The Impossible Walkthrough

Ragnar tried, but it didn’t work. I don’t give AI’s reasons to attack me, so I don’t have to worry about it much. The only one close to me was Ghandi, and as I already mentioned, he is so passive, we didn’t have to worry about a thing considering we were friendly to him. Only Ragnar the aggressive fool was my worry, but he’s an idiot and we can handle him if he tries anything. I just switch to military units if the time comes, no worries. I could make longbow men 1 a turn without needing to whip if things got desperate. I can always sue with techs for peace. There is no point in going over-board early on defense when doing so is over-kill. That’s wasted hammers/time. We are going with THIS situation. If Montezuna were sitting in Ghandi’s spot, then that’s another story, and we'd change our strategy.

Fair enough, but it goes to show, that I reckon playing "normal personalities" is probably the biggest advantage the player has. Gandhi could have been a psycho, but you knew in 3000 whatever BC that he isn't programmed to be, hence you could employ a strategy of no defence whatsoever for a long time.

Interesting study though, your example, but one last point...was it really any fun at all? I could probably win on almost any level if if actually meant anything to me, but it doesn't, so most games I just play for the fun of it, which can still be had on Monarch. Any higher than that, and it becomes tedious and annoying to me, but of course, each to their own ;)
 
Hmm.. Conquering a fully populated continent using only two cities. Yeah, that's cavalry vs pre-rifling AIs, all right.

Chances are this "walkthrough", like the cavalry spam strategy it is based on, will soon be nothing more than a museum piece with BtS coming out soon.

At least I hope they properly nerf cavalry; as was demonstrated here, they are way overpowered.

[EDIT] I don't mean to sound harsh about the strategy, just offering my opinion. All in all, it was an interesting read. :)
 
Very nicely done indeed. I'm overly impressed with the insane production your capital has produced. I've never ever seen a city with over a few hundred :hammers: a turn, let alone near a 1000!!!
 
Improvise. Just about all capital starting locations have ok food, though I have got a few real duds now and then. Hills are great, and I love them, but if I had all flat-plains, then I’d have to decide if elsewhere will be my production city (probably), or I’ll improvise with workshops, etc. DaveMcW wrote an article on turning flat-plains into production powerhouses, it’s somewhere in the strategy archives.

Sure, almost invariably my best production city has at most one hill, and I'm usually annoyed that it's there - but we're looking well into renaissance techs before that can happen, and it doesn't truly kick in until State Property. Flatlands production cities are just monstrously good.

I rarely see a capital without a couple food resources, but it's not uncommon at all to have some forests and some grassland hills - both of which give considerably less production than plains hills until quite late in the game (railroads and lumbermills), and no flood plains.

I've never even thought about trying this strategy, and a lot of people on these boards are way better players than I'll probably ever try to be, but the main thing I don't understand at all is how you were able to win the Liberalism race with just two cities and no cottages.

Where did you get the happy and health to work the tiles to get all that production and run enough specialists to keep pace with AIs with 6-10 cities? You said you used gold for research - does that just mean a maxed slider? How much good does a maxed slider do when your capital only works 3 tiles generating 1 commerce each?

I'm a pretty smart guy...... but at this point I can't see where the beakers came from. Care to enlighten me? :)
 
Fair enough, but it goes to show, that I reckon playing "normal personalities" is probably the biggest advantage the player has. Gandhi could have been a psycho, but you knew in 3000 whatever BC that he isn't programmed to be, hence you could employ a strategy of no defence whatsoever for a long time.

A long time ago I remember studying charts for how the AI behaves. Everything from how much it is willing to trade tech, to being bribed. I took note of how each AI behaved, and remembered that. Though, playing enough times will over time give you a good round figure too.

I always believed a strong player should know in detail how each AI is going to behave, and should maximize against this accordingly. But the random personalities issue is interesting. I’m not too familiar with that option because I don’t change much from the defaults. In fact, I’m not sure if it means Ghandi can make pratoreans or not, but the thing that worries me is Firaxis has tweaked and balanced out the synergies with the personalities. I’m not sure if the random personalities break the optimization or not, because I’m still not sure how random personalities really works.


Interesting study though, your example, but one last point...was it really any fun at all?

I think so. Was never sure what would happen. Would I run into a close civ and warmonger early, or find good builder resources and build. Etc, etc, always something. I definitely don’t care to play the same map over again, after the first time you sort of know the terrain, and who is located where. That’s too much of an advantage and a lot of the (surprise) factors are gone. Monarch/Normal is the lowest I’ll settle for these days. There was actually a point where I ended up drafting a few units, so there was some challenge even still in it.



Very nicely done indeed. I'm overly impressed with the insane production your capital has produced. I've never ever seen a city with over a few hundred a turn, let alone near a 1000!!!

I posted a bit on this sort of thing in another thread before. And again, DaveMcW wrote a little article a long time ago showing that it is possible with workshops and waterwheels to turn even pure flat-grasslands into a giant power-house. Generally I don’t like to build workshops because of the food penalty, but there are a few players who do go crazy with them like there is no tomorrow. Water-wheels is another story though with me. I really am starting to love waterwheels lately, and of course they sometimes are the DOMINANT choice over anything. Prime example, sitting on tunda with a river. What the hell else could you build then?


I've never even thought about trying this strategy, and a lot of people on these boards are way better players than I'll probably ever try to be, but the main thing I don't understand at all is how you were able to win the Liberalism race with just two cities and no cottages.

Again, one properly managed strong city can be more powerful than many smaller ones. Of course smaller cities allow you to do land grabs, which is a big reason people do them.

But lets look at it this way..

My fortress ended up making a library. That’s 25%. Then I ended up with making the great library, that’s 2 specialists. And then later, my other scientist that popped out made an academy. That’s another science booster.

Also, my little sister city had a library in it too, but that’s just a little extra.

Now.. the fun part. All great persons which were absorbed into the city are making production. This is production you CANT get from tiles. It’s all freebies which do not need a plot to be worked, and do not need to eat up any food.

For each scientist I absorbed, I am getting 6 beakers. Each engineer, I get 3. Now, those are not just being contributed to my pool, but they also get filtered through all my science building modifiers. So, even when turning tech slider to zero, my science buildings can still d work. It’s a 2-bird with one stone issue.

Now throw in the fact I am running representation… Now I get an extra +3 beakers per specialist. But not only my running specialists are getting the boost, all my absorbed great people also get the +3 beakers. This means all my priests & great prophets, etc. contribute extra science at that point.

Lets take a closer look now.

1 Great prophet = 2 Hammers + 5 Gold.

Turn on rep and we get… 2 Hammers + 5 Gold + 3 Beakers.
The gold we get, goes through our modifiers… so the value we get from them is more than 5 gold. And gold can be turned into science as well. As for the beakers, that’s already raw science, but they will get boosted yet even higher going through the wash. And as for our hammers, that also gets filtered through by forges and the like. And if we want, we can and do change city production to science. This converts our total hammer production into actual science.

And even more interesting… if you run priests in your cities, the Ankor wat will double the hammers from them, and that double is done BEFORE the science conversion when you decide to convert hammer power into pure science in the city.

Anything the priest/prophet makes production wise, can be converted into science in one way or another.


Ok, not trying to get too indepth here but…

Lets say you have 3 great scientists you don’t know what to do with. You have 3 crap cities, and one good capital. Most newbs thinking on science production will use them to make academies in the poor cities. Maybe that +4 culture is what they can’t resist, who knows.

But…. If your cities are poor, and your paying those maintenance costs, and don’t have much gold on hand, those academies are really not doing anything. But you wasted 3 great people!

If you absorb those as a super-specialist in the capital instead, then each gives you +1 hammer, and 9 breakers when running Rep. That’s 27 raw beakers and 3 hammers! So even if you have 0 gold, you’re still making good science. But even still, all those breakers are being filtered through all your other buildings you’ve made in your capital. And the extra hammers is always nice.

Oh.. and did I forget to mention… running beuracracy also gives a big boost?

Food & Hammers…




Middle Save

And before I forget, here’s my middle save from when I took my break. I spot a cottage in a middle city that I missed pillaging when I took it (it was too small to see then). There is one cottage also in Ghandi’s original capital. I also missed taking that one. There are a few ugly cottages around the city up above, unfortunately I took the city before I finished pillaging them. Ghandi LITEARLLY was cottage spamming each frieken square! It was crazy. And held up my advance so long I was just rapping him from all that gold. I eventually decided to just attack that city and hurry up with the vassalization. Now if we had been playing epic speed, we would have had a lot more time. But then… if you’re doing epic/marathon, you might as well be playing one level above anyhow.

In fact if you look, Ghandi still has cottages all over the friggen place in his domain. But to be honest, of all the spots, I can’t go too hard on him here. This terrain isn’t that bad for putting down cottages, because of the lack of rivers, etc. But even still, I cringe when trying to make excuses for him. Because we all know it’s just a fluke due to the terrain. I stopped using autoworkers with delicate leaders ages ago, because they’ll do such silly things like wasting precious time by building cottages ontop of hills LOL.
 
The beakers would come from representation from the settled great people and possibly other settlers run from time to time. I've played Monarch games like this with Industrious where you run representation and settle every GP you get in the capital. Its very powerful - early research is huge.

The slider stays maxed due to settled priests generating cash and very low maintenance costs.

But running only two cities is still less than optimal in my opinion. It wasn't an ultra fast time for Liberalism and two cities doesn't give you many resources for happy/health/trade. I would have preferred to go to war much earlier - with catapults probably. With more cities you can tech faster and have a much more robust economy.
 
I have tried this twice.

The first setting had no handy wheat or corn, 2 hills, but lots of flood plains. No Bronze! Followed the script though and it worked up through Stonehenge, Great Wall, Oracle to get Alphabet and back-trade with Bismarck to get 3 minor techs. At that point I panicked and started Iron Working. Fortunately Rosie came through with a trade of IW (1/2 researched) for Alphabet. I have iron inside my wall. Great. However Bizmarck has settled just south of the only Horses in sight. Whip a Settler and Axeman to grab the spot to their north and corral those nags. Unfortunately that spot is on the coast, nowhere near a river. No resources at all except for the equestrians. And the time spent on IW has cost me Pyramids, Parthenon and Great Library to the AI's. Downhill from there. Rich as Croseus with 2 Priests and 2 GM Specialists, but falling way behind on tech. Packed it in when I had 30 HA's and everyone else had Knights, Trebs and Macemen.

The second setting was more like your game. Wheat, 3 hills, even the lake. Plus 2 Marble sites! Aha, this is more like it says I. Again, no Bronze, but proceed as per THE PLAN. All going swimmingly until the Bears eat my Scout and Monty declares war. He cares not about my GW (he is sort of a Barbarian, it SHOULD stop him), his 3 Archers trash my Warrior in my Capital. END OF HISTORY. Argggghhh.

I would have liked to include screen shots but for some reason the Print Screen button does nothing on this system of mine.
 
You've demonstrated to the sceptics (including me) that this is indeed a viable approach. However a 20th century win is probably not enough to convince me this is a superior approach to light-bulbing/cottage-spamming.
 
Obsolete, thank you very much for taking the time to walk through this game with us. I found the analysis fascinating and it was a commendable objective to prove that the game could be won easily without cottages, lightbulbing, or early war - which are the three go-to strategies that most people advise. There are many players out there who do not win consistently or easily on Monarch level and your analysis will have helped them out a lot by showing that there really are more than one way to skin a cat.
 
I found the analysis fascinating and it was a commendable objective to prove that the game could be won easily without cottages, lightbulbing, or early war

For the love of God, please don't think that the game can be won "easily" without cottages, lightbulbing, or early war. The reason those three are always mentioned is not some conspiracy by better players "to force" people to follow a set of rules, but rather advice to make the game easier.

Yes. It's true. The game is much easier if you fight an early war, build cottages and use lightbulbing.

The way it was done here was interesting and different, sure, but I can guarantee you that a two city, no cottages approach will more often give you a hard time than not.

There are many players out there who do not win consistently or easily on Monarch level and your analysis will have helped them out a lot by showing that there really are more than one way to skin a cat.
Follow this strategy and you will win even less consistently, I almost guarantee you. It's a complete miracle that the AI didn't stomp those two cities back in the classical/medieval. Just try it with Shaka or Napoleon present.

With BtS coming out soon the Cavalry spam is also out the window.
 
I posted a bit on this sort of thing in another thread before. And again, DaveMcW wrote a little article a long time ago showing that it is possible with workshops and waterwheels to turn even pure flat-grasslands into a giant power-house.

Could you link to this if you know where it is? I looked and the only thing by him i could find was the great people tech preferences article.

Great read, I was pretty sure that this strategy was viable, but I'm still not convinced that it's optimal, but either was it was a great read and was stronger than I expected.
 
Could you link to this if you know where it is? I looked and the only thing by him i could find was the great people tech preferences article.

Don't know of Dave's, but mine is ovah heah.
 
Sorry, never mind. I'm too tired to think coherently.
 
I think the thing some people are forgetting - maybe even Obsolete himself - is that he never advocated a "2-city strategy" as a go-to strat. He adapted to the situation. He had the most peaceful AI in the game next to him, plus mega food and a hills plains in the capital. Thus he created a super-city.

The only thing he set out to do was not lightbulb or cottage. The game could have played out very differently. I hope, Obsolete, that you'll do another one with the exact same settings, but with a different leader. That would answer a lot of questions.

I think the main thing I've learned is that super specialists are worth it. I had an idea similar to yours, but when I settled the great person, I looked in the game's UI and couldn't see an indicator that it was, in fact, benefiting from Representation. Now that I know it does, I will think very differently about great people in general.

I will say that I think less experienced players should master a basic cottage economy before trying an SE or your type of strategy. It's hard enough to keep track of what's going on in this game, as information is scattered all over. Cottages are simple in that you can see the gold being generated on each cottaged square simply by going into the city screen.

Your style is extremely advanced, as it requires one to simultaneously hold in mind information about civics, wonders, great people, etc. So I wouldn't be too quick to down the basic CE, especially for beginners.
 
VoiceOfUnreason, your's looks very familiar. I think I'm just an idiot and got you confused with Dave possibly, not sure. In any case, I think it is more interesting than most the other strategy articles I came across.

InFlux5, you are right, I only wanted to prove 2 points, about the cottages and the lightbulbing. Though part of it also was to save some face I guess, as it was hinted I may be doing some fibbing :P

In any case, I've found it very, very hard to lose on monarch following this approach (assuming you know what you are doing). I think if I do a walkthrough again sometime, I will try to duplicate pretty much the exact same thing but do it on Emperer level instead? Maybe that will help dispel some of the doubters who still don't believe it after seeing it.

Obviously, if it works on Emperor, it HAS to work on Monarch, yes?
 
Obsolete I enjoyed reading it very much and then played a Prince+better AI version and had a ball. The best part was building every one of the space parts in one city. I'm trying it again as Louis to use the musketeers with cav, just to add color.
 
My point is that it currently just looks like a Wonder-spamming strategy. It would be nice to see how it plays out with a non-Industrious leader, same rules.

I tried a similar game last night, but wasn't able to finish. I loaded up a random leader after reading your thread, and just happened to pull Stalin - in a capital that was perfect for this strategy.

Thing is, I was isolated. No trading until Optics, but when I got there I had 2-3 juicy techs to trade so it worked fine. (I did allow myself to lightbulb Machinery though - I was isolated, after all.

What I found is that there's a tremendous snowball effect when you settle hammer-producing specialists in the capital - and the early wonders all produce engineers or priests, both of which produce hammers.

The 5 gold from the prophet is huge. HUGE. I don't know why I didn't realize the power before. My slider never left 100% until well into the Middle Ages. I used to hate prophets as I didn't see any great use for them. To get the most out of shrines requires way too many hammers spent on missionaries. Settling the prophet right away supercharges your economy and production when it really matters. It's like having a shrine plus 5 cities up - with extra hammers in your capital to boot.

So yeah, I'm sold on the value of settling great people early. I still think it's very situational. In my game, lightbulbing Machinery to open up mills and get closer to Optics was essential to staying in the game. Had there been other civs on my continent I probably would've been more faithful to your strat.

Maybe you could give some insight on how you handle an isolated start? Do you still shun lightbulbing when you have no trading partners?

(Incidentally, I did load up a continents map, I was just given my own continent.)
 
I would like some insight into this 'lightbulbing' everyone keeps talking about.

Firstly, from what i've gathered everyone seems to think that the best use of a GP is to lightbulb, yes?

Secondly, from the GP that i've even considered lightbulbing I had to forego their use because I could have just as easily discovered the tech in like 4-6 turns, doesn't that seem a waste?

Thirdly, the GP can be settled for a huge benefit or used to build a structure or something that would last more then just the 4 turns it would take to discover a tech right of the bat.

Fourthly, I may be missing something but their must be a specific strategy when lightbulbing that i'm missing?
 
Firstly, from what i've gathered everyone seems to think that the best use of a GP is to lightbulb, yes?

Well, as with all things in Civ, there is no "best" for all situations. Lightbulbing is most powerful when it's planned for in advance - when you know what tech the GP will be able to lightbulb, and have generated him specifically for that purpose.

The best examples of this are Philosophy and Education from Great Scientists. These techs both push you toward Liberalism and yet another free tech. If you do this quickly enough these techs can then all be back-traded for other techs that you passed over.

Secondly, from the GP that i've even considered lightbulbing I had to forego their use because I could have just as easily discovered the tech in like 4-6 turns, doesn't that seem a waste?

This is probably mostly because you hadn't planned ahead. For example, a Great Prophet could be used to lightbulb Theology - but only if you have the prerequisites already researched. If you only had, say, Mysticism, then he would lightbulb Meditation, which would be a complete waste. The best way around this is to know ahead of time what will be offered for the lightbulb and plan ahead. Alternatively, you can quickly research the prerequisites until you get to a nice juicy tech.

Thirdly, the GP can be settled for a huge benefit or used to build a structure or something that would last more then just the 4 turns it would take to discover a tech right of the bat.

Yes, burning the GP on a low-cost tech is a waste. But again, we want to avoid that.

The buildings may or may not be a huge benefit. This is why I said at the start that there is no "best". Most people will burn one GS on an Academy, usually in their capital, and then try to generate two more in preparation for Education. (Education is so expensive that it takes two GP to lightbulb. In the late-game, GP only research 1/2 to 2/3 of the tech, making lightbulbing less attractive as the game goes on.)

Fourthly, I may be missing something but their must be a specific strategy when lightbulbing that i'm missing?

Actually, there are many. As noted above, most people value Great Scientists the most for the Liberalism slingshot.

One of my favorite things to do is build the Great Wall in order to generate a GE, then burn the GE on Metal Casting. This gives you a very expensive tech very early, and opens up Forges at a very early date, supercharging your production in the Classical Age.

But no, lightbulbing is not always the best choice. Far from it. And that's what this thread is showing. But Obsolete may be a little over zealous in his criticism of lightbulbing. It's a matter of short-term vs. long-term benefit in my view; and we all know the early game is the most important part. So the enormous boost that lightbulbing can sometimes give you in the early game will often make lightbulbing the best choice.

With Great People, as with other aspects of the game, you should adapt to your situation and plan ahead as much as possible.

There are files available on the forum with info on what each type of GP prefers to lightbulb at a given time. Charts like this aren't necessary for the casual player, but it's up to you. Honestly you can just do some experimenting in-game to get an idea for what each GP will want to research. Engineers tend toward the bottom of the tree, scientists toward the top, and prophets obviously prefer the most expensive religious tech available.
 
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