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Koreans and the Early Game

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  • #16
    Hehn, I'll have to try all this out. I'd much rather just kill all my neighbors but I guess that's not an option so much, as the Koreans.
    You can't fight in here! This is the WAR room!

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    • #17
      Arrian: "I will often build the GL while doing 40-turn research and building courthouses, markets, aqueducts, harbors, etc (everything BUT libraries). Then, with a huge wad of cash and tech parity, I suddenly build a TON of libraries and crank up my research."

      This works well. I extend it to universities and postpone the catch up phase to the start of the industrial era. Not building libraries and universites saves piles of money and shifts shields to units builds. Meantime, markets and banks cause the gold to flow in. In Korea's case, if some of the wider city spacing advocated above is used, we need to come up with a building to expand city borders, and libraries might do that job.
      Illegitimi Non Carborundum

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      • #18
        As you guys know, I play as a bloodthirsty maniac, but I have been playing commercial civs of late (Carthage, Rome).

        It is with commercial civs that I use tighter city spacing, figuring that the boost to the OCN is best used by packing in more cities (keep in mind that my "tighter spacing" is probably either normal spacing, or wider, to many of the upper level players here). I'm basically talking about City-tile-tile-tile-City, with some City-tile-tile-City occasionally thrown in.

        There is little functional difference between using 10% research and warmongering, beating techs out of the AI and using 10% research and building the GL. Same end result, and often a similar shield outlay (though the former allows you to try for leaders ). Anyway, since I'm not researching on my own, I don't see the point in building and paying upkeep on libraries.

        I'd rather make my cities more efficient (courthouses), larger (aqueducts), and wealthier/happier (markets). Libraries really come into their own once you're in republic with large cities that aren't losing too much commerce to corruption. I will, however, sometimes build 1 libary in my capitol if I am planning on doing a burst of research to nab a tech first and trade it. But otherwise, libraries are kinda down the list.

        SR - I don't typically rush the libraries w/gold, except in certain cases (Colossus city, want the library done so I can start a Copernicus prebuild, or something like that).

        -Arrian

        p.s. Ever played a dominant game out to the end (SS) with a commercial civ? It's INSANE how much money you end up with. I just finished a game as Rome (Domination in the early modern age... dumbass Zulu just couldn't leave me alone) wherein I had over 20,000 gold and literally could not spend it. My home cities were fully developed. My "colonial possessions" were getting there (rushing everything after a 1-turn wait). 4-turn research. 99% approval rating (1% being specialists). I couldn't spend as fast as it was coming in. It has been my most dominant game (vis-a-vis the AI) ever. I even managed to own every surviving wonder (oracle razed by others), with almost all of them built or rushed myself. And all of them worked for me (all continent-wide wonders on my continent, Colossus captured close enough to FP to be useful, etc). That game rocked.
        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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        • #19
          Ugh, how can you warmonger as the Koreans though?

          Assuming you're going for Lit/Currency at a low tech rate, and trading for Iron Working/HR, your neighbors - who you'll buy these military techs from, presumably - will have horsies and swordsmen to fight back with, by the time you build them.

          Building barracks is, of course, no problem, but I was discouraged from this tack when I did exactly this (not lowering my tech, but otherwise the same). I had about 7 cities with barracks, and horses... the Mongols started a war with me, and they were sending down swordsmen... I quit that game because I knew I could fend them off, but I wasn't sure if I could win, and my other neighbors were pulling ahead of me in every way.

          Could just be luck of the draw - those Mongols were on hilly terrain, with iron... I could try it again... but warmongering seems like such a poor choice. I would definitely not say it's a poor choice for the other Sci/Com combo, but then again, Koreans don't have hoplites.
          You can't fight in here! This is the WAR room!

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          • #20
            Questions from above:

            "Ever played a dominant game out to the end (SS) with a commercial civ?"

            "Ugh, how can you warmonger as the Koreans though?"

            In answer to these questions, Korea just finished a military or conquest win on my computer last night. Having only one face left on the circle is fun.

            After a tough warmonger start in the middle of a pangea map surrounded by Persia, Rome, and the Mongols, Korea went builder while the squabbling neighbors fought to the end. Korea, as Arrian pointed out, is a great civ for the late game research effort and, as I recall, the UN started a golden age. Korea ended up with MA far before anyone else had mechanized infantry and tried for a 4-civs-in-one-turn ending. Didn't quite make it, although we did use up 15 settlers grabbing RR tiles to extend the blitz in a fun effort.

            To make a long story short, in answer to the second question, I believe that humans armed with archers and spears can defeat AI civs who have a full ancient era capability of horsemen and swords nearly every time. Every civ is a warmongers' civ from this point of view.
            Illegitimi Non Carborundum

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            • #21
              Originally posted by jshelr
              To make a long story short, in answer to the second question, I believe that humans armed with archers and spears can defeat AI civs who have a full ancient era capability of horsemen and swords nearly every time. Every civ is a warmongers' civ from this point of view.
              Well, I guess you're right. As long as you've got enough of 'em. Still, I don't fancy the odds much. But maybe I should just try a pure archer rush, every city cranking out a vet archer/sword/horseman, while the most productive city builds the GL... [sigh] Just hope those neighbors don't get their iron hooked up too soon.
              You can't fight in here! This is the WAR room!

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              • #22
                Yahweh,

                If you're going to fight, remember to use the upgrades!

                Don't build swordsmen! 30 shields per unit? That's crazy! Build warriors. Build chariots. Then use a mass upgrade. The warrior one is the most effective, since it cuts out 20 shields, whereas the chariot one only cuts out 10 (though it is cheaper). It's pretty easy to put together 10-15 veteran warriors, whether or not you're playing a militaristic civ. That force can do a lot of damage, as well as deter potential opponents.

                This requires cash, of course, which is why the warmonger often uses 40-turn research.

                But you don't have to warmonger. As I said, there is little functional difference between warmongering with 10% science and building the GL with 10% science (in terms of your research & development strategy. Obviously if you start getting leaders from your wars, that changes things).

                -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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                • #23
                  Yeah, I think it does make some difference actually, on a huge world. I want to be in a position to dominate a large continent - if I start on an "Asia only" continent I would consider restarting (I find conquering/colonizing other continents a bit of a hassle) - and hence I want to be putting my neighbors out of commission, the sooner the better.

                  So, 15 swordsmen aimed at, say, the Mongols, or maybe the Japanese, or whomever has techs I want to extort, seems like a good plan.

                  I assume, then, that my research path might be Literature-Iron Working-Currency? Waiting to trade for IW seems like too long a time...

                  You can't fight in here! This is the WAR room!

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                  • #24
                    Hmm...

                    I'd probably go:

                    1) pottery @ 100%
                    2) writing @ 10%
                    3) IW (probably via trade)
                    4) mathematics @ 10%

                    If you get masonry via hut or trade, whore it around. I don't care if you get 1 gold for it! Give it up! If your neighbor builds the pyramids right before you drop 15 swordsmen on them, you'll thank me.

                    The reason you don't have to beeline for IW is that the first priority is REX, and the sword rush can come later. It does not take much time to pump out 10-20 warriors. If a city produces 5 shields/turn or more, it's a warrior every 2 turns (10 shields/turn is 1 per, but often those cities are better off being used for bigger projects). With 3-4 of those cities going, your army will grow quickly. Then connect iron and go.

                    I'd bring along a few spearmen too, to eat up archer counterattacks and to hold captured towns.

                    -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.

                    Comment


                    • #25
                      Hmmm.... seems like to make this work, I'd need one (maybe two) settler/worker pumps, 3-5 decent-sized producer cities, and one "super" producer to build my GL. That size sound alright to you?

                      That way I could start conquering at around 7 or 8 cities... I always feel I build too many, and then have to spend time defending them, or expanding their cultural boundaries. (I'm talking 12-15 cities here, before I stop REXing, typically... or does that number sound better to you?)
                      You can't fight in here! This is the WAR room!

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                      • #26
                        If you do it right, you can build and fight all at once. Some cities are building settlers/workers, some build units, some build improvements or wonders.

                        If your initial build/upgrade of units is enough to do the job, you don't need reinforcements (unless, of course, you want to bite off a bigger chunk of the AI).

                        I no longer really pay attention to how many cities I have when I start wars... which is probably because I will now start wars at the drop of a hat. If I see a worker I can grab, chances are I'll grab it. I'll do a 1-city archer rush (barracks, 3x archer, spearman - KILL!).

                        But again, you don't necessarily have to fight early to do what you seem to want to do.

                        You could also stay peaceful until the middle ages, angling for Leos while building hordes of horsemen. Say about 50. 50 knights will put a dent in the map.

                        -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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                        • #27
                          No, I definitely like to take 'em down early. I just wouldn't want to send 3 archers and 1 spearman into the wide open plains to take Ta Tu for example, and then not have enough to go take Karakorum... I prefer to have 8-10 horsemen to take Karakorum right off the bat, and then mop up the remaining cities, razing where I intend to rebuild and keeping good city sites.

                          (note: for the above, please replace Karakorum and Ta Tu with Kyoto and Tokyo, or Dehli and Calcutta, etc.)

                          I guess I just need to learn when it's time to stop building settlers and start building units. A balance issue (made harder, slightly, by Korea's lack of good "war" traits)
                          You can't fight in here! This is the WAR room!

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                          • #28
                            Originally posted by Arrian

                            I no longer really pay attention to how many cities I have when I start wars... which is probably because I will now start wars at the drop of a hat. If I see a worker I can grab, chances are I'll grab it.
                            -Arrian
                            Me too, I can not resist taking down the spearmen/settler if it gets in range, even if we just signed a peace deal.
                            I am not going to let them drop a city on the land I have mark for me. Forget flips, I just got two more free workers and the AI lost a spear and settler. That can't be helpful to them.

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                            • #29
                              I've come to really enjoy early archer wars. My ridiculous Roman game (mentioned as a p.s. above) started with an archer rush on Japan (they repopped, which gave me 100gold & a worker for peace), followed by a pruning attack on Persia (which generated a leader, who gave me the Pyramids), followed by a war of attrition with the Arabs (in which I had 8-9 elite archers, and then lost nearly all of them taking Mecca, which was on a hill), followed by the total destruction of the Arabs, Persians and Japanese with Legionaries backed by horsemen. Knights took down India.

                              I never really stopped fighting for very long, but went republic early and eventually went for Demo too.

                              Regarding the distance issue... is there more land per civ on a huge/16 than a standard/8?

                              -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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                              • #30
                                Originally posted by Arrian

                                Regarding the distance issue... is there more land per civ on a huge/16 than a standard/8?

                                -Arrian
                                I'm not sure. That's a good question. I will say, though, assuming that everyone is with equal amounts of land to expand to (never the case) and that everyone is expanding at the same pace (also never the case) there's about room for 15 cities per civ before you have to start cramming cities into lousy areas like jungles, mountains, etc.

                                The question is, when to stop building and start attacking? Before or after you reach that limit? Maybe that's not "the" question, but it's a question.
                                You can't fight in here! This is the WAR room!

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