ALC Game #8: Alexander/Greece

Round 6 (to 1620 AD), Part 3: Hi-ho, hi-ho, a-building we will go...

Chance rules our lives, and the future is all unknown. Best live as we may, from day to day.
- Sophocles

Once diplomatic relations with Vicky returned to a peacetime footing, it was time to go back to building... up for the next round, of course.

First off, I won another tech race:



I did a quick little civics change to take advantage of it.



Yes, I skipped Mercantilism, since it became available after Astronomy and all those lovely intercontinental trade routes.

And the Great Merchant appeared in the capital:



After all my preaching about the advantages of settling a GM previously in this thread, I decided to send this fellow off to see the world. I know Ayn Rand isn't Greek, but she was right when she said, "There is a certain Buddhistic calm that comes from having money in the bank."

Meanwhile, Islam was founded in Egypt, and Hatty declined to share Divine Right with me. Her buddy Cyrus, however, wasn't as particular:



I often bypass DR completely, especially if I'm not chasing religions and another civ beats me to it. However, its Wonders can be handy, so I decided to pursue them both.

Speaking of Wonders, I finished another one in Thermopylae thanks to chopping everything in sight:



That should help with the war weariness that will no doubt appear when we attack Vicky again.

And my GM, Hanno, made it all the way to the Egyptian capital:



Okay, so the coffers are ridiculously full now thanks to him and the hybrid economy that's really more of a specialist one right now. This is FUN.

Meanwhile, guess which tech path I was following?



Poor Vicky ain't gonna know what hit her! With Chemistry in hand for Grenadiers, I immediately started after Nationalism and Military Tradition for Cavalry. I also started using another trick in anticipation of my approaching change to Vassalage and Theocracy, the "war civics". I started building units to within one turn of completion in several cities, especially Sparta:



Once I change civics, I'll let them all complete with the higher XP levels.

Meanwhile, thanks to the Parthenon and Notre Dame, I got another Great Artist:



Maybe I'll use him to culture bomb London after I take it; or perhaps I'll save him for the other continent? Too bad I'm not playing for a cultural win!

And I held off on the civics change to ensure I completed one more wonder:



Between that and the banks I've been building in my best commerce cities, I'm raking it in. I've upgraded almost all my existing Macemen to Grenadiers, but I'll need gold to upgrade the next few Macemen I'll produce with City Raider promotions, as well as upgrading my Knights to Cavalry.

With the wonder complete, it was time for the civics change:



Farewell, Pacifism; you served us well.

And that is where I left off. Here's a look at the map:



So, here are some things to discuss (you may have more, of course):

War with England: Which cities to keep, which ones to raze? I myself think London is a definite keeper, while Nottingham, with its typical-AI-one-tile-from-the-coast location has just got to go. Liverpool is a non-starter as well. I'm thinking of hanging on to Dover, since I lack a city in that central jungle area, but is it in the best location? I'll probably keep York for access to the furs, but Newcastle and Oxford, I dunno... And what about Warwick and Canterbury?

Before I go counting chickens, I may take a traditional one-big-stack-o-doom approach to smashing most of England. Vicky still has a LOT of units in her core cities, including several catapults. I'm thinking of hitting Liverpool and Dover with a smaller stack out of Mecca while the big main one attacks Warwick, where the stacks will unite.

We should also start giving some thought to the desired victory conditions. I'm thinking Killroyan has the right idea: a domination win, which will probably require several Galleons going after either Monty or Cyrus. Monty may have more units, but he's further behind technologically and may make the easier target.

Regarding research, I think I'm being a bit too frugal. I should probably jack up the science slider and claim several key military techs such as Military Tradition, Steel, and Rifling ASAP. I know I've been saving a lot of gold for upgrades, but I just don't think I'm going to need THAT much. The other option is to do another civics change in a little while to Universal Suffrage for some rush-buying. Maybe I should have done that this time, but as I mentioned, I'm still researching several key military techs and I know it's my specialists and the Representation bonus that are keeping me ahead.

Thoughts?

Here's the saved game file:
 
Nares said:
Drank tea and ate crumpets?
Oh, hardy-har-har, my supercilious friend! Not so, not so, as proven by the ridiculously lengthy post above!
 
I'm curious as to how you feel the pace of the game is going compared to Frederick. It looks like things from a conquest perspective are moving a lot slower. 1600s and you haven't taken your own continent yet, I think the idea of a 'fast' win is now out the window.

Maybe somebody else will pipe in saying you made too many Wonders and not enough military units, so I can take the high road ;).
 
Eqqman said:
I'm curious as to how you feel the pace of the game is going compared to Frederick. It looks like things from a conquest perspective are moving a lot slower. 1600s and you haven't taken your own continent yet, I think the idea of a 'fast' win is now out the window.

Maybe somebody else will pipe in saying you made too many Wonders and not enough military units, so I can take the high road ;).
Hmmmm, good point. How did that happen? How did I get distracted?

I think it was the Pyramids; they started it. Wonders are like potato chips--ya build one, ya gotta build 'em all...
 
too lazy to go in and dotmap, but you're probably going to want to raze entirely too many cities. This one looks in the bag though.
 
I'd say Monte is your first target...
 
If you're going for domination then you may as well keep the english cities, you'd only have to build new ones otherwise.
Point about wonders vs axes made ages ago.
 
Since the other island is hardly developped (very few cities from what I can see) domination should be rather easy if you ask me. I wouldn't raze too many cities either since you will be wiping Vicky of the island. It is better to take over a size 10 city then to burn if you ask me. Just build the forbidden palace in London and you are set. Enough coastal cities, superior forces so after the liberation of your island the other one is up. There is however one thing, aren't their supposed to be 7 advisaries? I only count 6 of them. Is Togu playing the isolasionist on an island in the dark spot of the map?
 
Killroyan said:
There is however one thing, aren't their supposed to be 7 advisaries? I only count 6 of them. Is Togu playing the isolasionist on an island in the dark spot of the map?
Saladin and Mao have already been finished off, which completes the set.

Looking at the map (and assuming domination, rather than conquest is the preferred victory condition), keep the English cities to help speed that along. With your tech advantage, you'll absolutely steamroll both Vicky and Monty (no need to be conservative in your attack plan, and with Theocracy + Vassalage, new units aren't much worse than existing ones (CR 3 aside) so a quick blitz of English territory whilst massing Frigates, Galleons and Cavalry down by Newcastle and Canterbury for a two-pronged assult on the Aztec empire seems like the best bet. With a medic somewhere in each stack of ships, any injured units will heal on the voyage so there's no need to wait around to heal at home either.

Going for Monty, you may even be able to bribe Hatty and/or Cyrus into the fray (might as well exploit your tech edge if you're not going for conquest), which will draw some of his forces north leaving the south easier for you to liberate.
 
about the english cities, if you keep all those 10+ cities, you cover the whole continent (just keep your GA for York)
To speed up things a bit more, you could build a few (2/3 should be enough) settlers for the north tundra/snow too.

After that, it's tiles counting. I suspect Monte's land should be enough+nothing lost attacking him.
 
If you are looking for a way to make things interesting, I'd recommend trying the Sirian doctrine (frigates to bombard and units attacking from the sea) just to see if you can make it work in these circumstances. That would call for coastal targets, so Hatty and Cyrus would be the obvious targets.
 
obviously, monte will have coastal cities too!
And the Sirian doctrine is really powerful at a cost, for non amphibious units. Just send a few suicide cats/cannons before top troops to get even...
 
That round has laid the foundations of global domination. :) Now your economy is robust enough to easily fund rapid expansion and a big military.

I think you can safely keep all the English cities. As long as you built courthouses and other economic stuff and run a few merchants they will add production and beakers at no net cost in gold. All of them seem to have something going for them. Nottingham for instance gets you whale and Oxford would give crab which you don't have yet since the tundra city north of Athens was never built. Several are already Taoist although you don't have that shrine yet (and probably won't get it now :( )

Strategically, it seems to me you can either try to finish Vicky off in one go which might take a long time. Or you could just take London and half her cities leaving her severely weakened. Then make peace. Meanwhile, if you build 6 or 8 galleons while you were beating Vicky, you could switch your attention to the other continent. Embark the main army and sail. During the 10 turn peace with Vicky (she can't attack you then) and while the fleet sails to the other continent keep building good troops. Cavalry, Grenadiers and Cannons (by then). Then in one mighty double war finish off Vicky and invade whoever is your target on the other continent. Just grab a couple of cities there perhaps, to make a beachhead. I think your economy and military technical advantage can easily support this venture with little risk.

Once Vicky is finished off your new home army can be sent to the other continent to get the Domination. That might be the fastest way to finish the game. Vicky would probably tie you up too long if you finished her off before starting overseas.

Incidentally, I just love the Unit build queue in Sparta right now.:lol: That takes the record for most stored up military potential (8 units with 1 turn to complete). The pikemen, macemen and muskets you are building will be more than adequate garrison troops against Vicky and the technological midgets on the other continent, so there's no urgent need to upgrade them.

Cavalry and Cannons will make this a breeze from here on in. Just be sure to start building galleons soon enough. There is a definite possibility you'll finish this game before Freddie in ALC 7.
 
Thanks, everyone, for the compliments and the advice on the remaining game plan. Yes, since domination is now the goal, keeping rather than razing cities makes sense, especially since, as UncleJJ points out, several of them claim some resources I don't have yet. The option of pausing the war with her could be handy especially if war weariness becomes a problem, though I do have the option of using the culture slider to fight it.

I suppose I could still go after conquest, but it just seems daunting and a lot of work, and will probably take longer than domination. I'll do it one day--maybe as the Romans on a Pangaea map.

I will start building Galleons and try the "Sirian Doctrine". I've done something like that before; in the Monty game, my Artillery attacked directly from Transports before my Marines mopped things up. It sounds straightforward enough, but just so I don't miss anything, is there a link to a more detailed description...?

Back to the Wonders versus Axes debate... as this is my final Prince game, I think I'm just having fun, flexing my muscles... and yes, showing off. I built all those wonders because, dammit, I just could.

I know I've become quite the warmonger, but I'm a builder at heart. There are other turn-based strategy games out there which will remain nameless (*cough* *cough* Age of Empires *cough* *cough*) that are really just war games. I love Civ because yes, you can warmonger, but there are other options too.
 
Sisiutil said:
I will start building Galleons and try the "Sirian Doctrine". I've done something like that before; in the Monty game, my Artillery attacked directly from Transports before my Marines mopped things up. It sounds straightforward enough, but just so I don't miss anything, is there a link to a more detailed description...?

You might want to build frigates first. At least make sure you don't neglect them. The key point to the approach is that you want to bombard cities with your ships so you can do an amphibious assault against a city with 0% cultural defense. Since it takes 10 bombardments for frigates to bring a city to 0%, you either need a whole ton of frigates or you need to get your frigates on the scene early to start bombarding and let the galleons catch up a few turns later.
 
It depends on whether you're going for fastest (competing with Frederick, yes?) or ... different. I recognize the need for speed, :yup: but I'd argue for going the long way 'round to conquest. It's one of the victories you don't have under your belt. You might have an opportunity to learn new tactics and have a different discussion. I forced myself to go for it in my last completed game. I made some interesting tactical mistakes and discovered a few new ideas.

From my perspective, here's the breakdown: Going for domination has a been-there done-that quality to it. How many ALC games have ended with a domination win? Will we learn anything new (Grab your home continent, get a few cities on the other continent by sacking the weakest opponent)? I don't think so. (Though, I admit that a run at this Sirian Doctrine sounds interesting...)

I note in preview that you've decided to go for domination, so I'll cut this short. I understand that it takes longer to go for conquest, but that's the point. We do it because it's a challenge, because it's hard.
 
Killroyan said:
Just build the forbidden palace in London and you are set.

If he gets Versailles completed in Hastings, wouldn't the Forbidden Palace just be overkill? In this situation, I wonder how effective it would be to built the Forbidden Palace in Bejing (where it would contribute additional Great Merchant points) then move the palace to the new continent once he gets a strong foothold there. I've never done anything like this myself, and I don't know if it would be too risky.
 
In terra or continents, I always build versailles first (since I don't want anyone else to have it), and save the forbidden city or the palace to place on the other continent. If the continent you started on leaves your palace in a good central location, I put the forbidden city on the far continent and leave the palace where it is. If the palace is on the edge and out of ideal position, I will drop the forbidden city in the best spot and move the palace to the new continent. (Production and benefits aren't worked out so I am not sure whether it actually pays off to move the palace.)
 
Stolen Rutters said:
In terra or continents, I always build versailles first (since I don't want anyone else to have it)

Interesting. Shortly after discovering civfanatics, I discovered a post which suggested that Versailles is the one wonder you prefer that somebody build for you (preferably a target :hammer:), and haven't questioned that idea since.
 
Very nice Round.

Great artist eh? Make sure to take Liverpool(Looks like a good site to me). Maybe you should then Culture Bomb it?

Not sure about the other cities. But Oxford could be a Fishing Village(I think).
 
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