Hi friends,
Currently I am trying to master my always war gameplay; but there's a few questions I have, and several places with room for improvement so I am hoping to gather some useful insight from more skilled players. Hopefully this thread can also become useful for other players also looking to play Always War (AW)
Settings I play with:
Pangaea, Immortal, NTT, AW, No huts, no events, no vassals (just to prevent stupid peace vassals and super AI forming).
I do reroll terrible starts (plains cow/clam + completely forest choked), but willing to play out things that look half decent like a small/medium river with food and some forests, which should be fairly common.
I can fairly comfortably handle a small map with 4 AI, you choke 2 then you only have to defend against 2 and you are looking pretty good. A standard map is a bit more troublesome with 6 AI.
I'm aware that fractal/continents maps are easy because you can take out your continent and then win space since the AI are TERRIBLE at naval invasions, but that doesn't feel like always war to me and I want to learn to fight against 6 AI on a pangaea. I have done it once but I had a really nice choke point with churchill - here's a link to it https://www.youtube.com/playlist?list=PL_oXbrTBg33kNDPx4hhrbwEQtnwrLfzK6 - I feel I got incredibly lucky with the land shape and great start here while successfully choking 2 idiots. I want to be able to win this more consistently without having super choke points.
So some questions I have:
1. Not always but sometimes the AI comes in with fairly large stacks and doesn't attack. Instead they walk around in circles in your territory, potentially threatening 2 cities which forces you to build excess defenders and really screwing you up. I tried baiting it next to the city with workers but it went back into the forest 2 tiles away.
In this game charlie has been walking around Kish for 10+ turns now and has done 2 full laps without attacking. They even have the attack city mission which leaves me completely puzzled. I have 2 vultures and 3 archers defending, but you'd think he'd suicide into it after a turn or 2? they almost always do this.
Similarly this stalin stack has been wandering around in the forest for 10+ turns now, forking my capital and the city below.
This strange behavior is probably the biggest struggle I have with always war, and this is around 800bc before I have gotten IW to chop down the jungles sadly. Other games previously they either; suicide straight into the city, or, walk past the city for one turn and then suicide into it. I'd appreciate any advice or tips on how to prevent this or dislodge it.
2. Random archers; super early on; quite often they will build a combat 1 archer and send it to you and sit on a forest or hill and camp it. On deity difficulty this is magnified many times and they'll do this with like 5 archers before 2000bc making it almost impossible to play and connect resources. Other than abusing quechuas/immortals, whats your best way to deal with it/prevent it? Warrior/worker baiting seems to work pretty well to get them out, or using a strong unit like a vulture or sword to attack at 70% and hopefully win.
3. Economy/tech paths - this I have a rough idea, and I'm aware it changes based on the land you have and the leader you're playing. Against 6 AI you probably want to get your protective longbows up since it's too difficult to play aggressively with catapults in 1v6. 1v4 it might be different. Elephants is another thing to consider - if you have elephants is it worth taking the detour to math+construction+HBR for elephants instead of longbows+vassalage? what about currency to fix your strained economy? Does iron working have a priority outside of jungled gems? And how many cities should we be settling? Ideally you take out a weak neighbor and get 10+ cities to yourself but I'd like to hear some thoughts about how much we should peacefully expand if we have room.
4. Wonders - Great wall and pyramids are SSS+ tier but can be difficult to get. I lost TGW on immortal around 2200bc a couple times, is it worth sitting on 1 city a bit longer to guarantee getting it 2600~BC? Not only are the extra GGs nice but the great spy is super strong for tech stealing later on to catch up, especially with poor land quality. In what situation would you skip TGW?
Pyramids are absolutely amazing with rep to passively carry your tech rate; in every AW game I have done much better with them and seriously struggled to tech without them - would appreciate any advice on this. 3 beakers per specialist doesn't seem like a lot but it sure feels like it when you're gaining 50~BPT at 0%.
How about a cheeky oracle after a great wall attempt/success if you have marble? Is there anything else even worth considering?
Always war games tend to be decided in the first 75-100 turns, whether you are doomed or you can hold out and have a shot at the long run of fighting back, so I really want to nail down the early game. Looking forward to hearing any advice from you amazing players!!
Currently I am trying to master my always war gameplay; but there's a few questions I have, and several places with room for improvement so I am hoping to gather some useful insight from more skilled players. Hopefully this thread can also become useful for other players also looking to play Always War (AW)
Settings I play with:
Pangaea, Immortal, NTT, AW, No huts, no events, no vassals (just to prevent stupid peace vassals and super AI forming).
I do reroll terrible starts (plains cow/clam + completely forest choked), but willing to play out things that look half decent like a small/medium river with food and some forests, which should be fairly common.
I can fairly comfortably handle a small map with 4 AI, you choke 2 then you only have to defend against 2 and you are looking pretty good. A standard map is a bit more troublesome with 6 AI.
I'm aware that fractal/continents maps are easy because you can take out your continent and then win space since the AI are TERRIBLE at naval invasions, but that doesn't feel like always war to me and I want to learn to fight against 6 AI on a pangaea. I have done it once but I had a really nice choke point with churchill - here's a link to it https://www.youtube.com/playlist?list=PL_oXbrTBg33kNDPx4hhrbwEQtnwrLfzK6 - I feel I got incredibly lucky with the land shape and great start here while successfully choking 2 idiots. I want to be able to win this more consistently without having super choke points.
So some questions I have:
1. Not always but sometimes the AI comes in with fairly large stacks and doesn't attack. Instead they walk around in circles in your territory, potentially threatening 2 cities which forces you to build excess defenders and really screwing you up. I tried baiting it next to the city with workers but it went back into the forest 2 tiles away.
In this game charlie has been walking around Kish for 10+ turns now and has done 2 full laps without attacking. They even have the attack city mission which leaves me completely puzzled. I have 2 vultures and 3 archers defending, but you'd think he'd suicide into it after a turn or 2? they almost always do this.
Spoiler :
Similarly this stalin stack has been wandering around in the forest for 10+ turns now, forking my capital and the city below.
Spoiler :
This strange behavior is probably the biggest struggle I have with always war, and this is around 800bc before I have gotten IW to chop down the jungles sadly. Other games previously they either; suicide straight into the city, or, walk past the city for one turn and then suicide into it. I'd appreciate any advice or tips on how to prevent this or dislodge it.
2. Random archers; super early on; quite often they will build a combat 1 archer and send it to you and sit on a forest or hill and camp it. On deity difficulty this is magnified many times and they'll do this with like 5 archers before 2000bc making it almost impossible to play and connect resources. Other than abusing quechuas/immortals, whats your best way to deal with it/prevent it? Warrior/worker baiting seems to work pretty well to get them out, or using a strong unit like a vulture or sword to attack at 70% and hopefully win.
3. Economy/tech paths - this I have a rough idea, and I'm aware it changes based on the land you have and the leader you're playing. Against 6 AI you probably want to get your protective longbows up since it's too difficult to play aggressively with catapults in 1v6. 1v4 it might be different. Elephants is another thing to consider - if you have elephants is it worth taking the detour to math+construction+HBR for elephants instead of longbows+vassalage? what about currency to fix your strained economy? Does iron working have a priority outside of jungled gems? And how many cities should we be settling? Ideally you take out a weak neighbor and get 10+ cities to yourself but I'd like to hear some thoughts about how much we should peacefully expand if we have room.
4. Wonders - Great wall and pyramids are SSS+ tier but can be difficult to get. I lost TGW on immortal around 2200bc a couple times, is it worth sitting on 1 city a bit longer to guarantee getting it 2600~BC? Not only are the extra GGs nice but the great spy is super strong for tech stealing later on to catch up, especially with poor land quality. In what situation would you skip TGW?
Pyramids are absolutely amazing with rep to passively carry your tech rate; in every AW game I have done much better with them and seriously struggled to tech without them - would appreciate any advice on this. 3 beakers per specialist doesn't seem like a lot but it sure feels like it when you're gaining 50~BPT at 0%.
How about a cheeky oracle after a great wall attempt/success if you have marble? Is there anything else even worth considering?
Always war games tend to be decided in the first 75-100 turns, whether you are doomed or you can hold out and have a shot at the long run of fighting back, so I really want to nail down the early game. Looking forward to hearing any advice from you amazing players!!