I am about to abandon attempt #2 (deity/marathon). No motivation to do all the mopup, I'm around 800AD and about to finish off toku and ham. Goal was fastest victory. Started the razing with rifles against lbows. I'm now having infantry and the AI still has nothing better than muskets. I'm gonna start again but want to change a few things:
- NW: I used to think that IW would beat globe with all theresources on marathon but hammers are no issue at all. New NWs will be NE/ox/globe/NP/HE. Frees up kyoto from building all those
-buildings and thus speeds up teching.
- Techpath: Not so sure there. Early teching is set in stone, CS (sling) > edu > bio (lib) while trying to avoid SM as long as possible. Since I didn't build globe I went for judaism for additionalbut that will be no longer necessary. After bio I think it's best to go rifling > MS (commando + mil ac) > communism > RR but I'm not so sure there. Also I'm going to tech nat earlier for the Taj boost towards libbing bio.
- Guards: I used 2 archers and 2 axes to have drill units before samurais. Downside is, they don't get CR so I might just use 4 GG axes and 1 non-GG archer to leave on guard duty forever.
Comments are appreciated.
1.
4. I have 4 uber-units which mostly wander around alone trying to raze cities asap. Stacks of 5-10 units do the same thing. Mixing uber + normal units is a waste of morale/commando. Plus, the uber units are very well capable of defending themselves.
edit: West point is probably the NW I would least build there... well maybe before I'd build mount rushmore... but you get my point![]()
Try holding off rifling as long as possible, you can't build samurais at rifling. Having the WIII/DrIV samurais upgraded to Inf or grenadiers you still get the free promotions. Try holding off until tanks/marines. I never did tech Archery/Feud for archers/lb, will try that.
Feel free to ask more questions![]()
2. I did settle all GPs. Using music GA for a golden age sounds nice but doesn't pay off, neither the beakers to tech music nor do the turns not spent in "best" civics make up for the few turns of anarchy.
3. I did not build any units prerifling to get all the buildings built. Without OR and globe, all the cathedrals and stuff took enough long to build anyway. Will definitely build samurais whenever free when I get globe. CR3 is nice but tech edge is even nicer - compare drill rifles vs lbow to cr samurais vs lbow... and often your stacks meet AI stacks which means they need to be able to defend themselves as well.
Regarding promotions, I usually do drill first although combat is nice as well to kill the top defender. Commando is only really useful if you have a stack of commando units or the uber-unit. All the "anti"-promotions (pinch, shock, etc) are useless, generally, combat is better than all those when you're having a greater base strenght (-> military tech edge).
4. I have 4 uber-units which mostly wander around alone trying to raze cities asap. Stacks of 5-10 units do the same thing. Mixing uber + normal units is a waste of morale/commando. Plus, the uber units are very well capable of defending themselves.
Another thing about promotions and uber units when on the attack: Keep in mind that guerilla/woodsman 2 get you double movement in the respective terrain. After the unit has most useful promotions I only use the others to heal should the need arise.
5. Interesting pointMy early wonder order is SH > GW > mids > ToA > HG > oracle > GL while I finish the oracle as soon as CoL is finished ofc. HG is always finished on the same turn as kyoto grows to get max benefit from the +1 pop.
After that I only really want parth, AWat and taj but I used to build shweda/notre dame/Usak too whenever the capital was free, mostly for the GPP. When you're on the attack after rifling or AL, building the pentagon is a huge waste of hammers, it's so expensive and without any resource so it really isn't worth it.
I think these are all the wonders I'm usually building... I have a few vital ones for their effect and the rest for the GPP. I really like awat btw for all the priest slots and the priest bonus (shame it doesn't apply to settled GPriests).
I don't know what obsoletes Samurai, but it isn't rifling. Maybe rifling and military science?
Not being snarky, but I don't. Between WP and the Pentagon, you get +6 XP or the equivalent of 3 settled GG. Actually, the one game I won with this scenario, I didn't build the globe.![]()
Not being snarky, but you're playing on noble and he's playing on deity. I'm not referring to the difference in your ability, but to the differences imposed on the player by the difficulty level. You must tech a lot faster on deity to have a chance, and the higher you can raise yourcap the more specs you can run. Also, as the difficulty increases, so does the number of units that the AI will throw at you, which results in more GGs than at lower levels. It's relatively easy to get 20+ GGs on deity, and with theo and a rax you only need 8 settled for 5 promos. That's very easy to attain on immortal+.
3 settled GGs = 2xp + 9 beakers. I'm not saying WP and pentagon are bad, but they are just not worth it. Pentagon is too expensive (better build research) and WP uses one of the precious NW slots... which ones are you building then??JoeMacUnGee said:Not being snarky, but I don't. Between WP and the Pentagon, you get +6 XP or the equivalent of 3 settled GG. Actually, the one game I won with this scenario, I didn't build the globe.
I think you need two more upgrades to the UU to obsolete it... This way, quechuas aren't obsolete until maces IIRC.Gwynnja said:I don't know what obsoletes Samurai, but it isn't rifling. Maybe rifling and military science?
I tech music much later, don't remember exactly when, sometimes after the NP got built I think ashuerfanista said:But you obviously research music or you couldn't build cathedrals. When do you slot music/drama? I've used the free GA for bulbing drama, but do you think it's better to settle him?
You misunderstand me. I built research (-> tech edge) in favour of samurais for upgrade... I wanted to get to rifling ASAP to start warring earlier. Though I think building samurais is actually better.I wasn't thinking about attacking with samurai, just being able to upgrade them to CR3 rifles for city busting (accompanied by regular drill/combat rifles for stack protection, OFC). I find that, without seige, rifles pretty much suck against longbows if they don't have CR3.
No siege. Infantry kills everything. Only siege unit I'd build would be artillery but that's way too late. City defense is no problem as the AIs aren't exactly culture-whores and walls and stuff is obsolete anyway.So if your stack is entirely 1-move units, do you build 4-5 accuracy cannon purely for reducing the city defense?
Again, with the tech edge of rifles/infantry, you don't need any stack defenders. Healing, ok, but with multiple smaller stacks, one occasionally can easily have a rest for a few turns in neutral territory to heal. That suffices, plus there are promotions to heal. I do have one medic 2 unit per stack mostly though, in the bigger ones at least.The ubers are great stack defense and W3M3 is really useful for healing the stack, but I suppose it'd be almost as good to promote 1 rifle in the stack to W3C1M1, which is almost as good (since you've got 5 promos to play with).
I'm running pacifism until I get a sizeable army so no rush for theo. Teching after CS depends on the needs, if I desperately need happiness I go MC first but prefer aest > lit before. Then philo for awat, then edu. Drama not until much later but with globe, probably drama before philo.I've been building the Paya so that I don't have to waste time researching theo. What's your tech order after taking CS from the oracle? MC gives +3, but aesth opens up the wonders. Also, after lit do you go for drama or phil (or MC, if you don't have it already)?
3 settled GGs = 2xp + 9 beakers. I'm not saying WP and pentagon are bad, but they are just not worth it. Pentagon is too expensive (better build research) and WP uses one of the precious NW slots... which ones are you building then??