DoC Domination Challenge

There is a threshold for how many tiles you can have outside your core and remain stable in regards to Expansion.

Foreign core (Red) tiles push that threshold a lot.
Foreign (Orange) push it as "normal".
Contested (Yellow) & Historical (Light Green) tiles push it a little.
Core (Dark Green) tiles don't push the threshold at all.

Actually the threshold is for how many tiles you can have after the first 32 tiles that you control. These 32 do not have to necessarily all be within your core, just whatever the first 32 tiles that you control happen to be.
 
Ohhh, I get 'cha.

Will do. Can I kill units defending cities? Will that count?

Yes. They most certainly do.

I recommend mostly killing units defending cities actually.
As the CR bonuses are some of the highest you can get on units.
Whittle away at their defense score, then use a few Siege units to soften up the defenses.
Proceed to kill everything but to leave only one survivor.
You can choose to wait there and pick off enemy reinforcements or move on and destroy more garrisons.
Pre-Machine Gun, you actually want a few Drill siege units in your stack for field defense because they are your last line of defense;
siege units don't receive collateral damage, so they are always the last one to defend if you get attacked by a stack.

Actually the threshold is for how many tiles you can have after the first 32 tiles that you control. These 32 do not have to necessarily all be within your core, just whatever the first 32 tiles that you control happen to be.

Right, thank you. I forgot you receive a free 32 tiles.
 
Reloaded to my invasion of Turkey.

Pure hell to capitulate him. Everything was fine and dandy until he came at my stack with a stack of Xbows and Bombards. City Raider Heavy Swordmen and Bombards don't do a whole lot in the field, and I had to make do, blowing up most of my stack in the process. I eventually got him. Next stop: Iran. Probably going to take that stuff for myself and bring myself to ten cities.
 
Oh my! No more torture. Next time, it must be a major civ. :eek:
I agree Ethiopia is hard as hell. Egypt was peanuts compared to our dear Zara.

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Date of Domination: 1748 AD (T337)
Score: 10896 (Nelson Mendala rank lol)
Gamespeed: Normal
Difficulty: Monarch (a.k.a. Prince for BTS)
Version of SVN: None I guess; version of game is 1.10
Vassals: Russia, Turkey, Kmers, Congo (potentially Spain, but You've grown too powerful BS started :confused:)

Description/Strategy:

At the spawn of Ethiopia, after some rolls, I concluded what I could get as freebee units. Medjay units and occasionally (or rather extremely rarely) some Vultures.
The best I got was 3 medjays and for the vulture 1. Of not all at the same time.
For this attempt, got one medjay, but the later streak of nice luck while capturing Egyptian falling civilization along free Sphinx (critical!) and capability to build the Oracle (and goddamn got it!!!) is far superior than one more medjay.
Although I attacked Egypt capital before its fall (which is harder but gives full sack gold), normally, I was trying the strategy to start over games until Egypt falls and occasionally the capital becomes Barbarian. You know, 4 free wins and thus a free easy capital with lots of XP for almost no risk. Didn't happen, but I got better anyway.

The original location was definitely meh and I concluded only Jabuuti (the cow next to coast) was best. Not only I get sea access, but a faster start too with fully improved cows without any loss (because food over 3 points are lost). Moving more was completely forbidden because on T3, we get 2 free workers. While moving, I took advantage for civic swapping: thus Slavery and Pantheon. It was a win-win situation.

What happens next is blurry because it is a game I scrapped a month ago due to frustration of RFC basic concept being stability. The fact I never was able to leash my empire's stability made me frustrated and I quitted for some other mods for a moment (TAM :love:). While making screenshots, I had a peek what I vaguely done. I oracled MC and built The Colossus. MC is a powerful trade chip allowing me to catch up and even got Currency. From Persia of India, don't remember. I supper India because the KnownPercent for India is far far lower because of the lack of contacts.


IIRC, that game had the most epic clash between Rome and Greece where big stacks were confronting in the north in the ruins of Egypt and Rome had the upper hand although Alexander had more units, more there were scattered (in other words bad logistics). I whipped several Horse Archers and took advantage of the wounded praets and won the city. Greece fell and I was able to capture the Egyptian dye city. Jerusalem become a fortress to my great pleasure. It was filled with Hoplites, thus I was somehow protected for a while.

I got the Ishtar Gate, the Oracle and the Colossus so far. I wished the Mids, but erstwhile Babylonia built it along the Hanging Garden, which was a bad loss. Persia built the MoM. Surprisingly, Jabuuti got Buddism and I started several buddist wonders. I got the Borobudur and the Himeji Castle.

Technologically, I think I simply went the Theology route and then automatically the Feud ==> Guild. I now recall I lost absurdly early Christianity to Rome and Cartago got the Catholicism holy city. Good for the Moors but bad for me because no Arch of Triumph and nice 50% military production for Jabuuti. You see, that city is marvellously productive and I couldn't wait to produce a unit every two turns, but RNG backlashed me that way for free lucky shot on Oracle. Not that is bad.

At some point, an incredible moment was China got killed. Indeed, they didn't start the GW and then I suspect they got overrun by barbs. I sent 2 galleys with 2 WElephants each for an expedition, which turned out to be the most critical of the game. China lands were a BOON! And before capturing definitely the cities (too costly that early), I farmed XP against warriors while constantly liberating the colony. Per experience, for some reason, I get no malus of stability, so I abused of the mechanics. I thought that gave me nice stability, but in the end, although the screens said I got more stability for the city section, I got less and less in overall. Another why I get frustrated with RFC stability because it makes no sense until after perhaps 2-3 years of practicing.

At some point Roma fell and I captured the capital. I razed every other cities. It was a good timing because few turns later, Italy would spawn and I've heard scary stories of their immense army.

Another comical situation is Mayan civilization died before 1200 AD, thus before the arrival of Aztecs. Later incursion with caravels showed me a burnt land by dog soldiers. Well, that sucked. No conquerors, so no free units to boost my power (which eases capitulation by raising the average power). In fact, that game backlashed me again by never giving me any conquerors for any of the two remaining new world dudes. Seriously, I met their culture (before any units of their meeting me) later than 1300AD, but nothing happened.

Nothing much happen but around 1200-1400 AD, I vaguely recall I started the war against Russia with my typical Knight rush and I managed to capitulate them and good timing the Mongols DoWed them before I capitulated them, thus forced peace compared to the weird situation where I am at peace with the Mongols but they are at war with my vassal and I couldn't do squat to preserve them from fall except DoW Mongolia, which is never a good idea without reason. Byzantines fell and I got another laughable situation where Konstinanopolis was defenseless and Barbarians. And there was a janissary next to the city. Guess what it has done? Nietz. Just gone along the worker it was protecting. Ouch! That is terrible AI here. Just like those weird city settling without defenders. RFC is weird and if that wasn't of stability, the mod would be overly easy. I got Konstantinopolis for free effortless. Mehmed II, you suck!

I got in some war with the Khmers and capitulated them.
England attacked the Mughals but bribed them off.
China respawned two times, but I prepared a nice welcome stack of cuirassiers that took them down in one turn. No time to lose with those chinese people.

At the end, my typical strategy was the mass GProphet+GArtist tagging along settlers that are in turn escorted and went stalled waiting the right moment to finish the game. I started the chain of GAges and the end of the game was catastrophic. Never I saw -83 of stability and still not collapsing per definition. Honestly, I was again angry because it makes no sense. For the 7 last turns (those ones I played after the 1 month where I left the game taking dust), it was a grandiose sweating moment where each turn I feared for the worst. The Chinese people wanted freedom, losing a city to independents and worst of all the real civil war. All those never happened except on the last turn I lost Manilla of 15 pop to Independents. A chance I gave me a large margin of 1.5% of pop dom. Seriously, I had real deal of problems with dom limit regarding pop. For the seven turns, it kept increasing for no reason to a plus 2% Seriously, that is ~35 pops.
I mass gold rushed settlers in growth stunted cities and settled all of them at the final turn. Interestingly, that brought my stability back to -31 for a moment thanks to the +1 for each built city. Then I returned to -81 lol. Yeah, for the remaining wars to get fast pops under occupation, I massed gold rushed cuirassiers. I attacked France, made them fallen, attacked Spain and random cities to get more pop. That was seriously a hard deal of a game. The Egypt game was a serious autumnal breeze compared to this hellish game.

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Now some pictures (I may add more if I sparkled some interest) and a vid of my histogram (I have two other vids waiting to be uploaded). Yeah, still the Lock Modified Assets deal and that is why I furnished visual stuff this time.

Spoiler :

T121​

T130​

T140​

T150​

T160​

T170​

T180


T190​


T200​

T210​


T220​


T230​


T240​


T250






Spoiler :





 

Attachments

China respawned two times, but I prepared a nice welcome stack of cuirassiers that took them down in one turn. No time to lose with those chinks (No offense to the real ones btw).

The Chinks, losing a city to independents and worst of all the real civil war. All those never happened except on the last turn I lost Manilla of 15 pop to Independents.

...I'm happy for your victory and all, but what is your major malfunction?

I am Chinese, and I take some real offense to that.
 
Good job on Ethiopia. It gets a lot harder to conquer Egypt under the newer versions (even 1.11 I think) which have scripted armies to Greeks and/or Romans (usually both) whenever these civs DoW Egypt. Which is most of the time. Whatever force you can rush Egypt's capital will be no match for a stack of Legions/Hoplites and Catapults!
 
Nicely done Tachywaxon! :goodjob:

Btw, during Golden Ages you are immune to collapse. Also there is a continent border next to Constantinople, which might explain why Ottomans never took the city.

Imo Egypt used to be harder than Ethiopia, but the recent changes might have shifted the balance. Which reminds me: Why don't you update to DoC 1.11??

About the population treshold, I am not sure, but it might be that it increases, if another civ has large pop as well. That's just my theory, but maybe Leoreth could verify this?
 
Good job on Ethiopia. It gets a lot harder to conquer Egypt under the newer versions (even 1.11 I think) which have scripted armies to Greeks and/or Romans (usually both) whenever these civs DoW Egypt. Which is most of the time. Whatever force you can rush Egypt's capital will be no match for a stack of Legions/Hoplites and Catapults!

But there were scripted armies in this 1.10 game. I saw strong stacks of Greek hoplites+catas going after Egypt, but sometimes, we can arrive before them.
 
Nicely done Tachywaxon! :goodjob:

Btw, during Golden Ages you are immune to collapse. Also there is a continent border next to Constantinople, which might explain why Ottomans never took the city.

Imo Egypt used to be harder than Ethiopia, but the recent changes might have shifted the balance. Which reminds me: Why don't you update to DoC 1.11??

About the population treshold, I am not sure, but it might be that it increases, if another civ has large pop as well. That's just my theory, but maybe Leoreth could verify this?

Oh wow! I thought GAges were only good for the +20 stability, so we can make a final push, but I absolutely didn't know this was that abusive. I could have been -100 stability and I would still be alive. Nice. Makes the Mausoleum of Mausollos even more awesome. A shame it got destroyed by the AI.

I though Europe and Egypt (and Anatolia) were part of the same continent. The GWall built as Egypt or Babylonia helped to see the limits. Unless, it's differently defined for the GWall like Asian continent vs the rest of the world.

I still play 1.10 because it is more thrilling to play against established records. It's a beacon where I am going and force me to play optimal. I'm a HoF/GoTM person; I'm used to competition format and derive most pleasure in competition gaming. I could still play the regular competitions there, but I'm a but tired of the vanilla game. I need changes through mods and DoC is the most organized community around. It certainly got over a bunch of casual players with 10 posts and less that play disorganisingly. This kind of community doesn't attract me and leave me to play alone with the mod, but here it's an interesting island in the sea. Especially when S&Tips community is dying right now.

I know the land threshold changes as the number of players increase, but when the pop threshold from 34% to 35%, no civ died that moment, so I was starting to be confused.

BTW, don't forget to update the front page. :)
 
Another question: is it one independence per turn max or is it possible to get more?
 
I still play 1.10 because it is more thrilling to play against established records. It's a beacon where I am going and force me to play optimal. I'm a HoF/GoTM person; I'm used to competition format and derive most pleasure in competition gaming. I could still play the regular competitions there, but I'm a but tired of the vanilla game. I need changes through mods and DoC is the most organized community around. It certainly got over a bunch of casual players with 10 posts and less that play disorganisingly. This kind of community doesn't attract me and leave me to play alone with the mod, but here it's an interesting island in the sea. Especially when S&Tips community is dying right now.

I know the land threshold changes as the number of players increase, but when the pop threshold from 34% to 35%, no civ died that moment, so I was starting to be confused.

BTW, don't forget to update the front page. :)

Yeah, but DoC 1.11 is the version for the old list, but you are playing one version less than that. DoC 1.11 is equal to SVN 541 (iirc) and the current SVN version is somewhere in the 590s I believe, but hasn't been officially released yet, so it doesn't have a number (DoC 1.12 most likely). So by all means you should update to DoC 1.11, that's the version that I am playing.

OP updated.

Another question: is it one independence per turn max or is it possible to get more?

You mean secession? Afaik just one per turn.
 
Well, that's annoying. Still going for domination with Arabia, and apparently I was whipping the Mughals asses so good that they collapsed simply from bad combat. I coincidentally timed my attack at the same moment England got their TC event, and they collapsed soon after. I then reloaded and tried to capitulate them by bribing Izzie off them, but then they collapsed sooner. wat
 
Yeah, but DoC 1.11 is the version for the old list, but you are playing one version less than that. DoC 1.11 is equal to SVN 541 (iirc) and the current SVN version is somewhere in the 590s I believe, but hasn't been officially released yet, so it doesn't have a number (DoC 1.12 most likely). So by all means you should update to DoC 1.11, that's the version that I am playing.

I thought that wasn't a problem because of this:

Earliest winning date overall at DoC 1.11 or lower
Highest score overall at DoC 1.11 or lower
(If not the same)​

And furthermore, isn't most of the earliest dom games played on early versions of the mod?
What I also fear is the a more recent version ends up to be more punitive than the last one.
I may be wrong, but Leoreth seems to take that direction quite often. Not always, but often.
 
Well, that mainly refers to the fact that some of the games have been played with a lower version. I can't think of any changes that made domination harder in the earlier DoCs. The Trading Company boost was a bonus though. Also I think that most of the record times have been played with very recent versions of the mod.
 
Is 1.10 that old? I mean it's the version before 1.11.

As far as I read of other domination reports, I've seen weird labelling of versions like 1.89. It seems it was played with far older versions. It even talks about weird things like the Seljuks can disappear if you capture their capital, capitals that can break the Dutches, etc. I can't do any of those things on my version.

Question is: Is that so bad I play on 1.10?
 
Well, 1.10 is pretty old, since Leoreth doesn't often release new versions and was off on an adventure for a few months between 1.10 and 1.11. I'm not sure exactly how old it is, since it was released before I found DoC almost a year ago.
 
Question: How far can we settle the capital? What I mean if I decided to settle outside the core area, is it still a valid game for the dom list?

Just downloaded v1.11. Several additions are liked and some others disliked. But it's nicely balanced...not just punitive additions.

Perhaps just Maya I will play on DoC v1.10.
 
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