TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
Well another LHC is likely coming out soon, and this is the resident major strategy article for playing them.
I've been playing in the LHC series since sully (in other words, a long, long time now) and have picked up some hints of my own that allow me to compete in isolation at the same level I can do so otherwise (now immortal):
- You can gun for important wonders with lower opportunity cost, so prioritizing a wonder that looks strong w/ the start is worthy. Cities remain the best fogbuster and having more increases your research potential, however, so don't neglect them too long.
- Currency, CoL, Monarchy, POSSIBLY Calendar, and Civil Service are your key techs in isolation (should look pretty familiar to non-iso games...). After these, I recommend going for optics. If you can pick up religion along the way or by bulbing philosophy, bulb it. It's a low-priority tech for the AI once founded (so you'll probably get trades for it later even in isolation), it will hike your GPP rate, and it's on the lib path
- As mentioned above, optics lets you meet/trade w/ AIs. This is where bulbing philosophy and education are just as good as ever. Trade with some of the AIs, minding diplo. You can usually go from fairly backward to middle-of-the-pack rapidly.
- AIs will frequently wind up backward if you don't trade with them. Plan for these suckers to be your target if you are going the military route.
- You can go astro after optics rather than the lib path, depending on how much you think it will help you. Don't worry too much about losing lib, although of course try to win it regardless. Iso starts tend to give you enough land to compete/catch up.
- I disagree that galleons, rifles, and cannons are a logistics nightmare. I very frequently dial up invasions at that point, especially if I won circumnavigation. Once you make your initial landing (which should be ~27-30 units or more), just use your galleons to shuttle more troops to new strategic landing points as your initial wave moves in on land. The hammer outlay is higher than a normal renaissance war but the war itself is typically just as fast. If you HAVE logistics ability, it's no nightmare
.
I've been playing in the LHC series since sully (in other words, a long, long time now) and have picked up some hints of my own that allow me to compete in isolation at the same level I can do so otherwise (now immortal):
- You can gun for important wonders with lower opportunity cost, so prioritizing a wonder that looks strong w/ the start is worthy. Cities remain the best fogbuster and having more increases your research potential, however, so don't neglect them too long.
- Currency, CoL, Monarchy, POSSIBLY Calendar, and Civil Service are your key techs in isolation (should look pretty familiar to non-iso games...). After these, I recommend going for optics. If you can pick up religion along the way or by bulbing philosophy, bulb it. It's a low-priority tech for the AI once founded (so you'll probably get trades for it later even in isolation), it will hike your GPP rate, and it's on the lib path
- As mentioned above, optics lets you meet/trade w/ AIs. This is where bulbing philosophy and education are just as good as ever. Trade with some of the AIs, minding diplo. You can usually go from fairly backward to middle-of-the-pack rapidly.
- AIs will frequently wind up backward if you don't trade with them. Plan for these suckers to be your target if you are going the military route.
- You can go astro after optics rather than the lib path, depending on how much you think it will help you. Don't worry too much about losing lib, although of course try to win it regardless. Iso starts tend to give you enough land to compete/catch up.
- I disagree that galleons, rifles, and cannons are a logistics nightmare. I very frequently dial up invasions at that point, especially if I won circumnavigation. Once you make your initial landing (which should be ~27-30 units or more), just use your galleons to shuttle more troops to new strategic landing points as your initial wave moves in on land. The hammer outlay is higher than a normal renaissance war but the war itself is typically just as fast. If you HAVE logistics ability, it's no nightmare
