G-Minor III

It seems a person can gift cities to solve happiness. Sailing can help cross the sea.
I wondered about swimming a melee army to the far opponents as well - but when do you fit in optics? Maybe, maybe, you can go optics first, swim some warriors, and upgrade them on the far side of the world after you pick up iron working, or whatever else you are going for in a rush.
 
If i go all the way for scouts it's obvious that optics is useless. I kind of misunderstood. Tought it was for ocean travelling but no...astro is needed. I don't see how optics can help. I saw some triremes in my first games.
 
I forgot there was ocean on that sea. But tried a scout rush w/GG. It worked. Lost 2 of 4 scouts but it worked.
 
Scouts can take unwalled cities on marathon, so long as you have several and they lvl up to get the third survivalism promo. They can hit the city, lose about 5-8 health, then get 3 back the same turn (2 from survivalism and one from an adjacent medic unit). So long as you attack from a hilll/forest, you're usually OK. Or, do it with the Mongols and a Khan - scouts that heal 5 per turn is pretty cool.

However, marathon has twice as many turns as epic... I can't see it being a viable strategy. But they do still help along with warriors - promoted scouts are great at taking a share of the dmg.


I'm not used to high promos for scouts. Survivalism combined with adjacent medic unit seem useful for speed healing. Something interesting here. Have to try Mongols too.

But China is powerful because you can get a second GG when you need it the most, i.e. when your second army is ready to go.
 
I forgot there was ocean on that sea. But tried a scout rush w/GG. It worked. Lost 2 of 4 scouts but it worked.


Build more of them!!! :)
 
I'm not used to high promos for scouts. Survivalism combined with adjacent medic unit seem useful for speed healing. Something interesting here. Have to try Mongols too.

i can't imagine taking cities with scouts without burning instant heals and surviving long enough to get up to 60 xp.
 
91 is brutally efficient. Trying to get me head around how that was done let alone how to beat it. My 2nd worthwhile try I've only taken down the second cap around 103...obviously waiting for swords to begin the assaults doesn't work.

I can't see using any other unit you can't upgrade to either--they just take too long to build.

At this point, I'm guessing it was either scouts or brutes that pulled this off. Maybe a combo?

Might be time to try g-major...see if my comp can handle a large map.

Or maybe it's time to do all those other things I'm meant to be doing, after my 4 hours sleep last night. hmmmmmn.
 
i can't imagine taking cities with scouts without burning instant heals and surviving long enough to get up to 60 xp.
Neither can I unless they can be bought by the bushel.
 
OK, I see what the answer has to be now, and I feel real stupid for not seeing it immediately. I'll let you know when I have a game.

Double Culture ruins will be essential for most civs.
 
OK, I see what the answer has to be now, and I feel real stupid for not seeing it immediately. I'll let you know when I have a game.

Double Culture ruins will be essential for most civs.

Are you going to put in garbage 20 games in a row to get this double culture ruin? Yeah you skip monument but it's not the end of the world. But i don't really know your idea.
 
Are you going to put in garbage 20 games in a row to get this double culture ruin? Yeah you skip monument but it's not the end of the world. But i don't really know your idea.

The problem is that the guy that gets a lucky double Culture ruin gets a free unit right off the bat. It's like finding El Dorado.

The idea has very little to do with the double Culture ruin, but it won't hurt.

Think about it this way: you have two problems to solve here:

- You need to build enough force to knock people over.
- You need to deliver the force to the intended targets quickly.

The question is which leader will save the most turns once you combine those two dimensions, given the resistance you'll be facing.
 
I swear, this is OCD civ. :borg::crazyeye::sleep:
 
Think about it this way: you have two problems to solve here:

- You need to build enough force to knock people over.
- You need to deliver the force to the intended targets quickly.

Scouts? :lol:

Maybe a mix of Germany and scouts like Onan said. You go on a said direction with initial warrior, Knock off 1-2 camps to get 1-2 brutes, bring some scouts and there we go for the first division. Then you continue to spam scouts with maybe 1-2 warriors/archers and go on other direction, while beelining to IW to upgrade warriors and finish last 3 civs. Bring 2 GG for both armies. Continue to spam scouts for quick reenforcements. Pray to see most civs as possible going for expansion(less units to fight--->capitol down easily--->civ still alive--->gold for peace).
 
You should be stacking the deck with adversaries that are bad at defending themselves.

I think there's a better way to go than Germany here. Quality over quantity should work if you can achieve quality fast enough.

Germany will certainly be competitive; the barbs are driving me wild at the moment.
 
scouts are a waste, really. 2/3rds strength of warriors, they're going to die at some point and you can't upgrade them to swordsmen.
 
scouts are a waste, really. 2/3rds strength of warriors, they're going to die at some point and you can't upgrade them to swordsmen.

Yes. Amen to the necessity to bring 2-3 warriors in time when IW is discovered, after the first package of scouts.

Without scouts, i don't see how you can achieve under 100 turns. Yet. Unless it's the only solution? :confused:
 
I see several civs that for one reason or another could go sub-100 with Iron. Even more could go sub-100 with Horses.

Iron has two problems. IW is very expensive and the ground-pounders move glacially, so you have to start walking early.

Horses are a lot more fragile, so you need more of them per target. This is a problem since Horses are expensive. However, a group of Horses sufficient to drop a target can lay waste to many more civs than a sufficient group of Swords, you can have your Horses already hooked up when you get The Wheel, and you can hard tech Horseback Riding in about half the time it takes to hard tech IW.
 
arg. i lost a siege upgraded archer to darius. cheater was in a golden age =(
 
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