Sisiutil said:Some of my thoughts on a few specific features of this ALC game:
1. Metal Casting/Pyramids Gambit
This was very exacting, but a lot of fun, and very satisfying to pull off. I've been forgoing the Pyramids in most of my games because of the AI beating me to them; it was, therefore, exciting to come across a strategy that practically guaranteed success in building them. While Eggman did spell out an exact procedure, I found in a couple of parallel games as other leaders that all you really need to follow are some basic guidelines (see Eggman's posts early in the thread for the specifics):
1) a strict research path
2) a strict build order
3) the 3/3/3 rule for the 2nd city
4) prioritizing roads and pre-chopping on forest tiles, especially around the 2nd (forge) city
5) getting that forge built within 6 turns maximum after the Oracle is complete.
The main provision of this gambit is that you pretty much have to be playing as a Philosophical leader. It would be possible, of course, to pull it off without the +100% Great Person production, but also far riskier. You don't necessarily have to be militarily weak until the Pyramids are built, either. I was able to build Chariots for early protection. In a parallel game as Mao, I had copper nearby and was able to build Axemen.
All in all, a very worthwhile gambit and one I will definitely be trying again.
Just to make it clear for new readers, the MC/P gambit should not be carved in stone as the only way to go for SE. We originally started working it out to answer the question how fast can a non-Industrious civ get the Pyramids out without Stone? If you're Industrious and/or have Stone nearby, you can always just go for Masonry and chop, chop, chop. Of course Philosophical civs have the advantage spawning additional Great People to settle later.Sisiutil said:2. Specialist Economy
The success of the SE seems to have a few additional pre-requisites: the Pyramids for early Representation; for achieving that, a Philosophical leader; terrain that lends itself to heavy food production. Also, the SE requires a lot more micro-management. As a result, I don't recommend it for beginners.
With the importance of specialists and therefore settled Great People, once again, a Philosophical leader is the best choice, I think, for the SE. There's an obvious synergy there with the MC/P gambit, as I mentioned. Frederick is a very strong choice for both strategies, as his Creative trait means you can forgo Stonehenge completely and focus on the two essential early wonders, and Creative is very good for warmongering to recover territory quickly.
I agree he's probably the easiest and he's the first leader I pulled off MC/P with. Starting with the Wheel means you never have to worry about wasted Worker turns and Mysticism gives you a jump on starting Oracle plus the outside shot of founding a religion on higher levels. I think this gives him a better chance at pulling it off under the widest array of opening maps.Sisiutil said:As for the other vanilla civ philosophical leaders, here's my take:
Saladin: Probably right up there with Frederick, maybe even better. Taking complete advantage of the Pyramids doesn't just mean using one civic ahead of its time, but using several of them. Saladin's Spiritual trait would allow you to easily change between Representation most of the time for research, US for some rush-buying, and Police State when war weariness gets bad. Ditto for the other civics, Slavery/Caste System in particular. He also starts with two of the techs on the MC/P gambit's list, cheap temples are also handy for managing WW, and his starting techs are on the MC/P path. He doesn't have the greatest UU, but I think his many other strengths make up for that. I'm anxious to try out Saladin with the MC/P and SE and see how it goes.
I still haven't actually pulled this off with Mao although I'm sure I probably could at this point. His starting techs are very good for this. The main reason I never did it with him was because it was in the early days when I still made all the usual MC/P mistakes- 2nd city too far away, not starting Oracle soon enough, trying to get the cultural borders on 2nd city popped, etc.Sisiutil said:Mao: Weaker, I think. The real strength of the Organized trait, I've long argued, is cheap courthouses. The best way to take advantage of them is an early war. If you pursue the MC/P gambit, you're not going to be warring early. Also, with all the gold you should be generating, cheap civics are not going to be that noticeable a benefit. Still, Mao starts with two techs that are likely to be very useful for the MC/P gambit and he has a decent mid-game UU which the MC slingshot will make available earlier.
Aside from the fact that you're wasting Financial, I've also found it very hard to pull off MC/P with her, for the same reason I do with Alexander: Fishing is a wasted tech. To get things done fast the research tree has to be kept very short in the beginning.Sisiutil said:Elizabeth: You could still use the MC/P gambit with Elizabeth, but a specialist economy? Fuggedaboudit. Good Queen Bess is Financial, and with the SE, you're just not taking advantage of that trait. Go CE with Liz.
I think Alexander has to be about the worst leader possible for MC/P. Elizabeth's Financial means you can shave off a little on your research times but this isn't that much of a help, Alex doesn't even get this benefit. To get either of these leaders in on a reasonable schedule you have to use game settings that reduce tech prices or have a commerce tile. Now, if you're interested in some more experimenting I can get you producing Cavalry with him by 1000 AD or earlier, or you could be be drafting Rifles by ~1200 AD (although this is a little dodgy and relies on a good map). However both plans rely on heavy cottaging in the capital so you wouldn't be doing SE. On the plus side though you have far more freedom to fight an early war; shooting for Rifles you'll be ready with Macemen in the BC years.Sisiutil said:Alexander: Alex will be the leader for the next ALC, so it may be interesting to try the SE again and refine it. As the SE is ideal for warmongering, and Alex is Aggressive, this sounds like a match made in heaven. Unfortunately, neither of his starting techs are needed for the MC/P gambit, putting him at a bit of a disadvantage in that regard. Better hope that his initial Scout can get to more goody huts and pop some techs, or you've got an uphill battle.
For MC/P his techs put him at a disadvantage along with Frederick, and he doesn't get the 2nd city placement freedom that Frederick's Creative provides. I'm not sure how he can come in before 1000 BC without access to a commerce tile or popping something like Mysticism from a hut like you did with Frederick.Sisiutil said:Peter: Ah, now this leader would really lend himself to UncleJJ's argument in favour of Slavery and the whip over Caste System in the SE. Whipping, as we saw in the Vicky ALC game, is most powerful in the hands of an Expansive leader thanks to those cheap granaries. Even better, if you luck out with the map, you can plunk down your science city in the midst of as many floodplains as you can find without having to worry about health problems for a long, long time. And how can you not love Cossacks? Since the SE lends itself to rushing early and mid-game techs, you could have the Russian UU very early.
Eqqman said:I would argue that it supports not trying to make a switch, since at this stage the game is basically over.
Hmmm, well, I don't really keep track of that stuff. But off-hand...Eqqman said:Some additional questions for Sisiutil:
Once things got going, how often were you outside the range of having 5-10 turns to research techs?
Were you able to get the required science buildings in place when you needed them? It's easy to do some math and say with so many cities each with a library and university you get 'X' tech rate. It's another story to get those cities with those improvements when you need them.
About how many turns of peace did you have between wars? Most of your screenshots show eras of peace with a cash-on-hand and GPT that are always way too high for SE (in other words, you're building up too much between fights). Next time it would help to have some shots of the turn you declare peace. If you have several hundred in the bank and your GPT at 0% is maybe 20 in the red, you probably have time to get another city under your belt. The pace of conquest in this game seemed a little slow, but it's unfair to judge when we can't see the tactical situation and your accounts the turn you make peace. Something you may look into in the future is simply accepting cease fires as opposed to peace treaties. Take a city and get a cease fire to delay the AI's counterattack, then get a turn or two of healing and reinforcements and go to war again without having to wait out the whole ten turns.
Perhaps they do; that would explain the preponderance of farms versus cottages.pigswill said:Couple of factors spring to mind. First: Col/CS slingshot leading to early bureaucracy. Second: tech-trading; I traded techs throughout the game whilst IIRC Sisiutil hardly traded at all after initial alphabet exchanges. This may imply that he followed same tech paths as AI which may well indicate that AIs go for specialist economy themselves.
Well, two things to mention there. First off, this was my first attempt at a SE, whereas, like me, you've played through the CE/CoL/CS strategy several times. So for the purposes of comparison, this game may not be up to muster. Then again, maybe it is. Read on.pigswill said:If the specialist economy is superior then I would have expected Sisutil to have had a 5-7 point tech lead by 1700. The fact this didn't happen even though he played better indicates to me that cottage economy is generally superior.
True...then again, by not trading techs to the AI, you're denying it several advantages, thereby keeping them for yourself.pigswill said:While I'd have to go back into turnlog for exact details I remember that I obtained guilds, banking, economics, rifling and military tradition and probably 8-10 others earlier on through trades. Its true that the AI benefitted as much as I did from these trades (tho I obviously didn't trade any military techs) but nonetheless trading enabled me to keep up mid-game despite your tech-rate advantage and late game my tech rate started to take off.
The point I was hoping to make is that research is not the only way to obtain technology; if you follow the same tech paths (albeit ahead of theAI) then you (actually they)have nothing to trade.
Eqqman said:I think Alexander has to be about the worst leader possible for MC/P. Elizabeth's Financial means you can shave off a little on your research times but this isn't that much of a help, Alex doesn't even get this benefit. To get either of these leaders in on a reasonable schedule you have to use game settings that reduce tech prices or have a commerce tile.
For MC/P his techs put him at a disadvantage along with Frederick, and he doesn't get the 2nd city placement freedom that Frederick's Creative provides. I'm not sure how he can come in before 1000 BC without access to a commerce tile or popping something like Mysticism from a hut like you did with Frederick.
VoiceOfUnreason said:The one thing I wonder about is that Alex has two cheap hammer sinks, since the Aggressive trait makes the barracks cheap - therefore 30 more hammers to prebuild into both the Oracle and the forge. So you could land priesthood a little bit later, and still make the deadline. You probably still need a couple useful techs from the scout to get the math to add up correctly, though.
Eqqman said:I'm not sure how the production bonus on Barracks will help exactly. Wouldn't you still only get ~30 hammers from overflow?
Sisiutil said:First off, Pax, I was incorrect. I checked and found an auto-saved game with Caesar's loaded ships just off my coast. It is attached to this post, at the very bottom. I would be very interested to hear how things go if you let Rome's troops land and fight them off on your own territory. (The last round took a long time to finish and I'm too tapped out to try that myself.)
[...]
To be continued...
(As promised, Pax, here is the auto-save from when Caesar was about to invade Germany.)
Sisiutil said:Next up, as I said, is Alexander, but I won't start that game for awhile--next weekend at the earliest. After micro-managing all those Panzers, I need a break!
Playing with these different strategies verified, for me at least, my decison to keep the settings the same despite some folks urging me to change them.Fetch said:congrats on an excellent (and VERY informative) win. Using the SE with Alex would be very interesting indeed! It would also help me see how it's done a 2nd time and form in my mind some rules of thumb for when I try it. Congrats again on a strong win.