felagund
Chieftain
I love this thread SirPleb.
Just a quick (newbie?) question.... how did you get the pops in the cities on former Aztec continent so high so quickly? By joining workers into the cities?

Originally posted by felagund
I love this thread SirPleb.Just a quick (newbie?) question.... how did you get the pops in the cities on former Aztec continent so high so quickly? By joining workers into the cities?
Those sure do both seem good things to do when possible. Hurrying to radar towers is a tradeoff because some time without any research at all can help by funding new armies - I think the best decision in any particular situation depends on how close one is to radar towers already.Originally posted by zerksees
I am a big fan of radar towers. You can't always find a hill to put the city on but you can always build a radar tower. While reading your progress I thought you might have considered going down that part of the tech tree first to help your existing units. The extra 25% (IIRC) would surely require less units to hold the city - might speed up the invasion as less armies needed to form the funnels of doom.
Also bringing along workers or settlers to push the population to 7 on the first turn is a viable variant with proper rivers or lakes nearby.
Thanks bradleyfeanor! I loved the ballad title too, tempted to try changing the thread titleOriginally posted by bradleyfeanor
By the way, are you going to go for the eptathlon award on GOTM? One little 100k win away.
Originally posted by felagund
how did you get the pops in the cities on former Aztec continent so high so quickly? By joining workers into the cities?
Settlers! I'd overbuilt them a bit vs. Workers. They are however very efficient for transporting population, 2 citizens per transport unit. I sent a lot of Settlers and some Workers to the Aztec beachhead while fighting them. Something useful for the Transports to doOriginally posted by vmxa
Workers or Settlers, the question is how many were natives.
Absolutely! I rarely built armies before Conquests. They only seemed useful in some specific situations. In Conquests they've been hugely increased in power and it has become the more the merrier!Originally posted by civ_steve
I see the Army issue is a Conquests issue
The tech cost increase for Huge maps is probably a significant factor.Originally posted by vmxa
I reread from page 4 and did not see how you managed to keep the AI from tanks so late?
Like I said, I do not have any experience with Sid on Huge maps, mostly std and a few large ones. If the game gets to the late 1500AD's on a std map, the top dog will have tanks or will soon.
Is it just the function of the map size? I can see the increased isolation period slowing them down, but once they get Astro they move out and then get tech for oceans.
On large maps, you get more time before they break out. So what are the keys to reducing the tech pace?
It does cost at Sid. At other levels I've usually found I can keep the wars I want going at no cost, sometimes even making a profit. In this game I've been paying. I've gone through my notes to see what I paid for alliances in this game, found the following:Originally posted by vmxa
The concept of getting them to war is common, but hard to implement at Sid. I mean what you have to offer?
Interesting questions.Originally posted by Timko
SirPleb on the subject of KAI's I was just wondering how much better the Zulus were doing than the rest technologically and culturally just before you attacked them?
If they had finished off the American's and taken their land would they have been able to take a cultural win over the Incans?
No, it doesn't take shots at my Cavalry armies. I haven't any idea to explain this behaviour, it is weird. I wonder what's going on there? It sure would be good if we could guess the reason for this. I bet it was scary the first time it happened to you, thinking oh no, there goes my army!Originally posted by bradleyfeanor
I have noticed the Sid AI taking 5-10 pop-shots (Cavalry attacks) each turn at my Swiss Merc armies on mountains in his territory. Thankfully, he stops there and does not come with the 1000+ units at his disposal. I am currently transporting a knight army to his land to see if he takes shots at it as well. Does the AI take pop-shots at your Cavalry armies?
It is pretty much just those two for me. When I have choices which seem equal in those regards then I'll of course prefer river / lake / hill locations when available.Originally posted by bradleyfeanor
Also, when you pick out better milking land, are there factors other than max food output and number of sea squares that you consider?
Yup, some of the alliances I took were mainly to ensure that a particular Civ didn't ally with my enemy. Some others were just to ensure that the AIs wouldn't trade techs. When I was attacking the most advanced Civ, I didn't want the next tier of AIs to be able to research along another path and then trade with the most advanced one. So I allied them against the advanced Civ, leaving it with no one who'd be likely to afford to trade for its techs.Originally posted by vmxa
I understand the value of signing up someone in order to not have them come in against you.
I am just not sure if there is any value in their fighting on your side. They tend not to put up much of an effort. They invade so poorly that I am not sure if I would care. I guess not having to deal with bombardment by ship is useful.
I'm glad that you and many others are finding this thread interesting to read! That makes this game, and writing about it, a lot of fun for me.Originally posted by zerksees
Thanks a ton for sharing your game and strategies.
Originally posted by SirPleb
Since I won't be eliminating Egypt I couldn't "poof" her military, I had to kill them off.