RR17 - Rage against the machines

Sounds like a good idea.
Redcoats require the lower branch of the tech tree though (Rifling needs RP needs Banking).
I can't remember ever playing a game using Janissaries. I suppose they're viable, seems like they should be slightly stronger than maces and with a strat like this can be available much earlier than normal. Has anyone used them before?
 
Sounds like a good idea.
Redcoats require the lower branch of the tech tree though (Rifling needs RP needs Banking).
I can't remember ever playing a game using Janissaries. I suppose they're viable, seems like they should be slightly stronger than maces and with a strat like this can be available much earlier than normal. Has anyone used them before?
Only as defenders for newly conquered cities during a cuir rush... They're as good defenders. Not sure how well they fare on attack...
 
About as good as Knights on a non-Gunpowder Civ, possible better as ignore Walls + Castles + slightly lower Str but +25% bonus against everything.
 
well knights have 2 move...

I guess the nicest thing is that they don't have any counters until much later, as no early units have + against gunpowder. But not having city raiding sucks for attacking, and I don't think any melee units upgrade to a janissary?
 
well knights have 2 move...

I guess the nicest thing is that they don't have any counters until much later, as no early units have + against gunpowder. But not having city raiding sucks for attacking, and I don't think any melee units upgrade to a janissary?
No, unfortunately not :(
 
I've played a test game to give this a try, it was quite interesting. I had a map that I think was suitable enough, but even though I played it twice, I didn't manage to win. The start is attached if anyone wants to give it a try. Emperor difficulty, no events.

In the first game I got boxed in early, only managed 4 cities and didn't really get anywhere. The second game was more interesting.

I used the first few GPs as follows:
GS - Academy
GM - bulb CS
GS - bulb Paper (this was actually my second GP, kept him on ice for a while)
--- at this point I got BW and started backfilling ---
GS - partially bulb Edu

I built Sangkore and made it to Lib first by some margin, even had the leisure of getting Gunpowder before Lib. Managed to vassal a neighbor with those Janissaries. Very nice units when you're fighting longbows, didn't even take along any catapults.
At that point it was looking good, 11 cities plus a decent vassal, although sandwiched between the world's tech superpower on one side and the military and territorial superpower on the other.

I fell behind a bit in tech after that. Still I made it first to infantry and planned to take out my fast-teching neighbor, only to realize that the other neighbor - the one with the huge empire - was WHEOORN and I was almost certainly the target. My military buildup turned out to be insufficient when my pre-emptive strike with about 40 infantries and 30 cannons fizzled out. I gave up at that point.

Observations:
+ disregarding the bottom part of the tech tree means you can blaze through the top branch. I chose not to tech religions, just Writing, Math, Currency, CoL, CS, Paper. Except for Oracle slingshots, I don't think I've ever been this fast to CS.
+ the CS/Paper dual bulb is actually pretty cool to get Sangkore relatively early. I didn't go FR until quite a bit later and the research benefit was nice. My only self-built wonder in this game.
+ I didn't lose the game because of this strategy. By the time I got BW I was in a good position.
+ Janissaries are cool. The inherent 25% bonus makes up for not having CR promotions and the base strength is higher than maces. Even plain muskets shouldn't be too bad, just give them combat instead of CR. +0.9 to the attacker (combat) is almost as good as -1.2 to the defender (CR1 vs longbow).
= With stone in the capital BFC and Pyramids this could be incredibly fast. Pyramids without bronze is quite a commitment though.
= With an SE, the main CS benefit is the farm chaining for more specialists. Bureau was nice but not as big as in a CE.
= Tech paths are really odd. BW/IW after Paper is weird, I got Myst and the religious techs much later than normal as well.
- Production is low. Not being able to mine forested hills is a pain. It was a big relief to finally chop and mine those hills after Paper.
- It's costly to place blocker cities in forested areas, even worse in jungle. They won't be useful for a long time.
- Forests. Bloody forests. The most annoying thing about not having BW.

I don't think it's worthwhile to hold off BW longer than Paper. You can bulb Edu regardless and waiting until Lib is a long time. Too much lost production and unused calendar resources.
It would be interesting to try this in a CE. Getting 3 or 4 GPs by the midgame should be doable still, and the economy should be much more robust.
 

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Will give your test game a go. So you delayed BW until Paper then?
 
Yes, I got bronze after the paper bulb.

I just checked the GP bulbing order, it looks like you can bulb paper as long as you don't enable Optics so you could get BW after CS but before paper. Didn't matter in my game though, I got CS and paper in the same turn.
Maybe going through Alphabet rather than Math is better for tech trading opportunities. I got a bit blinded by the Hammams there I think.
 
sorry but the map you posted is absolutely horrible for no-BW game :).

we really need map where will be tons of improvable natural production (aka unforested hills)

seems like arid/cold/rocky are recommended setups from the author of the strategy.
 
If you need someone to roll and/or edit some starts, let me know.
I could remove all forests + jungle for the no-BW team at start, continent or whole map.
Reverse for the other team is also possible. (A covered map versus a naked map)
 
I played another two games, this time with Carthage going for a CE. Didn't finish them, I just wanted to see how it would play out. All games including the one above were played on regular, undoctored fractal.

Gameplan for the Carthage games:
- Writing -> Alphabet -> Currency -> CoL
I squeezed in Myst somewere there because Hannibal is CHA and +1 :) is nice.
When getting CoL, revolt to caste and hire a bunch of merchants to generate a GM. I managed to hire 5 without losing pop to starvation, which means 7 turns.
- In the meantime, research Math if not traded yet and get about 150 :science: into CS. Get some workers out.
- Bulb CS with the GM. Revolt to Bureau, then research bronze. Took me about 3 turns at this point. Chop and mine.
- Get a GS for an academy. Not urgent, but the earlier the better.

Unfortunately, both of my games were semi-isolated with just one neighbor before Optics. They were Ragnar and Pericles respectively, both of which don't trade techs if they aren't known to at least one other known rival. This meant no tech trading after Alphabet for me, and I had to backfill the whole lower branch to get to Optics. I was much later to paper and Lib but still got it first and took Astro.

Observations:
+ CE works beautifully. Getting a GM out quick with caste is no problem if it's the first GP.
+ Early bureau does wonders for a CE. I was probably a bit slower than in the SE Suleiman game, but still faster than usual, especially in isolation. In game 2 I revolted in 50BC IIRC, don't remember the first.
+ I got first to Optics by a mile. By the time I found the others, none of them even had Compass, most didn't have Machinery, nobody had CS. That was on a peaceful 5-AI continent with some reasonable techers.
+ Delaying bronze until after the CS bulb is very doable. The production loss isn't felt very strongly as long as you have some cottageable grass or a nice coastline. I didn't build much until BW anyway, just settlers/workers, some warriors and very basic infrastructure.
+ On Emperor, the pace is just quick enough to handle barbs with warriors only until BW.
+ Caste is cool early when not creative. Because you get caste early you can use it to pop borders at a time when you're still in expansion mode. Allows much more flexible placement than having to wait for growth and whip a monument.
+ You know what you're in for. With BW early, if you don't have bronze, you need settle further away or spend lots of turns on IW.
- Two turns of anarchy within 10-15 turns. The Bureau bonus makes up for that easily though.
- I had an army of cardboard cutouts until BW. Ragnar wanted to take advantage of that, but by the time he was ready and declared I was close to Machinery. Not a wise choice for him...

In conclusion, I think the CE approach with BW after CS could become a regular opening move for me. Early Bureau is huge. With some AIs to trade techs it should be even better.
The SE approach still needs work.

Attached is the start of the second Carthage game, the one with Pericles keeping me company. I actually thought of getting Sailing as my first tech at the start, but changed my mind after a bit of exploration. It still ended up being my 3rd tech though.

Spoiler :


There is nothing useful down in the fog. Just forest.
 

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^^Agreed, I think early Bur can be huge if you're FIN and have a good cottageable capital. And the GM bulb is definitely more reliable than trying to oracle CS. This strategy would work even better with the likes of Mansa or Willem in the neighbourhood (and with more riverside tiles in the cap). Very valid points.

So do we want to dismiss Brennus' ideas about getting Lib before BW? (Or bulbing Feud with a GE which is even more situational anyway as it requires a stone start?)
 
well the thing is that you can get CS 150 BC (I saw even earlier) on Immortal with a little bit of help from AI's and Oracle->CoL and you don't need to delay BW.

If I remember right I got CS in BC's even in some weird maps cript semiisolation on Immortal with good leader (I think it was Willem von oranje) so I didn't even had many tech trades.

The problem I usually don't land CS in BC's is that I prioritize going Music for the free GP and land CS around 200 AD.

While we're at it... there are maps where you land CS with Oracle around 1400 BC after GS math bulb and strong tech base (at least 2 gold/gems are mandatory)...
 
Sure but I guess Thrar was exploring the possibilities of an early CS without double gold... And an 1400 BC Oracle is not a forgone conclusion on the higher levels IMO.
 
By normal standards, I'd say my Carthage map was pretty crappy. Isolated with only a neighbor who won't trade techs, no commerce resources, not even any decent rivers.

I'm aware that you can Oracle into CS before 1000 BC (you'll need it built by 1600 BC to be reasonably certain), but I'd be very impressed if you could pull that off on a map that doesn't have an unusually high :commerce: starting position. In my opinion, a strategy is strong when you can use it on an average map, not when it requires 10+ map regens or a specific map script to get one that's suitable. I wasn't forced into any particular expansion strategy either, I had 4 or 5 pretty normal cities when I got to CS.
Incidentally, if you give me stone and a double wet corn, a no-BW SE might be able to compete with that Oracle-CS time too...

I've done some thought experiments on the other bulbs suggested in the article, but couldn't find any path that I feel really pays off. If you want HG for an engineer, that means you need Maths, which is an otherwise useless detour on the way to Feud. That means you need Pyramids.
Pyramids are a big resource investment and a strong commitment early. Great only for an SE (to run Rep) I think. However, with an SE you'll want specialist buildings or caste, which doesn't synergize well with Monarchy (useless because you're running Rep) and Feudalism. You're economically weaker compared to following the top branch and all you have to show for it are longbows. Haven't tried, but I don't see the appeal.
I'm still wondering if there might be a religious build along the middle path into CS that can work out. Maybe I'll try fiddling with that in the next few days.

Delaying BW for longer than CS I don't find appealing, unless you have some very specific map circumstances. The Lib bulb is 3 expensive techs away from CS (Philo, Edu, Lib), that's a long delay. With an early CS you'll easily be first even without the bulb (as in my Carthage game), so I think there's little to gain from the wait. On the other side, chopping forests and jungles will make your lands much more useful, which I think under most circumstances is a much stronger benefit at that point.

For me, after these tests, I feel that I was overrating BW previously. I used to take it as a must-have in practically any situation. Now, I see it more as a trade-off. I also now rate Caste higher and Slavery lower than I used to. Those free artists are awesome for border expansions, and being able to get a GM/GS/GA with 100% probability much faster is great too.


If we want to run an SG on this, I think we need to decide which approach to take. There are significant differences between CE and SE, and probably between leaders. In my tests I found the CE more promising, but I tend to play SEs fairly rarely anyway so other players might see better results.
I'm also thinking about running a comparative game in the strategy forum. We could decide on a leader, then post a save for everyone to start from. Players post about their games and compare how it went at certain checkpoints, e.g. after Writing, after CS, after Lib. What do you think?
 
^^I tested the initial stone + Feud bulb approach right after Brennus posted his first article (I used a WBed capital with high hammer tiles and 2 grass cows). I also came to the conclusion that Maths was far too late so Mids were the only way to go to get a GE reasonably fast. The rest of the strategy only works if you can trade for the prereqs of Feud IMO. Self-teching Monarchy in Rep is a waste, definitely.

I think we could play individual games as well, sure.
 
I investigated the religious approach a bit but didn't find anything I think would be promising. An early religion transitioning into a quick CS might have some benefits, but it doesn't seem possible. You need Math for CS, and that will force your GM into Alpha and Currency, meaning you can't save time going through the seemingly shorter middle branch. GAs are pointless as well because you need to go all the way to Music before they start bulbing anything useful. Theology is unbulbable as well except by prophet (if for some reason you'd want to get that), so it seems you can't bulb through the middle branch without having to research the top branch as well.

Pointless bit of trivia: Did you know that there is exactly one Google result for the word 'unbulbable'? :D
 
I don't think the Carthage game is CS game. it's clearly GLH horizontal game, you can have 10 cities by 1 AD easily and 9 of them will be coastal

I placed 1 on the Pericles island btw for some more 2C Tr's.

in horizontal games CS is less worthwhile

I missed out on oracle :-(, but got Col first too, but couldn't capitalize on it due to no trades :-(

slavery and chopping was important to get GLH and spam cities right after.
Actually Oracle->MC could be very decent play here with Carthage since coast will be nonfinancial nonriverside towns for the cost of lighthouse which is very good.

and if I was quick enough and knew beforehand if you settle south east of the island early you can have in BC nonsemiisolation situation easily, but that is tough to predict in quick play.
Placing there 4th/5th city would be super neat, i got there with 8th city and it meant that i met the other "continent" like 400 AD which is a bit too late.

even if I lagged a lot in techs by the 400 AD I eventually won Lib by 1180 AD into Nationalism, then stopped playing...I don't like to play island maps due to the micro
 
A radically different proposal for RR18.

I don't know how many of you all have been following Brennus.Quigley's threads on delayed BW but it could make an interesting challenge for a two team SG.

Maybe play Ramses on Great Plains (for non-bronze UU and chance of nabbing Oracle for caste). I couldn't think of a philosophical leader with a non bronze early UU.

Team A: No BW until n techs (2-4) have been bulbed.

Team B: BW must be one of first 5 techs learned.

Difficulty emperor or immortal.

It's an interesting idea. My biggest concern, however, is that a neighboring civilization (or team) slaving up an army to invade you is a pretty good reason go Bronze Working and slave up your own army for defense.

^^I tested the initial stone + Feud bulb approach right after Brennus posted his first article (I used a WBed capital with high hammer tiles and 2 grass cows). I also came to the conclusion that Maths was far too late so Mids were the only way to go to get a GE reasonably fast. The rest of the strategy only works if you can trade for the prereqs of Feud IMO. Self-teching Monarchy in Rep is a waste, definitely.

The synergy between Math and Feudalism are that they connect at Civil Service. It is more expensive than the Code of Laws way, but it includes a great resourceless, defensive unit (longbows) and a totally different labor civic (serfdom over caste system). The other reason you might use the Hanging Gardens over the Pyramids is if Stone is not in your capital, but rather is in a second or third city, whereby you cannot build the Pyramids, but can build the Hanging Gardens. Building the Pyramids and then teching Monarchy does have a redundancy element to it (i.e. you can already run all Government civics with the Pyramids), but it is your fastest surefire (non-Oracle) way to Feudalism and Monarchy-Feudalism are necessary to advance up to a large part of the tech tree whether you have the Pyramids or not.
 
The synergy between Math and Feudalism are that they connect at Civil Service. It is more expensive than the Code of Laws way, but it includes a great resourceless, defensive unit (longbows) and a totally different labor civic (serfdom over caste system). The other reason you might use the Hanging Gardens over the Pyramids is if Stone is not in your capital, but rather is in a second or third city, whereby you cannot build the Pyramids, but can build the Hanging Gardens. Building the Pyramids and then teching Monarchy does have a redundancy element to it (i.e. you can already run all Government civics with the Pyramids), but it is your fastest surefire (non-Oracle) way to Feudalism and Monarchy-Feudalism are necessary to advance up to a large part of the tech tree whether you have the Pyramids or not.
TBH I actually see a synergy with early warfare here, and not necessarily with CS (although it's a nice side effect). As long as you get Feud very early and are able to rush an army afterwards (with the help of BW which you can trade for after bulbing Feud) you should be capable of acquiring vassals in the BCs. If stone is in the 2nd or 3rd city I wouldn't use this strat anymore. You'll be way too late to Feud on IMM. (As for a peaceful early game I think Thrar's GM strategy is much better than a Feud bulb and not even tied to certain resources. Feud is a pure war-tech. Caste is much better to have in that case.)
 
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