UNGY-01 Another spy attempt

Definitely not going to get another set in this amazing game :(

Really nice and educating game :D

(shameless self-promo :lol:):
Spoiler :
In AA03 we somehow decided, after getting a very crappy start, that we'll be running something like CE/EE hybrid, if you want to see how we do (some strange map, emperor, agg ai, raging barbs).
 
The weakness that I see in high level EE games is that you have to have an aggressive land grab either in the early game (settlers) or midgame (rifles). Without a margin in production and # of cities, you may run into issues in the late game generating enough EP.
Isn't that generally true at immortal that you need either an unusually good land grab or a war?
I think one difficulty is the deteriorating relations with the AI from stealing--we were lucky here that the AI were squabbling. I think if you had an AI lovefest it would be a different game.
 
ungy said:
...it would be a different game.
Maybe we can do another game? I'd surely play again, learned lots of stuff (like libraries aren't needed for this variant :crazyeye:;)).
 
OK- here goes.

We're definately mopping up here so I won't be too detailed--just keep drafting and moving forward. Also won't bother workshopping, etc.

1926 Ragnar seems not to have any more oil.

1928 we have taken Awdaghost, Nidaros, Tadmekka, Tonsberg, Djenne, Walata and destroyed most of the Viking army but still no cap.

1930 We take a couple more cities then culture bomb in Kumbi Saleh and then Ragnar is willing to cap:

Civ4ScreenShot0264.jpg




that'll be all folks.....


Civ4ScreenShot0267.jpg


Civ4ScreenShot0265.jpg



Civ4ScreenShot0270.jpg
 
Nice game all--I think we demonstrated the feasability of the EE--no tech trade at immortal is not a trivial constraint.

I have to say I had my doubts when we lost those cities to QSH and then got attacked by Monte early on but we recovered nicely.

I'm thinking try another one with no whipping or drafting--I'm finding that my games are getting a little routine with the rifle rush--anybody game?

Final save:
 

Attachments

Lurker:

A really fantastic game, well done :goodjob: :D

"Nice game all--I think we demonstrated the feasability of the EE--no tech trade at immortal is not a trivial constraint. "

No kidding! The EE does seem to suffer a bit of slow start, but really picks up steam in the mid-renaissance.

"I'm thinking try another one with no whipping or drafting--I'm finding that my games are getting a little routine with the rifle rush--anybody game?"

I would be interested in this variant, but will happily lurk another as well if you have all members returning.
 
I am going on summer vacation soon so I will not have CIV access. I'll definitely lurk but I won't be able to play. Olodune, you're more than welcome to my spot if this team continues :) A no whipping/drafting game would be quite interesting at immortal. I think the chemistry --> steel --> military science line will be much more valuable (together with upgrades of course). Perhaps the guilds line will be more useful than the education line for all the $$?

Thanks for the great game team! Considering our early neighbor was Monty, I think we've more than shown the feasibility (and strength) of the EE. We managed to repel an early invasion AND keep our economy afloat!
 
Sure, I'm in. I'm a bit sick of everyone drafting rifles as well so it sounds like fun. I usually avoid them in my own games, definitely prefer cuirassiers or grenadiers (muskets if drafting at all). If we can't whip I suppose we'll put down a lot of workshops and watermills to keep up, I'm very game for something like this.
 
If you can tolerate my relatively low skill level I'll give it a whirl.
 
Nice game team :goodjob:

I'd be definitely game for no whipping/drafting. Mostly the "no whipping" will be rather hard (we'll need to watch growth more closely as well as no settler rushing). With no drafting definitely go to war with grens/cannons.
 
No whipping means we'll be in caste system. As that gives +1 to workshops and unlimited specialists I suggest (demand :mischief:) that we keep the amount of cottages to the minimum, we made enough for 10 games in this SG alone. :D

Farms, workshops and specialists are better for this. We will have to work in bursts of science and production and for that you need specalists and land tiles which can get changed around, not investment tiles like cottages.

A mid/late-game specialist/hammer approach with workshops, SP and watermills really tears up the AI, and there's no need for whipping then. I just wrapped up a deity game using this approach a couple of days ago. Chemistry and Guilds will be important techs as they give +1 to workshops too, but Guilds is easy claim through trade.
 
Sounds like a plan Rusten :goodjob:

I'd definitely like to play SE but clearly without the mids please. Also we can use a philosophical leader. I haven't for quite a while. Suleiman anyone? Hamman + traits are quite strong (well the janis are as well but more or less out I guess.. :rolleyes:
 
No whipping means we'll be in caste system. As that gives +1 to workshops and unlimited specialists I suggest (demand :mischief:) that we keep the amount of cottages to the minimum, we made enough for 10 games in this SG alone. :D

Farms, workshops and specialists are better for this. We will have to work in bursts of science and production and for that you need specalists and land tiles which can get changed around, not investment tiles like cottages.
this is good--help cure me of my cottage addiction.
 
Lurker:

Heavy cottaging + Rush Buy would be another viable alternative for mid game production. (Ironically one of the best leaders for this strategy would be Vicky :mischief: )

Caste+Workshops are great once you hit Guilds (every grass can be turned into a 1/3/0 tile) and gets better from there. For this approach lots of early land would be helpful. Perhaps Zara or Freddy would be good leaders? Justinian has a nice synergy with early guilds too ...
 
I enjoyed reading this one as well :goodjob:. I'll note in passing that you ended up with a pretty warlike game though. I wonder if there is something about the thief economy that makes aggression inevitable? I mean, you have lots of EPs for city revolts and you have lots of diplomatic penalties for failed attempts, so there might be no way to avoid it.

Darrell
 
I enjoyed reading this one as well :goodjob:. I'll note in passing that you ended up with a pretty warlike game though. I wonder if there is something about the thief economy that makes aggression inevitable? I mean, you have lots of EPs for city revolts and you have lots of diplomatic penalties for failed attempts, so there might be no way to avoid it.

Darrell
True--I was hoping for a bit more peaceful game. Probably too much to be able to beat immortal without a war of expansion somewhere and no tech trading.
Once we had Monte, we could have won peacefully I think (with maybe a brief war to stop a cultural vic), but we decided it would be too long. and chose to knock heads.
 
we could definitely have won peacefully after we capitulated Monty. The only problem was that the AI were teching quite slowly so it would have taken longer to build an SS than it would have to reach domination.
 
I think every many strategies for the space race involve enlarging the empire at some point, and the EE is no exception there. Our game just ended in DOM sice rag was aggressive and teching slowly, SB overexpanded or something, he was backwards nearly all game IIRC, sury went into culture mode so no teching from him too. This leaves only QSH. One AI isn't enought I guess... Maybe replay sometime and pick peaceful non-creative civs?
 
Err... Does someone have a save the turn BEFORE the victory or a replay? I like having my SGs in my ingame HoF.
 
Back
Top Bottom