GK2- The Training Day Experiment

Scout/Bugsy et.al.

I'm in a game as Sumeria (Regent/Continents/Standard) and contemplating my first domination win at this level. I have 60% of the land and have a choice of going after smaller/weaker French or big/strong Hitites. I understand 66% land will get me a win, but is there any restriction regarding how much land the next largest Civ has (similar to culture victory)? Also, I assume the only way to win a conquest game is to turn off Domination victory condition. Is that right?

Edit: I'm sure Alerum could answer this one as well.
 
Jack - There isn't a restriction regarding the land of the next largest civ.

The way to win a conquest victory is to use your victory conditions screen or Mapstat to keep track of how many tiles you have. As long as you are below 66%, you won't win. That means in the end game you are razing almost all of the cities.
 
JackRules said:
I understand 66% land will get me a win, but is there any restriction regarding how much land the next largest Civ has (similar to culture victory)?
You actually need 66% population too, though if you've got 66% land the population normal just happens. It doesn't matter how much land anyone else has.



JackRules said:
Also, I assume the only way to win a conquest game is to turn off Domination victory condition. Is that right?
No, Conquest is possible when Domination is enabled. You just might have to start razing cities when you get close to the 66% land.


[Edit: Dang, X-post with Bugsy :)]
 
In C3C you need 66.6% of the land (including coast), and 66.6% of the population. For previous versions it's 66%. It doesn't matter how much land or population other civs have.

Conquest victory is acheived by razing enemy cities rather than capturing them. Thus you can stay below the domination limit to acheive conquest victory.

In your game, if the weak civ has enough tiles to allow you to reach the domination limit, then kill him. If he hasn't, then still kill him. The remaining tiles can be gained from a stronger opponent, but you will not have to take on his core. The only time I would take on the stronger opponent is if there was a risk he could win by culture, or if it was geographically difficult to get to the weak civ.
 
Thanks Dianthus and Bugsy for the info.

edit: Thanks mad-bax also...I can get to the French and pound them into the ground.
 
This thread is turning into the quick answer thread like over on the General Discussions page.
 
mad-bax said:
In C3C you need 66.6% of the land (including coast), and 66.6% of the population. For previous versions it's 66%. It doesn't matter how much land or population other civs have.
Hey, mad, that's the wrong way around! It's 66% in C3C, and 66.6% (to be exact, it's actualy 2/3) in PTW/CivIII. Also, the 66% in C3C is only the default, it is changeable via the scenario editor, and is different in some of the supplied Conquests.
 
Turn 5 AD 370:

Niagra falls: Market -> Library.

clown for arbella.

3 resistors go in antioch. (clown hired).

cattaragus: library -> catapult.
( will build a few just in case they are needed )

Oil Springs: Aqueduct -> Market.

palace expands.

I have pillaged the luxuries around the persian capital and some of their irrigation, in a bid to reduce the size of the city.

Turn 6 AD 380:

archer beats itself to death on one of our mounties.

pasargadae flips back.

Arbella: pike -> caapult.
bactra: temple -> pike.

manage to kill one spear guarding persian capital, but its really harming the mounties, going to pull back and wait for artillery (catapults).

Turn 7 AD 390:

republic comes in, set to theology.

susa: pike -> catapult
cattaraugus: catapult -> knight.
akwesasne: library -> knight.

(request: can we please capture cities with names i can pronounce or even spell :p :rofl: )

oka: harbour -> market.
palace expands,

english complete the great lighthouse.

move our mounties out to heal, ready for the catapults to arrive.

Turn 8 AD 400:

Arbela: catapult -> Catapult.
towanda: Library -> Aqueduct.
St. Regis: Market -> Library.

move into position to retake pasargade

Turn 9 AD 410:

Arbela flips back :(

Allehegeny: library -> harbour.
Tarsus: knight -> catapult.
centralia: market -> library.
kahnawake: Market -> library.

pasargade is ours once more.

Turn 10 AD 420:

susa: catapult -> catapult.
Niagra falls: library -> pike.

Summary:

we are in position to retake the last persian city to flip, we have a persian warrior in our territory, and we are going to need more catapults to weaken persepolis.

Good luck to the next player.

SK.
 
Bede's got it and will run shadow tonight.
 
mad-bax said:
If I edit the post do you think anyone will notice? :mischief:
@Mad-Bax: That would probably depend on whose post you're editing... ;)

@Tman - I just thought of something related to a comment that Sir Bugsy made - archers. If you're playing this in [c3c], take a couple of archers and a spear or two along if you can muster them. Archers in C3C get a defensive free shot that can come in handy... garrison your new acquisitions with archers and/or spears... to keep your immortals moving forward...

@JackRules - consider taking on the stronger continent for the experience, since you seem to have this game well in hand... unless you can pick up a couple of luxuries from the weaker one.

I offer these as my favorite reasons for invading somebody:

1) Strategic Resources
2) Luxury Resources
3) Fun

I plan to invoke that last one if Gengis Khan ever shows up to finish the PBEM we started oh so many months ago...
 
SK finds that X-man doesn't die as quickly as one would like.

Scout would you like to take the save and review it. I don't think shadowing the entire ten turns is practical anymore given the number of random events that influence the RNG. I think Brother Bede has his hands full in something like four SGs at the moment.
 
Sir Bugsy said:
Scout would you like to take the save and review it. I don't think shadowing the entire ten turns is practical anymore given the number of random events that influence the RNG. I think Brother Bede has his hands full in something like four SGs at the moment.
Bede said he'd shadow... but I'll have a look at it and send my comments to both of you in a PM...
 
SK, those 2 cities with the really hard names? Thos are Iro cities.;) hehehehe

Good turns though... they should fall pretty quickly I'd think. Could someone post the current roster? I haven't been able ot keep track of it since page 50.
 
Here is a screenie of the persian lands:
 

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  • persian front.JPG
    persian front.JPG
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Hi,

Sir Bugsy said:
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.

Isn't that a - well, I can't say "bug" - but "issue?" I mean is there any reason you wouldn't WANT your highest-powered defender to defend, and if there was a tie to go with the most experienced (vet vs. reg - thus more likely to survive), and if there was a tie in experience, go with the unit with the LOWEST attack power. This would result in more of your attack-units surviving to retaliate (and they'd be healthier), and would let the defensive unit take on its rightful role. It just makes sense - it's what we'd choose if we picked defenders manually (heck, it's what the computer would choose if it could).

And I thought I did see fortified spears taking hits in cities before fortified immortals, but maybe I'm misremembering.

I guess I've generally had spears with archers and not with swords and immortals, but since I can't see an upside to the software deciding to use a sword/immortal for defense when an equally health and experienced spear is available, I think of it as an issue.

Thanks,
 
Sir Bugsy said:
Scout would you like to take the save and review it. I don't think shadowing the entire ten turns is practical anymore given the number of random events that influence the RNG. I think Brother Bede has his hands full in something like four SGs at the moment.

Sorry for the nomenclature/jargon mix up. I meant "reveiw" not shadow as I concur the random events cause too much confusion at this stage. Timing is not an issue as no work tomorrow so I am planning a marathon tonight. Look for commentary, and a little polemic, late tonight.

Any comments contributed by lurkers, gamers or fellow shamans welcome.
 
Just thinking out loud here:

Persepolis is on a hill, right? That makes it tricky to capture. Catapults are good, but I can't see buillding a buch now for one city. What about sweating them out? Persepolis is size 11. If we pillage all the tiles and fill them with MWs (and anything else that's available) the pop will starve down.

...ah, never mind. I'm not sure what that would do. We would still have to take the city one way or another. I don't you can starve a city out of existence, can you? Since the city tile itself will always produce 2 food.

I'm just trying to come up with different ways to solve challenges.

I suppose we could also dump a bunch of MWs into Persepolis. It's brute and we'll probably lose quite a few units, but our unit support costs are rather high.
 
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