The Pygmy of Elba

When you build a Settler, the gets used aswell.
Oh. Now I think I understand, thanks.

61 – 84 Turns

Spoiler :
61 Turn
I send my Warrior to scout French territory. Metal Pig switches to Work Boat. Napoleon is still a midget.
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62 Turn
Napoleon sure has some food, though.
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My northeastern fogbuster starts to boldly go where no man has gone before (aside maybe from a French Archer and some barbarians, but my Warrior is much more manly, so it still counts). I plan to keep moving the guy and scout the northern part of the island. He should’ve been able to prevent any barbs for spawning there, so nothing to worry about.
63 Turn
Whoops. Hi, guys. Want to see my Barbarian Bear records?
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64 Turn
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Too hardcore to live.
65 Turn
I move my fogbuster a little bit back, so he can fogbust the northeastern part of island for SURE this time. Sparta is founded and starts a Work Boat. Worker is done with the mine near Metal Pig, so I move him to camp Sparta’s Deer.
Spoiler :
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Yes, I totally forgot to move my third city 1N.
67 Turn
I ran out of money, so I switch research spending to 0. No more 40kBC miniatures for you, wisemen.
71 Turn
I suddenly realize that Sparta stands on the very place Barbarian Bear has fallen. So I do the only logical thing:
Spoiler :
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Also, worker boat in Metal Pig is done and the city starts a Library. I switch Science back to 100%.
74 Turn
Another Settler is ready. Walls are declared the new black, so Athens starts The Great Wall.
76 Turn
I envy.
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78 Turn
Nothing.
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Since I’m probably going to end up using it for secondary military production, I start Barracks.
83 Turn
We discovered the Alphabet AND built a giant island-wide wall at the same time. Talk about good days.
Napoleon will trade Agriculture, which I don’t really need. He’s also loaded with other starting techs:
Spoiler :
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“City of Nothing”. We’re going to give you a city… a city of Nothing! Ahahahaha! Ahahahahahaha! Ahahaha! Ahem.
I needed to let it out of my system. I’m good now. I’m okay.

84 Turn
I switch Science spending to 0, since I'm out of money again. Athens and Barbarian Bear start producing Research. Metal Pig goes on to build a Warrior, since I’m going to need some garrison units for happiness later. I’m thinking about switching the city to Worker, though, since I need a second one now much more than I need future garrison units.
And I’m also kind of nervous now. Napoleon has got about 5 Archers against my 2 Warriors, and 1 of my Warriors is in no position to do anything. French Pigmy can rush me if he chooses to. I’d rush me if I were him. So... will he? How good are my chances here?

I’ll stop for now, because I either need Archery ASAP, or I can go on with my initial plan.
Here are some maps:
Overall view:
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Military view:
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Resource view:
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1. Trade Writing against Agri, you can farm the 2 FPs then, that's very important because you need more :food: . It's odd that he isn't willing to trade any of the other techs. Imo. You should research Sailing next so that the coastal cities get automatic Traderoutes towards Napoleons cities, Currency is too early yet with so few trades, try to establish TRs, they're the best source of economy.

2. Regarding an AI going to war:

It only happens very very very seldomly that an AI "daggers" someone, so that it delares war without a red fist being shown before. Wars are likely when the diplomatic relations are bad (try to get everyone to pleased and you're completely safe from all peaceful AIs, they cannot declare war then anymore, and the AGG ones are unlikely to DoW if you're pleased, but it does happen) and when there is border pressure. If you share 8 tiles of border with the other CIV (only land tiles count, diagonal tiles count aswell) then you are a so called "land-target" , then you need to be careful and can expect a war if you cannot get that civ to pleased. Then however a red fist will be shown at the scoreboard warning you that the AI is preparing a war. There's a period after which the fist gets shown in which wars cannot happen by 100%, not really sure what it is exactly but I think something between 7 and 11 turns, so pay attention to that red fist icon :) .

3. Regarding the Barb-Archer: On the lower levels you have one or even several free wins against Barbs, that's why your Warrior survived. You can move without fearing in the beginning if you play Monarch. Next time try to fogbust such an area earlier so that that Barb couldn't even have spawned :) .

Good work on the rest btw. . Keep improving the :food: and build Grassland riverside Mines, farm the FPs and improve the Horses. There I remember something, you need to work on your Worker management. The Horses should have been improved directly after settling the city, so you need to send a Worker towards a city so that it reaches it with the Settler.
You already noticed that you need more Workers now. With getting more and more Worker techs you can prepare for needing something between 3-4 Workers, build them, they have priority, improved land is much stronger than non-improved one in the case of Mines. It may be ok to work 1-2 Forests in the very beginning but improving the tiles really has a great importance, from mid-game onwards you shouldn't work any unimproved tiles anymore unless you really know what you're doing (like i. e. working a Grassland Forest when it is 2 :hammers: because it is the 4th :hammers: and gets a bonus via OR or a Forge) .

I'd say do all of that and only play until Sailing for the moment, hoping that Napoleon then will trade TW + Pottery + BW.
 
to work on your Worker management
Should I always prioritize resource tiles first? In this case my Worker was 4 turns away from a Settler, just finishing Deer camp, if I recall correctly. I sent the Worker to build a grassland mine for Barbarian Bear afterwards, figuring I need research booster more than I need Horses. Not sure if I stand by that decision, but it made sense at the moment. I have no roads, and there are lots hills and forests between Barbarian Bear and Nothing.

Turns 85-90

Spoiler :
Turn 85
Barbarian Bear got its very first mine. Mines are metal, so it fits. I send the Worker towards Horses, but it will take him 5 turns to get there.
Spoiler :
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I switch Metal Pig to build another Worker and make the city starve a little to get more hammers. It has 2 good food sources, so it will get stored food back really fast. If only I had Slavery…
Turn 86
The French Ambassador in Barbarian Bear requested honor guard. Turns out it was supposed to be made of the same Archers that killed the coolest (and the only one) ancient Greek rock band.
Spoiler :
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Ambassador sleeps with the Fishes now.
To other news:
I send my fogbuster to the chokepoint, since Nothing got a border expansion and I can see the whole island now. My scout-warrior notices French Settler-Archer pair. He thinks it’s romantic.
Spoiler :
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Turn88
Yep, Napoleon got his third city.
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Turn 90
Sailing is complete. Napoleon is Napoleon.
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I switch to Bronze Working, because I really need cute slave girls in my palace whipping.
Wait, that sounds even worse.
 
1. You didn't understand what I wrote about Settlers also counts for Workers. When building both of those units a city doesn't grow, because they consume the :food: aswell. Therefore you greatly lost in Metal Pig when switching the city away from the :food: as those would have been the strongest tiles. You would have noticed that when you would have looked at the turn-numbers shown for the unit-build. Go through the options and turn on advanced detailed city information like I told you so that this doesn't happen again. Maybe replay that phase, not working the :food: in that situation really is a very big hit.

2. If you want to whip, then you need Granaries first. The whip without them is efficient, but the whip is only really good when you have Granaries. Research TW -> Pottery -> BW has the advantage that your Workers could earlier build Roads and you'll need them in war. Researching BW -> TW -> Pottery has the advantage that your Workers could pre-chop. Generally I reverse my advice that Alpha beeline is always better, in weird scenarios like on this map with Napoleon not trading even the basic techs it's obviously not. Not getting Masonry before the GLH I know very well but not getting TW and Pottery or even BW is really very uncommon. I'd play out a test-scenario in which I'd research Currency because I refuse to research techs that one or two AIs have already. The problem may lie within your continent, Napoleon only trades techs when 60% or more know them, as you and him are 50% each he might not trade at all except in exceptions like Monarchy or Scientific Method, which are techs that the AIs always trades (unless they're giving you WFYABTA) .

3. Napoleon has Metal in the BFC of capital. This makes HAs a weak unit imo. , because HAs against Spears sucks, therefore I'd research Maths -> Construction soon and go for a full scale construction war. Research order probably TW -> Pottery -> BW (or BW -> TW -> Pottery) and then Maths + Construction before Currency, because Currency won't pay back 'til Construction. Going Maths so early affects your chops so don't chop too much too early then but wait 'til Maths. Chopping Granaries will be worth it though.
 
Maybe replay that phase, not working the in that situation really is a very big hit.
Metal Pig was one turn away from size 4, and that would make citizens unhappy (“Hey, Patroclus, did you hear? There is fourth guy in our city now.” - “Well NOW it’s way to mainstream to live in”). I know I should’ve allowed growth since I’m going to whip it later, but I used to play Civ3 back in the days and sometimes my subconsciousness gets the better of me. You really didn’t want a city to go unhappy in Civ3.
Also, I indeed checked and re-checked now, to be sure, and 3 Hammers 1 Food were making a Worker faster than 6 Food from the Pigs. Maybe the pigs weren’t metal enough, I don’t know.
Spoiler :
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Spoiler :
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not working the Food in that situation really is a very big hit.
While it was a wrong decision, no arguing, I don’t think I lost that much. I’d have 4 pop city with 2 scientists, 1 useless guy and 1 poor peasant that feeds them. When I get whipping, (and by that time I’ll have my first Great Scientist, he’s just 3 turns away) I’ll just switch 1 of the scientists to Fish for a few turns and we should be more or less okay. Not ideal, but okay. At least I think so.
Also, do angry faces affect anything? Like revolution probability, or garrisoned unit heal rate, something like that?

Napoleon has Metal
Yes, he does. Foreknowledge incoming:
Spoiler :
It’s 1-2 turns away from my border and he doesn’t build many spearmen. Both times I attacked him, he had exactly 2. So I just cut off his supply with the first attack, retreated inside his territory, and then Napoleon would counterattack with lone spearmen and a few archers in the open (or maybe he was trying to reinforce his jungle cities, I don’t know). HA suck against spears 1v1, but something like 7v2, with spearmen getting no defense bonuses, numbers won. Then I proceeded to choke Napoleon, slowly cutting him off, bringing some replacement HA, destroying roads between his jungle country and capital so no reinforcements could come, and waiting for Construction for Catapults.

Now I could’ve done it much better and faster, since game mechanics reveals its secrets to me and I’ve gone mad with power.

Going Maths
I can get Maths in a 3 turns with my Great Scientist. At least according to the list kind Lexicus gave me http://www.civfanatics.com/civ4/strategy/greatpeople_tech.php
So,

The Wheel -> Pottery -> Bronze Working

is the new plan, because I can get those chops for Granaries quick and effective. I’ll even have time to place my Worker and pre-chop.

I'd research Currency
Tested. He’s still too Napoleon to trade. I’m going to need to either kick his ass and take the tech, or I’m going to need Optics. I’d prefer to kick his ass first, since he’s making me nervous.

As usual, I’ll play some turns later on. I think 25 would be a good number for now. And also, I want to thank you once more for helping me out. Seriously, man. Thanks.
 
Sorry I kind of ghosted out of this, when I realized the save needed BUFFY to play I had to put a rain check on it since I don't have BUFFY, BUG, or any other mod at the moment.

Does anyone know if there are issues with BUFFY on windows 8??
 
BUFFY .003 works flawlessly. You might need to apply the fixes for Vista / Win 7 which are listed on the HoF mainpage to not any error when starting up the game. Your game needs to be completely unmodified, so you cannot use BUFFY for the same installation you use BUG + BULL for, because those alter some files. For BUFFY, all files need to be the original ones.
 
@ MBIB:

Yes, the Worker got faster, but your city is starving, you lose :food: , that's horrible! You should have set 1 Scientist to work the Fishes, always work the :food: ! The city should be happy 'til size 4 with a Garrison, work both foods + 2 Scientists, and when the city grows into :mad: procuce Settlers / Workers, as :mad: citizens don't eat :food: when producing those units so it doesn't matter that the city got :mad: , or (later) whip away that population with large whips. Don't stop the growth of a city, population are :hammers: later and having :mad: isn't that bad as you see.

Imo. bulbing Maths is a good move. It's only little value for a GS, but you're PHI afaik so you can create a 2nd GS soon. There aren't any possibilities for the GS anyhow, because you'll want to get Napoleons capital and move your Palace there, because that city has :food: and a good :commerce: value with having Gold, it's very good as a Buro capital in contrast to the crappy starting location that you got handed.

Regarding war, you decide. I'd take the Catapults as those are a safe bet. I generally don't like HAs as untis, too weak, too expensive, die all the time. With Construction you can take all of his cities with much less resources and oyu'll probably lose only 1-2 Catapults if at all. Imo. build 6 Axes + 1 Spear and 4-5 Catapults and own that guy completely. You do not even need IW for that because Axes are good fighters. You can do without a Spear if he doesn't has Horses (didn't look) .
 
Sorry for the delay. That pesky IRL business is always so needy, it’s like it doesn’t understand I’ve got important things to, like leading the Glorious Greek people and creating fictional rock bands. I contrived a plan while I was away from PC, however. It might not be a very good plan, but I think I still should get an “at least you tried” medal.

Turns 90-115
Spoiler :
Turn 90 (cont)
Yesterday I played with turning Research production on and off in my cities, and to my surprise it still was going to take 5 turns until BW if Athens did something else.
So I stopped Research production there and ordered a 3-turn garrison warrior (Athens was going to grow to size 4 in 2 turns, and I didn’t want to prevent that) and a few Workers later. I also went to Metal Pig and put its worker one position back in production queue, made the city work pigs again, and kept going with BW instead of The Wheel.
Spoiler :
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I rerouted my former fogbuster from moving to the chokepoint to Barbarian Bear, since I wanted to have more guys working the Science Hills. I probably crushed my Warrior’s dreams to become the next Leonidas, but honestly, one guy with a club won’t do much if Napoleon chooses to attack me at this point.

Oh, and yes, The Plan. I’m totally going to chop a few workers along with granaries. Forests are evil anyway, just watch a horror movie.

Turn 91
We visit jungle Lyons. Hakuna Matata!
Spoiler :
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Turn 93
Leibniz was Greek and Leibniz was first. Bite it, Newton.
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With Mathematics discovered, I switch one of the Scientists in Metal Pig to Fish, and send a Warrior from Athens to garrison the city.
Turn 95
Napoleon has got an Axeman to assure that I still hate him.
Spoiler :
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I play with science spending a little, so I won’t run out of money and get BW next turn. As a side note, I really wish Hakuna Matata stopped playing in my head by now.
Turn 96
Bronze Working. So metal.
Spoiler :
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I start a revolution, and people are with me, because I told them the government will issue free Princess Leia costumes. Worker is done with Horses of Nothing and I send him to start chopping for the capital.
Turn 97
Here are Copper sources on the island:
Mine is north:
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And French one is near Paris:
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Turn 99
I plan to cut down 2 forests near capital – ones I’m eventually going to replace with farms. I’m not sure if they are the most evil of the bunch, but we have to start somewhere.
Spoiler :
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Science goes to 50%, it still takes as many turns as with 100% research, but gives me money instead of the other way around. Me likes.
Turn 101
Napoleon stole our title, Greeks. There is truly no end to his wrongdoing.
Spoiler :
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Our second Worker is done. I send him to start pre-chopping future Granary in Metal Pig.
Turn 102
The Wheel has been discovered. “Pimp your Chariot, and don’t ask about the Horses” becomes one of the most popular imaginary shows in Greece. 3 Turns until Pottery. And I absolutely cannot guarantee there will be no bad Harry Potter puns.
Spoiler :
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Turn 104
I chop third Worker in Athens and send my lumberjack worker to chop more. Pre-chopping near Metal Pig is on its way.
Turn 105
Okay, that was a tough one.
Spoiler :
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I need a settler to claim Copper, I need a granary at the same time, and there is only so much evil forest to kill. I chose the Granary for now – I still don’t have enough free hands for roads, and while I can probably get Copper to Athens and Barbarian Bear via rivers, those still have things to do before I can start popping out my doomstack. Will coastline work as a road, by the way? If so, I made a save.
My third worker joins his comrade in deforesting. I start researching Construction, for I desire you, Odeons. But we can’t be together just yet (and probably another “just yet” afterwards)
Turn 106
Metal Pig finished a Warrior to garrison the capital; I start a Granary next, the forest nearby is one turn from getting valiantly chopped.
Spoiler :
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Turn 107
I chop and whip a Granary in Metal Pig. I just chop one in the capital. I send one Worker to start chopping a Granary for Nothing, and another one to start a road between Athens and Metal Pig.
Turn 109
I switch Capital to Research for a few turns – I want it to use the Granary and get to size 5 quickly. Metal Pig is 2 turns away from the Worker I started so long ago, so I let it finish. I could use one more.
Spoiler :
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Turn 110.
Fourth Worker is out, and that’ll be enough for now. He starts working on Metal Pig – Athens road. I don’t need the road too much right now, but I have 3 guys already in place to build it, so I do it anyway. Metal Pig starts producing Research while it grows – I’ll whip Barracks a few turns later.
It is also my third turn in a row where I stay strictly on topic. Probably some sort of record.
Turn 112
I spy with my little Warrior-eye a settler in Paris and a spearman to go with it.
Spoiler :
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Also, “Warrior Eye”. Guess how I’m going to name my fifth city now?
Turn 113
Metal Pig - Athens road is done, and I start some farms for the capital. I also run out of money. Again. Can I crush on your couch? It’s just for a few days.
Spoiler :
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I let out a sigh and switch science spending to 0.
Turn 114
I chopped a granary in Nothing, and it’s 3 turns away from completion.
Turn 115
Cities grow bigger – Athens is size 5, Metal Pig and Nothing are size 4. We’re the big boys now, we completely refuse to eat vegetables. Because we don’t have any. Yeah. Nothing is 2 turns away from Granary, and I sent the Worker who chopped said Granary to farm city’s floodplains.
Construction is due in 4 turns at this rate. And, well, that’s it. Most of my cities are unhappy, and I sacrificed a forest and some research to get 3 more Workers. There is a road now. And I’m going to build Warrior Eye, which will probably lead to some serious metal band overflow in the future.
Oh, and I probably should’ve checked the thread before playing. Anyway, maps:

General overview:
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Resource overview:
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Military overview:
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Sorry I kind of ghosted out of this
The Glorious Greek people know that in your thoughts you were with them. And that’s what counts!
You can do without a Spear if he doesn't has Horses
Foreknowledge incoming:
Spoiler :
Napoleon does have one source deep in the jungle. He hasn’t settled it yet, and I think he has problems with Barbs, since I saw strange troop movements and one of the French axemen just disappeared. Maybe forest ate him, though. You can never be too sure with them.
 
Regarding war, you decide. I'd take the Catapults as those are a safe bet. I generally don't like HAs as untis, too weak, too expensive, die all the time. With Construction you can take all of his cities with much less resources and oyu'll probably lose only 1-2 Catapults if at all. Imo. build 6 Axes + 1 Spear and 4-5 Catapults and own that guy completely. You do not even need IW for that because Axes are good fighters. You can do without a Spear if he doesn't has Horses (didn't look) .
But you also play deity... On the lower levels, HAs work like a charm. I'm not saying it's the best plan for this game, because I haven't been following and don't know the map, but there's no need to fear that you would face a massive stack of spears when you attack a monarch AI early.
 
You should build the roads zig-zag, so NW, NE, NW, NE and so on. The road from Metal Pig towards the capital should have been Pigs, Grassland Hill because you later want to build a Windmill there instead of the mine, then the Plains you roaded because you save 1 Workerturns by not moving on the hill and then SE so you already get a road in direction of Barbarian Bear.

I'm too tired today to make any plans, someone else will need to give advice.

@ elitetroops: Right, but I'm trying to teach him good play, and Horse Archers imo. are only when the player is overpowered in regard towards the difficulty. I've exactly played 1 successful HA-rush in 5y of CIV which was in BOTM 99 which was on Emperor. Idk. why anybody thinks Horse Archers are so great, in my hands they do nothing but die against whatever they attack.
 
Seraiel said:
@ elitetroops: Right, but I'm trying to teach him good play, and Horse Archers imo. are only when the player is overpowered in regard towards the difficulty. I've exactly played 1 successful HA-rush in 5y of CIV which was in BOTM 99 which was on Emperor. Idk. why anybody thinks Horse Archers are so great, in my hands they do nothing but die against whatever they attack.

This pretty well matches my experience. Most recently tried to pull off a Keshik run, but my target had Iron in his capital, which was all the way on the opposite side of the continent from me. I sent guys to pillage it but they were killed by spears, and even though I took 5 or 6 cities I had almost nothing to show for it because within 5 turns he had enough spears to destroy every single HA I had - this was on Monarch btw. I assumed it was because I'm just not very good, but reading this from the mighty Seraiel makes me feel a bit better ;)

The one time I remember successfully HA rushing, it was because I popped HBR from a goody hut in ca. 2500 BC.
 
@ elitetroops: Right, but I'm trying to teach him good play, and Horse Archers imo. are only when the player is overpowered in regard towards the difficulty. I've exactly played 1 successful HA-rush in 5y of CIV which was in BOTM 99 which was on Emperor. Idk. why anybody thinks Horse Archers are so great, in my hands they do nothing but die against whatever they attack.
Good play is about adapting to the situation. Playing a monarch map like it was deity is not adapting...

HAs are extremely powerful and fast. Look at SGOTMs and you will find that it is often the weapon of choice for the top teams. SGOTM20 (immortal difficulty) comes to mind, where TSR won the whole map with HAs, while we in PR teched to rifles. And I also seem to remember a certain G-Major where WastinTime beat your game by 2000 years, using HAs.

Warring with HAs might not be as straight forward as with elepults. You can't just run head on and hit them. Some more strategy is required to get rid of metals, avoid fighting spears and so on. But don't say it can't be done. I've even beaten immortal quick speed with HAs (okay, it was Keshiks, but whatever). Catapults for your first war on monarch is a waste imo. The strength of catapults come from collateral damage. If you do an early construction rush, most cities will have 1-2 defenders and the benefits of collateral are mostly lost.
 
@ elitetroops:

In the game in which WastinTime beat my game by 2000y he rushed a Deity-civ with Warriors (4 Warriors / Archer) . I tried that, I didn't succeed in 3 tries with those ratios. I also analyzed parts of the early combat log because I couldn't believe that someone would take a map by Horse Archers on which I teched to Cuirrs, and I found that WastinTime had so much luck with the RNG like I didn't ever had in my whole time of playing CIV. I analyzed the combat log of the luckiest game I ever played against it afterwards, in it I got about the chances that the RNG showed me (this is lucky for me :rolleyes: ) , in GM-134, WT won more than 100% fights more than the RNG would have usually let him. I don't say that this is unfair or whatever, it just speaks for the weakness of Horse Archers, if WT wouldn't have had that exceptional luck, the HAs would simply have sucked and this is also my experience, HAs are fast but HAs need luck to achieve anything at all.

And regarding the SGOTM's: I played SGOTM 18 with Kakumeika and we were the only team going for a HA-rush. We definitely were the best warring team of all other teams, we stole over 15 Workers with the AHs, successfully choked Genghis Khan from ever getting Metal and conquered almost all of his cities with needing over 9 cease-fires though!!! Then we stood before a hills + Walls city and it was Kaitzilla's time to play. We had 10 HAs against 3 Archers and he asked for someone to put up a test-game. I made one and played that scenario, I lost 3 times with 10 HAs against 3 Archers :dubious: . In the real game, Kaizilla spent a GG on one of the HAs to promote him to Combat 3 or 4 and with that we just barely were able to conquer Genghis last city.

I know very well what you mean elitetroops, but I also know very well what I talk off. Pulling of a HA rush can be a huge disadvantage, because they're so fast, but even without metal but with Hills-cities, HAs are 80% luck and 20% skill if at all. I have the same experience with Swords, they just suck badly too, wars before construction are so costly, that building Settlers would be better and I say that with Sword-rushing in GM-137 with 40 swords conquering 1-2 civs but losing 95% of them on 2 or 3 cities against Axes.
In contrast to that though, in SGOTM-18 Plastic Ducks went for a Construction war, and while they weren't as good at war as Kakumeika was, they easily conquered the whole map without any problems with one sweep.

I really don't wanna teach the absolute highest possible difficulty of warring to someone who is new and not when it is so greatly dependant on luck.
 
HAs are not reliant on luck. Then you're doing it wrong somehow.

I do agree however that HA rushing is not a good strat for beginners. Too tactical and specific. It's not a unit you make to annihilate an ememy.
 
@Seraiel, your claims that HAs are "20% skill if at all", and "the absolute highest possible difficulty of warring" are not quite compatible. I can agree that successful warfare with HAs on higher levels is more difficult, but that means it is even more about skill. I've played a ton of HA rushes up to immortal difficulty and have never felt that it would require any extraordinary amount of luck. Sure, warfare is always to some degree dependent on luck, and the earlier you go to war, the greater the variance. But still, if you do it right, you can overcome the luck factor.

However, I do think you do not have quite a realistic picture of what war on the lower difficulties is about. On anything up to monarch, HAs do not require any extreme warfare skill. The AI just doesn't build enough units. I had a look at an old challenge series high score game on Prince. In that one I did a very late HA war, attacked 275BC. By 1 AD, I had taken 9 AI cities and lost only 7 HAs. The picture you are painting, that HA wars result in too many losses, is simply not accurate when dealing with lower level AI.
 
HAs are not reliant on luck. Then you're doing it wrong somehow.

I do agree however that HA rushing is not a good strat for beginners. Too tactical and specific. It's not a unit you make to annihilate an ememy.

I'm doing nothing wrong Rusten and the first rush on Deity that is not luck-depenant is Elepult. The best HA-rush I ever played I had 12 HAs at 1800 BC, my Target had no metal, then I attacked his first city and he had 5 freaking Archers in it and I lost 12 HAs without killing even 1 Archer, I had 1 withdraw. Horse Archers are luck dependant Rusten, because it's not garantueed to get 50% wins out of 8 fights with 50% chances. With Elepult however luck is not a factor anymore, because it's only a factor of whether one needs to sacrifice one catapult more or not because the chances are 90%+.
Take this information as additional: What I mean with luck-dependant already starts with which map you get. If you start next to Peter, whom you needed to choose in your round because you're playing a Space Race and he's the fastest low peaceweight tech-trader, and Peter's capital is on a Hill and he has Metal, then the HA-rush is luck dependant. Peter could whip Walls, if he decides to choose ai_city_defense for 4 Archers, have fun. If he decided to whip 2 Spears, have more fun. If his capital however is not on a hill and he only decided to choose ai_city_defense for 2 units but 4 are in the capital, great, then you can lure out 2 and easily get the city. This is also what I mean with luck Rusten, there are things the player cannot influence and those depend on luck (or bad luck) .
When I write that Elepult is not luck-dependant, then because Elepults beat Longbows, and they don't get attacked by any unit of the AI if 1-2 Shockers are between them. The AI sits in its cities, one can bombard the defenses down, sacrifices 2-3 Catapults, 90% chances, 2-3 Catapults lost, all Elephants alive or one sacrifices 1 Catapult less, then maybe 1 Elephant dies. If an AI only has normal Archers + Spears, then it's laughable with Elepult. The main difference though is, that HAs come at a time when an AI already can have great defenses (hills, walls, Archers with CG or even Drill I + CG 2, random chance that simply 4-6 units defend the city and cannot be lured out etc. ) and HAs have nothing to overcome those defenses because they're too weak. HAs are fast, they can roam through an empire and take all the easy cities but given the right map, HAs won't be able to take the whole neighbour like Elepults can.

I hope you understand what I mean now, plz don't assume that I do something wrong only because I don't like HAs but when you don't know how much experience I actually got in wars. HAs are great to gain a heavy advantage, but they're hit and miss. Elepult is a 100% safe bet given one was able to settle 3 decent cities.
 
Horse Archers RULE
Stack 4 Life
Hi, guys. There are three reasons I’m not using HA in this game:

1. It’s my third attempt to win this map. Two of my previous wars with Napoleon I won with Horse Archers, and I was indeed planning on using HA again. However, one has to move out of his comfort zone someday, and why not today?
2. Horse Archers, as Tristan_C kindly pointed out, would be a tech diversion, which is, I think, quite undesirable in my particular situation:
there is a continent full of other people that are, apparently, rabbits AND techtrade junkies at the same time.
So, yes. There is a distant continent with other countries, and I’m on an island with no tech trade possibilities. Because they are all jealous of Glorious Greek people.
3. I think it’s already too late for HA. It will take me about 15 turns to get Archery and Horse Archery, and then I’ll have to build my force. “2 units per garrison” discount will end by the time I have my horsemen – at least that’s my assessment. I could be wrong, of course.

Anyway. If you want to know more about my situation, I did write up my turns. If you put aside Barbarian Bear nonsense and skip the screenshots, the whole thing will take about 5-10 minutes to read. And then we can all sit in our forum dimension X and plan together on how to deal with those turtles for good. Just saying.
You should build the roads zig-zag, so NW, NE, NW, NE and so on
Oh. All right. Hopefully I understand “why?” in the process. 20 more turns incoming later on, hopefully.

Also, as a bonus, here's the first draft of this post:
Spoiler :
Horse Archers RULE
Stack 4 Life

Link to video.
 
@Seraiel
You're speaking from a HoF deity perspective which is not realistic for 99% of the playerbase. A regular forum user doesn't choose opponents or decide to HA rush before the game starts. You can influence your luck by not choosing a certain strategy because you're not min-maxing the game.

For normal games you add some extra HAs to counter "unlucky rolls". To claim that HAs is 80% luck is absolutely absurd!
 
@Seraiel, your claims that HAs are "20% skill if at all", and "the absolute highest possible difficulty of warring" are not quite compatible. I can agree that successful warfare with HAs on higher levels is more difficult, but that means it is even more about skill. I've played a ton of HA rushes up to immortal difficulty and have never felt that it would require any extraordinary amount of luck. Sure, warfare is always to some degree dependent on luck, and the earlier you go to war, the greater the variance. But still, if you do it right, you can overcome the luck factor.

However, I do think you do not have quite a realistic picture of what war on the lower difficulties is about. On anything up to monarch, HAs do not require any extreme warfare skill. The AI just doesn't build enough units. I had a look at an old challenge series high score game on Prince. In that one I did a very late HA war, attacked 275BC. By 1 AD, I had taken 9 AI cities and lost only 7 HAs. The picture you are painting, that HA wars result in too many losses, is simply not accurate when dealing with lower level AI.

Read post above and also my writeup in the BOTM-100 thread, I think I lost 6 HAs against 2 Archers and 1 Axe in a Walls + Hills city. HA have their use, but they aren't reliable, good units. BOTM-100 was on Prince and the defenses the AI I attacked had were laughable, still I needed to whip over 20 HAs to conquer it because he simply built 1 Wall after the other, had enough Hills cities and I even had bad luck with not getting the chances that were shown. HA-rushing him was still good because I needed his cities fast and I had so much production that the losses were ok. Still, if the game had been on Emperor and if I had been given a worse map with less good land to settle, then having 20 losses would have screwed me completely, while a Construction war can't get screwed (except by Longbows but Elepult overcomes even those) .

When I write that HAs are 20% skill and 80% luck but the unit requiring the highest skill, that means that I'm using several tricks with HAs that I learned over the years, forking, leaving a city undefended, luring with wounded troops, gifting a city on flat terrain so the AI moves out its troops from the Hills-city, attacking too hard units with Flanking and not Combat, cease-fires, etc. and all of those tricks for me are 20% skill, because after that the mighty RNG comes and decides, "oh, 20%, I'll let you survive" or "oh, 70%, I'll let you lose" . In contrast to that, Construction warfare is 0% skill and maybe 2% luck and 98% all other factors like i. e. "does Mansa tech Construction early so I can trade it" or "can I attack before Longbows" etc. but those factors imo. do not count, because that's not the RNG directly (though ofc. it is) . The thing is, that in a warfare with only few units that have widely varying odds the wars simply are very luck dependant, even on Prince, if you play a Spacerace, Oracle CS and research Education and that before HBR because you want to get the heaviest headstart possible and if you only attack with as few HAs as possible because every additional HA is tech-rate. Construction-warfare is simply completely different, because it's safe, it's only "do I need 1 Catapult more, 60% chances 4 defenders 7 attackers yes, 80% chances 7 attackers 4 defenders no" .
 
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