drewisfat
King
- Joined
- Feb 8, 2011
- Messages
- 992
The Cuirassier Rush performs similarly to the Horse Archer Rush, especially in tactical details. I have some questions about how the Cuirassier Rush handles early AI declarations of war (the 'gift cities' tactic doesn’t always work, as the AI attacking you might not be alone, and anyone could throw a wrench in your plans—like tossing a chicken foot into the ring). Defending against declarations after Turn 70 is relatively easy, but how do you recover your economy? The Cuirassier and Cannon Rushes heavily rely on tech advantages, and early expansion prioritizes Villages, leaving you with fewer cities by Turn 70. Being dragged into a war by the AI contradicts this strategy. How do you solve this? Is it very difficult?
I think you meant to say "when we notice wamonger neighbors, we'll research archery after pottery.". I tech archery before pottery any time I have a "psycho" neighbor like Alexander or Shaka. I assume they can attack t50 if they're close by. In general I value early safety more than faster cottages compared to most on here. No point in investing in cottages if they get pillaged or you lose the game in the meantime. Pre-construction defensive wars are affordable if you're prepared, just a few axes or a handful of archers on a hill or behind a wall is enough. It only really hurts economically if your trade routes are blocked off, in which case I'd be quick to make peace with a gift city. While this isn't a liberalism game because I'm Toku, you can check out the last pangaea I played where I prospered despite an early dogpile from Montezuma and Shaka. https://forums.civfanatics.com/threads/deity-toku.416441/page-11We’ve noticed that warmonger neighbors will research Archery immediately after Pottery. If the AI starts causing trouble and we lack Copper or Horses, we’ll go straight for Masonry to build Walls for defense. Before Turn 70, we focus on rapid expansion—tech isn’t a huge issue, as we can use Great Scientists to bulb Compass as a fallback. Once we have an army, we rush straight for Construction or Horseback Riding to counterattack
Diplo game is very important to us and people here have translated the code to demystify the mechanics and assemble guides. I usually have https://forums.civfanatics.com/attachments/attitude-declarations-png.630850/ on hand to know who can be bribed into war, and I'd be remiss to not mention Kait's KYE which explains the behavior weightings of each AI in depth: https://forums.civfanatics.com/threads/civ-illustrated-1-know-your-enemy.478563/
One the most important things is to understand Land_Target status (borders 8 or more land tiles). That greatly affects their likelihood of declaring war, as well as capitulating and vassalizing. https://forums.civfanatics.com/threads/land-target-and-manipulating-the-ai.561148/
I assume that will be of huge interest to you if it's new knowledge, as you mentioned both bribes and vassalization as being things that can go wrong in even a construction attack. Fully understanding that can minimize the risk of finding yourself at war with multiple AIs.
The important thing is to avoid attacks with siege, so we need safety with the AI before they get construction. That's usually enough time to get safe relations (pleased or friendly) with most or all AIs. Sometimes it's as simple as adopt the majority religion and gift cities to those in a minority religion. Other times priority is given to closer more dangerous AIs first, and distant AIs can just be monitoried with a scout, because we'd get plenty of warning if they're walking towards us. In a worst case scenario with two dangerous neighbors in different religions not currently plotting, bribing them into war against each other can both guarantee your safety and slow them down so they're easier to kill when you get cuirs. It just so happens that the most dangerous AIs are also the easiest to bribe.
A bunch of small tips, some of which you probably already know:
- Gift cities will give an additional +1.5 liberation bonus if the spot is closer to their capital than any other capital.
- They won't accept cities if there's a hostile unit within 2 tiles.
- Open Borders or resource trades with someone who's a "worst enemy" gives a chance each turn that the other AI will demand you cancel them. This can only happen if the trades can be canceled, so you can cancel OB and resource trades after 10 turns to remove that risk and restart them again when they'll talk to you.
- Only resources you have multiple copies of can be demanded, so I always want to make sure that option is available for AIs at cautious or worse as that's a truce and a permanent +1.
- You can beg a truce for small amounts of gold (or even a tech) with someone at pleased for 10 turns of safety. Most effective when you're caught off guard or when it takes the AI a long time to reach you with their army, as not only do you delay for 10 turns but the travel time as well.
- Worst enemy status doesn't directly affect declaration of war (DoW) probability.
- Gandhi's demands can be ignored without penalty.
- AI can only start plotting if it can build at least two offensive units in its capital. So if you open dialogue with an AI and they're bragging about archers, they can't attack yet.
- AGG AI (aggressive AI setting option turned on) means the AI will care tremendously about city safety (hostile units within 2 tiles) which can be abused to make peace even in a war you're losing. I usually don't play with this setting, but almost all HoF games do because it makes it easy to steal workers and then ceasefire.
** Edit: I realize I didn't reply to your first post, because I don't really understand. BUG didn't change the turn limit to 500, that's just normal base game BTS. Is this different in the Chinese version? Do you still play to 2050 AD? I'm confused.
I'm not the one to talk to about the HoF's scoring system. To the extent I care about records, I only care about finish dates.
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