Karl_t_great
Chieftain
- Joined
- Jan 15, 2002
- Messages
- 89
Decided to go for another "cheap" win on sid.
My setup is typical max archipelago with me as the only seafaring civ -- and yes, I've got those deadly dromons-- and naval gambit was the name of the game.
1 st attempt
tiny map
opponents:germans and mongols
After a bunch of games trashed early, I finally got a descend map to play -- a solo island with 4 lux to start, and the waterways were favorable too, I built the lighthouse and blocked the AI expansion. After a short war germany started, I decided to sign a rop and park my dromons right next to their harbours -- which they, oddly enough, never dared to question again. Now I had the natural setup for diplo victory, the germans will be the runner up in the election, and they were fighting a few fruitless wars with the weaker mongols. Meanwhile I was trading the mongols and they were gracious 90% of the game.
Then 1844AD, 15 turns before the erection of UN, the germans got the 60k cultural -- with only 5 cities -- truly humiliating.
Lessons leaned:
- Did not do the math with the culturals propely, whipping some libs in the mid game would have saved me.
- At first I tried to block the AI by setteling at the opposite shore, but the AI is a cultural monster on sid -- I had to abandon the cities, just couldn't afford 30 units/city to prevent flipping. The rop -block was more effective.
- Along the way, I was selling resources to the germans, to keep up with the tech. Then suddenly my dromons were attacked by the pirates, punching a hole in the blocade, and couple of galleons escaped. Luckyly, I was able to pull the reserves to fix the "leak", then terminated the gunpowder trade to germans. In naval gambit, it is OK to trade ground resources like horses - if the AI can make to My shore I am wiped anyway; gunpowder and oil are risky, and need to be controlled. It is wise to cut the path to exess resources so that AI cannot demand it.
- anyway the game demonstated that it is possible to play naval gambit on sid -- I did not build a single spear/sword/archer in the whole game.
- I think I should have gone another war against the leading germans, building some naval traps to wear em out; Only after the pirate incidend I was too scared to...
Allthough not making to the hof the game was very entertaining, waiting every turn will the AI declare. Now I am turning back to the mapfinder hoping to find a map for survival (7 cows would fit me nicely - must have been an idiot not to watch the culture) . I am planning some adjusments:
- I may try zulus instead of the germans
- test the if the continents map gives easier waterways to contol
My setup is typical max archipelago with me as the only seafaring civ -- and yes, I've got those deadly dromons-- and naval gambit was the name of the game.
1 st attempt
tiny map
opponents:germans and mongols
After a bunch of games trashed early, I finally got a descend map to play -- a solo island with 4 lux to start, and the waterways were favorable too, I built the lighthouse and blocked the AI expansion. After a short war germany started, I decided to sign a rop and park my dromons right next to their harbours -- which they, oddly enough, never dared to question again. Now I had the natural setup for diplo victory, the germans will be the runner up in the election, and they were fighting a few fruitless wars with the weaker mongols. Meanwhile I was trading the mongols and they were gracious 90% of the game.
Then 1844AD, 15 turns before the erection of UN, the germans got the 60k cultural -- with only 5 cities -- truly humiliating.
Lessons leaned:
- Did not do the math with the culturals propely, whipping some libs in the mid game would have saved me.
- At first I tried to block the AI by setteling at the opposite shore, but the AI is a cultural monster on sid -- I had to abandon the cities, just couldn't afford 30 units/city to prevent flipping. The rop -block was more effective.
- Along the way, I was selling resources to the germans, to keep up with the tech. Then suddenly my dromons were attacked by the pirates, punching a hole in the blocade, and couple of galleons escaped. Luckyly, I was able to pull the reserves to fix the "leak", then terminated the gunpowder trade to germans. In naval gambit, it is OK to trade ground resources like horses - if the AI can make to My shore I am wiped anyway; gunpowder and oil are risky, and need to be controlled. It is wise to cut the path to exess resources so that AI cannot demand it.
- anyway the game demonstated that it is possible to play naval gambit on sid -- I did not build a single spear/sword/archer in the whole game.
- I think I should have gone another war against the leading germans, building some naval traps to wear em out; Only after the pirate incidend I was too scared to...
Allthough not making to the hof the game was very entertaining, waiting every turn will the AI declare. Now I am turning back to the mapfinder hoping to find a map for survival (7 cows would fit me nicely - must have been an idiot not to watch the culture) . I am planning some adjusments:
- I may try zulus instead of the germans
- test the if the continents map gives easier waterways to contol