GK2- The Training Day Experiment

Hi,

Thought I'd report my results from playing this map to completion. I won't say anything that might spoil anything for you - I'm not entirely sure what things are random vs. scriptable anyway. There was one thing that I thought seemed likely to be planned by mad-bax :mischief:, IF that is possible to script.

As you probably won't recall (due to the huge volume of posts!) I mentioned once before that one of the exercises I was going to do with respect to this thread was to play this scenario on my own from the beginning. After reading the pre-game discussion I did the first 10 turns before reading your results, then I kept playing past the point I read.

I achieved a space victory in 1766 with a civ3 score of 4464 (I think this might be my first victory at Monarch, but I'm not 100% certain - I'd have to check my PTW directory and also see whether I had any saves where I was clearly dominant but didn't play to completion - a weakness I've sometimes had at lower difficulty settings). It was definitely my first space race victory in civ3 - I'd never seen the movie before! :)

It was interesting to compare my game to your recent saves. I thought I'd mention a few things that came to mind:

FOOD IS POWER - Holy cow! Even with all the coaching about expansion and trying hard to overcome my natural tendancy to allow minimal city radius overlap, and creating a settler farm, etc. I still didn't expand as fast as you guys by 10 AD. I shut the pump off early. (I can't seem to use the civreplay stats tool on the saves - it complains about "wrong number of players" so I can't do really detailed comparisons very easily.) I'm certain you guys were producing more of everything than I was in the early AD. I'm also sure this will give you huge benefits up to and probably past 1000 AD. I'll be interested to see how it goes later on - presuming you resist a domination victory and go for the space race. After hospitals I was able to create a lot of very powerful cities working 17-21 tiles - I'm curious how your cities will grow.

CHOKE POINTS RULE - When I found the choke point with Japan I immediately fortified my scout there. It took me longer to get another unit up there and explore the enemy territory to the west, but I think this was worth it - it kept Japan out of "my area." I did this before I saw your experience with them slipping through because I'm always paranoid about choke points. Japan never did attack me before I attacked them.

DON'T FEAR THE ENEMY - I think I'm too worried about fighting the computer. :blush: I got a VERY different pattern of settlement out of Japan and the Zulu - they must have popped cities out of goodie huts or something because they were very interspersed. So after I took Japan's northern cities and couldn't reach the others I declared peace so I could fight one war at a time. I had to clean out the Zulu before I could get to Japan's other cities. I think I had the troops to fight them both and probably should have just done so. I also think I needn't have bothered to wait for the 20-turn peace treaties to run out.

REALLY: DON'T FEAR THE ENEMY! - :ar15: I waited MUCH longer than you did to attack Persia and this was a big mistake. I'm sure I didn't make the best use of my Mounted Warriors because it was before I did the skirmish exercise, but still - Persia had hoards of Immortals by the time I attacked. I sent something like 20 MW and 20 Swords after them and it was slow going. I did NOT get the 3 to 1 kill ratio I achieved in the exercise - more like 2 to 1 I think - but it took a long time to cut through something like 40 Immortals (+ spears, etc in cities) and I had to reinforce to even capture their northern cities. Then the war weariness kicked the stuffing out of me and I had to declare peace for about 10 turns before finishing them off. This was annoying because they had little military left at this point, but my cities were NOT happy. Of course, the other continent never met the Persians, so I was perceived as a nice guy.

LOCATION, LOCATION, LOCATION: FORBIDDEN PALACE - I got a great leader fighting Japan and the Zulu like you did. I put the forbidden palace in Zimbabwe. This certainly gave me a boost for a while, but it left Persia an ENTIRELY useless landmass for the rest of the game. :eek: Persia had better land and a larger area and most of Japan/Zulu-land would have been closer to my main palace (had I built FP in Susa) than Persia was with FP in Zimbabwe. It's hard to estimate, but I'm pretty sure I would have been done in the 1600s with the FP in Persia.

COURTHOUSE-SHMORTHOUSE - That's kind of lame, but gets my point across, I think. I need somebody to explain to me why I should care about courthouses. Sure, in my good cities I could eke out a few more commerce with them, but so many cities were more than 90% corrupt. Susa, for example, was distance 25 from my capital - at size 8 it had 24 commerce and 22 corruption. I added a courthouse and got it to 21 corruption. Even Tyre, which for me was 17 from the capital, had 15 of 18 commerce corrupted improved to only 10 of 18 corrupted with a courthouse. I considered that a GOOD result. Maybe I just didn't have enough cities in the right "distance zone" for courthouses on this map.

TRADING FOR FUN AND PROFIT - I discovered the other continent much later than you (waited too long for suicide galleys), not long before destroying Persia (which, as I said, will be later for me than for you). I knew trading was more important than I'd given it credit for in the past, but I was able to trade myself out of a serious early-Medieval tech deficit fairly easily by acting as broker and carefully monitoring what was out there. All that gold I'd saved was important. I kept trading through the medieval era and left the AI behind in the Industrial age.

EVERY TURN COUNTS - you already know this, but NOTHING is more frustrating than being beaten to the Bach's Cathedral by ONE TURN - let alone on that same turn losing Newton's University a few turns from completion as the AI cascades through the wonders and finishes those two - leaving you NOTHING LEFT TO BUILD. :aargh: :mad: :aargh: I built one of the most expensive Cavalries (or something) in history. [pissed] I didn't intend to build so many wonders, but once I was done fighting I seemed to have a lot production capacity lying around.

Now some questions:

LUXURIES? - I overemphasize these and I'll be interested to see what you guys do. I got so far ahead of the AI leaving the Medieval era that I kept trading tech for luxuries. I think this may have slowed me down - I noticed that first ring cities didn't seem to benefit much from We Love the Chief Day, while anything out in the "3rd ring" or so was almost useless even in WLtKD.

MODERN WAR - I didn't fight a modern war. I stayed at peace for about 1000 years after destroying Persia. It would have been a good experience to fight, and I'll be interested to see what you guys do, but I decided to go peaceful and do the space race.

MIND-NUMBING DETAIL - I know I get pretty inefficient as the game progresses. It starts when I hit about 10 cities and just gets worse as the empire grows from their. :coffee: Any suggestions on how best to deal with this? I started stacking my workers which really helped worker management, but the idea of going to each of 30+ cities and MM builds, sharing tiles, determing when to irrigate the formerly mined tiles, and when to mine them again (I noticed a pattern seemed to emerge - you need to grow early, but keep some production with some mines - then you hit size 12 and might as well max shields for a while, eventually after hospitals you may need to irrigate some things again, and once you're working most tiles, re-mine again - do you concur?)...

PROPER CASH MANAGEMENT - I had a ton of cash through the later half of the game. I'm wondering if I could have spent more of it more often - and earlier - to benefit my empire, rather than hoarding it. "A lot" means between 1,000 and 10,000 from the time of conquering Persia onwards, typically between 4 and 7 thousand - slowly growing all the time. During the last 40 turns I was able to often run 80, 90, or 100% research getting discoveries in 4 turns while slowly depleting these savings - along with rushing a few things toward the end.

Thanks again for the very interesting thread and game. I'll also be interested to hear from Mad-Bax whether he made this map easier for us so this wasn't really a "Monarch" game.

I'm playing COTM3, which is on Demigod, and we have less food in our starting location and I'm scared to death... (I am playing in the easy class - after the first 20 turns, I can't imagine the normal class).
 
SwedishChef said:
(I can't seem to use the civreplay stats tool on the saves - it complains about "wrong number of players" so I can't do really detailed comparisons very easily.)
Is the "civreplay" tool my tool? If it is could you send me the .sav so I can take a look at it!
 
@Dianthus: In the third paragraph SC mentions checking his PTW directory... that might have something to do with it.

@SC: Did you play this in [ptw]? It started out as a vanilla [civ3] game...

A note on "COURTHOUSE-SHMORTHOUSE": Once you exceed the optimal city number (OCN) fighting corruption gets tough. The combination of courhouses and police stations can do you some good... especially in communism. In [c3c] it is a little easier to fight corruption. You get some specialists that don't exist in vanilla/ptw, and the corruption fighting power of courts and police stations is increased somewhat.

...but something tells me Bugsy wants you guys to experience communism... which is the only way to make a truly huge empire productive.
 
Congrats SC! Some comments for ya again:

Courthouses: Anything beyond RCP-15 is pretty useless for courthouses. It's mainly to reduce corruption in RCP-7 through RCP-12. That will give you best results on courthouses.

Luxuries: Wait til later in the game, sell off a lux or 2, and you'll see how much WLTKD really does do for your empire.;)

Detail: Use D's MapStat program. It'll take all the trading and happiness issues away. MMing your cities only take a minute or 2 until the IA, and is very worth it. Bugsy hates when I say it, but past the middle ages I only check cities every 2-3 turns, or if I know someone is close to growth or build... usually 2 or 3 turns til either will give you enough time to maximise.

cash: Don't use wealth. Having that much cash on hand means you switch your cities over to wealth when they were maxxed out. Sure, you'll get double cash but a way to get lots of cash, and get the most out of a well established city is to build infantry from them, and send those units to slow building cities and disband. You can get something like 80 shields from disbanding an infantry unit. That will allow you to build infra throughout your empire. This is the most benificial under Communisum, when you can only use cash for research, but can still be used on Democracy, especially with those high corruption rates. This should keep your cash a bit lower... I think having around 2k gold in the bank at all times is just about perfect.;) If you still do run a huge cash surplus, you can combine that method with quick cash rushing... disband the inf, and spend the other 20 shields for the marketplace in gold... will cost something like 80 gold IIRC, instead of 800.
 
On courthouse I've noticed that if you build them starting in your core 2nd ring and build them out I get less corruption in some of the further cities. I think by reducing the overall corruption in your core you lessen the corruption in the next ring/area when courthouses are added there.

I could be wrong because I have not tested this theory.
 
So we still need a turn log for turns 5-10 fro SK plus his final save.

SC - very cool. Congratulations on taking the next step.
 
Sir Bugsy said:
SC - very cool. Congratulations on taking the next step.
@Bugsy: Too bad he's all spoilerized now...we could have penciled him in here as an alternate. :p

@SC: Reading about the win was nice. It'll be interesting to see hear things that unfold differently. Thanks also for respecting the spoiler factor; that was a well written recap.
 
I think we got our first sign up/draft for Jumpmaster 2 (when you put it together).
 
Hi guys, sorry for not completing my turns, i had to rush to my fiancees side as she went into hospital.

i am currently in birmingham and will be till late this evening, will be back tomorrow (placements dept of uni wanted me to travel halfway up the country at short notice to beturned down for a years work placement).

sorry, but life this week has been crazy.

sorry guys.

sk.
 
Hi,

Thanks. Responses:

@Dianthus: It is your tool, and a very fine set of tools it is! I THOUGHT I was unable to use the stats tool (not mapstats, that worked fine) on any of the GKTDG games or my games. This turns out to be mistaken. Maybe that was before I upgraded to 2.7.2. I just tried it again and it worked. Perhaps I'm thinking of my COTM3 saves? I'll try to check it out and let you know. (Some of the tabs have no data for my saves - No wonders, cities, demographics. I didn't save enough times, however - depend on autosave too much and wasn't using the copy autosave feature because I was lazy and already had it set up to do COTM3.)

Re Courthouses - I think around RCP 12 to 15 would have helped most - I just didn't have as many cities in that range because of the shape of our land mass and position of palaces I picked.

@DJMGator: What is Jumpmaster 2? I've only been reading this site for a few weeks - and mostly this thread - so there are a lot of things I still don't know.

@Alerum - I had a lot of the empire in WLTKD during stretches of the second half. I'd always noticed the bump to production. However, in this particularl game I spent over 700 years in democracy and had no "in between" locations - the WLTKD seemed to have an effect similar to courthouses - very little on the inner cities and none on the outer. I think I got so frustrated with the useless Persian landmass that I I neglected the southern "former jungle" area cities more than I should have - they were some of the ones to benefit from this stuff most. Northern Japan and western Zulu/Japan was probably also at about distance 12 (I didn't load to check) and definitely benefited from courthouses and WLTKD.

Re: Cash - I didn't put cities until wealth until very late when there was literally nothing else to build. I was 12+ techs ahead of the AI, had enough for defense, every city had every tile improved and railroaded. I hit 5000 cash well before this period - partially due to trading with the AI. Perhaps I wasn't rushing enough buildings.

@Scout - played in Vanilla civ. Most previous solo games played in PTW, though (hated corruption so much in the original civ3 release I put the game down for over a year).

@SolarKnight - I hope everything turns our OK.

I attached a shot of some stats. (This is the first time I've done this so I hope it appears or receives a link...) I didn't save during my final session yesterday evening so I lost some good data between 1500 and 1766. I'll use mapstats autosave next time.

Thanks,
 

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SC,

Jumpmaster 1 is a SG that Scout put together that mixed regent/monarch level players with emporer plus players on the same team. We ended up with 3 different team.

I'm sure Scout will organize another one (Jumpmaster 2) when the current one is finished.
 
...actually... it was an idea that Bede and I were chewing on together. Originally it started with Bede PMing me with something like "let's grab a couple of Regent guys and have a friendly little emperor game". Who knew it would grow into 3 SG's in 2 game versions ...one playing Crackers "Mongolian Halloweeen Mods". :crazyeye:
 
Behold the power of the Mongols
I'm so happy that Scout put me in the GOTM MOD Squad in JumpMasters because of playing the Mongols. I suggest it to anyone who hasn't play them with the mod. We are playing with the Bag Hordes right now.
They are quick units that can:
bombard twice
or
attack once and bombard once
or
attack twice
very cool.

I am ready and waiting for my turnset. If our newly returned player GJ wants to jump in I will not take offense. I'm up in Jumpmaster's after AlanH get's the chance to download the turn report. Just let me know.
 
I'm still behind (and finishing up preparation for an audition in the meantime), so go ahead and take the turns.
 
Let's give SK another day to see if his extenuationg circumstances calm down... as it stands now I think we're short some turns or some turnlogs...

Sorry... I'm a little bleary-eyed after playing with another one of Grahamiam's biq files...
 
Delurk....

I'd like to congratulate you gentlemen on an excellent game/thread here. Absolutely awesome!

While you're waiting on SK, I'd like to pose a question. After seeing the thorough desmantling of the Persian Immortals in this game and in the GK 2.1 skirmishing exercise, I'm a bit worried about my current game (Warlord, vanilla Civ) where I am the Persians sharing a continent with the Babylonians and the Zulu, both of which have fast mover UU's in the ancient age.

My question as a newb is how do you avoid being "skirmished" death using a slow moving (but powerful) unit?

Thanks in advance!!

....Relurk.
 
@Tman65: Welcome to the party! :thumbsup:

Tman65 said:
My question as a newb is how do you avoid being "skirmished" death using a slow moving (but powerful) unit?
Here's my $0.02:

Immortal tactics can be simple, straightforward, and one-dimenstional. Assemble a nice Stack of Doom, keep it together, and take the AI cities in earnest. Using them piecemeal is what can get you in trouble... but this applies to just about everything else as well...

Nothing available to you defends any better than Immortals, and there really isn't much sense in plowing a bunch of shields into catapults when you've got something that attacks better than anything available to anybody before Feudalism.

If the AI only has one city between the edge of your empire and their capitol, consider a hard drive straight for the AI capitol. Taking an capitol will usually gas the AI pretty quickly... the other cities will not be productive enough to bounce back. You can then use your reinforcements together with the troops that took the cities (after they've had a chance to heal) and mop up any cities you want that have luxuries or resources...

BTW, I believe that "warrior to sword gambit" will work with Immortals, Legions, and (in [c3c] ) Gallic Swords as well...
 
Tman - Scout is very correct - it is very important not to split your forces if you're playing with slow movers. With two defense, the Immortal will be the defender even if you bring a spear along. If you were using a stack of achers, then you would want to move a couple of spears along with your stack.

Also figure that the AI is going to attack your stack with everything that can be brought to bear. Use terrain as much as possible to give yourself a defensive advantage.
 
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