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  • A little advice on my game needed

    Well, finally I got a good game going on Regent, nice starting position, 2 chokepoints to keep the 4 other civ's from entering my part of the continent (which is about as big as all their's together ), good tech booty from huts, constant barbarian assaults have cost me some workers but also made most of my units elite, and so on. I'm at the start of the middle ages now, and some things are bothering me. First off, as you can see on the screenie I attached, the Romans have gotten notice of the massive amounts of land behind the chokepoints, so after a couple of tries to get there by land (which caused 2 wars, both of which they gave up after a turn or 10 of massive horseman beating ), they now found out that they can easily get there by galley. And now I'm stuck with a couple of Roman cities, and the Zulus seem to have thought of the same, as I saw a galley pass on the west coast not long ago. NB, Blueish = Romans, Dark Red = Japanese, Pinkish = Indians, Yellowish = Zulu, and I am the Chinese. I have am a couple of techs ahead of them, but I haven't gotten into contact yet with the 4 other civs somewhere in the world. As far as I can see, I have a couple of options to secure my continent:
    1) Don't make a big deal of it and get the cities by culture later on. This shouldn't be that hard because I already have temples in most cities surrounding the Roman ones and libraries will be coming up soon, but I don't know how much cities they will be able to plant on my continent before I've got the continent locked up.
    2) Wait until I have researched Chivalry (as you can see it only needs a couple of more turns) and mass-build Riders to destroy their cities and defend the chokepoints. I'm swimming in horse and iron, and Sun Tzu's will be finished in a couple of turns, so I'd have barracks everywhere and can really start pooping out Riders at a good rate. BUT this will mean another war with the stinky Romans, and probably the Zulu's as well. I'm pretty sure the Indians and Japanese won't like that much either, so they'd probably join in the war and try to grab their share of my land. Which I won't let them

    So in a turn or 10 I can either have Riders & Pikemen vs. their Horsemen, Swordsmen, & Spearmen, and a war with probably everyone, or libraries and a focus on settlers to lock down the continent, while still building my culture.

    Advice, any of you experts out there?
    Attached Files
    The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it

  • #2
    Those little outlier cities are meaningless. Don't get hung up on them. The cities that matter are the AI's core cities - the ones that actually produce things. Those are the ones you want to destroy or take. If you have an advantage, USE IT.

    I suggest taking a large strikeforce of Riders straight into the heart of each neighbor. Cut out their hearts... their extremeties will wither and die.

    Your #1 priority should be setting up a good Palace/FP axis, and developing your two core regions. Conquest of the AI civs isn't the imperative - hurting them beyond repair is. You can mop up later with ease.

    -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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    • #3
      Riders, and put serial smack-downs on Rome, India, and Zulu. Get yourself a few GLs for the medieval Wonderfest.

      You also need a LOT more workers... slaves'll do just fine.
      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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      • #4
        A war with Riders should trigger your Golden Age. Then you can pretty much do what you like for twenty turns. What you should do now is prepare for when you get chivalry. You should do what you can to maximize production so you will be able to kick out those Riders even before you go to war. Collect some cash to upgrade any horsies you have.

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        • #5
          A turn or 30 have passed now and 4 turns after I invented Chivalry, I assaulted the Roman empire with 20 Riders, and a couple scouring the borders of my empire for wandering archers & stuff. I razed their size 7+ border cities, and didn't bother taking the others, so I went on straight to Rome. Captured Rome, and by now it's hungered down to 6. Captured nearby size 10, 6, and 9 cities, got 2 GL's, and am now moving to the last size 7+ city. Pretty much the rest of their cities is what they captured from Japan, so the Romans are out of game. My Riders really kicked their legions around. As far as I know, no other civs have Knights yet, so I might just be able to rush into India as well, soon. Heroic Epic is almost finished, and I found a nice city for the FP

          Thanks guys
          The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it

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          • #6
            BTW, with out a save it is hard to see, but it looks like you have most of the land covered? If so how did they land and move out with out violating your borders? You should have been able to block or kill those settlers when they disembarked. The one open spot I saw, I would have had a horsemen sit on and as many others as needed to prevent the landing, unless there are so many openings that I can't see to prevent it.

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            • #7
              I'm playing on a large map, and I haven't yet been able to build cities on all the shores, so it wasn't too hard for them to get through without violating my territory. I'll post a big screenie of the world map tomorrow, so you can see it. They often try to get through my chokepoints though, and they return like good dogs when I block the way. It's funny because some Zulu settlers walked all the way up to the rightmost chokepoint while I was fighting the romans, and I blocked them up just a few turns before they arrived. That's a 20 turn walk back The Indians were a little smarter and have now built cities on the Roman wastelands, but no matter, they don't stand a chance inbetween heavily armed Canton and Rome with the Hanging Gardens and loads of other culture stuff.

              Come to think of it, it might be time to send a boat across the map.
              The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it

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              • #8
                I was about to say wait and cuture out those cities but it seems waging war payed off for you. I usually get torn up on Regent while fighting early wars. One of my recent games I lost in 15 minutes maybe. I fought Babylon at my choice and they beat me back pretty bad and the next thing I knew, 3 other countries jumped in and took city after city until I lost them all. There was absolutely no way I could have stopped them.
                -PrinceBimz-

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                • #9
                  I always build a good force of swordsmen for early war. Horses used to be good, but they don't seem to be able to retreat as much.

                  When I get close to Chivalry, I do build horses just so they can be upgraded.

                  And yes Regent is a big step above Warlord.
                  Don't try to confuse the issue with half-truths and gorilla dust!

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                  • #10
                    Here's the map of my game the way it is right now. As you can see I have expanded a little along the coasts and up north, took all of the Roman cities above the chokepoint, but didn't pay attention and left a hole open for the zulu's to plant 2 cities. No biggie, I'll get them later. Rome was a piece of cake; I conquered/razed all but 2 of their original cities, and offered a peace treaty for 1 other city. Unfortunately, they've got Japan down to 2 cities and seem to be doing quite well down there. Nevertheless they've lost a lot in this war, and I just lost a couple of Riders. Also, they're now sulphur-less, so I can make a good bargain there.

                    India is becoming annoying, I might want to attack them before they get musketeers. I've got a good force of 30+ Riders at my borders so perhaps that's an option. The Zulus aren't to be taken serious; they've got 1 source of horses and iron each, and no sulphur, musketeers, or knights. Almost no luxuries either. I don't think I'll war with them, though. I'm not much of a warmonger. But I might need to show them who's boss anyway

                    Astronomy will be researched in 3 turns, then I'll send out a caravel to the other world.
                    The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it

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                    • #11
                      *ahem* Here's the map.

                      40 White dots within green borders
                      Attached Files
                      The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it

                      Comment


                      • #12
                        Ok, you're doing well... now keep going! Definitely open a can of whoopass on whomever is pink. 30 Riders is good, but I'd suggest building some more. Make cutting off their strategic resources your #1 priority (saltpeter and iron in particular).

                        Regarding sending a ship to discover the rest of the world, remember that even a caravel will sink in "ocean" squares until you discover navigation or magnetism.

                        I would also strongly encourage you to finish settling your continent prior to making contact overseas.

                        -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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                        • #13
                          Originally posted by Arrian
                          Regarding sending a ship to discover the rest of the world, remember that even a caravel will sink in "ocean" squares until you discover navigation or magnetism.
                          I'm guessing that my Caravel would be able to make it from the westmost point of the continent - Zulu territory.

                          I would also strongly encourage you to finish settling your continent prior to making contact overseas.
                          That's a good idea, thanks.
                          The willow knows what the storm does not; that the power to endure harm outlives the power to inflict it

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                          • #14
                            The game is won even without more conquest (so long as you manage your cities reasonably). Personally I wouldnt bother to go after the "pinkys". Depending on where my capitol and forbidden palace are located, I would just finish colonizing the remainder of the continent to prevent AI colonization then absorb those irritating AI cities with culture.
                            We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
                            If any man be thirsty, let him come unto me and drink. Vampire 7:37
                            Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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                            • #15
                              Well, Spencer is right that you don't NEED to whack the pinkos. But doing it will almost certainly be a good thing for your empire. You will gain cities and resources (do they have a luxury you don't?), and you will have the opportunity to generate more great leaders. Furthermore, you will break another AI civ. That's one less civ that can later attack you or trade things to the other AIs. Besides, I'm a big fan of continental conquest. If you can take down the pinkos with your Riders, then you can mop up the rest with Cavalry.

                              -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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