King of the hill - open challange for all playlevels

@Halt,
I have a few suggestions for you if you play it again. I don't understand your promotion choices, especially for your muskets. I went woodII and GuerII for every troop if possible (muskets+). Otherwise, WIII and then combat->specialty for the praets, or GII and then drillIV for the longbows and crossbows. This will help you hold the hill without losses. Taking pinch doesn't make any sense to me, as it doesn't help them against mounted or siege, and is no better against gunpowder than the terrain promotions. Periodically, I had to move veteran troops back to the city to let the newer guys get up to 4 promos.

I wouldn't take city garrison until you've exhausted the guerrilla line at least, probably drill as well. With drill IV you will usually take no damage from siege at all. Without it, you'll take some.

I also have no idea why you keep chopping that forest over the deer in the capital. It makes sense along the coast, but if you're gonna work that tile, keep the forest there for the extra production and health.
QUOTE]

Promotions
City Promotion - Since I am in a fort it is just as useful to have a mix of city and WII/GII. Especially if I get out of positiion and a landing should occur at he "city" 1N of the Jungle Hill. With City I can drop back one square if needed and maintain a defence.

Pinch - Agreed not a good choice

Forest on Deer - I did not chop it ever it is still there honest.
 
Okay, so the save isn't working for me (same problem as Azi... don't know the rest of the name :lol: but its on the front page), but I got some strategies that other people could use:

Spoiler :
I should mention, these strategies are ideal for Deity and Deity only.

Firstly and foremost, the best idea strategy so far was have all cities except the capital build wealth. I have to agree with this, considering the massive maintenance costs.

Secondly, you need a decisive tech advantage to conquer your neighbors. By doing so, you need it to be quick while it being powerful. In other words, your SoD has to be efficient. I'd recommend bee-lining Military Tradition and Rifling for Calvary. They are strong when used correctly and have a movement of 2. You should conquer the lower half of the continent with Calvary.

However, you should have the upper half of the continent before utilizing the strategy above. Do so by blocking at the choke point with warriors to begin with, and later Praets. Settle the whole upper continent and hold the choke point as long as you can.

To hold the choke point, go for quality not quantity. This was proven exceptionally good in last year's OCC Always War challenge. Use four Praets and continually upgrade them. The promotion path you should take are promotions that let you have a higher defensive strength. Things like Woodsman (assuming the choke point has jungle) and Guerilla. Also, attach your GGs to these four units and give the promotion that gives +100 experience points (forgot what it is called... :blush:).

To stop Stalin, you need to have an advantage in the Navy. That means you can't use your capital to build, so your going to have to use coastal cities. Use the top 3 cities in production to build non-stop navy units. Doing so will allow you to drop on the defenses on your home continent and use those units to attack.

You will want to attack him ASAP, but only until you have a higher power rating. Doesn't matter if your neck-and-neck because you have better tactics which will let you win. However, if your power rating is below and he is winning, attack his capital. But only until he has launched his space ship (he won't go for anything else because well AIs only go for cultural or space race) strip his capital using Marines or Tanks.

Good Luck!
 
Ugh 1610AD. My Jungle Hill fell at the same time Stalin came with a bunch of inferior troops. I can deal with one but not both and win. So at this point it is just seeing how long I can survive. I am sure I can hang out for a long time... but prefer to start over and this time do not play late at night and make silly errors when tired.:cry:

Please with a lot of what I accomplished will study others post a wee bit more then attack the puzzle again!
 
General Question, i have 2 production sites both spitting 1 unit/2 turns and 4 GG's, how would you divide the GG's? I think i'll put the 4th in capital for level 3 units since formation helps so much against Ghenghis, also against the phants everybody seems to have. The next one must go to the second site for sure i think to get shock.

My situation is a little different from yours, my capital has produced all military units before cannon is available. So first 4 settled in capital, the 5th attached to a prat who is lucky enough to survive when rifleman is ready and 6th attach to a char to make a super medic unit.
 
@Halt,
I had this whole discussion about what to take from Oracle with Duckweed. I chose MC he took COL. I found it a close decision really still slightly prefer MC. We both got Hindu founded before though, without Col stands out i think you can run all kinds of fun things like OR or Theo later.

By choosing MC, you have hammer superiority while back at tech. I got CS in 75BC, so leading you by ~15 turns. Beside the huge beaker lead, even on hammer, 15 turns of early burea = 30 turns of early forge. So I think the answer is clear.
 
Yes but i don't have jungle on the southern hill, don't forget that this makes a whole lotta difference. I needed only 4 turns to research col, the other 11 turns could well be due to delaying GS because of the pressing need to get lots of troops out. Look at USun's game who is also holding the southern choke on 3 jungles. He had no wonders, and he's researching Col 500 AD. He states in his post that he had to go all out on praets, probably also researching feud before COL just to hold the south. 1 jungle hill >>> 3 jungle tiles. My point is you can't even remotely compare our games due to this hill.
 
1610AD Spoiler

Spoiler :


I set up a strong military prod game with 3 Mil Academies, 8 settled GGs, 4 each in capital and Coastal pig city. 1 W3/M3 super Axeman medic.

had slight tech edge on Stalin, sent 20 SOLs to blocade Moscow, tooke out his fishing, saw Moscow reduced from size 21 to size 14 :lol:

1610AD, made my first drop of a commando force with 3 W3 Grenadier in the forest next to Moscow. This should be able to distract Stalin and delay his invasion. My SOLs are picking off his Galleons at will.



Edit:

Attached save at 1605AD.

Ragnar is quite dagerous being the most advanced AI, I have been stealing from him all game long. Set up Scotland yard + 1 settled Spy in Capital. ran mixed ressearch and EE. 3 Mil Academies in 3 best prod cities. the NE GP farm was now converted into a prod powerhouse.

Will drop another spy in Russia next turn and do some land scouting.
 
Quick update on my new game it is 775BC... I have a friend.. Yes Khan is confused :D


Spoiler :

Khan and I together for ever!
Civ4ScreenShot0003.jpg

 
Yes but i don't have jungle on the southern hill, don't forget that this makes a whole lotta difference. I needed only 4 turns to research col, the other 11 turns could well be due to delaying GS because of the pressing need to get lots of troops out. Look at USun's game who is also holding the southern choke on 3 jungles. He had no wonders, and he's researching Col 500 AD. He states in his post that he had to go all out on praets, probably also researching feud before COL just to hold the south. 1 jungle hill >>> 3 jungle tiles. My point is you can't even remotely compare our games due to this hill.

Oops, sorry, I should only count the turns need for CoL.:blush: So let's start in the same position and do some math. I resume teching around 400BC and at that time you would need more than 6 turns for CoL even with academy. Let's set 75BC as the checking point with 6 cities. I assume you capital has Forge for ~40 turns then and your pig city ~30 turns, your other 4 cities ~15 turns. So you get 40*24*0.25 + 30*16*0.25 + 4*15*4*0.25 = 240+120+60=420 extra Hammers.
With CoL, I guess at average all my 6 cities can get courthouses for ~30 turns. So the saving and EPs I can get from them is 30*6*2=360g + 30*6*2=360 EP. plus 6*24*0.5=72 Hammers + beakers (that's make them to compensate the beaker difference between CoL and Forge) by early CS.
So the comparison between MC and CoL is 350 Hammers vs 360g + 360EPs (1EP>1beaker in this game).
You know that 1g=1hammer once the currency is in and you need to build cash for full research.
So the final answer is still clear just based on above calculation.
There's more
1. the effect of couthouse increases with more cities and I actually have 8 cities ~AD.
2. getting CoL prevent AIs from getting CoL early and this will slow down their tech pace.
3. you will have one more happiness and 10% research by having one more religion.

Regarding the jungle hill, I don't know why you think that's that important for your development. It's all about numbers needed for defense. You and USun both don't have it, so why you can research CoL in early AD and he research it at ~500AD? It's all about strategy. USun went for an early rush plus he did not try to grab Oracle and this surely will drag his early development. In my game I also defend the 1st two wave attack without the help of jungle only by Axes/Spear, and you thought that is very difficult without early prats. I have more than 10 prats at ~AD, that is not much less than yours in the same stage and remember that I have to pay for unit supply all the time.

Believe it or not, I only load twice besides the regular time stop , the first one is after I found that barb starts with warrior and this affects my overall early strategy. I emphasized the barb issue in my guide and 500BC report. I played to early AD without any reload. The 2nd one is around 700AD because I got a very bad roll in a battle so I reload a nearest autosave.
 
@Duckweed,
Why did you go for a chariot supermedic? It's pretty easy to get WIIIM1 with a praet, and it doesn't cost you a GG. If you want to waste one, why not go for the real supermedic WIIIMIII instead?

@all
I'm at 1700 and have 5 blitz SoLs and 1 blitz frigate ready for upgrade, but I'm teching pretty slowly and nowhere near combustion. I set up an ice city for Stalin, grew it to pop2, then a few turns after he took it and I went to rob the joint, I realized I had forgotten to spread the religion! D'oh! So I took it back, spread confu and now it's in his hands again. None of the AIs have steel yet, for they're going up the sci meth line quite nicely. I will get machine guns before they get infantry; the only problem will be if they go for artillery before I have a viable counter. Don't want to face them with rifles, and machine guns are useless.

My jungle hill has held nicely. Recently my culture spread past it so I can now counterattack the AI stacks and still get the great wall bonus. It's so tempting to drop the slider and upgrade everything, but I can't afford the turns wasted right now. I haven't been taking screenshots, but I will post my finish date when I'm done. I don't think I can play this game again for awhile ... great map though!

I noticed a small island just off the coast of Moscow that Stalin has failed to colonize. Has anyone thought about setting up a fortress there instead? Airship support would be nice, although you couldn't really count on cultural defenses for long. Late game, would give the navy air support before carriers.
 
@Duckweed,
@all
I noticed a small island just off the coast of Moscow that Stalin has failed to colonize. Has anyone thought about setting up a fortress there instead? Airship support would be nice, although you couldn't really count on cultural defenses for long. Late game, would give the navy air support before carriers.

Spoiler :

There are two islands I found one with two fish and I think the other had copper. Not sure if it makes sense to expend the effort for them.

Instead, I am wondering if a garrison force (6+ Machine Guns) might be a better choice. Either on a forest hill just outside his culture or in one of the barbarian cities Stalin may have forgotten to take to his South on his main island. If we can manage to distract him for a few turns might be worth it? Or could be a "Bridge Too Far" and we will need to retreat :crazyeye:

I am also setting up a cities for Stalin... It is in the south west bottom of our island. It can be surrounded by forts one on a hill. I am going to garrison that with elite troops and let him pound his head against my forts. Might work?
 
I have lost the space race with ONE TURN :cry:
In 1935..
It was already maximized and i dont think i can gain one more turn unless i go back a lot :/
It was very intense in the end, i think i was about to die in two turns anyway :)

Edit: just realized that i can chop trees to build the spaceship. This can save me one turn possibly, but i'm not sure it's enough: it said two turns to victory and after finishing the turn it announced Stalin as winner. If it would have been only 1 turn to victory who would had won then?
My other idea is to try to use a spy to force civic change, hopefully he would switch back with an anarchy..
 
-edit-Yeah sabotage seems like the best option. If you knew what city it was bing built in you could also revolt that city for a couple of turns to delay production.
In my own experience the AI tend not to switch into civic anarchy if you swap them out.

I'm confident that with chops in play he'll be able to shave two turns off the component build.
 
These are not really working. I don't have a spy in their land just in a city they took from me. I know that forcing them to a civic don't cause anarchy, but when they switch back it should..
Btw i have only used this once in the game, but it's ridiculously powerfull. For few hundred spying points i will put him into slavery and changing his religion to mine... I hope it will hurt him a bit :)
 
I think sabotaging a nearly finished space ship piece that requires tons of hammers is extremely expensive to sabotage.
 
Mzprox - Grats at what appears to be the best try yet.

I find this scenario great fun... But my play level is not quite up to the task.

In my best try, Stalin was significantly backward but I messed up in the south and allowed a break through - That was my best chance at a win.

Last try I really improved all aspects of my play was very happy... sadly it was Stalin's fastest tech tree and Khan captured the spy city not Ragnar and Khan's tech level was terrible.

I had four cities with decent culture 5-7k+ (4 GA saved) and just starting to press the culture but 100's of turns away, I am less certain about culture working. :(

Oh well maybe again in a few days.:crazyeye:
 
I've played this game whole weekend :). I'll write a summary about my last try below (spoiler warning)


This was my 3rd try, in the first i have survived till 1800 with 3-4 reload, in the second i got to 1903 when Stalin won a space race- around 25 reload points, the totall reloads more. In this last try i have lost the space race by 1-2 turns. I have launched my space ship 8 turns before Stalin, but with only one thruster and engine. I will try to tweak a bit so maybe i can win after all. Reloads: 150+ reload points :lol:. This is a cheesy play against a monster :) (in the begining i hadnt reload much, later it was essential, but the game didnt get less exciting at all)

I have continued the save point i have posted earlier. (1360 BC i had the GW, the Pyramid adn Hinduism). It's possible that the pyramids not worth it, i just like it too much (dependent on it? :) ).
A lucky event in the begining was that a barbarian city was founded south on a hill, and Shaka's first stack died in their capture attempt. I have defended that city from razing and eventually captured it.
First i have teched to literature (builded the GL) then civil service then got alphabet so i could start spying. all my points was put on the khan ( i had my first greatspy settled). I expected a wandering keshik to take a city close to my capitol :). When it happened i had stolen 5-7 techs from him (incl: feudalism, machinery, engineering) unfortunately he was the most backward of all.. so later i put my spying on Ragnar but i didnt make effort to let him take a city, i visited him at home. (I saw a report here how backwards the civs were at 1400s,. In my game Ragnar already had rifling at that time-too bad for him that i had machinegunners :p )
The blocking city in the south worked well, my tech rate was good, spying was at 0% except for a few turns. Around 1000 I could build the Oxford in my capital. My gp farm (with NE) was the north east city, in my capital i had the HE besides Oxford. I have settled every GG and other great person there. (The settled GGs gave very good research)
My goal was railroad (and the combustion) to get the upper hand. I was able to grab railroad with liberalism, but this was the source of some big reloads: Ragnar started researching liberalism in 1200.. this was the point when i have noticed that if i reload he might start researching something else.. so i have kept him from researching it till 1300s when i finally could choose railroad for it :).

I have posted a few screenshots before from around 1500.: I had my first blitz destroyer, my cities were secured with machineguns, connected with railroad, i had a big techlead and a nice economy. I have choked every mayor Russian city ( and the Zulu and Viking capitals too). allowed Stalin to capture a trap city 3 tiles from my capital, specially builded just for him. I thought it's enough if i defend myself, they cant take my space victory form me...

I was very wrong..

Maybe i should have invaded Russia, raze some cities.. should have halt reseach and concentrate on spying and money to raise a big army. instead i did the opposite: i have built research (and wealth to fuel 100% research). So I was quite weak but my teching was fast. ( i have even destroyed that russian city after some time, because i had nothing to steal an the bombers from it gave me headache)

In 1730 i have lost my first destroyer to a russian one.. that was the turning point. I couldnt afford losing ships so i had to give up the blockade and retreat to defend. I tried to go back with huge fleets but i couldnt stay too long: Stalin used airships to damage my ships then i had to flee..
So i defended my coast, battleships gave me some time. Around 1850 i got swarmed with destroyers, transports and russian battleships. i had to give up the defense too and let them land... they came at both sides, i have already had 2 fronts in the south so i had to relocate my army quite often.
Stalin's research really boomed. When i get to fusion i still had a huge lead (4-5 techs with 10k+ cost), but at this point Stalin could research everything in max 2-3 turns, and i suspect He could build everything in 1 turn.. So i launched my ship in 1920, but a few turns later he finished his too. i had one engine and one thruster.. couldnt afford more, i hadnt even waited the result i knew his gets there faster so I have reloaded and this time i have halted my research after fusion and stolen the last two techs which were needed for the space ship (genetics, medicine). i did some important reloads here to to make sure Stalin research these techs.
This time i was able to launch my ship 8 turns before Stalin did, still it was not enough. (btw at this time i couldnt defend my empire any longer, i had to pull back to my capitol and it was about to lost in a few turns. It said 2 turns to victory when after finishing announced Stalin as winner. I can save one turn with chopping down some trees, i will launch a huge spy attack on Stalin to hopefully slow him down.. i will write how it went this evening :)-I'm not too optimistic...
 
Hmm looks good mzprox, I think there must be a way if you reload somewhat further back. I'm not sure what to do with this one. I can play from my 0025 AD save, i would normally be happy to play from that position, it's a reasonably good one. Here however it won't be nearly good enough to win.

-I don't have the jungle hill in the south.
-I didn't start with GW, there's no way i can get 5-7 techs including Feudalism,machinery,engineering researched very quickly not even with CS it'll 20 + turns , i'll need that turns to get thoroughly ready for Stalin i feel. Seems that this GW start is mandatory to do really well.

So maybe i'll restart using Halt's sequence, gives me a good opportunity to see the power of early spy economics (i don't have too much experience with early spy mechanics). I will try Duckweed's suggestion of taking Col or maybe Snaaty's taking alpha instead of MC.

Or i'll just play out my save, see where it'll end.

Or i just call it a day since i fear it might become very tedious especially when i'll meet Stalin :).
 
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