Fox09 - This Means War!

well, i've got the makings of an army ready started (some maces and a treb). I think we're just waiting on the outcome of the Lib race ~ don't want to spend time on Astro before hand, no?
 
i've been playing with running a turn or two of 100% spying so that I can see what people are researching - how many turns would you need to invest to see that sort of info?

PS: Fox - you missed your turn in Ruff06
 
..... we still have to research SciMet and Physiscs for that. But we'll see if it is managable ......

You dont have to research Phyics at all for Biology. I looked at the save and there is 5 turns left on printing press, 9 turns on Scientific Method, then 1 turn for Liberalism. Thats 15 turns and will prolly go down as our research goes up. You might want to slot in 1 or 2 more workers now, so when Scientific method comes in, you can start on the forest preserves. 1 worker will take awhile and there are 3 forest to get done.
 
i've been playing with running a turn or two of 100% spying so that I can see what people are researching - how many turns would you need to invest to see that sort of info?
i think that scales with each civ and relative EPs invested against you ~ if i'm not conscientious about EPs, i'm usually too far behind for it to matter all that much, unless you go all out for many turns.
 
I pushed my spying up to 100% and weighted the allocation against the top civs so that I could see their tech - it took 1 turn for most of the AIs and I could see all AI techs within 3 turns - the 3rd turn scaled back to about 50%.

There was then some micro management each 5 turns or so so that I could still see their tech - usually, just playing with the weighting.
 
Not much to say.... continued the tech path to Biology Lib as inherited and passed the turns in military buildup ( maces + trebs ).

Pacal started chasing our caravels:
Spoiler :
Civ4ScreenShot0010.jpg

He eventually managed to kill 2 of our caravels.....

Next turn, PP is online....
Spoiler :
Civ4ScreenShot0011.jpg

SciMet in 9 turns

Some action....
Spoiler :
Civ4ScreenShot0012.jpg


And we got a prophet as GP in turn 9.... I let him in city, not sure which is better: GA or settling....

The autolog
Spoiler :

Logging by BUG Mod 2.11 (BtS 3.13)
------------------------------------------------
Turn 274 (1270 AD) [07-Dec-2007 20:27:11]
Reminder: On Turn 284, Finish....
Beijing finishes: Maceman

IBT:

Turn 275 (1275 AD) [07-Dec-2007 22:02:45]
Beijing begins: Maceman (3 turns)

IBT:

Turn 276 (1280 AD) [07-Dec-2007 22:04:56]
Beijing finishes: Maceman

IBT:

Turn 277 (1285 AD) [07-Dec-2007 22:07:00]
Beijing begins: Trebuchet (3 turns)
Beijing grows: 17

IBT:

Turn 278 (1290 AD) [07-Dec-2007 22:07:57]
Tech learned: Printing Press
Beijing finishes: Trebuchet

IBT:

Turn 279 (1295 AD) [07-Dec-2007 22:09:42]
Beijing begins: Trebuchet (3 turns)
While attacking just off shore near Leiria, Caravel defeats (2.52/3): Portuguese Galley (Prob Victory: 90.1%)

IBT:

Turn 280 (1300 AD) [07-Dec-2007 22:11:37]
Caravel promoted: Medic I
Beijing finishes: Trebuchet

IBT:
While defending just off shore, Caravel defeats (0.72/3): Maya Caravel (Prob Victory: 67.4%)
While defending just off shore, Caravel defeats (1.20/3): Maya Caravel (Prob Victory: 50.0%)
While defending just off shore, Caravel loses to: Maya Caravel (3.00/3) (Prob Victory: 0.0%)
While defending just off shore, Caravel loses to: Maya Caravel (3.00/3) (Prob Victory: 0.1%)

Turn 281 (1305 AD) [07-Dec-2007 22:12:32]
Beijing begins: Trebuchet (3 turns)

IBT:

Turn 282 (1310 AD) [07-Dec-2007 22:13:34]
Mahavira (Great Prophet) born in Beijing

IBT:

Turn 283 (1315 AD) [07-Dec-2007 22:14:11]
Beijing finishes: Trebuchet

IBT:
Civics Change: Pacal II(Maya) from 'Vassalage' to 'Bureaucracy'

Turn 284 (1320 AD) [07-Dec-2007 22:15:43]
Reminder: Finish....
Beijing begins: Maceman (2 turns)


City screen.. ATM we are capped at 17 pop, due to :yuck: . Maybe Nat park is not such a bad idea after all.....
Spoiler :
Civ4ScreenShot0015.jpg


Tech table.... 2 things must be noted: no one has Edu and João has Optics....
Spoiler :
Civ4ScreenShot0014.jpg


Some regards:

I think that we have a lock on Bio .... after that we should get Astro and go to rifling to bang some heads. I think that we should focus on Pacal and João: the first one because of the Fin trait and the second because he ReXed a lot and has a lot of cities to plunder :devil: ( besides that is the only one that can attack us ATM ,in spite of I never saw João AI trying to use that advantage )

And the joke:
Spoiler :
It's not the first time that I see this this in a AW game,but...
Spoiler :
Civ4ScreenShot0013.jpg
Something tells me that some events still need a tweak or two , even after 3.13... ;)
 

Attachments

It's not so worrying Joao having Optics now that we have a military. We have Calendar (I assume) but we haven't plantationed the spices.

Merge the GP I think.

Guilds would be good after Biology slingshot for grocer (extra health with spice) and then Military Science and Steel.

EDIT: After Astronomy of course.
 
I also agree on not hooking up the spices. Cant we go directly to Steel so we can get Ironworks up or at least after Astronomy. Ironworks will help us getting those 1 turn units built.

After those techs, I would love us to go directly to riflemen, physics, then artillery. ....but with the amount of units we will have and having them outside our borders...were gonna need a grocer, a bank, and the free merchant from Economics. It also allows us a free specialist from Mercantilism. Looking at those 2 options...theres an argument to made for both paths. I would be fine with either.

The reason i suggest the Physics--->Artillery path is because we will lose alot less units with Riflemen and Artillery vs Infantry and cannons. The infantry path requires a heck of alot more beakers than the artillery path. Go in the save and click on Artillery, then Assembly Line...youll see what i mean. We cant give City Raider to either Riflemen or Infantry. Artillery just plain rock and I would be surprised if we lost even 1 unit with the Riflemen/Artillery combo....you also wont see Knights or Cuirassiers flanking artillery as its suicide. Another benifit to Artillery is having less accuracy promoted artillery than you would need if you instead had cannons.....overall, youll need less artillery then cannons to do the same job. But again, Im fine with either choice....do i seem wishy washy?...lol
 
all, remember, i'll be OoP until monday night ~ see ya'se
 
Sorry for the short report but it's final exam time for me so I don't have much time :(

Turn 287 - SM is in.

Turn 288 - Liberalism is completed. I take biology and change our build to the national park. We are health capped with our city so it is worth far more than the Moai.

How often do you see this on emperor?
Civ4ScreenShot0063.jpg


Turn 297 - astronomy is finished. I finished the NP at some point before this but I forgot to take note of when... and I can't open the game log :crazyeye:

Anyways, we are ready to start taking the war to the AI. They don't have astronomy but Joao can send troops on his caravels so be careful. I wouldn't worry too much about the gold situation - we will be razing enough cities to fill our treasury once we get started. Plus, a grocer will only add about 4 gpt.

Techs:
Civ4ScreenShot0064.jpg


Even though Pacal is far away, I think he should be our first target. He has the best teching ability. I think Hammurabi has overexpanded as he has lots of land but is not teching very well.

I have set research to steel to get IW. Then we will probably want military science so that we can field some grenadiers and actually start doing some damage. Then tech rifles after that. The AI generally doesn't go for rifles very fast so we will have grenadiers/cannons vs. LB for quite some time.

Oh and don't build any roads near the forest NE of the marble. The chances of a forest regrowth will increase if we don't road the adjacent tiles. However, we will want to put a preserve in that forest eventually to increase our chances of regrowth. I have built an extra worker to speed up the worker tasks. It was only 1 turn of hammers and I figured having the free specialists sooner will be worth more.

We may also want to consider adopting free religion at some point. We will start building a military soon so pacifism will become a serious liability. Plus we get a free 10% research bonus with free religion. I left this for the team to decide though.
 

Attachments

Military Science and Grenadiers is a dead end tech. We still have cannons, Ironworks, and galleons to build...by the time we need men, we should have rifles. Grenadiers is a wasted tech in my opinion and takes research beakers away from getting rifles and artillery.

I took another look and it might not be a wasted tech afterall. I dont know if we will be able to build 1 turn units without a military academy and Military Science opens that up.
 
We will not be able to build 1 turn units until IW + factories are complete. That's a long way off so I think military science will have uses. Plus, we can turn out galleons pretty fast after Iw and rifling is going to take a lot of turns to research. We need currency, monarchy, feudalism, guilds, banking, replaceable parts first. That's why I would like to get military science and start harassing the AI. Alternatively, we can send out privateers to destroy nets but they may get wrecked by stacks of caravels.
 
^^No privateers.... we're in a AW game so we have no use for them ( they don't collect gold from civs that we are in war with ( I think that is a intended feature, but it is utterly stupid IMHO ) and they are weaker than frigates) ...if we want to blockade, frigates can do the job and the AI reacts the same way ( caravel spam )
 
Oh, I thought we could collect gold while at war but if we can't, then yeah privateers are useless. Might as well park frigates outside of cities then.

About the peace event in AW. I think if you take it, I think you'll get peace but redeclare immediately after that. Not that I've tested this but that's my guess.
 
^^That's exactly what happens....but IMHO the event should simply be disabled in AW ( as well as the greed-type quests in Always peace... )

About privateers: I only spotted that annoying fact in the test game I made for this SG ( I'm not used to AW... ), when I tried to do exactly what you suggested. I think that this is intended to prevent the use of the privateers gold collecting function shieded by more advanced naval units during war ( Imagine privateers shieded by battleships in modern days... it would be completely unbalancing )....It's a fair point, but breaks the princible of hidden nationality of the privateer ( you could have a AI privateer pillaging the same area and earning $ ..... :hammer2: ) and it should be explicitely stated.
 
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