DGDobrev
Warlord
Hi guys!
I am very interested to know everyone's opinion when do players go on the offensive, and do you do it at all. I play Deity, but I would appreciate everyone's input. Most of my games up until now were won by science or culture, and I really need to find that stone, which turns the cart over and makes you say - "Damn you, now you're gonna get it!!!"
This is even worse if you are trying to compete for faster victory, as key National Wonders like NC, Oxford, Hermitage (50% culture boost is game-breaking!!!), Ironworks (helps a lot) require you to build the prerequisite structure in every city - and I don't like seeing my next policy taking 25+ turns to get. One gets some leverage with Radio, but it is rather deep in the tech tree...
For me, usually that stone is a civ which DoW's you all of a sudden, plays the bully just to find out how weak they are should I decide to go on the offensive. Another thing that ticks me off is when someone starts stealing a tech every few turns just cause the AI gives them better chances (lvl 3 agent vs lvl 1 agent and the same civ steals successfully 2 times in a few turns to even the playing field? Come on!).
The thing is, I found early offensive to be self-defeating in the end. You may get some success, but first, obliterating a civ gets you a penalty, dowing first and taking cities makes you a warmonger, and finally, some civs simply can't cope with the unhappiness hit as they have few happiness boosting options. Going into big unhappiness hinders your advances too, forcing you to stop and recuperate before pushing forward, and that sometimes is a bad idea, especially if you fight an evenly matched civ. This gives them time to switch to military techs, and you may find yourself pausing for 10 turns just to find your Longswordsmen/Crossbowmen push halted by Musketeers or Gatlings - and that's BAD.
So how do you find the balance???
I am very interested to know everyone's opinion when do players go on the offensive, and do you do it at all. I play Deity, but I would appreciate everyone's input. Most of my games up until now were won by science or culture, and I really need to find that stone, which turns the cart over and makes you say - "Damn you, now you're gonna get it!!!"
This is even worse if you are trying to compete for faster victory, as key National Wonders like NC, Oxford, Hermitage (50% culture boost is game-breaking!!!), Ironworks (helps a lot) require you to build the prerequisite structure in every city - and I don't like seeing my next policy taking 25+ turns to get. One gets some leverage with Radio, but it is rather deep in the tech tree...
For me, usually that stone is a civ which DoW's you all of a sudden, plays the bully just to find out how weak they are should I decide to go on the offensive. Another thing that ticks me off is when someone starts stealing a tech every few turns just cause the AI gives them better chances (lvl 3 agent vs lvl 1 agent and the same civ steals successfully 2 times in a few turns to even the playing field? Come on!).
The thing is, I found early offensive to be self-defeating in the end. You may get some success, but first, obliterating a civ gets you a penalty, dowing first and taking cities makes you a warmonger, and finally, some civs simply can't cope with the unhappiness hit as they have few happiness boosting options. Going into big unhappiness hinders your advances too, forcing you to stop and recuperate before pushing forward, and that sometimes is a bad idea, especially if you fight an evenly matched civ. This gives them time to switch to military techs, and you may find yourself pausing for 10 turns just to find your Longswordsmen/Crossbowmen push halted by Musketeers or Gatlings - and that's BAD.
So how do you find the balance???