Skallagrimson
Deity
- Joined
- Sep 12, 2006
- Messages
- 2,043
Last night I tried a "no religion, no archers, very few wonders" game, and I think the result is that you definitely have to be flexible to what strengths you have and the pariticular situation. I randomly got to play Saladin, and I'm smirking as I'm opting not to build any archers with the free CR1 and first-strikes upgrades. It wasn't a big problem with the minor exception that one city got taken by a barbarian archer, because although I had access to 2 irons, 1 copper, and 2 horses in my first 4 cities, they were each 2 squares away from the blue-circle "ideal spots" suggested by the game and I figured I'd have time to build monuments and culture out to them while the workers chopped, irrigated, etc. <----which was mostly true with that one exception. I had 2 chariots there one turn later though, and retook the city, only end effect was that it had to restart a Madrassa build which was almost finished by that time (rational was to try to get a scientist flipped and get culture going out sooner rather than later. And the population hit.
It was an ugly feeling looking at a LOT of empty land of moderate worth (sugars, a few spices, not much in the way of production or food, lots of jungle), that not even the AIs or barbs saw fit to REX into early. There was one pretty good location the barbs built on nearby, and at the other end, Cyrus planted a city 3 squares away from my future Ironworks megaproduction city, and I wasn't having that. Got the military going with a vengeance once the culture allowed mining and pasturing the iron, copper and horses, started out taking the barb city, got some promotions for the swordsmen, and had a very quick-and-easy time taking the first two of Cyrus' cities (which he was only defending with one archer and one spearman!) When I got to the third city, which was more respectably-defended, it was pretty much a decision point that I decided to end the night's play on: 1) keep on with the war and take an economic hit; 2) make peace and expand into the uninhabited "so-so" land for building commerce cities (to the poster who asked if I specialize cities, YES, I do, to as great of an extent as terrain allows!) or, 3) make peace and just rebuild the economy within existing owned land.
I think in hindsight since I had Saladin (spiritual, protective), it should have been an exception to the no-archers, no-religions rule, as a good viral religion spread would have gotten culture going out faster (thus allowing access to military resources without a lot of turns wasted on monuments or waiting for madrassas to get going.) And where archers come in handy is when the game distracts me and I forget there's "YET ANOTHER" barb invasion in another city's zone when I'm focusing on wiping out a barb incursion elsewhere. And I can't build axemen yet and warriors can only really kill animals and other warriors. The cost was only one city, but it would probably have been a lot more in the higher levels of play. That doesn't mean rely on ONLY archers, but I like having one good CG unit strong enough to deflect any surprise barb attack, and to give a decent supplement to other defenders if an AI attacks.
With non-protective leaders I'd (mostly) agree with the no-archers rule; and with non-spiritual (and/or non-mysticism-starting) leaders, I'd agree with no-religions.
On founding cities RIGHT NEXT to resources next time, which I'm sure will be the next wave of critiques here, hehe, well, city planning has to take overlap, food, hammers, and other things into consideration for long-term strength, doesn't it? I mean, having four cities each three squares away from each other or with zero food resources, you may get axemen early but I can see a huge downside later on. The way I'd spaced my experimental Saladin cities, once the culture did fat-cross out, they absolutely rocked. It was "bling bling, swordsmen ain't a thing!" 2 turns for the swords and axes, 1 turn for a chariot, etc... and that's WITH 2 scientists flipped! With big overlap and bad food planning, sure they'd have copper, and they'd be stuck at population 2, taking 10 turns or more per axeman because all they can work is an irrigated plains square...
It was an ugly feeling looking at a LOT of empty land of moderate worth (sugars, a few spices, not much in the way of production or food, lots of jungle), that not even the AIs or barbs saw fit to REX into early. There was one pretty good location the barbs built on nearby, and at the other end, Cyrus planted a city 3 squares away from my future Ironworks megaproduction city, and I wasn't having that. Got the military going with a vengeance once the culture allowed mining and pasturing the iron, copper and horses, started out taking the barb city, got some promotions for the swordsmen, and had a very quick-and-easy time taking the first two of Cyrus' cities (which he was only defending with one archer and one spearman!) When I got to the third city, which was more respectably-defended, it was pretty much a decision point that I decided to end the night's play on: 1) keep on with the war and take an economic hit; 2) make peace and expand into the uninhabited "so-so" land for building commerce cities (to the poster who asked if I specialize cities, YES, I do, to as great of an extent as terrain allows!) or, 3) make peace and just rebuild the economy within existing owned land.
I think in hindsight since I had Saladin (spiritual, protective), it should have been an exception to the no-archers, no-religions rule, as a good viral religion spread would have gotten culture going out faster (thus allowing access to military resources without a lot of turns wasted on monuments or waiting for madrassas to get going.) And where archers come in handy is when the game distracts me and I forget there's "YET ANOTHER" barb invasion in another city's zone when I'm focusing on wiping out a barb incursion elsewhere. And I can't build axemen yet and warriors can only really kill animals and other warriors. The cost was only one city, but it would probably have been a lot more in the higher levels of play. That doesn't mean rely on ONLY archers, but I like having one good CG unit strong enough to deflect any surprise barb attack, and to give a decent supplement to other defenders if an AI attacks.
With non-protective leaders I'd (mostly) agree with the no-archers rule; and with non-spiritual (and/or non-mysticism-starting) leaders, I'd agree with no-religions.
On founding cities RIGHT NEXT to resources next time, which I'm sure will be the next wave of critiques here, hehe, well, city planning has to take overlap, food, hammers, and other things into consideration for long-term strength, doesn't it? I mean, having four cities each three squares away from each other or with zero food resources, you may get axemen early but I can see a huge downside later on. The way I'd spaced my experimental Saladin cities, once the culture did fat-cross out, they absolutely rocked. It was "bling bling, swordsmen ain't a thing!" 2 turns for the swords and axes, 1 turn for a chariot, etc... and that's WITH 2 scientists flipped! With big overlap and bad food planning, sure they'd have copper, and they'd be stuck at population 2, taking 10 turns or more per axeman because all they can work is an irrigated plains square...