nero03 SID

I agree a farmers gambit is the way to go and I like the idea of a gran prebuild.
I'd think landings will be treacherous at Sid. I was experiencing 20 units hitting me on landings in my SP deity (non AW)game on a mountain. My way of thinking is the dromon can control the seas all the way to destroyers.
 
Before land we should bombard evryting in reach, and dump as many defenders as we can along with a settler, on a hill. Probably best to strike an islnad/continent that contains more then 1 civ which have been at war with each other. They sould have deminished eauch others forces.
 
I agree about continuing nero's save (because I didn't get any, but it's still a great start) ;).

Early contacts are good, as long as they're on another island. A civ on our island can be bad, especially with a long frontline.

We should have defensive armies, not Cav ones. They're safe in the field, providing protection for our artillery. A musket army in a city on a hill helps us a lot.

I think we should go with CxxxC in the core, and then maybe CxxC. We want a powerful core, and then as many cities as we can get.

Since we're doing it the war-way (:(), commerce is less important then shields.
 
Early contacts aren't overrated. As long as you keep up with one civ, you can trade, and double your buying tech rate. If you get behind early on, you can't trade with anyone. So early contacts are a long term advantage. I've kept up with the top civs to the middle ages thanks to early contacts.
I actually meant ultra-early contacts here. I mean that you only need many contacts by the time you have finished researching a monopoly tech so you can trade it (assuming you do get a monopoly tech, but if you don't you are in a tech hole anyway), which means that you only need to build 1 curragh before granary and none if you have both alpha and pottery. Later when you have found several cities you should build more curraghs.

About dromones: the AI is terrible at sea invasions even on sid, so we don't need a huge navy to feel safe. And if we plan to do an invasion we only need to pillage a few tiles around the bait to lure the defenders out. We don't really need massive pillaging. If we have an army landing is not a problem. To get the first army we can declare war on somebody overseas and leader farm on their landings.
 
To get the first army we can declare war on somebody overseas and leader farm on their landings.

I agree with that, we can't fight a neighbor without a ready to bake army,

AI landing does suck early on, but later, they can unload a good 12 units per turn. Dromons also slow the tech pace, and AI we don't border we can declare on, if they're on the same island, we can ally the civ next to them against them. We need to :hammer: our neighbor soon, cause they'll be our pillaging ally, and with all others pillaged and them not and them fighting them a lot, they'll become a runaway. I know runaways are inevitable at sid, but it will happen quicker. When we invade, I'm in favor of not using artillery, as a cav army can easily take out anything they got, and it will give one free shot on defense, big whoop. Our first opponent should be ironless and inventionless, right?

About early contacts, if you contact them super early, you'll have 2 techs to trade for their two techs. In my current game I'm up some civs by four or five. What monopoly could you get?

nerovats-
 
We should have defensive armies, not Cav ones. They're safe in the field, providing protection for our artillery. A musket army in a city on a hill helps us a lot.

I think we should go with CxxxC in the core, and then maybe CxxC. We want a powerful core, and then as many cities as we can get.

Cav armies don't get attacked if they have 3 units in them. We can transport them cause if we have cav, we're probably near galleons. Handy's Theodoran AWS used muskets because he could only load two, so a cav army would get killed. When he got galleons and cav, he had cav armies with three in. Remember the Egyptian campaign, where he used cav armies to make a tunnel of doom?

Edit: Musket army on a walled hill isn't good, elite muskets can do just as good a job and get leaders.

I agree about spacing. What victory are we pursuing? I'm in favor of conquest.
 
I am not saying that early contacts are bad, but remember that each unit produced before the granary delays settler production by a 2-4 turns and this is a lot.

I think that with a bit of luck writing or math can be a monopoly, at least it happened to me in my game.

Conquest does look as the best victory condition for the first sid victory because it is purest, but i guess if we cannot get it we can settle for anything else.

Did everybody agree to play from Nero's save or do i still have a chance to roll another one?
 
Obormot if you would like to play another I'd say go ahead because IIRC Nerovats needs to post the save. Early rex is critical as Obormot said and the points on dromons are well taken.

Is Bigfoot joining us or do we need another player?
 
Bigfoot is out of town IIRC, told me via BNH4. I PMed dl123654 and BigNHuge if they'd like to join us. I hope dl123654 is a sid virgin.

Early REXing isn't as important as contacts IMO. Just being one step behind every AI makes trading impossible.

nero, we need that save. Obormot, find a great start, play 20, and if it's good and you managed to keep up in tech and have good expanding room, etc. post it.
 
Remember Grasshoppah population is power. Commerce, science and pointy stuff. I agree that contacts are important but a gran is critical IMO.
 
Own said:
Musket army on a walled hill isn't good, elite muskets can do just as good a job and get leaders.
Not against 100+ Cavalry :crazyeye:

We most definately need a Granary. REX is the most important thing, we can keep the pace far more easily if we have a larger empire.

Our 2nd city can build Curraughs rightaway, then we can sell our Writing monopoly.

Regarding the VC: I'd like Diplo or Space, but I can see most of you are for Conquest, so let it be so.
 
Pentium said:
Not against 100+ Cavalry :crazyeye:

We most definately need a Granary. REX is the most important thing, we can keep the pace far more easily if we have a larger empire.

Our 2nd city can build Curraughs rightaway, then we can sell our Writing monopoly.

Regarding the VC: I'd like Diplo or Space, but I can see most of you are for Conquest, so let it be so.
If our first opponent is ironless...

I said we need a granary, I just was saying a settler first. A larger empire won't help, we'll be trading, not buying.

I wouldn't count on a writing monopoly. It's possible, I just wouldn't count on it.

VC- I think conquest is probably not doable by us virgins, but we can always resort to space if necessary.
 
I am confused. Which game are we gona play the game I played 20 turns on or the first one. I posted both of them.
When playing to latter we should continue where I left off. When playing the first one the first build should be a curagh, probably 2 of them, like I did in the other save. No research after trying to get writing might be a good idea since the ai will jumpstart ahead of us.
Do we keep the signup roster?
Even without Bigfoot we're with 5 and can start, dl123654 or BNH can join if they respond. We'll probably get some lurker comments to further assist us.
 
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