readercolin
King
- Joined
- May 7, 2009
- Messages
- 604
I figured that it might be fun to hear what people's ideas of very powerful strategies to win with are. So please, list some of the best ways that you've found to win (single player), whether it be civ specific, or religion specific, or just a neat strategy that you found that works well for you. So I'll start.
This particular method is somewhat civ specific (as in, the Khazid are the best civ, but other civ's may be able to pull it off as well, though possibly not as well). Typically when one play's the Khazid, they tend towards fewer, more powerful cities. However, due to the ingenious trait, and the Khazid's tendancy towards the metal line, that a more effective strategy is actually to spam cities. The idea here is to get a few powerhouse cities (generally, the capital, and about 1 powerhouse to 3-4 minor city ratio), and many minor cities. The first thing is to try to get RoK in your capital, to take advantage of the godking effect (alternatively, move your capital to your second city). Once this is achieved, run godking for the rest of the game, and spam cities. These minor cities should only focus on working the first ring of tiles around them, not the BFC. It isn't necessary to stack them perfectly, but stack them as tight as you can handle. This should leave you with 3 city types - The capital, the Major City, and the Minor city.
The minor city should build a monument for culture (just because), a market (+3 gold, 1 GM slot), and a Temple of Kilmorph in the early game. As the game progresses, they will also build a courthouse and a gambling house. In addition to all of this, they will also run a merchant (if possible, more than 1). Once they have the few necessary buildings, they will proceed to spam warriors throughout the entire game (no training yards/etc will be built in these cities).
The Major city will build a training yard, the same buildings as the minor cities, and any other buildings deemed necessary. However, the primary purpose of these cities is to form a central location that all warriors are sent to, and to provide a base to send out settling/war parties.
Lastly, there is the Capital, which should run godking for the entire game, as well as have the holy city, and later the Bazaar of Mammon, a tax office, etc. In addition, you should try to run as many merchant specialists as possible here, and settle all great merchants here. The reason is that for every city with RoK then, this city will produce 3 gold, and every regular merchant will produce 9, and every great merchant 18 gold. This makes it possible for the civ to be run at 100% research while still making massive amounts of cash
So what makes this so powerful? Ingenuity. A warrior can be upgraded to an axman (on normal) for the meager price of 38 gold. A warrior can be upgraded to a champion for the price of ~98 gold (upgrade cost is 2.5 + (hammer cost up unit upgraded to - hammer cost of current unit)). Due to this evil little trick, it is entirely possible to outproduce even deity level AI's. Basically, every minor city will spam warriors, the major cities will upgrade them and produce support units (catapults, priests, etc.), and the capital will overflow with so much money that even a greedy dwarf will be happy (and of course, productive
).
As for the total amount of money that is brought in using this method, I'll use an example. Lets say that you have 10 cities, and only your capital has the gold bonuses. Your 9 minor/major cities have a market, a ToK, a gambling house, and is running 1 merchant, (while following RoK), which means that they each produce +12
, for a total of +108 gold. Your capital will have +10 gold from the shrine, +3 gold from RoK (RoK holy city gets 3 gold, 2 culture), a market, a ToK, a gambling house, is running 3 merchants, and has 3 great merchants. This means that before any modifiers, your capital is bringing in 48
. After the 200% modifier, that becomes +144
. So your entire empire is pulling in +252
per turn. That is the price of upgrading 6 warriors to axmen every turn, with a few
change. Once champions come around, it is only enough to upgrade 2 warriors every turn, but lowering the research rate and grabbing a few other
sources in your minor cities generally makes up for this (in addition of course to getting more cities).
A few other notes:
Generally, when I run this strategy I prioritize 1 enchantment node (for enchanted blade), and then spam law mana on every remaining node. In addition, after about 10-12 cities, I usually switch to order and build basilica's for the reduced cost. This means that with the standard city setup, and the law mana from my palace/Code of Junil, my cities are at -80% maintenance (remember that gambling houses increase maintenance by 10%), and a few mana nodes can drastically change things. In addition, the +30% from enchanted blade/shield of faith (after all, you will have built a few priests of kilmorph), and +1 strength from confessors before any promotions that the unit takes, my army becomes not only the largest, but also stronger on a unit by unit basis than any of my opponents (especially when playing as Kandros Fir - new units start at +50% strength). In addition, it is all easily replaceable, meaning that if you want to move fast and not bother with catapults, you can always use the meat shield approach, and just throw waves of units at cities until they crack.
So what are your OP strategies?
-Colin
Edit:
After running this strategy in my last game, my army really began building around turn 150 (normal speed). By turn 300, my army consisted of about 200 champions, not counting supporting units. I stopped producing more units on turn 250 in the majority of my cities, and was able to make about 100 gold per turn at 100% research - 400 at 50% research.
This particular method is somewhat civ specific (as in, the Khazid are the best civ, but other civ's may be able to pull it off as well, though possibly not as well). Typically when one play's the Khazid, they tend towards fewer, more powerful cities. However, due to the ingenious trait, and the Khazid's tendancy towards the metal line, that a more effective strategy is actually to spam cities. The idea here is to get a few powerhouse cities (generally, the capital, and about 1 powerhouse to 3-4 minor city ratio), and many minor cities. The first thing is to try to get RoK in your capital, to take advantage of the godking effect (alternatively, move your capital to your second city). Once this is achieved, run godking for the rest of the game, and spam cities. These minor cities should only focus on working the first ring of tiles around them, not the BFC. It isn't necessary to stack them perfectly, but stack them as tight as you can handle. This should leave you with 3 city types - The capital, the Major City, and the Minor city.
The minor city should build a monument for culture (just because), a market (+3 gold, 1 GM slot), and a Temple of Kilmorph in the early game. As the game progresses, they will also build a courthouse and a gambling house. In addition to all of this, they will also run a merchant (if possible, more than 1). Once they have the few necessary buildings, they will proceed to spam warriors throughout the entire game (no training yards/etc will be built in these cities).
The Major city will build a training yard, the same buildings as the minor cities, and any other buildings deemed necessary. However, the primary purpose of these cities is to form a central location that all warriors are sent to, and to provide a base to send out settling/war parties.
Lastly, there is the Capital, which should run godking for the entire game, as well as have the holy city, and later the Bazaar of Mammon, a tax office, etc. In addition, you should try to run as many merchant specialists as possible here, and settle all great merchants here. The reason is that for every city with RoK then, this city will produce 3 gold, and every regular merchant will produce 9, and every great merchant 18 gold. This makes it possible for the civ to be run at 100% research while still making massive amounts of cash
So what makes this so powerful? Ingenuity. A warrior can be upgraded to an axman (on normal) for the meager price of 38 gold. A warrior can be upgraded to a champion for the price of ~98 gold (upgrade cost is 2.5 + (hammer cost up unit upgraded to - hammer cost of current unit)). Due to this evil little trick, it is entirely possible to outproduce even deity level AI's. Basically, every minor city will spam warriors, the major cities will upgrade them and produce support units (catapults, priests, etc.), and the capital will overflow with so much money that even a greedy dwarf will be happy (and of course, productive

As for the total amount of money that is brought in using this method, I'll use an example. Lets say that you have 10 cities, and only your capital has the gold bonuses. Your 9 minor/major cities have a market, a ToK, a gambling house, and is running 1 merchant, (while following RoK), which means that they each produce +12






A few other notes:
Generally, when I run this strategy I prioritize 1 enchantment node (for enchanted blade), and then spam law mana on every remaining node. In addition, after about 10-12 cities, I usually switch to order and build basilica's for the reduced cost. This means that with the standard city setup, and the law mana from my palace/Code of Junil, my cities are at -80% maintenance (remember that gambling houses increase maintenance by 10%), and a few mana nodes can drastically change things. In addition, the +30% from enchanted blade/shield of faith (after all, you will have built a few priests of kilmorph), and +1 strength from confessors before any promotions that the unit takes, my army becomes not only the largest, but also stronger on a unit by unit basis than any of my opponents (especially when playing as Kandros Fir - new units start at +50% strength). In addition, it is all easily replaceable, meaning that if you want to move fast and not bother with catapults, you can always use the meat shield approach, and just throw waves of units at cities until they crack.
So what are your OP strategies?
-Colin
Edit:
After running this strategy in my last game, my army really began building around turn 150 (normal speed). By turn 300, my army consisted of about 200 champions, not counting supporting units. I stopped producing more units on turn 250 in the majority of my cities, and was able to make about 100 gold per turn at 100% research - 400 at 50% research.