Wainy's Deity LP - Songhai

Thanks for all the advice and the excellent LP video. This last game was my fastest start and fastest domination ever on Prince (game was basically over in 500AD).

I took Sejong's capital with no losses, and wiped him off the map four turns later. By 500AD I had also wiped out Japan, and Polynesia and I split Russia. I could easily have taken Kam's capital while he was busy, but it felt cheap and I wanted to play some more.

Honestly, what made the game for me was all the camp and plunder gold.

I do think I'll move up to King if I play any more Great Plains though.
 
Well, she's at war with both Germany and Egypt and hasn't been toasted yet, and the AI is notoriously bad at taking cities. Plus, I can bribe one or the other into peace, and I had a huge excess of gold, and the speed with which I can get nukes is going to be the limiting factor on when I can plow into Germany and take the last capital.
You definitely helped her to get toasted. :cool: But actually AI is very impressive in this particular game in terms of taking cities.:)
 
Are you going to take scholasticism as your next policy? It would likely close to double your science output.
 
Are you going to take scholasticism as your next policy? It would likely close to double your science output.

His science output is already in the 300 realm. Since the nerf I highly doubt scholasticism could match that, even with all the city states.

Of course, if I'm proven wrong I might re-evaluate some of my strategies :).
 
Could You please explain me the 'median shifting' a bit? Or at least gimmie a link?

Thanks for great videos :)
 
Could You please explain me the 'median shifting' a bit? Or at least gimmie a link?

Here's what Maddjinn (who coined the term, by the way) had to say on the subject (from this thread):

I'll try to include more about RAs in my next LP to show what is meant by 'median shifting' and how to use them effectively.

Effectively though, always try to keep a 'high beaker cost' tech available to ensure you get a better return for the RA.

Example:

Let's say you had Compass, Theology, Civil Service, the Wheel and Mining available for research.

You have RAs coming due and you're headed to Education. The plan is to finish Theology and Civil Service, then Education.

Deciding to grab Theology first, you can 'shift button' select Civil Service as the next tech. (and Education to be safe if you had multiple RAs finishing at the same time)

An RA finishes, so you're getting 50% of the beaker value from the median beaker cost tech. In this case, Compass is the most expensive, with Mining the least expensive. Theology and Civil Service have the same costs, but the wheel is cheaper and removes one of them. So you end up with 50% of the cost for, let's say, Civil Service. (random aside, it may be less than Theology at this point since the AI goes there first)

The next RA is a bit tricky, as you've now (likely) completed Theology. So the middle two techs would be Civil Service and the Wheel. If an RA came due here, you'd get 50% of the value of (Civil Service + the Wheel)/2. Which is much less than the previous one. So while tech blocking isn't important, ensuring you have the right 'median' is important. You can get in trouble if you don't manage the median well before the RAs come due. It would have been better to get 3 RAs (150% of Civil Service in one shot) signed on the same turn to complete Theology + Civil Service and then open Education for the next few RAs.

Conversely, had you cleared mining up, and had Metal Casting open instead (with the Wheel still there) :

Depending on the timing, you could have either cleared from Mining->Iron Working/Construction to open Metal Casting (same costs as Civil Service) or opened the Wheel to have Horseback Riding and Mathematics available. (less than Civil Service, but 'more' than the average of the Wheel and Civil Service) With the latter, trying to clear HBR out of the list is good, though finishing Mathematics opens Currency, which is a higher beaker value.

First RA has a split between Theology/Civil Service/Metal Casting. (all same beaker costs) The next one splits between Civil Service and Metal Casting. Finally, once you have Compass, Education, Metal Casting and the Wheel open, all RAs would give 1/2 of (Compass + Metal Casting) /2 = ~350 beakers (more than 50% of Metal Casting) as Education is a higher beaker value than Compass and you ended up with four open technologies.

Clear Education and you're back to Compass, the Wheel and Metal Casting. So the next RA would drop in value again (50% of Metal Casting) until Compass or Metal Casting is completed. (for this example Compass should be completed next since it'll open Astronomy vs. opening Steel) At this point you can assume the Porcelain Tower (Engineer Rushed as soon as you hit Education) and now get 75% of the beaker value of the median tech.

Finish Compass, Bulb Astronomy with the free GS from the PT and now Navigation is the 'high beaker value' tech. Take the Rationalism opener (if you didn't go Piety) and you get 100% of the median beaker value technology. That is, if you select the 'median' technology when the RA comes due, you'll get a free tech. This is an easy way to RA spam up through Gun Powder. If you need to 'shift' the median again, to get 100% of Metallurgy or Chemistry, then a GS bulb of Navigation opens Archaeology as the new high beaker tech. Finishing Acoustics and Economics also open Scientific Theory.

If you also had Chemistry finished, you'd have three 'late Renaissance' techs open (Archaeology, Scientific Theory and Military Science) to go with Metallurgy. Meaning you'll get 100% of one of those with each RA. This effectively gives you 2 free 'top beaker' techs with the RAs. If you chose Military Science and Scientific Theory, that opens Steam Power as the new high tech. To get to Artillery, a few RAs getting 100% out of Archaeology or Biology, will speed you through to Artillery.

GSs should be used to open technologies where there's multiple branches leading out from it to ensure that the median keeps moving in an 'upwards' direction. (Gun Powder, Steam Power, etc) There are points in the tech tree where you'll get 'more' beakers by using a GS early, than by saving it until later. There are definitely points where you can get 100% of a 'top' beaker value tech, which can be used to clear an entire line of low beaker techs to ensure you 'catch up'.

What I'm wondering about is whether RAs affect the median for subsequent RAs that complete on the same turn. I thought I had discovered that I actually got less from a second RA because the first one closed off a high-value branch of the tree. But I'm still not sure. Does anyone know?
 
I'm to 20-something and still waiting for that 1-turn-4-happy discovery of sailing for Whales in Athens :D

Great videos, keep it up!
 
Did this game had a chance to end faster as a diplomatic victory ? You had so much gold and allied CS ...

No, I think it would be about the same, since tech-wise nukes are about as far into the tree as the UN. Anyways, I don't really find diplo victories too interesting, they're almost a cop-out.
 
Any more videos or you consider this game won? :)

I love how everybody starts to get antsy when I don't release a video for a few days :lol::lol:. (don't worry, you're not the first)
I'm going to finish the series, but since I haven't pre-recorded the whole thing I have to find the time to play and process the videos. Which is difficult, now that the year has started again. But I'll play some today or on the weekend and upload overnight.
 
Great game thus far, but aren't you concerned that Germany can/will backstab you? Considering the hordes of units they have.
 
Great game thus far, but aren't you concerned that Germany can/will backstab you? Considering the hordes of units they have.

Yes, but they're so far away, and my cities are so strong, that I should be okay, more or less, even if they do. I don't really have any other option but to hope for the best, since an assault would be suicidal, and proper defense would sap my empire of resources.
 
Yeah, and it doesn't really matter, Germany has a lot of crappy units and all you need is to hold on to your capitol. It would be, as you say; this is annoying
 
Hope you all liked the ending...
I'm attaching the turn 236 autosave, which gets you to the point right before I bulb all those techs. It's a good "sandbox" game, since you have 4 GS and 25K gold, and can essentially do whatever you want with them ;).
Look forward to OCC culture, and don't forget to vote for one of the five civs on my Youtube channel!
 

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Thanks alot for a great LP :) Enjoyed it alot! Keep'em coming!

Possible to get a naval game after the OCC culture one? :)
 
Thanks alot for a great LP :) Enjoyed it alot! Keep'em coming!

Possible to get a naval game after the OCC culture one? :)

I'd like to do a naval game, but someone asked for a generic conquest victory, so I'll probably play as the Ottomans and just not use any of their unique traits or units. I want to see if the longsword rush is still viable for non-UU-based early conquests.
Although I really do want to do a Vikings archipelago game sometime soon :D
 
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