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AUSG101 - Domination team DAR 1

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  • #61
    C6 - good start. What were Mecca's builds?
    Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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    • #62
      I was under the impression (I'm pretty sure, actually) that mining a cow on plains under despotism does diddly squat.

      -Arrian
      grog want tank...Grog Want Tank... GROG WANT TANK!

      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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      • #63
        Let's see... 1 shield by plains, 1 provided by the cow, 1 by mining makes three, minus the third shield for despotism. Result: It does diddly squat.

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        • #64
          Shouldn't your nick be "charlie_five"?

          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

          Duas uncias in puncta mortalis est.

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          • #65
            All: Yep the mine does diddly squat ..oops. Thanks folks didn't really realize that prolly lost a settler for that error. Ill do a re-try and see what woulda happened.

            Beta: Builds for mecca were: warrior, granary, temple, warrior, spearman, settler, barracks, spearman, and finally a archer in 2 turns. There is a regular warrior and a conscript warrior in mecca atm, (found the conscript in a goody hut).
            The other warrior went scouting S, (it looked like it was mostly jungle so building a scout for that didn't seem advantagous)
            The regular spearman was escorting the settler that made Medina, and was the one that destroyed the Barb camp next to it. There is a veteran spearman on the way there.

            I usually put 2 military units in a city as fast as possible for protection, and it keeps em happy until pop 6 so I don't have to fiddle with luxuries.


            Thesus: Yeah but charlie_zero_five was too big. went for the leader callsign of charlie 6 instead
            Last edited by charlie_six; September 16, 2003, 19:20.

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            • #66
              I think, as an exp. civ, it's your duty to pump at least one other scout. This additionnal unit will be able to make contact with other civs much earlier and to steal some goody huts from the other civs.

              Theseus went with 2 scouts (i.e. one additionnal) and got 7 huts.
              MZ - 1 scout/ 4 huts
              Me - 3 scouts / 6 huts
              Arsenal - 2 scouts / 4 huts
              Get your science News at Konquest Online!

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              • #67
                Tried it again using same builds/etc and irrigating instead of mining. A goodie hut I found up by the japanese yeilded a new town instead of a tech, so I wasnt able to get iron working, (6 turns yet), and mecca pops in 3 instead of 5, and no one has horseback riding yet.

                I'd stick with the original one tho, just from luck of the draw of getting a tech over a town way up by a rival civ. The cow can get irrigated by the worker on the hill.

                Same kinda deal production wise with building a road and mining the hill, but the main reason for building a road on that hill by mecca was having a defensive fall back position on a S road if carthage goes crazy and breaks thru the choke point.


                Scouts:
                -Yes I am guilty of scout neglect Reason being is I usually play aztecs, and you get the jaguar warrior off the bat with 2 moves AND can pillage and kill.
                -It's just sooooo hard to conciously build a scout, who can't pillage or attack....Seeing all those juicy settlers out there with warrior escorts....just calling out for you to enslave them heh.
                Last edited by charlie_six; September 16, 2003, 20:16.

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                • #68
                  Kon: I had 2 scouts
                  A true ally stabs you in the front.

                  Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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                  • #69
                    I had 4 scouts - and got 6 or 7 huts - I can't recall. 6 I think. I know I got four techs from huts. Also - I have not studied the saves but I believe the four scouts discovered the most territory. There is also the benefit of now having a decent mobile recon corps.
                    Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                    • #70
                      Time to start the decision process

                      Well it is almost midnight EST so I'm going to go ahead and officially declare the first turn block over. Now we can start the process of deciding which saves will begin the next turn block. As seen from the poll in the other thread it has been decided to have one other team decide on each team's turn block. Therefore the domination team would choose for the opportunist team and in turn the spaceship team will choose for the domination team

                      In the opportunist DAR thread please post your preference for the next turn save for the team you have been assigned. It is also encouraged, though not mandatory, to discuss and critique the individual saves while posting your preference. The time period for discussing and posting your preference will last until 23:59 EST Thursday, and the next turn block will begin on Friday.

                      Please note that in the event of a tie by the end of the decision process either myself or Nuclear Master will break the tie if I am not around on Thursday (unlikely).
                      Last edited by Rhothaerill; September 17, 2003, 00:03.

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                      • #71
                        So, I understand humble me is to judge these games, let's get started then

                        This is really tough, there are many good choices here.

                        Beta and Konquest: Your games are really a lot alike, and I think you are in a good position right now. You are both ready to expand quickly, and become a great power. A downside from your games is I think you are not really preparing for war, so your first attacks will be quite late.
                        There are some differences between your games. I slightly prefer Konquest's game over Beta's, because Konquest built the Granary before he built settlers, and Beta after, which is less efficient. Both good, solid games though

                        The_arsenal: As was already mentioned by Beta in this thread, you built too many spearmen in this block. That slows down both your expansion, and your war preparations. (compare Dominae's comments in the Spaceship thread on my game, he thought even warriors weren't needed so early!)
                        And going away from your capital also cost you some turns, because you didnt have the wheat available immediately.
                        One final point: you really should try to make your worker actions worthwile. You irrigated a grassland, and mined a cow. Both yield no extra food/production under despotism. Still I think your game is very playable, only others have done better

                        Charlie_six: Very nicely thought out game, only a bit slow. When you build a granary somewhere, you should try to make the most of it! You built a lot of units there, while you could have made more settlers and expanded quicker. I really like your plans on how to expand and play the game further. If you learn execute them a bit quicker you will become a great player, I am certain of that
                        Alea iacta est!

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                        • #72
                          Master Zen: Very aggressive set-up! You really are the one (together with Theseus perhaps) who really tries to achieve his goal as quickly as possible! I like that. To achieve that you place your cities close to each other. Your game is great for an archer rush, you just have the bad luck of having the civs far apart from each other.
                          All in all, very well played block.

                          Taian: Wow, a super early granary! I didn't think of that, I built two units before the granary, you did only build one. Perhaps it should have been a scout though, although you did scout your surroundings nicely
                          I will discuss your game more (and compare it with the others) in my conclusion.

                          Theseus: Your game will allow a great horseman rush, and the early settler fits in nicely with that! (less time to spend on founding cities!) By placing your cities fairly close to your capital you don't need many improvements built. One minus to your game is you didn't spot Carthage.

                          Well, now it is time to decide. Because there are games here who are really close to each other it was very difficult. I have to say it went between the three games I mentioned last (Master_zen, taian and theseus)
                          I am finally choosing for Theseus' game, because I really like the aggressive horseman rush he intends. I think it will help your team the most to a quick conquest victory.
                          Taian's game would be great in the oppurtunist' game, but I think there are better warmongering options here. Nevertheless, very well played turn block Taian
                          The reasons I didn't pick Master_Zen:
                          1. He has one less city than Theseus. (although this difference hase come because of him being less lucky than Theseus)
                          2. i think the horsemen rush works well here: the civs are far apart, and the horsemen will upgrade nicely into the unique unit of the Arabs.

                          My vote:
                          Theseus

                          Comments on my comments are welcome of course, it is not like I know it all, I am not a professional player, like you can see when you view my own game
                          I just commented the games so you could see why I prefered one game over another.
                          Alea iacta est!

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                          • #73
                            Great critic Tarquinius... I wish everyone's would be as copmlete as yours....

                            Regarding my game: I'm not used with ultra-early horseman rush, therefore my game is not really adapted for this. But I gotta agree that it's probably the best strategy in this game...

                            --Kon--
                            Get your science News at Konquest Online!

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                            • #74
                              Originally posted by Konquest02
                              Great critic Tarquinius... I wish everyone's would be as copmlete as yours....

                              Regarding my game: I'm not used with ultra-early horseman rush, therefore my game is not really adapted for this. But I gotta agree that it's probably the best strategy in this game...

                              --Kon--
                              Truly. A well thought out and presented critique of the games. Nice job Tarquinius.

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                              • #75
                                EDIT: Turned from vote into simply a critique

                                First of all, both games were very well played. From the military point of view, Theseus' horseman rush is probably the soundest military strategy. However, there are two aspects of Kon's game which I believe are a bit superior IMHO. These are city placement and money.

                                Regarding money, it's amazing the amount Kon managed to raise up, by the time that game gets iron connected there'll probably be enough for 10 swordsman upgraded! With city placement, I like his 4-tile approach (o-x-x-x-o) because there is enough space to fit in two military camps in that scheme. In fact, if you look at Kon's map as well as my map, you'll see that you can fit in the two camps that I built perfectly within his placement scheme. That's why I like 4-tile for the first ring of cities, with 3-tile for all the rest.

                                For those that have never used camp strategy, trust me, it is the best. You can have most of your cities dedicated purely to improvement building while these camps mange the unit production. Two barrack-equipped camps will soon crank out warriors pretty darn quick, and with all that money, I see a massive swordsman attack against the American infidels! (yes, I prefer swordsmen to horses regarless of distance). Theseus using 3-tile in 2 of his other 3 cities has to have that tradeoff between improvemnt and militrary units.
                                Last edited by Master Zen; September 17, 2003, 15:10.
                                A true ally stabs you in the front.

                                Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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