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Regent problems, some help appreciated...

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  • #16
    I would say it is a bit better, especially the mines. That said, I would capture Seattle for the silks. BTW it is the location I mentioned before.

    It should not autoraze as it is the capitol, but it will grow in 2 turns, so it is not an issue.

    Boston is in disorder, never let this happen. This city epitomizes the problems you are seeing. It is building a lib and if you only get 3 breakers and those are due to the specialist. Now if it had a temple, you could be using the specailist to get production.

    You have not used the forest to rush builds and one slave is minning on the hill and still has 22 turns to go. Mountains and hills should not be worked until you have nothing else to do or they have a real need. This could be to allow connection or travel in a town that has no other tiles. It could be for a resource or a lux. Wait until you have more workers and then tackle the hills, except maybe in the capitol.

    Ghulaman worker minning in a size 1 town working on a worker? It does not need a mine on a tundra tile all that bad. The forest tile is fine and you can use the worker for soemthing else.

    Sun Tzu is a lost cause. If you drop in an embassy you will see Mayans will beat you by 10 turns right now. They will likely extend that lead. Make a realist evaluation of your power and chances before going after a wonder.

    You want a wonder, get the city to size 10 or better. I would have mined 10 or more tiles, depending on how much food I could generate. Once I had 24 food, I would mine all the other tiles and I would add those workers into the city after they finished their job. Boom size 10-12 and a wonder maker.

    Start as big of a prebuild as you think you need and make the wonder. At least get a few turns of a pre.

    I would like a city xxxc from Antioch, next to the river. Probably roomfor others as well.

    Tyre making a habor, but I would rather see a market here. You do not need a harbor as you have many tiles next to a river for food. You do not need a harbor for ship build, at least at this time, in this game.

    I did not look at all the cities, but just up your control of the buids a bit and manage those workers a little more. Try to plan their work to save movement as much as you can. If you can save 2 moves at a 1 move per turn for each of say 15 workers in a 100 turn set, that is a lot of work that could be done.

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    • #17
      You want to be making Veteran units as soon as possible. They get better battle results,


      While essentialy true, this is - IMHO - something you need to let go once you get to higher level games, IE anything beyond emperor.
      At that point you simply can't - at least I can't - just build barracks everywhere.
      What you can do however is use them as best as you can and make veterans out of them so they will last for centuries(especially true for upgradable defense units which have a low chance of spawning a leader anyway).
      so, build offensive units in cities with barracks and defensive units in thse that don't(if you need too!!).
      Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
      Then why call him God? - Epicurus

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      • #18
        Originally posted by alva
        You want to be making Veteran units as soon as possible. They get better battle results,


        While essentialy true, this is - IMHO - something you need to let go once you get to higher level games, IE anything beyond emperor.
        At that point you simply can't - at least I can't - just build barracks everywhere.
        This works for all but the most extreme conflicts: You only need Barracks in cities, that produce units. You can leave MP units out of this, but all that will be fighting should be Veterans. Specialize, by producing those units in chosen cities with Barracks. Often a few core cities are enough to get started, especially if your wars are short. Cities without Barracks can be used for adding some bombard units.

        If you go on a warmongering tour, you need Barracks almost everywhere. In this case, you want them for upgrades and healing, not only for unit production.

        Originally posted by alva
        What you can do however is use them as best as you can and make veterans out of them so they will last for centuries(especially true for upgradable defense units which have a low chance of spawning a leader anyway).
        so, build offensive units in cities with barracks and defensive units in thse that don't(if you need too!!).
        Yes, you can "make" Veterans. The problem is, you will lose many Regulars this way. Try a test - build only Veteran attackers, and when war happens, count the wins you had with 1 HP left (including new 2HP Elites!). Those units would be dead Regulars, if produced without Barracks. Also, the higher the experience level, the higher the chance of the unit retreating succesfully, if it is a fast-mover.

        I think vmxa should tell you how and why he wins games on Sid. Might be he did the Regular vs Veteran test a couple times.
        Seriously. Kung freaking fu.

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        • #19
          Well I am firmly in the camp of no troops without a barracks after the very earlist part of the game.

          Of course on sid you cannot even beat barbs with regulars. I lose vet swords and horses too often as it is without using regs.

          IOW you will not be getting any free vets to speak of at sid. I am not even talking about large numbers of barbs, just one on one. I hesitate to even send out horses as vets to attack. This is why I like UU's like mounted warrior. They can get the job done most of the time.

          Chief bonus vs barbs 800, deity and sid zero. That is a huge change.

          In games at say Monarch, you can find ai's with units that are not as good as yours to get promotion, but after that it is not so common. So yes sending those MI or Knights to whack spears and archers is going to work just fine most of the time. No so often if it is equals and you have regs and they have vets or elites.

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          • #20
            Originally posted by xts3 I'm probably going too nuts on units but when I go to war I want to completely make sure I'm wiping out the other civ.
            I don't reccomend this. Especially before Cavalry, you shouldn't be hellbent on wiping out a civ in one war. If you're just declaring war to take a city with a certain resource/lux, you don't need to risk your units attacking other cities. Often, you can extort cash/cities etc if you can bring the AI to the bargaining table.

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            • #21
              Depends upon the situation, but yes if they have techs you don't at the very least let them keep one city [realtively worthless] for 20 turns in exchange for giving you some/all their techs.
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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