solenoozerec
Stranger
Birdjaguar said:I guess Sir Pleb will hit the MA about 1000 BC and win by 0.![]()
He might win it without knights before MA

Birdjaguar said:I guess Sir Pleb will hit the MA about 1000 BC and win by 0.![]()
SirPleb said:On the question of whether one Chasqui is as good as two warriors, I feel that the answer is yes for exploration.
AlanH said:4 turn research at the start of the MA, in 300 BC, is certainly in the realm of the elite superstars. Mere mortals struggle to achieve even half that rate.
Maybe I can throw in another factor to confuse youA'AbarachAmadan said:In the end, I can't make up my mind, wish I could get regular scouts.
Extra condition for the challenge-deprived: you have to win by conquest, but can only build Chasqui's for your military.solenoozerec said:He might win it without knights before MA![]()
I suppose that depends on how far you take the strategy. 1 scout or 2 warriors isn't a problem, 2 scouts or 4 warriors/3 scouts or 6 warriors would be advantage scouts until you get city #2. I can't see it going beyond that; would anybody spend 80 shields to build 4 C. scouts? Also with a warrior strategy, you do have the option of building 3 or 5 warriors and putting the saved shields (compared to another scout) elsewhere.Dianthus said:Maybe I can throw in another factor to confuse you. What about unit support? Building twice as many units to use Warriors rather than Chasqui Scouts means you're probably going to be paying unit support costs, whereas the Chasqui scouts could be free in Despotism.
Dianthus said:Maybe I can throw in another factor to confuse you. What about unit support? Building twice as many units to use Warriors rather than Chasqui Scouts means you're probably going to be paying unit support costs, whereas the Chasqui scouts could be free in Despotism.
Civgeek said:I suppose that depends on how far you take the strategy. 1 scout or 2 warriors isn't a problem, 2 scouts or 4 warriors/3 scouts or 6 warriors would be advantage scouts until you get city #2. I can't see it going beyond that; would anybody spend 80 shields to build 4 C. scouts? Also with a warrior strategy, you do have the option of building 3 or 5 warriors and putting the saved shields (compared to another scout) elsewhere.
SirPleb said:I've tested the Chasqui a bit and found something disappointing - although it can use its second movement point after moving onto a hill or mountain, it does get stuck in forest and jungle. This sure seems like an overpriced UU at 20 shields. And if there's a lot of forest/jungle then sending out warriors could be better.
solenoozerec said:He might win it without knights before MA![]()
I do plan to go for a conquest victory. If any one tile islands get claimed by AIs then I might change to domination. Trying for conquest with only Ancient Age units sounds like a fun idea. I'm going to wait till a while into the game before deciding whether to go for it. If there are a few Civs around with early defensive UUs (e.g. Hoplites, Impis, Numidian Mercenaries) then it will be less appealing. And the geography may have an impact. In either case (hurrying to Knights or Cavalry vs. making do with Horsemen and Swordsmen) I'd start out the same, going for Republic asap and exploring aggressively. I think the first time the two approaches diverge will be either a very tempting (or unavoidable) early war, or when most first tier techs are commonly known. At that point I'll want to choose between slowing AI research to stay in Ancient Times or speeding it to help reach Chivalry.Birdjaguar said:That's a tall order; do you think he will take up the challenge?
You're welcome, and thank you for mentioning it! I've been wondering whether it was still worthwhile to write and post QSC logs, now I know that it is and I'll keep doing itA'AbarachAmadan said:specific thanks to SirPleb as I actually printed out your QSC to analyze/study it
In my practice games the tech pace has been very out of balance. One or two civs might be at my pace and all the others are way behind. Some questions for you or others:SirPleb said:I do plan to go for a conquest victory. If any one tile islands get claimed by AIs then I might change to domination. Trying for conquest with only Ancient Age units sounds like a fun idea. I'm going to wait till a while into the game before deciding whether to go for it. If there are a few Civs around with early defensive UUs (e.g. Hoplites, Impis, Numidian Mercenaries) then it will be less appealing. And the geography may have an impact. In either case (hurrying to Knights or Cavalry vs. making do with Horsemen and Swordsmen) I'd start out the same, going for Republic asap and exploring aggressively. I think the first time the two approaches diverge will be either a very tempting (or unavoidable) early war, or when most first tier techs are commonly known. At that point I'll want to choose between slowing AI research to stay in Ancient Times or speeding it to help reach Chivalry.
SirPleb said:Trying for conquest with only Ancient Age units sounds like a fun idea.
SirPleb said:In either case ... I'd start out the same, going for Republic asap...
Probably one granary, maybe more. Perhaps also some temples if the production or pop rush capacity can be spared - building up some culture would allow casually holding captured cities. Possibly a couple of harbors, marketplaces, and/or aqueducts if the other Civs research the necessary techs and there seems to be value in them, i.e. the game will last long enough for them to pay off. Definitely not courthouses (game won't last long enough for them to pay off) nor libraries (ancient conquest implies too little research for these to matter.)Birdjaguar said:At regent, if going for an early conquest or domination win, would you build any improvements other than barracks?
Probably not. The cost of getting Republic is not very high in Conquests due to the Philosophy free tech. The increased revenue and productivity, and the switch to cash rushing instead of pop rushing are big benefits which I think pay off in a very short time. Still (see solenoozerec quote below) it is tempting to consider a Despotic conquest. I think it is possible but is it better? Hmmm....Birdjaguar said:Would you alter your "war in Republic" strategy if you see an early MA victory?
Probably never. It helps score to keep filling in cleared land with new towns and it also helps revenue. For a fair part of the game, in Republic, each new town is immediately worth 3gpt - 2gpt for its unit support and 1 for the town. An additional 2gpt if its citizen is immediately changed to a taxman. If the beginning region is cramped then the settler factory may spend some time producing military but I expect it would still switch back to producing settlers later on.Birdjaguar said:When do you turn your settler factory off?
Hmmm, like a lot of stuff this dependsBirdjaguar said:Very early, would you send a settler 10-15 turns away to settle at luxuries or keep a tight build and get there 4-5 cities later?
Me too, that seems like a crazy idea but might work. I think I would want both Horseback Riding and Iron Working. Staying in Despotism might work with just these units. Horsemen and Swordsmen are 30 shields. So each captured corrupt town can pop rush one of these 10 turns later. Swordsmen would have a special value in a Despotic approach because they'd be the main way to usefully spend gold, building warriors and using gold to upgrade them.solenoozerec said:I do consider a variant to stop research after horseback riding.
SirPleb said:Me too, that seems like a crazy idea but might work. I think I would want both Horseback Riding and Iron Working. Staying in Despotism might work with just these units.
Mistfit said:Somthing I have seen the elite players mention doing is Pop Rushing units in Despotism. Is there a good article somewhere explaining the when and where this is used to it's fullest and the positive and negitive aspects of doing so? Or would one of you be willing to shed some light on this technique for me? I have never utilized this in game play.
Mistfit said:Somthing I have seen the elite players mention doing is Pop Rushing units in Despotism. Is there a good article somewhere explaining the when and where this is used to it's fullest and the positive and negitive aspects of doing so? Or would one of you be willing to shed some light on this technique for me? I have never utilized this in game play.