G-Major 118

shulec

Grrrrr... I AM the force!
Hall of Fame Staff
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[img=right]http://www.civfanatics.net/methos/hof/staff/gauntlet.gif[/img]While the general Hall of Fame is an ongoing competition, we like to run time-definite competitions between updates that we call Gauntlets. Standard Hall of Fame rules (*) still apply, but any games meeting the settings will be counted towards the Gauntlet.

[size=+1](*) Please read the >> HOF rules << BEFORE playing!
[/size]​

Settings:
  • Victory Condition: Conquest (though all victory conditions must be enabled)
  • Difficulty: Monarch
  • Starting Era: Ancient
  • Map Size: Small
  • Map Type: Oasis
  • Speed: Normal
  • Required: No Tribal Villages, No Random Events, Aggressive AI, Always War
  • Must not be checked: No Barbarians, Raging Barbarians
  • Civ: Isabella
  • Opponents: Mansa Musa, Sitting Bull, Hammurabi, Gilgamesh, Shaka, Mao Zedong, Tokugawa
  • Version: 3.19.003
  • Date: 25th July to 25th August 2013
Must not play as Inca.
The earliest finish date wins, with score as a tiebreaker.
 
Yay! Always War is great fun! Should not be too difficult at Monarch difficulty level.

Count me in on this fray.

Not sure what to expect on an Oasis map though. I haven't played that map type much.

Sun Tzu Wu
 
Looks like an Engineering rush is in order here. Since Isabella has Fishing, the GS bulbing strategy will not get us Metal Casting -> Machinery -> Engineering. Isabella has Mysticism, which should make Oracle-ing Machinery a little easier. Maybe an early Great Engineer from The Pyramids (maybe The Hanging Gardens) could partially bulb Engineering?

Sun Tzu Wu
 
I was easily able to Oracle Machinery, but securing Iron for Crossbowmen is causing a little difficulty. I'm starting in the south where Gems can be found, but Iron seems exist only in the central east-west desert areas, between the north and the south. This requires splitting one's defensive units between at least two cities that are about half the north-short distance of a Small Oasis map.

Also, I'm not positive that an Engineering rush is required to win. A War Elephant + Catapult rush may suffice. Even a Horse Archer rush may allow one to kill several Civs before needing something more powerful, but that requires migrating north and that is quite dangerous with Always War.

Sun Tzu Wu
 
I am thinking that if you find a start that has FPs, and an east or west border, you may be able to expand north first to get Horses for Conquistadors. I chose the Oasis map to prevent chariot or HA wars and Isabella, who starts with fishing, to prevent Machinery/Engineering bulb.

There is one game submitted already, so it can't be too hard!

Edit: If course a GE bulb of machinery or engineering is possible. Bulbing them with a GS is not.
 
I'm doing OK at t120 with maybe 15t to complete Engineering.

The AI Civs are hestitant to suicide into my cities, if I place too many Crossbowmen in them. They come up adjacent to my cities than back away when I reinforce with too many Crossbowmen.

I've repelled mini stacks of melee units and a couple Civs have Horse and thus Chariots. All seven Civs have tried and failed. However, I have lost my Iron city twice in the Desert. No culture to expand borders and not much food, so it got autorazed twice. Walls may have prevented that. My other cities are secure.

Engineering rush is definitely the right strategy for this gauntlet. Plus building Walls and Citadels (Castles) in every City. Isabella's Citadels provide +5 XP for siege units. So one will be able to build CR3 Trebuchets with just a Citadel, Barracks and either Vassalage or Theocracy with the State Religion.

Engineering also provides 3 plot movement on Roads, so there's really no need for mounted units.

Am I the only one playing this gauntlet?

Sun Tzu Wu
 
I tried simply working an Engineer in the Oracle city, but got a Great Prophet. I'm guessing that bulbing part of Engineering with a Great Engineer will save 15-20t of researching Engineering.

It is best to start in the SW or SE corner of the flat map to avoid too many attacks early on.

Sun Tzu Wu
 
I am very tempted to give it a try, although I don't count on posing any competition problems with my participation, I guess. It looks at least somewhat more interesting than the Minor currently running...
 
@FiveRings:

Thanks for joining me this gauntlet! It is a lot of fun, but it will be very challenging. So I'll sketch out my strategy ...

On the Oasis map, the player always starts in the southern green areas where Copper, Gems and Food can be found. It can be an advantage to choose a corner where one can avoid detecting or being detected by the AIs. Horse can be found in the north near the northern shore. Iron, Ivory and Oasis can be found in the middle band of desert plots between the northern and southern areas (My strategy requires settling near one of these Iron plots).

First there are alternative strategies such as moving the Settler north with the hope of settling near Horse (by accident) and researching Animal Husbandry and Horseback Riding for a Horse Archer rush or even a Conquistador rush (see the end of this post).

Engineering rush for the Oasis Map and Always War:

1) Try to find a start with Deer and several Gems plots with a Hill to settle on for extra defense.

2) Research Hunting -> Archery to build Archers for city defense and resource defense versus wandering Archer explorers.

3) Start building a Warrior as fast as possible while growing to Population 2. Wandering AI Archers may visit as soon as turn 6 and the our initial Warrior will have only Def 20 + Hill + 5t Fortify. The second Warrior may be required for city defense before Archers can be built.

4) Research Mining -> Bronze Working

5) After Warrior is completed use two Warriors for city defense, and build a Worker.

6) Research The Wheel -> Pottery -> Writing.

7) Build Archer -> build Granary -> whip Library -> finish Granary.

8) Research Polytheism -> Priesthood

9) Build or whip 1-2 Settlers, using one to secure Copper if available. Grow while building The Oracle.

10) Research Masonry -> Monotheism for a religion and Organized Religion. May divert to Code of Laws for religion, but this may risk losing the race for The Oracle.

11) Research Iron Working -> Metal Casting. May need to delay Iron Working to ensure that The Oracle is completed before an AI completes it.

12) Time the completion of The Oracle with the completion of Metal Casting, so Machinery can be chosen as the free Technology. I have been getting The Oracle around t75 in this gauntlet, wonders (Stonehenge, The Great Wall) seem to be completed quite late in this gauntlet, so this could be delayed to maybe t80 or later, if necessary. None of the AIs are Industrious and Marble seems rare on the Oasis map plus this is Monarch difficulty and the AIs tend focus more on unit production while at war, so the AIs might complete The Oracle much later than expected. (I don't believe that oracling Engineering is possible, though Machinery can possibly be completed before the AI melee stacks come knocking at one's door).

13) Research (Iron Working ->) Mathematics.

14) Whip a Forge to hire an Engineer ASAP to generate a Great Engineer to partially bulb Engineering. In a city without The Oracle, it will take 34t to generate a Great Engineer with a non-Philosophical leader like Isabella; that's a bit too slow. In The Oracle city, a Great Person can be generated in 19t after the Forge is completed (2t after TO), but there will be a strong chance of a Great Prophet rather than the desired Great Engineer. Engineering will take a very long time to research, so any way to significantly reduce that will help snowball the wars against the AIs in the player's favor.

15) Research Code of Laws and build Courthouses in all cities.

16) Research Currency and build a Market in each Commerce city (may be only in the Capital).

17) Build Wealth in cities with completed infrastructure to increase Research slider.

18) Research Construction and whip a few Catapults used solely for bombardment or high odds barraging to get up to 5 XP for CR1 and Accuracy promotions.

19) Research Engineering keeping in mind that we plan to GE bulb 1000 + 3 * Pop = bulb beaker amount, so leave that much for the GE bulb, unless we get a Great Prophet or can manually research the rest of Engineering in less than roughly 6-10t.

20) First Great Person: Bulb either Enginering (Great Engineer) or Theology (Great Phophet) for Theocracy. Great Prophet can also construct a Holy Shrine.

21) Great Generals: First one should attach to an Axeman and promote to C1Med3. Others should settle in high hammer cities in the absence of Theocracy and Vassalage. With Theocracy or Vassalage, Barracks and Citadel will be enough to produce CR3 Trebuchets.

22) Build Citadels in cities that will build only Trebuchets or citites that are often attacked by AI stacks.

23) Spam Trebuchets in high production cities with Citadels and generate at least 10 XP for CR3 and maybe some can be combination city raider/collateral promotions for weaker defenders.

24) Spam Crossbowmen and a few Pikeman (to deal with War Elephants).

25) Research Aesthetics -> Literature for The Heroic Epic and possibly The Great Library, Statue of Zeus and Paya (especially with Marble and Gold, which is not very likely).

26) Research Horseback Riding for War Elephants (assumes a source of Ivory) or Horse Archers and maybe later Knights (assumes a source of Horse).

27) Research Alphabet for Spies.

28) Kill remaining AIs and research Civil Service and/Guilds if necessary to maintain the Technology edge over the AIs.

29) This strategy guide will most likely be improved upon in future posts based on experiences in actually winning a game.

While I am still sure an Engineering rush can win this game, if started early enough with a sufficient number of high hammer core cities, the Conquistador rush as suggested by shulec (earlier in this thread) via Liberalizing Military Tradition and securing a source of Horse in the north may be quicker and easier way to win this gauntlet.

Sun Tzu Wu
 
This game gets ugly (or has the potential to get very ugly).

I went with a civil service slingshot because a large bureaucratic capital is important to maintain your research and later the very large army you must have to survive and go on the offensive. I believe the game I got the victory with started in the center of the map (near the iron with gold and floodplains). I also had stone which came into plan since I ended up building several citadels and whipping out tons of 10 xp trebs.

The AI is teching relatively quickly because they quickly become friendly with each other with all the shared war bonuses they get. Once the AI all get engineering it becomes quite the slog as you are taking on defensive AI all sitting behind castle walls. It is hard to find enough commerce to run the espionage slider and maintain a spy army as well as a martial one. Best to kill them off before they get feudalism if you can, and then before they get engineering. But of course it is hard when you have fight off their stacks at the same time.

The early macemen are enough early on it seems so the traditional civil service slingshot (and then beeline machinery) seems to work, and the bureaucratic capital can eventually get you engineering as well.

Of course others can improve on my game probably (won in 1525 AD). Near the end I had knights I believe... did it mostly will a macemen, WE, and treb/cat stacks.

It seems hard to tech all the way through military tradition and gunpowder as well as secure access to horses and iron, but perhaps that can be done.
 
Congratulations bcool!

Thanks for the sketch on how you won.

When did you get Civil Service and Engineering?

EDIT: Also, when did you get Metal Casting (Forges) and Machinery (Macemen with CS)?

Sun Tzu Wu
 
I started a new game and managed to get Engineering in t108 via a GE bulb of 1028 of 1380B. Had to build a stack of 3 Axemen, Spearman and 4 Catapults to raze Shaka's Iron City and build my own Ivory and Iron City in place of it in t117. I was able to oracle Machinery in t77, but I'm still not able to build Crossbowmen. I just switched to Caste System to quickly pop borders in my new hill city to claim Ivory and Iron, both in ring 2 of my new city.

Mansa Musa got lucky and took one of my hill cities with only a just completed walls in it. It hard to defend with just Archers. Axemen must be protected by Spearman.

As of turn 117, I have two Citadels and half completed Currency. I got Code of Laws early this game, so Courthouses can be built as soon as maintenance becomes too much.

I beginning to believe that securing a source of Ivory and researching Animal Hubandry, Horseback Riding and Construction as early as possible for War Elephants may be better than early Machinery and Iron Working for Crossbowmen (still need Construction for Catapults or Trebuchets via Engineering bulb). In my current game, I delayed Iron Working after completing The Oracle to get a religion with Code of Laws (missed getting Judaism by a few turns). Not seeing where Iron was earlier really hurt, since Shaka got IW about the same time and I could not afford to send an Axeman early with the Archer to the Iron/Ivory site. Organized Religion is a nice boost for building The Oracle and necessary buildings; should go for Monotheism earlier as well.

Shaka already has Horse Archers, so that makes going for Horseback Riding after Currency critically important now.

Sun Tzu Wu
 
I got civil service Turn 77, Metal Casting T86, Machinery T99, Iron Working T109 and Engineering T127.

I killed my first civilization by T139.
 
Thanks bcool for the additional information.

Looking at my Engineering rush strategy again, I'm seeing that except for the The Oracle target of Civil Service rather than Machinery and the goal of building a Forge to work an Engineer and generate a Great Engineer to mostly bulb Engineering my strategy is very similar to your strategy in the technology path and the aproximate technology completion times. Also, the starts I've been using would be great bureaucratic capitols, so I plan to change my strategy to:

a) Oracle Civil Service rather than Machinery.
b) Generate Great Scientists rather than a Great Engineer.
c) Use first Great Scientist to construct an Academy in the capital.
d) Utilize caste system periodically after Code of Laws.
e) Add earlier Horseback Riding to build War Elephants much earlier than the AIs ever would.
f) Add Theology after Engineering, so Theocracy can be added to Barracks and Citadel to produce 10 XP Trebuchets in any city without needing to settle any Great Generals.

Sun Tzu Wu
 
Preamble:

On the Oasis map, the player always starts in the southern green areas where Copper, Gems and Food can be found.

It can be an advantage to choose a corner where one can avoid detecting or being detected by the AIs. However, when ready to conquer the world, it is better to start near the middle of the map. The latter is probably more important, because the AI doesn't start arriving with stacks of more than five units until around turn 100; that's plenty of time to found many cities and build up their defenses.

Horse can be found in the north near the northern shore. Any source of Horse must be captured from the northern Civilizations; it is unlikely to be able to move a Settler and MP unit north and settle a Horse City "peacefully".

Iron, Ivory and Oasis can be found in the middle band of desert plots between the northern and southern areas. This strategy requires settling near both Iron and Ivory.

As much as possible, early core cities will be founded on hills for the 25 point defensive bonus plus an extra 25 point defensive bonus with Archers.

First there are alternative strategies such as moving the Settler north with the hope of settling near Horse (by accident) and researching Animal Husbandry and Horseback Riding for a Horse Archer rush or even a Conquistador rush (see the end of this post).

Engineering rush via Civil Service for the Oasis Map and Always War:

Some steps end in "a" where a research Archery plan and build an immediate Warrior is used, delaying everything else by 8-10 turns. Corresponding steps end in "b" which gambles on Bronze Working revealing a Copper site that can be settled; this alternative also starts the Worker immediately for a good chance at an earlier win.

1) Try to find a start with Deer and several Gems plots with a Hill to settle on for extra defense. Optional Stone would be great for building Walls and Citadels. Gold and Ivory would be awesome, but these rare resources are probably only found in the desert band between the north and the south. A start with several food resources is best, since many things will need to be whipped in the capital.

2a) Optionally research Hunting -> Archery to build Archers for city defense and resource defense versus wandering Archer explorers. I never noticed a 1 move unit pillage an improvement, so city defense seems to be the major focus.

3a) Optionally start building a Warrior as fast as possible while growing to Population 2. Wandering AI Archers may visit as soon as turn 6 and the our initial Warrior will have only Def 20 + Hill + 5t Fortify. The second Warrior may be required for city defense before Archers can be built.

2b) Research the main food unlocking technology, preferably Hunting for Deer. Otherwise research Agriculture. Research Hunting -> Animal Husbandry, if Pastering food plots is required, but this takes a lot of time and all the Horse plots are north, out of reach, so there is no strategic reason to research it.

3b) Start with a Worker on t0 or t1 (Settler climbs hill on turn 0). This is very risky, since only the starting Warrior will be used for defense. The capital must be on a hill for the extra 25 points of defense. The Warrior must build up 5t of fortification for another 25 points of defense. The Warrior has a intrinsic 25 points of defense too. After 5t, the city will also have 20 points of cultural defense too. A total of 95 defense versus an unpromoted Archer attachers is quite good. Versus a Drill I Archer isn't too bad either. This can be a good trade off to get the Worker out 8-10 turns sooner; the extra turns of improved ploted may snowball into an earlier victory; well worth the risk.

4) Research Mining -> Bronze Working

4b) If no Copper, research Archery.

5a) After Warrior is completed use two Warriors for city defense, and build a Worker.

5b) After the Worker is completed, build a Warrior. At population 2-3, build a Settler to secure the nearest Copper site.

6) Research The Wheel -> Pottery -> Writing.

7) Build Archer -> build Granary -> whip Library -> finish Granary. Work two Scientists to generate a Great Scientist; use GS to construct an Academy in the capital.

8) Research Polytheism -> Priesthood

9) Build or whip 1-2 Settlers, using one to secure Copper and Ivory, if available. Grow the capital while building The Oracle.

10) Research Masonry -> Monotheism or Code of Laws for a religion and Organized Religion from Monotheism. Research the one missed. Convert to the first religion founded. Adopt Organized Religion and Caste System (Isabella's spiritual trait allows us to switch between Slavery and Caste System every 5t and all the whipping needed can be done in 5t and regrow can be a bit slower while working a few specialists in CS.

11) Research Iron Working -> Mathematics. May need to delay Iron Working to ensure that The Oracle is completed before an AI completes it.

12) Time the completion of The Oracle with the completion of Mathematics, so Civil Service can be chosen as the free Technology. I have been getting The Oracle around t75 in this gauntlet, wonders (Stonehenge, The Great Wall) seem to be completed quite late in this gauntlet, so this could be delayed to maybe t80 or later, if necessary. None of the AIs are Industrious and Marble seems rare on the Oasis map plus this is Monarch difficulty and the AIs tend focus more on unit production while at war, so the AIs might complete The Oracle much later than normally expected. Adopt Bureaucracy.

13) Research (Iron Working ->) Metal Casting.

14) Whip a Forge in each city that can grow fast enough to sustain moderate whipping with fast regrowth.

15) Build Courthouses in all cities to reduce maintenace costs.

16) Research Currency and build a Market in each Commerce city (may be only in the Capital).

17) Build Wealth in cities with completed infrastructure to increase Research slider.

18) Research Construction and whip a few Catapults used solely for bombardment or high odds barraging to get up to 5 XP for CR1 and Accuracy promotions.

19) Research (Animal Husbandry ->) Horseback Riding.

20) Build 1-2 Stables and continue building War Elephants in these cities.

21) Research Machinery and connect Iron.

22) Build Crossbowmen in several cities while waiting for Engineering.

23) Research Engineering (1380B) keeping in mind that we plan to GE bulb 1000 + 3 * Pop = bulb beaker amount, so leave that much for the GE bulb, unless we get a Great Prophet or can manually research the rest of Engineering in less than roughly 6t. Without a GE to bulb, Bureaucarcy should allow completion in as little as 15t, so lack of a GE isn't a game killer.

24) First Great Person after Machinery: Bulb either Enginering (Great Engineer) or Theology (Great Phophet) for Theocracy. Great Prophet can also construct a Holy Shrine. Great Scientists can be settled in the capital.

25) Great Generals: First one should attach to an Axeman and promote to C1Med3. Others should settle in high hammer cities in the absence of Theocracy and Vassalage. With Theocracy or Vassalage, Barracks and Citadel will be enough to produce CR3 Trebuchets.

26) Build Citadels in cities that will build only Trebuchets or citites that are often attacked by AI stacks.

27) Spam Trebuchets in high production cities with Citadels and generate at least 10 XP for CR3 and maybe some can be combination city raider/collateral promotions for weaker defenders.

28) Spam Crossbowmen and a few Pikeman (to deal with War Elephants).

29) Research Theology for Theocracy.

30) Research Aesthetics -> Literature for The Heroic Epic and possibly The Great Library, Statue of Zeus and Shwedagon Paya (especially with Marble, which is not very likely).

31) Research Alphabet for Spies.

32) Kill remaining AIs and research Monarchy -> Feudalism -> Guilds, if necessary to maintain the Technology edge over the AIs. Longbowmen will help along with Citadels with the defense of cities. Knights should be quite useful on offense and for pillaging improvements.

33) This strategy guide will most likely be improved upon in future posts based on experiences in actually winning a game.

I am even more sure an Engineering rush can win this game due to the Civil Service sling-shot and use of Bureaucracy in a strong Hammer/Commerce Capital.

If started early enough with a sufficient number of high hammer core cities, the Conquistador rush as suggested by shulec (earlier in this thread) via Liberalizing Military Tradition and securing a source of Horse in the north may be quicker and easier way to win this gauntlet.

Sun Tzu Wu
 
My current game is going quite well, based on the strategy guide in the previous post with some deviations. Civil Service by t70. Completed Machinery by t89, before Currency, to build Macemen, which fortunately need only Copper. Completed Engineering by t113, which is only 4t later than my Engineering via oracling Machinery strategy. By t119, I have founded six cities, captured a Barbarian city with two Gold and many floodplains, and will settle a seventh city soon near Stone or a great river site with forests. I razed a city founded by Shaka too close to my core cities that would have been too close to the great river site I plan to settle.

Gilgamesh has only Archers and we are culturing fighting over an unimproved Iron plot. I plan to capture his "Iron" city soon
with a few Macemen. The Iron is also in Ring 2 of my Ivory city, so I could raze his city, but probably will keep it. I attacked and killed 4 of 5 Sumerian Archers when they bravely approached my Ivory city.

Shaka has a stack of 2 swordsman, 1 axeman and 3 impi on a hill in ring 2 of my "Iron"/Ivory city which has forced me to keep more defenders there until I can build some Catapults to eject him with.

I have completed Horseback Riding before Theology to build War Elephants to more easily deal with Dog Soldiers (no sign of Chariots yet - Horse must be rare or non-existent). Will complete Theology by t121 and will soon adopt Theocracy. Building several Citadels which will shoftly start producing 10 XP seige units.

I repelled Sitting Bull's stack of 3 Dog Soldiers and 1 Archer when he moved onto a flat rather hill next to Toledo by attacking it with three Macemen at 79%, 79% & 89% odds for the experience, but lost the 89% odds attack. That's when I decided to switch to Horseback Riding for War Elephants which would get great odds versus Dog Soldiers.

That's all I have to report for now.

Sun Tzu Wu
 
I have made a dozen attempts by now, but only two were going seemingly well. Sun's strategy outlay has helped A LOT; thanks!

I have stopped playing the first one when I outstretched and Toku took over one of Mansa's cities, that I have conquered and put under threat the other one, Timbuctu. I have killed Hammurabi by that time, too. Elecats.

I'm still running the second one - Isa XIV - but am evidently falling back to the bottom after all the 7 AIs have dogpiled me - as in every other game - and stopped my development. I had more than 20 fights lost agaisnt Mao, all of them with >60% odds, half of them with >80% odds and half a dozen with >90% odds, so weird!? Quite a few of these were promoted Maces against Axes...

Reading again thru the posts, I come to the conclusion that I am not rexing fast enough and well enough. I certainly don't feel confident about how to proceed after the first kill, as I seem to be getting everybody combining forces to take on my exposed and newly conquered cities. Well, it's well beyond my level, as I have said, but it's a great fun, and I seem to be getting a better feel of the game.

Right now I am torn between using the time till 25th on this, or losing some of it on GOTMs. We'll see.

By the way, in my second try I used a settling place with deers and furs as opposed to gems, and it worked quite well.

BTW-2, citadels don't seem to help a lot with defence, surprisingly (it's usually the other way round when their owner is an AI), and I am able to produce trebs, but can't as I need maces and spears to defend my four cities. I am no expert in their use, so could I politely ask: is there also some ad in them when not sieging a city, or are they worse than cats in that respect, as it seems from the stats? Oh, I have been mainly doing Warlords till recently (Complete Edition reinstalling issues) so I might also be lacking a lot more than I care to admit...
 
Hi FiveRings,

Trebs are great at attacking cities but you are correct, they are worse than catapults when you are not attacking a city. They are more expensive than catapults and some think that trebs are not worth their more expensive cost. However, with the citidels and running either theology or vassalage you can produce 10 xp treb that often will survive when attacking longbows in cities.

One strategy for dealing with the AI stacks is to build 1 or more sacrifice catapults with barrage I or barrage II. Attack their stacks in the open if possible with the sacrifice catapults and then finish the stack off at high odds with your preferably superior units.

It does sound like you are rexing too slowly.

You have to heavily use the whip in these games. Granaries are top priorities and whipping with maximum amount of overflow is critical when building your armies. So on normal speed, whips give you 30 hammers. So at pop 4 if you have an axe build with only 2/35 hammers for example, you can whip the axe for 2 pop which will give you 62/35 hammers + what hammers the city can build after the whip. This usually means you can build a 2nd axe the next turn after the whip.

Capturing the pyramids early on helps a lot too, because you probably will be able to run police state, which gives +25% hammer bonus on the whips. Combine that with forges and now you are whipping 45 hammers for 1 pop instead of 30 hammers.

If you are attacking the protective AI in their castles it is a super long slog. You can use espionage and spies to blow up the AI's walls (not that expensive but still a stretch in this taxing game to generate a lot of espionage). The walls reduce the cultural defense reducing power of your siege down by 50% without the walls the castles can fall quickly. But if you are starting your conquest of the AI after most of them have engineering you are in serious trouble.
 
I agree with everything bcool said in his previous post.

I'd say that one will want as many Catapults as Trebuchets. Each SoD should have at least 3 CR3 Trebuchets and 3 Catapults. Catapults are mainly for helping to kill enemy SoDs on flat land or possibly on bare hills. Collateral III Catapults really cause a lot of collateral damage; they rarely survive, but at 50H each, they are cheap for what they can do to SoDs.

When a newly captured city is threatened by an enemy SoD and either that SoD is on forest/jungle or one has no Catapults left, just let that enemy capture your new city and next turn use Trebuchets to decimate the enemy SoD and retake the city.

Aim for a kill ratio of 10 to 1 or better.

Try to REX to 4-6 cities before the AI starts sending small stacks of 2-4 units. Before that, one need only defend against roaming AI or Barbarian Archers.

BTW, I simply adopted bcool's strategy of oracling Civil Service first into my latest strategy guide.

Don't forget to build Courthouses in new cities. Usually done after Walls and Granary, but if the city has enough population to whip Courthouse on the second turn of building it, delay Walls a few turns unless under immediate enemy threat.

I suggest starting with the best possible bureaucratic capital with several Gems, food (preferably Deer) and rivers for riverside cottages. Grasslands is great. Also, later in the game, start building non-riverside cottages in the capital. A couple of cities next to floodplains with cottages is highly adviseable. All heavy commerce cities, including thd capital, should build Markets, Grocers and Banks. With Always War, Trade Missions are impossible.

Good luck!

Sun Tzu Wu
 
bcool, sun tzu, thanks a lot for the insights!
I am doing the 2-pop whipping. Police State is something I don't use a lot, so reminding me of its potential is OK.
In one of the more balanced games I did build the Mids myself - thru a GrEng emerging at lower odds - maybe that has helped a lot, I guess.
I'm almost always at ENG long before tha AIs, but they seem to be coordinating their stacks and I guess I'm too slow.
Is it definite that there's no Iron in the South? I mean, I haven't tried to research it but am having already half a dozen games where there is no Copper within 10 tiles or so of SIP...
I also started to regenerate the map a lot, I hope that's OK with the Gauntlet rules.
 
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