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Started by Shizanu, September 6, 2010, 09:37
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  • Guest's Avatar
    Reply to Fastmoves Challenge "Robinson Crusoe´s thirst for knowledge" + Video Solution
    Guest
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    Reply to Fastmoves Challenge "Robinson Crusoe´s thirst for knowledge" + Video Solution
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  • Shizanu
    Fastmoves Challenge "Robinson Crusoe´s thirst for knowledge" + Video Solution
    Shizanu
    Prelude for Apolyton: Why am I posting an old GotM here? First I hope the challenge might still be tempting for someone to try, without reading the solution beforehand (and if someone is up to it, you can try beating the 41 turns - back then after having seen the other two 41 results, I thought 40 turns was likely possible by combining them).
    Second the more interesting part might be, that we provided a detailed very close to optimal video solution + explanation how to approach the challenge.
    Unfortunately this never really got of, though we had good feedback, because we were fighting tons of trouble with video software and upload rates, but we plan something similar for CivV, till then hopefully being wiser with the video software.
    Credits for inventing the first solution and making the posts goes to Jobe, thus the possible confusion with first and third person :D

    have fun everybody

    Shizanu




    This is the first edition of a new series that is similar in many ways to traditional "Game of the Month" (GotM) games which many civ sites provide regularly. Those set one or many tasks to be completed at all or as fast as possible. Everyone can participate by downloading the save and playing it. There have been many very creative and interesting GotM and there wouldn´t be a good reason to set up yet another one. Consequently the idea behind this one is somewhat different.

    First of all the challenges will be played (most of the time) on the usual multiplayer settings of the game, that being quick speed and noble difficulty. Second they will be designed in a way that simulates a scenario which demands a way of playing that follows key game principles but also the laws of certain types of multiplayer games. So for example a challenge could involve expanding as fast as possible while neglecting military units and research till a certain amount of cities has been built. Another could be getting as many specific units as possible till a certain turn. Third they will be quick to play. We´ll try setting up specific goals - not a diverse range of tasks like conquering an opponent (especially if that opponent is an AI). Hopefully this way we can focus the game around a clearly defined topic to be able to compare different results and later on provide a way of how to do it "right" in order to achieve a result close to what´s possible. That then is the fourth aspect that is supposed to make this more than a GotM - a video of "how to do it". We might not always be able to achieve the perfect solution to a task in every single setup, but I´m confident that we can provide an idea of how to tackle certain problems and what to do when you want to achieve something specific, like building as many units as possible in a certain time period or building up research as fast as possible or whatever else is required.

    1. Release of a save with an explanation of the situation and the "tasks" demanded.

    2. Two weeks time for anyone interested to play the save and send the "end save" to [email protected]

    3. Release of a video showing how to achieve the tasks or achieve them as good as it can be done (or hopefully as close to that as possible ;)).


    Fastmoves Challenge #1: "Robinson Crusoe's thirst for knowledge" You are alone on an Island. Your goal is to make 100 or more research per turn, while not having a negative income. At the same time you need to have built at least four cities and workers each. The Great Library is banned - it is not allowed to build it. Save: Challenge #1: "Robinson Crusoe's thirst for knowledge" (click to download) map: small, low sea, tropical Equal_Islands leader/civ: Elizabeth of Netherlands goals: 100 per turn without negative income, at least 4 cities, at least 4 workers rules: Great Library banned, Golden Age is banned, no starving a city to get a "one turn result" which doesn´t represent the real situation, no "building" technology in cities deadline: January 10th, 2010 I hope you enjoy this. Try it out, takes only about twenty minutes. If you have ...
    September 6, 2010, 09:37
  • Shizanu
    MP Strategies #3: Ironman/ffa - The great Modern war
    Shizanu
    This edition of MP Strategies features about the only possibility to fight a war relying on brute force against an opponent that is rather close to you in tech and production in an Ironman/ffa game.

    The Idea When you are running a cottage economy from the point of having researched Democracy on, your production will quickly multiply. While before you have virtually no base production and slave everything, Universal Suffrage already gives you about 1 per tile you are working, providing you with a good base production. Now we will combine two effects in order to again quadruple our production and then pump out a huge army. First is that with running Universal Suffrage a golden age about doubles your base production giving you a huge production boost. This is the reason, why you should safe your golden ages for after Democracy anyway, but for this strategy it's even more vital. The second effect is, that with Steam Power and Assembly Line the huge bulk of building for increasing production becomes available: Levee, Factory and Coal Plant also doubling your production, both things combined make the quadrupling. Obviously golden ages don't last forever, but for the major part of the army production phase, you will be running them. Usually you will blow two, if possible GP wise even three golden ages into this. This is 18 Turns golden age - if you were able to the Mausoleum of Mausolossos (probably strongest Ironman wonder anyway) even ...
    September 3, 2010, 03:00
  • Shizanu
    MP Strategies #2: Ironman/ffa - "Cav Upgrade Rush"
    Shizanu
    This strategy is designed to quickly and cheaply kill/conquer a neighbour who is some turns behind in military technology in any kind of ffa/Ironman game. Like with any Ironman/ffa strategy its not something you decide to do at the beginning of the game, but something that needs specific circumstances to become a viable option, which I am going to explain as well.

    The General Idea
    The Idea is to upgrade 20-30 Knights to Cavalry once they become available and add some quickly slaves once to those and then rush in with about 30-40 Cavalry on an opponent who doesn´t have Riflemen yet. Having a two-moving stack of superior units then allows you to take down your opponent within 3-4 turns so he can´t put up any further resistance. The other way this can be used, is to only raze 2-3 cities of someone in an Ironman/ffa game to take him out of the race for the lead. Up...
    September 1, 2010, 05:28
  • Shizanu
    Introduction into Industrial Era
    Shizanu
    Prelude for Apolyton: This is one of the most extensive articles I did for fastmoves and I want to especially recommend it also to singleplayer focused civplayers. While you will probably never actually play this, this article, containing a complete rundown on everything important for industrial multiplayer settings, gives a deeper view into a completely different kind of civilization 4: Later Era Teamer Multiplayer, which is fully understandble for everyone as it starts from scratch and shows an acutally played buildup example.

    Introduction

    Industrial is the first real late era. You start with three settlers and two workers, cities are planted with three population and several buildings in them and new settlers are horribly expensive (203 :4prod: compared to 65 :4prod: with ancient start). And most of all each single turn is very important and can make a huge difference.

    This guide is focussing on unit based strategies with massive cavalry, Slavery and later on workshops. This is the most commonly played way at the moment. There are limited possibilities of playing with a Financial player and cottages, or complicated bulbing paths to get techs and also options of going for workshops directly. However those are very difficult to play, so I don't recommend them to teams new on indu. And if you are playing with more experienced players, they probably won't give a new player those difficult spots. In general they are definitely to be categorized as advanced gameplay, so they only find mentioning in some general explanations, but I won't explain how to handle them in detail.

    The usual format

    Industrial is usually played as 3v3 Teamer on Flat Green_RingV3. Key aspects of the map are, that there are only two land connections on the one hand, but an inner and outer sea usable for boating attacks on the other hand.

    The start



    Also note the three initial Riflemen, that will come to some importance later.

    A new city




    Most important here is, that you already have a Forge and a Market. This enables you to work both Merchants and Engineers from the start and three specialists in total. Also you get the 25% production bonus from the Forge right away.

    Additionaly you can build galleons right away. Together with the three initial Riflemen, this poses a great early threat on sea-maps (which indu is usually played on). You can plant a harbour city, slave/buy a galleon right away and send it to your opponent. This is especially dangerous if you go 2v1 or even 3v1 in a teamer. Because of this never send away your early Riflemen and avoid planting more than one harbour city. If you plant two harbour cities, keep your explorers close by from about turn 5 as well to cover those cities.

    The tech tree There are a few particularities about teching in indu. On the one hand, each tech has a huge effect. E.g. you can tech steel right away, upgrading your best siege weapons from catapults to cannons or go for state property, which heavily boosts your workshops. Whatever tech path you choose, you can get great effects. 3 Techs to Infantry, 3 techs to Machine Guns, 4 techs to Artillery, 4 techs to Combustion. On the other hand you can tech nothing, that can't be killed by a massive cav stack. This makes no tech mass unit strategies a very strong option. However if your enemy goes for Combustion, you have a big problem. Because without teching it yourself, even his transport-ships are invincible. His total sea control will then make you very vulnerable to boating attacks. The second good unit, you can build from the start are Riflemen. Of course Cavalry is better, but you can draft Riflemen, thus get them a lot cheap...
    August 31, 2010, 03:00
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