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  • Nowhere to run to

    I think we have all seen starts where neighbours are visible from the word go but one in particular surprised me. Playing as Ragnar, I saw my usual coastal start and settle in the starting position. On doing this I saw the Zulus across the bay and thought to myself – this might be fun. Realising that my capital was on a smallish peninsula, the scout sped north to beat the Zulu scouts to huts on my side of the choke point.

    Turn two arrives and the Huayna Capac’s scouts appear next to my scouts. It turns out that I have space to settle precisely ZERO cities and have a completely defenceless capital that would have no chance of getting even a warrior up before a Quecha or Archer from one of my neighbours appears.

    It’s a shame that I was specifically trying to play a reasonable start because this would have been very interesting. Not quite sure if I got any strategic resources that might have given me a fighting chance.

    As it happened, I think Huayna only had space for one other city while Shaka have a whole continent to develop in the north.

    Are they any other stories where the start has really left nowhere to expand?.

  • #2
    I've seen that in MP a few times and I just smile and hope karma kills off the one who kills me.

    Haven't had that in a SP game, but I don't ever play overcrouded maps, usually shuffle with standard number of AI per the size. MAYBE 1-2 extra on a large map.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

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    • #3
      I've seen this start a few times in SP. Not many, maybe three or four times. Enough that I can say a few things about it.

      1. It's interesting: You almost always start either cut off or restricted from the mainland by an extremely nearby opponent, or them by you. You may or may not have strategic resources and you often lack happy resources. In compmensation you seem to start with two to three seafood resources.

      2. It's challenging: You normally can't get big. You can't expand well. A nearby neighbor may or may not attack you depending on who they are, but they will surely out-expand you. You almost always lack a strategic resource, and you may lack hammers as well.

      3. It's a great opportunity: If you can pull off an early attack you can get a strong 2nd city since it will normally be "capitol quality" in resources. Added to your starting city it can make an excellent early conquest.


      I think the trick is to go with the fastest rush you can. This probably means archer-based assaults, or possibly a good UU. I'm not sure how you deal with the lack of happy and production if the RNG gods hate you. Dealing with producing a rush army without happy or strategic is tough for me to figure out as well.

      I've done badly with this scenario a few times. I have suceeded with it a few times. I've only done well once.

      Take it for what it's worth and just go with the rush. It is what it is.

      -abs
      Cool sigs are for others. I'm just a llama.

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      • #4
        Here's the problem with the set up I had though. Both nearby cities start with an awkward early UU.

        Huayna's Quecha will make my archers vulnerable while Shaka (almost certainly would expect to pick up some resource and, if it's bronze, I'd have had to hold some forces in reserve to stop my armies being outflanked.

        This was immortal level with normal number of civs.

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        • #5
          So pick your poison and go for it. i.e., don't attack Huayna with archers, and don't attack Shaka with horse units (unless you do it really fast).

          Personally, as presented, I would probably go for Shaka as he as the bigger expansion room beyond him.

          Wodan

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