Challenge-I-10

There's another strong strategy that no has mentioned. Hint: What is the best great person under these circumstances and how do you get a lot of him?

Great Prophet?-- Preach em to death?
Great Artists?-- Culture bombs?
Great Scientists?-- Beat them all at the science fair?
Great Engineers?-- Heck Yeah.
Great Generals?-- Nice, but too few to slow.

Great Merchants?-- Trade missions/Cash/USuff/CasteSys/Vassalage/Mercantilism/Theocracy-- Eh, maybe.
 
Great Artists!

Great Artist Farm!

Now, how does a Great Artist help Win a War? When you can answer that, you just may have a viable strategy. Or you may determine that Great Artists are just too expensive for their War role.

Sun Tzu Wu
This is what I think. They take cities immediately out of resistance to contribute to the cause closer to the front. It takes some time to get National Park up and running though.
 
Great Artists!

Great Artist Farm!

Now, how does a Great Artist help Win a War? When you can answer that, you just may have a viable strategy. Or you may determine that Great Artists are just too expensive for their War role.

Sun Tzu Wu

Hmmm, culture bombs in captured cities would extend your territories (maybe) to the walls of enemy cities, allowing quicker access to their capture but would you risk going domination instead :confused:
 
well, medic generals aren't that great - but what about GG commando tanks? or does the AI hold it's rear cities strong enough that it doesn't help?

great spies? spies are pretty good, collapsing the culture defense.
 
well, medic generals aren't that great - but what about GG commando tanks? or does the AI hold it's rear cities strong enough that it doesn't help?

great spies? spies are pretty good, collapsing the culture defense.
You cant get enough great generals to put together a squad of commando tanks.
 
What is the formula for the AI capitulating? Capital plus one city?
 
What is the formula for the AI capitulating? Capital plus one city?

I think it has to do with power rating difference. Nothing will drop their power like losing a capitol... but if they are big enough, you'll need to take far more than two.

This is why they never seem to want to capitulate when you most need them to do so (i.e. when your offensive stack is starting to thin out).
 
wow that was fun.

Remember the Civ III days, when you'd get a stack of Mounted Warriors or Knights or Cavs and just roam around, conquering all?

This was the equivalent.

For anyone who has been sick of dragging cats around to take the cities which are rightfully yours... this challenge is the answer.

Tanks. Lots and lots of tanks. I built 103, lost 55. Had a grand ole' time!!

It's a current middle of the road effort - nothing special... but fun fun fun.

And my first deity win ;)

Anyone who is worried about this... try it. Follow the advice of those before you and go kill people. Don't be afraid of the dreaded panzers - he had oil in my game, but I only faced 4 before he capitulated and then the panzers were on my side.
 
And my first deity win ;)

Congratulations!

Anyone who is worried about this... try it. Follow the advice of those before you and go kill people. Don't be afraid of the dreaded panzers - he had oil in my game, but I only faced 4 before he capitulated and then the panzers were on my side.

Brief Description of a Winning Strategy:

Just set Research to 0, build up Hammer Tiles and Hammer multipliers in all Cities, build or capture The Pentagon (not needed, but provides close to an extra promotion). Set Civics to Universal Suffrage, Bureaucracy/Vassalage, Serfdom, Mercantilism, Organized Religion/Theocracy. Optionally start with Bureaucracy and Organized Religion and switch to Vassalage and Theocracy in the Tank building phase. With Barracks, Vassalage, Theocracy and The Pentagon, each unit will start with 9 experience points, just 1 short of three promotions (any unit that survives its first battle should be able to get its third promotion). Build an oil well, connect it, and spam Tanks. Capture an AI's Cities until they Capitulate and repeat; take on 2 or more AI at the same time when Tank numbers are sufficient and Tank production rate remains > Tank loss rate. Keep going until Conquest is achieved. Give poor production Cities to your Vassals to avoid Domination. Enjoy your Conquest and your Win!

Sun Tzu Wu
 
Well got this one out of the way thankfully, 1888AD. Over the hump now, 6 down and only 4 to go!!!
You killed em all on turn one, thats impressive :lol:!

This game is super frustrating to get in under 34 turns. You can even kill a close AI with just your starting marines and still no go. Always a turn or two short when the AI wont capitulate. I think it because you lose too many tanks on hilled cities/antitank/40% culture in the end. Could fighters do the trick on these type cities(3 scientists?)?
 
Finally got 34 turns. The only problem is I dont know which original save file is correct; anyone know how to figure that out besides opening it up?

Anyways, killed Roosevelt on T6 and built 2 settlers so I had 6 cities up and running pretty early. Conquered Zara close by and then went far to near. Nuclear plants cost a bit more but that health is so precious to get up to size 11 or so to do one turn tanks.
 
did you create it using mapfinder? There should be a image file of it.

What you could do, I suppose, is copy the possible start files elsewhere and then open those, see which is the original.
 
did you create it using mapfinder? There should be a image file of it.

What you could do, I suppose, is copy the possible start files elsewhere and then open those, see which is the original.
I use vista so no map images without running in windowed mode (ugh). Found the save though :).
 
I just used MF to look for coal and oil; I'm thinking it is better to look for forests >12, uranium, and oil.
 
This was a pretty fun game to play, made some pretty terrible errors though when I forgot to change all my civics during the golden age and didn't spot I had no religion for about 30 turns.
So I think I may replay this one I'm pretty sure I can win quicker than I did even though I suck at warmongering. I still can't see how anyone managed to win in 30 turns though.

@Narri: thanks for posting your plan, would have taken me a lot longer without it
 
1950 AD finish.

Thanks to killercane and WastinTime for their saves, which I studied before playing. I should have read this thread too (didn't think of it at first), because I would have conducted my conquest path differently if I had realized that getting the latter AIs to vassalize was complicated.

My map:
No need for MapFinder on this game. I just regened a couple times looking for something decent. I wanted oil nearby to build KC's quick tank to capture the first AI, if possible. I also wanted forests and enough grassland for the workshops, and a food resource of course. As it turned out, I'd say my map was close to ideal, for these reasons:
1. I settled all three cities in the NW corner along a river travelling SE, toward all the AIs.
2. I had lots of space, while four of the AIs were cramped far to the east. This limited their expansion.
3. Roosy was very close. For some reason, he's extra slow to settle, maybe because he wants Seal escorts. Both KC and I wiped him out with one capture.

A few mistakes:
I was a little late on several tactics, but not too late. I figured out that OrgRel+UnivSuff was for cash rushing missionaries in 1t a couple turns after I got Hinduism, but before I started the GA. My first GP was a few turns later than optimum, because it didn't occur to me how important that was till about T8 (same time I started cash-rushing the misses). My other strategic mistake was to not attack Zara much sooner (he was isolated from all the other AIs to the south of me). This was a mistake because it's easier to get late AIs to vassalize if you kill off some AIs completely.

Strategy points to add to what all of you have discussed:
1. Key strategy for fastest conquest: Every city builds all units/buildings in ONE TURN if possible.

Comment: This is not just about workers in 1t to allow growth. This is about a game in which it's over in 30 turns!?! If you have 30t*3 cities, that's 90 units/buildings max (unless you run Nationhood). That's not much stuff to win with.

2. Set your finish goal. (Mine was way faster than the best to-date... :))

3. Minimize everything.

Comment: This is the Gnejs Principle. Think twice before you build anything or do anything. Do you have time to build it? Will it help you finish faster? Is there another way to get what you want faster, cheaper or better?

For example, do I want to build a settler? Isn't it better to rush the first AI, if I want another production city? That kills two birds with one stone.

Do I need the Pentagon? Well, I'm going to spam my religion for the ORgRel production bonus anyway, so I could just get those 2XP from Theocracy. With Vassalage, I have 7XP. Most of my battles started with my tanks fighting with about 60-80% odds, giving 3XP. That means they were at 10XP with each win. They never got to 17XP. My conclusion: No Pentagon.

4. Run Serfdom the entire game. (!?)

Comment: I realized that my workshops simply didn't need the CS hammer. Far more important to me was the ability to build those railroads and chop those forests in 1t. Now, I didn't start as fast as Indiansmoke proposes, so I don't know if that would make a difference, but I doubt it, because the missing hammers before the cities mature could come from a couple of chops. In general, my production cities had some outrageous amount of hammer overflow non-stop. (So this is another example of thinking minimally.)

5. Buy maps asap.

Comment: Critical for capturing the first AI and for planning the overall campaign.

6. Move the three marine together straight toward your first target.

Comment: You're guessing at first, but their primary mission is to capture the nearest city, or at least some workers. Think about it. Those semi-useless marines have no other use in this game, other than garrisoning your cities. These also means that your two explorers have two early missions, scouting the land for your 2nd and 3rd cities and meeting your neighbors asap so you can buy maps and move your marines there. :rotfl:

7. Capital builds workers, 1 per turn, until you have the 5th developed tile for your 5th citizen.
8. Connect coal and oil asap.

Comments: At Quick speed, Modern Age, you want to be able to start building railroads yesterday. If you also want to build the quick tank (KC's gambit), you need the oil. In any case, when that tank is built on around T6-T7, it should arrive at your target's front door, by rail, in 1t, with the 3 marines already waiting. You need lots of workers for all that work.

9. Only build workers in your capital.

Comment: Your secondary cities immediately go RAX-factory-plant-levee. They don't get the BUreau production bonus. THey don't have time for anything else, except the 2-3 missionaries you cash rush.

10. Avoid battle defeats, and kill off AIs completely or vassalize them with minimal damage.

Comments: There seem to be two main factors in vassalization: power and losses. If the AI is small, you want to kill him off completely, if possible. Leaving him in the game lowers the average power of all players, making other AIs feel more powerful and less likely to vassalize. If your target is big with lots of power, then you want to harm him minimally but still get him to capitulate. That means attack his 20%/plains cities and try to not have a single loss. A few early airships are better than artillery, because they don't die (=defeat), but you need to have a city within range to base them there. I built a couple artillery instead, but luckily decided not to use them against Stalin (I didn't know the mechanics at that point--I was lucky).

Those are my observations.

-------------------

I also thought about the idea of spamming some GAs for instant cities, but I didn't think of it till T8 and it was too late. I did capture a city or two, fully equipped with factories/plants/levees and lots of people. It would mean sacrificing the Theocracy 2XP. That hurts, because those CRIII tanks were significantly better than the CRII. All in all, my guess is that when you start pulling the victory date back into the 20s, you're not thinking about new production cities. You're thinking about getting your 3 tanks per turn started sooner and optimizing your vassalization path.
 
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