Elear v. Sid

Elear

Aux armes citoyens
Joined
Nov 13, 2006
Messages
1,185
Here it is, the (hopefully) climatic point in my journey versus the Sid level. :)

Elear v. Sid

Pre-game thoughts:

Overview

I've done a lot of Sid attempts by this point, mostly starts that got nowhere. But I've had 3 games that got somewhere at this point. Two of three never made it to AD. The third of course, was well-documented by my last thread 'My newest milk run'.

I've talked about the hyper-expansion effect as well as patterns and trends that seem to make up an average Huge Sid game.

I've talked about factors that play into the milking and score that can be obtained, in relation to map specifications.

In the last few weeks, I've probably read every thread, every post, EVER posted on Civfanatics about Sid level. Below I will list some of the strategy I plan to use.

And also, I've ran mapfinder for way too many hours ;)

In theory, I know everything I need to do to win. Now it's time to put it into practice against the toughest level Civ3 has to offer. Let's go.

Strategy:

Opening

In the opening, I'm looking for several things in particular:

--No AI civilization can start too close. This means no AI so close that my expansion is directly impeded.
--Must start on a river
--I want at least two cattle within very close range of my start. These cattle will be turned into dual factories.
--Outside of this close radius must be several other food bonuses, such as game, cattle, wheat, etc. for my core and surrounding cities to use.
--Alphabet on 50 turns, Writing on 50 turns. This gambit usually works in some way or form, as described a few lines below.
--After the first few cities, a coastal city is a priority. At least one city, if not two, should be on a prebuild for curragh by the time Alphabet rolls around.
--Writing can usually be used to slingshot to the medieval age around 500 to 600 BC. Sometimes if I am lucky, Pottery may be sold for some gold too.
--I want at least one luxury, and as many strategic resources as I can get. Horses and saltpeter are what I like best, and the more I have to buy any of these, the harder the game will be.

My build order for a start used to be similar to what Sir Pleb used in his opening:

1st: settler, settler, worker, worker, granary, settler, etc.
2nd: worker, settler, worker, granary, worker, etc.
etc.

sirpleb-hof-cfc1-2a.jpg


However, I've refined this because I want to create a spiral or outreach pattern similar to Moonsinger's 81k start, to help speedy paths to make cities.

ms_sid5_2550bc.jpg


So, I have now refined it to:

1st: worker, granary, settler, settler, (workers/settlers), etc.
2nd: worker, granary, worker, warrior, (workers/settlers), etc.
etc.

It depends on terrain after that, but for each cattle/wheat city, I will make it a factory. I sometimes have set purposes (i.e. worker factory, settler factory), however I like just to make the best decisions given each turn. In general, I just want lots of settlers and workers! :)

The core spacing is important. I want each city to be 3-4 spaces apart. Rarely I might do a 2 tile spacing, but almost never 5 tiles.

As I get a little further from the capital I can afford to be tighter, since the cities are there for commerce, settlers, workers, and population (and thus happiness points).

However, either way, the opening is extremely important! The first 100 turns mean everything. By turn 100 I can know whether a game is winnable or not.

Trading and Banking

As I progress through the Medieval Ages I will be using a simple strategy that is effective in most games.

Trading:

Buy techs from the tech leaders and broker them around for more techs and lots of gold. I can make back all I spent, and often much more. If the tech leaders don't know each other, this strategy becomes particularly effective. This is nothing new, we all know how to do this. Often what happens is the two or so weakest civs get left extremely behind, in the early Medieval ages, even when I have reached cavalry.

Banking:

Whoever has a lot of lump sums will be recieving my gold per turn. Once I'm in a Republic and a bigger empire, and/or recieving money from other civs, I can really pump this up. It's important not to entirely focus your income on one civ when doing this. If you do, it is possible some civs will become entirely broke and you end up with only one trading partner. This trading partner becomes too powerful.

Warfare:

Ah, yes. Warfare. Anyone can build 50 cavalries and secure a beachhead, but it's how they are used which determines the win or loss of a game.

Leader farming and prebuilds for the army wonders are extremely important.

Depending on the geography of the map, I will build the Pentagon. If there's more islands to go around to, I don't want 4 unit armies to be stranded for hundreds of years on some cleared land. That's no good! :blush:

The most important wonders are the Heroic Epic and Military Academy. My highest shield producing city will usually build the Academy. I will then use much of my gold to be rushing armies. Another one of my cores usually builds the Epic.

As for armies themselves, it's crucial to see how important they really are! Armies have several phases:

1) Stack protection on a chokepoint or beachhead

When you create your chokepoint or beachhead, you will need to protect your stack from AI SoDs.

2) Manipulation of enemy stacks

AIs don't attack healthy armies. A funnel of deception can easily be constructed to have the enemy troops wandering back and forth forever. Then, the enemies can be picked off and farmed at your leisure.

3) Blitz

Once the enemy lands have been cleared to only a few defenders in each city and a few aimless wandering stacks, your armies can blitz several cities per turn easily.

In this manner, wars can easily be won in 15 to 20 turns each, or as it's often said: 18 turns per war. Half the time is spent emptying the land, and half the time blitzing (as far as I can tell). Each war should progressively make more leaders. The first war pretty much has to produce a few leaders (at least 3) or you will not get far with your second, often stronger, enemy.

As for artillery and bombardment: it is key to get large stacks as early as you can. A good goal for me is 50 cannons ASAP.

After all, with a half dozen armies, a few dozen loose cavalry, and 50 or so cannons, you can run the enemy back and forth whilest blasting them into oblivion. Then, simply start taking your few dozen loose cavalry, and attacking them. In no time, most troops should be elite, and producing leaders.

These cannons can be upgraded to artillery when possible. For the final showdown, it should be no problem to be even facing TOW infantry. 40 cavalry armies, and at least 100 artillery should easily handle whatever they have. Even if a few mech infantry are sighted, it is possible to deal with them carefully. A 16/16 cavalry army can take down mech infantry which has 1 hp left with fair ease.

In short, enough cannons, and later artillery is the key to getting rid of advanced AI that have riflemen/infantry as a large part of their force.

A good initial force will have a good mix of strong attackers and the best artillery available, as well as some of the best defenders of the time to help against seeping AI units until you have enough armies to form endless blockades.

Culture, Wonders, Forbidden Palace, etc.

My culture is always terrible. My cities often get some temples or libraries, but my culture is total crap compared to the AIs. This is okay. I try not to build too aggressively versus the AI. Keeps em happy, and makes sure I don't lose cities.

When I make a beachhead, I will raze the surrounding cities then retreat back to my beachhead, such as in this picture:

beachhead2.JPG


When I capture a city, I'll use workers to plant and chop forests ASAP. 9 squares in a city radius can take down a city by 6 population, and produce 3 settlers in 3 turns. This is usually effective but often a bit slow to start out. Once railroads are online, this is powerful. Very powerful.

How will I get these workers? Easy. You really get lots of slaves from workers that are sitting around during war time.

I don't plan on building any wonders, I need my core to be building lots of things.

Forbidden Palace will of course go in a city just outside the main core, in a location I see best fit.

Endgame

If I am able to destroy all the AIs, I'll milk the game. Some of my early decisions may play a bit into milking, but not too heavily. My theory is to catch the food before you plan how to cook it ;)

The next post will be on map settings and current progress.

-Elear
 
The map:

[c3c] v1.22
Difficulty: Sid!
Civilization: Maya
Map size: Huge
Climate: Wet, Warm, 5 billion
Landform: 60% Archipelago
Barbarians: None
AI civilizations: Greece, Babylon, Germany, Russia, Persia, Ottomans, Korea, Byzantines
Aggression level: Least aggressive
Ruleset: Default except for culture linked locations is turned off.
Domination limit: 4300+ For some reason, I find maps with high domination limits are more likely to have desirable landmass shapes (more land tiles on average).

Current progress:

I won't say much on my current game, not just yet, but I will be sure to give updates if it does not take a bad turn.

Stay tuned. :)

-Elear
 
Good luck, Elear!

With all those scientific civs and least aggressive AI, it will be very difficult to keep the tech pace under control... I'm surprised the Great Library didn't make it into your plan - even if you don't want to build it yourself, you might want to take some steps to try to make the "right" civ build it :evil:.

And I agree with AT that Germany is very tough on Sid - all those archers and spearmen to start... :scared:
 
My reasoning for Germany was simple. Germany are extremely aggressive and can be very tough, yes. They are grumpy king of civ :lol:

The early units don't matter... if they want to attack you that early, you are doomed anyway.

However... Agricultural civs on Sid tend to get very powerful compared to their neighbors. Most of my attempts have Sumeria as a powerful civ.

In all my attempts, Sumeria seems to get powerful more often than Germany.

I find it evens out in the end between Sumeria and Germany, and doesn't really matter.

Plus, I wanted teal as my color, need a bit of a break from royal blue ;)

A bigger decision would have been to exclude Greece, Korea, and Byzantine to prevent Alphabet, but I figured that I could deal with that too.

P.S. - About the tech pace, it is extremely fast but the only thing to really do is be lucky and just a bit clever to get good deals going. The Great Library is very possible to get, but often Scientific civs race for Literature it seems, and it's not really worth the effort. I'm not Iroquois... that makes it harder.

I may end up going for it and starting a prebuild during Writing, but then again, I don't know. It's impossible to see such a thing until I get a bit into the game.

-Elear
 
Best of luck to you, my friend.

Don't make the same mistakes this time, and you should be good to go!
 
Best of luck to you, my friend.

Don't make the same mistakes this time, and you should be good to go!

I don't plan to. ;)

Well, what I had going before didn't pan out.

However, I just generated 200+ maps that were 'acceptable' according to Mapfinder. I think I will find something in those maps :)

-Elear
 
Good luck Elear.
I'm thinking about my own upcoming Deity game here...what's your take on AI Bombers? I've been able to prevent them from researching flight (Emperor) or control their access to resources (Demigod) but I'm not sure I can do this on Deity. How do you plan to manage this on Sid?
 
I'm not worrying too much about bombers. On Deity you may have to consider it a bit, but just try to keep moving fast. It's a bit of a prospect but I never really thought of my enemies having bombers by the time I control the world.

The other reason I'm not worrying is all my troops will be artillery, in armies, or long gone.

Good luck with any Deity attempts.

-Elear

P.S. - Thanks all for the luck :)

UPDATE: As of now, I have 121 starts to go through. Of those 121, about half are promising, and the others are in there just in case (starts within a few tiles of coast or in middle of map, which I don't like as much)
 
Now that I'm back from the holidays and vacation, I'm going to try to get this one going again, stay tight still :X
 
Looking forward to further reports. :goodjob:
 
Now that I'm back I can continue this!

I've got about 250 starts to go through at the moment, some of them are very very good looking, so I'm hopeful that I won't have to roll thousands more. My strategies remain roughly the same as before.

-Elear
 
Sorry for the lack of an update...I'm working on finding 'the' game.
 
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