Deity Isolation Workshop (Stan/Norm/Fractal/NH/NE)

Got Astro, some questions at this point...

1) Forges where? What about Salons?

2) Planning fail means really slow development for fish cities... how do I get border pops for the fishes even? Would you have delayed Optics by 4-5 turns just to get monuments up in new cities (think culture stays even after Astro obsoletes)

Maybe HR/CS double switch and later vassalage (with golden age?). Run artist...
 

Attachments

The Sally map is here

Forges everywhere, you've got a lot of time left until attack -- no Guilds trade in sight :undecide:

No clear answer about the border pops.. that's another advantage of getting CoL before Optics. Maybe trade for Music or trade for drama and run culture slider for 1T. Whipping Theatres can be good if you have excess hammers until attack -- GT is nice during war (in Lyons?)

You can't switch to CS right now - need to whip infra everywhere

@Fippy weren't you the one saying that having one happy res made it too easy? ;)
 
Yup, was joking thou ;)
I think it's better to have something, i know we could go thru those really tuff maps and probably win in the end, but i have to think about time invested with many games (Civ and also others) to play.
 
Well tbh that's the kind of game that I like the most because I don't know if I'm gonna win for many many turns. In too many games (not iso) you're 99% sure to win after the first 50 turns. Somehow I just can't find the motivation to play easy and semi-hard games.. But I still want to play Civ.. Not sure how to deal with that
 
So... what do you think? Trying the Sally game. Teching like a beast pretty much.

Spoiler :

Maybe hire 2 priests somewhere for more 100% tech action?



Only chopped 2x forest ... just wait until I chop an army of camel archers later.


Re barbs... I went Warrior -> Worker... so had two warriors. Is it good to take this position for fogbusting?

Spoiler :



Probably not?




So how would you move warriors? Just yolo into the open and try to cover maximum territory at the risk of getting sniped by archer? Fortify on next available forested hill? What if you don't have forested hills? What if one warrior dies and barbs overrun you on one side?
 

Attachments

Reached Optics 500 AD, met first AI around 600 ADish. And everyone had it already -> no trades -> gg ... overestimated tech speed, really thought I would be there ~300 AD :undecide: ...

so... how to get earlier Optics on this map? I can't imagine Monarchy would help with that?? (Without using marble)
 

Attachments

Last edited:
I would think Alpha can help, better than building stuff like forges and there are some hammers available.
Still not sure about how maths & currency compares, but it's making you a bit less dependant on trades when reaching AIs.
 
Interesting. Did you continue playing? Looking forward to compare. I would re-play it myself, using Alphabet, but the map broke my spirit.

I re-checked autosaves and 500 AD almost everyone had Optics :undecide:

Edit: Ah, you found it boring to play. Hmm. Guess we will never find out what Alphabet would do here.
 
Your post motivated me to try alpha + maths + optics bulb :)
Spoiler :
optics-jpg.483695
Chop hammers are ready in Mecca for Caras.

Positives
* 2 GS will be ready for Astro bulb, despite spending 1 on Optics
* Meeting AIs earlier helps getting trades still, maybe
* Having maths and Alpha already is nice
* Done in a little more than 1 hour only ~~

Negatives
* increased GP points later
* Low amount of Infra
 

Attachments

oo really nice. So what does that mean... hmm... no happy res + poor land = Go Alpha? Maybe I have to look at Alpha completely differently.

In appreciation for your efforts I fired up an iso game with your favorite leader(?), IsObella. Save attached, also my attempt (T100)

Story of my life re barbarians, by the way... just some impressions, without comments.

Spoiler :













gg


PS: Would you go Alpha here?
 

Attachments

Last edited:
Sally game to Optics. Played really fast so pls don't mind the iffy micro :)

A bit mixed up in the Christmas stuff atm, but will comment later, especially on barbs..
(Made a WB save, added barb techs and played with BUFFY cos I don't have BULL installed right now and I hate when workers don't pre-chop etc.)

Might replay later to see if I can get a better setup.. I'm not sure I can win from here, unless the AIs are a bunch of whimps..
 

Attachments

Impressive Optics date ~~
Looks like we are getting on the alpha train.

Played some Isobella turns, feels like i might have gotten lucky with barbs (lost only 1 warrior).
Looks like a Mona map, many good city spots with decent food and overall generous on rivers so no need for minimalistic style imo.
 

Attachments

Impressive Optics date ~~
Looks like we are getting on the alpha train.
Thanks :)
Yup this has completely changed the way I see iso. Broke some kind of wall inside my head -- iso is just like any other game, it's not about a single recipe to follow every single game.

@Lain

no happy res + poor land = Go Alpha?
Not necessarily. In the cases where it's not obvious whether you should tech Alpha before Optics, it's a very simple calculation (explained it a few posts back). One of the rare cases where there is a general rule that can apply to almost 100% iso games :cool:

Only chopped 2x forest ... just wait until I chop an army of camel archers later.
I know the Camel Archer thing is a joke, but it's usually wrong to chop so little. Chops are big bursts of production that allow you to work more commerce tiles. OTOH whipping reduces the commerce output, and is really bad when you don't have happy res. Not sure if you did actually whip during this round, but in my game I only adopted Slavery upon reaching Optics.

Btw you're playing a SPI leader and are still in Slavery. When you're not whipping you should switch out of it to reduce maintenance costs (on T100 it doesn't change anything but with inflation it soon will).

Re barbs... I went Warrior -> Worker... so had two warriors. Is it good to take this position for fogbusting?
I went warrior-warrior-SH(1t)-worker. Only delays the tile improvement by 1T but gives you an extra warrior + 3:gold:. It is a good position for fogbusting but you simply need another warrior to fogbust the NE.

Here's how I dealt with barbs:
Spoiler :

Very early warrior positionning:
OZDPfI1.jpg


A barb warrior spawned. It would have been the same, had it been an Archer: now he was "fogbusting" a 5*5 area and there was very little chance that another barb would be right next to him. This allowed me to move my warrior further.
N3aNHxI.jpg


After that iirc my southern warrior took out 2 Archers @65% odds in the forest + 25% fortify. Losing him wouldn't have been a big deal with so many extra hammers. The area for my second city was safe so I could settle it, and it fogbusted yet a bit more land, etc. Basically by T55 the barbs were dealt with:
zEJBTDQ.jpg

Btw I didn't finish the granary, it was just a placeholder.

Another thing that you have to ensure is that, when you fight a barb right next to an undefended city of yours, is that you have another warrior that can get to the city before the barb in case you lose the fight.
When you do all that there's still a bit of luck involved in whether you win fight n°X and in whether you get mostly warrior spawns or Archers. But in any case on this map you're better off with warriors, teching Archery is extremely costly.

More generally, on most maps where you don't have crazy amounts of land, it's better to get out a few more early warriors, delaying the first settler or even the first worker, than going for Archery. Not only is it cheaper hammer-wise but you will have less barb spawns so it's usually "safer" than going for Archery, to some extent.


In my game I went Hunt-AH-Mining-Fishing-Pottery-Writing-BW-Alpha-IW-Sailing-MC-Machinery-Compass-Optics. I did put 118:hammers: into SH, which allowed me to reach Alpha fairly early (T75). Shared the Pig between 2 cities, missed an Ocean fish but it's no big deal, I'd rather have an extra GS by Astro time than an extra Ocean-fish city TBH, there are other spots for whip-farms.

I've noticed that neither of you mined Mecca's hills. When you're not whipping, PH mines are very good tiles! Later on they're also very useful when happy cap is low and you have Alpha, much better than cottages.

I think I'll play this a tiny bit further to see how I can get trades going, and then give the Izzy map a go

Edit - @Lain in your T100 save, Medina has "avoid growth" turned on and is working the Pigs. It's much better to starve it down for a few turns working a river cottage and then re-grow. When reaching Optics I had almost every city's food bin close to 0. In these games where bpt are such a big issue you have to squeeze out every single beaker that you can, even if it means losing out on infra. Earlier Astro and better trades are much more important.
 
I'm begining to think that getting Astro before 500 AD is optimal for almost every isolated start. I've played the Sally map a bit further, got Astro @400AD and can start on Gunpowder in 2 turns. I won't get super-early cannons because bpt sucks, but the game still looks winnable. These Optics beelines are just so good -- you can almost always trade for Guilds after T130, but you usually can't trade for Gunpowder even after T150. So what's the point of developing your land more and getting later Optics if you're not getting a Gunpowder trade anyway and you take the risk of everyone having Optics already?

I'm getting really sceptical about the aproach where you get a nice, developped empire and bulb Astro @6XXAD or later, even with good land.
 
Makes a lot of sense, nice advice too. Yes, the Alphabet thing.... using your calculations, it would almost always make sense though, no? Let's say you get Monarchy and have a decent health cap, but limited amount of rivers... can always throw down 2-3 mines and easily get that 20 :hammers:/turn ... and it will pay back quickly. Better than cottaging non-river grassland?

Regarding barbs... do you have a clear target like "control island by ~T60"? Some specific questions...

1) Let's say there is an area and you "know" there is a barb archer there... What do you do? Especially in tundra/ice with no good positions... if I just wait "at home", I will kill him, then just a new one spawns. So how to solve this? Rush him?

2) In early game... when moving your first warriors, some leaps of faith are needed, no? For example entering flatland to reach next forest. Do you take this risk for potentially much better position?

Think I will just practice first 50 turns until I handle barbs better... even on that big Toku map (where you got late Optics), you managed with warriors. So it should be possible quite often..
 
can always throw down 2-3 mines and easily get that 20 :hammers:/turn
No. That is the point that I feared (rightly) was a bit unclear in my post. When I'm talking about 600 "extra" beakers (or 20 "extra" bpt), I mean 20 more than you would generate without alpha. If you start working a river-PH-mine you will be making 5.25:science: (with lib), but it's only 1.5:science: more than a scientist that would yield 3,75:science:. So 20 extra bpt is actually quite a lot, so there's many cases where Alpha isn't worth it, especially if you go for Monarchy first.

Better than cottaging non-river grassland?
Depends.. If happiness is very limited (no HR), then mines are definitely better than non-river cottages (didn't build a single capital cottage in the Sally game). With HR I like to grow to either
  • Health cap or a bit above if there's a lot of food. Better to run scientists when food surplus reaches below 4:food:
  • Work only the riverside (if the rest is coast or plains / hills). Absorb the food surplus with scientists/mines
Also, when you have Alpha, riverside mines become very strong tiles. River-mines are then always superior to non-river cottages. However I still like grass cottages to grow to health cap. Kinda depends on the situation..

Regarding barbs... do you have a clear target like "control island by ~T60"? Some specific questions...
Not really. I usually kinda wing this, but the main thing is I look at the really screwy places where a barb Archer could spawn and I fogbust them. Then I mostly make sure my second city is safe, which often turns into placing one defender inside the city and waiting for barbs to attack. Don't forget that warriors get +25% city defense and an extra +25% "city barbarian defense", which gives them winning odds against Archers with just 5% fortify bonus.

Maybe this could help you (made this a while ago when trying to figure how to deal with early barb Archers) -
Spoiler odds warrior vs archer :

vEJxe3A.jpg



1) Let's say there is an area and you "know" there is a barb archer there... What do you do? Especially in tundra/ice with no good positions... if I just wait "at home", I will kill him, then just a new one spawns. So how to solve this? Rush him?

There usually is a forest hill somewhere, even if it's a bit further away it's not a problem. A barb Archer's vision range is a 9*9 square around it, which is how they find your city so quickly when they start rushing. So he'll see your warrior even if it's quite far away and will often follow it. However this does not always work. The sure thing is that the Archer will head towards your city at some point, the best is if you can find a forested hill in its way, or have a hilled city (ideally in a spot where the Archer wouldn't smash too much improved stuff).
So this kinds boils down to 2 steps:
  • Have a warrior play chicken with the Archer until you hopefully reach a forested hill and kill him
  • Have another warrior waiting for him in your city in case it doesn't work or if you get killed. It's good to have another warrior replacing the one you lost and ideally killing the wounded Archer.
But then again, it depends...

2) In early game... when moving your first warriors, some leaps of faith are needed, no? For example entering flatland to reach next forest. Do you take this risk for potentially much better position?
Yes, you have to move out in the open at some point. But the thing is that you are taking a small risk for a big gain. I'm not sure what the probability is of encountering a barb Archer on T10 when moving your warrior on flatland, but it's pretty low. And even if it happens and he kills your warrior, it will still fogbust the area until you send another guy to kill him -- barb Archers don't attack cities extremely early.

Not sure if you know that, but barbs won't enter your borders as long as the number of (non-barb) cities in the world is below or equal to 3 times the number of players. This means barbs won't enter your borders until every AI has 3 cities and 2 of them have their 4th city settled.
The main exception to this is that a barb will always enter your borders if he can attack one of your units on the same turn.

even on that big Toku map (where you got late Optics), you managed with warriors. So it should be possible quite often..
That was an exception, actually. I was playing an AGG leader, had a lot of excess hammers and built Barracks+Cover-promoted Warriors. This allowed me to take out quite a lot of Archers in the forest and on forest hills. With a "normal" setup, an island like this requires Archery

Btw I looked at the Izzy game. I think that using the marble would be optimal, especially with such a high commerce start. Will try it out. However I don't understand your capital's position. Did your warrior not reveal the rice on T0? If it did, then there was every reason to settle 1S2E. If it didn't, then I don't understand your logic behind moving the initial unit.
 
It is a good thing to monitor unit maintenance and keep it at zero as much as possible (can save a fair amount of gold when microing that). But every unit past the threshold still only costs 1gpt. An extra fogbusting warrior, and in most cases an extra worker are worth way more than that. Of course, you shouldn't be paying 5gpt on warriors early on (which would mean you should have teched Archery), but 1-2gpt is totally ok if it's the price to be safe.

Similar to that, when I have a 2H capital tile, need to tech AH first but don't have either of the prereqs I do quite often grow to size 2 on warriors before getting out a worker. It often turns out in slightly delayed tile improvement (1-2T), but is 100% worth it because it makes dealing with barbs so much easier.
 
Back
Top Bottom