Montezuma Immortal Cookbook

Round 3

Although the voting was a tie, one of the non-voters was in the tie so he couldn't vote for himself, making this round's winner...

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* obsolete .*
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Save Here

I also know a lot of people aren't used to non-heavy-cottaged games so this is yet another opportunity for you to learn about it :)
Yes it's more micro, no it's not necessarily better or worse. It's different and it works - and can be the better choice at times.

To those who didn't vote but didn't get the time: you can always submit your impressions and how you would have voted, they will be most welcome!

Feel free to discuss the coming turns and play at your leisure. As for the first round, this set will also be 50 turns, up to turn 190 and go up to about Monday, where voting commences.

Anyone that has not participated in the previous rounds is welcome to join in the fun now!
 
Comments on your Games
As usual, my comments are just opinions and you are free to disagree with them. Hopefully, my insights will be of use to you. I am learning more about the game every Cookbook that we play, but I, too, still have a lot to learn.


@Wafflecakes
Good job in spreading around Hinduism manually, particularly considering that you don't even have access to Organized Religion.
Good idea to build Wonders for Failure Gold when not knowing Currency for Wealth.
Nice work in camping out the Barb City so that you can steal it from Frederick.

I would suggest that you Open Borders with Frederick. You could get Foreign Trade Routes immediately if you did so, as you already have a direct Road connection to his Cities.
I'm not sure that it's worth going for Alphabet right now--since you went for Aesthetics, I'd say that you should just bite the bullet, manually research Polytheism, and then head to Literature for a good shot at building The Great Library. No one has completed any of the Aesthetics Wonders yet, so there is still a reasonable chance of you getting The Great Library if you beeline for Literature. Alphabet won't offer you much to trade that you can't wait to get in trade. Plus, consider the fact that you'll need Frederick to be Friendly for most trades other than Monarchy, and since you haven't had a chance to build up positive Diplo modifiers for a Resource Trade or Open Borders, it may be a long time before Freddie will want to trade much to you.


@CivConVict
Nice Pyramids + Representation + Specialist usage. The tech pace here is pretty good, as a result.
Wow--we're even building the Chicen Itza, which is great for Failure Gold!
Good job in continuing to build Workers.
I like how you've managed to balance Specialists + Cottages.

It's probably free in terms of Unit Supply for you to send a unit to scout around Frederick's lands.
May I suggest that you should start building the National Epic and the Heroic Epic? If you're running Specialists, the National Epic will be of use, and if you're planning on going to war with Catapults and Elephants, it would be good to get the Heroic Epic up and running soon.
It might be worth it to grab Peace with Julius if you are planning to go to war with Frederick later, anyway. I mean, Frederick will get angered by you later re-declaring on Julius, but in the meantime, you can get 2 techs out of Julius and let Julius expand to another City location with his Settler for you to take in future, while you can then send your military forces to the Barb City that Frederick is already camping out.


@drlake
Nice work in transitioning the capital from Ivory to Cottage squares.
You have managed to keep a pretty good tech pace thanks to having kept few Cities, while still allowing your Cultural borders to "claim" some land for future settling purposes. Still, it would be good to get a Settler built now and to get him into position, as Frederick will not hesitate to expand to the NE of Duisburg, since that City of his "breaks" the "Cultural wall" between our Civ and his.
Impressive job in getting The Great Library out.
What the... a Gem Mine in our capital? drlake, do you have some kind of special version of the BULL DLL or some other altered game file that gives you an excess of Mines that pop Resources? It seems like every game you manage to get this kind of luck on your side! :cool:

You could probably consider gifting away your techs to Frederick. If you can get him up to Friendly status, that'll go a long way in terms of future trading potential and you can probably even "beg" a cheap tech off of him if you can get him to that high in attitude.
I am not a fan of the Arretium location (the far north-western City). Yes, Julius built the City, but resettling it 1S would have picked you up 2 Plains Hills squares in a production-poor City, while settling it on the Corn would have picked you up extra Food from the Fish.


@Fierabras
Somebody seems to be on the warpath, what with building Stables (for War Elephants?). It would certainly be exciting to play out!
Good call in leaving the northern lands unsettled but still spawn-busted. A possible alternative would be to leave the area, put a couple of Jags within your Cultural borders to help in passively spawn-busting, but not fog-busting, and thereby giving a Barb City a chance to spawn up there for you. If a Barb City were to appear, it would mean a free City or at least extra Gold (from razing).
Mmmm, nice, you built some Spies!
Great call in trading away Ivory--you can always cancel the trade later if and when Frederick gets both of the techs required for War Elephants (Construction PLUS Horseback Riding, in case anyone forgot).
Nice work in maximizing Happiness caps and still having a lot of infrastructure in your capital and in several core Cities--I guess I kept my capital small by spamming Settlers, while you have a Size 11 capital going, with several Cottages being worked, to boot.

I would say that Frederick has his eye on the Sugar location, what with his Axeman there and his Work Boat fog-busting a path to there for the eventual Galley that he will build. Be sure to have a Settler on "standby" for his eventual attempt to sneak a Settler by via Galley.


@obsolete
Great tech pace!
I see that you managed to get Frederick to Friendly status, which has probably helped out a lot in terms of getting techs from him in trade.
Good job in getting The Hanging Gardens out--a nice and cheap Wonder (thanks to Stone) that offers Great Engineer points.
Nice work in spawning Great People--3 of them so far plus the Great Artist from Music!

Due to your aversion to Cottages, I was hoping to see a lot of Farms everywhere. However, I am a little disappointed not to see a lot of Farms, either. You have relatively big Happiness caps thanks to knowing Calendar, but your Cities aren't making full use of this excess Happiness.
In fact, I'm disappointed to see some unimproved squares being worked, even though you have a large Worker force. Note that I consider un-Lumbermilled Forests and un-Lighthoused Coast squares to be unimproved squares.
As with drlake's save, I don't really like the location of Arretium in the NW and think that it would have been better off being razed and resettled 1S (for more production) or 1NE (for the Fish).
If you REALLY want to use the Great Artist for a Culture Bomb on Frederick, then I'd suggest that you raze the Barb City of Cuman (while having a Settler prepared). Then, resettle the City 1NW, off of the Coast, but still able to work the Sheep, Iron, 3 Grassland Hills squares, and a couple of Grassland squares--a reasonable City overall. Using a Culture Bomb from that location would actually give you a pretty good chance of flipping both Stuttgart and Duisburg. Culture Bombing in Copper City would at most let you Culture Flip 1 City, but it would be tough to do, since the Culture in that City (Dusseldorf) is already well-established and would be further away from Copper City (4 squares away) as would the resettled-Barb-City from Stuttgart (3 squares away), making for a much tougher-to-be-successful Culture-flip.
Whoa--that's weird--you let Julius get Horseback Riding + Horses. Oh well, a Spearman or two would take care of whatever he can throw at us, while this way, we'll be able to get a discount on Resarching Hoseback Riding or can refocus our Espionage on Julius in order to try and steal the tech.
I'd suggest getting some units down there by those Barb Cities--we can't see in your save if Frederick has troops there, but he does have troops in the other games where there are Barb Cities in that area, so he'll likely capture them if you allow him to do so.


@Benginal
Those are some nicely-matured Cottages in your capital.
It seems like some other AIs must have been fighting in your game (which could be good, as it might slow down their tech pace), that is, unless Julius somehow managed to spawn 2 Great Generals within 2 turns of each other (a very unlikely situation).
Frederick will offer you up Sailing--if you haven't asked him for a Gift in your game yet, since he is Pleased with you, you could ask him nicely if he'll give it to you and he will likely say yes.
As for settling the Great Prophet, yes, it was probably the right move. You likely didn't have a chance of Lightbulbing either Christianity or Confucianism before an AI founded said Religion, and although Temples from another Religions would have been useful for Happiness purposes, you likely also didn't have enough of a stable economy to chase after first researching the cheap Religious techs first anyway. I think that most people settled their Great Prophets (probably everyone did), so it sounds like the right choice under the given circumstances. As for the location to settle him, yes, your planned future Bureaucracy location is a good choice.

Tough luck in not getting The Pyramids, but we can't have everything that we want. As you say, at least they are on our continent, so capturing them will be a possibility for the future. It is just too bad that Frederick had to go and waste them on running Universal Suffrage as his Government Civic!
A City like Ravenna is going to need a lot of Farms, since it doesn't have a dedicated Food Resource. The same can be said of a couple of your planned City locations that do not come with a Food Resource. I try to build each City with a Food Resource, but Cities without them can work reasonably well on a Grassland-heavy map like this one--you will just want to build multiple Farms in such a City if you want the City to be reasonably successful.
 
Comments on your Games
@Fierabras
Somebody seems to be on the warpath, what with building Stables (for War Elephants?). It would certainly be exciting to play out!
Good call in leaving the northern lands unsettled but still spawn-busted. A possible alternative would be to leave the area, put a couple of Jags within your Cultural borders to help in passively spawn-busting, but not fog-busting, and thereby giving a Barb City a chance to spawn up there for you. If a Barb City were to appear, it would mean a free City or at least extra Gold (from razing).
Mmmm, nice, you built some Spies!
Great call in trading away Ivory--you can always cancel the trade later if and when Frederick gets both of the techs required for War Elephants (Construction PLUS Horseback Riding, in case anyone forgot).
Nice work in maximizing Happiness caps and still having a lot of infrastructure in your capital and in several core Cities--I guess I kept my capital small by spamming Settlers, while you have a Size 11 capital going, with several Cottages being worked, to boot.

I was planning for war a long time ago. I tried to keep the number of cities small and make them as big as possible for whipping. The stables in the north are indeed for war elephants and other mounted units later (horse archers).

Nice idea to possibly make a barb city spawn. Hadn't thought about that.
 
Strategy Discsussion

So, what's next? Well, I'll start the discussion around a few of the topics that I think will be important for this turnset, but I'd love to hear others throw in their opinions, too.


Civics
Well, we will get Civil Service in 2 turns. That's the time when you'll want to decide upon how you're going to take the next stage of this game.

Shall we go to war? If yes, I'd highly recommend switching to the following Civics:
Representation -> Police State
Barbarism -> Bureaucracy
Caste System -> Slavery

We should then use our Great Scientist on an Academy in the capital. The alternative is Lightbulbing Philosophy, but if we're going to raise an army, we won't be running a lot of Specialists and Pacifism could cost us even more expenses in Gold than we have to spend, so we probably wouldn't make use of Philosophy and hence why I suggest getting the Academy if you're going for the war approach.


If no, you'd rather pump out tech instead of going to war, then save the Great Scientist. After Civil Service, research Meditation, then Lightbulb Philosophy.


For the tech-based approach, I would still switch Civics upon learning Civil Service to:
Barbarism -> Bureaucracy

Then, shortly after learning Philosophy, make the following Civic Switch (don't forget to do it!):
Organized Religion -> Pacifism

Then, hire Specialists everywhere that you can and just tech like mad.


Personally, I'll be going the war route, but the tech-based route is just as valid.



Tech Trading
Shall we keep Frederick in the dark or fully take advantage of a Friendly AI's willingness to trade with you?


Keeping his tech pace slow will keep your tech pace slow. However, in so doing, you'll drag out the length of usefulness of your outdated army.


Speeding up his tech pace will give him stronger units to field against you when you do eventually decide to go to war with him. Giving him access to Bureaucracy will certainly speed up his tech pace, but it can also mean that you'll be better equipped technologically relative to the rest of the world, who will not hesitate to trade techs around in order to get ahead.


It's not an easy choice to make.


To me, though, I would rather face enemy Macemen than Crossbowmen, and I would rather start off by building Jags, Spears, Axemen, and Catapults, but would like to later add Macemen and War Elephants. We won't be adding these extra units if we don't trade techs (ideally, we'll get Machinery from Civil Service plus either some partial-research put into Machinery or some extra Gold on our part). I'm not sure what we'd trade for Metal Casting, though--maybe it will be worth it to Lightbulb Philosophy just to use it for Metal Casting? Okay, I am making an assumption here--that Frederick will go for Machinery after Metal Casting, but he did so in my game last Round, so I would think that he'll go for that tech before he'll start on a tech like Civil Service.

Then again, Civil Service and Philosophy appear to have equal cost values, while it is POSSIBLE that immediately after learning Machinery, Frederick could start to self-tech Civil Service--much less likely to happen with Philosophy, since Taoism is gone. So, maybe a straight-up trade of Civil Service for Metal Casting IS in order, then you can use your Great Scientist on Philosophy plus likely a bit of partial research into Metal Casting in order to get it in trade?


Or, just keep Frederick out of the tech trading race. Good luck with Jaguars, Axemen, and Spearmen vs Crossbowmen. You also can't expect to purely attack Cities with War Elephants. No, I think that I have at least convinced myself to try and trade for the techs for Macemen, even if it means giving Macemen to Frederick, as Maces with City Raider will give defending Macemen in Cities the beat-down, while an army of defending Crossbowman will be a tough nut to crack.


National Wonders
We don't have any! Let's start to build some. Fant City looks like it will be our Great Person Farm. National Epic it is.

Pick a spot to put the Heroic Epic. I'm going with Rome, but it could go elsewhere--Antium could work, for example.

Pick a spot for Moai Statues. I think that people wanted to put it in the western City by the Copper. We have access to Stone, so let's not delay building it for too long, shall we?

Pick a spot for the Forbidden Palace. I plan to start building it before going to war with Frederick--yes, it would be ideal to place it in his lands, but sometimes the "having it now" factor is better than the longer-term ideal location.


City Specialization
Okay, so not many Cottages... yet.

I plan to build a couple of Workers straight-away. They'll more than pay for themselves over the course of even just this turnset.


My plan? Put Cottages in the capital.


Put Farms in the National Epic City.


Put Farms in the Heroic Epic City.


For every other City, look at how much surplus Food it has after working most of its Mines. If that value is low, then make it a Farm City. If that value is relatively high (4 Food or more), then build Farms until you can get that value to 5 Food with most or all of the Mines worked, then build Cottages on the remaining squares.


What about Workshops? Okay, fine, I'll probably put a few of those down on any non-Forested Plains square that a Farm-focused City will get.
 
If that value is relatively high (4 Food or more), then build Farms until you can get that value to 5 Food with most or all of the Mines worked, then build Cottages on the remaining squares.
4 food surplus is pretty weak imo, I prefer minimum 6... more is always better :D

What about Workshops? Okay, fine, I'll probably put a few of those down on any non-Forested Plains square that a Farm-focused City will get.
Workshops are useless until at least 2 bonuses are in. However pre-improvement can be useful.
Soirana made a very good point to me once... workshops are very good on grass tiles... actually better as you get a better food:hammer ratio (like grass vs plains hills).

However as Montezuma, food is just that much more valuable that I don't think workshops will be necessary in most cities. Just whip 'em good!
 
Okay, I played out Round 3... note that I have added a few screenshots from my last turn.
Spoiler :
Note that I didn't take any screenshots as I played this time.

I didn't like the placement of the two northern Cities so I decided to do something about them.


After Civil Service came in, it was Police State for a good long time. Those 2 northern Cities got whipped dry, pumping out a ton of mixed Military Units each--Jags, Spearmen, Axes, and Cats--while other Cities pitched-in here and there. Since the capital had a settled Great General, it built me a ton of Catapults.


As the two northern Cities had been whipped nearly dry, I used my still-in-Organized-Religion whipping to pump out a couple of Culture-producing buildings--Monastaries and Theatres--which I queued-up to complete in successive turns in each City. Then, I gifted those Cities back to Julius. He got to keep them until his Culture had retaken root in those Cities--mostly from the buildings that I had whipped for him and which he got to keep due to the Cities having been gifted.


Meanwhile, my armies took him down to 1 Archer in terms of an army, letting him keep that pitiful Citiy to the south of Rome. Why not let him keep it? It allows his Culture to control several Peaks, which could mean 1 additional good City elsewhere without accidentally triggering Domination due to excessive Land Area, while at the same time, being easy enough to claim at any time in the future in case we DO want that extra Land Area.


Unfortunately, he was Frederick's Vassal, so most of my army had been posted on Frederick's borders. I waited to see if Frederick would throw a stack at me, and after his "stack" of 2 Catapults had been easily dispatched, I moved my troops in.

Two armies went at Frederick, while the one for Julius looped around the eastern Coast, bypassing Frederick's Resourceless City on the River to the north-west of a Barb City (again, he can keep that City for all eternity, as far as I am concerned), then scooping up the 2 Barb Cities, only to continue down the Coast and grab 2 more of Frederick's Coastal Cities.

The other 2 armies plodded forward, being reinforced by new troops as they marched on, although I'd switched back to Representation at this point and built most troops out of our Heroic-Epic-infused Rome. Police State was unnecessary there as I could pump out a Military Unit each turn without that Civic, while I still wanted to spend SOME part of the turnset running Specialists.

I eventually razed Julius' two northern Cities once their Culture had claimed clear dominance of the area and resettled them to grab the 2 Fish Resources that we'd missed. I like Fish that much.

Bremen, in the west, also became gutted, and I whipped it for a Catapult, a Jaguar, and 2 Archers, before abandoning it. Unlike the northern Cities, this one had no real Food Resource to regrow off of, so its value as a whipping City was limitied to a one-time usage of the population instead of continuously whipping the regrown citizens as I'd down in the 2 northern Cities of Julius'. Frederick was kind enough to recapture this low-Food City with a Chariot, while I was able to use the 2 Archers to guard a City captured to the SW of there so that the bulk of my far western army could push on to Berlin.


Berlin was a tough fight, but our army killed off 5 Cats and Trebs defensively over the course of 2 or 3 turns, all the while mostly-rehealing thanks to there being a large stack of units (thus distributing the damage) and a nice Jaguar healer there. I threw 5 or 6 Cats away on Berlin, but didn't lose any other units, taking down what looks like the last major source of resistance.

Our western-Coast-sweeping army's Catapults joined up with our middle army, as I'd run low on Catapults in the middle army (I was down to 1 Catapult there), and now we have 3 Catapults in position to siege a relatively-lightly defended Hamburg (the City where Hinduism was founded).


All told, we own 20 Cities and 22 Workers and really it's probably time to disband several Workers, as many have just begun "filling-in" Roads over top of existing improvements. I decided that I would keep the Workers around, though, so that you could decide between "retooling" the improvements that I built, getting Frederick's newly-captured lands improved/retooled ASAP, or disbanding a good portion of the Workers outright.


Julius threw off Frederick's yoke and we made Peace with him for something like 30 Gold. Maybe I should have stayed at war with him, so that I'd have someone to bribe overseas AIs into war against down the road, but whatever. We can do that with Frederick, if we want, although there is the very real fear that doing so would just lead to a Capitulation. A hated-due-to-Religion, isolated, backward AI on a different continent isn't very likely to Peace Vassalize themselves anyway, so there isn't much of a threat in keeping Julius around.


Representation + National Epic in Fant City = I ran a ton of Specalists, foregoing City growth.


I got Metal Casting, Machinery, and Optics from Frederick, for I believe, Civil Service, Philosophy + Compass, and Paper + self-Research into Optics.


After I got Optics, I went for a Liberalism beeline. Except, that when I met overseas AIs, Liberalism was in serious danger.


So, out came our Great Artist. BAM! Our Commerce levels skyrocketed and Liberalism came in just a few short turns after Education. One of the overseas AIs won't offer a tech to use but will give us 290 Gold for Liberalism, so it was a tight race, but we still had a couple of turns of leeway there. Most Cities that look like they can produce a Great Person ran Specialists until their Foodboxes were almost empty during this Golden Age period, although I stuck it out in Organized Religion since we had the Religion wide-spread and since Pacifism would have been pretty expensive at the time.


The Golden Age just wore off (literally on the last turn), but we have Gold saved up from the Golden Age and from City captures to be able to probably pump out one more tech--Nationalism, maybe? I don't see us having a chance at winning the Econommics Race, as multiple AIs are already running Mercantilism (i.e. they know Banking).


Oh yeah, I used Liberalism on Astronomy. I got a nice 21 Gold per Turn trade for one Resource, not to mention some Happiness and Healthiness Resources.


I left the game at a point where there are several tech trades available--Liberalism, Astronomy, or Education--for things like Feudalism, Engineering, Divine Right (no one wants to trade it to use yet), and even Printing Press (the latter from just 1 AI). I think that at least 1 AI knows Gunpowder, too.


The international Diplomacy situation is... interesting... what with a war going on. So, I only Opened Borders with AIs that weren't Worst Enemies of anyone. Having just recently learned Astronomy, we haven't missed out on too much Foreign Overseas Trade Routes as a result, while leaving the choice up to you if you want to Open Borders with everyone for more Trade Routes or if you'd rather handle the diplomatic situation a little bit more delicately by picking your allies and enemies. The same with the tech trades--no one seemed to be researching particularly fast and trading techs away, so I left the tech trading with overseas AIs as an "exercise" for players of the next round.

We have met every overseas AI, so you can see clearly who is whose Worst Enemy before making a trade by using the BUG Mod, by repeatedly talking to AIs and waiting for them to say something like "We don't trust Civ X, please stop trading with them" as their opening line when you first open the Diplomacy main window with them, or by asking each AI what they think about other AIs and assuming that the AI which they hate the most towards whom they have a Furious or Annoyed Attitude is their Worst Enemy.


There will still be some fun in mopping-up Frederick, while our military stacks are still sufficient in size to keep pressing on. The City of Rome continues to build a Military Unit per turn for us.


Oh yeah, we also Circumnavigated.


I did as I planned and designated some Cities as "Cottage Cities" while others are designated as "Farm Cities." Most Cottage Cities still got a couple of Grassland Farms, to allow for future whipping and for a reasonable pace of growth.


Since we know Astronomy, while no AI does, it could be worth holding a monopoly on that tech. Not only will it mean denying overseas Trade Routes to AIs that do not have the tech, but it also means that we can be the masters of the seas.


Now that we have received several Resources in trade, it might be another great time to switch into Police State and mobilize the empire for war. We don't have the techs for Cuirassiers, Grenadiers, Cannons, Muskets, Knights, or anything of the sort, but we do have near-infinite whipping a-la-Monte style with a good 5+ Food surplus in most Cities. War Elepahants + Macemen + Catapults + Galleons would go a long way in at least one overseas war, while we get a foothold on overseas lands.

Still, we'd probably at least want Engineering, and if possible, Guilds, in trade, so that we'd have some stack defenders (Pikes for enemy Knights--although War Elephants could still work, Knights for Musketmen, Longbowmen for City Garrisons, and Trebuchets to make the City captures go a lot more smoothly. It shouldn't be too hard to get these techs within a couple turns of trading.


Or, once again, we have the option to go the tech race route instead of the Military path and stick it out in Representation--perhaps even switching into Pacifism for a while, now that war has reduced our Military Unit numbers. We'll still lose more money by running Pacifism over Organized Religion (even though we'd be going from a High Upkeep Civic to a No Upkeep Civic), but only barely--we'd save 32 Gold and have to pay 37 Gold, so the extra Great People Points would be worth it IF we were to stick with Representation and then run Specialists in several of Cities for a while.


As for who to attack if we go to war--I don't want to reaveal who the overseas AIs are just yet, but with 2 AIs at war with each other, I'd say that attacking one of them would be the way to go.


Of course, sticking it out until we get access to Cuirassiers, Grenadiers, or Cannons, would also be a fair approach. That said, I'd rather use our current tech (including techs that we can get in trade) plus Monte's awesome whipping ability plus Police State, in order to take on at least one overseas AI. From there, sure, go for a higher tech level before going after the other overseas AIs.


Trading around Education and Liberalism is probably going to be a wise move--we'd probably welcome the chance for some of the AIs to switch into Free Religion. AIs switching into Free Religion could be good as I can tell you that (unsurprisingly) none of the overseas AIs has Hinduism while all 20 of Cities does have that Religion, so we won't be getting any additional Religions spreading to our continent naturally and thus will just face hatred for sticking it out in our Religion. That said, 20 Cities' worth of Organized Religion or Pacifism (or even Theocracy) is just too good to pass up in favour of choosing Free Religion (which wouldn't even give us any extra Happiness due to us only having a single Religion). Even if you go for tech race path (instead of the military path) and trade liberally, I'd still suggest holding onto Astronomy, unless you plan to go to Space and want to drastically speed-up the world's tech pace.

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Attachments

@Dhoom

Yea, the level of activity is nearing 0 heartbeat per day, it's quite a shame.

I did propose to start over a new game but no one seemed to want to do that so...

That offer still stands btw.
 
I'm good with another game. I didn't like this one very much from the beginning, and am beginning to dislike playing Monty. I guess I'm just one of those people who prefer to kill him, rather than play him. :)
 
I'm... beginning to dislike playing Monty. I guess I'm just one of those people who prefer to kill him, rather than play him. :)
I am normally a slavery addict, whipping until I've got 120+ turns of whipping unhappiness in my Cities.

But in this game, I just couldn't seem to do it. No matter how many times that I whipped, the numbers don't get anywhere near that high. Monte is my new favourite whipping king.


It is also a lot of fun to spam a ton of what should be relatively outdated units and throw them at your neighbours.

Combined with the BTS AIs' annoying bravado for sending out its Workers in the face of danger, Woodsman II units are absolutely awesome. Attacking Cities with Woodsman III Jags is great fun, too! Then, being able to heal your stack quickly when you forgot to bring along a Medic unit... seriously, thanks to this game, I now love Monte for warmongering.


If you don't go to war with him, though, it does feel like you'd be wasting his best ability.


I'm good with another game.
Should we do anything differently in order to make the game more enjoyable?

We've already tried switching from Epic to Normal.

We've played around with the number of Turns (although the number for the 1st set is probably good between 60 and 70 turns on normal speed, there's still a lot of room to consider a different amount for future rounds).

We've had a few early Unique Unit games.

We discussed the idea of changing the "best ball" format... people said that changing it would be too much like the University games. But, my understanding was that the University games had you continuing to play from your own game.

Instead of voting, perhaps we could have shorter rounds after the first round and each play from the save that we want to play from? You lose a lot of comparison between the rounds that way, but maybe people are losing interest anyway when the save that they want to play doesn't win? Or am I just totally offf of my rocker on this point?

Do you (or does anyone) have any suggestions of how to make the games better?
 
I'm down for a new game. I'm definitely one of those players that doesn't play to the end. I don't play fast enough to finish games. And the first 150 turns or so are the most interesting to play.

I was planning on doing this game to pracitce my specialist play (planning being the key word, it's definitely possible I end up doing other stuff when I go home), but if you want to start a new game I'd be down for that too.

One thing we could do that might be fun is assign people different victory conditions. Or people can pick different ones just to practice and then we can compare the game that way. So Kossin could prepare a map for us. And then I could try and win a culture victory, while somebody else tries space, and somebody else tries domination. Or something like that. This is just a suggestion and I will be in no way offended if it's not popular.
 
@Dhoomstriker

Spoiler :


It sounds like you had a super productive round. At least in terms of producing units. :hammer:. I was definitely leaning more towards teching as quickly as possible to cannons and muskets and then going to war while getting rifling. I'm impressed you had such success whipping a completely outdated army together and taking it to Frederick. I would have been too afraid to try and wage a war this way on Immortal.

It's doubly impressive that you were able to keep your tech rate so high. Good job. I have a few questions about your game and about civ in general.

1. What does gifting the city and then recapturing it do to whip anger. It sounds like you whipped at least 50 or 60 turns of unhappiness in the two northern cities. When you captured them back what was the whip anger like?

2. Did you get the techs from Frederick in the peace offering at the end of the war? Or had you traded for those at some other point in the round.

3. I'm confused why you're keeping Julius and Frederick alive. In my games in a situation like this I'd probably just finish them off and if I didn't like their city sites I'd just raze them. What rationale do you have for keeping them around? Is it just the turns you save not building up the army or is there something else?

4. Are you going to do anything with your religion. It's pretty nice having all your cities sharing a religion, but is this going to present any problems overseas? I personally try and go free religion at about this point in my games unless I'm sharing a religion for diplo.



 
@Dhoomstriker / @kossin:
Spoiler :
If you’re comfortable having someone on board who’s yet to win on immortal (although I have won on emperor), I’d be more than happy to play in a new game...it’ll help pass the time whilst Civ 5 gets balanced. :) FWIW, the only reason I stopped participating during the Qin EC was all the crap / criticism that was dished out to noobs like me when all I apparently did wrong was to vote for a save from Gumbolt that a few people thought shouldn’t have won the opening round. Don’t get me wrong, I’m all for constructive criticism – and have been flicking through Dhoom’s summaries with great interest because they contain some terrific insight. It’s just that castigating civvers for making a noob mistake (as I’ve seen done in the past) without suggesting an alternative course of action (so people can see why they've gone wrong and learn from their mistakes) doesn’t really encourage participation IMHO...it just makes these cookbooks seem rather elitist.

If there is interest in another game, I’d be more than happy to go with whatever format everyone thinks works well. That said, I think the best default position is still playing from a vote winning save - because of course anyone can pick and play from any posted save to whatever conclusion they want in an offline game. My only request would be that if we retain the practise of playing from the vote winning save, I’d appreciate it if the winner could perhaps find the time to write a few lines about their save after they’ve been declared the winner - by setting out a few points for thought ahead of the next round (in a similar vein to what Dhoom has been writing, only briefer if time is a constraint for them). This might just help make things a little easier by helping to focus the mind of anyone who wants to open the winning save and play the next round.
 
For anyone playing this game: you may play to the end and post your results if you so do wish.

Since it seems that we'll be moving to another game...

I suggest moving away from Continents map. Strangely, they are one of the less balanced formats as either too easy or just plain boring :)
Fractal? Archipel?

Leader: ... no early-UU ... traits?

Anything else?
No early rushing ? (some tinkering or just an agreed rule)
 
I just finished round 3, but I had a somewhat uninspired round. Mostly as I wasn't sure how to handle obsolete's save. I played the tech-based route like Dhoomstriker described.

Edit: ok, so we are moving on...
 

Attachments

For anyone playing this game: you may play to the end and post your results if you so do wish.

Since it seems that we'll be moving to another game...

Great! #1, I want to play on tonight, and #2 we need more (at least challenging) games on the forum.
 
@Benginal
Spoiler :
I was definitely leaning more towards teching as quickly as possible to cannons and muskets and then going to war while getting rifling.
Given that we have access to early Representation and lots of high-Food base squares (Grassland squares), that plan could easily work very well. Why not play it out with that approach and see how well you do?


1. What does gifting the city and then recapturing it do to whip anger. It sounds like you whipped at least 50 or 60 turns of unhappiness in the two northern cities. When you captured them back what was the whip anger like?
I didn't recapture... I razed them. The razing mechanic is very weird. I'm not sure of the exact ratio, but if you have a majority of the Culture in a City or even anywhere close to half the Cultural level in the City, you won't get the option to raze the City, as it will be considered to be filled with "your" people.

With Julius' original Culture plus his Culture gained from Cultural buildings that I whipped for him, he was able to accumulate a lot of Culture in those Cities, giving me the option to raze them.

Whipping unhappiness doesn't go away if you recapture a City. It does go away if you raze a City. Of course, you lose the Buildings and the Great People Points if you raze a City. It was definitely a dubious strategic move. Given the fact that we have Sacrificial Altars, there wasn't really a need to raze the Cities, except for the fact that I didn't bother to finish Sacrificial Altars in either City as I planned to give away then hopefully raze the Cities, so that just meant an extra Military Unit or Cultural Building whipped per City, in place of the Sacrificial Altars that I did not whip in those 2 Cities.


2. Did you get the techs from Frederick in the peace offering at the end of the war? Or had you traded for those at some other point in the round.
Sorry for not being clear. I made all of my tech trades before going to war with Frederick. So, yes, he got Bureaucracy pretty early on, which sped up his tech rate. I guess I didn't really consider the fact that he could have possibly gone for Gunpowder, but I wasn't afraid of Pikemen (I'd rather see him build those than Crossbowmen), Macemen (again, I'd rather see those over Crossbowmen), Trebuchets (I'd rather that he waste his Hammers on those instead of Catapults), or Knights (since I cancelled the Horse Resource trade with him once he got Horseback Riding, so he was stuck with out-dated Chariots).

I didn't make Peace with him at all.


3. I'm confused why you're keeping Julius and Frederick alive.
Being in the bottom half of the Scoreboard means that you can skip We Fear You Are Becoming Too Advanced trading limits and can essentially make infinite trades with other AIs that are in the bottom half of the Scoreboard. If you're in the top half, then that means that the bottom half of the AIs can tech as fast as Mansa Musa can.

However, if most of the AIs in the bottom half of the Scoreboard are so technologically backwards that they don't have any techs to offer to each other, you don't care that they have the ability to trade infinitely with each other.

Also, you open up the possibility for a later Mutual Military Struggle bonus gained with a top-ranking AI against one of the AIs that are left around.

Plus, if you relegate the AIs that are remaining to Cities that they built in junky areas (lots of Tundra, Peaks, Desert, etc), then that's some land that won't count for your Land Area portion of a Domination Victory, meaning that you can feasibly capture more Cities elsewhere without triggering Domination--such as one more Fishing Village for Sid's Sushi or one more AI Wonder-filled City. If you're going for Space, I am finding that it's probably not worth owning so much land (even though coming close to Domination without tripping Domination is my current approach to playing Space games), but when you go for Corporations, it is hard not to want the ability to get more land without having to take on the "penalty" of owning land that is relatively unworkable.


4. Are you going to do anything with your religion. It's pretty nice having all your cities sharing a religion, but is this going to present any problems overseas? I personally try and go free religion at about this point in my games unless I'm sharing a religion for diplo.
Well, I built The University of Sankore with our Stone, so the Hindu Buildings are giving us 2 Flasks each. Organized Religion, Pacifism, and Theocracy are all powerful Civics when you have your State Religion well-spread throughout your Cities.

Free Religion is a bit nerfed if you only have 1 Religion.

If I wanted to manipulate some AIs into a war, then yes, I'd probably need to play around with Religions (going into either Free Religion or trying to adopt another AI's Religion). But, since a war is already going on overseas, it seems that bribery won't be required to get a war started.

Since we're Monte, that's one less "crazy" Leader that can exist in the hands of an AI, meaning that we'll be less likely to be declared upon for not sharing their Religion.

I would argue that if you are careful about avoiding trades with Worst Enemies, it's about equal diplomatically with running Free Religion and trading with everyone's Worst Enemies. Sometimes not even as bad as that, since you can easily get a -4 negative Diplo modifer for trading with an AI's Worst Enemy, even from one tech trade deal, while not all AIs will hate you that much for having a different State Religion.
 
If you’re comfortable having someone on board who’s yet to win on immortal (although I have won on emperor), I’d be more than happy to play in a new game...it’ll help pass the time whilst Civ 5 gets balanced. :)
The more the merrier, as far as I am concerned. It's all about attitude. Come in with a positive attitude, be willing to learn, and be willing to share what you know with others. Given that kind of attitude, I would welcome just about anyone who was interested in participating.


I'm sorry to hear about the politics that you went through in your Qin game. I didn't read that thread so I can't really comment how things went.


Part of the voting process is that some people will be disappointed. That's Democracy--you can't please all of the people all of the time--heck, you can rarely please most of the people most of the time--but it also adds a level of participation and an element of choice, meaning that everyone who chooses to participate can have an equal say. I won't even claim that Democracy is better than all of the other forms of governments--each one is situational and none of them are anywhere close to being perfect. In fact, most of the world's Democracies don't really follow the Democratic ideal.


However, whenever I ask if people want to change the process, people seem to respond that they are happy with how the Cookbook voting process works.


it just makes these cookbooks seem rather elitist.
Perhaps that was true. I'm a big fan of getting out of something what you put into it. The more that I can share, the more open to criticism (hopefully, constructive, but if not, I'll deal with it) that I make myself, but criticism can, if not too negative, allow one to learn.

Also, it is true that you learn by teaching. So, being open and sharing with others can create a positive learning atmosphere for all involved.


I think the best default position is still playing from a vote winning save - because of course anyone can pick and play from any posted save to whatever conclusion they want in an offline game.
Well said. That's a pretty strong point. We've seen some people upload "shadow" games for some Rounds, too--either partially-completed "what if we'd picked this save" games or "I'd rather just shadow with my own save" type of entires, too.

I don't see why we should feel that we can't learn things from those games. At the same time, it can be very instructional to play forward from someone else's game.

I learn a lot every time that I do so, even though it means "getting outside of my comfort zone." But, if you think about it, if you stay within your comfort zone, you won't be making many changes, so you won't have much opportunity to learn new things, will you? :D
 
Alright, completed space-ship victory just now. Basically I kept DoWing on Frederick in stages to heal and grab bonuses from him. I also made sure I waited until he was able to finish teching and completing the SoL for me.

I was too lazy after knocking him off my continent to send a billion units over-seas to conqure there, so I went for a late space-ship race. If someone wants I can post spoiler images later, but really it wasn't very interesting after Frederik was off the continent anymore.
 
I was too lazy after knocking him off my continent to send a billion units over-seas to conqure there, so I went for a late space-ship race. If someone wants I can post spoiler images later, but really it wasn't very interesting after Frederik was off the continent anymore.
I'd be happy to see you spoiler some details about your game, for later comparison purposes. Things such as:
- Corporations. Did you found them and what went into your decision-making process.
- Techs. What was the rationale behind your late-game tech path? Did you trade a lot or horde a lot of the techs. Did you beeline any particular techs for certain advantages, such as Wonders?
- International affairs. Did you trade with everybody or did you pick allies and enemies? Did you join in any wars, trade embargoes, etc, or did you just blatantly turn down any such requests?
- Spaceship parts' production. How did you decide in which City to build Ironworks? How did you distribute Spaceship parts' production--across multiple Cities, centralized in one or two Cities?
- What sorts of late-game builds did you have? Did you build a ton of Wealth and/or Research? Did you mostly build Buildings? When did you make the transition, if ever, from building Buildings to building Wealth/Research?
- Did you stick with a Specialist-heavy empire? If so, did you ever transition from this approach or did you stick with it for the entire game?
- What sorts of Civics did you find particularly helpful?
 
Hi, if anyone starts a new game, I´m in! I have read this thread from its very begining but have not had enough time to participate and I just don´t like jumping into an already running game. Anyway, great thread!
 
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