Frustrated with immortal

Yeah. It's because the point of cuirs is to get there quickly with a small number of cities (under 10) and then take more cities quickly. Earlier warring often slows down your tech but helps you get more cities. Especially if your tech pace is extremely slow (it has been here) cuirs will be late and you might face a lot of resistance. On the other hand chilling and teching further with 15 cities will guarantee you a very strong position later.
 
Yeah. It's because the point of cuirs is to get there quickly with a small number of cities (under 10) and then take more cities quickly. Earlier warring often slows down your tech but helps you get more cities. Especially if your tech pace is extremely slow (it has been here) cuirs will be late and you might face a lot of resistance. On the other hand chilling and teching further with 15 cities will guarantee you a very strong position later.
That makes sense. I still have some difficulty deciding on a macro strategy, but these are some good pointers.

Edit: I meant the above in a general sense. Regarding this game, I now have a pretty clear idea of what to do.
 
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It is also useful to consider how much additional cities can contribute to the econ, and IMO on standard size and before state property expanding beyond about 20 cities takes lots of time to pay back economically. So if you can forsee that the game will not end on cuirs going for them could actually slow you down.
 
It is also useful to consider how much additional cities can contribute to the econ, and IMO on standard size and before state property expanding beyond about 20 cities takes lots of time to pay back economically. So if you can forsee that the game will not end on cuirs going for them could actually slow you down.
Good point. Also because there appear to be multiple continents here (it's a Fractal) and so intercontinental expansion pre-SP is ruled out. And if you can tech that far you might as well get more advanced units than cuirs.
 
IMO on standard size and before state property expanding beyond about 20 cities takes lots of time to pay back economically.
Not sure if I agree with that. More mature cities contribute immediately very well, unless you make the mistake of building buildings in them. Just build wealth/failgold.
 
screenshots from Monty-game with and without state property
Spoiler :
Honestly amazing how small the economy benefit is (main benefit is of course +1:food: on workshops/watermills).

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-460:gold:+512:science: with free market -> +52:gold:/:science:
-405:gold:+484:science: with state property -> +79:gold:/:science:

I think the trades routes are weaker here than on average - many cities have only domestic trade routes. I have 28 cities but 11 of them are still in revolt (which btw is the reason why the economy is so weak).

Anyway that's under 30:gold:/:science: difference between FM and SP. The difference between decentralization and FM with say 18 cities should be at least 36:commerce:, so it would seem economics provides bigger immediate boost to :commerce: than communism, unless I'm missing something. Myth busted?
 
screenshots from Monty-game with and without state property
Spoiler :
Honestly amazing how small the economy benefit is (main benefit is of course +1:food: on workshops/watermills).

View attachment 709455View attachment 709456

-460:gold:+512:science: with free market -> +52:gold:/:science:
-405:gold:+484:science: with state property -> +79:gold:/:science:

I think the trades routes are weaker here than on average - many cities have only domestic trade routes. I have 28 cities but 11 of them are still in revolt (which btw is the reason why the economy is so weak).

Anyway that's under 30:gold:/:science: difference between FM and SP. The difference between decentralization and FM with say 18 cities should be at least 36:commerce:, so it would seem economics provides bigger immediate boost to :commerce: than communism, unless I'm missing something. Myth busted?
Interesting! But don't you think GLH plays a role here (even if most trade is domestic?)
 
Interesting! But don't you think GLH plays a role here (even if most trade is domestic?)
Hmm no? It just gives more trade routes no matter what civic (well, except mercantilism, but I never was in that). edit: and even in merc it gives more trade routes :lol: just not foreign.
 
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What's the hammer difference between FM and SP?
 
Events Washington:
Spoiler :

The good news: Lib seems safe. Pacal is focusing on other techs. Managed to get 2 GS in the GA, and not 3, due to the bad news.

The bad news: Saint Pete got reassigned to Cathy during my GA, in which I was running Juda. Then she broke free from Pacal and vassaled to WK. This throws a wrench in the works. Earlier war is now inevitable, which I why I began rerouting towards Mil Trad. Could go cuirs and lib Mil Trad, or cavs and lib Printing Press on the way to Rifling. The 2 GS will bulb Edu (or I could leave one for PP and lib something else).

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What's the hammer difference between FM and SP?
Good question and I now realized some cities were building :gold:/:science: which in a way skews the results and in a way doesn't. It's what I wanted to build in those cities anyway.

SP was +82:hammers:+28:food:, a massive massive benefit. +55:gold:-94:science: compared to FM. So yes SP is insanely good, but we already knew that. ;)
 
Not sure if I agree with that. More mature cities contribute immediately very well, unless you make the mistake of building buildings in them. Just build wealth/failgold.
Good point, any production does immediately contribute, maybe I should go a bit more in-depth and possibly revise that number, but not now.

This observation will very much depend on the quality of those cities.

The problem is that number of cities maintenance scales very fast (I believe exponentially), thus at some point you will need every bit of gold you can muster and distance maintenence is the only real screw to turn beyond just matureing cities.

So the same general statement is true with state property, but the city limit will be higher.

The exception being, of course, the strike economy (not recommended by me, it just breaks the game).
 
The problem is that number of cities maintenance scales very fast (I believe exponentially), thus at some point you will need every bit of gold you can muster
Non distance part has a cap. 8 gold per turn per city. In a faraway city one would want courthouse anyway. So 4gp per city is not a thing to cry about.
 
The dangers of leaving the AI alive. Plus moving the capital too.

-8-10 cost a turn is not bad. If you get colonial cost on islands these costs can be 24-48+. Which is why state property helps. Caps at 7?
 
I am also fustrated with immortal. I just died horribly. Without knowing the map beforehand, I am not sure what would have worked?

I attached a worldbuilder file and an original (no modifications) save file.

Map spoiler

Spoiler :

Axeman would have been fine. Swordsman were too much. A protective leader would have been night and day. Iron working is too far away. Chariots, even if I had horses, would have done jack.

immortal NTT.png



 

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No metals next to a crazy warmonger is always difficult.

To prevent this kind of thing from happening, use a UI mod, like BUFFY, which would show you on the leaderboard when an AI is plotting, giving you time to prepare. In this case Shaka was probably plotting for ~10 turns, allowing you ample time to build a few archers and walls in thessalonica. IMO this is one of the rare cases where walls are actually a useful build.

A city with walls defended with enough archers can then hold against anything pre-cats. Surely that is not optimal, but the game is not lost. If you can kill the first attack without too many losses they will frequently talk about peace fast, give them what they want, if they want a poor city, sometimes even that is worth it.

As an emergency measure you could still one-pop whip archers.

Btw, to try to prevent such wars, you can always try to better your relations by gifting them a (if possible badly placed) city, giving you +5 relations (+4 fair trade +1 liberation) and getting most leaders to pleased.

All that said, sometimes these crazy AI attack between turn 40 and 50, and that can be a direct game over without copper.

Seeing that you knew all along Shaka was your neighbour and that you do not have copper, you should have scouted the west to try to find (and grab) copper. There is rarely copper in the jungle (maybe some map-scripts prohibit it?).
 
T44
Spoiler :
Hmm, why didn't you go for the plains hill? Of course insanely lucky to get more food, but especially for an IMP leader I think it's fine to ditch dry corn for immediate benefits (didn't check your screenshot before playing, I swear!). Very lucky to grab 3rd ring horse too and I think the plan is now clear. :mischief: Get those barbarians off my continent!

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@sampsa
Spoiler :

Good call with the settling pattern. I am getting very rusty.

But I still wouldn't have more than a couple of chariots because the horse will get pillaged. Was I supposed to send a couple of chariots over to pillage Shaka's metals?
 
Spoiler :
I would simply try to HA-rush in my position. Archery next and try to set up some kind of defence. If you have ~5 archers fortified it might not be a bad thing if he attacks.
 
T53
Spoiler :
Love it when the game throws a curveball. On T44 it all seemed so clear and now it's already very interesting. Good news is that Shaka isn't plotting yet. The bastard stole my horse!

First he popped borders with a monument T46. Then to boot he founded judaism and it's surely in the 2nd city, so byebye horsie. No spot to settle to try to reclaim it. Went hunting-archery, now to pottery. Some 20:gold: from SH. I guess it's gotta be construction now and considering settling a fortress by the sheep. Barbarians being a bit of pain from the south, need to 1-pop archer.

On the bright side they now have different religions so won't be buddies forever.

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