Naval Effectiveness

Masada

Koi-san!
Joined
Dec 29, 2005
Messages
12,534
Location
Osaka
Im going to run to play a couple of games on an Archipeagilo (spelling...) temperate and wth a meduim water level on a small map (i cant play big maps anymore.. used to only play giant maps in civ3) on noble with the empire :D

im going to test a number of factors including

having a standing navy at all time and the effect on game play
not having a standing navy (when i need transports i need transports)
what a navy heavy civ can acheive
what an army heavy civ can acheive

I just wanna see how effective the navy in the mod is :D will continue with screenshots and some more writing in a bit :D

Game 1:

After 50 odd turns i just gave up on the reason is the close proximity of Chaos which defeats the purpose of needed a navy. Decide i might just try the blunt appraoch and beat the enemy down began to build an army, then before that was done the AI attacks with 3 units which die. Then with my stack of 10 warriors and go and take a look at his cities, archers... to many archers...

I gave up at that point, checked to see if i might luck out with a mass sacrifice i didnt... couldnt be buggered wasting the 20-30 turns to slowly grind the comp down or the 100 to get Cats and attack.. i gave up
Stuff Learnt

-It is very easy to run out of buildings to build in cities before you can get trade and start using wealth to offset the costs of all those expensive to maintain units you have been forced to make.. and the silly AI doesnt disband its military to offset the costs of making stuff (so that forced me to make units to deter the AI from attacking me while trying to get currency by juggling my science rate between 10% and 20%... :( )

-The AI almost always gets the tech to build archers at the start which wouldnt be such a bad thing if they were not so impossible to dislodge from cities..

-The AI never has any infrastructure at the start, i made a beeline to get roads and the like so my workers could do there thing, sadly i fell behind the AI and by the time he decided to attack he had archers in his cities and was already losing money and probably sitting on low science.. it was going to be me pumping warriors and him pumping archers for the next 40 or so turns... i would have won (3 cities vs his 2) but thats not my thing.. next game im going into world builder to check the map and isolate me from everyone else

Game 2
 
Did you playtest at Warlords handicap? Other Handicaps are vanilla. 10%-20% is strange. In my testgames with AI Autoplay the rate seldom sank below 50%(40%-70% usually) and the AI didn't have difficulties disbanding if need be but didn't need that much.
 
it may well have been the map, all the AI's stagnated and didnt do much i had a quick look in worldbuilder and saw that they could support the 3 archers a city and not much else...

My 2nd game was a lot better i started alone got a large fleet of galleys found all the different civs, then figured out it was 8-12 turns to get there...

-Lessons learnt add more civs for future games... having an 16 turn up and back trip is intolerable...

-If one controls expansion and pops a few wonders +2 trades routes per coastal city was very useful then it is possible to maintain a large standing force, it is not possible though to have a large empire early on :D

-Galleys are slow, i forgot that... 2 movement a turn is rather sluggish circumnavigation is a must have if your going to run around the world map raiding every civs coastline like i did (3)

-Piracy does pay fairly well on a water map... lots and lots of nice work boat inspired terrain features :D
 
Lessons learnt from the 3 games i just played (didnt finish any of them)

-Getting galleys is slow, painfully slow... the amount of techs needed to get them is silly in a bad way
-Island maps are just plain frustrating to play its takes around 70 turns with a single city to get the ability to build a galley... i do understand that this mod is about land battles but even so..
-Galleys are slow... 2 movement... even with +1 from circumnavagation still makes them slow... even frigates are only 4 speed...

(i didnt notice how nice looking some of the models looked like *drools*)
 
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