teching to montheism so he will prbably get it first.

UDPATE: While I had the game open to check religions, I kinda poked around a bit and saw something most alarming in Angkor Thom. Survy has an SOD. Granted we are not neighbors and he is pleased with us. He is, however, only cautious with Washington. Washington whose close borders spark tensions with the Khmer. If we want a piece of the American dream then we better get it while we can. Seattle is right smack against our cultural borders. We can hit it on the turn of DOW. Screw the stable in Bagdad. Build 2-3 Jumbos and bulldoze into seattle. It has one archer and one swordsman defending with no walls and only 20% defensive bonus. Don't waste time with cats. Just smash your way in. I'd rather have 3 jumbos with one promo than 2 with two promos. Let them get the exp like their ancestors did by squishing humans under a ton or two of pacadermal muscle.
Philidelphia is a tougher nut to crack. It his on a hill with a couple archers and an axeman. But no spears. I don't see any spears at all. If we do surgical pilliaging from Khmer and ehtipoian lans on the DOW then by the second turn we can remove all his metal and his horses. That leaves him archers. Whip those fat Phants. and he will cave. Get him while the gettings good.
 
Whip for gold, sure, but I'm kinda thinking that it might a little too late for that and that he should be focusing his efforts on growing his cities and getting more long term infrastructure rather than burn pop for a one-time gold boost. Getting Castles in the bigger cities would certainly help the commerce side a bit, but that's a ways away yet, and neither of these purposes is going to be for defensive wars at all.

Of course, I'm really just a little uncomfortable with the tactic of using Walls and Castling for kickback money.
 
Start a war.... you know you want to. It's in your blood. Think of the mayhem. The lamenting of the women as you crush your enemies. It will feel good. Oh so good. Think of all the past years when America bullied canada with it's stronger dollar. A lot of those dollars were printed in Philidelphia. Paper burns. Burns i say. Sisiutil....do what you do best UNLEASH THE DOGS OF WAR. Note: said dogs may weigh thousands of pounds and have tusks and long noses.

WARWARWARWAR

Insert trumpets of war sound track here
 
WARWARWARWAR

I'm not sure what he's trying to say. Something about war I think...

At any rate, I have to second CivCorpse's earlier sentiments. While we all know that the only sure way to win at Civ IV is to not fall into a rut and always play the same way, I think Sis is letting the Protective trait psych him out. Play the way you're used to (hmm.. I think I hear Civ Corpse's war trumpets again), and the Protective trait will demonstrate itself when the AI tries to counter-attack.

As far as when to war, what techs to go after, etc. I couldn't even begin to say. I'm still too green to give any useful advice. I do think forming a religious bloc on your continent is a good idea, though. It'll definitely be a new experience. Normally I wind up in religious wars with the AIs on my continent, while the other continent is all one religion and loving each other. It would be cool to have the AIs from the other continent, weary from their internal wars, coming to find the four of you united in one powerful bloc.

Just my penny and a half after taxes.
 
Now that it's been mentioned :D, a defensive war against Roosevelt would also be a nice way to farm a Great General or two with the Great Wall. I think they'd be great settled in Gaul/Globe and Etruscan/Heroic like patagonia suggested. Then you could stay in Bureaucracy until Nationalism or Nationalism+Rifling.
 
War should be ASAP after construction because Protective is a warmonger trait. Since Zara looks tough, (even with a tasty, chewy center/capital city) I'd hit Roosevelt and hit him Hard, complete annihilation.

The fact that you may be able to include some defensive Xbows (through bulbing Machinery) with an Elephant/Cat rush is fine. Whip walls to keep the power numbers high and mass an Army
 
Now that it's been mentioned :D, a defensive war against Roosevelt would also be a nice way to farm a Great General or two with the Great Wall. I think they'd be great settled in Gaul/Globe and Etruscan/Heroic like patagonia suggested. Then you could stay in Bureaucracy until Nationalism or Nationalism+Rifling.

If Sis starts a war with Washington. He would be better off launching an offensive. I am really concerned about Survy either taking too much of Washington's lands or Vassalizing him. He might become too powerful to take down. even with protective riflmen. Drill1 is not exactly world shattering. Drill3 is nice but not all that effective vs infantry. Survy has a tech lead and it will continue to grow if he aquires too much of American soil. Especially if he takes the capital.
 
I think that launching an offensive at Washington could be premature at this point. Sury's SOD seems to be fairly sizable. A war with Roosevelt just could push the guy into a massive invasion from the northern front.

The principle of defensive war appears to be based on lopsided casualties, which is probably why lots of people who try it tend to fail miserably. It works like that, too, of course, but it takes a steady hand and good judgment to pull that off. More basically, the winning principle of defensive war is simply distraction and unit control. You lure his SOD deep into your cultural territory (specially prepared for the purpose) so that your own SOD can have free rein in his territories while your defensive stack whittles his main SOD down to size.

I think that getting Sury to declare first to get the AIs to take out each other's SOD before initiating a blitz of city-taking would be more advantageous in this situation. The basic principle is the same - take out his SOD with something OTHER than your own attack SOD so that you can proceed faster with the business of taking weakly defended cities.
 
@Roxlimn. Washington doesn't seem to have much of an SOD. Just a few units scattered about. War between him and survy basically means Survy get even MORE land and possibly a vassal. If that is the case then that leaves us Zuppy on our East as a target. with oromo's right down the line. Washington's territory is more appealing and he is weaker. If we can vassalize him or take a nice chunk then we are in better position. Honestly, Zara's land looks pretty crappy. If we wait until Sury vassalises washington, then we run the risk of zara vassalizing for protection as well if we attack. Now we are fighting a two front war. We need our chunk of America. And if we're going to get it. we better get it now.
Washington doesn't have enough troops to make a defensive war worth it for GG purposes.
 
If we go on the offense against Roosevelt, what are the chances of Zara hitting us while we're otherwise occupied?
 
No, definitely not. Sury is a much more likely target for defensive warring because he's so distant and there's a good chance you can manage to trick significant troop misallocation on his part.

It doesn't hurt that his distance makes his cultural influence not as powerful.

Roosevelt certainly is troublesome. Are the current forces arrayed enough to take him on? Zara backstabbing is a concern, too. Might be useful to get Divine Right for religion bait for Zara and the tech trade value.
 
Screw the stable in Bagdad. Build 2-3 Jumbos and bulldoze into seattle. It has one archer and one swordsman defending with no walls and only 20% defensive bonus. Don't waste time with cats. Just smash your way in. I'd rather have 3 jumbos with one promo than 2 with two promos. Let them get the exp like their ancestors did by squishing humans under a ton or two of pacadermal muscle.
Heh. Now that sounds like a good idea. Your protective trait should be the thing that allows you to march wrecklessly into enemy cities without the usual care put into making sure you can keep them AND keep the homeland safe.
 
Zara backstabbing is not much of an issue. Washington is a moron techwise so lacks the bribing ability. Besides, if Zara backstabs us we get the GG points from the wall we wanted. And it requires fewer troops to withstand the stab. Aren't you glad we're protective. It also give us a chance to take a couple of his crappy little cities that are applying cultural pressure. They then get the pressure and free up tiles for the culturally pressed cities. Though if he backstabs us and we take those worthless cities our cost will go up with the american cities we take as well. If we have to, we can buy peace with zara with one of his own cities. Then gift the rest back. He DoW on us so no diplo hit there. And we get positive diplo points from returning his cities. That might help if push comes to shove with Surry.
 
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