Game Stratagy

Meleager

Stoned as a Statue
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Jun 5, 2005
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Location
Brisbane, Australia
We have enough information now to begin discussing a game stratagy...

Our top 3 Civilizations:
Greece- Scientific, Commercial. Hoplite (1.3.1 20 shields, replaces spearman)
Persia-Industrious, Scientific. Immortal (4.2.1 30 shields, requires iron, replaces swordsmen)
Ottomons- Scientific Industrious. Sipahi (8.3.2 100 shields, requires horses, saltpeter, replaces cavalry)

Map Settings:
Size: Small
Landform: 70% Continents
Age / Climate / Temperature: 4 Billion, Normal, Temperate
Difficulty: Emperor
Barbarians: Roaming
Scientific Great Leaders are ON
Statue of Seuz status is UNKNOWN

We need to discuss our win type (cause we will win)
Oppening Techs
General Srat
... and the like.
 
I think we should try to win by domination / conquest as this will be a very competitive game.

Note: If we get greece then we will have access to Hoplites immediately (as they get Bronze Working as a free tech). = Risk of early GA.

Perhaps go for a republic slingshot??
 
i think that a republic slingshot is too risky against 3 other humans. We should go straight for philo then get the most expensive tech we can. but if we are the only civ with alpha then republic slingshot is best.
 
I do not think that the Philosophy slighshot is really worth it. Do not forget that we will get a fee tech at the start of the era. The first thing that we need to do is expand as fast as we can. That is the first stage. Also we need to get friendly with the team that we have contact with. They will not be wanting to declare on us because we will have a cheap strong defensive UU. We will not need to replace it until the age of firearms. Once we have started our expansion, we need to get trade routes up so that we can bring in lots of commerce. We really need to play to our traits strengths. Since we are commercial, we will have less corruption that the other teams. That mean the more roads we have, the better we can get gold into out cities. If we can become a commercial powerhouse, then we are one step of the way from victory, because it will mean that we will be raking in the gold and thus we can have a bigger army and a better research rate of discovery.

So here are my goals to get this team started. These are nessecarily in order.
1. We must expand as fast as possible.
2. Get on good terms with our neighbour. This will be good because it means that we can research much faster via trading, and that we can have another team to be allied with whenever a war happens between the continents.
3. Start building up an army worthy of conquering ou enemies.
4. Do not worry if we get an early GA.
 
2 of the other teams civs need iron to get there UU.
we will only be 1 tech away from getting iron.

Perhaps it will be worth reshearching iron working right away so as to try to expand to avoid the other teams getting it?

The iqrous (spelling :crazyeye: ) are agricultrural so they will probably out expand us. They are also the only race to start with graneries and if they are wise they wont trade that tech in order to push that (slight) advantage.

The iqrous and the persians UU both have an attack of 3 which is equal to the defence rating of our hoplites.
 
Celts are also Argicultural in [c3c] . All we need to do is find a city that will be good for a settler factory. Also, remember that the Agricultural trait only works for the cities that are on a fresh water source while they are in despotism.
 
classical_hero said:
Also, remember that the Agricultural trait only works for the cities that are on a fresh water source while they are in despotism.
Never heard of this. Are you sure??
 
we can't out conquor in the ancient age, because of their UUs... We must get ahead in technology and then attack

Also We need iron working first, I'm not sure if we can get Philosophy first, maybe we can...
 
I think that before the game even starts we should talk to one team (maybe K.I.S.S. they've got the most expierenced players) and eneter into a very strong alliance. This; combined with the team we neighbor, will lead to us with only 1 enemy; who we use rouge state methods on.

we should also consider going to the wheel, in case we get the iraquois as neighbors

We also might want to start an early wonder deal. We can get the Art of War, team 1 the pyramids, team 2 ToA, team 4 SoZ.
 
Id say we shouldnt go for Philosophy first. We should go a different tech route that maybe the others might not go. IW first, and from there go where others arent going, maybe the bottom Tech Tree to get trades possible.
 
First us, the Greeks. Scientific, Commercial, Hoplite 1.3.1 20 shields, replaces spearmen only one of the selected civs that doesn't require a resource for their UU. Ision's Civ review of the Greeks; civ info

Team Doughnut: Iroqouis- Commercial, agricultural. Mounted Warrior. Repalces Horsemen. 30 shields. Requires horses. Zardnaar's civ review of the iroqoius;vanilla civ info (traits have changed)

Team TNT: Persia. Scientific Industrious. Only selected industrious civ. Immortal. 4.2.1 replaces sword, requires iron. 30 shields. Ision's Civ review of the Persians; Civ Info

Team K.I.S.S.: Celts. Agricultural, religous. Only selected religous civ. Gallic Swordsmen. 3.2.2 requires iron. 40 shields.Ision's review of the Celts; ptw civ info (traits have changed)

The only one I'm worried about (in the short term) is Persia, the one civ who UU can beat ours 1 to 1
 
Contact with the other teams is forbidden until you meet each other in game. Please do not discuss anything with them regarding gameplay until that time.
 
Perhaps go for Philo if we get a good trade starting position, with a river or trade specials. If not IW and then the bottom of the tech tree could be good.
 
I assume that there are no AIs
Which leads to a question - when we make a deal, treaty, ROP, etc with another civ ... does it have to last for 20 turns? ... or does one give 1 turn warning prior to breaking word ... or is it cool to make a deal and break it with a Pearl Harbour event?
 
If the others are like me, they will be eager to trade up technologies. That said, I will only rarely trade up a tech that reveals resources. As for commerce, you can't build enough roads in the beginning - their benefit is leveraged across the centuries through early commerce.
 
fe3333au said:
I assume that there are no AIs
Which leads to a question - when we make a deal, treaty, ROP, etc with another civ ... does it have to last for 20 turns? ... or does one give 1 turn warning prior to breaking word ... or is it cool to make a deal and break it with a Pearl Harbour event?
Your deal with another opponent lasts for as long as you both agree to. In game, an RoP lasts for only twenty turns, but you might agree with another team to make it last 10 or 30.

Feel free to pull a Pearl Harbor. Just be sure that you know the consequences of your actions.
 
Here are each teams starting Techs. I have bolded the techs that we share with other teams.

Us: We start off with Bronze Working and Alphabet.

Team Doughnut: They start off with Pottery and Alphabet.

Team TNT: They start off with Bronze Working and Masonry

Team K.I.S.S: They start off with Pottery and Ceremonial Burial

With this knowledge we can start forming a tech research pattern. Being one of two teams that start off with Alphabet, we could start with going for the Philosophy gambit. We only need to research two techs to get there, but that would mean that the Persians could start off with going for Iron Working leaving us behind with this valuable tech. If we were to go for Philosophy, then what tech will we get as the free tech?

This also means that only five of the seven starting techs have already been discovered in the first turn. If we risk it, we could go for Warrior Code and the Wheel, in the hope of getting an early SGL.
 
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