Experiment 626's Solo TDG

Marsden said:
AI never sell cities, it's hardcoded into the game from a patch back in vanilla, you can only get them in peace treaties. And the AI don't give a S--t about captured workers.

Keep going, your doing very good, wether you believe it or not.

Yup, cities aren't tradeable. As Warmaster Marsden said,
you can sometimes get them from the AI in the same negotiation when
your are concluding a peace treaty. The AI needs to be beaten up pretty
badly, and it will usually only part with small (size 1 or 2) cities that are
far from his core.
Captured cities can make interesting gifts, though. :evil: No other terms,
just a gift. I had a game where both I (as the Babylonians) had allied with
Shaka to clean up the Romans. Shaka had run out of expansion area,
and I was building up some forces to replace the battle losses. I gave him
a couple of cities, stuck way in the north on tundra and forest, and
it kept him busy for a while. Later, when oil was discovered nearby,
I took them back, as part of a larger war to take him down.

I like to stick slaves with the second tier jobs, like building mines
in mountains during the industrial ages. They're good for building railroads,
too. Since I like to play industrious civs, they just seem *really* slow.
If you execute (disband) them, the AI is more likely to have a poor attitude
towards you -- not to be confused with your trading rep. If you join
them into your cities, they are more likely to be unhappy if you attack
their mother country again.
 
A lot of posts to sift through . . .

Originally posted by CommandoBob:

When you are leader-farming or leader-hunting, you want to have healthy elites attacking wounded units, preferably red-lined ones. (The crass way to refer to this is cripple-killing or whacking-baby-seals.)

Oh, now that's cute! :mischief:


And so what if the AI took Jamestown? How bad have you been hurt?

Well, considering that my only Iron deposit is in Jamestown's radius, it would have sucked!


(which sounds like a great idea for a new thread somewhere):

I'd love to see it! :D


And by the way, notice how much more you see when you play slow (10 turns, stop and think)?

Yep! Slow and steady will (hopefully) win the race. :)



Originally posted by Marsden:

Don't worry too much about your rep now, you can take what you want.

Once I get everybody upgraded and the Military built back up, I'm (hopefully) gonna steamroll right over the southern part of the continent. :evil:


Maybe since your rep is already hit, you can cancel the peace treaty and take those luxuries in the south, I wouldn't give them anything. Just make sure you have plenty of settlers and workers to fill in the gains and seize those luxuries.

I'll definitely give it some thought. :D


Miss Stein needs a new fur coat and a diamond! Not to mention some purfume and some nice spices for her drink. :lol:

I might incorporate that into the next chapter. Do you think she's using me? :crazyeye:


Originally posted by AutomatedTeller:

Simple rules of war:

Have a reserve.
When in doubt, do simpler things (2 instead of 3 attacks)
Concentrate your forces.

Sounds simple enough!


Originally posted by vorlon_mi:

Since I don't have battlefield medicine, I would have to pull them
back to heal, or risk fighting at less than full strength next turn,
agains a healed defender.

That's exactly what happened during the Mayan war. All of my superior units would get red-lined by Spearmen. As soon as Battlefield Medicine is available, I will definitely build it A.S.A.P. !

Thanks to everyone for your comments! :goodjob:
 
Not too shabby!!!

You should really look at getting rid of at least some of the defensive forces you have sitting around. Replacing all of them with a couple of roving cav's would greatly reduce the expense of troops and allow you to buil more offensive units with witch to further our cause.

For the next go round plan on taking the needed luxs to keep the folks at home happy. Move the settlers up and settle cities in the territory you take so you can use them to heal your troops.

You may need to use the lux slider to help stem ww for awhile while you get the luxs.

Good job getting the objectives accomplished set more for a few turns and then go at them again.

I would say that a large hinderance to the effort may be the drain that the huge number of defenders we have sitting around is taking on our pocket book, so look at the idea of having a few mobile units available to reach several cities as needed. Just think what you could have done with another 60 or so units in the attack:crazyeye:
 
Originally posted by Eltrai:

Not too shabby!!!

Thanks, Eltrai! Welcome back! [party]

If I'm feeling up to it after work, going to the bank (it's PAYDAY! :D ), and getting my errands done, I'll play the next Set of Turns tomorrow since it will only be building and/or upgrading units.

As always, I'll stop by here first before I play for any last-minute advice.

You guys (and/or girls, I've never checked :lol: ) are the best! :worship:
 
*****

I played the next Set of Turns. Not much happened, but here’s a list of what did happen:

1. There is a French City on my Continent!

FrenchCity.jpg



2. We get a Palace Expansion!
3. We learn Theory of Gravity! Magnetism is next.
4. Arabia is now a Democracy.
5. There is an Arabian City on my Continent!

ArabianCity.jpg



At the end of this Set of Turns, it is 1350 A.D. We have 232 Gold (+66 GPT), and we will learn Magnetism in 6 turns, and then, we’ll be in the Industrial Age.

Here is a list of our Units:

1. 1 Settler (More to come).
2. 32 Workers.
3. 7 Pikemen that still need to be Upgraded (but, for some reason, one of them won’t upgrade. I have enough Gold. The Unit is in a city with a Barracks. It just won’t upgrade.)
4. 41 Musketmen (Mainly guarding cities).
5. 14 Cavalry.
6. 8 Cannons.
7. 1 Caravel (Searching the high seas for smaller landmasses).
8. 18 Medieval Infantry.
9. 8 Crusaders.


Here is a list of our cities, and what’s going on in them. Here’s what things mean:

For an example, we’ll use a city that I haven’t founded yet.

Denver

Pop 6 (3H/1C/1U/1SCI); Growth in 3.
Producing: Bank (3T); Shields (7/10).​


What the example means is that Denver has a population of 6 (3 Happy, 1 Content, 1 Unhappy Citizen, and 1 Scientist). The population will grow in 3 turns. Bank (3T) means that the city is producing a Bank, and it will be finished in 3 turns. Shields (7/10) means of the 10 Shields that the city is producing, only 7 of them going into the Production Box.

Got it? Good! We can continue . . .

Washington, D.C.

Pop 12 (8H/1C/3U); Zero Growth.
Producing: Adam Smith’s Trading Company (6T); Shields (23/23).​


New York City

Pop 12 (7H/3U/2SCI); Zero Growth.
Producing: Settler (3T); Shields (12/13).​


Toronto

Pop 12 (8H/3U/1SCI); Zero Growth.
Producing: Bank (14T); Shields (11/17).​


Boston

Pop 7 (6H/1C); Growth in 6.
Producing: Bank (11T); Shields (9/10).​


Philadelphia

Pop 11 (6H/1C/3U/1SCI); Zero Growth.
Producing: Newton’s University (17T); Shields (13/14).​


Calgary

Pop 7 (4H/1C/2U); Growth in 13.
Producing: Harbor (7T); Shields (6/10).​


Atlantic City

Pop 7 (5H/1C/1U); Growth in 2.
Producing: University (33T); Shields (6/8).​


Cambridge

Pop 6 (3H/3SCI); Zero Growth.
Producing: Settler (2T); Shields (4/5).​


St. Louis

Pop 6 (3H/3U); Growth in 5.
Producing: Marketplace (37T); Shields (2/9).​


Charlotte

Pop 9 (5H/1C/3U); Growth in 7.
Producing: University (6T); Shields (6/10).​


Jamestown

Pop 6 (3H/2U/1SCI); Zero Growth.
Producing: Marketplace (48T); Shields (2/7).​


Baltimore

Pop 6 (3H/3SCI); Zero Growth.
Producing: Marketplace (7T); Shields (1/2).​


Salem

Pop 7 (6H/1U); Growth in 4.
Producing: Bank (17T); Shields (8/9).​


Concord

Pop 6 (3H/1C/2SCI); Wasting 1 Food.
Producing: Marketplace (35T); Shields (2/3).​


Richmond

Pop 8 (4H/2U/2SCI); Growth in 32.
Producing: Library (26T); Shields (3/9).​


Atlanta

Pop 9 (5H/1C/3U); Growth in 12.
Producing: Bank (25T); Shields (6/12).​


Trenton

Pop 7 (3H/1C/3SCI); Zero Growth.
Producing: Harbor (22T); Shields (1/1).​


Vancouver

Pop 6 (3H/1C/2SCI); Zero Growth.
Producing: Aqueduct (12T); Shields (3/4).​


Nashville

Pop 6 (3H/1C/2U); Growth in 4.
Producing: Marketplace (96T). Shields (1/8).​


Providence

Pop 10 (5H/1C/4U); Growth in 1.
Producing: Bank (32T); Shields (5/11).​


Miami

Pop 6 (3H/3SCI); Zero Growth.
Producing: Musketman (20T); Shields (1/2).​


Lynchburg

Pop 6 (3H/1C/1U/1SCI); Zero Growth.
Producing: Aqueduct (24T); Shields (3/7).​


Memphis

Pop 2 (2H); Growth in 13.
Producing: Cannon (1T); Shields (4/5).​


Macon

Pop 6 (3H/1U/2SCI); Growth in 10.
Producing: Library (71T); Shields (1/4).​


Hartford

Pop 6 (4H/1C/1SCI); Zero Growth.
Producing: Bank (9T); Shields (4/5).​


Albany

Pop 6 (3H/1C/1U/1SCI); Wasting 1 Food.
Producing: Library (15T); Shields (2/4).​


Phoenix

Pop 4 (4H); Growth in 8.
Producing: Library (3T); Shields (6/7).​


New Orleans

Pop 6 (3H/1U/2SCI); Zero Growth.
Producing: Musketman (33T); Shields (1/4)​


Chicago

Pop 4 (3H/1U); Growth in 4.
Producing: Library (55T); Shields (1/7).​


Detroit

Pop 9 (3H/3U/3SCI); Growth in 20.
Producing: Library (25T); Shields (1/1).​


Austin

Pop 10 (5H/1C/4U); Growth in 5.
Producing: Bank (11T); Shields (8/13).​


Houston

Pop 7 (5H/1C/1U); Growth in 5.
Producing: Bank (16T); Shields (7/9).​


Pittsburgh

Pop 7 (5H/2U); Growth in 11.
Producing: Cavalry (4T); Shields 8/11).​


Cleveland

Pop 6 (3H/2U/1SCI); Growth in 6.
Producing: Musketman (13T); Shields (1/4).​


Minneapolis

Pop 6 (3H/1U/2SCI); Zero Growth.
Producing: Library (36T); Shields (1/3).​


Santa Fe

Pop 2 (2H); Growth in 1.
Producing: Library (69T); Shields (1/2).​


Indianapolis

Pop 3 (3H); Growth in 1.
Producing: Library (65T); Shields (1/3).​


Here is the savegame file:

View attachment Exp626 of the Americans, 1350 AD.SAV


*****

As always, your advice, comments, and suggestions are greatly appreciated. :worship:
 
Or, if you have renamed the unit, it retains the old name. Pikeman12 will ugraded to musket, but it is still referred to as Pikeman12. Check the A/D/M to be sure.

This is about the only disadavantage of naming units and one that is subtle enough to be very confusing. It has caught me more than a few times.
 
Originally posted by Tribute:

I am guessing that the pike that cannot upgrade is in a settlement that doesn't have saltpeter connected to it?

Nope! All cities are connected to the Saltpeter.

Welcome to the thread, Tribute! [party]


Originally posted by CommandoBob:

Or, if you have renamed the unit, it retains the old name. Pikeman12 will ugraded to musket, but it is still referred to as Pikeman12. Check the A/D/M to be sure.

This is about the only disadavantage of naming units and one that is subtle enough to be very confusing. It has caught me more than a few times.

Ah! That might be it! I'll check it out, and let you know.

Thanks, people! :D
 
Originally posted by CommandoBob:

Or, if you have renamed the unit, it retains the old name. Pikeman12 will ugraded to musket, but it is still referred to as Pikeman12. Check the A/D/M to be sure.

D'OH! That's it! I renamed it 'Pikeman (Defense Battalion)'. He is a Musketman, and will be renamed the next time that I play which will probably be Tuesday!


Originally posted by Tribute:

(And I've been welcomed before. :p )

Fine! I take it back! :rotfl: Well, thanks for the input, anyways. :D


Edit: Monday 7/3/06: I will play the next Set of Turns tomorrow. As always, I'll check in here first before I play. :)
 
Here is a few thoughts ( all I can spare).

You traded chemistry to the Arabs, have you traded to the French as well?

I was looking at the spot where the Arabs put their city, but the French are asking for trouble by the volcano. Maybe you should demand New Damascus from the Arabs. Just go to the diplomacy screen, pick New Damascus from the list of cities and choose "Accept this deal or face the consequences!" I think they'll cave. I wouldn't do it to the French, the Volcano makes it problematic, plus I still suggest cultivating the French as a good foil against the Arabs.

I have a couple ideas bouncing around the old skull, I thought Bob said something about basic moves or, whatever. Well I'll let you know.

Plus, I think this is getting ahead of us, but I've got a suggestion for your next game. Surely, this isn't going to be the only one! :lol:
 
Okeley-Dokely!

  1. Trade Chemistry to France.
  2. Demand 'New Damascus' from Arabia, and hope they don't declare war on me.

I will play the Set of Turns now, as the World Cup Semi-Final match between Germany and Italy is on at roughly 2:30 PM.
 
*****

The next Set of Turns is in the books.

*****

IBT

Nothing.​



Turn 261 (1355 A.D.)

The suggestion that I trade Chemistry to France is moot. They have it.

Magnetism in 4 turns.​

*

IBT

Nothing.​



Turn 262 (1360 A.D.):

Magnetism in 3 turns.​

*

IBT

Nothing.​



Turn 263 (1365 A.D.):

Magnetism in 2 turns.​

*

IBT

Nothing.​



Turn 264 (1370 A.D.):

Magnetism next turn! We cannot adjust the SCI slider to max gold. Pity . . .​

*

IBT

We have learned Magnetism! We are now in the Industrial Age! Now, the question is: Which tech to research next?

Nationalism, Medicine, or Steam Power?

Nationalism: The upside would be a stronger unit (Rifleman). The downside is that I just spent the past couple Sets of Turns (not to mention most of my Gold) upgrading my units. Right now, I think that I already have a decided advantage in that department over Korea and Maya (and maybe all civs in the game).

Medicine: I do want Hospitals as soon as possible (to get Battlefield Medicine), so I’d have to research Medicine and then Sanitation. The plus side to this is that cities with Hospitals grow beyond 12. More citizens, more production, more money, quicker techs. The downside is that I wouldn’t get to build Hospitals for almost 30 turns! I’d like to improve my position, not just sit here with my finger up my nose for 30 turns waiting.

Steam Power: Now here’s a tech with an immediate bonus: Railroads! If I spend some time building Railroads from the front to the cities with Barracks, then keeping fresh units on the front lines would be easy. The only downside is that I’m not sure if I’m going to have any Coal in my territory. (I’d better, darn it!).

Which to pick? Looking at the tech tree gave me an idea (and we all know how dangerous THAT can be!). I’m going to make a beeline for Scientific Method to build the Theory of Evolution. With that, I get 2 free techs! Can’t beat that! No way, no how!

So my research tech queue is:


  1. Steam Power
  2. Medicine
  3. Electricity
  4. Scientific Method


We get a Palace Expansion!



Turn 265 (1375 A.D.):

Steam Power in 11 turns.​

*

IBT

We have completed Adam Smith’s Trading Company!​



Turn 266 (1380 A.D.):

Steam Power in 10 turns.​

*

IBT

Nothing.​



Turn 267 (1385 A.D.):

Steam Power in 9 turns.​

*

IBT

We get another Palace Expansion!​



Turn 268 (1390 A.D.):

Steam Power in 8 turns.​



IBT

Nothing.​



Turn 269 (1395 A.D.):

Remembering WarMaster Marsden’s advice, I contact Arabia, and demand New Damascus! Here’s Arabia’s response:​

DemandDenied.jpg



Well, that didn’t go off as planned. Let’s play the generous neighbor. I contact Arabia again, and make this trade:​

ArabicTrade-1.jpg



Not to play favorites, I then contact France, and make this deal:​

FrenchTrade.jpg



Steam Power in 7 turns.​

*

IBT

Nothing.​



Turn 270 (1400 A.D.):

Steam Power in 6 turns.​

*****

I think that I did pretty well with the trades. What do you think?


Here’s the Info Screen:

InfoScreen-1.jpg



Here’s a pic to warm your hearts:

Units.jpg


There’s only one Pikeman left, and he’s on his way to be upgraded as we speak.


For fun, I loaded my savegame into CRPSuite (MapStat). Look at this:

MapStatPic.jpg



If I’ve counted right, 22 of our 37 cities are celebrating a ‘We Love The President’ Day!


Here’s the savegame file:

View attachment Exp626 of the Americans, 1400 AD.SAV


As always, your advice, comments, and suggestions are greatly appreciated. :worship:
 
When I enter the Industrial Age I research Railroad. Having rails not only speeds transportation, but it also gives a commerce boost.

Nationalism tends to be a trap for me. Infantry are also available in this age and are much better than rifles. So I ignore Nationalism.

I like the idea of going for Theory of Evolution. A favorite trick of many is to build the ToE the turn after they learn Scientific Method, learn Atomic Theory and then Electronics and have a prebuild in place for Hoover Dam. Nice if you can pull it off.

If you have coal (and you never said it was missing) you need to begin to RR. Bunch up your workers into groups that can RR a plains tile in one turn (3WT normally, may be less for Industrious Americans). I find it easier to keep slaves and natives in separate stacks since it makes the counting easier. By with hyper active, industrious workers that may lead to wasted WTs, just don't know.
 
... uh yeah. 1000 score. Woopie!

Sorry to be so mean, but if you were to play the lowest levels, you wouldn't get a score like that solely because there is a multiplier factor per level for score. (1 for chieftain, 2 for warlord, ...).

Additionally, you have some sort of happiness problem. Stop making your people happy. :) (BTW, your lux BETTER be at 0%). If it is, the trades weren't so helpful (luxes when you don't need them?) If not, change it to as low as you can go without specialists needed in main cities.

Good choice on steam power. And yes, don't research Nationalism. But as for ToE, it's better to wait a bit. If you can get to Industrialization and the Corporation, you'll be quite the happy camper with factories AND stock exchanges in every main city before attempting to build Universal Suffrage (you can have those representative government wars now) and ToE (you can pick better techs like Refining+Combustion, Atomic Theory+ Electronics, or even (if you're a slow wonder builder, or you don't get rails) Mass Production+Motorized Transportation.)

But whatever. You are in Republic, right? And you have closely built cities, right? CXXXC and CXXC? Well, if your main cities are too close, hold off on Sanitation. I recommend it while you build ToE. (Short tech, and your prebuild should be good enough). Then go for free techs Atomic Theory and Electronics and start researching Replaceable Parts (for infantry and really fast workers).

But you know, you've won by now. Come on. Say it.
 
Well, well, you industrialist! Very good.

Steam power is just about the closest thing to a rule about what to research first. Yes, there may be an unusual situation that someone researched something else first but steam is one of the most vital techs of any age, and it leads almost directly to another vital tech, replaceable parts.
Don't forget, you get +1 shield or +1 food in a square with a railroad, so your production can increase quite a bit from this alone, plus all of those science farms will be even better because your few citizens farming will be more productive thus requiring less to feed the city and more for science.

Your plan is sound, and I encourage you to execute it. I would just like to suggest how I might handle this situation. I research steam, electricity, R.parts, then medicine and sci method. Parts gives you the solid infantry (6/10/1) Guerillas (6/6/1) and (my favorite) artillery. Nothing your opponents have can touch the defense of infantry and the attack is as good as cavalry. Also, you can upgrade all of those MIs to guerillas. And artillery is just too useful for words. Once you have your railroads laid you can have a stack of artillery anywhere instantly! If something sticks its head over the border, you can drop shells on it from 2 squares away! It's incredible how quickly you can destroy and enemy attack with a good artillery salvo. Ah, yes, artillery. No longer will our forces deplete themselves in heroic charges against city defenders. A turn or two of shelling before hand to redline all defenders will allow our attackers more success and less casulties. Yes replaceable parts is good. But wait there is more! All workers double their speed of work, yes all workers including captured ones. This makes railroading our entire empire much quicker.

Also, a few notes on other stuff.

I suggest, as always, if your going to trade to one AI you should check to see what else you can get from the others, not just to try to squeeze anything else you can out of them, but to deny the trade to the first AI. So you traded chemistry to the Arabs. You found later France had it, too. How do you think France got it? While France might have researched it themselves, very likely the Arabs traded it to them to recover the expense of buying it. You did good with the Metallurgy trades. And never trade during the AI's turn! They will trade it around before it's your turn.

The theory of evolution, this is handy, but again do not depend on it. Here's how I like to use it. Again, I like to have parts before going back for medicine and sci method. I then go for industrial and corporation while ToE is building. Compare the time to build in turns to time of research. Make absolutely sure that you can complete all current research projects before it completes. You get two free techs, but if you have one 3/4 done you still only get it and one more. Don't waste your money! For example, say you have 10 turns to complete the wonder and you can research industrial in 8 turns. Make sure you finish industrial before the ToE is finished or else you'll just finish it up. After turn 8, you get your industrial, and pick the next tech, turn research to 0 and all scientists to taxmen. You reap a load of cash waiting those two turns. Also, I would like to strongly suggest Atomic Theory and Electronics for the two free techs. Atomic Theory doesn't actually give you anything, but it's required and is the most expensive tech of the industrial age. Get the most out of your theory and get the most expensive tech. This also gives you the inside track to your next wonder, the Hoover Dam that you can start with electronics. And since you have plenty of rivers in your core, building it shouldn't be a problem.

Don't research nationalism, it's a dead ender.

If you want to wait until you have the infantry and artillery for the next war, ok. But if you do, you will have no reason not to totally wipe out the Maya and Koreans.
 
Marsden said:
If you want to wait until you have the infantry and artillery for the next war, ok. But if you do, you will have no reason not to totally wipe out the Maya and Koreans.

Well said. I think we still have too many defenders, with Rails, you can get units to protect cities quickly, so think hard about replacing those defenders with attack units.

Also, we need to build more military units to attack with. We need to be ready for war and should look at taking either Korea or the Mayans out before infantry and artillery.

Just War Monger Eltrai's advice.
 
Originally posted by CommandoBob:

I like the idea of going for Theory of Evolution. A favorite trick of many is to build the ToE the turn after they learn Scientific Method, learn Atomic Theory and then Electronics and have a prebuild in place for Hoover Dam. Nice if you can pull it off.

That's a neat trick! Might be something to consider . . .


If you have coal (and you never said it was missing)

I won't know that for another 6 turns. :D


Originally posted by Tribute:

... uh yeah. 1000 score. Woopie!

This is my first game above Chieftain level. I didn't know about the multiplier, so 1000+ points is a big deal to me. :cooool:


But you know, you've won by now. Come on. Say it.

To paraphase Mark Twain: 'Reports of my victory are greatly exaggerated and a bit premature.' I won't say that I've won until the SpaceShip launches.



Originally posted by Marsden:

I would just like to suggest how I might handle this situation. I research steam, electricity, R.parts, then medicine and sci method.

Then that's the research path that I'll take. I like the idea of my Workers buzzing around everywhere laying Railroads. :goodjob:


Parts gives you the solid infantry (6/10/1) Guerillas (6/6/1) and (my favorite) artillery. Nothing your opponents have can touch the defense of infantry and the attack is as good as cavalry. Also, you can upgrade all of those MIs to guerillas. And artillery is just too useful for words.

Bomb 'em to hell, and take their cities? I LIKE IT! :evil: :lol:


Don't forget, you get +1 shield or +1 food in a square with a railroad, so your production can increase quite a bit from this alone, plus all of those science farms will be even better because your few citizens farming will be more productive thus requiring less to feed the city and more for science.

Is there a college course somewhere about how to play C3C? If so, you could teach it (or, at the very least, be a guest lecturer). :king:


Don't research nationalism, it's a dead ender.

Sounds good to me. :goodjob:


Here's how I like to use it. Again, I like to have parts before going back for medicine and sci method. I then go for industrial and corporation while ToE is building. Compare the time to build in turns to time of research. Make absolutely sure that you can complete all current research projects before it completes. You get two free techs, but if you have one 3/4 done you still only get it and one more. Don't waste your money! For example, say you have 10 turns to complete the wonder and you can research industrial in 8 turns. Make sure you finish industrial before the ToE is finished or else you'll just finish it up. After turn 8, you get your industrial, and pick the next tech, turn research to 0 and all scientists to taxmen. You reap a load of cash waiting those two turns.

And that, boys and girls, is MicroManagement at it's finest. :cooool:


If you want to wait until you have the infantry and artillery for the next war, ok. But if you do, you will have no reason not to totally wipe out the Maya and Koreans.

I'm gonna need a lot of Gold to upgrade all these things, but it'll be worth it to own my continent. (Something that I should have accomplished a long time ago when I made first contact with Korea and Maya.) :(


Originally posted by Eltrai:

Also, we need to build more military units to attack with. We need to be ready for war and should look at taking either Korea or the Mayans out before infantry and artillery.

Korea would be the weaker target. Does anyone else have any thoughts on WarMonger Eltrai's suggestion?


Thanks for all of your thoughts. I will probably play the next Set of Turns tomorrow (Friday) evening. As always, I'll check in here first for any last-minute advice. :thumbsup:
 
Those trades were fine - did you negotiate for more with the AI? or just take what they offered? Printing press is not really useful unless you are going for democracy or free artistry and shakespeares, unless you are going to turn around and trade it away. If it's what you can get from an AI, then it's fine, of course.

I do have a question about upgrading all the pikes... why do it? Some of them, sure, that you know will be in wars. But for ones on garrison duty, especially in cities with barracks or near barracks... why bother? You can always upgrade them later if you want. This isn't really a criticism - I can see a bunch of reasons why you would want to - aesthetically, it seems better to have your entire military as modern as possible, it makes you look stronger to the AI, so less likelihood of a sneak attack, you might have plenty of money, it means that you can spend your money without having to worry about a reserve. I'm just saying that it may make to not upgrade, if you don't want.

And congrats on your score!! its' always good to hit new levels of play.

This has been a good game - things are going well, but you've had enough things go wrong that you are learning, too.
 
Thanks, AutomatedTeller, I knew there was something I forgot, the upgrades.

While not a bad thing, you are really using up money that would be more productive elsewhere. I refrain from upgrading regulars. Only if all I had left defending a critical location was a regular would I upgrade it. Otherwise I like to build new units. Here is an example of using the money elsewhere. It probably costs you 45:gold: to upgrade each pike to musket. If your ten shields from finishing something you can buy it for 40:gold: and save the 5:gold: in the kitty. Multiply this by ten and it's getting expensive. Especially if your calvary do their job and kill anything that approaches your territory. I like to defend things but the really good players don't bother with that, they just wipe everything out before it gets to them. Well, I'm not up to that and never will be. I'm an Emperor level player. I think that's good enough. There are people that beat sid routinely that post "defensive units are worthless" All I can say is I don't know. I always like to keep my home secure, even if the troops are a bit dated. But I rather keep a spearman watching the interior and use the money to outfit a better attacker than make sure I've got overkill defenders somewhere where they'll never fire a shot.

And good job on your 1000, I wanted to mention that yesterday and forgot.

Attacking ironless Korea might be a good idea, but you have to be aggressive. Send those cavalry and have them ride down your enemies. The best they can do are longbows and spears, you should crush them quickly. Really. Actually, you could stop with the muskets and just build up your cavalry, you should be able to crush them both with your current level of technology. The best the maya can come up with are pikemen and medieval infantry, maybe knights. You really should be able to take them out, you need confidence and a bit of ruthless determination.

You need General Grant, Lincoln!

P.S. Another thing, you want to think about wether your going to get a golden age. Basically a golden age is 20 turns of your entire civ getting +1 shield and +1 commerce per square that is already producing them. Of course, keep in mind these bonuses are before corruption, so New Orleans is still going to be one of each per turn, just a lot more waste. There's two ways to get the golden age started, your UU scores a kill or you build the wonders that fulfil your civ traits. Well, the UU is a whole age away. Although with conquests it is at least possible to get a kill with it, it's still stinks. Through wonders, you need an expansionistic and industrious finished. The only exp. wonders left to build are Magellan's and SETI. The others were Colossus, Copernicus', and the Great Lighthouse. I think the Arabs are building Magellan's now, so maybe that F-15 is looking better, not sure. The industrious wonders still available are Hoover Dam and Manhattan Project. The ones already built are the Pyramids, Great Wall, and Hanging Gardens. This one shouldn't be too bad as we expect an inside track to Hoover Dam, but this still leaves us and Expansionistic wonder short. Also, the wonder known as The Internet has the flag for all traits, so if you build it you will get your golden age.

Just more for you to think over. A golden age can be a nice boost, but is by no means required.
 
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