Rifleman Slingshot (tested on Emperor, but should work on Immortal, possibly Deity)

HuntingX

Chieftain
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Sep 29, 2010
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So the game's been out a while, and it's pretty easy :) I was never better than Emperor in Civ IV, and only then just barely (Monarch was pretty easy, Emperor was tough, and Immortal impossible, without cheesing with Inca or something anyway).

I can safely say, Emperor is pretty darn easy in this game :) My first strategy involved mass companions and breaking things. That worked pretty well. However, it sorta fizzles at higher difficulties when computers have masses of spears that can stop your cavalry hordes. That's when, along with my friend, we discovered ways to use part of the acoustics slingshot in order to power through a rifle (or a couple, if possible) to completely dominate the computer(s).

This is played with Babylon (non-optional) on Emperor difficulty, standard map size, Pangaea (continents or anything really is fine), Marathon speed (i'd assume it should work on virtually any speed though, definitely Epic as that is my base speed), and everything else standard settings. NO SAVE LOADS WERE USED AT ALL as it crashes my computer, so nothing is abused. You can choose to put one city challenge as an option if you wish; it changes nothing (we'll never build a settler, and we'll raze everything).

This strategy depends heavily on your start. A weaker start is still viable, but will slow you down, probably by a couple hundred years. I'm not ashamed to admit that I restarted a whole bunch, and ended up with 2 calendar luxuries, a marble, and 2 cows, near a river with a bunch of grassland. Any similar start should achieve results like mine (it took 4 restarts to get that start, fwiw).

The basic idea is this: Researching gunpowder tosses you into the Renaissance, and if you saved up 4 social policies, you can immediate push through Rationalism and get 2 free techs, for metallurgy and rifling, to get your first riflemen. This immediately gives you a 25 strength ub3r unit, that takes essentially 0 damage from everything and 1 shots all units and towns. Give it blitz (I usually go shock 3 blitz) and it'll firing-squad computer armies no matter how many they have.

The key really is timing. I achieved Riflemen at 1100 BC, but I believe 1300 or even 1400 BC is possible. You are literally fighting warriors with a 25 strength monster, that 1 shots cities. Once promoted, nothing will even damage you, and you can hit cities twice if needed.

The basic build is as follows:

1. Look at your initial start, and figure out what techs to research/improvements to build. GOLD IS MEANINGLESS (you'll be selling luxuries to computer at roughly ~1k per luxury, you keep nothing). In that event, Wheat > Cows > Grassland~Horses. You want 3 luxuries total to sell (for 3k gold).

2. Your starting build order is basically always worker/monument. Always. The monument will build you (eventually) 3 social policies with some random culture thrown in from cultured city states that you befriend in the course of your encampment rampage. You'll never build any military units (obviously). Keep your initial one alive, you cannot lose it.

3. I like to go honor with my first social policy to get more gold from camps and to level my little spearman (he usually gets promoted by a ruin at some point). He can also take out encampments targeted by city states, which is important. I do think that Honor is suboptimal, though.

4. You need to ally all maritime city states, since you'll be running 2 scientists in capital at all times. And it's VERY important that your city grows. Also, BUY A LIBRARY ASAP. As soon as you can, buy a library.

5. After researching basic techs (remember, your goal is gunpowder, so you need all preqs to that), while researching pottery- > writing for your first scientist (horde all scientists, if you get writing at a normal time, you'll have exactly 3 total scientists to pop techs). The computer will race you on great library, so you MUST use great library for metal casting, so you must time your iron working research to be slightly before great library finishes, so you get immediately bulb metal casting.

6. Note that I get honor, so I'll never have enough culture for 5 total policies (you only get enough honor income for 4 policies). This means that you must build oracle if you want the missing policy, or skip honor. Make sure to steal a worker from a city state, you can usually do one ~100 turns in

7. In general, this means if you go oracle, you might as well get calendar luxuries. I did in fact go oracle. I think that's not necessary, and slowed me a few centuries. Regardless of what you're doing, you should chop trees like crazy, as forests are useless to us.

8. So let's say you skip honor. You're basically running around with your spearman taking down encampments (75 each on marathon, 37 on epic), and in general sitting on 1 city (that should have grown very large by now), while befriending as many maritime city states as possible.

9. Build science improvements, like national college (+50% science). You have to chop for them. ~at roughly 1500 bc or so, you'll have 3 scientists.

10. The last tech you have to research manually is Engineering. At this point you will have bulbed metal casting, researched engineering, with 4 social policies saved up (oracle or not), and 3 great scientists.

11. Using your 3 scientists, bulb steel, physics and gunpowder. Bam you're renaissance.

12. Burn your 4 policies (starts a free golden age, although you should already be in one given your high happiness at 1 city) and go to rifles.

13. Upgrade your starting troop if you can to rifle. If not, just buy one (costs 1500 in marathon, 750 in epic). You can sell luxuries/etc to buy it if necessary (but I sell my luxuries as soon as I have them, in general).

14. Make friends with military city states, as they have a chance of GIFTING YOU RIFLEMEN (lol). Maritime city states become useless near the end of your tech run.

15. Send rifle to nearest civ, and burn it down.

16. Using the money gained from looting, buy another rifle.

17. Repeat until everything is burned down.

Note the animations are pretty funny, it's basically firing squad. Oftentimes the computer units won't be allowed to move; they just get mowed down. Within 200 years of rifleman spawning, my score was higher than the combined scores of all other computers.

You've sorta 'blown your load' so to speak by doing this, so you can't really tech or build things afterwards. Just send your superunits around the map killing everything; there's nothing they can do to stop you.

I'm going to try it on deity, but I have every reason to believe it will stomp deity just as hard as any other difficulty, as the computer literally has no way of stopping a 25 strength upgraded blitzing city killing monster that 1 shots everything and attacks twice per round :)

This is strictly better than the acoustics slingshot, as the former doesn't help you at all against computer military, and immediately makes just about everyone declare on you, as you are high tech with no units. In this strategy, the time that you jump ages is the same time your superhero units come out, which slaughter anything the computer can throw at you (free exp baby).

The timings and pops are really tight, so you don't have much leeway to get other techs/buildings here. The problem really is that you will ONLY get 3 great scientists (including your freebie from writing) in this time, so Babylon is forced. You will only get 4 social policies from culture, so you're sorta stuck there too. And you're forced to ally maritime states since you're essentially down 2 workers in order to create more great scientists.

Please let me know any improvements or insights anyone has. If anyone wants to try the slingshot on a lower quality start, let me know how it goes (I don't know how to solve the gold problem from no luxuries. That's the trickiest).
 
Very nice, I've been thinking about "all-in" strats to play against my friends. I'll have to try this next time if the start is ok (obviously I can't reload 3-4 times in MP).
 
In a multiplayer setting, it's really obvious if someone is attempting this slingshot, since they won't ever settle and will build only farms everywhere. However, since you are forced to tech up across all early/classical military techs pretty quickly, and only have ONE city to defend, you should be able to ward off early aggression fairly effectively.

If you get ganged up on, I think you will die though, and any production of spearmen (it's unlikely you'll have iron in your starting zone) slow you down a lot. Also, the strat is highly dependent on selling luxuries for gold, and a smart human opponent will simply decline :(
 
Nice to read, this was originally going to be my test tonight, skipping the acoustics line before the rifling. The powergamer in me wishes I had bought the deluxe edition, though suppose this version is easy enough as is. :(
 
Agreed and signed under, Darrell .Worse, also a good reason for GS in civ IV don't give a full tech ;)

Well, from what I seen ( been musing around that theme as well ), this can be done with any other civ, but you have to wait more for the necessary GS. That is both good and bad: it makes rifles to come later , but it also allows you to get some military techs in between and not rely so much on rifles you don't have to defend yourself.
 
This is interesting. I was a little worried about the military beelines pre release and this sort of confims it.

On a lesser note, it is very easy to just go the Longswordman route with Steel. You'll need iron and it is 18 str compared to 25, but it is doable by all civs and you don't need to be quite as regimented in your play as you would if you went for the rifleman. Infact, I did the Longswordsman kinda without even thinking about it so with a little streamlining I have no doubt it could be improved.

Essentially its the same start and you use the GL for Metal Casting. In this time you build your settler if you need Iron, backfill a tech or two. I think it'll take you just over 20 turns to pop your first great scientist. (I play on Epic) Now you bulb Steel. Upgrade to Longswords and conquer (~25 turns after completing GL).
Side note, as part of your backfill you might be able to get Math and have a Catapult with your Swords.
Its not as dramatic as Rifles at 1000BC, but it isn't dependent on your civ, starting location, or social policies.
 
Managed it on Deity from a similar start on normal speed just before turn 90. The plan is strong, but I'm not convinced that it's superior to simply adding the tactic to a conventional game. I pulled up the last warmongering save I had as Alex, and I'd have fulfilled the conditions on turn 105 if I'd been tech bombing as Babylon. Not to mention that I'd have been in much better position to convert the advantage.

Your strategy is incredibly fun, no doubt. Pulling the OCC plan off required a fair amount of luck and diplomacy, because I was so appallingly weak. The game strongly reminded me of Talleyrand's comment that, "Diplomacy is the art of saying 'Nice doggie' while you find a rock."
 
I completely agree with the comment regarding longswordsmen. Them, and companions, were my bread and butter. But it's just not as 'dramatic' so to speak, when the first unit pops out. Also, the iron is a big minus for me, since I'm not settling, so it's hard to find iron (lol). Otherwise, the 18 strength longswordsmen are also almost unstoppable.

To Martin, I'm VERY surprised you were able to do a deity normal by turn 90; that's quite impressive! I'm also shocked you were able to break the computer with companions on deity; my attempts have been less than successful. What tactics did you use? I do think that the rifles are one of the best units to 'exploit' the advantage though, since you're not beelining toward civics but toward a very very powerful, uncounterable unit. And this particular unit can march (+1 heal every turn without resting) and blitz, so it's quite powerful.

I'd be very curious to see anyone else's experiences with this build on deity; I'll be playing more tomorrow.
 
Actually, Mustketmen blow chunks. 16 strength compared to a longsword's 18, no other advantages to speak of. Instead of muskets, I'd recommend a beeline to either longswords or horsemen (to upgrade quickly to knights, who are also 18 strength).

Has anyone else noticed how utterly abysmal ranged units are for players? They're fine for computers who can have like 80 of them, but for humans, they aren't so useful.
 
Interesting read but for everyone screaming ZOMG blah blah is overpowered! is a bit silly

Note the multiple restarts. Might as well use a map editor.

Note the maritime city requirements. Multiple non hostile maritime are never guaranteed.

It relies on trading luxuries, or the economy sinks. This is never guaranteed, the other civs might be a ways off from you, your scout could die before it finds them, they may keep spending all their money or have same luxuries..etc

It abuses many of the games untweaked areas, AI selling their souls in trades, powerful bulbing, maritime city power...

So while it is a very and thought out interesting and often useful play to have in the play book, its still a recipe, most useful for those who regen the map a lot or load last saves often.
 
Has anyone else noticed how utterly abysmal ranged units are for players? They're fine for computers who can have like 80 of them, but for humans, they aren't so useful.

You can't put that into an absolute statement. It really depends on the area where the combat is taking place.

I once tried to capture an english city that lied beyond two rivers with 16 samurai. The City had three longbow-men next to it.

The only problem was the small mountain-pass that was the only way into the valley where the city was.

Three samurai survived the capture of the city.

Melee-units are extremely vulnerable to narrow terrain where they basiacally just stand around and do nothing.
 
I'm also shocked you were able to break the computer with companions on deity; my attempts have been less than successful. What tactics did you use?

The basic Horse tactic:

1) Find open expanse of ground.
2) Put a CC in a rough patch of ground up ahead to scout. It's best to use a CC so that it can run if it unexpectedly gets hit by horse units. A disposable unit will also do.
3) Wait for enemy units to appear.
4) Reposition to 3 tiles away from the enemy and end turn
5) Watch enemy advance
6) Strike and retreat, making sure you are again out of range
7) Put CC back on rough patch to scout
8) Rinse and repeat.

CCs are amazing at city attacks. You use the same basic method, but now the target is stationary. All you require is one pathway of open ground. Position CCs three tiles away, then just keep running units through your pathway. 2 in, 1 to attack, 2 out, and you're back to where you started and out of the city's retaliation range. Three CCs can attack a city each turn along a single clear pathway, and you can hit a flatland city with four or five safely. Two rounds of that and you're ready to retreat your now badly damaged CCs and send in the kitchen sink to finish the job. Heal, repeat.

Conclusion: 5 moves is far better than 4.
 
I think unique archers are sorta exempt from my blanket condemnation, particularly the 3 range longbows (which are indeed quite good).

Regarding the statement that the strategy is somehow 'rigged,' I don't really agree. Most Civ players restart if they get cruddy starts, and I think the strategy is fairly viable even with a low quality start. Further, there are SIXTEEN city states in a standard game, and there are 3 types of city states, so on average, we should expect 5-6 maritime city states. Obviously, the strategy heavily abuses any part of the game it can; that's why it's a strategy!

Thanks Martin for the detailed guide on horse combat. I guess my next deity game may well be Greek :) Do you expand at all, or do you buy your horses? What's your basic build?
 
After that I like to go for Artillery. It isn't far off and Artillery are so powerful. They just rip everything apart and can fire from far away. It also gets you into industrial, allowing for 2 powerful social policies.
 
You can manage this much faster as Babylon just an fyi. I have been doing what you are talking about with 3 great scientists since the first day of the game. Sometimes by that time I even have enough scientists to pop dynamite for artillery as well.
 
Well, even Civ 3 were preventing this kind of thinks by demanding civ to know all tech of an era before it could advance.
 
I've had many games without maritimes on my continent or with bad starts. Yet, you can still achieve victory. Just by having to restart you show how limited this strategy really is.
 
Dynamite is only 1 away, so that's pretty easy to get to. I'm not sure it's technically possible to get 4 scientists in that period though. Can you show me your numbers? What turn do you get library, and by what time can you get 4 scientists? I've only ever gotten 3 by 1500 BC.

*BTW with 16 city states on standard, the chance you get 0 maritime is .67^16 = .001, or .1%, or 1/1000. So you will almost always have maritime city states (and usually around 4-7) in your game.
 
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