New Succession Game

The games on emperor and above can indeed be ended really quickly if you get unlucky no matter how good you are. The bonuses that the AI gets on the higher levels are really something. But if you do survive the beginning, then beating even the sid level is possible as proven by countless games here. It can be daunting at first but just hang in there!

Yes, my second game is already looking very promising! :)
 
Having an undefended capital early can get you killed fast past emperor. You know that stack came straight for it? Even a medium to low aggression AI civ can go for the jugular when the opportunity presents itself when they start with 4 offensive and 2 defensive troops. 4 Warriors and a Hoplite equals a ready-made stack, when the best you can field is 2 maybe 3 regular Warriors. Keep that capital guarded!
 
No barbs and all my troops were busting fog..
Busting fog is an anti-barb measure; no barbs spawn within the vision of a unit with an attack and defense value, that's why you would put your units outside your borders rather than within it. But barbs can spawn right next to a settler or scout.

But yes, within the first 50 turns or so, you'll always be vulnerable on the higher levels. Most of the time the AI will ignore you, regardless of whether you have a few warriors around or not. Probably it's an RNG thing that makes them go for, or you're sitting on some undiscovered resource that that AI is missing.
 
It's rare that an AI will come at you straight away even with maximum aggression on for a huge Deity map with 15 AIs around. Yes, it can and does happen *in rare instances*. But, it's exactly that, *rare*.
 
Sorry I've been so slow guys, my life is changing a bit (in a good way) and I am still getting adjusted, my schedule has been a mess. I should finish tonight.
 
If you know some woman worth going for, you should always go for it. Civ you can always turn back to. :goodjob:
Nah dude, women are the nth priority (where n equals number of things you like to do plus one). I had given up civ for a year and change for a girl. Awful decision.

Overseer, take a few more days if you need to. I don't mind if the pace slows down (I might could get a set in :D).
 
I've finally finished, we are at war with the Dutch, and other than in one place, I did very well. I needed more troops, funny how there never seems to be enough. The next player may need to rest and reload before doing much, but there are enough troops in place to take both of the towns on the Dutch Island to the south. I think the next turnset should easily finish them. I say onward to Rome then. Here is the turn-log:

Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.

Civilian units:
Settler 1
Workers 45
Slaves 40

Military units:
Longbows 2
Muskets 8
Knights 1
Cavalry 46
Armies 4, 3/3 Cavalry, 1 empty
Cannons 36
Maces 5
Javelin Throwers 1
Frigate 1
Galleons 7
Caravel 1

Unit Support:
Total units: 159
Allowed: 128
Support cost: 62 gpt

Sliders
60% tech/40%taxes/00%luxury

Research:
Electricity, 2 turns, +185 gpt. (2245 in the bank)

Press enter=>

IBT: Egypt joins Persia in the alliance against us.
Egypt signs MPP with Dutch.
Emar riots.
018 Frigate=>Frigate.
Calakmul Cannon=>Cannon.
Egypt builds Shake’s, Persia builds Magellan’s.

Turn 1, 860 AD: Bomb Frigates, lose a Frigate trying to kill a redlined Persian one. Our second one kills it clean.
Adjust sliders to 5/5/0 to get the most of the overrun.
Workers work.

IBT: Greeks land some target practice…err a Sword and a Mace near Emar.
Looks like a Persian flotilla is heading there too.
Electricity researched, next is RP in 6 at max burn.
005 Library=>Marketplace.
015 Cannon=>Cannon.
019 Cannon=>Barracks.
Emar starves.

Turn 2, 870 AD: Redline and kill the 2 Greek units, no leader, but gain another elite.
Workers work, with emphasis on shields at small wonder builds.

IBT: Persian Frigate destroys rails near 006.
002 Cavalry=>Cavalry.
004 Frigate=>Frigate.
008 Cavalry=>Cavalry.
012 Musket=>Musket.
013 Cavalry=>Cavalry.

Turn 3, 880 AD: Railing core continues. Too bad our enemies have all the money, Electricity is a valuable monopoly.

IBT: Persians bombard, 1 hit on a galleon, 1 miss on a land.
001 Cavalry=>Cavalry.
003 Cavalry=>Cavalry.
009 Musket=>Musket.
014 Cannon=>Courthouse.
017 Musket=>Musket.
023 Worker=>Worker.

Turn 4, 890 AD: Railing core continues. Persia will make peace, I will negotiate.
Make Peace.
Then Trade Electricity to them for 650 gold and 129 gpt.
After raising luxes to 10%, we are getting 114gpt. I think a good deal.

IBT: Hattusha 014 Cannon=>Courthouse.
010 Frigate=>Frigate.
014 riots….oops, I missed that one.

Turn 5, 900 AD: Fix the riot. Workers work.

IBT: Greece and Rome make peace.
Alaca Huyuk Galleon=>Harbor.
019 Barracks=>Cavalry.

Turn 6, 910 AD: Workers work. Begin serious war preparations I want to start the turn after upgrades. Change a few Cavalry to Muskets.
Purchase Industrialization from the Dutch for Electricity, WM and 1300 gold.

IBT: 001 Musket=>Cavalry.
002 Cavalry=>Cavalry.
Lagartero Cannon=>Cannon.

Turn 7, 920 AD: Almost have the core railed fully.
Set research slider to 40% to get a nice overrun bonus.

IBT: Replaceable Parts researched, next is Scientific Method.
Ugarit Worker=>Worker.
003 Cavalry=>Cavalry.
004 Frigate=>Frigate.
006 Cavalry=>Cavalry.
008 Musket=> Cavalry.
009 Musket=> Cavalry.
012 Musket=> Cavalry.
Emar Harbor=>Galleon..

Turn 8, 930 AD: Upgrade 14 Muskets and 26 Cannons. More preparations for the war.

IBT: 2 Privateers attack Frigates, 1 wins, another loses.
Greeks land more target practice…err a Sword and a Mace near Emar.
Egypt wants peace, I give them peace, since they are at war with us from an MA.
Rome and Arabs make peace.
017 Musket=> Cavalry.
018 Frigate=>Frigate.

Turn 9, 940 AD: Final preparations done, all I need is to declare.
Declare on Dutch. Bombard Riflemen guarding Dordrecht, and Egypt declares war, they had an MPP. 2 Cavalry win over 1hp Rifles, and Dordrecht is ours.
The rest is just getting positioned, I plan on razing 2 cities and capturing another, maybe 2 .

IBT: Greeks land a Hoplite and a Sword near Emar.
The great and mighty counterattack begins and ends when a Dutch Cavalry dies attacking one of ours. Otherwise, a few slow movers visit the environs of Dordrecht.
001 Cavalry=>Cavalry.
Hattusas Settler=>Settler.
028 Settler=>Settler.
002 Cavalry=>Cavalry.
Not Groningen riots.
010 Frigate=>Frigate.
013 Cavalry=>Cavalry.

Turn 10, 950 AD: Bombard and kill 3 Riflemen and a Cavalry, taking Arnhem. Army loses 3 hp, a Cavalry loses 1hp.
At Utrecht, a 3hp Rifle and a 2hp take 13 hp off an army….ouch!
Lose 1 Cavalry and redline another defeating a last rifle, then get the same results on a freaking longbow! I gladly raze the town for 5 slaves.
At Maastritch, redline all but 1 rifle, the 2hp rifle then defeats a Cavalry.
Each rifle kills a Cavalry and dies to the next. In total, lose 3 Cavalry before I again raze the city. Strangely enough, I’m quickly running out of healthy Cavalry.
At Haarlem, bombard 4 Rifles red, lose 2 hp from a Cavalry army and 2 Cavalry win clean, taking the city.
Lose 1 Cavalry, 2 others win, taking Enschede.
At Den Helder, 3 retreats and one loss, no enemy units killed. This may take artillery or better RnG.
Leave it to the next player to finish the Dutch off.
Tikalled Pink and Dutch Masters founded.

Civilian units:
Settler 0
Workers 47
Slaves 45

Military units:
Longbows 1
Muskets 1
Cavalry 32
Infantry 15
Armies 4, 3/3 Cavalry, 1 empty
Cannons 7
Artillery 36
Maces 5
Javelin Throwers 1
Frigate 6
Galleons 10

Unit Support:
Total units: 185
Allowed: 148
Support cost: 74 gpt

Sliders
40% tech/60%taxes/10%luxury

Research:
Scientific Method, 4 turns, +323 gpt. (557 in the bank)


I'll try to get some pics up tomorrow.

The save:
 
It looks like we won't see many Dutch cavalries, so that's a relief.
A problem is that 24 of our cavalry units are on islands; it seems clear we're way too spread out this way. I would probably take the whole stack in the south back, they don't have artillery, and Spoonwood taught us that fortified rifles have a defense of 11.10, so we could be murdering all our horses by attacking like this.
On the Emar island we can park some longbows to prevent landings, so that our better units can taken into battle. I should already have done that during my set.

I think some typo slipped into the last military count: we have 52 instead of 32 cavalries, of which 9 in armies. Maybe we lost a few more cavs while taking Enschede, that's missing in the account, but we can't have lost 25 cavs in 2 turns!
 
Here's the roster I think:
TheOverseer 714 - just played
Salarakas - up and got it
Daeron - on deck
Own
Thinktank
Optional

I took a quick glimpse at the save and noticed the lack of any artillery on the island too. Since we are keeping all the Dutch towns at the moment I think the goal is to annihilate them as soon as possible rather than get flips after flips after flips. I could try attacking without any artillery support and sacrifice some/most of the cavalry - any comments on this? The Dutch have the other island as well so it will take some time to finish them off no matter how quickly I'll be able to make progress on the mainland. The lack of any settlers doesn't help either as they come in real handy in situations like these when you have rails and artillery.

We'll get scientific method in four turns at this speed but our prebuild for Hoover's is nowhere near of being ready then. In fact, the town that is building an army at the moment could finish Hoover's quicker than the one building a palace. Neither is exactly optimized though and could build it much quicker with some attention to detail.
 
I could try attacking without any artillery support and sacrifice some/most of the cavalry - any comments on this?
I guess you already know my opinion: I would chance it against pikes, but not rifles. It takes only 3 turns to take them back to the mainland, and will speed up conquest there, so overall you might not be gaining any time at all by attacking the island towns now.
We also still have an empty army hanging around. Perhaps we should fill that. It seems certainly strange to chance unsupported cavalries against rifles while leaving a whole army unused.
 
I guess you already know my opinion: I would chance it against pikes, but not rifles. It takes only 3 turns to take them back to the mainland

Can't disagree with that although the word 'only' sticks out somewhat :) With better planning as well as enough (combat) settlers, artillery and cavalry (in armies or by themselves) it might be possible to finish the Dutch off in 3 turns.

I'll take a closer look at the situation tomorrow and will try to play the turns on Monday at the latest as I probably won't have too much spare time next week.
 
To win this war fast, we can handle some casualties. If we slow down, prepare to have to retake dutch cities from the inevitable flips and get dogpiled. Speed is of the essence here. We get bogged down, this will get ugly, and it won't have to. The extra cavalries that survive can come home, but we would need 5-6 turns to get reinforcements to the Saltpetre island. As long as our core turns out Cavalries at a decent pace, we can sustain moderate losses and still win pretty fast. We have 3 armies, 4 if we want, and they have 10 cities. That means we can win this fast
 
I know that this isn't helpful, but the question isn't so much "fast or slow," but "smart or dumb." I'm all for conquering fast, as long as we're doing it efficiently. I'm okay with taking it slow, as long as we're taking it slow for a reason. For example, let's not attack a city with cavalry outside of armies unless the town capture simulator (Offa's excellent program) all but guarantees an eventual victory, and the only question is casualties. Casualties really start to pile up when we take 4 or 5 cavalry and attack an undamaged city with rifles, because if it's not taken, the wounded or retreated cavalry will be fodder for the Dutch next turn. Think of it like putting: if you underhit it, at least you're automatically closer.

At the same time, WW and time for flips are issues, so we don't want to take too long either. Parking a couple cavalry next to potential flippers (preferably in spots where they could reach two or three cities in one turn) is a good strategy.
 
A question: do we want to build factories and the Hoover's Dam? If so, we are lacking one prebuild. I could change one from Military Academy to Hoover's (using Universal Suffrage as a temp prebuild) but that would delay the MA quite a bit - building it from scratch would take 15 turns at the moment in our best town.

If we don't want Hoover's, which techs should we go for if we get the Theory Of Evolution? Atomic Theory and Electronics are the norm when going for Hoover's but if we decide not to build it, should we go for whatever brings us closer to tanks/flight instead?
 
Another question: we currently have more cavs on the various islands than on the mainland outside armies (wow!) - does the team consider it cheap to fill out every single square apart from the towns of an island with whatever units we have in order to prevent landings there? We have been doing that with Alaca since my last turnset but not with the south-eastern island with three towns for some reason. Instead, we have seven cannons and five cavalry units just sitting there waiting for landings. It would only take 6 units to completely shut the island off.
 
:D Again, probably my opinion is the last one your looking for, because I posted already twice that I would just fill that island up to prevent landings.
I haven't looked into the prebuild situation yet, and I actually just blindly started a palace prebuild for Hoover's because Daeron had made a shout for it. I'm not certain how essential it is for us. Perhaps waiting for factories everywhere would just slow us down? Perhaps later today I can take a closer look at it.
 
I'd like to have Hoover Dam and Factories, if just for old times sake. As far as the strategic situation, I'd prefer a quick Dutch war, but the turn players will be running the show. Do the war the way you feel most comfortable. There is more than one way to skin a cat, but in the end, you still have a skinned cat.
 
A factory is 240 shields. A hydro dam is also 240 shields and doubles the effect of a factory.
The Hoover dam is 800 shields and puts a hydro dam in every city that has a factory.
So we must at least build 4 factories (4 x 240 = 960 shields) before the Hoover dam becomes sensible. That's a total investment of 800 + 960 = 1760 shields.

If we would be building units for those 1760 shields, than we could be building 20 units for that; 1760 / 85 = 20 units. 85 is the average cost in shields if you're looking at cavalries (80 shields) and infantry (90 shields).

I might be optimistic, but I'm guessing with 20 more units we will conquer this whole map, at least when we are consistently using artillery as support. Forgetting about the dam and going for the Military Academy instead to make our armies even stronger will probably be the most effective option.

But I don't have any defense against an argument like 'for old times sake'. I just haven't been playing this game for long enough! :lol:
So no, I'm not against the dam.
 
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