Raiser
Pottery is unbreakable
1812AD R.I.P. Good year for music. Bad year for me.
So close, but no banana. _________
That’s my last attempt. And I really thought I had it.
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So close, but no banana. _________
That’s my last attempt. And I really thought I had it.
Spoiler :
Took a look at 'going big’, 11 cities, playing a real game, etc. But immortal diff and 'always war' meant I was always going to fall. And when you fall, you fall quick. In one city I could concentrate my defence and hang on for ages when the major gunpowder offensive arrived.
Took a look at 'hiding my city' and avoiding all contact with all AI’s. But, as has already been said, the AI’s just use the early years to tech up and then … Bam! You’re dead!
I abandoned those and went with Splattery’s approach:
Single city. Rushed my scouts to find all the AI’s asap. They attacked me with wave upon wave of the early guys and they advanced more slowly as they set their resources against me. I got 60 well-promoted longbowmen together. Lost my first military unit in 1635AD. Fell to riflemen in 1812AD.
Made a few changes (and, I had hoped, advances) to Splattery’s strat:
The key thing about this strat is not just the downgrading of the AI's advancement, but the extra promotions from early (but proportionally weaker) multi-AI assaults. Which add to the promotions gained from a large quantity of angry barbies due to one city and no fog-busting. The last thing you want to do is slow the promotion treadmill.
If you are going to stop at longbowmen you need plenty with the full +250% strength.
At the out set of this challenge I hadn't figured on such a masochistic-beat me!-beat me! approach being the way to go.
I, like many, saw the deluge coming and tried to avoid it, but.... if you want to get tough. Embrace the pain!
Took a look at 'hiding my city' and avoiding all contact with all AI’s. But, as has already been said, the AI’s just use the early years to tech up and then … Bam! You’re dead!
I abandoned those and went with Splattery’s approach:
Single city. Rushed my scouts to find all the AI’s asap. They attacked me with wave upon wave of the early guys and they advanced more slowly as they set their resources against me. I got 60 well-promoted longbowmen together. Lost my first military unit in 1635AD. Fell to riflemen in 1812AD.
Made a few changes (and, I had hoped, advances) to Splattery’s strat:
Spoiler :
- Moved my city 5 squares east to get 4 flood-plains and a gold mine in the fat-cross. pic #1.
- Got bronzeworking. Chopped Stonehenge 2120BC (for GPP's) plus 4 archers. Then Oracle 975BC and got Feudalism.
- 1 worker. For the chops and 1 solitary improvement: the gold mine. Which was easy to defend and survived the whole game. That plus the gold from 3 super-specialists allowed me to - stay at 100% research (until I finished at Civil Service), promote my archers and not loose any troops for lack of funds.
- Buildings - 1 granary, 1 barracks.
- The hammers from - three super specialist priests, the gold mine and one forest tile that was left to work; throw in +%'s from Heroic Epic and Bureaucracy; plus plenty of whips from 4 flood plains and a Granary, gave me 60 longbowmen.
- That 43 gold/turn, 27 hammers/turn and whips from 4 unimproved-floodplains is really enough to see a single city into the 18th century. You don't need to throw resources in to trying to get more than that. pic #2.
- Promotions – Super-veterans at the top of the stack got City 1-2-3 > Hill 1-2 > the Combats + Mounted&Melee, but 10 guys at the bottom of the stack, who rarely got touched, just had Combat 1 > Medic*. They kept the super-veterans alive longer, and I figured when I’m down to 10 men it’s as good as over.
- Civics - Hereditary Rule / Slavery / Bureaucracy (dropped vassalage after CS. Decided the +50% commerce to keep units from deleting was the way to go.)
- Tech Route - Arch/Myst/Mine/BW/Wheel/Pot/Poly(enable literature)/Priest/Writing/Monarch/Feud(from oracle)/Alph/Literature(for epic)/CS(for bureau). Masonry as an afterthought.
- I threw up the Wall after the catapults had reduced my cultural defensive bonus to zero. Kept them busy for a couple of turns.
- First knights appeared at 1550AD. Survived them.
- Killed 40 musketmen.
- First riflemen appeared in 1800’s and it was all over.
- In a desperate final move I spat out a settler in my dying years. He successfully did a runner and settled further north. Bought me a few extra turns. (And is also the reason the city in my 1812AD save looks a bit empty. )
(*see 3 posts down re Medic I.)
Spoiler :
- 1 worker. For the chops and 1 solitary improvement: the gold mine. Which was easy to defend and survived the whole game. That plus the gold from 3 super-specialists allowed me to - stay at 100% research (until I finished at Civil Service), promote my archers and not loose any troops for lack of funds.
- Buildings - 1 granary, 1 barracks.
- The hammers from - three super specialist priests, the gold mine and one forest tile that was left to work; throw in +%'s from Heroic Epic and Bureaucracy; plus plenty of whips from 4 flood plains and a Granary, gave me 60 longbowmen.
- That 43 gold/turn, 27 hammers/turn and whips from 4 unimproved-floodplains is really enough to see a single city into the 18th century. You don't need to throw resources in to trying to get more than that. pic #2.
Spoiler :
- Civics - Hereditary Rule / Slavery / Bureaucracy (dropped vassalage after CS. Decided the +50% commerce to keep units from deleting was the way to go.)
- Tech Route - Arch/Myst/Mine/BW/Wheel/Pot/Poly(enable literature)/Priest/Writing/Monarch/Feud(from oracle)/Alph/Literature(for epic)/CS(for bureau). Masonry as an afterthought.
- I threw up the Wall after the catapults had reduced my cultural defensive bonus to zero. Kept them busy for a couple of turns.
- First knights appeared at 1550AD. Survived them.
- Killed 40 musketmen.
- First riflemen appeared in 1800’s and it was all over.
- In a desperate final move I spat out a settler in my dying years. He successfully did a runner and settled further north. Bought me a few extra turns. (And is also the reason the city in my 1812AD save looks a bit empty. )
(*see 3 posts down re Medic I.)
The key thing about this strat is not just the downgrading of the AI's advancement, but the extra promotions from early (but proportionally weaker) multi-AI assaults. Which add to the promotions gained from a large quantity of angry barbies due to one city and no fog-busting. The last thing you want to do is slow the promotion treadmill.
If you are going to stop at longbowmen you need plenty with the full +250% strength.
At the out set of this challenge I hadn't figured on such a masochistic-beat me!-beat me! approach being the way to go.
I, like many, saw the deluge coming and tried to avoid it, but.... if you want to get tough. Embrace the pain!
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