OneLeggedRhino
King
- Joined
- Aug 12, 2011
- Messages
- 656
Closing Thoughts
Well, that was a really challenging opening, then smooth sailing after conquering Saladin. It really helped having three pushovers on my island. Here's what I learned:
Opening
In my initial opening (the one that didn't work, with grabbing that far-away city), I was scared of Deity war. My goal was to claim land so I wouldn't have to war until midgame. It didn't work, but there's a larger lesson in this game.
Deity war isn't scary. Once I started rolling on Saladin, he was a pushover. (Before the war started, though, I thought I was doomed. Turns out, tech lead doesn't matter all that much, as long as you're willing to sacrifice some units to take cities).
So, for next game, I plan to make a compact empire, tech enough to build a decent stack, and conquer my way to first place. Which makes Charismatic an attractive trait.
Creative
My first high-level game with Creative. It's nice, but not huge. It can get you another city, if you have a good blocking location that requires a border pop. (Gold, in this game). And it's nice for culture pressure. But it's nothing that blows me away.
Especially if the plan is to claim nearby cities that are good right now, Creative doesn't seem that necessary.
Disband Your Army
Disbanding the army and swapping to Pacifism was awesome. Huge impact on my tech rate, and it's easy enough to draft / whip an army when you need one, especially if you have a tech lead. There would be plenty of games where you need a standing army, but I'll definitely do more disbanding in the future. Even just losing a few low-promotion units could have a big impact on costs.
Trade Routes
Claiming a small island can have a huge impact on your economy. Especially if you only have one trading partner, or intend to stay in Mercantilism for a while, prioritize off-shore cities. The island added around 50 CPT.
Thanks for reading. Happy holidays, and see you next game.
-Rhino
Well, that was a really challenging opening, then smooth sailing after conquering Saladin. It really helped having three pushovers on my island. Here's what I learned:
Opening
In my initial opening (the one that didn't work, with grabbing that far-away city), I was scared of Deity war. My goal was to claim land so I wouldn't have to war until midgame. It didn't work, but there's a larger lesson in this game.
Deity war isn't scary. Once I started rolling on Saladin, he was a pushover. (Before the war started, though, I thought I was doomed. Turns out, tech lead doesn't matter all that much, as long as you're willing to sacrifice some units to take cities).
So, for next game, I plan to make a compact empire, tech enough to build a decent stack, and conquer my way to first place. Which makes Charismatic an attractive trait.
Creative
My first high-level game with Creative. It's nice, but not huge. It can get you another city, if you have a good blocking location that requires a border pop. (Gold, in this game). And it's nice for culture pressure. But it's nothing that blows me away.
Especially if the plan is to claim nearby cities that are good right now, Creative doesn't seem that necessary.
Disband Your Army
Disbanding the army and swapping to Pacifism was awesome. Huge impact on my tech rate, and it's easy enough to draft / whip an army when you need one, especially if you have a tech lead. There would be plenty of games where you need a standing army, but I'll definitely do more disbanding in the future. Even just losing a few low-promotion units could have a big impact on costs.
Trade Routes
Claiming a small island can have a huge impact on your economy. Especially if you only have one trading partner, or intend to stay in Mercantilism for a while, prioritize off-shore cities. The island added around 50 CPT.
Thanks for reading. Happy holidays, and see you next game.
-Rhino