Manco Capac
Friday,13 June,I Collapse
- Joined
- Mar 1, 2010
- Messages
- 8,051
as a lurker I would say that taking 4 standard turnsets in one go was really surprising to see.
in what sense? Too domineering?
as a lurker I would say that taking 4 standard turnsets in one go was really surprising to see.
in what sense? Too domineering?
Well, the set was long... but played... so, lets move on.
However, the strategy was right.
After my two prolongated tested, I understood that it is crucial to
- take cities for incomming gold
- do not build unnecessary city until was have currency and code of law
Therefore, invade the north burning unnecessary cities was the good option.
Now, after a full campain of building courthouses, we can think of the south.
Next tech, i was more thinking of metalcasting because I gess that wash must not me far from crossbow and crossbow can kill us but slingshoot taoism seem nice also. I am also thinking of alphabet that could be intersesting to steal 2-3 techs...
I think next tech should be alphabet and we will se if meditation is required for taoism or if we can forget this path...
and last question: is it me or I am UP?
If I am,I will not play until some days, the time i consider more the save...
well it's not my thing, but it would make me pretty angry if i would be part of team. Looks like you don't trust your team members (something I had to battle in other SG's for sure).
i don't want to make out of it bigger deal then it is and certainly don't want to start any kind of flame wars, it's just my opinion about the way team game should be played.
Angry again?![]()
What's hockeyball, V?
No wonder you crazy Czechs are the #1 per capita consumers of beer in the world...by a large margin![]()
It wasn't a note for you but for pigswill ^^ look at his previous post.My recommendation mentioned it.
Religion spreading is coming from the respective holy city and only a holy cities. If the AI's under control of holy cities are under war, we lose all chance to get a spread.
... it's derivate of ice hockey, but without skates and is played in warm temperatures.
Re Tachywaxon's last turnset. Once it was played I could see no point in resetting the save to some arbitrary turn given that Tachywaxon would have advanced knowledge of what was coming which would affect her advice.
Surprised? yes. Angry? no.
Anyway let's make this the last post on that particular subject.
- Cuzco is 100% GS, so no need to cross our fingers?
I crossfinger AI's will get their share of bad luck and avoid getting a GScientist.
Some GScientists appeared, but no Philo bulbing happened and I am pretty sure it is consequence of NTT. Once one AI gets CoL, others shunned that tech until late just like a human player keeping monopoly. I hope those AI's with CoL won't get a GScientist. I don't think they'll get it via teching power soon.
Questions
- When shall we start building cities again? We have some money to spare at 0% research, and we don't have immediate tech goals after metal casting. I feel that we should get both americas productive asap to be able to withstand the euros, but I find it hard to decide the right timing. In NA, we should build a New Orleans city and a Colarado / gold city. In SA, a load of cities and a ton of workers are needed. We have 15 workers, which is quite a lot given that the north is somewhat developed already, so we should be able to send some south and we will capture some more as well.
- Do you agree with building two island cities asap for trade routes? Each city should give 4+N immediate commerce, which is currently 4+11=15, so they certainly pay for themselves. Possibilities are Cuba, Galapagos, and Malvides/Falklands, with my preference going to the first two, but this will pop the hut marked "do not touch".
(- Do you all agree with a renaming spree to modern cities/territories?)
My main rule is settle valuable cities with at least one food.
Without GLH, a foodless city isn't that attractive.
The do not touch is to gamble big, that is once all ancient techs are gotten. If we want really big, perhaps Astro once all classical techs are teched until Music (included too) and open the Optics path. Getting a fast early and free astro means Observatory!
For now, we don't care invading the old world because that won't work until we are strong. Perhaps we shall do this late industrial times. We have to consider AI's may get OB between them (that share wars bonus is the most stupid implementation for AW) and then our stacks are going to be struck by huge waves of units.
Strategy: Raze raze raze. The main problems with keeping cities that cannot be easily defended is all AI's stack will target those and we'll have to split our stacks too much until a point we are too weak and lose all. With razing, enemy AI's won't target our units outside their lands. AI units target cities, not far away units.
And a sentry unit to alert our stack might be good use. A fort for a faster healing process too as even forts in neutral lands are behaving like cities, but are not targete!
- How cautious should I be attacking? What kind of garissons will monty/roosy have atm?
Roosy is dead. He is no longer a threat.
Monty's last city should be attacked with the whole stack so to use all catas at once to reduce defense the fastest possible. Walls tend to lag the city conquering and trigger unit whippings.
I think we shall kill Roosy to get full potential of our North America cities (no more motherland anger) and let Monty to tech steal ancient times techs, so using free EP from palace and courthouses efficiently. In AW, every resources count as we are facing deadly AI's. And we have to be competitive in the tech race.
BTW, I went for Monty in the last turn because his culture was a problem and I wanted him to stop positioning his SoD near Roosy cities, so we can free units there to bring them dowm to Middle America.
tachy said:The do not touch is to gamble big, that is once all ancient techs are gotten. If we want really big, perhaps Astro once all classical techs are teched until Music (included too) and open the Optics path. Getting a fast early and free astro means Observatory!
Strategy: Raze raze raze. The main problems with keeping cities that cannot be easily defended is all AI's stack will target those and we'll have to split our stacks too much until a point we are too weak and lose all. With razing, enemy AI's won't target our units outside their lands. AI units target cities, not far away units.
And a sentry unit to alert our stack might be good use. A fort for a faster healing process too as even forts in neutral lands are behaving like cities, but are not targete!
Is that really necessary? We have a 2.5 unit advantage on monty, and we should be able to kill or lethally cripple roosevelt in less than 10 turns. From what little we can see, taking the 3 northern cities should not broaden our front, only push it north at worst, and decrease it at best if this line of cities is the last real line (which I think it is, from the geography). The southern Monty city can't produce enough units to really scare us, I think.
Given that our goal is to have a populated NA+SA (spaceship victory? ;-)), I would hope that we don't have to raze too much (although Monty's city N of the army looks horribly located, but we'll see that when we get there...