GK2- The Training Day Experiment

I think one of the major differences between Civ/PTW & C3C is the use of MGL's & Armies. Since you're not playing C3C, an army is not that powerful and being able to rush a Great Wonder is normally the most powerful use of a GL. While an army and the benefits a victory would provide are nice, with the long term goal of a space race victory, having the Heroic Epic or Military Academy, might not be critical. Having the Great Lighthouse and earlier contact with the other tribes might be a critical factor in this game. Without contact until Astronomy or Navigation, you might find yourself 6-8 techs (or more) behind and in a very difficult situation.
 
@Mistfit: Don't know who you wanted to answer that question :) I'm not diametrically opposed to an army; in fact, I wouldn't mind the capacity to build more armies and get more leaders later, so long as we plan on going to war some more. I just think (or, well, thought :)) that having the FP immediately is a better investment.

@coletite: Xerxes is building both the Hanging Gardens and the Great Lighthouse, so rushing one probably (definitely?) won't cause it to cascade to the other. We won't really know about the progress of either unless/until we investigate some cities.

Again - would people prefer I do the city investigations now just so we can decide for sure? It's not a problem in terms of save management (I'm going to play the game on the desktop anyway), so I'd be more than happy to. The Lighthouse city costs 80, we have about 600, and I think the Gardens city costs about 140 (this is all IIRC).

(edit: moderately bad cross-post with denyd and Mistfit)
 
Mistfit: How dare you, sir?! :mad: J/K :p

Denyd pretty much said it better than I could.

GJ: Sure, let us know how far along Persia is on the 2 wonders. Also, can you please let me know if any other tribes are working on either of them?

[edit] Denyd- you are missing a very important part of you psot, seeing as how it is the first one on this page... :mischief:
 
scoutsout said:
I haven't asked Gengis and Bugsy to join in, because GK2 takes a pretty fair amount of effort, and I don't want to take away from this game. (GK and Bugsy are welcome to join in if they'd like, of course).
Just so everyone knows, Scout, ever the gentleman, did mention the game to me. My plate just just chock full at the moment.

I would also like to give this game a plug. Everyone knows scout, but you may not know Bede. I have played numerous SGs with Bede. He is as solid as they get and a great teammate. He has played GotM, the RBCiv Epics (including a remarkable OCC victory in Epic 38), and the RBCiv SGs with great success. He has a wealth of experience he can pass on.
 
GJ said:
@Mistfit: Don't know who you wanted to answer that question :) I'm not diametrically opposed to an army; in fact, I wouldn't mind the capacity to build more armies and get more leaders later, so long as we plan on going to war some more. I just think (or, well, thought :)) that having the FP immediately is a better investment.

You, coletite, alerum, anyone else willing to listen...

The more I look at this game the more, and the more I read treads in the forums, I am starting to lean towards a more violent winning of this game. I read over and over n00b's like myself stating "I tend to overbuild in games I play" Space and UN winning concentrate more on the building and less on the warring. I just wonder if we might not get more out of learning to fight throughout the ages. Or at bare minimum make it a mixture game, taking out as many civs as we can not triggering Domination and still getting to space.

(note: the above rant about warring may be because of a difficult day at work and the need to hit/punch/nuke something)

(note #2: sorry about the use of the word "diametrically". It's not a word I get to use often enough in my every day life and sometimes I just need to be a sesquipedalian)

(note#3: @ GJ - if it is not to personal what is all of the gibberish in your sig?)
 
[edit] Denyd- you are missing a very important part of you psot, seeing as how it is the first one on this page...

:crazyeye: :help:

Huh???

Edit: Misfit, if you want to take out your agressions, try running this quick game

LINK to QUICK GAME

You'll get to kill lots and lots of Samurai
 
Mistfit said:
You, coletite, alerum, anyone else willing to listen...

The more I look at this game the more, and the more I read treads in the forums, I am starting to lean towards a more violent winning of this game. I read over and over n00b's like myself stating "I tend to overbuild in games I play" Space and UN winning concentrate more on the building and less on the warring. I just wonder if we might not get more out of learning to fight throughout the ages. Or at bare minimum make it a mixture game, taking out as many civs as we can not triggering Domination and still getting to space.

Hey, whatever the team wants, I'm all for it. (I know I'm gonna get something out of it either way.)

(note#3: @ GJ - if it is not to personal what is all of the gibberish in your sig?)

Why, algebraic chess notation, of course! :) That is a favorite game of mine from the high school state tournament in 2002. Before the game, my opponent signed my notation sheet, and if you read his name aloud it sounded the same as my girlfriend's name. After we all had a good laugh about that, I proceeded to smoke him in eight moves :)

The pattern is called "Legal's Mate." In its purest form, the knight can take the pawn on e5 with impunity, because if Black takes the queen, he will be subjected to a vicious checkmate with his king in the middle of the board. (It's essentially the result of Black wasting moves in the opening by moving too many pawns.) Here, the combination is actually bad, because Black can just take the knight and run when White prevents the loss of his queen. But the White queen was apparently too tempting, and then the combination is the same :) (A search for "Legal's mate" on Google will give you the 'real' version.)

I think I only played it because the other guy's name made the game absolutely surreal. My coach wasn't pleased afterwards, but it helped the team win the round, so :D
 
Mistfit said:
You, coletite, alerum, anyone else willing to listen...

The more I look at this game the more, and the more I read treads in the forums, I am starting to lean towards a more violent winning of this game. I read over and over n00b's like myself stating "I tend to overbuild in games I play" Space and UN winning concentrate more on the building and less on the warring. I just wonder if we might not get more out of learning to fight throughout the ages. Or at bare minimum make it a mixture game, taking out as many civs as we can not triggering Domination and still getting to space.

Just for a little different perspective on the role of warfare in a "builder" victory check out the thread for this LK game:

Byzantine 20K Culture

The game was supposed to be a pacifist 20K cultural victory and turned into a slugfest from the Middle Ages onward. IIRC the Byzantines were at war from the end of the MA to the end of the game, always defensively, but at war nonetheless, from cannons and cavalry to cruise missiles and MechInf.

So, a builder game turned into AW.

Will of Avon said it best when it comes to this game: "And custom cannot stale thy infinite variety.."
 
Mistfit: How we ultimately win is kind of a moot point when it comes to war. The trainers want us to fight with all the different units, so there will be plenty of war. Armies have benefits and building HE and MA would be nice, but it would also be a good learning experience to fight without armies, just like ho the G. Lib. was off limits. It seems to me that if you can win without armies, an army just makes it that much easier.

The lighthouse will give us a much better chance of reaching the other continent without wasting shields. Think about it: instead of building half a dozen galleys we could be building inrastucture or military. Besides, we will hit our GA soon. Do we want to spend the additional shield production on galleys? Granted, I could be off on the timing here...

BTW: I appreciate the use of diametricly. It is seldom that I get to use the word myself. :lol:
 
Another thing to consider on the GLeader use for a wonder.

Great Lighthouse costs 400 shields gives 2cp
Hanging Gardens costs 300 shields gives 4cp

Depending on what GJ finds when he investigates PER, I would opt to build the one that PER is further away from completing. If GL in 15 turns & HG in 20, I'd go for the HG. Give's him a better chance of finishing the other one for us.
 
Alright, I went ahead and opened the envelope.

Parsagadae: Great Lighthouse due in 33 turns. The city is size 6 and has no aqueduct, so unless Xerxes does some management work, it'll stay at 33.

Persepolis: Hanging Gardens due in 24. It's actually going to grow some and might get a little additional shield production, so it might take a little bit less.

We almost certainly aren't going to get the Great Lighthouse out of this campaign. (At least, I wouldn't wait around 30+ turns for him to build it.)

Just so we get our money's worth (184 gold to do all this, yeesh):
Persian tax rate: 4.6.0, and entertainers in the larger cities. Xerxes apparently prefers not to use the luxury slider. This may prevent him from getting faster production of either wonder. There are entertainers in both the cities I investigated.
Luxes: Five silks and nothing else, which will soon be ours.
Resources: He's got one iron and one horse hooked. The horse is next to Parsagadae; the iron is near Gordium, which is a rather convenient stop on our tour. He doesn't have another iron source nearby either.

We're down to 362 gold for the time being. I will leave Civ3 active in case I start playing turns tonight. If not, I'll make a different save and go from there - have to stay out our 184 gold pieces :)
 
Ok, my vote is Lighthouse. It looks like we'll get Gardens from Persia (Coletite Gambit anyone? :rolleyes: ).

[edit] what year is that? We should have an ETA of when the Gardens will be done so we can plan our attack accordingly.
 
This is all in 10 AD. You're right, we might just nab the Gardens. I keep forgetting that we have to mop up the Zulu first and then worry about the Persians :)

One last thing that occurred to me - marketplaces are a good idea for our core cities, but they look like they will take a while to build. We have 13 veteran MWs in Panama. What do people think of building one more round of MWs and switching back to markets, thus improving our odds of complete domination of the Persians?

(Not that I don't think that won't be the end result - I am quite confident. Better safe than sorry though :))
 
First, as soon as we start the war with Persia we'll hit our GA. MW reinforcements will come a lot faster then.

Second, Persia isn't very big and we've already seen how devestating properly used MWs can be against Immortals.

I ended the turns with 13 MWs (maybe more if they are still on route, I don't remember.) I should hope that will be enough.

[edit] So, if my calculations are right... Persia should have the Gardens done by 250 AD. We need to remember this date and plan on not capturing Persepolis before then (unless they finish early, or someone else beats them to it.)
 
Mistfit said:
Just a quick question (please don't take offense):

Why are you SO diametrically opposed to building an army?

It may be our only opportunity to build one in this game, and I'd kinda like to be critiqued on how to properly use one.

Because the armies of Civ3 are extremely weak. I spent months playing games where I'd hrurry and get a leader, make an army, attack so I could build HE + MA, and then spent rest of the game making armies that did nothing. Basically in Civ3 an army is only good for defense. A MI army in your capitol means you can have about 20 units attack that army, and probably still survive.

FOr offense, you don't do very much but add 1 movement point. You don't get anything else but ZoC, which an archer in your stack can provide. If you want to practice using armies properly go over to my Race War thread and take a look at the turns I just played there.... we have 2 pillaging zerk armies going...

If this was a C3C game, then without question we'd be rushing an MW army as we speak... if we do build one now, what we'll do is take 3 units with 3 attacks and 6 total movement points, and join it into 1 unit that has 1 attack and 3 movement points.

Now, as for rushing the wonder, if it's not the FP, which I believe is the best possible option, then it should be the Hanging Gardens. The Hanging Gardens will benfit the whole empire. The GL may allow contact a few turns earlier, and save us some galleys, but if you add it all up, it's still not worth it. And both become obsolute. Our FP never will.

Now, if we do skip the FP and build it from stratch, I want everyone to realize what we'll be lossing. Building the FP in the proper location, with cities spaced properly around, (like Susa already is might I add) will not just give us a bit less corruption. It will give us bascially A SECOND EMPIRE!!! We'll have not just one area able to produce units quickly, we'll have 2. And that will be more of a benfit in a space race then using the MA to prebuild a space part one time... aftre that one, there is no more prebuild.... again, using ICBMs is a much better prebuild if the shields are counted properly.

Again, my vote is for the FP. Anything else, besides maybe the gardens will be a waste... even the gardens may be a waste... I believe we're running 0-10% luxury and having no happiness issues anywhere in the empire...
The GL? Yeah, we can cross sea squares, but what about ocean? If we have 6 squares of ocean between the contients, we're not going to find the other civs at all, and will have our GL wasted.

An army? Not even scout can convince me that's a wise course of action to take...

As for warmonging vs building victories... building is possible in easy games... get to Monarch level or higher and you'll have to mainly do warmonging with only select buildings in the right cities... no more cities that have everything to build in it... Let the AI use their bonuses and build for you... then you just take it from them.

And just to add something to what Bugsy said... Bede is a great player, and in the SG he's joined with me, has giving me great advice and I'd play another SG with him in a heartbeat... Even if he does wear that crazy cowl...

Those thigns in GJs signature look like a chess game looks like someone wasn't very bright when they were playing GJ... or maybe "blind" is a better word.... is a very risky move GJ. :mischief:

Don't change the Marketplace builds... Our GA will allow MWs to come flying out of our core. In 20 turns we'll probably be able ot build at least 40, and still be able to build infra.

You guys really need to think about using the leader for a FP rush, even if that means starting a war with Persia a bit earlier then expected to get our leader to Susa... to this, we'd probably want ot take a coastal city that's north of Susa... can't rememebr it's name it's been a while... and that will be a nice launching point for our galleys to drop off MWs... going there, and through the choke will end the war very quickly, and allow us to capture Susa within 5 turns of declaring... if you're brave enough we can rush the FP as soon as we capture it, and just put units around the city to make sure no one can touch it.

I think I covered everything on my mind.... at least we're not talking about wasting the leader on an army anymore.
 
Hey, I wanted a win and I got it. :D (Soon the novelty of that game will die down and I'll put in one where there was an actual fight.)

I agree completely with Alerum's assessment; I was simply reaching a point of resignation dealing with wonders. I don't know where SK is but we appear to be at a 2-2 draw in the voting.

Some notes:

@alerum - someone posted earlier that blitz capability was added to armies in 1.17, so we could attack twice in a turn with an army.

@all - Persepolis is 24 away from Hanging Gardens, so if you factor in the time we'll take cleaning out the Zulu, we might be able to capture it. Great Lighthouse is 33 turns away though...I'm not so sure about spending 9 extra turns.

Gordium is the northernmost city in the Persian empire. I think we were planning on going after it first because it has the iron, so we could use it as a staging area for Susa.

One point worth considering is that we don't necessarily have to wait until Persia is cleaned out to build the FP. We only need to get Susa. Now, we will have to defend it heavily to make sure we don't lose it after rushing there - but in our GA that shouldn't be a huge issue.

@trainers - if we keep the 2-2 split, how should we best decide?
 
We should wait for SK... he's actually the senior member of this team, even if he has had a very busy time IRL...

Vote:
alerum68- FP
coletite – use immediately FP in Zulu or Japan or Wonder
GJ - save for FP in Persia
qm1- MIA (at sea?)
Mistfit- Rush something...anything
SolarKnight

Misfit posted that vote count, but that still doesn't change the fact that I'm eating falafal without tahini sauce, and it just doesn't feel natural.
 
For the record, I would love to rush the FP. I just think holding onto our leader until the perfect city comes up is a waste.

As for the Lighthouse, I don't think it is a waste at all. I'll bet we will be fighting a war with the other continent soon. An extra movement AND the ability to actually reach the continent will be a major advantage.

Tariners: Are you planning on us fighting with knights/pikemen? If so, then we definetly could use the lighthouse.
 
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