Karl's sid diplo attempts

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
 
60K from 5 cities:eek:

Sounds like a great game though.
 
yeah - the big issue won't be the land forces,it will be the huge amount of bombardment you will face!!

I have not been brave enough to face Sid, though I may give it a shot. *shudders at the thought*. How much harder than Deity can it be???
 
7 cow? how many time the mapfinder cost to find one.
in average?
 
Score: 3703 Date: 1894AD Condition: Diplomatic Victory
At last my naval gambit paid off, the easiest SID game I ever played.

The story:
AA
50 turn writing (buoght pottery) + 13 philo (and a SGL) , used allmost immiately for TGLH.
Singned ROP and blocked Mongol waterways, the germans we completly uninterested to map making and by approxim 500 BC they were stranded too.
The two AI had no contact to each other, which crippeled their R&D. Both the AI had a 5 city continent. Though building the GL I did not gain much from the AI and decided to push the research forward on my own.
MA
Revolted to rep (deleted all land troops) and was able to get both copernicus and the Newton (I was a bit worried about the german culture).
IA
Entering IA around 1300AD I allready had clear lead , when suddenly both Mongols and germans wanted out with their naval units and declared on me -- well I did not loose a dromon, built a few frigades only to be on the safe side. Luckyly there resources were on my side the mongols only had iron while the germans had salpietar. The dust setteled and the rest of the game went on peacefully (rather dull actually).

My notes:
- the key to the success was really the separation of the AI, due to which I was able to gain tech lead.
- this game was another example of AI getting stuck: they got their ranks full prior to map making, and did not build naval units until very late. Blocking the AI expansion also hurt their economy - got em buried by their free units.

The game was by no means optimal, I suppose a below 1500 AD date to be achivalble, since the original gambit I was playing safe rest of the game.

Now I will give up C3 for the summer, my "mapfinder" computer tend to heat up my study too much on summer anyway.
 
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