Enyavar
Prince
- Joined
- May 16, 2015
- Messages
- 510
There is this old thread about a playthrough in 1.14, but I felt we need an entire new thread for an entirely new version.
I can't figure out how this works now. I read the existing guides, there are two of them on earlier versions:
Phoenicians (Carthage), DoC 1.15, Normal, Monarch
We start without the following techs: Construction, Arithmetics, Calendar, Mathematics. Each of these techs needs, umm, let me check, between 10 and 14 turns to research. So, we are at least 40, but more probably 55 turns of research away of starting to build an elephant army. When I beelined, it were 51 turns, that means turn 117: Starting to build the first elephants.
And we need to be done with Rome in turn 134. Can Carthage's elephants mop up the Romans in 10 turns?
The same matter repeats itself: Horsemen? The dreaded Numidian cavalry of Maharbal that sent the Romans fleeing? Needs Riding, and also horses. Which we don't have at start, so either I delay the elephants some more, or I delay the cavalry.
Swordsmen, spearmen, any men? Need copper, unless we are okay with archers and militiae. There is iron in Africa and Hispania, but not at convenient locations, these sources must first be reached and improved.
When and where do we start again? Right, turn 66, there are at least five turns before our preset galley/settler can settle Carthage.
What if I settle near Tyre - just 1N of Sur in "Gebal" so I get the wine, the dye, the wheat, the fish, the hill fortification bonus, some distance from native jerusalem and most important: the copper in Cyprus?
To me, that looks like a good idea. The "Palace trick" doesn't work anymore, does it? So, the strategy that seems most beneficial to me, is to not migrate west immediately, but start in Gebal, where we build nothing but settlers... oh wait, stop, we first need some inhabitants. So, maybe a monument first, we need at least 3 inhabitants in that city to have the settlers on their way.
Once in Carthage, we need another monument to get enough culture for a palace, and of course we need to improve all the resources (at least there are lots!) and of course we need to wait for the two settlers who finally arrive around t 96 (Iol and Nova Carthage are the best places, I guess?)
There is still the teching/producing problem: Carthage has to produce Cothon+Palace (there is some margin for that at least, turn 121 is tight but not impossible), but four cities and full power teching for elephants means, that there is little or no money to rush the elephants once I can finally build them.
My final guess is that even if I stop all teching after getting Currency (which I get by estimate in 150, probably earlier in 140?) there is no possibility of building glassmakers in all of my cities in time for turn 154 (!) to gather all the 5000 gold (!!!!!) for the third UHV. Even if I stop teching with arrival of the elefants, I need to have a net profit of 135 gold per turn, on average, WHILE rushing the elphants and other soldiers into the Punic war.
Am I missing something or have I grasped the mission constraints correctly and it IS designed to be an extremely tough nut?
I have noticed this with other civs as well: Am I misjudging the difficulty levels here, coming from RFC and assuming "Monarch=Monarch" ?! Currently, it looks more like Monarch-players of RFC are like Heir-players in this mod - in some scenarios at least, as I had no problems with Monarch Harappa and Regent Polynesia.
I will try Carthage on a Heir level these days, but even with the cheaper techs I sincerely doubt it is possible.
I can't figure out how this works now. I read the existing guides, there are two of them on earlier versions:
Phoenicians (Carthage), DoC 1.15, Normal, Monarch
We start without the following techs: Construction, Arithmetics, Calendar, Mathematics. Each of these techs needs, umm, let me check, between 10 and 14 turns to research. So, we are at least 40, but more probably 55 turns of research away of starting to build an elephant army. When I beelined, it were 51 turns, that means turn 117: Starting to build the first elephants.
And we need to be done with Rome in turn 134. Can Carthage's elephants mop up the Romans in 10 turns?
The same matter repeats itself: Horsemen? The dreaded Numidian cavalry of Maharbal that sent the Romans fleeing? Needs Riding, and also horses. Which we don't have at start, so either I delay the elephants some more, or I delay the cavalry.
Swordsmen, spearmen, any men? Need copper, unless we are okay with archers and militiae. There is iron in Africa and Hispania, but not at convenient locations, these sources must first be reached and improved.
When and where do we start again? Right, turn 66, there are at least five turns before our preset galley/settler can settle Carthage.
What if I settle near Tyre - just 1N of Sur in "Gebal" so I get the wine, the dye, the wheat, the fish, the hill fortification bonus, some distance from native jerusalem and most important: the copper in Cyprus?
To me, that looks like a good idea. The "Palace trick" doesn't work anymore, does it? So, the strategy that seems most beneficial to me, is to not migrate west immediately, but start in Gebal, where we build nothing but settlers... oh wait, stop, we first need some inhabitants. So, maybe a monument first, we need at least 3 inhabitants in that city to have the settlers on their way.
Once in Carthage, we need another monument to get enough culture for a palace, and of course we need to improve all the resources (at least there are lots!) and of course we need to wait for the two settlers who finally arrive around t 96 (Iol and Nova Carthage are the best places, I guess?)
There is still the teching/producing problem: Carthage has to produce Cothon+Palace (there is some margin for that at least, turn 121 is tight but not impossible), but four cities and full power teching for elephants means, that there is little or no money to rush the elephants once I can finally build them.
My final guess is that even if I stop all teching after getting Currency (which I get by estimate in 150, probably earlier in 140?) there is no possibility of building glassmakers in all of my cities in time for turn 154 (!) to gather all the 5000 gold (!!!!!) for the third UHV. Even if I stop teching with arrival of the elefants, I need to have a net profit of 135 gold per turn, on average, WHILE rushing the elphants and other soldiers into the Punic war.
Am I missing something or have I grasped the mission constraints correctly and it IS designed to be an extremely tough nut?
I have noticed this with other civs as well: Am I misjudging the difficulty levels here, coming from RFC and assuming "Monarch=Monarch" ?! Currently, it looks more like Monarch-players of RFC are like Heir-players in this mod - in some scenarios at least, as I had no problems with Monarch Harappa and Regent Polynesia.
I will try Carthage on a Heir level these days, but even with the cheaper techs I sincerely doubt it is possible.