BlackBetsy
Emperor
- Joined
- Feb 15, 2005
- Messages
- 1,049
I have noticed there are (relatively) few domination submissions in the HOF, which surprises me to some extent given that I originally thought domination wins are very close to conquest wins.
After completing my 3rd domination win under HOF conditions, I think that domination and conquest are more like cousins (maybe even second cousins) than they are like siblings. [I think SS and Diplo are probably siblings of a different family altogether, whereas cultural 20k is its own bizarre creature. But I digress]. Conquest is killing the AI's as fast as you can. Domination is capturing the AI's and holding their towns and expanding your cultural borders as fast as you can. The holding other civ's towns and organic growth aspects make it somewhat different.
I now have 3 HOF dominations submissions accepted:
(1) Tiny Monarch Persia - 730 AD
(2) Small Monarch Persia - 670 AD
(3) Standard Monarch Persia -580 AD
As the maps have gotten bigger, my dominations have actually happened quicker (granted, however, that #2's slow pace was about 90% attributable to raging barbs unlike I've ever seen). Mostly this is due to the fabulous information available in the War Academy as well as the best suggestion there is from HOF submitters - have a goal, and focus all of your efforts on that goal. I note that the fastest Monarch Domination win was Darkness in 370 AD on a large map...an impressive feat given my understanding and recent efforts. Bedhead_7's C3C Deity domination on a standard map at 30 BC is truly impressive as well.
Here are what I found to have been my key strategies to a fast domination win:
(1) A killer AA UU like the Persian Immortals. Let's face it - upgrading a bunch of 1/1/1 warriors for 4/2/1 Immortals is something of an exploit. The Gallic Swordsman at 3/2/2 is also intriguing.
(2) The Temple of Artemis. This is critical - it not only expands your borders 133% in a few turns after founding or capturing a town, it jump starts your total civ culture, reducing the chance of cultural flips by towns you capture and increasing flips to you. The free temples also keep the economy humming along, and you get to deal with less disorder.
(3) Building and upgrading warriors and horsemen. They are both obscenely cheap and upgrade to magnificent units like the Immortal and the Knight. Hooking up Iron and upgrading 15+ warriors to Immortals for the first round of wars are two critical things IMHO.
(4) Don't be afraid to fight multiple wars contemporaneously. One of the reasons my first two wins were slower was that I simply would only fight one AI at a time. That is stupid for a couple of reasons (1) you are costing yourself time at the expense of sure victories; (2) moving the troops from front to front after a war is over costs too many turns.
(5) Slow the tech pace down after Polytheism. Chivalry is the last tech you should need. Immortals fighting at a 4 offense vs. 2 defense spearman is an overwhelming advantage compared to 6 offensive cavalry vs. 4 defense musketmen or 4 offensive cavalry vs. 3 defense pikemen.
(6) Settler factories are critical. You need to have a huge empire already - one capable of defeating any 2 close AIs in 10 turns before you even go to war.
(7) Pangaea is pretty much a must. No time lost searching for the next continent or some hidden island chain.
In my standard game, I had a couple of early advantages, and would have won probably 20 turns earlier had I capitalized as much as I could:
(1) Great start with 3 cows - one grassland and two plains. Persepolis was a fantastic settler factory throughout (it was a 4-turn settler factory even at size 3)
(2) Popped a settler from second goody hut. Immediately set it to work on the Pyramids as a pre-build for ToA.
(3) Got a SGL with Polytheism. A lot of work had been done on ToA by then (20 turns away), so I switched the town that had been building ToA to Pyramids and rushed ToA in a third town.
My biggest problems were (1) not using a couple of suicide galleys loaded with settlers to find a substantial island pair with about 7-9% land mass. Settling those islands would have saved me 10 turns; (2) warring to the south, then north after shifting troops. I should have sent the Immortals north first, and let them continue their march while I built up another base of immortals in the south to fight the third civ while also taking on the second civ in the far north. Would have saved 10-15 turns minimum; and (3) not getting my settlers out to unclaimed lands as quickly as possible. Having to fight for those lands later probably cost me another 10-15 turns. So I can definitely see a BC finish simply by being more aggressive and more systematic in taking other AI's cities.
All in all, I often feel like these HOF runs are made at a breakneck pace, but the truth of the matter is that I haven't been acting at enough of a breakneck pace.
Your thoughts and feedback are appreciated.
Here's my 1000 BC screenshot from my Standard game:
After completing my 3rd domination win under HOF conditions, I think that domination and conquest are more like cousins (maybe even second cousins) than they are like siblings. [I think SS and Diplo are probably siblings of a different family altogether, whereas cultural 20k is its own bizarre creature. But I digress]. Conquest is killing the AI's as fast as you can. Domination is capturing the AI's and holding their towns and expanding your cultural borders as fast as you can. The holding other civ's towns and organic growth aspects make it somewhat different.
I now have 3 HOF dominations submissions accepted:
(1) Tiny Monarch Persia - 730 AD
(2) Small Monarch Persia - 670 AD
(3) Standard Monarch Persia -580 AD
As the maps have gotten bigger, my dominations have actually happened quicker (granted, however, that #2's slow pace was about 90% attributable to raging barbs unlike I've ever seen). Mostly this is due to the fabulous information available in the War Academy as well as the best suggestion there is from HOF submitters - have a goal, and focus all of your efforts on that goal. I note that the fastest Monarch Domination win was Darkness in 370 AD on a large map...an impressive feat given my understanding and recent efforts. Bedhead_7's C3C Deity domination on a standard map at 30 BC is truly impressive as well.
Here are what I found to have been my key strategies to a fast domination win:
(1) A killer AA UU like the Persian Immortals. Let's face it - upgrading a bunch of 1/1/1 warriors for 4/2/1 Immortals is something of an exploit. The Gallic Swordsman at 3/2/2 is also intriguing.
(2) The Temple of Artemis. This is critical - it not only expands your borders 133% in a few turns after founding or capturing a town, it jump starts your total civ culture, reducing the chance of cultural flips by towns you capture and increasing flips to you. The free temples also keep the economy humming along, and you get to deal with less disorder.
(3) Building and upgrading warriors and horsemen. They are both obscenely cheap and upgrade to magnificent units like the Immortal and the Knight. Hooking up Iron and upgrading 15+ warriors to Immortals for the first round of wars are two critical things IMHO.
(4) Don't be afraid to fight multiple wars contemporaneously. One of the reasons my first two wins were slower was that I simply would only fight one AI at a time. That is stupid for a couple of reasons (1) you are costing yourself time at the expense of sure victories; (2) moving the troops from front to front after a war is over costs too many turns.
(5) Slow the tech pace down after Polytheism. Chivalry is the last tech you should need. Immortals fighting at a 4 offense vs. 2 defense spearman is an overwhelming advantage compared to 6 offensive cavalry vs. 4 defense musketmen or 4 offensive cavalry vs. 3 defense pikemen.
(6) Settler factories are critical. You need to have a huge empire already - one capable of defeating any 2 close AIs in 10 turns before you even go to war.
(7) Pangaea is pretty much a must. No time lost searching for the next continent or some hidden island chain.
In my standard game, I had a couple of early advantages, and would have won probably 20 turns earlier had I capitalized as much as I could:
(1) Great start with 3 cows - one grassland and two plains. Persepolis was a fantastic settler factory throughout (it was a 4-turn settler factory even at size 3)
(2) Popped a settler from second goody hut. Immediately set it to work on the Pyramids as a pre-build for ToA.
(3) Got a SGL with Polytheism. A lot of work had been done on ToA by then (20 turns away), so I switched the town that had been building ToA to Pyramids and rushed ToA in a third town.
My biggest problems were (1) not using a couple of suicide galleys loaded with settlers to find a substantial island pair with about 7-9% land mass. Settling those islands would have saved me 10 turns; (2) warring to the south, then north after shifting troops. I should have sent the Immortals north first, and let them continue their march while I built up another base of immortals in the south to fight the third civ while also taking on the second civ in the far north. Would have saved 10-15 turns minimum; and (3) not getting my settlers out to unclaimed lands as quickly as possible. Having to fight for those lands later probably cost me another 10-15 turns. So I can definitely see a BC finish simply by being more aggressive and more systematic in taking other AI's cities.
All in all, I often feel like these HOF runs are made at a breakneck pace, but the truth of the matter is that I haven't been acting at enough of a breakneck pace.
Your thoughts and feedback are appreciated.
Here's my 1000 BC screenshot from my Standard game: