Based upon my last saved game/screenshots above- can you respond to what I should do next?
It seems like this shadow game has come to an end.
Anyway, I've played a couple more games on Noble and I was wondering: how do you win games early? When I win it's usually in the latter part of the 20th century. Is there a way to win sooner or do all games play out this way?
Sure.
I won't be able to actually continue until I finish work today (after 7pm) but I think if I'm going to move up in difficulty I'm going to need to learn better strategy and tactics.
Like I said, I'm winning games on Noble more consistently, but it's usually a space race or slug-fest until the end of the 1900s.
Alright, I'll sub for him then.
Well Joe, before you even consider playing on please make these trades:
Spoiler :![]()
![]()
![]()
Tip: as soon as you get Alpha you must monitor the trade screen (preferably every turn) to see if you can get something. As soon as you get Currency you must try to sell old techs to the AI. Up your research to 100% after you make the trades. That's one of the purposes of getting Currency early.
EDIT: You can't get 100% for too long. Whip the library in Bulawayo and get some scientists going next turn. Don't let your cities grow into unhappiness. Angry citizens are bad. They cost food and maintenance, too.
Tip2: Writing to Ragnar for 15 gold might seem cheap but you will notice he has 30 gold available to trade. As he's only offering 15 gold he's definitely very close to reasearching it anyway.
Tip3: as soon as you've traded check if you get TRs with some more AIs (by getting Sailing). You should trade for happy resources if possible.
Stop building axes for the moment, chances are we have iron. Or if not we can settle it soon enough. Cats and swords / axes will be the way to go against Kublai. Whip / build / chop some settlers and workers instead, let's get the remaining awesome sites to the E and N. (Land is power, as long as you settle useful cities and make sure they work improved tiles.)
You could either make the trades and upload immediately so that we can discuss some micro. I can see plenty of micro errors right away but you could try to correct them (Lymond gave you tons of great tips for that) and upload afterwards. Or if you want to play on please make sure you stop as soon as Construction is in (don't forget to set research to 100% after the trades and get that second library going).
EDIT2: the Academy should probably go to uMgungundlovu. We've seen better commerce sites but that's the best you got for the moment.
EDIT3: we should settle the corn-fish site to the E first and get that impi back home to join our future stack which should assemble 1NE of Kublai's copper. The worker on the rice should move now to road that tile. In fact you can move the impi back right away, as the E warrior can sub for him in that region. Do NOT build any more axes. The current ones in build can stay in the queue. You can build 1-2 chariots and swords if you want, apart from the settlers. Move those spawn busting axes back home, they should join the stack too. The one between Hamburg and Bulawayo is simply unnecessary. Move the N warrior to spawn bust the gold region. We don't want to make settling easier for Bismarck.
Also: you want the workers ready to chop when Construction's in, at least in the cities close to Kublai.
The win dates examples I was giving above are from normal speed. Marathon can indeed come much easrlier than even those... The dates are NOT very dependent on difficulty level... For example, space in 1800 is a decent competitive date on any level from Nobel (maybe even lower, but nobel is the lowest level in GOTM) all the way up to Deity.
On terra maps, those dates are all realistic in general for all the peaceful wins, as well as for conquest. Domination sometimes comes that early as well, if the old world has enough tiles to reach the land limit. If not, then it would come in a century or so later.
TR=trade routes... The reference to sailing is that to get trade routes (for resource trading purposes) between two civs, you need their CAPITALS to be conncted. Connected can be:
a)-Connected by a road
b)-OR: Connected by river or coast .
For b), the connection before sailing only works if EVERY tile of the connection is inside your or the AI's culture. After sailing, culture is no longer relevant, the connection works.
Joe, you should have done this trade:
Gilgamesh:
Alpha for Sailing + 20 gold AND Iron Working. You don't want to give away monopoly techs cheap, besides we want iron fast because we want to go to war. OTOH we don't need Archery. At all. The key to war success is metal / horse / siege not archers.
Tip: go to Gilgamesh's trade screen and select IW from his side and Alpha from yours. Click "What would make this deal work?". You will see that he offers Sailing and 20 gold in addition to IW. This is a very strong trade, even for Noble. Let's reload and make all the trades again.
We can trade for ivory with Bismarck after we get Sailing which is great. We won't need elephants against Kublai (~five-six catapults plus the axes you built should do the job), but ivory is also a happy resource.
Let's give him rice + pig for ivory (the worker finishes the road on the second pig this turn). Alternatively we can give him rice + stone, we won't need the stone for a while and he might just build something nice for us.
My suggestion for city / unit micro for the next 4 turns (when Construction will be in):
After you traded for IW you should see if we have iron or not. If yes, start moving at least one worker but preferably two towards it this turn, let's improve and road the tile. If no we should settle the spot asap.
Ulundi should chop a settler right now (to be followed up with a catapult). uMgungundlovu can stagnate on a settler until we can whip a catapult here. Nobamba should assign two scientists (in exchange for the grass farm and the grass mine) and start a chariot. We will pop out these units immediately before we want to start the war. This city will also whip a catapult after Construction is in.
Bulawayo should whip the library and start working 2 scientists next turn. This city will also whip a catapult. kwaDukuza should now replace the build with workboat and whip next turn.
Nongoma: should whip the workboat as soon as it grows.
Units: as I hinted before we want the stack to assemble 1NE of Kublai's copper. We will pillage his copper in the first turn of the war and then attack Beshbalik. Karakorum is too far away to go against directly, that city will be next. His third city doesn't have any improvements yet, and doesn't pose a threat yet.
To make our war effective we want to road the tile we assemble on. We also want a direct road connection to this tile from Nobamba so let's road the tile 1W of the stone as well.
Move the warrior N of Bismarck between the wheat and gold. Recall the axe near Hamburg. Move warrior sitting next to Bulawayo inside the city and move out the two axes to join the stack. Move E warrior towards the spot the impi's standing on, let the impi return and join the stack. He'll be good for pillaging and against HAs if Kublai was to settle the horse during the war.
The workers should concentrate on chopping, making the roads I mentioned and improving the iron. GS should move to uMgungundlovu and complete the Academy.
Move the scouting warrior next to Munich 1S towards Kublai's third city. We want to scout out his units before we begin the war.
Don't forget to set research to 100% after you made the trades. You can play until Construction's in or we can also do it turn by turn if you want. War preparation requires a bit of precision.
Space victory in the 1800s is actually pretty late even for Noble (which is the slowest level for teching purposes).