KhanMan,
Yeah, I realize that Archipelago forces the inclusion of sea strats/considerations, but I think this is more towards what the game was intended to be like. Before playing with this map setting, I hadn't ever built a water unit other than a transport! I think that says something. The fact that the designers bothered to include all those 'extra' sea units goated me into trying an 'island happy' map. It's not bad. Granted, it's a little cumbersome at times, but I'm starting to realize the value of naval assaults (ie. vet Iron Clads) and landings. Using transports and their kin to move units to the front, instead of waiting for a road to go up or tretching over unknown territory with my Crusaders, seems a more effect use of time (but it depends on the map settings, of course).
I like making the early jump to Republic because it allows you to max out your cities w/ WLT*D. This combined with the arrow bonus gives you a great burst for a quick Democracy for SoL. This suits my style of play because I don't enjoy maintaining a large amount of cities - it's just too tedious for me. (Once I start conquering and taking over cities, I probably hit auto build faster than I should. )
As far as the Horseman vs. Warrior debate... I used to prefer Horseman as well, but losing them made me cringe because of the time and effort I had to put into making 'em - I had to research the tech AND spend twice as much as a warrior. Having to research the extra tech is the bigger problem of the two. The tech itself really serves no purpose - it's not on a path to Monarchy and it doesn't make available a great unit and Wonder (as does Bronze Working). The support problem really isn't as big as it seems. If you tip a hut and the new unit assigns itself to your town, simply send the warrior home for disbansion (gets back some of those lot shields) or reassignment (don't need to produce another explorer from second city). Also, if you find an archer in a hut, you save the time of having to produce a phalanx for your capital.
East Street Trader,
After playing my above strat a little more, I'm finding that you're right. The tech advantage dwindles after time and you're left fighting an opponent who's technologically equal but has a production bonus - not a good place to be. So to modify the strategy above, I've been thinking of a few changes. I really missed the SSC, and as Smash said eariler, you don't really need Hanging Gardens to pull off an early Republic. (It makes it much easier but isn't necessary.) So, instead of the Hanging Gardens, Colossus is produced. (I find that I can't get more than one of the early Wonders w/o bending over backwards; besides, Colossus lasts longer and is great for trade routes.) Now, since I'm going to have a SSC, The Library shouldn't be needed. Instead, I will research all desired 'stream-line' techs and, thru conquest, steal those which are on dead-end branches. My race to SoL is the same but instead of switching to Fundie permanently, I'll switch temporarily to reach some pre-determined goal. ie. cash amount or destruction of an opposing civ. After the goal is reached, I'll switch back to Democracy, shoot up the ladder until I feel I have the advantage again and then switch back to Fundie. The whole point of this being that Fundie is the best gov't for cash acquisition and war, while Democracy is the best for tech.
What do you think?
------------------
Peace
[This message has been edited by Hawkx9 (edited June 17, 2000).]
Yeah, I realize that Archipelago forces the inclusion of sea strats/considerations, but I think this is more towards what the game was intended to be like. Before playing with this map setting, I hadn't ever built a water unit other than a transport! I think that says something. The fact that the designers bothered to include all those 'extra' sea units goated me into trying an 'island happy' map. It's not bad. Granted, it's a little cumbersome at times, but I'm starting to realize the value of naval assaults (ie. vet Iron Clads) and landings. Using transports and their kin to move units to the front, instead of waiting for a road to go up or tretching over unknown territory with my Crusaders, seems a more effect use of time (but it depends on the map settings, of course).
I like making the early jump to Republic because it allows you to max out your cities w/ WLT*D. This combined with the arrow bonus gives you a great burst for a quick Democracy for SoL. This suits my style of play because I don't enjoy maintaining a large amount of cities - it's just too tedious for me. (Once I start conquering and taking over cities, I probably hit auto build faster than I should. )
As far as the Horseman vs. Warrior debate... I used to prefer Horseman as well, but losing them made me cringe because of the time and effort I had to put into making 'em - I had to research the tech AND spend twice as much as a warrior. Having to research the extra tech is the bigger problem of the two. The tech itself really serves no purpose - it's not on a path to Monarchy and it doesn't make available a great unit and Wonder (as does Bronze Working). The support problem really isn't as big as it seems. If you tip a hut and the new unit assigns itself to your town, simply send the warrior home for disbansion (gets back some of those lot shields) or reassignment (don't need to produce another explorer from second city). Also, if you find an archer in a hut, you save the time of having to produce a phalanx for your capital.
East Street Trader,
After playing my above strat a little more, I'm finding that you're right. The tech advantage dwindles after time and you're left fighting an opponent who's technologically equal but has a production bonus - not a good place to be. So to modify the strategy above, I've been thinking of a few changes. I really missed the SSC, and as Smash said eariler, you don't really need Hanging Gardens to pull off an early Republic. (It makes it much easier but isn't necessary.) So, instead of the Hanging Gardens, Colossus is produced. (I find that I can't get more than one of the early Wonders w/o bending over backwards; besides, Colossus lasts longer and is great for trade routes.) Now, since I'm going to have a SSC, The Library shouldn't be needed. Instead, I will research all desired 'stream-line' techs and, thru conquest, steal those which are on dead-end branches. My race to SoL is the same but instead of switching to Fundie permanently, I'll switch temporarily to reach some pre-determined goal. ie. cash amount or destruction of an opposing civ. After the goal is reached, I'll switch back to Democracy, shoot up the ladder until I feel I have the advantage again and then switch back to Fundie. The whole point of this being that Fundie is the best gov't for cash acquisition and war, while Democracy is the best for tech.
What do you think?
------------------
Peace
[This message has been edited by Hawkx9 (edited June 17, 2000).]
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