Krikkitone said:
One thought, on population for Domination win, what were your final % for Domination pop, because if it uses the Demographic screen, you had ~67% of the world population [since you only had two rivals], But if it uses just a pop count (3 for this city, Two for that) which I think it does, then it might be something else
Well, since you asked, here's the victory screen:
I won by .10%! Yes, settling Iron Island was obviously important. When you're going after a domination win, every land tile counts. If I'd been thinking, I should have slapped down a city beside that isolated desert iron tile in my northwest as well.
There's still a couple of tiles in the south-central desert that are unclaimed; Beaujolais was likely to snag them in a couple of turns, if need be:
I probably could have put one more pathetic little city down there, on the southernmost free tile. It could have worked the oasis and three grassland tiles, but nothing else. I don't think it would have sped up the win, though. Greenwich, as I said, claimed nearly a dozen tiles on that last border expansion, and only one of them was in this desert; the tiles I really needed were in the southern tundra.
And here's the map of the continent of Egypt:
And just for comparison, I went into Worldbuilder and go this screenshot of the continent of Fraztecia:
Dr. EJ, I think this makes Monty's late-game competitiveness even more interesting. He's rolling out medieval units against Nappy's industrial-era ones, and he's
winning. Proof that overwhelming numbers and near-psychotic determination can, indeed, win the day against technically superior units. And we can add Monty to our list of AI civs capable of wiping out another one. I could have sworn it was Nappy, but the replay showed it was Monty all the way.
I forgot to mention, just a few turns before my win, after another French city fell, Nappy converted back to Judaism. I laughed my head off. Yes, it was likely a simple mathmatically-determined move because he lost all of his Islamic cities, but it seemed like a pathetic attempt to appease his enemy in the face of certain annihilation. "Wait! Stop! I've seen the light! See? I'm Jewish again! Oy vey! Shalom! Mazeltov! Please don't kill me, Bubby!"
Anyway, yes, the War Chariots are, when used properly (
en masse) an awesome unit, and they are indeed underrated. I would rank them up there with the usual top three (Praetorians, Redcoats, and Cossacks), especially since they're available so early, with an easily-obtained resource, and are so darn cheap.
Part of using them properly, however, involves ensuring that you are building your economy and alleviating maintenance costs to finance your early warmongering. So after AH, I'd say Pottery and then a CoL slingshot are essential. Bronze Working is a bit of a lower priority, but still important. Next time I play as Hatty, I'll probably devote one city to building infrastructure and the Oracle (maybe Stonehenge too, for the GP points) while the other cities build WCs.
You also need to press your advantage. As Hans kept urging me until I finally paid heed, use the WCs and don't be afraid to sacrifice them. War booty will keep you research going, and you want to reduce your opponents' advancement as much as possible. The WCs have a surprisingly long period of usefulness, especially for open-field fighting. But once Longbowmen appear in enemy cities and their cultural defense reaches 40% or better, you'll need Catapults and Swordsmen to crack them open.
The next game will, as I said, be Victoria. I am skipping Elizabeth because I play as her frequently, and she's very popular (same reason I'm skipping Caesar and the Americans). I'm also trying to avoid some of the repetition we saw in the Mao and Qin games by only playing one leader from a civ, then going back to the others later. If there's a great hue and cry in favour of it, I'll go through a Lizzie game towards the end of the ALCs when I'm catching up on all the other leaders I missed.
Keep the comments coming!