My tactics

I'm going to disable notifications from this one because it's just irritating me that I post asking for strategies and ideas, and just get people moaning that I can't really be any good at the game - get a life!

1. This wasn't a boast post or an advice post; read my first post clearly and all I was doing was asking for modifications to my strategy and helpful ideas from people.

2. In my first post I never said what levels I can win, only ones I played, and clearly said I couldn't get all the wonders on deity, so I'm utterly confused why people can't read and instead argue over whether I can win deity with all the wonders.

3. Wonderspamming at higher levels can be done; I've seen obsolete do it, and I've attached saves from an immortal game I just began which proves it can be done. No doubt some clever clogs will moan that in the saves I had flood plains - yes flood plains do exist, get over it. But I had to move there first turn and I was unlucky getting two great spies rather than prophets and I had a volcano explode etc - you win some, you lose some.

barbertj - Mine hills for resources to trade but concentrate on workable squares first. Maybe you'll understand when you're better at the game.

It's like I found on the multiplayer channel, there are so many nice helpful people out there but they get drowned out by a few noisy bashers who just like to argue. Shame on you.


Seriously? immortal AIs do NOT have scores under 300 at 600bc, theyre usually closer to 1000. I'm sure you're not lying though, you wouldn't do that. Why don't you do a demo game for the forums just to prove that you're better than all us plebes toiling away at emp/immortal.
 
Oh my... deathwing, how exactly do you start new single player games? Do you actually start a single player game, or do you open some multiplayer game with you as the only human and some AI's in it?

[Everybody who thinks what I'm thinking: please don't tell him yet. ;) ]


Some details you might want to improve:

- you built a workshop on one of your capital's floodplains. This gives -1 :food: +1 :hammers: atm - why the hell would you do this... ? You build another workshop somewhere else, but that capital workshop is really bad.

-you're working unimproved tiles in all of your save games, for crying out loud.

- you have pigs in your capitals BFC, yet you did not research AH early on. You waited until you popped this from a hut in 1890 BC. You even researched (? Or popped?) masonry before it, even though this didn't bring you any advantage at this point.

- the city of "Blood" is entirely useless and always will be.

- it doesn't look like you're not paying attention to specialising your cities. It looks like you're trying really hard to avoid specialization.

- Ok, so you're keeping these food resources for later backfilling cities... really? You've settled crappy cities while you could easily have placed a city with grassland corn and grassland pigs in its BFC, and now both these resources are in your empire, yet outside any city's BFC. The grassland pigs is the strongest tile in your entire empire, and you're not using it...! :cry:
 
My 2 bits worth.

Moving to a plains hill for your capital will cost you 2 (or more) food; 9 (or more) science and 1 hammer. The lost hammer is made up very quickly; the others are less easy to do anything about. After about 20 turns you will be up by 18 hammers and down by at least 2 food and 9 science. You may not be able to whip until one turn later (because of the lost turn of food) and you will certainly discover initial technologies one turn later. On the other hand you will build a bit faster. IMO, the benefit is not strong enough to make it a standard tactic. It depends on what specials you gain and lose. I would never consider moving inland in order to build on a plains hill.

In general, I think the initial build and research should be highly situational. I want to exploit my food special(s) so I will often start by building a workboat or worker, researching fishing, agriculture or animal husbandry as required. If I need to research before I can exploit my food special, I will usually build a warrior while waiting to discover the required tech. I would almost always allow bronze working to wait until I have the technology to exploit at least one of my food specials.

I'd require some convincing that multiple scouts are beneficial. You may get an extra goody hut; you may be able to exploit them for fog busting; they may help you plan your growth better; but they cost hammers that could be spent on something else.

RJM
 
Moving to a plains hill for your capital will cost you 2 (or more) food; 9 (or more) science and 1 hammer. The lost hammer is made up very quickly; the others are less easy to do anything about. After about 20 turns you will be up by 18 hammers and down by at least 2 food and 9 science. You may not be able to whip until one turn later (because of the lost turn of food) and you will certainly discover initial technologies one turn later. On the other hand you will build a bit faster. IMO, the benefit is not strong enough to make it a standard tactic. It depends on what specials you gain and lose. I would never consider moving inland in order to build on a plains hill.

You're underestimating that hammer.
Especially on marathon (deathwing's speed), it must very often be worth spending a turn (maybe even more than one) if it gives you one extra hammer per turn.
 
Yeah the plains hill start is one of the few things I really like about his strategy.

btw, Cusanus, I think your question about how he starts the game is a brilliant guess. I was so confused for a while, I thought I must be playing this game entirely the wrong way.

Deathwing: the biggest problem is probably that you want to have this single fixed, detailed strategy to use in every game. You need to be flexible and adjust to each individually game. Sometimes you'll mess up, it happens, just roll with it and get better.
 
I'm going to disable notifications from this one because it's just irritating me that I post asking for strategies and ideas, and just get people moaning that I can't really be any good at the game - get a life!

Sorry if we came on a little strong. But from the strategy you posted and the save games it's just 100% clear that you're not ready to play on emperor/immortal/deity. Now you did ask for advice, and we do want to give you advice. But you will have to tell us what level you're really playing, and what problems you're really having (from the comments it seems you need some help on early research and city specialisation?). However, if you insist on being an immortal player, who can pull off wonderspams, then there's really not much we can help you with. Because i doubt many of us can pull that off ourselves.

So basically you have a choice here: you can either insist on being a high level player who pulls off wonderspams (and sorry to say, but make a fool of yourself a little bit ;-)). Or you can just ask us what you'd really want to learn (but this means having to admit playing on noble (?) ), and then we'll be happy to help you.

Well the third option would be making a live vid where you show off your wonderspamming skills on immortal, and then laughing at all of us. But somehow i doubt that's going to happen...

It's up to you.
 
Hi I thought I'd post my current tactics for my usual mode of play and see if anyone has any thoughts, comments or ideas they might suggest.

I've done the praetorian rush and different victory styles. This is my usual builder style of play, which I realise will not be the same style as that of the next person. Note that I play HUGE MARATHON ANCIENT EMPEROR/IMMORTAL/DEITY maps, which means maintenance etc is an important factor.

*I normally play Bismarck for the wonder building, mining, scout and panzer rush (I tried Roosevelt for the maintenance reduction but just don't like his portrait!)
*Found first city on a plains hill for the production bonus if I can reach it in 1 turn and it looks like a good position; otherwise found in starting location
*Send scout out searching for goody huts, aiming to crest hills on second move to maximise terrain revealed and aiming for most likely locations of huts
*Set research to bronze working
*Build 3 scouts, or 2 scouts and 1 warrior and send them exploring and searching for goody huts (warrior to defend) till I reach population 2
*Build a worker (usually get it turn before I get bronze working)
*Set research to mysticism
*Chop-rush second worker
*Chop-rush settler
*Found second city on plains hill pref near river, approx 8(?) squares from prev city, the reason for this is to claim a lot of land with the limited cities I can build with the maintenance, later on when I can afford it I fill in the gaps with new cities
*First city builds stonehenge, chop-rushed
Stonehenge with this build order on deity is risky. Immortal, I'd say 50/50 (depends on the other civs on the map). Emperor, not so bad. 8 squares away from your capital is quite far though. It's better to just settle your second city with a good food source (wet corn or pigs), 2-3 hills, and a strategic resource.

*Second city builds 2 archers for defence, then when it hits population 2 it does the 2 workers, 1 settler patten
Archery is only necessary in some situations. Strangely enough, I find it most necessary on immortal of all levels. Diety AI fill up the land and fogbust pretty well so unless you have a large backyard, archery is unnecessary.

*Research masonry
*Capital chop-rushes Great Wall
[/quote]
This is pretty late in the build queue. If you really want the wall, build it before stonehenge.

*Research Polytheism
*Capital starts on Temple of Artemis
Unnecessary wonder. Skip it.

*Research Priesthood
*Capital chop-rushes Oracle while I research pottery
*I use oracle to buy highest-value tech available (usually monarchy, if I'm lucky I can get code of laws or metal casting
Monarchy, code of laws (religion), and metal casting are good choices.

*Second city has built settler so it starts on barracks then archers
*Third city follows pattern of second city (2 archers, 2 workers, 1 settler), I try to position to box in other civs and lock in as much land as possible
Young cities are better off growing and building non-workers and non-settlers. Let your older cities build the workers and settlers when they're at the happy cap.

*Capital finishes temple of artemis and starts pyramids
Pyramids this late in the build queue is a big risk. Better skip it or start building it earlier.

*Research the wheel, agriculture and pottery so workers can connect resources and improve the land - I've usually managed to research 1 or 2 of these before polytheism and sometimes get them from tribal villages
*Beeline for alphabet
Pottery is probably better earlier in the tech order. It really speeds up your overall development and helps pay for new cities. Aesthetics is a better trading tech on immortal and deity. On emperor, alphabet may serve you better depending on your neighbors.

*Adopt majority religion
Look at your neighbors. They're generally more important than what the majority is. If your neighbor is a heathen Monty, you're better off with no religion or in his religion.

*Trade techs starting with the lowest-score civ working upwards, generally giving them lower-value techs where possible (being sensible e.g. I wouldn't give horseback riding if I'm about to attack that civ)
Score isn't the deciding factor. Tech position and overall land is a bigger consideration. You want to balance out the AI, not grow a runaway AI.

*Build all wonders, sometimes using other cities to do this
I'd forego this.

*Settle great prophet for more cash to keep tech rate at 100%
*Research currency
*Continue trading techs so I have all other AI's techs and their gold
*Aim to get techs that give a unique bonus (free great artist, found a religion) before any other civ
You don't need more than one religion. Music for the great artist is good though.

*Maintain as close to 100% research rate as possible and lead in technology with all or most wonders (NB on deity I generally don't get all wonders, but can manage this on immortal)
Binary research is better. It's highly unlikely you'll keep a 100% slider on anything higher than monarch anyways.

*Once land taken or reaching maintenance cap, build everything possible in cities in this order (forge, granary, monastery, library, temples, university, etc) going for cultural buildings quickly to expand cultural borders
A better build order is culture -- granary -- forge -- library, with a courthouse if your city maintenance nears 10gpt. Monasteries should only go in culturally pressed cities, cities with the AP religion, or in large science cities. Same with temples.

*When I get compass, rush a caravel and go round the world for the +1 movement bonus
You probably mean optics. The +1 isn't that useful unless you're planning an oversea invasion.

*Great prophets found their special building or settle for cash
*Great artists create great work to expand borders and peacefully take neighbouring cities
*Great engineers finish wonders instantly
*Great scientist builds academies
*Great spy waits till all land taken then starts golden age

Great artists are probably better spent on golden ages unless you're really pressed up against a neighbor in a culture fight.

Wonders I'd rush with an engineer would be the Pyramids (not likely to be available), Great Library, Taj Mahal (if there's a risk of losing it), and Kremlin (almost always useful). There are a few others I'd consider rushing but they're more situational.

The first scientist on an academy isn't bad, but subsequent scientists are probably better spent bulbing (renaissance techs) or settling for the long-term. If you have an excellent second commerce city, then maybe it's worth an academy but that's pretty unlikely.

I'd burn spies on golden ages too. No need to wait to fill your land. Using a golden age after you get civil service can be a good time to swap civics as well as giving you a good jump on liberalism.

*Trading with the other civs generally gives quite good relations
*If war is declared I bribe other civs to declare on that person, reinforce the city and hold off the attack, then go for peace
Immediate peace isn't good in most situations unless your enemy is huge. Better to snipe a city or two off, especially if you have a dogpile going.

*Workers mine all hills for resources, generally build 3 farms around a city then the rest mix of workshops and cottages. Lumbermills instead of forest preserves except one city surrounded by forests where I will one day put national park. Every square within my borders gets a road in due course, and every hill a mine.
Only build as many mines as you can actually work. Lumbermills aren't that good - the forests are better chopped in the BC years. Preserves in the tundra can make a good national park city later. Don't road every tile in your empire - it's a waste of worker turns. Same with mines - you can only pop resources in hill tiles you work.

*Around the time of knights or panzers I have some cities which have built everything and plenty of artillery, so I knock out lots of military units, position close to a city at the enemy border and declare war. If it's panzer era this usually takes me through all other AI's to a domination victory.
Don't mix panzers with artillery. You kill the mobility of the tanks with slow moving artillery. Either use air force, spies, or naval bombardment.

*In times of war I generally head for the capital and if I'm playing for a fast victory will capitulate the enemy, or if I think it might bring the attitude of other empire's down towards me I'll destroy him.
*I never do defensive pacts, been dragged into too many wars unprepared that way.
*I always open borders for the trade and attitude bonus.
Consider what the other AI are doing before you capitulate or OB/trade. Namely, pick your friends and enemies wisely.

*Civics-wise I adopt slavery if I think I will need to whip, get organized religion for the building bonus, then get representation & caste system when I have both. When I get free market I take that, same with free speech and universal sufferage. I find that shortly before communism my maintenance is beginning to cripple me, so I beeline that and adopt state property, probably my favourite civic on a huge map! Eventually I adopt free religion when I have a good mix of religions in my civ and I've switched from building to military units.

State property is stronger than free market unless you have a corporation or LOTS of oversea trade routes. Free speech is situational, as is universal suffrage. Both need lots of cottages.

...
PS What I should do is specialise the cities a bit more (i.e. pure cottage or pure workshop cities), I reckon I'll start doing more of that in time.

Don't build non production/growth buildings in pure workshop cities. They will never generate much return.
 
Ok, since this thread doesn't seem to go on, I might just as well tell you what I think is "wrong" with deathwing's games.

Deathwing, you're not playing the game on immortal level.
Or, more precisly: you are, but the AI is not. I couldn't really find out how you started the game from your savegames, but the AI is doing so much worse than it would ever be on Immortal. I guess you're playing a multiplayer game with only one human, setting your own difficulty level to immortal/deity.

This does mean that your cities become unhappy/unhealthy very quickly, as they would on immortal. It does not, however, change the AI bonusses. To try the difference, simply start a single player custom game, seven players, all standard settings, and try to go for all your wonders. Good luck! :)
 
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