Conquest 03: First Spoiler (end of ancient age)

* Start: Moved my worker W and took a gamble: I moved the settler SW towards the grasslands but still on a river and coast and settled there. I would have the cow in 10 turns anyway. It paid off big time: 2 bonusfoods for a 5/3 settler factory!

What to research? I decided to take writing on minimum and use saving + gpt money to buy pottery (a cheap tech). After meeting India I did so, keeping them happy also with the gpt deal. I chopped the forest on the game tile to get the granary quickly and started expanding.

* Exploration: Built two curraghs, the first went north (of course, with that position on our minimap), and the other south and many turns later I had met every civ in the game. Managed to get ahead in tech by tech brokering and was the first to get to republic even though I had decided against the slingshot (took CoL instead, then researched republic myself)

* Barbs: a nuisance but I ended up losing only a single settler and a few archers. Really bad luck with upgrading to elite though.

* Entered republic around 500 BC, traded it for the remaining techs and alot of gold to enter MA soon afterwards.

* Warfare: My weak military and strong tech position didn't mix :D Mostly gave in to demands except for the dutch (they declared); drew in the Indians to give them something to do instead of racing ahead (along with the russians btw, they both are doing very well). Keeping my shores clean is easy with the dromons although I would have liked my GA a bit later.

* Trade: rushed a harbor and traded ivory around to get 4 luxuries. Didn't care much for the SoZ; the ottomans ended up getting it.

* Gameplan: knights! Enough said ;)

I am quite happy with how I'm doing... it's my first demigod C3C you know! (I guess that's what Ainwood loves to hear ;) )
 
wei said:
A neat way to beat the RNG, well, it sort of works: When attacking, be sure to bring as many catapults as you can. I am not sure what the RNG distribution it uses (could be constant), but statistically random numbers tend to favour one outcome for awhile before switching to the other. Thus, before attacking, use the catapluts to bombard, after you see a series of failures, then a success, switch to the attacking units and go for it (of course, the attacking unit should have attacking strenght > 1 in most cases), then "statistically", you should have a run of success.

Hello, welcome to gotm.

I have often wondered about the RNG myself but was "told" quite firmly that it is actually very fair. I have often felt that there are too many runs of bad and good luck but it is difficult to be sure of this, as you tend to notice runs so much when they happen. It is certainly possible to programme a generator which is too streaky whilst overall its stats are perfect, as I have accidently done so myself in my first foray into programming (just playing :blush: ). Has anyone reliable evidence one way or another about this?
 
Yet again the fog gazers were correct. :goodjob: I wasn’t disappointed when my worker moved W and saw the cow (how do they do it?) and so Constantinople was built one tile NW of the starting position. I built two curraghs to get contacts, a warrior to explore the nearby land and then a settler to go next to the game. My second city then produced a prebuild for a granary whilst the capital city produced extra warriors. (I was caught out badly in the last classic game and did not want to suffer unduly with raging barbs again!)

My first curragh went north then west and the second went south then east, making the following contacts:

3000 India 2900 Russia 2850 Dutch 2710 Ottomans 2570 Persia

I then lost one of my curraghs to a barb galley and the other went exploring uninhabited islands. I finally met Carthage in 1125 and the Vikings in 975. This would have been much sooner if my other curragh had survived the attack. :mad:

I traded frequently with all known civs to keep up in the tech race. I also researched strongly (after an initial 50-turn research for writing) and managed to get to Philosophy first but did not chance the Republic slingshot as Persia had writing before me. I took CoL as my free tech and then went for Lit to get some cheap culture. I’m not totally comfortable at this level so this frequent trading (sometimes much cheaper than the going rate) also helped me in my cowardly stance in trying to keep in everyone’s good books. I also set up embassies with the nearby civs that I knew (India, Russia and Ottomans), using the proceeds from some profitable deals, leaving the others until I had spare cash and they could get to me. :D

In 1350 Persia demanded a tech. I declined and so they declared war but I could put up with that as I was confident that they couldn’t get to me. Last time I checked they also didn’t have iron so even if they did I would not have to deal with their UU. I eventually made peace as I was losing trading opportunities.

Barbs were a bit of a problem and slowed down my initial development. I had placed a warrior on the land bridge so I couldn’t rely on the AI to help me out and so I had more archers and spears than I normally would have. I cleared the main area but the north was a real problem-particularly when the uprising came before I could deal with them. I lost countless spears, several ancient cavs (got SoZ in 850BC) and a couple of settlers that they were escorting. I also saw three AI settlers lost to this fearsome bunch. Unfortunately the Vikings got to the horses before me but I eventually got the rest of ‘my area’.

In 610BC we become a Monarchy but at war with the Dutch who declared war when we were in anarchy. The Dutch were a bit more of a problem as they could reach us but their attacks were too feeble to trouble our swords and ancient cavs. In 550BC we buy currency to enter the Middle Ages, get Fued as our free tech and then get the other first tier techs by trading and gifting techs to the other scientific civs and then buying alliances with many civs against the Dutch to keep them off my back.

If I’ve managed it correctly this is a screenshot of my empire at 1000BC.
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COTM03_Open

*** Ancient Times ***

4000 BC - Worker W. Reveals the expected Cattle, along with two very nice BG+River tiles. Settler1 NW, moving towards the Cattle while staying on the coast and next to the River.

3950 BC - Worker N, to Cattle. Reveals Ivory. Settler1 settles Constantinople. Constantinople starts producing Curragh. Our scientists start researching Writing at minimum rate (20%).

3900 BC - Worker starts Road.

3750 BC - Road finished. Tech-rate dropped to 10%. Worker starts Irrigating.

3700 BC - Curragh completed and is sent north, production switched to Warrior.

3550 BC - Irrigation of Cattle tile finished. Worker1 moves W to Ivory, discovering more Ivory on the other side of the River.

3500 BC - Worker starts Road. Warrior completed in Constantinople, work on Settler started. Warrior moves west to expore the inland.

3450 BC - Our Curragh, having reached the northern end of our continent, spots another continent to the north east. The coast is 4 tiles away...

3400 BC - Our brave Curragh makes the plunge, ending on a Sea square...

3350 BC - Our Curragh survives! Our Worker completes road to Ivory, and our people are happy. :)

3150 BC - Constantinople completes second Settler, starts a second Curragh.

3100 BC - Our Worker starts chopping forest at the Game in preperation for Settler-factory. Our Warrior sees important choke-point to the southwest.

3050 BC - Adrianople founded on the other side of the river, next to the Game.

3000 BC - Machiavelli claims we are the happiest nation in the world. :)

2900 BC - Constantinople completes second Curragh, sent out south, and starts Settler. Our first Warrior spots a Purple boarder to the west!

2750 BC - We contact the Indians. They have Warrior Code and Ceremonial Burial. They want lots of Gold for those techs, so we pass on their offer.

2710 BC - Our first Warrior moves back east towards the choke-point, to keep the Indians off our half of the continent.

2630 BC - Indians have The Wheel, but won't trade. Our second Curragh spots a Barbarian camp with 2 Warriors, on the coast just 6 tiles from Constantinople. Would be cool (or rather "hot") if that Volcano next to it would suddenly erupt... ;)

2470 BC - We buy Pottery from the Indians for 190 Gold. Production switched to Granary in Constantinople and Adrianople.

2390 BC - Our first Curragh makes contact with the Dutch. They have The Wheel, Warrior Code and Ceremonial Burian, just like the Indians.

2310 BC - Our first Curragh makes contact with the Carthaginians. They have 5 techs which we don't have...

2270 BC - Caesarea settled on top of the hill on the narrow bridge to India.

2190 BC - Our second Curragh make contact with Russia. They give us The Wheel, Masonry and 9 Gold for Alphabet. Horses spotted far to the north of our continent, as well as on an island to the east, and next to the Indian boarder in the west. Meanwhile, we notice that Carthage have discovered Writing, and they won't trade it to us.

2110 BC - Our first Curragh finds the Ottomans. They have only Warrior Code and Ceremonial Burial.

2070 BC - Adrianople completes Granary, opens Settler-factory.

2030 BC - Our first Curragh sees Russians running around on Ottoman soil, so they obviousely share continent.

1950 BC - We dispere a Barbarian camp.

1910 BC - Constantinople completes Granary, opens Settler-factory.

1870 BC - Our second Curragh survives an attack from 3 Barbarian Galleys and becomes Elite.

1775 BC - There is a major Barbarian camp (3 Warriors + 2 Horsemen) at the northern end of our continent, close to the Horses. :(

1725 BC - Our scientists discover Writing and start Philsophy. Tech-slider to 90% (13 turns). We are the third civ, of the ones we have met (all but two), to discover Writing, after Carthage and Russia.

1700 BC - Nicea founded as a wedge into India.

1650 BC - Varna founded on the west coast. Carthage now have Map Making...

1625 BC - Smyrna founded on the river north of the Ivory.

1525 BC - A Barbarian Horseman attacks Smyrna, but loses to our fortified Warrior.

1500 BC - Our first Curragh spots a light purple boarder, moves that way, ending on a Sea tile, but makes contact with the Vikings. They have Map Making...

1475 BC - Our first Curragh sinks.

1450 BC - Heraclea founded south of Constantinople. Our second Curragh sinks. Russia now have knowledge of Mathematics. Philosophy in 1 turn...

1425 BC - We discover Philosphy, and, yes, we are first! We pick Literature as our free tech.

Tech-trading:

Map Making + Ceremonial Burial from Carthage for Philosophy + 32 Gold.
Mathematics + Warrior Code + Mysticism from Russia for Literature + 95 Gold.
Iron Working + Horseback Riding + 65 Gold from The Netherlands for Philosophy.
Polytheism + 1 Gold from Ottomans for Philosophy.

We now have a tech-lead on all the other civs, and are researching Currency. Iron is spotted north of Constantinople.

1300 BC - Constantinople is the first of our towns to complete a Library.

1275 BC - Adrianople completes Library.

1175 BC - India don't even have Writing, but incredibly they have Currency! They trade it to us for Polytheism, Horseback Riding and 9 Gold. Russia have Code of Laws, but won't trade it to us even for Currency and a lot of Gold. We are now researching Construction.

1150 BC - Ottomans now have Code of Laws while Russia have Currency. We trade our knowledge of Currency with the Ottomans for Code of Laws.

1100 BC - Gandhi demands Map Making as a tribute. We have no military, so we have no choice but to give him what he wants.

1075 BC - Trebizond is founded on the west coast, north of Varna.

1050 BC - William of the Dutch wants Code of Laws. As we are thinking about founding a city or two on "his" continent, we decide to give him what he wants. Chalkedon founded north of the Iron.

1000 BC - Sardica founded up north.

QSC stats:
10 Towns
1 Settler
6 Workers
3 Warriors
1 Spearman
All Ancient techs except Construction, Monarchy and The Republic.
Contact with all other civilizations except one.

COTM03_1000BC.jpg


950 BC - India send a Galley our way. It is attacked by a stack of 6 Barbarian Galleys, but sinks every one of them!

900 BC - Naissus founded north of Smyrna.

875 BC - Dyrrachium founded on the continent to the east.

730 BC - Septum founded next to Dyrrachium. There is a MASSIVE Barbarian uprising near Sardica, featuring no less than 30 Horsemen! WE DISCOVER CONSTRUCTION AND ENTER THE MIDDLE AGES!

COTM03_End_AT.jpg


I'm attaching an even longer version of the turn-log, with unit-movement and micro-management details up until 2000 BC. I would be eternally grateful if one of the top-players would play this through and tell me exactly what I do wrong in my early game.

(I have already submitted my game, so I do meet the requirements to post in this thread, even though at the end of the AT I had not yet met Persia.)

-- Roland
 

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Longasc said:
I think it would be helpful if someone could find the thread about barbarian behaviour. Many probably have stacks of barbs up north!

It would be helpful to know what would trigger them to swarm and prevent worker activities e.g.
2 things to remember here in regards to C3C barbs that help.

first: barbs only attack or move if a unit is SW/NE or NW/SE of it. When I was going to try to connect my iron, my 1st worker moved to the forrest. This caused a huge barb SoD start moving allong the mountain ridge in the SE direction. I therefore moved the worker N to the iron hill and they froze. I build the road to the iron and then merged the worker into Varna. Should have mined the iron 1st but, oh well. when i killed that SoD, the 2 spears and the archer "sneaked" directly from the S, then plopped themselves on a mountain the thier SE. they promptly impailed themselves on those spears.

second: raging barbs produce, iirc, 24 units to spawn at each barb camp when 2 or more civ's exit the AA @ DG. In this case, it was me and the dutch. I would expect anywhere between 20 and 48 barb units on the Northern half of the island, hence the archer builds. I will probably upgrade some warriors to MDI's (i have around 1300g in the bank) to clear out the land once that droman is done. don't know yet as i've stopped at 1000bc and haven't had time to get back to it.
 
Here’s a little story over my strategies and tactics in the AA of conquests 03. I don’t do timelines so it’s more global write-up.

The initial planning phase.
After moving my worker west he scouted the cow and bonusgras. By moving the settler NW the cow could be utilised immediately and later on the bonusgras. My careerplan was, considering the archipelago map, my seafearing trait and the UU, to become an aggressive, maritime coloniser. The matching studyplan could be to research Writing and Philo at max and get Mapmaking for free. It being a game at demigod-level, I didn’t think there would be enough time to research CoL before Philo. And anyway, in C3C Republic isn’t supportive of a large army or fleet. Up until now I haven’t done Feudalism, so I’ll give that a try. Being scientific I might even get it for free. After founding Constantinople the buildingorders were curragh, curragh, settler, warrior, warrior, granary. The first settler would found the city that was destined to build the Great Lighthouse. The GL combined with seafearing and dromons would make me ruler of the waves for a thousand years. Considering the elephants I probably could build the Statue of Zeus unchallenged after the GL.

The harsh reality.
The first curragh went north and west, the second south and east. Before getting knocked out by barbboats they contacted all the other civ’s. Adrianople was founded to the SW on the river and coast and with a number of BG’s nearby. Excellent. The warriors enlighted the black spots left by the curraghs. Then suddenly I realized that Ainwood must have guessed my initial plan and left it completely ridicoulus. First: the reconnaissance by the curraghs showed that anyone with just a bathtub could sail the seas, Great Lighthouse or not. Second: my closest neighbour, India is connected over land with my. Third: the old G-man must have connected Viagra cause India is expanding very rapidly. Fourth: a lot of Indian cities, including its capitol are out of reach from dromon bombardment.

The revised plan.
Knowing all the other civ’s made me tech leader for quite some time. Trading IronWorking revealed iron on a hill north of my capitol. I decided to fall out of character for a seafearing nation and prepare for a landwar with India. The goal is to marginalise them before they can send their warelephants to the battlefield. India and I are on opposite sides of the Firaxis score (and I’m not on top) so the war will be long and bloody.
My new plan is: after researching Writing and Philo get Literature for free. Then immediately quit school and build cash. Not build the Great Lighthouse but the other GL(ibrary). Knowing all civ’s, the GL will keep me informed. Most of my cities will either build barracks and warriors or build catapults. I build Varna NO of ironhill to get it my cultural area. On ironhill I placed a worker who would build a road there for many centuries to come. Each time the ironhillworker finished his road, I would upgrade my warriors and then the warrior MPing Varna would come out and pillage the new road. That way I could continu to build warriors and have practically no risk of the iron to deplete (I’m pretty sure a resource doesn’t deplete if it’s not connected). Finally: considering the facts that the war will be long and I’m buying (upgrading) my army, it’s in my interest to have a slow tech pace. That way I can rely on the GL for a long time. So each time I get a tech from the GL I investigate who doesn’t’t have that tech yet. Then I can use that tech to start war’s between the other civ’s, which will frustrate their tech pace.

In 590BC, shortly before the end of the AA, Byzantium (8 cities, 325 firaxis) decides to boldly go where only India (18 cities, 935 firaxis) has gone before. Uninvited ofcourse.
My army at that time: 1 settler, 6 workers, 4 warriors, 9 swordsmen, 1 catapult & 1 dromon.
I’m sure the new plan will work…..I think
 
Here's my first post on GOTM forum.

The way I passed my AA, open class.

-moved the settler inland 3 tiles on Ivory, cow close to. I dont like placing capitol on a coast. The capitol should be in a centre of empire.

-writing on min and philosofy on max. Did not risk free tech by researching CoL first. There was a nonreload-game before where it didnt work. Took Literature as a free tech.

-4-5 cities placed around the capital.

-Built libriries everywhere. They give 3 culture and 50% reseach bonus just for 40shields.

-fought with barbs with a stck of archer+sperman. A very good combination at the earlier stage.

-indians suddenly declared war. SoZ built. Position war. I defended on a hill SW. A catapult and a dromon made bombardments, while archers, swords and ancients tried to kill mainly ingured targets. Many indian units killed, they are ready to a peace but I refuse since happy bonus from the war and hope for units promotion (very little though).

-republique researched. 4-turn anarchy. My two dromons bombard indian coast seeking for their or ottoman galley to start GA. (Ottomans declared war after I refused to give them literature).

-I see indian galley pass the east side where there are no dromons of mine. Hurry one in a closest city. Next turn indian galley is sunk, GA started.

-Peace with indians. Troops send to upgrading as feudalism recieved as free tech (scientific nation). By that time Russians pay 100 gold per turn to me and fight with Ottomans as allies. May be that was a mistake - forcing Russians into battle. Cause I'd like a diplomatik or Space victory.

Going forward I'd Like to tell how got rid of 20+barbs to the north. I unloaded settler on horse tile on the North tip. Barbs camp was 3 tiles away. After unloading They all rushed to the settler. I founded a city. Spended all left money on embassies. Next turn all horsemen dissappered in that new city causing no harm to me.

I dont remember the year of going into the MA, now I play at 200AD and recently reseached Education.
 
COTM3: Open

My first GOTM of any sort. The Ancient Ages were excellent, my best time in the game. I wish it could have stayed that way all way through :lol:

In 4000 BC, i moved the worker west, and saw the cow. I unfortunately didn't see the game. I moved the settler NW for river, cow and sea. I built three curraghs right off the dot, and set research to writing at min science. I saw the Ivory.

In 3350 BC, my third curragh completed, and i set Constantinople to a settler.
In 3200 BC, this third curragh saw a chokepoint SW of Constantinople. I put a city here (on a hill!) as high priority.

But first in 2950 BC, i settled Adrianople which would be my 5 turn factory using the game. In the same year, India were contacted, on my landmass. The chokepoint city became very high priority. India were up Masonry, Pottery and CB.

The trading game commences

In 2850 BC, Scandinavia was contacted, up WC, the wheel and Masonry.
In 2800 BC, Russia were contacted. They were down alphabet. I shipped her alphabet for WC, Pottery and 10$.
In 2710 BC, the Ottomans were contacted. I trade alphabet for Masonry, CB and 35$.
In 2510 BC, i met Carthage. They were up the wheel.
In 2310 BC, i trade Pottery, CB and 67$ to Scandinavia for the wheel. Horses up North.
In 2230 BC, the wheel and CB goes to Cathy for Iron Working. Iron!
In 1950 BC, i met the Dutch. They were up writing, when we had 7 turns to
go. IW and 10$ to them for Writing. Rep slingshot to risky, they have writing. Philo in 21.
In 1830 BC, Writing and 90$ goes to Carthage for Mysticism and HBR.
In 1750 BC, Writing and Myst goes to Ottomans for Mathematics.
In 1500 BC, the Ottomans get philo! They take Poly as their free tech. I will finish researching philo (3 turns). Dutch pick up MM. Masonry and the wheel goes to the dutch for MM.
In 1450 BC, Philo comes in. Research to CoL.
In 1400 BC, i trade philo to Dutch for 247$. I trade it to Carthage for 167$.
In 1150 BC, the Dutch get CoL before me. Math and 30$ gets it. CoL and 230$ goes to Ottomans for Poly. Poly to Scandinavia for Lit and 140$. Finally contact Persia now too. They don't know much.
In 1125 BC, Literature and 220$ goes to Ottomans for Construction. Trade Poly to Cathy for 147$ and Philosophy to Persia for 47$.
Everyone else starting researching government techs. I self researched poly which i completed in 610 BC and hit the MA ahead of everyone else.

The First Indian War

In 1650 BC, India demanded Mysticism. I refused. I had a choke city, on a hill, with walls and 2 spears. Great kill zone. Gandhi declared. The war ended in 850 BC. Did my kill zone work? Yes it did.

At the walls of Caesarea (choke city), many Indian units met their death:

- 9 warriors
- 8 archers
- 4 horseman
- 5 swords

I lost one elite spear, but not before he did this..

Justinian.JPG


So I came out of the war with a sword army, 20 shields worth of units lost, 520 shields of enemy units killed and some gold to boot.

Home Affairs

Constantinople founded 3950 BC.
Adrianople founded 2950 BC.
Caeasarea founded 2230 BC.
Varna founded 1500 BC.
Smyrna founded 1400 BC.
Heraclea founded 1225 BC.
Trebizond founded 925 BC.
Chalcedon founded 875 BC.
Sardica founded 710 BC.
Naissus founded 650 BC.

Russia nabbed the horses...my settler and escort were murdered by barbs going there. So that was my AA. I will see you again in the MA spoiler.
 
C3C Open (wow, first COTM/GOTM too... wish me luck... :) )

4000 BC: Much debate was undertaken regarding the settler move. As for
myself: we stayed put. Byzantium built 4000 BC.

3950 BC: As discussed additionally, the slingshot is started.

3400 BC: Following the cultural expansion, the cows are being worked.
It'll probably be nice to put a production city on that river at a
later time...

2950 BC: Russians and Indians. Neither one has talked to the other
though; after two trades, I'm two techs richer (as are my rivals)...
I'm maybe one tech behind Russia and even with India.
[Ind: cerem. bur. - 100 gld +6gpt]
[Rus: alph - pottery]
[Ind: pottery - 100 gld +2gpt]

And to the interest of few, probably because I'm preaching to the
crowd... this is a BIG island. And only two civ's on it... uh-oh.....

2030 BC: Bad news, Russians already have writing. Give some money for
Masonry and cross my fingers.

1300 BC: The slingshot... kinda worked. Amazingly enough. I started
Phil., hoping that I could trade for CoL somewhere down the line... but
no dice. Shoot. Oh well, Monarchy gained from it; I believe I hold
the tech lead for the time being. The Russians were happier gaining
Mapmaking, and refused to trade it to me. The Vikings, if I remember
correctly, had no such problems. With my super curraghs, making
contact with everyone possible.

950 BC: Missed by one turn, oops. Anyway... numbers are eight cities
and the units below, as well as the map.

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750 BC: Barb uprising. Must've been the Russians, I've been a taker
more than a giver so far... and sure enough, it is. I'm going to see
if I can scrounge up the money for my own MA advancement.
--And sure enough, after speaking with the Vikings, my own middle age
popped at 750 BC. As a player who has handled Regent without much of a
problem and still has issues with Monarch at times, I must admit that
this is the earliest MA I've ever received. MA Tech: Engineering.

Things to ponder for next GOTM:
Indians are LARGE. And in charge. I should have attempted SOMETHING
against them, but I didn't. I'm still not a very good player when it
comes to starting military conflicts. Additionally, after reading Dave
McW's commentary, I see I probably attempted the wrong path with this
game. Unless the AIs start taking each other down a few pegs, I'm
probably sunk. Oh well, we'll just keep on plugging away and see what
happens. :)

With this amazingly quick tech-pace, I may attempt to draw others
into wars before the time comes for United Nations and see if I can
wheedle out a diplomatic victory out of this mess... :)
 

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What technologies should i research, in the Middle Ages, if I wish to stay ahead in the tech race? And should i try to go to war to stay ahead in tech race?
 
I R Possom
for technology i had writing- min philosophy- max and got map making as the free tech
i built the pyramids and two turns before i got statue of zeus the indians built it

It's not a good idea building Piramides unless u got a lot of land to settle. Map Making is also not the best step as AI likes to resarch it by its own.

Jason Fliegel
My elite swordsman defeated the barbs, but he didn't generate a leader

Barbs never bring leaders.
 
SniperDevil said:
What technologies should i research, in the Middle Ages, if I wish to stay ahead in the tech race? And should i try to go to war to stay ahead in tech race?

You can do one or the other. If you want to research you should research the upper side of the mediaval techs. The AI tends to research the lower side first, so that way you can trade. Moreover you are scientific so you could take advantage of Education.
It's also possible to go pointy-stick research: attack India in force and take two or three cities. Then offer peace for tech's. Continue to build your army and repeat the procedure after 20 turns. It only works ofcourse as long as India is capable of serious research and you are militairy superior.
 
DaveMcW said:
The seas east of my capital looked promising, so at the end of my first curragh's turn I fortified it for +1 visibility.
Now that's a new trick to me; very handy to know. Does it work for land units as well?
 
CivGeek said:
Dave McW said:
The seas east of my capital looked promising, so at the end of my first curragh's turn I fortified it for +1 visibility.

Now that's a new trick to me; very handy to know. Does it work for land units as well?

And if you have end of turn switched on, would it then be possible to fortify a unit and then go back, unfortify and give new orders to that unit before having to end the turn?
 
grahamiam said:
first: barbs only attack or move if a unit is SW/NE or NW/SE of it.
That's not true for zero defense units, as my dead workers cannot tell you any more. :cry:
So you also have to cover workers and settlers always.
I had also another problem. Two barb horses were comfortably resting in the north and I just ignored them. Then all of a sudden they moved, probably because steenkin' Ghandi sent a warrior. Three turns later they came out of the fog again ready to attack my capital. :mad:
Coupled with the fact that I also lost several archers attacking with theoretical good chances, the barbs were more than a nuisance in this game.
I think raging barbs on demi-sid is just crazy :crazyeye:
 
Finished qualifing for this last night, but won't get write up out until later.

Jason: I did read your whole post (so it was worth posting) and very nice start. A couple of things to note: You can't get a great leader for battles with barbarians. After my unit becomes elite I normally withdraw him from the barb wars (if I can afford it) and send out another unit. As for your choice of Code of Laws as the Philosophy bonus, COL is one of the cheaper AA techs, you'd have gotten a lot more value from another tech.

For those who were complaining about when attacking barbarians, there isn't any bonus when attacking at this level (on little or none defensive), so if you attack with a warrior or archer against a barb warrior fortified on a mountain or hill, your below a 50-50 win chance. As for Dromon losses, I've only built 1 so far and it's killed the only barb galley it met (just good luck in RNG).

For those who gave it up early, for a learning expierence try it again and concentrate on exploration, contacts, trading and expansion. You can get a couple of curragh built before Constantinople can do much else. Get them out exploring ASAP. You don't have to break the bank on your first contact. Wait until you meet a couple more AI and try to buy tech A from AI 1 and trade it to AI 2 for tech B and then sell tech B back to AI 1 for your cash back. JasonFleigal did this very well a couple of times getting 3-4 techs and winding up ahead on cash. The story of Theodora to follow later today.
 
klarius said:
That's not true for zero defense units, as my dead workers cannot tell you any more. :cry:
So you also have to cover workers and settlers always.
I had also another problem. Two barb horses were comfortably resting in the north and I just ignored them. Then all of a sudden they moved, probably because steenkin' Ghandi sent a warrior. Three turns later they came out of the fog again ready to attack my capital. :mad:
Coupled with the fact that I also lost several archers attacking with theoretical good chances, the barbs were more than a nuisance in this game.
I think raging barbs on demi-sid is just crazy :crazyeye:
that was very true of my worker, as long as it wasn't directly next to the barb. However, your point is correct if you are directly N/S or E/W, then yes, you need a defense of at least 1 (edit)to ensure that the barb won't move. i gotta find that thread for everyone...
the movement you noticed due to an AI civ unit is definitely something you need to be on the lookout for. Once the barbs get "unstuck", you are no longer in control and they could end up anywhere wrt your units. though it is a good tactic to just let the AI civ's kill all the barbs for you. that was how I got my town south of the capitol.
barbs are a pain and i hate them. remember that you get a disadvantage attacking them @ emperor and above, which makes them even more difficult to deal with. good luck :)
 
first: barbs only attack or move if a unit is SW/NE or NW/SE of it.

Oh, yes, there's no question of that with regards to combat units. Later on in my game the Dutch built a city near the northern tip of the peninsula you start on (below the swamps). There was a stack of 32 Horsemen immediately south of them. We were at war and the only way to get to them was to power through the horsemen, attempt a naval invasion, or try and go past them (into a SE tile) and get butchered. Annoying.

I probably couldn't relate anything here that hasn't been done better... I decided to give up in 1510 AD anyway. Fighting TOW Infantry with Cavalry isn't exactly my idea of fun. :rolleyes:
 
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