TSG14 After Action Report

Thanks to everyone for the thoughtful responses to my question on the advisability of building a trireme somewhat early. I particularly liked the creative suggestion from Muaziz about selecting extended sight for a scout upgrade, which I never thought to do - usually pick quick repair. I'm going to use that idea next time.

I forgot to mention that in my first game when I was on my final push to take Russia I had some units lagging behind in the water, but was already at war, and he nailed a couple with caravels. Fortunately, I did have a small escort fleet so could deal with it, and I had too many attack units anyway. The point is that I encountered both barb galleys and hostile AI caravels. People who finished super fast probably got across before Russia could build boats.

In my first game when I did not know the map I built a trireme at the point I normally would have built the second warrior. I had a lot of turns to go before being able to build an army and launch a land attack, did not want multiple zero XP warriors sitting around, yet wanted to find civs, C.S's, natural wonders, and build some XPs.

It looks as if the next version will be quite different so maybe none of this matters anyway :)
 
I particularly liked the creative suggestion from Muaziz about selecting extended sight for a scout upgrade, which I never thought to do - usually pick quick repair. I'm going to use that idea next time.
The other great thing about the Visibility promo is that if you get to 30 XP, you can take the +1 Movement promo. And as I pointed out earlier, getting to 30 XP isn't hard if you can find a Barb Galley willing to shoot at you every turn while you are healing. It's a little lame, but it works.

I forgot to mention that in my first game when I was on my final push to take Russia I had some units lagging behind in the water, but was already at war, and he nailed a couple with caravels. Fortunately, I did have a small escort fleet so could deal with it, and I had too many attack units anyway. The point is that I encountered both barb galleys and hostile AI caravels. People who finished super fast probably got across before Russia could build boats.
I don't recall seeing an AI Civ Caravel in any of my games. Alternatively, you might have been able to land some troops just north of Moscow (near where a City-State was) or south of them close to the Aztec lands (assuming they had no Caravels or were at peace with them).

In my first game when I did not know the map I built a trireme at the point I normally would have built the second warrior. I had a lot of turns to go before being able to build an army and launch a land attack, did not want multiple zero XP warriors sitting around, yet wanted to find civs, C.S's, natural wonders, and build some XPs.
In my games, I would usually build my second Worker before I had Bronze Working. I would then start a 3rd Warrior, but time BW to hit before that Warrior was done, and then switch to a Barracks (and optionally the Heroic Epic afterward). There were still enough Barbs around that my 2nd Warrior could get to 10 XP before it would get upgraded. Also, when Iron was finally mined, I would start a Swordsman, and push the 3rd Warrior to the bottom of the build queue. Then I would push the Swords down with 1 turn to go and get the Warrior first. Upgrade the Warrior that turn, and then have 2 Swords ready to go at the same time.

Of course, I really never did much with my Swords since Samurai were just around the corner and I didn't want to send them away, only to have to bring them back shortly after for upgrades into Samurais.

It looks as if the next version will be quite different so maybe none of this matters anyway
Very true.
 
I got a 189 turn victory without RAs that I cannot submit however because I made a mistake which caused me have to load the game. That was only sending 4 samurais+GG west and six of them+GG East..and then losing the West GG at Hiawatha's doors. It should have been 5-5 and I would have been safe. Would have saved me 4 turns as well.

By the time I got to Hiawatha(the last to fall) he had quite some defense: 2 trebouchets, 2 archers, 2 Mohawk's and 3 pikemen, plus the nasty Great Wall which meant he could just kite me for a bit. The Longsword I got from the friendly military CS helped, but only after a re-load. In the normal play I managed to lose the GG and that was it. :mad:


This was my first try at a GotM however and I love the format so I'll definitely show up again.

I wrote this post mostly for a question: is bankrupting AIs considered an exploit? Which is to say a few turns before DoWing them just selling everything you can for their cash.
 
This was my first try at a GotM however and I love the format so I'll definitely show up again.
:wavey: Welcome to GoTM.

I wrote this post mostly for a question: is bankrupting AIs considered an exploit? Which is to say a few turns before DoWing them just selling everything you can for their cash.
Making agreements that you do not intend to keep would seem like an exploit to me.
 
Anyone replaying this with the new patch?
I would imagine that most replays under the new rules would look a lot like slugster and Ribannah's game (both no-RA games), albeit a little slower due to Steel now requiring more techs.

Before Rationalism and Porcelain Tower, RAs only provide half as much of a non-tech blocked RA benefit (because if you did not tech block before, on average, you would get a "median" tech, whereas now you get 50% of a median tech in beakers).

Bottom line is that I am not sure RAs are very good early on now. I'd probably rather spend the gold to buy some key buildings and get some City-State benefits (with the changes to Luxury happiness, one would think this would increase the value of City-States).
 
<attached save>

@Farrapo: Is there any reason why you attached you save to your post in this thread, and didn't submit it?
 
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