TT01: Beating Demigod

Good luck with your game :)

What are your long-term plans (to win obviously, but in which way?).

Also I sense that you are about to 'break Even' with the AIs after which it becomes Piece of Cake
 
Good luck with your game :)

What are your long-term plans (to win obviously, but in which way?).

Also I sense that you are about to 'break Even' with the AIs after which it becomes Piece of Cake


We're going for conquest. And I think I agree with you on your assessment.
 
There's something I'd like to toss out for discussion before we rush headlong into building Knights:

For the same number of shields required to build a Knight, we could build one MDI & one SM, giving combined-arms stats of 4/4/1.

I don't DISlike this idea--but the main reason I like the knights so much (especially against these damn Persian horses) is the retreat ability (and negating theirs). I actually think a mix of all three types would be best. Our terrain is not fast-movement friendly, but on the other hand we are sort of racing against the clock, and fast units would be of help in switching theatres (which we will have to do at least once, if not twice, more).

Tough luck on the Ivory--but we can get that back soon enough.
 
I'd say that we should build a 45/45/10% mix of Knights/MDI/Pikes-Muskets to handle our military needs, building them in the city with the best numbers to lessen wasted shields. As far as the Feudalism trade question, if we'd have had a formal vote, I think I would have voted for the trade, that extra attack point is worth alot. I will probably be able to start later today, evening or so. Any suggestions, strategy tips, requests or comments would be appreciated.
 
it´s past 2am my time... so maybe you still read this before you get to play in the evening your time. not much to say, anyway. with those 3 armies we really need to accelerate speed in the conquest of our continent. use fast units against the east of Persia, mostly slow units against their west, imo. Pesergadae should fall, but i think there is another good production city hidden in the fog. i wonder where they got all those troops from during the last two turns. that´s while they were building wonders! anyway, i´m convinced you´ll need two armies against Pesergadae if not all three.
and we really need to connect Persepolis by road. we better don´t let Ragnar get the horses there. i´d settle SE of the horses asap and would like another city either on the elephant close to Lauwersoog or NE of it (even if CxC).

i´m happy with your suggestion on troop builds.

the flip risks in quite a few of our towns are worrying me a lot. nothing we can do against that short term, though. only remedy is to take the source of that cultural pressure out asap.

buce, you really wanted that mountain next to Tilburg mined, didn´t you? ;)
 
Got a problem, I keep getting "not a valid save" message, so I can't play it. Can someone else load it, see if they can get it to run, then resave it under a different name. Also, if anyone has a Mac, and has FileValet, clean it, resave and post it.
 
Got a problem, I keep getting "not a valid save" message, so I can't play it. Can someone else load it, see if they can get it to run, then resave it under a different name. Also, if anyone has a Mac, and has FileValet, clean it, resave and post it.

I've had this happen before, I just d/l'ed a second time and it was fine.
 
I'd say that we should build a 45/45/10% mix of Knights/MDI/Pikes-Muskets.

Two words - Swiss Mercs.

I will probably be able to start later today, evening or so. Any suggestions, strategy tips, requests or comments would be appreciated.

I'm not sure that you are going to have too many options, Overseer; unless the flow of Persian Horses abates, you will probably have your hands full holding on to our gains.
We may need to pause for breath to rebuild our offensive forces.

There are two Persian galley's off the coast - I would suggest tracking them with a couple of Knights, our West coastal region is largely unprotected.
 
Um, important alert, looking at the save in CA2:

Knights Templar was built in Pasargarde, NOT Perseopolis. Which means we need to go do something about that right quick, and be ready to lose a unit to a crusader.
 
Um, important alert, looking at the save in CA2:

Knights Templar was built in Pasargarde, NOT Perseopolis. Which means we need to go do something about that right quick, and be ready to lose a unit to a crusader.

Ee, the fog of war - sorry about that.

I don't think that we need to worry overly - the only unit within reach of Pasagarde is the Sword Army, I think, and an extra unit every 5 turns will not make a significant difference in the long run - I would expect us to be in a position to take Pasagarde after Overseer's set, if not during it.
 
Looks like a tough set indeed Buce. This sort of prolongued strong resistance as the Persians keep up with is really not like an emperor game.

As for the knight/mace/merc ratio I'd go along something like 3/5/2. I would like to suggest again a disconnect/connect strategy but this time of the horses, that takes less workers. This way we coud quickly build/upgrade some knights and send them to Persia fast.
 
Lurker's comment:
Flip chance of Persepolis is about 1/3! :eek: Quick calculation: you would expect it to flip 2 or 3 times in the next turnset. I see some grumbles coming up!
 
Looks like a tough set indeed Buce. This sort of prolongued strong resistance as the Persians keep up with is really not like an emperor game.

I think we are seeing veterans from the Portugese campaign - Portugal is routed - but taking Persoplis will hurt have them.

I would like to suggest again a disconnect/connect strategy but this time of the horses, that takes less workers. This way we coud quickly build/upgrade some knights and send them to Persia fast.

Not possible, I'm afraid - disconnecting Horses will prevent us building Horsemen to upgrade. ;)

Personally I regard it as an exploit, but I'm not sufficiently outraged to have a hissy fit if that's what the team decides.
 
Not possible, I'm afraid - disconnecting Horses will prevent us building Horsemen to upgrade. ;)

Personally I regard it as an exploit, but I'm not sufficiently outraged to have a hissy fit if that's what the team decides.

You mean the exploit is that that once the build order is set, you can finish the build, even lacking the proper resource? That is in fact how our 3 horses were build in my turnset, when we lost our horses by a culture expansion of Copenhagen. :)

Do you think that disconnecting the iron is also an exploit?
 
tt - well, in the case you mention it would have to be a very special exploit. one nobody knows yet - as you won´t be able to build horses while they ARE connected - b/c you´ll build knights. and you won´t be able to buildt them when they are DISconnected... well, for obvious reasons. ;)
just if i am not totally mistaken on this...

btw, i think i already delivered my change that the connect/disconnect strategy in order to save shields is a clear exploit imo. in my feeling of the spirit of the game we try to gain ressources in order to hold them. if we can´t, like it happened before when we lost control of the horses, i feel fine to finish what i once could build and cannot build now without me arranging this. however, compensating my production weakness in a way that i jump between my stone age builder ego and my modern builder ego - that wouldn´t be my schizophrenic shot.
 
tt - well, in the case you mention it would have to be a very special exploit. one nobody knows yet - as you won´t be able to build horses while they ARE connected - b/c you´ll build knights. and you won´t be able to buildt them when they are DISconnected... well, for obvious reasons. ;)
just if i am not totally mistaken on this...

Point is, you can build horses without horses connected. Connect the horses, set the build order in the cities to horseman, then disconnect. The build order won't change and the game will let you finish the current builds. After that, you have to connect the horses again for the next build.

Connecting/disconnnecting is allowed in HOF and GOTM. I agree that it is a bit akward.
 
sure, tt. but that´s not my point on our ability of horse production.

what i believe is, since we have chivalry we will build KNIGHTS as long as we have horses connected.

and with regards on the HOF rules, much of what is allowed there in my eyes is so for high scores, not for style. since i am new to CF, but not to civilization, i honestly was surprised that things i had defined as :nono: even in my offline-single game-times were just fine for them. no criticism, for sure, i think it suits there. for the HOF, you just wanna fly high.
but each of us is living in his own universe of what he esteems "just ok" - "clear exploit", anyways.
 
It would be Iron you would disconnect/reconnect to build horses to then upgrade into knights, it would be a pain to do, since our Iron is on a mountain. We'd need a ton of workers doing nothing but reconnecting. It can be done, it is an exploit, but not an egregious one, IMO. I think we don't need it at this point, but I could be convinced. Buce, re-downloaded the save, I'm good to go. I'll have to remember that little trick. I will keep an army near Persepolis for the flips, which will probably keep happening until Persia is dead. I'll bet the horses are coming from what used to be Portugals horse tile. I might even consider a pillaging mission to fix that, we'll see. I am ready to play.
 
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