Deliverator
Graphical Hackificator
This thread is for discussing Dune Wars strategies.
Well, I was wondering about specialists. So far I am using only technicians and merchants (I rarely use scientists since I am not using them that much in Civ),
Noblemen are, like artists in vanilla, only necessary in a few cases.I was wondering if not using noblemans as I am doing now is a good thing?
In general this is a good strategy; you can keep your science slider high and run an economy on spice, and use merchants to pay your gold upkeep.
Noblemen are, like artists in vanilla, only necessary in a few cases.
It is easier to do cultural warfare here than in vanilla though, because of lower culture requirements for the 4th, 5th, 6th etc. city rings, if you use Imperial religion and nobles in the right places you can get some cities to flip, particularly if you're also Political trait.
Culture bombs are pretty powerful too if you have nearby enemies; I'd say great noblemen are better than great merchants.
Ah ok I get it now, nobleman are artists, great. Most of time I am playing with city flipping off, so I gess they are not going to be that usefull for me, unless in very localized circumstences. Thanks!
Wow, really? City flipping (domination) and massive cities (culture) are how I've won every game that I've bothered to play all the way through. I wouldn't know what to do with myself if I wasn't snuggling up near enemy cities and eating them! XD
I wonder what's the Ai's attitude to war with each other,not against hunman only...
My results too (although on immortal it still takes some good breaks and just plain luck to lead in tech). On deity, I am lucky if I am not more than five techs behind (and still waiting for tech diffusion to give me some free tech). I wonder if always playing on raging barbarians has something to do with it...It's so difficult on deity <snip> I can be advanced on immortal , but on deity I was far behind techs
I disagree. On deity level, the player starts with 2 soldiers and a settler (Alia). One AI starts out with 4 soldiers, 1 worker, and 2 settlers (Ecaz). The AI has double the power of the human player, and will be able to produce military units much faster due to the free worker and having twice the initial cities. By the time the barbarians show up, the AI has a surplus of military units. The human player, on the other hand, does not unless you only build military units (which means you don't build a worker and don't build a settler). The actual effects in game are that the AIs end up with a bunch of heavily promoted units running around, while the human player is stuck fending off the hordes with a much smaller military. One game, first contact with the BG came when a soldier promoted to level 4 reached my cultural borders. My scores are significantly higher playing with normal barbarian activity (which is why I choose raging barbarians instead).Raging barbarians tends to hurt the AI more than the player
Quite correct, although the actual result is pretty close to negligible. It won't save the human player from being conquered by the superior military tech the AIs will employ. On levels lower that deity, I normally lead in tech (or a little behind) and tech diffusion has no effect on me whatsoever. I assume it does help any AIs that are far behind in tech though (which is why I like this option).and tech diffusion advantages the player too.
By attacking and killing the barbarians, and by settling your island to cut off any spawn for them (or have outlying scout units; they can only spawn in fog of war).There is no Great Wall in this mod , how should player take this advantage of Raging barbarians?
The couple of extra units the AI gets in no way make up the for the fact that it is *much* dumber than the human player at dealing with barbarians. It attacks the barbs even when they're on a mesa tile, rather than forcing the barb to attack them. It doesn't know to focus on improved shields promotions. It doesn't know how to effectively utilize hometerrain movement advantage. It doesn't know how to harass with thopters, quads, crysknife fighters and the like. It doesn't know to attack incoming barbarians before they get near the city (AI only defends its cities and BFCs). It doesn't do a good job of utilizing medic promotions. It doesn't set up a situation where it can use infantry to attack the barbs, then move back a tile to safety. It doesn't do a great job of defending its cities vs barbarian invaders. It doesn't prioritize its defenses near points where the barbs will come in from, or utilize choke-points well. etc.I disagree. On deity level, the player starts with 2 soldiers and a settler (Alia). One AI starts out with 4 soldiers, 1 worker, and 2 settlers (Ecaz).
It is not only that. The extra city and free worker contribute heavily. The AI doesn't have to be smart. Brute force works. I see no ill effect on the AIs from raging barbarians BUT I definitely suffer. I just don't have the production necessary to defend against them AND keep expanding my empire while keeping pace with the AIs. This is excluding health concerns I might add.The couple of extra units the AI gets in no way make up the for the fact that it is *much* dumber than the human player at dealing with barbarians.
I don't want to argue (just a phrase of speech) but I am directly relating my experience playing on diety (with and without raging barbarians). I am wrong all the time but in this case I am not. If your experience on diety differs from mine then maybe I'll have to admit that my strategy is at fault. I have enjoyed the discussion but I choose not to start a 'flame war' over it. We'll just have to agree to disagree. BTW, I'd like to see what you got too (i.e. post some screenshots). It's not fair that I'm monopolizing the screenshot thread. Anyway, I need to get back to playing the Dune Wars mod...However, like I said I haven't played deity. AI on highest difficulty levels might even get an advantage against barbarians?
But I think by and large the AI gets huge advantages from deity, but suffers from raging barbarians.