TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
I had a run of about 3 weeks where I won just about every emperor game I played (even an immortal!). Now, I've lost a good number in a row (mostly following 3.17). Seeing as this does not seem to be a global player problem, I'm thinking I stopped doing something that was working for me.
I've tried a lot of early openings and surprisingly most of them net out pretty even by around 1000 BC, exceptions being an axe rush or successful completion of the mids with stone.
My problem is that if I don't bother with mids (and I usually don't like getting them) then my tech just...dies. I can keep up fairly decently with neighbors around, but in isolation or with weak nearby AI's I turn into monty. And I don't have the reduced maintenance to lug around 100 unit armies for 200 turns like Monty.
I run into a tech path problem I think. I usually have about 1.5 workers per city (more or less, the important thing is improving tiles to work so that I don't work unimproved ones). I strongly favor cottages - always did. They're simple and effective.
Early tech path is usually picking up bronze working and then pottery/writing (after the worker techs that allow me to actually improve tiles I'm working).
The problem is after writing. I like to spam cities, but of course this can run upkeep into the ground. Library specialists help give a little research (enough actually with trades), but I want some stronger stuff. The options I can think of are:
1. Aesthetics/literature. Doesn't do a lot for maintenance, but can get some GS's out faster. Damages the astro bulb in isolation, and offers minimal help outside the GP farm...not so strong in isolation IMO, but solid when you can trade aesthetics for other things. Which is often. If you can trade, that is.
2. Code of laws. I usually won't slingshot it, but it's still good to get relatively early I'd imagine. Courthouses cut costs, and I find that when I REX out 6-7 cities in isolation, my economy tanks. Working cottages can only do so much, especially when whipping due to hammer-poorness. Ouch.
3. Currency. Markets kind of suck TBH, at least early on. Especially when no resource you have bumps the
cap up. It DOES add a trade route and the ability to build wealth however. It's an instant benefit and it reduces the CoL cost if you have priesthood already.
4. Monarchy. This one opens up HR. You can 2 pop whip units for happiness (units you may need anyhow, for barbs or otherwise). However, this is pure vertical growth and will rely on the whip or good hammer tiles to get worthy infrastructure.
My problem in emperor isolation (or games with bad trade partners) is that I sag miserably behind in tech. I see tech rates around 100 at 200 AD. Mine is often more like 50-60. I grow it slowly to around 120-150 by 1300 AD. That doesn't seem to cut it. I'm so far behind that it MAY be possible to win, but very uphill.
Of 2-4, I want to hear what you emperor+ players go first (I somehow doubt an aesthetics or alphabet push early is viable when you can't trade them). I seem to need all 3, but wind up researching so poorly that I'm teching the 3rd one in 600 AD sometimes. That's failure, I'm pretty sure. I'm currently leaning towards monarchy a bit...but unsure. Of course this is all barring times where you have like 4
resources or like every calendar resource or something.
Either I'm teching out of order (admittedly I often work archery in early, but I don't think that's the end of the world) or I'm over/under expanding (I don't think under). If over expanding, where does one typically stop? 4 cities? 6? 8? 15? And at what point in the game...say how much extra in cities does monarchy vs Col vs currency buy one...! I have trouble paying the bills at 6-7 cities while researching decently, even running scientists.
What breaks this lull the quickest?
I've tried a lot of early openings and surprisingly most of them net out pretty even by around 1000 BC, exceptions being an axe rush or successful completion of the mids with stone.
My problem is that if I don't bother with mids (and I usually don't like getting them) then my tech just...dies. I can keep up fairly decently with neighbors around, but in isolation or with weak nearby AI's I turn into monty. And I don't have the reduced maintenance to lug around 100 unit armies for 200 turns like Monty.
I run into a tech path problem I think. I usually have about 1.5 workers per city (more or less, the important thing is improving tiles to work so that I don't work unimproved ones). I strongly favor cottages - always did. They're simple and effective.
Early tech path is usually picking up bronze working and then pottery/writing (after the worker techs that allow me to actually improve tiles I'm working).
The problem is after writing. I like to spam cities, but of course this can run upkeep into the ground. Library specialists help give a little research (enough actually with trades), but I want some stronger stuff. The options I can think of are:
1. Aesthetics/literature. Doesn't do a lot for maintenance, but can get some GS's out faster. Damages the astro bulb in isolation, and offers minimal help outside the GP farm...not so strong in isolation IMO, but solid when you can trade aesthetics for other things. Which is often. If you can trade, that is.
2. Code of laws. I usually won't slingshot it, but it's still good to get relatively early I'd imagine. Courthouses cut costs, and I find that when I REX out 6-7 cities in isolation, my economy tanks. Working cottages can only do so much, especially when whipping due to hammer-poorness. Ouch.
3. Currency. Markets kind of suck TBH, at least early on. Especially when no resource you have bumps the
cap up. It DOES add a trade route and the ability to build wealth however. It's an instant benefit and it reduces the CoL cost if you have priesthood already.4. Monarchy. This one opens up HR. You can 2 pop whip units for happiness (units you may need anyhow, for barbs or otherwise). However, this is pure vertical growth and will rely on the whip or good hammer tiles to get worthy infrastructure.
My problem in emperor isolation (or games with bad trade partners) is that I sag miserably behind in tech. I see tech rates around 100 at 200 AD. Mine is often more like 50-60. I grow it slowly to around 120-150 by 1300 AD. That doesn't seem to cut it. I'm so far behind that it MAY be possible to win, but very uphill.
Of 2-4, I want to hear what you emperor+ players go first (I somehow doubt an aesthetics or alphabet push early is viable when you can't trade them). I seem to need all 3, but wind up researching so poorly that I'm teching the 3rd one in 600 AD sometimes. That's failure, I'm pretty sure. I'm currently leaning towards monarchy a bit...but unsure. Of course this is all barring times where you have like 4
resources or like every calendar resource or something.Either I'm teching out of order (admittedly I often work archery in early, but I don't think that's the end of the world) or I'm over/under expanding (I don't think under). If over expanding, where does one typically stop? 4 cities? 6? 8? 15? And at what point in the game...say how much extra in cities does monarchy vs Col vs currency buy one...! I have trouble paying the bills at 6-7 cities while researching decently, even running scientists.
What breaks this lull the quickest?
.
I really need to get out of the habit of not using spies and learn how to use them properly.
. Generally in such situations trying to funnel techs extensively from tokugawa or the barbs seems a bit suboptimal