The Sid Virgins Try Sid Again (settings TBD)

Pentium said:
We still can do a Byzantine UU rush ...

*desperately trying to hide inconsistencies in his posts*

:D I would appreciate it if you roll a start as Persia or Celts in standard continent ...
 
Whoa! Lots of discussion from the people outside the US when I was sleeping!

My vote is 60% arch, because keeping up in tech is incredibly fun. No UU rush, we farmers gambit, keep up in tech to the middle ages, then attack someone (Dutch is best with their UU). In one of my sid attempts I tried this, and I had a decent attack/defense force ready to take on my neighbor, I was just too scared to do it.
 
Own said:
Whoa! Lots of discussion from the people outside the US when I was sleeping!

My vote is 60% arch, because keeping up in tech is incredibly fun. No UU rush, we farmers gambit, keep up in tech to the middle ages, then attack someone (Dutch is best with their UU). In one of my sid attempts I tried this, and I had a decent attack/defense force ready to take on my neighbor, I was just too scared to do it.

But isn't that a replay of "scouting sid"?
 
Heroes said:
But isn't that a replay of "scouting sid"?
Not if you look at it like I do:

My vote is 60% arch, because keeping up in tech is incredibly fun. No UU rush, we farmers gambit, keep up in tech to the modern ages. [and build the UN]

I believe it's about time for me to stop posting meaningless posts. The thing above would be my strategy, either done with Byzantines or Dutch, maybe even England for max cash.
Not Cartage :)
 
AnsarKing101 said:
lurker's comment: Dutch?Please...?:mischief:
Naaa,
the ENGLISH would be better for me.
it would close a cycle for me (SW1 was with england), and i just :love: playing England.
 
Pentium said:
Not if you look at it like I do:

My vote is 60% arch, because keeping up in tech is incredibly fun. No UU rush, we farmers gambit, keep up in tech to the modern ages. [and build the UN]

I believe it's about time for me to stop posting meaningless posts. The thing above would be my strategy, either done with Byzantines or Dutch, maybe even England for max cash.
Not Cartage :)

OK, a science game then, which is also interesting to me. Byzantine? It seems wasteful because we won't use its UU early. Dutch? It has been used by too many times ... England is fun for me. Start with alphabet and pottery, almost perfect. Sit peacefully until getting magnetism, then go for fun of Men-O-War slavement. You will do some war, won't you? And, since starting with alphabet, how about building GL?

A hint for using seafaring civs: The smaller the world size, the more useful the sea trait, because the ratio of coastal cities to land cities will be higher. So let's make it at most standard.
 
60%? Isn't seafaring even better on 80% maps?

I'm not sure about GL, though. We can keep up quite easily until Astronomy/Navigation, so I don't think it's needed. Unless we're going to be at war in AA a lot, which I don't think is the case.

Or did you mean the other GL? Lighthouse might be very useful, simply for preventing other civ building it.
 
Folks, here's a really doable map for Sid. Doable, but fair - you do not have the best starting position on the map. You do not have all resources on your island. But you are alone, close to some other AI islands, and do have some crucial resources. And some land.
This was the only Sid map I played where I could have won by any victory condition - I did have the culture/tech/power/SS lead, the UN and even a city that could have reached 20k. And while I did build the GLib, it was a huge waste - I got a total of 3 techs (Eng/Chiv/Edu) from it, since one single AI ran away with techs.

Your Civ must be SEA; 13242106
No Barbs, normal climate, moderate temp, 80% water standard size 'pelago.
Opponents:
Zululand
Carthage
Russia
Persia
Portugal
France
England (if you choose that one, you need to replace it with another SEA Civ!).

SGLs are on, and one hint: Settle in place. If there is no obvious reason to move - don't move.
 
lurker's comment: oh, and just a last tip, dont build the Colossus, which you probably werent going to in the first place, but just a reminder.
 
Thank you very much, Doc T. To generate the same map, there must be exactly 3 seafaring civs, right? What to do if we don't want to customize all the opponents? Maybe you could please post the start location, so that we know whether it's correct. Thanks!
 
ArchSid.jpg


4000BC Save

Opponents were random; ok, 3 EXP Civs for Pelago is a bit lucky, but - you don't know if those are alone on small islands, after all ;).
I've replaced AI England with Spain.
And the hint to settle on place is no real spoiler - if you examine closely, you have to admit that this BG tile is the only suitable spot you see (all others are either not coastal, not at the river or no Lux, or have too much water). It's not about an Iron Works capital later - it's just about this start being way better than it seems at first sight (no, and no 3 Cows either).
 
Doc Tsiolkovski said:
And the hint to settle on place is no real spoiler - if you examine closely, you have to admit that this BG tile is the only suitable spot you see (all others are either not coastal, not at the river or no Lux, or have too much water). It's not about an Iron Works capital later - it's just about this start being way better than it seems at first sight (no, and no 3 Cows either).

Thanks a lot! I have no objection at all to settle on bg, since you'll get the bonus back after reaching pop 7. The only other sensible option is the river forest, but why waste the 10 shields, and maybe there is still a bg under the forest. Settling right away reveals many good stuff ... :lol:
 
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