Oracle Currency or Feudalism?

OK, after checking your log file I see some room fro improvement of my game play:

1) It is better to start with Suleiman and then go clock-wise, it saves many turns compared to my approach and increases the likelyhood to catch at least one of Cathy and Lincoln without horses or at least many chariots.

2) I should not attack Hatty and kill Cathy and/or Lincoln first.
 
Be careful, WoT Inc that's hard to read but has valuable Info!

OK, maybe stupid question: What was the benefit of founding Budism? I my game everbody around me was Hidu and with no own Hindu city, no state religion and despite open borders with all neighbours I had no chance to join them and got 8 DoWs in two turns :-)
I survived (had 12 cities) but Elizabeth got the great light house, Zara the pyramids and the graet library and became uncontested tech leader, so I gave up.

Founding Buddhism doesn't mean that you have to adopt it ;) In my game everyone is Hinduist aswell, don't know how it could actually happen, as this start is a start besides a River of Doom that reaches anyone. Anyhow, Lizzy got her Religion to spread like crazy, even though she had no Meditation! The benefit ouf founding Buddhism even though not adopting it, is, that you'll 100% safely get a Shrine by 1500-1200 BC. You don't always start besides Religion Founders on Huge maps, and even if you do, they tend to build the Shrine very late, sometimes past 700 BC, sometimes they even build the wrong Shrine when they founded 2 Religions!

Btw, Zara is also the momentary Tech-leader in my game. He's always friendly with everybody and trades like hell, he is quite peaceful (I think), and he might be the wrong choice as an opponent, don't know. Fast-teching-AIs help to reach Sushi earlier, but if rexing so tremendously without Oracling Currency, it's incredibly hard to keep up with them. It's also not good, that he's friendly with everybody. Atm. I got -6 with him for declaring war on his friends, -2 for negotiating Trade Embargos against him so that he doesn't tech that fast, and 3 times, I had to bribe someone against him, at first to keep him from me when vassalizing the former Tech-Leader Joao (he bribed Zara) , and now I decided to bribe Genghis against, because he already had Paper in 1200 BC, while I barely had gotten Currency!

Next opponent to overthink imho is Frederick, he is really annoying and asks for this and that like every 5 turns, even though I have nothing to do with him!

Who is doing horribly as always in my games is Napoleon, he has 5 cities and is in War with 15 cities Washington and is like 10 Techs behind :D Washington himself is also struggling with Techs but has a lot Land, he seems like a perfect Target for Cuirrassier-Rush. Then he should also have improved his land, which is all Jungle.

Next attempt was mining first -I assumed that Hatty would get Budism -, again early worker stealing and thefore a nicely growing capital, killed both Osmans, when Hatty had finished the shrine I captured her cities. In the meantime I build the oracle and got currency. With (Hatty and one or) two others in Budism and Kathy as only Jewish AI the overall situation was more pleasant than in the first game.
Now I try to learn the game of techtrading (play usually without) and do not know whether a deity game, which is two level above my paygrade, is good for this :-)

I'd say that you got lucky in your game and that you gambled well :) At which time did Hatty build her Shrine? In my games, AI usually uses the first GP to bulb Theo, that's why Shrines always come so late.

To be a good Techtrader, you have to do the following things:

  • Look at the Tech-Screen every turn! (Do it twice, check if someone got the Tech you hold the Monopoly on! If so, use it to trade for as much as you can!)
  • Direct your Espionage on Mansa up to the point that you see what he is teching, so you know what you get and when, and after that, direct Espionage towards the Tech-leader to possibly have a chance at stealing a tech.
  • Try to hold your Monopoly for as long as possible, don't give it away until it's not a Monopoly anymore, unless you're getting such huge amounts of money, that you can research the next and even better the tech after the next tech with high %.
  • Use Binary as long as possible (and that's until you've built :gold: multiplier buildings) . You'll know what the AI has by then, and then you'll know, what to research. If you don't know that, Aesthetics, Literature, Drama and Musics are good Choices in almost every game.
  • Know how many Techs you have to give the AI for what you want. You can multiply the amount of your Tech (Rule of the Thumb) by 0.7 to know what it's worth for the AI, missing beakers can be payed for with money for an average of 0.7g / beaker (also Rule of the Thumb, sometimes it's more, sometimes it's less, depends also on how many people already got the tech, how close you are with somebody, a.s.o.) . (Example: Feudalism = 4000 :science: * 0.7 = :science: Beakers. If you want to get Philosophy for that, which is 4500 :science: , you have to calculate the the difference, which is 1700 :science: * 0.7 for the amount of money you have to lay on top of the trade, so Feudalism against Philosophy needs roughly 1200g)
  • Use the Techs you get to get more money to fuel your own research. Divide the Beakers by 3 to see what amount is good for a Tech (i. e. 200g for Mono is good), don't trade for less than 1/10 of the :beakers: in :gold: , unless you want to get diplomatic Bonuses. If you trade with Worst Enemies, make sure you get at least :science: / 4 in :gold: , then you won't suffer maluses with the other AIs (another one of my thumb rules :D)
  • Make sure that the AI gets as few trades as possible! Again, you have to look at the tech-screen. If someone researches your Monopoly, get as much as you can for it. If you get a tech from another AI, trade it to all AIs the AI you got it from is pleased or friendly with!

Those are all the rules that come to my mind right now, feel free to ask Questions.

OK, after checking your log file I see some room fro improvement of my game play:

1) It is better to start with Suleiman and then go clock-wise, it saves many turns compared to my approach and increases the likelyhood to catch at least one of Cathy and Lincoln without horses or at least many chariots.

2) I should not attack Hatty and kill Cathy and/or Lincoln first.

Next time, in Spoilers plz ;) To know who to conquer with Checker-Rushing and how, you have to do (or not do) the following things:
  • Send your first 4 Checkers in different directions with a 90° angle. Then rotate. (This get's the maximum amount of land scouted in the fewest turns.)
  • Look who's cities are not on hills, for choosing the first target (zoom really close to look under the Fog of War, rotate map with STR + Arrows) .
  • If possible, conquer a coastal city (AI will build Workbouts most of the times so the city will be grown to size 3-4 by the time you attack and have only 2 Archers) . (Now you know, why I chose Sulei as 1st Target on this map.
  • Don't conquer cities in the Jungle. (Reason: First, you'll need IW to improve the land, second, Jungles have no Horses / or Copper, so you can conquer them with Checkers later. That's why I didn't choose Hatty as 1st Target. )
  • While accumulating the Forces for the next target, use your 5 most experienced Checkers (the ones having Cover and more) to scout again. Every unforrested grassland or plain is dangerous, make sure your enemies doesn't have Horses or Copper and if so, stop him immediately! (You play against mostly non-aggressive AIs on this map, chances are good, that they did not build a Chariot / Axe / Spear yet. ) Be careful though, that you don't have too many Forces at near one Target, AI will be alerted and produce more Defenders!
  • Know how to fight targets having Slavery. Targets having Slavery must be attacked in a Blitzkrieg, so scout them, make sure they have no Ressources (if they do have, your only Chance is again stopping them immediately and outproduce them), calculate with 1-2 extra Archers per City (that makes 4-5 Archers for the Capital and 3-4 Archers for the Expansions) and attack biggest cities first, if possible with enough Forces to even split Stacks!
  • If Target has Slavery, and you have too little Forces, keep your distance. AI will whip more, if you're in attack-range.
  • If you come too late, and your target has Chariots, try to lure the Chariot. Put a Checker on the open Field with the Stack waiting directly behind him :) Position him at least 1 tile far from the City so that the Chariot is on the open field after attack and cannot use it's 2nd movement point to get back in the city.
  • If you have too little forces for a city, position your troops nearer to another one, having less guards. AI will try to move Forces into that city then, so you can slay them on the open field, where they don't have defensive bonuses. Note though, that AI will only does this, if there are more than 2 Archers in a city. (I often use this, to lure the Archers out of the hills-cities :D)

And at last:

  • Know your Enemies! Joao is always first to Slavery, JC is also a candidate to go for fast Slavery but more important is that he's IMP so he'll found many cities if you attack him too late (that is essantial for any IMP Civ), continue with CRE leaders as they'll have 40% Culture at about 2500 BC, and before that, decide whether you want to conquer the Persians, as they always go AH first for Immortals.

Now you should be able to choose your targets in the right order and make the right decisions. If you got questions, again, ask :)

Seraiel
 
On the question of FS's, I don't know if they're bugged, but I do know that the odds of doing damage is the same as regular combat. The only difference is that if you lose the round, you don't take damage. You're basically calling a do-over when you miss :). What are the odds on each combat round?

I wish I saw that advice for tech trades before. Why do you suggest waiting until someone has the tech, though? Is it just to minimize the advantage that they get from the tech? If so, you're also hurting yourself by waiting, right?
 
WoT day today :lol:

On the question of FS's, I don't know if they're bugged, but I do know that the odds of doing damage is the same as regular combat. The only difference is that if you lose the round, you don't take damage. You're basically calling a do-over when you miss :). What are the odds on each combat round?

I can only post the Combat-Odds shown by the Interface from BUG / BULL:

Drill II LB against CG1 Archer in 20% non-Hill City (Joao) 40% win, next fight again 40%, win, next fight 45%, loss, next fight 40%, win, again 40%, win, 80% win. Experience for the 40% Fights: 4!

Next city, 0% hills city with Guerrilla I Archers, two times 40% chances, two wins. XP: 4!

Joaos Capital, 50% walls Defense, Swords and Archers, again Drill II LBs, 2% Chances :eek: loss, after that 40% Chances, win, win, loss, loss, win, win.

Now the Archers encounter a 20% hills-city with Guerrilla and CG I Archers in them, Chances are 30% for Drill II LBs and 40% for the Drill III Lbs, 2:1 numbers are needed, follow-up fights have 70-80% chances and are all wins. XP for 70-80% fights, still 3!
Same with the following City, 20% hills-city, Guerrilla and CG I Archers, 20% Chances, loss, 30% Chances, loss, 40% chances win, 40% chances, loss, after that all fights 85%+ chances and wins yielding 2 xp. Here the chances seem to be ok for the first time, though if I do maths, it's still a little too positive.

It becomes really funny when adding Cats, just conquered Cyrus with 11 Drill III and Drill IV LBs. Defenders were Achers, Axes, Swords and Immortals, 4 Cats bombarded 40% cultural down to 8% in 1 bombardement, the 2 following cats had Chances of 50-60% (one died, one survived), after that it was pure Ownage of the Lbs, 8 Fights with 90% Chances, not a single loss (!), 5 of 8 Units unharmed (!) and all fights 3 XP!

Now lets sum this up (I don't wanna do the whole math correctly because that takes me ages and I wanna play):

First City: 230% gained in in wins over chances.
2nd City: 120% gained.
3rd City: 160% gained.
4th City: 110% gained.
5th City: 30% gained.

From this, I conclude that there is something seriously wrong with the combat odds of Drill-Units shown by BUG / BULL. Only the last fight had about as many losses as one would suspect, all other fights had fewer losses then Combat Odds showed. Against hills-cities, one is safe with 2:1 numbers, all other cities are piece of cake. What's even more astonishing is the XP, a Checker having 26% Chances gets 4XP, a Drill-Unit gets that even with shown (bugged?) 40% chances. That's why they lvl enormously fast and once they've reached lvl 5 (Drill IV, up to 7 FSs), which only needs takes 5 fights (safe fights!) , they seem to become invulnarable (exaggeration, but not so far from the truth) . When adding Cats, it even gets more ludicruos.


(I hope you liked my formatting up to this point, text was a little bit long, so I hope I've made it more readable:))

I've just searched and found 2 very interessting articles. They both confirm what I've found out before, Drill seems to be the best promotion for close fights giving maximum winning % and maximum XP. Take a look here:

http://forums.civfanatics.com/showthread.php?t=230268

http://www.civfanatics.com/civ4/strategy/combat_explained.php

I wish I saw that advice for tech trades before. Why do you suggest waiting until someone has the tech, though? Is it just to minimize the advantage that they get from the tech? If so, you're also hurting yourself by waiting, right?

I have to rephrase that advice somehow, as sometimes, I do trade Monopoly Techs. Examples being, I get so much money for it, that I can keep my Research at 100% for a long long time (i. e. after a Wonder has been built when the AIs gets its Failgold and I get 3k Gold for 1 Tech) . I do that, to fasten up the whole research, as otherwise, I would not be able to get Medicine by 330 BC.
That's the concept that "AI belongs to your Research-Team" from WastinTime.

My concept is the maximum dmg to AI while getting maximum benefit oneself. By not trading the Monopoly Tech until some AI has reached it, I do "some Dmg" to myself (i. e. not getting Currency early), but when trading it to almost everyone when the AI I want to block has reached it, I deny that AI to get any decent trades for it! It's like me researching 1 Tech, then one AI gets it, I get 5 Techs for it, AI gets 0! Then I take the techs that the others have in common, and trade them around for money, again with the aim to prevent the other AIs from getting trades with their techs, while I'm getting the money to research a new Monopoly fast.

I switch between these concepts depending on the Tech and the game situation, it's actually either very difficult to understand, or one understands it at first try I think. There are actually more thoughts to this, but I can't explain them. Perhaps one understands if I say that an average Marathon game takes me about 100-200h, that means 10-20 mins / turn! Writing this post took me 2h hours, which were some kind of break from all the micromanaging ;)
Gonna read those articles now, it's unbelievable how n00bish I still am and that I didn't know about the OPness of FSs, guess I just wanted to find out myself ;) . What if I had knewn before... *dreams of 550 BC HoF finish-Date or 3.5M points that beat kovacsflo / WastinTime ;))

Seraiel
 
To Sera:

Praets on defense are killer, almost as good as LBs. 50% defenses means the praets defend at str 12, or a +4 bonus. Praets benefit more from bonuses than any other unit until maces.
 
To Sera:

Praets on defense are killer, almost as good as LBs. 50% defenses means the praets defend at str 12, or a +4 bonus. Praets benefit more from bonuses than any other unit until maces.

Friend of mine has just started with Civ IV about 2-3 weaks ago, he plays Rome and already wins on Deity, he's very good at maths :eek: . He told me, that one time, one of his Praets, being fortified on a forrested hill (that's STR 16 then) defended successfully against 8 or 9 Units, and I don't talk of Warriors, I talk of HA's, Charriots, Axes a.s.o. Base-STR seems to make a huge difference when it comes to calculating Combat, I experience that atm. while fighting Washington with a combined Force of LBs / XBs. Anytime I encounter an Archer, I have like 70-90% Combat-Odds and win, even though Archers have a modified Str of 4.5+, Axes are also raped consistently by the LBs / XBs, but anytime I encounter a Sword, I loose, against Praets it's even more ugly, there, most of the times the FS-Animation is not even shown, meaning the Defender won the round and took no Dmg, then FSs are over, and they hack their heads of.

Praets must be amazing, but I dought that one can win with them by 500 BC, maybe though they're really the best unit for that, as, like (was it Moonsinger?) once said, one only needs some Iron to conquer the whole World.

Have to finish this round and after that, compare it to Oracle -> Currency. When I've done that, I can think about learning the game new from scratch but maybe have a lot more fun, and best thing would be, that Romans are allowed for Gauntlet. My friend also always tells me, that he wants to see me play with Rome, as he supposes, that they're even stronger than Incans. Incans have higher initial expansion, but they lack a good follow-up unit until Machinery / CS, Praet rush comes later but he did like I told him (your advice, Preats + Cannons ftw) and won by 1000 AD after only playing for 2 weaks, I find that amazing.
 
Yeah, that article by Arathorn is the reason I love first strikes. The only problem is, it normally takes awhile to get units that can get first strikes as well as being reasonably powerful. I guess you've proven me wrong there, though I'm surprised that you can keep up 2:1 ratios with the AI.

The other issue with 1st strikes is that you have to get the craptastic D1 promo first. Getting this for "free" is the saving grace of PRO, imho.

Speaking of, "OMG, FS's aer OP to the max!!1" have you tried Samurai? Most consider it a middling to mediocre UU, but on Mara you get a longer time period before castles, which basically stop Medieval wars. Another option is Oromo Warriors. The OWies are even resourceless :).

I also like the leaders better, though I admit that most of my distaste with Rome is irrational.
 
Yeah, that article by Arathorn is the reason I love first strikes. The only problem is, it normally takes awhile to get units that can get first strikes as well as being reasonably powerful. I guess you've proven me wrong there, though I'm surprised that you can keep up 2:1 ratios with the AI.

The other issue with 1st strikes is that you have to get the craptastic D1 promo first. Getting this for "free" is the saving grace of PRO, imho.

Speaking of, "OMG, FS's aer OP to the max!!1" have you tried Samurai? Most consider it a middling to mediocre UU, but on Mara you get a longer time period before castles, which basically stop Medieval wars. Another option is Oromo Warriors. The OWies are even resourceless :).

I also like the leaders better, though I admit that most of my distaste with Rome is irrational.

I find PRO to be an awesome trait for Engineering wars. Drill 2 Shock Xbows are nuts! Hell they can even defend cities. SOOOOOOOO FREAKING STRONK. Leaders with PRO in my eyes are just as good as any other leader.
 
@ Um: Getting enough numbers was no prob on this map, as it has some very good coastal production sites with lots of food / seafood and enough hills. The best thing about LBs is, that they coast 100 :hammers: , so by investing less then 10, one can 2pop-whip 2 of them! Did so until cities had +4 whipping anger (that's 120 turns of whipping anger on Marathon :mad: ) . I had set up for 3 major production cities in the beginning, so 3*4 2pops makes 24 LBs. On the graph, one can see my power-ratio go straight upwards:



On the screen, one can also see, how badly I had to demolish Joao, until he gave me a tech! Actually, Joao was down to 2 cities and 4 Archers in total. I took CoL, as I had massive maintenance problems at that time:





I gifted him 2 crap cities back, I wanted ot gift him one more but couldn't, because Civ thought somehow, that the city formerly belonged to Zara, even though it had all Portuguese culture. Used the time the cities were still in Revolt to convert to REP / ORG, as I planned to look after my Economy, my Production and my Research, meaning I wanted to build Forges, CHs and Libraries in most cities. That are so many :hammers: , that the Missionaries pay for themselves very fast, if constructing a CH one already spares 90 :hammers: , the Missionary himself only costs 80. I didn't do mid-game caste-rush, because I was able cottage the land fast enough so there was no need for running too many specialists. Tech Situation was bad, Feudalism was the only tech only I had, but Zara and Mansa already had Currency + Calendar and even Theo and later Paper!



Even the Mahabody, giving +30g / turn didn't bring me back into the game this time, the Empire was simply too large with 25 cities at 1200 BC. As the others did have Currency though, I was able to beg quite a lot of money from them, and I still had the money from the Conquest against Joao, and that allowed me to Research Aesthetics!

In 1160 BC, after having been down to 0% of Research for almost 1000y, i was finally able to get Currency without sacrificing Feudalism. Cyrus had neither Aesthetics nor CoL, he traded with pleasure. Same turn, I also got Calendar from Joao for Mono + Aesthetics. Currency gave an instant of 45 :gold: and MoM was already pre-chopped, so I didn't lose that one also.

While Cottage-spamming and Missionary spamming, I also Wonder-spammed. Here's a Screen for you from 1000 BC:



One of the worst wonders on small maps, but extraordinary on Huge: The Hanging Gardens, giving an instant of +25 pop :eek: . That's like getting more than 2000 :hammers: if whipping or getting +75 :commerce: if working Cottages, and, it gives GE-points!

I still wasn't able to keep up in tech though, the CHs simply took forever to be chopped out and I simply had overexpanded to an extreme with the Longbow-Rush, again, Mansa and Zara were running away in Tech. That's why I used Construction to bribe JC against Mansa and Genghis against Zara! I gifted them Ressources, so they'd make a good fight.

I also could trade Feudalism now, as Zara had reached it by himself. Got all the Techs the other AIs had except Paper, which was odd, but getting Philo + Theo was decent. Traded Aesthetics now with everyone, and got enough money to Research Literature and Music. A monopoly, that only lasted 1 turn, as I could get Paper for it from Mansa , allowing me to research Education :)

The Cottage-spam, the Super-Shrine, the REP-Specialists, my Tech-Trade-pattern, the powerchopping for CHs, Currency, it all worked and my empire recovered at a pace I could not have imagined before. In the meantime, I even had vassalized Cyrus, who capitulated immediately to my superior force of Drill LBs and Cats:



In 770 BC I reached Education, making 400 :science: at +-0 GPT or up to 800 :science: with deficit, which was easy to keep up, as I got about 6k Failgold from Angkor Wat multiple times.

----------

Now comes the present and the future:

Everything is set up. The GP Farm has grown to Size 15 and has the NE, more Failgold to keep up the deficit is already on it's way, and, I got a GE last turn :) I'm in War with Washington atm, because I evaluated that having huge land but being low in tech, he would be a perfect target for extermination. Best thing is, he is on the way to LIzzy, who has the holy City of Hinduism (no Shrine though as the stupid Chick built the Temple of Salomon :D) :

Time is on the edge, Zaras Vassal Frederick is already researching Education, but I think it's still possible to do a decent Slingshot with Liberalism. Plan is, to take the saved GA from Music to start a GA, and in that GA run 4 Priests in Cuzco aswell as 10-12 Scientiests in Moscow via CS. Then, getting like 3 GS + a GP should be possible, and, I still have the GE from last turn! Maybe use the GE to lightbulb Engineering (Mansa is researching it, but I don't have anything I'd wanna trade), use the GSs to lightbulb parts of PP, Research Gunpowder, bulb Chemistry and Scientific Method, and at least a Liberalism -> Bio Slingshot should be possible. Liberalism itself is already researched most way through and through Espionage I will see when I really have to tech it.
In the meantime, Cyrus will research Guilds + Banks, allowing maybe to even switch to Free Market without losing turns while being in the GA, seems unlikely though, because he's too slow. In the meantime, conquer Washingtons land completely and continue with Lizzy and then Found the Super-Shrine of Supershrines :lol:

Don't know what will happen, but what I know, is, that anybody loading this Savegame this time, can have a lot of fun if doing things right :) It's taken from 3 Turns before I wanted to start the GA (wanted to let Cuzco and Moscow grow 1 more pop) . Experiment with it yourself, find the fastest way, but don't forget that you're in war with Washington, want to conquer Lizzy afterwards, having only few but good Forces, and you cannot build many reinforcements as you'll still need some Failgold for Lib -> Med :)

Enjoy and have Fun,

Seraiel
 

Attachments

As a slightly different plan, you could use an early Great Engineer from Pyramids to bulb Feudalism as long as you avoid pottery and have iron working. That would probably involve a PHI leader rather than playing as Inca though.
 
@seraiel

I have replayed this start at least 8 times and found that it is really hard/lucky to get more than 10 cities AND the prerequisites for currency (math) or feudalism in time, so you can oracle an expensive tech, AND survive economically. My problems:

1) usually I can not trade mysticism for part of writing, hence, math or monarchy come too late, the Oracle is build by others (usually Elizabeth).

2) Often the great light house and the mids go very early.

3) Julius Caesar attacks my capital around 2000 BC with praets.

On the positive side:

4) In the last five games I did not found Budism, Hatty always got Budism or Hinduim and usually builds a shrine.

What was your trick to get enough cash to reach monarchy in time?
 
You need the Shine from the monies it provides. He also abuses fail gold by having multiple cities build the same wonder but completely chopping it out in the one it will for sure be built in. By doing this he gets a lot of free gold, and he uses the gold from taking cities to fuel his research. Also you are probably trying to run your slider at max to much. To get good techs with the Oracle it is all about tech brokering. Basically you're doing it wrong.
 
@ZZZ

Some points

1) Seraiel did not get fail gold :-)

2) His trade (mysticism for parts of writing) is an exception not the rule. In many games you simply have "no trading allowed" for all neighbours before you start math or monarchy or they do not trade for mysticism.

3) Seraiel did not build the shrine, where should he get the GP without oracle? :-)

4) I get either a lower number of cities and get monarchy/math in time or a larger number of cities but lose the Oracle.

But, the fail gold for Oracle is somthing I will test :-)

The combination of number of cities, high value tech (feudalism), very compact territory is the amazing feature of his game and I simply want to understand which part is really good strategy and which part is luck, I have no problems to be called stupid, but this should be done in a more intelligent manner :-)
 
DO YOU SEE THAT WONDER IN CUZCO CALLED THE MAHOBODHI????? THAT'S A SHRINE. If you don't build the Oracle there is no point. You won't get the advantage. How do you know he didn't get fail gold from building wonders in multiple spots? Just read his posts about how he did it, and you will understand more about how to play the map.
 
OK, again.

When did he build the shrine? When did he get monarchy? Please check the log file :-)

My trouble starts when I have around 6-7 cities and do not get large parts of writing via trade,
then I either have to raze captured cities (even the good ones) or I give up the Oracle/feudalism
approach.

In contrast, Seraiel kept almost all cities, got monarchy around 2100 BC and oracled feudalism.
His performance, i.e. acceptable research rate in combination with city capture/retention rate between 2700 BC and 2100 BC was much better, this without shrine.
His economic recovery started later.

If you let Hatty build the shrine, you can capture it (sometimes worth 20 gpt around 2000 BC) but the money comes too late for the Oracle.
 
Well the only thing I can think of now is you are keeping some of the weaker cities that don't do much for you.
 
As a slightly different plan, you could use an early Great Engineer from Pyramids to bulb Feudalism as long as you avoid pottery and have iron working. That would probably involve a PHI leader rather than playing as Inca though.

I don't know, I only play Incans atm, but I never got Mids before 1500 BC. If playing a PHI leader would still mean, that one had to skip on Cottages until 750 BC! That's already the time, some AI will have it, so it could be aquired by trade, in addition, skipping Cottages for more than 3000y seems very hard for me, skipping Granaries more so.

@seraiel

I have replayed this start at least 8 times and found that it is really hard/lucky to get more than 10 cities AND the prerequisites for currency (math) or feudalism in time, so you can oracle an expensive tech, AND survive economically. My problems:

1) usually I can not trade mysticism for part of writing, hence, math or monarchy come too late, the Oracle is build by others (usually Elizabeth).

I traded Meditation for Writing, not Mysticism. I researched Monarchy before that. Deity AI tends to get Alpha by around 2200 BC, so this is the fastest route for Oracle -> Feudalism. It's also why Oracle -> Currency is a little harder than Oracle -> Feudalism, because one has to research Writing + Math oneself normally. If that's too hard, try to delay the Research, acumulate money, trade Meditation for the Rest of Writing (I think one needs about 350 :science: put into Writing for this, but I will look at Savegames once I'm back at home and can see Savegames) and research Math with 100%, that should not take longer than 20T, so if Trade by 2200 BC is possible, Oracle would come in 2000 BC, that should be early enough.

2) Often the great light house and the mids go very early.

I noticed this also on this map, the first time I played it, I missed GLH, because it was built around 1900 BC or so. Didn't have problems with the Mids though. Second time, I coordinated GLH better, so built a Lighthouse till a 2pop-whip with max-OF was possible, than built sth. like a Library again, then got Masonry somehow, whipped, and let the Workers which were already in place chop the pre-chopped forrests, all in one round, and got it at around 1800 BC, which would still have been too late for the first time.

The problem on this map is, that Mansa somehow doesn't research Masonry, on other maps he normally does, and than it's easier to get the GLH. Anyhow, perfect coordination is needed, pre-chopping is the key.

Mids should be no problem, if you settle Stone early enough imho. When were they built in your games? (Interessting for me, as I never missed them, so I don't know when they're built at all) .

3) Julius Caesar attacks my capital around 2000 BC with praets.

That's a Diplomacy Issue. Try improving your Diplomacy and bribe him against someone (or not so good, bribe someone against him) . If you have the same Religion as he has, you should normally have no problems with him, adopt no Religion at all to be safe, Attack Date by 2200 (AGG-AI) - 1500 BC (non-AGG-AI) is normal on Deity. Post a Savegame of your's, then I can see what went wrong. Do you know when he went in WHEOORN?

On the positive side:

4) In the last five games I did not found Budism, Hatty always got Budism or Hinduim and usually builds a shrine.

That's good to know. Hatty is also an AI that doesn't annoy me so much with Demands or whatever. Anyhow, one should not adjust his / her playstile to this, as one cannot make sure, one starts beside Hatty. In my game, Lizzy founded Hinduism aswell as Judaism, and of course she built her Shrine too late, and even the wrong one! Founding Buddhism oneself still is the safest Method I think.

What was your trick to get enough cash to reach monarchy in time?

There is no trick, the concept is simply to keep conquering cities without pause and to raze all the bad ones and keep only the good ones. To achieve this, you simply must coordinate your Checkers well. Don't have more than 5 outside of your borders (you pay Unit-Supply then), don't build too many Checkers (you'll enormous Unit-Upkeep then), anyhow, conquer without pausing. Know how much Checkers you need for one target, if you already have enough, let them approach on next target.

In My game, i. e., while still being in War with Lincoln, my Checkers were approaching Hatty, and I razed nearly all of Hattys cities. Took the remaining Checkers from Lincoln to conquer Cathy with reinforcements from the newly conquered American Cities, also razed the bad ones (mostly the jungle-cities, as they only cost and cannot be improved early, you need to raze cities, having 10 cities for the beginning is already more then you can afford, if the map is as bad as this one meaning nobody one conquers has gold in the first ring) .

Key is, to really coordinate Checker-building and Moving, keep them inside the borders if possible, use short ways to next target, try to conquer neighbours if possible, even stop building Checkers in first cities once they're too far away from the target you're conquering (think perhaps of building SH -> Failgold in Suleis Capital!)

That's all that comes to my mind right now. I do have to say, that in this game, I also got a little lucky with the first cities, but I don't think, that that is what you asked for.

Greetz, Sera
 
Ok, I looked at the Saves to give you better information, I think this will help you a lot:


3295 BC: Attack on Sulei with a Worker-Steal and all Checkers being in place (this was imho too late, AI tends to build their 3rd Archer at 3310 BC and there were 3 Archers in Edirne, I could have done better with less Checkers if attacking earlier)

Fight was lucky, out of 3 20% Fights I won 1, so I immediately had a Rambo-Checker (lvl 3 Quechua) .

I attacked Bursa directly after the Checkers had healed, City was autorazed as it never got to Size 2, but I'd have razed it nonetheless, because it sucks.


2935 BC: War against Mehmed starts. 3000 BC is a good Date to attack the 2nd Civ, as they've normally expanded to 3 cities by that point, but not already built the Archers to protect them properly. So was it this time, his Hills-City only had 1 Archer, attacked the Capital first though (with only 6 Checkers, that's what I mean with don't build too much, or you'll be too late so it will get harder) , took the Checkers being built in Cuzco to conquer his 3rd City and moved with the initial 6 Checkers, of which 4 remained + 1 reinforcement from Edirne to the hills-city and again got lucky, by winning a 16% fight with a Cover-Checker. I would have had enough Checkers in place to conquer it anyway.


That was it for being lucky (and being lucky 2 times that early can really make a game good, that otherwise would be near to impossible) . I took my promoted Checkers to scout out Lincoln, noticed he had Horses, directly stopped him by attacking and pillaging that tile. This was at 2725 BC, so very very shortly after Mehmed, but the Attack was forced by Lincoln having Horses. I had 5 Checkers in place at that time (magic Number for Unit-Supply) and 5 more that were sent on the way directly after discovering he had Horses. The 5 Checkers in place were well promoted (almost all Rambos) and his Hills-City was again only defended by 1 Archer as I attacked so early, so I could conquer it with only 1 Unpro-loss (Unpromoted Checker loss) .
2635 BC, I took Washington and Chicago in the same turn. Washington with the Checkers from the Hills-City and Chicago with the reinforcements from Mehemds Cities.


2560 BC, I encountered Cathy moving a Settler protected by an Archer with my Scout-Checkers on the open field, that's why I rushed the attack against her (she would have settled another Hills-City which would have costed me many Checkers, and, and, I was already at -50 GPT with 100% Research, so I didn't want more Cities unless they were really good. Total number of Checkers I had at that time: 12. Number of Checkers in Attack-Range: Magic 5.

I split up the Checkers on Moscow and Yaroslavl, to conquer both Cities simultaniously. Moscow had 40% and 4 Archers in it when I attacked with 9 Checkers, I suffered hard losses, but the City fell. 2410 I conquered Yaroslavl with 7 Checkers vs 2 Archers, because it was a Hills-City, there one needs at least 3:1. Should have razed it, because Gold was in 2nd Ring, but didn't. In the meantime, I had stopped Checker-Production completely in all Cities as I knew, that I would have have enough Checkers for Cathys remaining Cities + Hatty. I set all Cities to work maximum :commerce: and not production anymore, so most of them were working coastal tiles for 1 :food: and 3 :commerce: !

2350 BC I attacked Cathys last City Rostov, razed it, no way to afford more cities, not razing Yaroslavl was already a mistake I made.


After that, took the remaining Checkers and went to "Sabrina Setlur" (that's what I call Hatty, google Sabrina to know why). 2260 BC, war against her started. Had horrible losses at Thebes due to bad luck. 2190 BC I was able to trade Meditation against Writing. 344 :science: in Writing were needed for that trade. Then, I Oracled Feudalism, even before extinguishing Hatty completely.


This should help you I think, I can attach Savegames from all Dates if you ask for them. Please also attach Savegames of your Games where you encountered problems, if you don't know what you did wrong already.

Cya, Seraiel
 
@Seraiel

Sorry my mistake, I actually meant mediation for writing. Somtimes the AI simply will not trade or is not allowed to because it lacked alphabet. This means 15-20 turns more when you are alredy running low on cash.

I had already streamlined my unit number so here I can not gain more and I got 260 gold from the two initial huts near my cap.

Coastal cities worked as much coastal tiles as possibel for cash.

I only kept the 3 coastal cities of the two Osmans. Washington because of the nice production, Moscow because of the combination of production, food and forrest tiles. So I reach currency with 7 cities and can get some additional from Hatty, that's much worse compared to the situation you achieved.

The math route is painfull, I have to raze more cities (sometimes 2 of Lincoln's 3) and only keep Moscow of Cathys. When I do not get it early enough I have nothing for tech trade and do not get bronze working for chopping the wonders and I am in a weak position when somebody attacks.

Problem with Ceasar was that I could not have his religion, maybe I should have actively bribed him with one of my three gold.

Zara build the mids a few times around 2000 BC, and more often than not the GLH goes around 1700 BC. What would be your strategy when you do not get the GLH and Mids?

Will check at home if the saves still exist.

Thanks!!
 
@Seraiel

Sorry my mistake, I actually meant mediation for writing. Somtimes the AI simply will not trade or is not allowed to because it lacked alphabet. This means 15-20 turns more when you are alredy running low on cash.

I had already streamlined my unit number so here I can not gain more and I got 260 gold from the two initial hut near my cap. Coastal cities worked as much coastal tiles as possibel for cash.
I only kept the 3 coastal cities of the two Osmans. Washington because of the nice production, Moscow because of the combination of production, food and forrest tiles.

The math route is painfull, I have to raze more cities (sometimes 2 of Lincoln 3) and only keep Moscow of Cathys.

Problem with Ceasar was that I could not have his religion, maybe I should have bribed him with one of my three gold.

Zara build the mids a few times around 2000 BC, and more often than not the GLH goes around 1700 BC.

Will check at home if the saves still exist.

Thanks!!

Question: Did you conquer Hatty? Without her cities, I wouldn't have had enough Gold either. You always said, you waited till she built her Shrine, that's too late! Also GLH by 1700 should be doable with the right Worker-Coordination, I got it at 1770 in my current game on this map, have gotten it much earlier on other maps, but that needs Oracle -> Currency and a MM who teched Masonry + Sailing.

Oracle -> Currency should also actually be easier than Oracle -> Feudalism, because less Beakers are needed, I've done it on worse starts (2 Gems no Food no coastal Cities) with even completely researching Alpha (not the cheaper Math) myself (no Trade!) , key really is to conquer 5 Civs till 2000 BC or find a lot of Lux in the conquered cities.

Mids by 2000 BC sounds very early for me
, I always build them around 1500 BC and never missed them, Zara does not even start out with Stone!

Btw.: Played the round further, and got the Liberalism -> Medicine Slingshot again, this time at 300 BC. Could have been earlier, if I wouldn't have gotten 2 GEs. Seemed like bad luck first, but will be good luck in the end, as I can instant-build the WS with one of them :) .
MM also vassaled to me by free will, which played a lot into my hands, because it looks like I cannot conquer fast enough this time. Don't know what's wrong actually, perhaps I blocked the AI too much, so that I had to research too much myself and therefor could build less Troops, perhaps they're simply researching the wrong things this time, Zara went early MT so game will get exciting till the end, but could also be that I'm a lot faster than last time, have to compare Saves again. Sushi in the BCs seems to be sure!

Here is the Save from the Liberalism -> Medicine Slingshot.
 

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