manio curio
Warlord
- Joined
- Nov 7, 2021
- Messages
- 110
Hi all,
I just finished my game with the USA, I played with the lowest difficulty and normal speed. Pics and save attached. Here's my feedback:
UHV 1: a little bit on the fence since this was the first time I played with the USA, thus poor planning may explain why I barely made it. I was bailed by Korea wanting to be my vassal and got some extra mines to get the required quotas. Why poor planning? I could have settled closer to the Canadian border thus including a few more resources. Also the invasion of Mexico proved to be essential to get a few extra improvements.
UHV 2: The timeline was tight, I used 3 great engineers and it seems like 3 are the bare minimum to get by, otherwise the time it takes to get to the techs and complete the wonders may exceed the available time.
UHV 3: This one was the most entertaining, I had to do a slow, methodical grind in the Pacific to boot out Dutch and Portuguese, while not fully historical it defintively made me think about those Pacific war documentaries I watched in the past, it was awesome! Not to mention the invasion of Germany from France and ending the game at the outskirts of Brandeburg (Berlin). That said a lot of vassals are required as well as defensive alliances to complete this goal and it is not too clear too me why sometimes civs that I was besieging the capital of wouldn't capitulate and a 'you have grown too powerful for us' message would appear instead, to justify the non capitulation. If possible please anyone that can walk me through it. An example is available in the save, Germany is basically defeated, I took Koln and Hamburg and I am about to take Brandeburg but, again, you have grown too powerful message appears. In general this goal seems to require a little bit of luck, in the sense it doesn't appear to be fully within the power of the player, but cards got to fall in a certain way. How do the other players feel about this UHV?
UP: Very well designed, cities grow very quickly and I had plenty of very productive cities to crank out wonders and units.
UU1 pioneer: very historically fit and very useful to speed up the civ development.
UU2 flying fortress: very useful to complete UHV3, especially the longer range compared to the bomber, I deployed them successfully to defend my allies and bury my enemies under bombs. It takes fully advantage of the possibility of rebasing air units anywhere in the map
UU3 supercarrier: completely useless, it is possible to rebase air units anywhere in the map even tens of tiles away even in foreign cities since only right of passage is required, therefore I would use my allies as springboards to load my fortresses and bomb my enemies. I would replace it with something else, either bring back the navy seals or introduce a unique new unit, some suggestions could be the green berets or doughboys to replace infantry units.
All in all it was a great experience, thanks @Leoreth again for this jewel of a game.
I just finished my game with the USA, I played with the lowest difficulty and normal speed. Pics and save attached. Here's my feedback:
UHV 1: a little bit on the fence since this was the first time I played with the USA, thus poor planning may explain why I barely made it. I was bailed by Korea wanting to be my vassal and got some extra mines to get the required quotas. Why poor planning? I could have settled closer to the Canadian border thus including a few more resources. Also the invasion of Mexico proved to be essential to get a few extra improvements.
UHV 2: The timeline was tight, I used 3 great engineers and it seems like 3 are the bare minimum to get by, otherwise the time it takes to get to the techs and complete the wonders may exceed the available time.
UHV 3: This one was the most entertaining, I had to do a slow, methodical grind in the Pacific to boot out Dutch and Portuguese, while not fully historical it defintively made me think about those Pacific war documentaries I watched in the past, it was awesome! Not to mention the invasion of Germany from France and ending the game at the outskirts of Brandeburg (Berlin). That said a lot of vassals are required as well as defensive alliances to complete this goal and it is not too clear too me why sometimes civs that I was besieging the capital of wouldn't capitulate and a 'you have grown too powerful for us' message would appear instead, to justify the non capitulation. If possible please anyone that can walk me through it. An example is available in the save, Germany is basically defeated, I took Koln and Hamburg and I am about to take Brandeburg but, again, you have grown too powerful message appears. In general this goal seems to require a little bit of luck, in the sense it doesn't appear to be fully within the power of the player, but cards got to fall in a certain way. How do the other players feel about this UHV?
UP: Very well designed, cities grow very quickly and I had plenty of very productive cities to crank out wonders and units.
UU1 pioneer: very historically fit and very useful to speed up the civ development.
UU2 flying fortress: very useful to complete UHV3, especially the longer range compared to the bomber, I deployed them successfully to defend my allies and bury my enemies under bombs. It takes fully advantage of the possibility of rebasing air units anywhere in the map
UU3 supercarrier: completely useless, it is possible to rebase air units anywhere in the map even tens of tiles away even in foreign cities since only right of passage is required, therefore I would use my allies as springboards to load my fortresses and bomb my enemies. I would replace it with something else, either bring back the navy seals or introduce a unique new unit, some suggestions could be the green berets or doughboys to replace infantry units.
All in all it was a great experience, thanks @Leoreth again for this jewel of a game.
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