Conquest 01: Saves are now available!

nice write-up Sir Pleb :goodjob: I've only played 1 or 2 complete epic games myself but have participated in about 3 or 4 SG's with C3C 1.15b and can add the following (not sure if all applies to 1.22f):

1. Temple of Artmetis(?): in 1 SG i was in, we captured this wonder before Education. when education came around, all of our temples (including the ones we built) disappeared. not sure if this was fixed in 1.22f.
2. Airfields are very powerful. They cost 1 worker but act like an airport in regards to troop transporting. if you are attacking another continent that is far away, it is very easy to get troops from the homeland to theater quickly. also, it allows bombers to get close to the front without holding a city, bringing with it it's very powerful lethal bombard.
3. some worker actions actually take longer. can't remember all of them but it does take an industrious civ 8T to mine a hill now instead of 6T.
4. sugar is a food bonus usually on a plain tile. note that if you irrigate it in despot, you will not get 3fpt from that tile so your better off mining it (becomes similar to a BG).
5. police vs civil engineers vs taxmen gets very weird in cities running 40% to 60% corruption. you really need to play with them exhaustively to get the optimum # of spt or gpt, depending on what your looking for.
6. Knights Templar produces a 5.3.1 crusader with normal HP (not +1 like the Ancient Cav) but it only costs 300 shields. SoZ only costs 200 shields! I have seen some people state that the MoM is useful in a city if that is going to be your primary wonder building city in the MA.

i'm sure others can add much more as my experience is limited (as seen by my limited comments :) ). the more the better, as this is basically a new game :)
 
SirPleb said:
There's an option to turn off SGLs and I hope the Conquests GOTM will use it. I think SGLs are poorly implemented and we're better off without them. For one thing they're too large a luck factor. For example, 1 out of 33 players will get an SGL on their first discovery of a previously unknown tech. Say Writing in the current game since we start with Alphabet. Those lucky few players can then rush a wonder such as Pyramids!
Reluctantly, I must agree with SirPleb. It certainly adds an element of excitement to hope for an SGL, but there's so much luck involved. Apart from the pyramids there is also the immensely powerful Temple of Artemis (free temple for all continental towns including those built in the future, before education). You could reach the domination limit so much faster. Yet, I do believe the chance of getting a SGL increases the more techs you are first to discover. If so, the luck factor evens out a bit. Someone should post a poll about this when more people get a taste of it.

Other points about Conquests: * A hut will still not pop a settler if you are building one. * Horsemen do not replace three-men-chariots as a build option when you discover Horseback Riding. Because three-men-chariots are more powerful than Horsemen, your people are smart enough to stick to them. As far as I can see, you can't build horsemen at all as the Hittites (and why would you?) * Upgrade cost is higher. A swordsman costs 20 shields more than a warrior, and so the upgrade cost is three times 20 = 60, as an example.
 
Awesome write-up, SirPleb! :goodjob: Though I hate to 'pick a nit' with such a well done review (that obviously took lots of work); I'd like to touch on two very minor points:

I believe the Ancient Cavalry was originally a 3/2/2 unit, but was changed to 3/1/2 with 1.15b. COTM1 is my first go at 1.22, so maybe they changed it back...

On Volcanos: Though they can't be improved, even in their unimproved state a citizen can work one for 3spt. Though this is hardly worth "pursuing", I have had it come in handy on rare occasion.
 
scoutsout said:
I believe the Ancient Cavalry was originally a 3/2/2 unit, but was changed to 3/1/2 with 1.15b. COTM1 is my first go at 1.22, so maybe they changed it back...
It's 3/2/2 in v1.22. However, the defence is 1 in MPTournament, according to the v1.22 details description (here).
 
Megalou said:
Other points about Conquests: * A hut will still not pop a settler if you are building one. *

Also, if you have a Settler who has not yet been used to build a town. If you can pop a Settler from a Goody Hut you gain a tremendous advantage. An expansionist civ, like the Hittites, can pop Goody Huts without fear of releasing a horde of barbarians. Therefore, your scout can pop the Huts.

In order to increase your chances of getting a Settler you should neither have one currently built or be building one. Therefore, wait until you build a town with your current Settler, then switch production in any town that is currently building a Settler to something else temporarily. Pop the Goody Hut and then return your production to the Settler.
 
With the lethal bombardment of bombers in C3C the order you attack with is important. I use my artillery first to weaken (2hp or less) as many enemy units as possible then I use my bombers lethal bombardment to eliminate the unit completely.

Bombardment will also destroy an enemy's radar tower once all defendeing units have been eliminated. I cant remember if radar tower is next after units in the destruction order of bombing.

Once units are gone the next destruction is from RR to road, then road and improvements to CRATERS. Like polution CRATERS must be cleared before the tile is workable again. Battleships also good for making CRATERS. It's very useful to be able to crater the enemies resources that are within 2 tiles of the coast.
 
Well...things seem to be moving to Conquest faster than I expected. I guess I'll have to cough up the $$ before too long. Why, oh, why have an unbalancing sci leader??

A nice post by SirPleb - been busy mastering Conquest, have we? I pity the competition for this Conquest GOTM.

@Detlef Richter - funniest use of :coffee: I've seen :lol:
 
I am a big fan of the conquest game. Although I must admit that I have not played it enough as I have been too busy playing the standard GOTM's. I do hope however that the COTM games will give me the opportunity to get used to the new rules.

From my limited experience Conquests games are harder than standard Civ games.

ps: I loooooooove the Knights Templar. I will build it if I get the chance.
 
Superb explanation, SirPleb. :goodjob:

I can't add much, but I have comments on two of the wonders. The MoM is an essential wonder if you're playing an OCC. Not so much for the culture, but for the happiness. It can save you a boat load of gold that you would have been using to maintain happiness. That extra gold can very well mean the difference between being able to research a tech in time to snag a wonder or being left in the dust.

Also, a note on the ToA. I've found that it can be a very, very nice addition to your empire if you're going for an early domination win on a Pangea or Continents map. (I think its effect on an Archipelago would be neglagible). Once you have it, everytime you capture a city it will have expanded borders in five turns. Quite convieniant, certainly beats having to rush a temple in every city. With it's cost, however, it's usually more practical to capture it instead of build it.
 
IMHO the following aspects also changed in C3C:
Industrial isn't as strong anymore (not +100% worker speed, only +75% I believe)
And as to the barbs, if you're careful enough, you can completely ignore them. CyberChrist wrote an article on the barbs movement in C3C. As the search doesn't work, I'll walk thru the forum a bit and if I find it, I'll post the link here.

Greetz Jurimax

[EDIT] here
 
First, let me add my thanks to SirPleb. A very nice article. :goodjob:

Second, several people have alluded to the fact that corruption has changed in Conquests. How? Is it still a calculation based on distance-from-capital and rank, with just a new formula, or are there different variables now? Since it was said that there is no need to build a Forbidden Palace far from the Palace, it seems that there must be new variables.

In particular, I guess what I really want to know is (i) is Ring City Placement still a corruption-minimizer, and (ii) is a Palace Jump still a worthwhile strategy?

Anybody?
 
(i) No.

The FP now only changes the OCN, the number of productive (= not entirely corrupt) cities, independent of its location.

(ii) Depends. :p

If you want to have productive cities near your current opponent on another continent it is still viable.
 
Which cities are going to be the ones covered by the OCN number and thus not entirley corrupt? Can I presume that the closest to the capital would be the least corrupt? What if there are several cities at the same distance, each vying to be the last under the OCN cap? Or do all cities start to experience more corruption when the OCN is exceeded?
 
There's a thread covering the Conquests corruption model in a lot of detail >>here<<. Alexman has studied it in great detail, and it seems redundant to reproduce it all that here.
 
AlanH: Thanks, that looks like it will answer my questions.

So if I'm understanding things correctly, then there's no such thing as a second core of cities in Conquests. ? This must really slow down the research pace later in the game.

BTW, with a few modifications (particularly to remove references to this GOTM), I think SirPleb's post might make a good addition to the War Academy. Or maybe it could be combined with the corruption article? Just a thought.
 
As I don't and can't have Conquests I've never read it, so someone else will ahve to answer. I just monitor all the Strategy Article forum activity. You would probably do best to ask for clarifications in that thread, though. That's where the corruption experts live, and they may never venture over here.
 
If SGLs are off (dang, they sound so great!), is there a way to allow MGLs to rush GWs in future games? There are only so many SWs, and I don't usually do too much military action in my games. I suppose if I got a lot of armies that could change... :)
 
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