RR-01 World Conquest

I would think we will want a fairly tight build as we will need more cities making combat units than we will need Megaopolii (sp?) in the later game stages. Other than that, I would expect to do an archer rush on our closest neighbor early in the game. As the only victory condition enabled is conquest, we will see a lot of combat. Maybe with rotating opponents so we can use Republic as our government.
 
yes, reasonably tight (cxxxc or so) and what tech are we going to aim for? maybe just go straight along the top path?
 
Hrm.

Since it's a huge map, and it is unknown whether or not whether it is arch/cont/pang, wouldn't it be better to go for iron, then slingshot towards mapmaking if we find out it is arch after exploring for a bit? (Phil->map possibly?) And even if we don't go for map, phil -is- a free tech if we hit it first.

I haven't seen any info in this thread about what type of map it is, hence..;)
 
maybe research bronze working (if we dont have it) and once thats finished, well have a decent idea wether or not to aim for phil-> map slingshot?
 
As we haven't had a sixth player sign up, how do you all feel about starting the game with only five players and adding a sixth in when when we get one?

Also, please vote for which civ/map you wish to play.

And do we have any volunteers to go first?
 
I also vote for Persia. It looks like the best start, voting for another start would probably mean we want a bigger challenge. Since I do not have a lot of emperor experience and no experience of huge maps, I will vote with the easy start.

I wouldn't have mind starting but I will leave it to Hajime since he (or she?) has volonteered first.

Personnally, I do not consider CXXXC as thight, but normal. CXXC is more to my liking in conquest/domination games. Actually, my game improved a lot when I started adopting this strategy.

I usually research toward republic as fast as possible and since Persia do not have alpha, I agree with researching IW. On a huge map, I guess write would be next and I doubt we will be able to research it at a faster rate than 10%, so a lot of money to upgrade warriors.

Emperor level means the AI starts with 6 units (4 def, 2 att) so I would be against an archer rush. Let's grow and build warriors to upgrade to immortals first.
 
OK, everyone voted for Persia (they were my favorite start, too)

I vote for the tighter city placement: CxxC and agree with waiting for Immortals before our first war.

The Roster is:

Hajime
fbouthil
TimBentley
t3h_m013
rrau

@Hajime can you get us started with 20 turns before you upgrade your computer?

The save is attached, may the RNG be with you ;)
 
Oh, that's no problem rrau.

I just ordered the parts tonight ;).

Anyways, I got it! *plays*

(Edit)
Update: I founded the city on the spot. Seemed like a good start loc.

annnnnd....

There's a goodie hut -right- outside the city perimeter - 2 NW of start loc. I'm having trouble resisting sending the worker there to find out what it is.

Comments? I'll have a warrior soon, though ;)
 
Sign me up if you still have a slot. Would appreciate an opportunity to play with this crew.

Persia is good.

On early game tactics if the only victory condition is conquest then war early and often is crucial. The AI units are usually spread aournd the map so the unit bonus is less of a problem than you think. If you wait for Iron Working then the opponent nations will have had at least 30 turns or so to build additional, higher powered units. If you take the war to them early you can cramp their expansion and cripple production. A single spearman in the right place will keep the AI in the Stone Age, and a stack of a couple of spears and some archers will put them in the Ice Age.

Last consideration, the distribution of resources in Conquests can either hamper or enhance, but it is rarely equitable. So you could research to iron and find none.
 
@ Bede: you're in. :D I'm very happy to have 6 players for this huge map. Any preference on where in the roster you would like to be?
 
It's up to you. However, we will probably fall behind on techs fairly quickly if we don't keep up on trading opportunities.

Also, in most SG's we usually play the turnset and post at the end except if you have a question like the trade question, etc.
 
Turn 0: Founded city, started warrior, sent Worker NW to pop goodie hut
Set Science to 20% - 50 turns 'till IW. (Can't get any better, even at 100%)
Turn 1: Worker NW again, goodie hut popped - Pottery tech.
Turn 2: Sent worker NE to Sugar
Turn 3: Started road
Turn 5: Finished road, sent worker to SE wheat of City
Turn 6: Started irrigation
Turn 7: Pop increase
Moved lux slider to 30% (Any less and we had an unhappy citizen - civil disorder baaad.)
Turn 8: Warrior popped out, started exploring. Set capital to build warrior again.
Set Lux to 10% - all that's needed now.
Turn 9: Worker finished irrigating.
Set him to road.
Turn 10: Spearmen from Byzantines made contact
No trading was done.
Turn 11: Met the Iroquois. They had pottery.
Talked to the Byzantines again, traded Alphabet for Pottery + 18 gold.
Met the Iroquois again, and as they were about to met the Byzantines, traded them Bronze Working (Which the Byzantines had) for 10 gold. (I figured 10 gold was better then...nothing :P.).
Found a goodie hut with warrior.
Worker finished with road, moved him NE to Wheat
Turn 12: Warrior finished. Set the main city to build a settler.
Turn 13: Pop growth. Set lux slider to 30% to prevent civil disorder.
Turn 14: Moved warrior, found another civilization!
Turn 15: Made contact with the Sumerians! Traded Ceremonial Burial for Alphabet + 46 gold - We now have a monopoly on Masonry with all 3 civilizations that we've met.
Finished irrigating wheat, started roading it.
Turn 17: Finished roading wheat, moved to Sugar and began to mine it
Popped the goodie hut, found barbarians.
Warrior attacked by barbarians - warrior won (No health loss).
Turn 18: Saw fortified barbarians, just moved away with the warrior and started to explore.
Attacked again by barbs, won (No heath loss).
Turn 19: Found a goodie hut AND furs in the same area.
Turn 20: Nothing.

(Edit)
Well, we've got an early tech lead. I'd like to see where the next player takes this :).
 

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@rrau,

Thanks for the opportunity and you can slot me after TimB or wherever else you think works best.

Looks like a promising start.

From here my personal preference would take the tech path to Monarchy as I have discovered that the early Republic is not real friendly in Conquests. The commerce bonus just doesn't make up for the unit support cost until the cities have grown past six or you have a lot of them. And when the cities grow past seven you then start having war weariness problems big time.

It seems that you have to eschew warfare for research or vice versa. The resource distribution doesn't help either, as luxury or strategic resources are scarce as hen's teeth on some maps. In the grs series we managed to conquer the world using Roman legions only but in both games had to capture our iron source with warriors (variant rules didn't let us build archers).
 
Bede's suggestions are interesting, but I am not used to that strategy so I would like more details.
Bede said:
A single spearman in the right place ...
What exactly is a "right place"?

I thought the civs would be much farter apart from each other on a huge map. We are very close to the Sumerian!

Plan:
  • Trade CB for WC + some gold with Bizantium.
  • A granary in Persepolis after the settler.
  • Since we seem to want war fast, settle the first town NW-NW-W, on the hill next to the river (unless I get a better suggestion).
  • The new city should build military units, probably warriors because we only have 2 for exploration. Bede's strategy seems to indicate we should build a spearman instead and I may do that if I understand his strategy before I play.

It is too late for me to play tonight so I will play tomorrow.

TimBentley, Bede and me: so half the roster is from Team Bede of GOTM4! :D Of course, it looks like this game will have a completely different style than GOTM4.
 
@fbouthil,
What I am suggesting is going to war with the nearest nation as soon as we can defend the capitol against warriors, then sending a spear or two towards the enemy's capitol. Pillage the terrain improvements around the capitol then park the spears on favorable terrain close to the opponent's capitol. This tactic will cripple them as they will pop rush the strongest attacker they have (probably archers), produce no settlers, and bottle their workers up inside the capitol. And at this stage of the game most of the AI military is out exploring the map so the potential for a punishing counterattack is minimal. If there is no favorable terrain for the spears to fortify in this tactic does not work very well, however, as the AI attackers will eventually destroy the "parked pillagers". This tactic works best when the enemy does not have strong and early attacking units. (I don't think I would try it against the Babylonians if they have Warrior Code, for example.)

If it works it buys you time to expand towards the opponent, then eliminate him at your pleasure without being too concerned about invasion of the home lands.
 
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