damn, i was trying to upload my current game, its barely over 1.91 megs so this site wont let me, and i cant compress it down to 488kb, everytime i compress it, it only compresses to 1.71 megs, oh well.
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comparison game for woodan and whom else
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You can upload it with http://www.mediafire.com/ if size limits prevent putting another save up.
i like having good production, with CE not til you get democracy for US your production will languish unless your blessed with resources.
kinda sucks they cant kill units anymore unless they themselves are attacked, and generally i put CR on them so if they are attacked they are probably dead. i admit, i dont build many cats/trebs unless im invading that early in game. otherwise once i get cannons, time to build alot of those, and yes bombers even airships make beaten SoD's and taking cities very very easy til they fighters/sam's.
we have different tech paths you and i, during the early game if i can i'll wonder whore to help set me up for easy victories later on and to take those added effects away from the AI.
i dont like to overlap alot with cities, two squares sharing is the most i like to do, if our continent was more solid w/o that huge sea in the middle youd notice i build in circles avoiding high maintenance costs and keeping them close thus making them easier to protect.
only once im cruising and expanding doesnt hurt will i go out the way, otherwise i like to build circles one after the other. overlapping cities takes away productive tiles for that city hurting its size and hammers, and since i run SE i need all the farmland i can get to support my specialists.
Does that make sense? By giving less land to your earlier cities, and then gradually expanding the land given to them as you go out further, you're able to decrease your distance maintenance costs, have a more space efficient empire (easier to defend), and make use of the vast majority of your good territory, making things more productive overall. Later on you can give tiles from one city to another, giving you large cities with small filler cities inbetween.
as far as me only using 30% of my land, that continent sucks and now im really done expanding (fast anyways, im build up buildings and army for domination and tech leads, its after 1700 and itd take too long to fill up my continent)
im actually pretty good making huge cities that can amass huge armies fast and be very specialized when needed. i will not make poor cities unless to get a resource or act as a port or something in those lines. when on a good piece of land i start small (maybe 8 cities at the most by 1 A.D.)
and i try to manipulate holy cities but not always effective, most of the time im able to stack and others im not.Last edited by Brael; January 16, 2010, 03:04.
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Oh, an 1800 for you. http://www.mediafire.com/?nllzztzn2t4
Turns out I was right about Ragnar too. He attacked around 1780. His axemen slaughtered themselves against my rifles, then he took peace a couple turns later.
Right now I'm building towards more corporations. I might not have the resources to run them, but I've got the city setup to generate tons of profit. Aiming for sushi, aluminum, creative, and jewelers. You'll notice I've already got my great people for them set aside too.
If I abandon my goals and go for a military victory, Hannibal is first on the list. His only oil is sea based meaning he's extremely vulnerable (and can't even access it until plastics). Next would be Brennus who's only oil (and uranium) is coastal making it trivial to bomb. Best of all, I would be able to hang out in the ocean, meaning the best that either of them could possibly do against my destroyers and battleships would be frigates and airships. That continent is one big pinata. I would rather win through space or diplomacy than make an invasion force though, I'm not a fan of the naval component of civ. It's far more simplistic than land warfare.
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Originally posted by brandonjm8 View Postim a good builder, thats my specialty (not so easy with this kinda starting locale tho), im usually pretty good on costs, only the early game do i need to stop expanding so i dont kill my science, which is why i stop at 50% science and dont start up again til 60% or higher). but im sure when i get up there on the levels no more sub-par cities early, only resources, rivers, and coasts. i'll learn, i have thus far.
Originally posted by Calvin Vu View PostThat means hammers are harder to come by than beakers.
What are beakers used for? Techs. How many hundreds of thousand beakers do we need to generate during the game? Depends on speed of victory, of course, but by and large the answer is "a whole bunch."
What are hammers used for? Lots of stuff... buildings, units, wonders, etc. Again, depends on type of victory, and some games you need a lot more units than others, for example.
But do the hammer needs even compare to the beaker needs? I don't have anything other than experience to go by but my feeling is it's probably around 5:1 to 4:1 beakers to hammers.
Hmmm, I was saying that the Colossus would give me between 20-40 gold/beakers per turn after it is built with little opportunity cost.
Anything which gives me 30 gold per turn for hundreds of turns is not a waste when the investment is just 250 hammers at the time when there are nothing MORE important to build.Last edited by wodan11; January 16, 2010, 09:17.
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Originally posted by brandonjm8 View Posti mean like if your smaller and say three huge AI's come at ya the same time, it be nice IF you had alotta cities so you could build enough in short time to guarantee victory
i think you get my point, micromanaging for me helps, i strategize alot, sometimes too much and go overkill when its not needed but "better safe than sorry" is what id say, then just go kill everyone once your done.
Having more units/cities and more volume of micromanagement means that each individual micromanagement action is less significant and has less effect on the game. Individual actions which are sloppy or poor decisions can be compensated for much more easily. Which indicates that the bigger maps are actually easier in difficulty, not harder.Last edited by wodan11; January 16, 2010, 09:18.
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Originally posted by brandonjm8 View Postonly if your science rate is maxed out, otherwise id rather build wealth and just raise the science slider, thats my view on that. i pick wealth so i can get some extra coin too for upgrading units when needed, nothing like having 5000+ gold ready to upgrade 15-20+ units.
oops and assuming you dont need any units and/or buildings.
[And I grant that we're still talking about whether Colossus is "semi-useless" or not... that's a separate question. Instead of Colossus, perhaps we should use... I don't know, Chicken Pizza maybe.]
Originally posted by brandonjm8 View Postearly game i dont use research, id rather be building up infrastructure or units.
i try, i was never good at the english language, too many silent letters, same word means 5 different things, adverbs, pronouns, adjectives, who needs them, jk
Last edited by wodan11; January 16, 2010, 09:19.
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Originally posted by Brael View PostSE really needs caste system to be effective.
Earlier in the game you're constrained by health/happy resources so there's no harm at all in whipping.
Whipping is insanely powerful, there's really no need to switch out of slavery until you're either forced to use emancipation (which can be delayed a long time with enough whipping) or until you have several towns and can use printing press+free speech+US.
Just by giving everything a fat cross you're sacrificing 16% of your space (4 tiles out of the 5x5 square aren't available). If the land is equal that's 16% less production ability, 16% less commerce, 16% less specialists, 16% less research. It adds up a lot more than you might think.
Furthermore, consider this: only when both cities get to size 19 is it even really an issue whether they have 1 or 2 more tiles to work. So, for the majority of the game, the fact that they slightly overlap doesn't hurt in the slightest.
BUT, I'll grant that with your strategy, Brandon, where you build up all game and then finally go to war in the Modern era, this may be more of a consideration than other strategies, where frequently the outcome of the game can be decided before then. (But even in your strategy, it's not as big of a deal as all that.)
Brael's thoughts about limits of health/happy are spot on. What's it matter if you only have 19 tiles to work when the happy limit is 12?
A much more valid reason to spread out slightly is to ensure each city has a core of high value tiles. The first 5-6 tiles to be worked by each city is MUCH more important than the 19th tile. The 19th tile is worked very little of the game (if at all). It's going to be the absolute least desirable tile to work. Frequently something like an unirrigated, unforested plains, desert, tundra, etc. In fact, it's almost always better for the city to run a specialist than work that tile.Last edited by wodan11; January 16, 2010, 09:24.
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Originally posted by wodan11 View Post[And I grant that we're still talking about whether Colossus is "semi-useless" or not... that's a separate question. Instead of Colossus, perhaps we should use... I don't know, Chicken Pizza maybe.]Hadn't heard that one. It seems there are a lot of useless wonders in this game, but Col may not be 1 of them. Of course I say that b/c normally copper is available... sounds like it isn't here.
Why build units with barbs off and underpopulated AIs so no map pressure?
Right! From what I've read this game screams for 1 warrior per city until Astronomy.
I wish I could try this one- I'd try for Pyramids and an early Uni Suff I think (after a stint with Rep of course)... it would depend on whether extra food > Great people or vice versa, and the amount of available.
I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Originally posted by Brael View PostIf anything, production in an SE economy is what's worse. The reason is an SE really needs caste system to be effective. By using caste system you aren't going to be able to whip. Earlier in the game you're constrained by health/happy resources so there's no harm at all in whipping. Whipping is even the best form of production around at the time.
Siege don't have to kill the units themselves, they just have to weaken units to the point that anything can kill them.
This is interesting, I have to wonder... is it a case of "needing" all the wonders which is generally a sign of an unrefined strategy, or an instance where you actually want to go for culture victories. If you like playing the wonder building game, why is your best leader Tokugawa? He's not really built for the wonder game. Something that has Industrious is much more suited to building them.
Just by giving everything a fat cross you're sacrificing 16% of your space (4 tiles out of the 5x5 square aren't available). If the land is equal that's 16% less production ability, 16% less commerce, 16% less specialists, 16% less research. It adds up a lot more than you might think.
The lack of resources really sucks Hannibal has 23 cow for trade, that's absolutely ridiculous (which is why him or Mansa makes a valid military target), but the design of it is quite nice I thought. Tons of forest, little jungle, great sea access, good supply of fresh water, few peaks, no desert, and mostly grassland..
8 by 1 AD is huge. This is more a difficulty setting than anything though. On higher levels or with some more challenging settings it's not unheard of to just be founding your fourth city by 1AD, and that's when you're lucky. I think you'll like the map someone puts up for the next game. If nothing else, you'll learn a lot.
Going by one of the earlier saves from this game, it didn't look like it was set up at all judging by city sizes and religion spread. Stacking religions requires a larger and larger investment for every one you add on, due to an increasing number of cities and higher number of religions to spread around.Last edited by brandonjm8; January 16, 2010, 12:38.
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Originally posted by wodan11 View PostChicken Pizza maybe.
Why build units with barbs off and underpopulated AIs so no map pressure?
I think the point is that browser plugins are easily available to compensate.
but i hear ya, im too lazy right now to go look for one tho.
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riflemen/cavalry is modern??? infantry maybe, modern tanks and stealth bombers and mech infantry YES. i hardly ever build up units early game unless needed, but during the time to mid game i do build SOME units to later upgrade and not have to wait for possible long build times for em.
brael, i checked your 1800 save, im not bashing you ok but im only at 1740 and by the time i get to 1800 i'll be more advanced much more powerful and much bigger. im already over 1700 beakers and thats w/o oxford yet (building up delayed that, one univ short), and im running at 90% easily w/o WS yet (one bank away too), i'll have those both built and crusing, i have an artist and engineer waiting for the corps too. need two scientists tho, one for corps and the other for my oxford city, i cant put both WS and OX in my cap since i put NE in it, my GP rate is ridiculous too, another reason i like my hybrid style of the SE approach.
i'll upload my 1800 save today if and when i get there for you to compare or anyone else for that matter.
goodluck all.
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Originally posted by brandonjm8 View Postwe have different playing styles
in real life artillery and cannon shells/balls did kill the enemy not just weaken them
Actually, I can't think of a single instance where cannon/artillery killed an entire unit. Damage to a Rifleman troop, for example, means the unit has suffered casualties. So if the unit represents 100 people, some number of those people are killed or incapacitated. But the artillery doesn't kill all 100 people, even with multiple shots.
Originally posted by brandonjm8 View Posti did it more to keep myself within reach and to not become an easy target for mass invasions and then i just upgrade them
and units at riflemen or above take awhile to build
so upgrading them while building them is ideal and your power skyrockets and your almost ready to start conquering or securing new lands ect.
the thing with plug-ins is well you dont know when they are spyware
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Up to 1506 AD, save attached.
Not sure how much longer I can play something this big, I'm already getting jerky movement on the screen (dual core processor with 4 GB ram, good graphics card, admittedly limited hard drive space due to partitioning).
Not getting any demands except to stop trading with Germany (who is largest), definitely behind on power graph but starting to build up so no big deal so far.
Oddly enough, I miss espionage at this point, be nice to get something else useful out of the courthouses and I'd like to know what the neighbours are researching.
Running the science at 20% while expanding, enough specialists to keep it going, but likely too slow.
To be honest, I don't expect to win this, too many differences from my usual set of options and I already see a lot I would do differently.
Again, the beauty of Civ, its so many different games.Attached FilesRule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'."
http://www.schlockmercenary.com/ 23 Feb 2004
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