The UNREAL Walkthrough

The turn before 1918, it was already over and we had it won. And we didn’t even need to sabotage anyone’s production!

Ignore the diplo pop-up there, that’s just a little bug issue again. The bottom middle screen actually shows the space victory has already come in…


I also have included the last turn-save and initial start files here:

Initial

Last turn

fig20.jpg
 
Thanks for another interesting walkthrough :)

While I still have serious doubts about the general efficacy of this strategy (e.g. every time you had floodplains, plains hills and stone nearby + played an industrious leader), I do agree that there is a lot fun to be had by building a super-capital :goodjob:


Some questions:
-You finished earlier than Monarch. Is this due to faster AI teching? This is something I've started to suspect, since on Monarch it is often hard to tech by trading in the later game (unless one mass-gifts the AI all the techs they lack so they can start researching "useful" ones.).

-You mentioned fighting with grenadiers, but ended up using cavalry instead. Now some experiments I've done with Monarch+ Cavalry rushes indicates to me that they are overpowered.. quite much so. Grenadiers are jokes when compared to 2 speed, 15 strength and withdrawal. Would you say that it is indeed Cavalry that makes this strategy work for you, since a Gren war would last probably 2-3 longer or result in less land gains?

-You've been unclear on one point (unless I missed something, in which case I apologize): Are you advocating this strategy as a "go to" strategy that new players should prefer before cottage spamming and lightbuilbing, or is it simply the strategy you prefer, i.e. more fun for you?

Finally, I agree with you that doing a walkthrough or participating in a "post as you go" game does cramp ones gaming style slightly (I have no idea why..) :)
 
Good job showing how settled specialists beat lightbulbs in the long run.

This is much to general a statement. If you had a great scientist that could bulb education, printing press or chemistry you yourself would lightbulb without thinking twice and you know it ;)

For prophets/engineers/very early scientists etc. you have a point tho :)
 
Nicely done, but I was wondering how does the wonder building hold up on Immortal?

I would think you just couldn't get that many wonders, but when you play immortal do you play a similar strat? I realize that you would have probably lightbulbed a few times, but is this more or less your playstyle?

Surely, you must play differently if you gen costal start, or do you not play that?
 
And once again, we see the precision tuning of Civ4. Despite Obsolete's comments about lighbulbing and cottaging being for "noobs", it's clear that these standard techniques work on the highest levels. But settled GPs can hold their own as well. Of course, using all three techniques as appropriate is going to be the best, and deciding which to use when and where is what makes an elite player.

For example, in this game, using a GS to pop Philosophy when there's no religion on the continent would have worked out very well. And building Shrines is a much better idea than settling the priests when you're looking at 20 cities with the religion. 2:hammers: + 5:gold: < 20:gold:. Only two cities? Settle him!
 
I think you have missed one vital point out of your explanation of why the game is different:

- No cottages - check - but not surprising - lots of people advocate SE at high levels. With Spiritual and Industrious I would run an SE too.

- No lightbulbing - check - a bit more unusual, but I think this makes sense for industrious. If I was playing a non industrious leader and didn't get the pyramids, then I think lightbulbing is more effective.

- No early wars - !!! This last point is actually more interesting to me and probably makes these games more unusual. OK you did have an early war but it was a pretty minor one and not that important to your strategy. My own games with an industrious leader would go very similar up until I got Construction - probably straight after building GL. Then it would convert into very aggressive warfare to rollover at least one opponent fully.

Congatulations and thanks - it is interesting to see a different approach played out so successfully.
 
Obselete, it's unclear whether you are advocating this approach as being better than lighbulbing/cottages, or as being a contender to lightbulbing or cottages. It seems like your preferred playstyle is to go for a space race, which necessarily means a longer game than a domination win, and more time for settled GPs to pay off.
 
Some questions:
-You finished earlier than Monarch. Is this due to faster AI teching? This is something I've started to suspect, since on Monarch it is often hard to tech by trading in the later game (unless one mass-gifts the AI all the techs they lack so they can start researching "useful" ones.).

There are so many different variables that go into tech speed that it&#8217;s almost impossible to list then off or give a single answere. As on my own teching.. civcs I use or am forced to use affect it&#8230;. Even religion affects tech sometimes.(though I try to stay in free religion as much as I can)&#8230;amount of specialists, and amount of total gold or hammers I want to push through tech spending. In fact, the length of tech spending itself. I often go through long phases of not funneling any cash into tech. Naturally that has an affect on how fast I also move up the trees. Different leaders will act differently with tech trading, which has an effect on everyone, including me. So does terrain, and wars, etc&#8230; Just too many causes to give any real defininte answere to.


-You mentioned fighting with grenadiers, but ended up using cavalry instead. Now some experiments I've done with Monarch+ Cavalry rushes indicates to me that they are overpowered.. quite much so. Grenadiers are jokes when compared to 2 speed, 15 strength and withdrawal. Would you say that it is indeed Cavalry that makes this strategy work for you, since a Gren war would last probably 2-3 longer or result in less land gains?
You can not consider grenadiers as jokes just because they don&#8217;t have a movement of 2 or strength of 15. In fact, grenadiers are the main unit all the best conquest/domination games revolve around. And you&#8217;ll see just about every type of player who specializes in these beelining for chemistry. (Unless it&#8217;s some silly tiny map done with a Que rush, but what&#8217;s the point/fun in that?)

Grenadiers come before riflemen. Grenadiers are cheaper. Grenadiers while having initial strength that looks less than a rife, infact are BETTER because they have a built in BOUNUS vs riflemen. Another thing domination players know is the AI&#8217;s stupid system of using riflemen for defence for everything. That is a very flawed system, and all it takes is a few cheaper grenadiers to butcher one city to the next.

Some other points.. Grenadiers have a very long lifespan. They are the best unit of their era, and even when TECHNICALY their era is done and over with&#8230; they STILL are better than the rifles that in theory are supposed to replace them. Now you see why they are one of the most potent units in the whole game.

And because their movement is half that of cavalry isn&#8217;t much an issue. The main doctrine is to move siege weapons with them. Steel is right next on the same tech path, which is another reason they are so deadly. Again, look at the big fights in the best domination/conquest games. You&#8217;ll see a LOT of cannon/grenadiers stacks. So maybe their movement is slower, but they are having 0 culture defense to overcome, and getting bombard bonuses too, while always getting the odds on their side when attacking.

And it doesn&#8217;t take long for those cannons to be upgraded to artillery. And grenadiers get upgraded sometime after that. You can keep pushing with them and never stop.


I decided to take the cav line because the AI&#8217;s don&#8217;t go after cavalry so fast. That meant I could trade it back and fill some other techs, then jump into the media branch. This is a branch the AI doesn&#8217;t prioritise, so I knew I could then also backtrade this as well while climbing up to computers. I didn&#8217;t have many goals for going up the chemistry route, or I would have rolled out those grenades, and then we could argue if it was only because of grenadiers that made this game work. It&#8217;s all situational, and I don&#8217;t use many pre-game formulas.


-You've been unclear on one point (unless I missed something, in which case I apologize): Are you advocating this strategy as a "go to" strategy that new players should prefer before cottage spamming and lightbuilbing, or is it simply the strategy you prefer, i.e. more fun for you?

Well yes, it is a strategy I prefer. I&#8217;ve been doing some more thoughts, and I remember a post mentioning that I shouldn&#8217;t be advocating such strategies in the general-tips section because it requires more skill. And I guess they do have a point on that. I had assumed though, since even amateur players can take the time to figure out how to go from Tech A to tech C by avoiding tech B, while grabbing techs D & E and then also setting up a little GP gambit & hoping it all works out&#8230;. That they would be able to at least understand enough about city specialization, filters, food, etc. I guess that isn&#8217;t the case.

You want to get your cities up to size and power right from the start? No cottages can match the effects of farms & whipping. You will never be able to even gold-rush axemen early in the game, no matter how many cottages you are trying to grow. And by the time you&#8217;re getting significant gold come in to gold-rush things, you won&#8217;t have even needed those cottages at all in the first place.

There is an article or two somewhere in the strategy archives IIRC that prove how food is the most optimum source for effective hammer conversion. Unfortunately, we run into population caps, etc. which only let us take things so far. Again, I admit there is a time and a place to use a cottage the odd time, but most people get it all wrong.


Good job showing how settled specialists beat lightbulbs in the long run.

Maybe if you actually used cottages you could beat Immortal/Deity.

It works fine on Immortal as well, though sometimes I may lose a liberalism race, etc. It still doesn&#8217;t mean the game is lost, just a set-back. But as for deity, I don&#8217;t know... I haven&#8217;t touched deity since they revamped the AI. I SUPPOSE if I could have a few shots at it&#8230; with a que rush then maybe we&#8217;ll be fine :P but then again, that game would be over very quick either one way or another HAHA!


I would think you just couldn't get that many wonders, but ?when you play immortal do you play a similar strat? I realize that you would have probably lightbulbed a few times, but is this more or less your playstyle?

Surely, you must play differently if you gen costal start, or do you not play that?

Everything is situational. Sometimes I stick in crazy warmonger mode, other times I may go into builder mode. But I just don&#8217;t lightbulb. If I have a coast&#8230; and god I hate coasts but I know some people only want to play coastal because of the stupid collusus and other gimmicks. Often my strat goes like this for typical costals with lots of food, but low production -- >. I end up having to whip everything, which is ok&#8230; But I often change things around a bit. Not always will I put IW in my capital. This is one of those rare times I&#8217;ll replace it with oxford, which is fine for SE because the huge beaker bonus. IW then gets placed into another city with good solid hammer production.

Most SE pros will actually use Oxford exclusively, which is always ok Though generally my choice is IW. And naturally, with lots of food, but low production, Oxford becomes the best of choice, ESPECIALY with Rep. Though, there are exceptions.




Obselete, it's unclear whether you are advocating this approach as being better than lighbulbing/cottages, or as being a contender to lightbulbing or cottages. It seems like your preferred playstyle is to go for a space race, which necessarily means a longer game than a domination win, and more time for settled GPs to pay off.
Well, a space race is usually my last alternate strategy to turn to. I plan ahead for it just in case I need it, which just happens to be MOST THE TIME! Usually I would love to go for early conquest/domination, but that&#8217;s pretty god damn hard on continents/normal speed. So then I try to see if I can get a diplo win. That works, SOMETIMES, but I never really count on it because it&#8217;s pretty rare except for the times when shaka owns his own continent. That&#8217;s one of the only times where you CAN actually nuke his population down and grab the votes. But to be honest, in those games you can win a space race anyway if you had to, as shaka is the most backwards tech baby of them all.

I&#8217;m not going to say this method is BETTER than others. That will cause endless fights and arguments. It&#8217;s what I prefer, and it works for me. If most people can&#8217;t get it to work, then they can&#8217;t get it to work. At one time Prince level used to be the elite level over at these forums when civ IV came out. Eventually some people worked up to monarch, and people thought that was insane. Then the AI got improved, and everyone was forced back a level again. Given more time, some people got good enough and adapted to the new AI to step back up again. And then, you have Emperor and even Immortal players now.

I guess no one can be a genius overnight, or we&#8217;d all be playing deity right now.
 
obsolete said:
You can not consider grenadiers as jokes just because they don&#8217;t have a movement of 2 or strength of 15. In fact, grenadiers are the main unit all the best conquest/domination games revolve around. And you&#8217;ll see just about every type of player who specializes in these beelining for chemistry.

You misunderstand me (Although my wording was admittedly bad). I almost always beeline for chemistry (I generally bulb it, though, which you wouldn't do ;)). In fact, I love CRIII grenadiers+cannon. My most cherished memories of Civ are from games where I got steel from liberalism :lol:

but

(And this is the essential point) As cavalry stands now (before the BtS nerf), there is nothing that beats a pre-rifling Cavalry spam for conquest speed and gains vs. losses. Yes, grenadiers and trebs/cannon are reliable, but Cavalry are fast and can often take unbombarded cities with acceptable losses, hence they sweep through the enemy at speed 2.

The rate at which you can absorb an entire rifleless large AI empire with Cavalry is just sickening. Cavs are broken. Thank god for the nerf.
 
If anything this game showed that you don't need to many cities to produce the military needed to own an AI. Cavalry rushes just overwhelm anything until rifleman.

Good play though; I wasn't sure you'd be able to launch before 1950s but you proved me wrong.

Good job showing how settled specialists beat lightbulbs in the long run.

I've done the full opposite of this game (cottages + ALL lightbulbs/GAs, no academies, no settled specialists) on Emp/Conti/Standard and launched 1870s. Does that show that lightbulbs destroy settled specialists? :p.
 
The rate at which you can absorb an entire rifleless large AI empire with Cavalry is just sickening. Cavs are broken. Thank god for the nerf.

There is a very cheap, and non-rifle (mideval) unit to counter the cavalry. This magical unit is called the pikeman.

100&#37; damage bonus vs mounted units. A cheap pikeman stack, standing fortified in a city with culture is simply going to own an attacking cavalry stack. In fact, even in open field battles, where the pikeman is the attacker, the cavalry still suffers.

The only problem is the AI is too stupid to know or utilize this properly. Any human player can nerf cav in an instant. Match the cost of hammers per cav compared to the cost of a pike. Even in open field, where the attacking pikeman is at a small disadvantage, because of the much cheaper investment the cavalry still suffers in the exchange.

If firaxis nerfed cav, then that's a sign that they still couldn't even get the AI to play even half-competant. Sounds like it's their WORK-AROUND SOLUTION to fixing a broken AI, not a broken unit.
 
There is a very cheap, and non-rifle (mideval) unit to counter the cavalry. This magical unit is called the pikeman... ...The only problem is the AI is too stupid to know or utilize this properly. Any human player can nerf cav in an instant. Match the cost of hammers per cav compared to the cost of a pike.

Sure, I agree fully with that.
 
Nah, it shows cottages destroy specialists. :)

:lol:

@DaveMcW: While I agree with the gist of what you're saying, you are still talking in too general terms. In specific situations specialists will still destroy cottages (or more exactly: the grenadiers you just got from the specialists chemistry lightbuld will destroy them.)
 
So are we getting "The insane Walkthrough" too? (immortal) ;)

Great work, i enjoyed both of your games, very interesting reads :p
 
Nicely done. My first note, it seems you've explored very little of the map early on.

Second, the biggest shakeup of the game is when the computer lightbulbed philosophy? And the tech advantage you're levering (other than pyramids) is the oracle and liberalism, which give free techs, kind of like lightbulbing.

I think I mostly tend only to lightbulb philosophy and 1 on education and 1 on printing press (if convenient), with philosophy being the only obvious one. The problem with most lightbulbs is that they're not on a beeline. I think that this isn't viable for your method since the wonder-based GP farm doesn't generate enough great scientist points to ensure one on top of the academy. Great priests aren't going to get the techs you wants, shrines are capturable and take some luck to get above the great priest bonus.
Great engineers, well, I think out of principle you didn't rush his statue of liberty (in fact, it's almost a waste of hammers if he can pump wonders out so easily). Great merchants, might be worth it if you need the upgrades.

Third, i think it says something that you really don't want great artist pollution. Because settled artists in a wonder-filled city is much worse than a priest. This isn't settling for the sake of settling, this is settling for production.

Over a medium period of time, cottages don't beat pyramid specialists until democracy/printing press. Some cottage their capital due to the bureaucracy bonus, and you're choosing between your production bonus and your commerce bonus.

And I think you'd be happy overall if you had popped philosophy, and if it had spread to the entire continent, building a shrine.
 
Well done Obsolete, very convincing win. I am a wonder addict myself but have never seen a game on this level with so many early wonders!

Two things I would like to ask if you don't mind answering.

1. Usually if I build too many wonders at the start and less units, one of the AI's attacks. Especially Toguwaka as most aggressive civilizations are suspect. How is it that you managed to avoid been attacked early, was it coincidence, giving them what they want? Do you get open borders and scout their cities?

2. What if you don't get copper in your first 2 cities? I noticed that you skipped animal husbandry and IW. Would lack of bronze change this wonder strategy?
 
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