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Vel's Strategy Thread - Part Two

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  • Chris,

    My post to you was a compliment. Please try to read it again without preconcieved notions.

    I used my Webster's to demostrate that even within the scope of definitions there is quite a bit of room for discussion and disagreement.

    To cheat miscommunication is to "blunt the effects" of miscommunication.


    That is a good thing.

    I always try to compliment people who go to the dictionary because it is a sign of sincerity, maturity, and rational thought.

    I really think you read my post too fast here buddy.

    jt

    Comment


    • JT: LOL...I had to read it twice myself before I "got it" myself.....early morning brain-fog most likely.....but yes...I too, got the impression he just read it too quickly.

      -=Vel=-
      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

      Comment


      • Also, the "you cheated the game" remark was not directed at you, lol. It was directed at the practice of reloading, not any individual.

        I am actually confused here as to why you are upset. I thought my post was fairly clear.

        Comment


        • the reason I am banging the reload drum is..

          that MarkG has not made a ruling AFAIK on the issue for the monthly game.

          And so I am gathering steam for a little crusade to force him off the fence. I can't believe that the new tourney came out without a ruling on this one.

          jt


          ps...of course I will probably get banned for one reason or another.

          Comment


          • Re: Cultural Defense and how to break it

            Originally posted by Raging Mouse I went in, and my combined horde of cavalry and cannons were able to take the city without losses. I garrison the city with three cavalries and a cannon while the rest fan out into the countrside to break India's retaliation. 11 indian citizens remain in the city when the turn ends.
            A Pop 11 city requires a much larger garrison than 3 Cavalry to prevent cultural reversion. Unnecessarily
            destroying almost the entire population and infrastructure of such a well developed city is wasteful. Next
            time, load up some un-upgraded older units and bring them along for cheap culture control. If there is a
            wonder-laden or resource-laden city that I want to keep, I simply send some extra units along for the
            ride. It makes life much simpler and you then have a base of operations that you can use (unless
            corruption is off-the-scale). Anyway, one unit per population of the city prevents any city from cultural
            reversion. Even the former Perisan capital with 4 Wonders!!!

            Comment


            • Ok, I think we've hashed out this "cheating or not cheating" or, in other words "who cares how others play in the privacy of their (SP) own games?"

              WOOHOO! I finally have a really successful Monarch game going. Monarch has totally changed my civ (faction, for Vel) choice. I was all about the Babs on Regent, but man, oh man, I'm loving the Persians right now. That whole industrious thing is nice... and I take back my prior comments rating the Mounted Warrior so much higher than the immortal. Fact is, a 4 attack early on can't be matched... and results in steamroll victories (I'm sure those of you playing the Persians have noticed this, of course). Anyway, I expanded normally, but managed to cut off the Babylonians to my south and Germans to my north. This gave me a decent area to settle. The Babs were designated "target." I was REALLY hoping they'd build the Great Library. Unfortunately, they didn't, but they did build the Colossus and Great Lighthouse in Babylon. I think the Persians should have "usually located next to juicy Babylonian civ" in their description.

              The Continent I was on kinda looks like a Donut, with an extra peninsula up north (The Babs and I in the south, Germans in the middle - just north of the donut "whole" inland sea, and the Zulu up north). The Babs died. Badly. I didn't lose a single immortal. In fact, I took three cities before I lost a HIT POINT. Wow. No leaders, though. I didn't poprush a single unit.

              I beat the hell out of them and then sued for peace, taking all money, tech (I may not have gotten any, actually) and cities (1)beside their capitol. The city that I received in the deal was actually on the other continent, right next to 2 silks. This, once I built a couple of workers (to road the silk and then chop trees for the harbor), gave me 4 luxuries, and of course contact with some nice people over there. I used IFE in this game, since I... well, needed it and it was there. Slowly, I ramped up my economy and got a tech lead, which in conjunction with the "industrious" production bonus, nabbed me the Sistine, Newton, Theory of Ev. and Universal Suffrage thus far...researching computers now, but considering switching to Fission to make damn sure I get the UN.

              A WW rages presently, as a couple of MPP's I signed (I usually stay out of them, but I was feeling a tad isolated at the time) dragged me into various wars. The Zulu and I are eating up Germany (I really hope I can grab the coal so I can RR the area i capture, but no biggie if I have to import it for 20 turns). I've had to trade for some pretty key resources in this game - coal and rubber thus far. I do have oil, thank goodness, but only 2, and one was German. Unfortunately, my silk city on the other continent is threatened by the civs over there I'm now at war with. They won't talk to me. So the plan for now is to finish the airport over there while finishing the Germans off, and then airlift in my rather large army of Tanks, as well as rebasing the Bombers I'm building. That should be fun, and I may even be able to get rubber out of it.

              My conclusions: good starting spot, lucky enough to cut off Babs, got some gold (as in the bonus resource), which helps that early republic budget deficit, built the forbidden in a decent spot near my captured colossus, had 4 luxuries - that may have been the key - and I only beat up on one civ. Everyone else liked me until WWI broke out. 4 persian workers under democracy w/replaceable parts can clear/plant trees in a turn, and that is really the only way to build up culture improvements in those border towns w/o RUINING your treasury. Not too shabby. Most of my success has been due to the geography, of course. I have played many an unsuccessful - and extremely frustrating -Monarch game prior to this, many times "winning" but not winning, ya know?

              Vel - About my MW tactics, the idea is to swarm, take several border towns, weather the counterattack (I do bring some grunts, and the MW's are used for mobile defense for a bit), and then proceed onward. At that point, the AI is hurt so badly it can't mount an active defense, so my MW's are largely safe.

              Also, I'd be curious to know if you could take that early advantage you got on Emperor with the Aztecs and hang on to the end. Given the nasty evil AI production/research bonuses, they can catch up fast. Given that I'm still scratching and clawing on Monarch, I don't think I'll be movin' on up for a while.

              -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


              • opportunity and purity

                Egad, this game is tough on us purists.

                My style:

                Pop rushing is only used to build culture-producing improvements (library, temple, cathedral, etc.) in a city that's in danger of being culturally absorbed by an enemy civ. If my borders are challenged because they're near the Babylonian capitol, I feel OK about rushing to finish the one or two improvements that seem to guarantee my cities will remain my own.

                I have never used IFE.

                There's only one reason I'll overlap cities: to keep my cultural envelope whole, which can keep a foreign civ from building a city in the cracks. I do this rarely, primarily (as above) in areas far from my capitol and close to an enemy civ.

                I love this thread, because I'm impressed by sharp minds and I enjoy the perspective of others. Vel et al., you're brilliant, and the way you deconstruct the game to learn its inner workings is instructive. I also realize that, with my style, I may be stuck at Regent or Monarch for a long time. Civ2 was cake, even at deity... this is a whole 'nother thing

                Observations (I'm primarily playing at Regent):

                I don't like Republic at all. Monarchy seems to work much better for my style, although I'll keep tinkering.
                The French and Babylonians are most effective for my style... the French dominate commercially, the Babylonians dominate culturally.
                I sell EVERYTHING that has any value... communications, techs, luxuries, etc. The only exception is military resources (iron, etc.). I give away a lot of money.
                If I have a weakened civ nearby, that will clearly never be a military threat, I always sell my techs to every other civ, then give them away to the nearby civ. They eventually are gracious, and when they do develop a tech on their own I get a good deal.

                This game is pretty spectacular

                Comment


                • LOTS to report on after playing for pretty much the whole weekend. I’m a little bleary-eyed this morning, having gotten perhaps four hours sleep all weekend, so bear with me!

                  First, let me say that having opened up a can of royal hurt and pain on Emperor, I decided to shift back down to Monarch, cos I just found the game more enjoyable at that level. Felt like all I did was fight on Emperor.

                  So….played large 12, monarch, as one of my all-time favorites, the Babylonians.

                  Firstly, my start was decent, but far, far less than optimal….early game exploration revealed that I was on a short, fat peninsula that widened into a MONSTER of a continent, with wide swaths of desert for me to slog through to get to good city-building sites. Still, the land in my general vicinity was good land, if somewhat widely spaced….meaning I’d almost HAVE to use wider city spacing than I normally prefer. No biggie, I worked with it. Persians and Aztecs VERY close to my east, Zulu pretty close to my west, with the Iroquois north of them, and the Americans north of them. So…half of us on one continent. I was pretty sure I’d be on the “technologically advanced” continent when first trans-oceanic contact was eventually made.

                  My first goal was to control exactly when my GA occurred, and I knew I didn’t want it early, which meant building few, if any bowmen, and keeping them in places where they’d not see combat (good early investment tho…upgradable to longbowmen, which is nice).

                  The area I settled in was rich in surplus resources (SIX Incense tiles!), so I knew from the start that it would be a mercantile game.

                  I also knew, when the freakin’ Zulu beat me to the six tiles of dyes in the jungle they started near that their Civ was the one I was gonna target for destruction.

                  Okay…they dyes only constituted half of my decision. After carefully looking at the map, I reasoned that my Empire would just LOOK a lot cooler if I absorbed most, if not all of Zulu holdings into it. (How’s that for finely tuned strategy? LOL) What can I say though…I am, first and foremost, an artist…and that kinda thing is important to me. Besides, I don’t wanna be the ruler of some goofy looking empire (and in this game, the English rule over something that looks oddly like a turkey).

                  So…tag….the Zulu were “it.” That was scary too, cos on the power chart, they were the top dogs, with me running right behind them.

                  Soon as I secured Iron (3 sources, by the way!), we began putting together a goodish army (100% swordsmen in this instance….here’s why: As the Babylonians, everybody I was in contact with had SERIOUS culture envy, meaning my borders were pushing hard against theirs. My troops step across the border and they’re adjacent to the target city. Nothing fancy required. Also, repeated testing has revealed that if I overrun three enemy cities, they’ll invariably cry uncle. Sometimes with two if they’re small, but every time I’ve captured three cities, no matter how big the Empire, they were always willing to talk peace. Or maybe I’ve just been lucky.

                  So…three strike groups of eight swordsmen each.

                  Bam.

                  One-two-three….just like clockwork, and suddenly we had lots of veteran swordsmen and three new cities….and all their money/most of their tech!

                  Great! But I still didn’t have that city with all the dye in it (I did take Zimbabwe, the capitol, with it’s two wonders tho!).

                  In short….we were happenin!

                  To prepare for said combat, I did something….a little different. Rather than the “pairing” technique I described elsewhere in this thread, I simply built two settlers, and founded a pair of “war-cities” right in the face of the Zulu, capitalizing on some high production food tiles that the Zulu were hoping to “grow into” and using them against the Zulu. Turns out I didn’t need them, cos the wars were all so short, by my thinking was that it really SUCKED to have my reinforcements coming in from so far away….and if I could have a place right on the border that I could rush in needed replacements from….

                  So…after the first war, I peacefully disbanded both of them, but it was a pretty cool idea, I thought.

                  Also, after the first war (which netted me six workers), I made sure to have four workers milling around not far behind my attack force, ready to move in as soon as peace was declared and start hooking the road network up with mine and stuff.

                  Peace lasted EXACTLY twenty turns, and by now, each attack group had been bulked up by one….nine swordsmen in three groups.

                  Bam-part-two.

                  Three more cities, a great leader (Agum), mo’ money, mo’ tech.

                  It was good to be Babylonian, and, our two short wars had catapulted us solidly into the numero uno spot on our continent!

                  Still didn’t have that damned dye tho.

                  I waited till I’d finished the Heroic Epic to attack again, hoping for another leader (made an army with Agum). Attacked again, but this time, I hadn’t bulked up on my attack force….was too busy building infrastructure and such, so I figured my grizzled swordsmen would have to be enough.

                  They had taken some losses though, and all told, I had 19 swordsmen and Agum’s army to work with….they dyes being my primary objective.

                  ‘bout this time, an American city founded a little close to me (Denver) decided they wanted to join up, and it gave me an idea….

                  Knowing that the AI is all-seeing, it would know if I left a couple of little crap towns in the middle of nowhere undefended….

                  It would probably beeline right for them….

                  So…I left Denver and a recently conquered Zulu town (Swazi), which was TOTALLY useless for the moment, completely surrounded by jungle, with no resources or anything in it….left them both wide open and undefended, and marched my army toward the city (whatever it’s called) with all the dyes, and it’s next-door-neighbor, which I renamed to “Justanotherzulutown”).

                  Our third war was fought circa 800AD, and we were in the middle ages by then, so it was my swordsmen vs. their Pike. Some brutal slug-fests ensued, but zippo on the Great Leaders…. Still….as a battle plan, it worked like a charm. I captured the new Zulu capitol and all their dyes, they captured two USELESS size one cities that were completely surrounded by my superior culture (and were likely to be reabsorbed anyway), and were ready to talk peace.

                  More cash, more tech, and now LOTS of tradable resources, and I was all set.

                  Swazi rejoined us soon after the treaty was signed, but Denver is a bit of a holdout….to this day (1400-something), they have not come back….no biggie….but it’s odd to me.

                  Anyway, at this point I switched to Republic and hit the diplomatic circuit. It seemed that the industrious Zulu people had built a road network connecting me to the Iroquois and their American neighbors further north, and I had meanwhile hooked up with the Zulu, Aztec, and Persians.

                  We were all connected, and I was a guy with stuff to sell!

                  And sell I did!

                  Even the jealous Zulu bought some of their former dyes from me!

                  Suddenly, I was swimming in money!

                  Whenever someone would get a new tech….suddenly it was time to renegotiate for those spices and dyes!

                  I forced LOTS of rival civ towns into disorder by suddenly pulling the plug on my luxury items and demanding renegotiation when somebody had a juicy new tech I wanted.

                  Did the same thing with horseless (1 extra) and ironless (2 extra) Zulu….if they wanted to build the good toys, then they had to play by my rules.

                  At this point in the game, I stopped and contemplated what I had learned:

                  Distilled points up to now
                  * Three captured cities, and the AI is ready to talk peace.

                  * With high culture pushing borders HARD against your rivals, an all swordsmen force will be fine, cos they can be adjacent to the target cities on the turn war is declared.

                  * The research advantages enjoyed by your rivals can be undone by a focus on commerce. If you’re willing to wheel and deal, you can spin yourself into a position of complete dominance.

                  * High-demand luxury items can be used to wreck havoc with a rival Civ’s Empire if the plug is pulled when they don’t play as nicely as you want them to.

                  * Most of the time, the AI will offer their world map as part of a trade deal. Refuse that portion and ask for 2-3 more gold per turn. Most of the time, you’ll get it.

                  Essentially, you have a captive market. They’re gonna be BEGGING for the goods you’ve got, and remember….the more cities they have, the more valuable those luxuries are to them! This is good incentive not to overrun them completely. First, the corruption will crush you like a beer can, and second, you can make a TON of money selling luxury items and strategic resources to other sprawling nations. And, you also have a big economic stick, too. If they do something that ticks you off….pull the plug. You don’t have to do a trade embargo (tho you can if you want to protect your market in the long term and prevent them from simply going elsewhere), you can just….stop selling and watch as their cities riot.

                  I don’t know how many turns I made the AI waste doing stuff like that when I was working on a Wonder they were competing with me on (Copernicus’s Observatory). Snagged the Wonder, too…probably via strategic use of Luxury items. Very cool, that!

                  I also found a very good reason to let the Zulu nation live!

                  I was gonna just take them out, but then….something dawned on me as the game progressed into the Industrial Age.

                  I had three freakin’ tiles of saltpeter I didn’t need anymore!

                  And an extra horse tile.

                  And a bunch of Iron that nobody was buying anymore!

                  Well….nobody but the poor, tech-starved Zulu….

                  Talk about a captive market!! I was making money hand over fist selling them all the resources I didn’t need any more, and that nobody else (who had higher tech) would touch with a ten foot pole!

                  They were my little harmless buddies to the west! (well…and in stubborn Denver on my northern border), and still furious with me, after several hundred years of peace.

                  So….it’s GOOD to be the guy with lots of luxuries. I’ve had civs (factions…lol) offer me a tech and money just to get some incense (which I’m swimming in, and could really care less about, except that I know they want it….NEED it for control….heh….it’s good to be the King!)

                  Next stop….Built Newton’s University and sparked a BRUTALLY effective Golden Age.

                  Was able to run 100% science, widen my tech gap by an average of five techs (the English are my nearest competition, and I have a three tech lead over them), and make +/- 500 a turn. Any time another civ researched a tech along a different branch of the tree, I simply bought it with cash (no tech swapping here), and then shopped that tech around. My research I kept as my own….entirely proprietary.

                  OH! With one exception! GAD, I almost forgot.

                  The Babs are a scientific civ, so you get a free advance when you move from one age to the next.

                  The other civs will pay ANYTHING (well, nearly anything) for those techs that bridge the ages. I sold Nationalism all around for SILLY kinds of money. Several points in the game, I was actually making more in trade revenues than I was in taxes (and I’m no slouch where taxes are concerned!).

                  My Golden Age was perfectly timed, cos it helped me build my FP in Zimbabwe, build factories everywhere….every city I own has a factory in it.

                  Helped me snag both universal suffrage and the Theory of Evolution (which gave me steel and refining as my freebie techs, after I made SURE to make the rounds and buy up every other tech that the AI had researched already!), and it came to an end just as I’m 3 turns from getting Electronics. Hoover Dam, here we come! I suspect I’ll be able to finish it before the English even get the tech, but we shall see.

                  Anyway….an awesome Monarch game with an awesome faction….(aside to Arri – Sounds like you're having an absolutely AWESOME game man, congrats! And....just so ya know....I’ve decided to let the “juicy Persian civ” off my border live for the moment…heh (good comment there, btw! My cube-neighbors at work were wondering what the heck I was chuckling about over here....somehow, I just don't think they'd "get it")….but I DO totally agree with you….Persians are just about unbeatable with those Immortals! It is fortunate for me that they don’t have any oil in our current standoff…)

                  So…I learned a TON this game….mostly about how to use your tradable goods as a weapon. Iron, coal, especially luxury items, can all be used to make sure that YOUR civ walks away with the lion’s share of the loot!

                  OoO

                  Slightly off-topic here, but related enough to mention….

                  Note to Mod-Makers
                  I’m certainly not going to try to tell you guys how to do your thing….the stuff you do is completely beyond me and my patience threshold…two HUGE thumbs up!!

                  I have been hearing though, that a number of mods propose to alter the upgrade paths for numerous units. Specifically, for offensive units, and IMO, that would be a mistake that would unbalance the game.

                  We all know that the warrior upgrades to the swordsman, and then…nada. You get swordsmen or seven shields on the disband. That’s it.

                  Meanwhile, the lowly Spearman can upgrade all the way to the modern era.

                  Now, the realist-crowd would argue that the swordsman can pick up a rifle just as easily as the spearman, and they’re right, but….

                  I think the game-mechanics reason behind dead-ending the attack troop branches of the upgrade tree is to create an opportunity cost for the attacker. That is to say, you can’t buy a wad of swordsmen and then not use them. Well, you can, but you’d be seriously wasting your money.

                  What it does then, is it prompts aggressors to….well…aggress. They’re going to lose their investment if they don’t!

                  At the same time though, attack units have a very definite shelf life compared to defensive units, and when that shelf life has ended, you simply have to scrap them and build new.

                  This puts a certain amount of time-pressure on the attacker…also a good thing, because if he’s not quick enough with those swordsmen, the defender will have pikes or musket men in place and he’s up the proverbial creek.

                  ::shrug:: Maybe it’s just me, but I get the feeling there’s an exquisite sense of balance in having the attack-oriented troops along dead end branches where upgrades are concerned.

                  Of course, if you DO mod the game thusly, I’ll prolly dl it anyway and test it out….but with swordsmen upgrading to riflemen, I can tell you that I’ll be doing a LOT more attacking….

                  -=Vel=-
                  (more later!)
                  The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                  Comment


                  • Monarch has totally changed my civ (faction, for Vel) choice. I was all about the Babs on Regent, but man, oh man, I'm loving the Persians right now.
                    Yeah, this is how I've scored most of my Monarch wins, as Persia. An early war using Immortals to take out nearby Zulus or Babs. Though I would caution you on war w/ Babylon. It's likely you'll fall into a "their dismissive of your culture" rating w/ them, so be careful if you go on a war of conquest. Keep track of your culture rating vs them. I usually end up razing all but Wonder cities, w/ settler waiting to replace city, because it's next to impossible to hold theirs because of their culture.

                    Looking forward to Vel's analysis of Perisans, though since he's going in alphabetical order and is writing such well thought and detailed analyses, it'll probably be around Spring by the time he gets to it

                    Vel, in your series of specific strategies for each individual civ, to make them even more in-depth, you may want to consider their typical neighbors (eg, I always have had Zulu and Babs near me as Persia) and strategies on how to deal w/ them.

                    e

                    Comment


                    • Oh! I love it! And you can bet I'll be adding a "Culture Group" segment to the re-write for the guide! *Excellent* idea!



                      -=Vel=-
                      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                      Comment


                      • Originally posted by vmxa1
                        When someone says Elvis is alive and that is their opion, they are either right or they are not. If you say I like blue and that is my opion, your are correct, that is neither correct or in error, it is an opion. The problem is that people claim it is their opion on something that is not really an opion. It is either a fact or it is not. The discussion is about a given form of cheating. It is either right or it is not. It is really not a matter of opion. You are either cheating or you are not.

                        Acutually it is not an opinion at all.

                        Elvis is in fact alive !!

                        If you run the scroolling credits all the way to the end then you will become a believer yourself.

                        Comment


                        • Similarities

                          Vel,

                          I've noticed some important similarities between our two, rather successful Monarch games.

                          1) Extensive sale of luxuries - often for tech. I've done this to great effect. If you can monopolize a couple of lux. items, you can make up for early tech problems while you're setting up your economy.

                          2) Early military success against one, and only one, adversary. This, I think, is very important. If you hit one, then another, then another... you will end up in the mid/late game with some pretty "cautious" or "annoyed" civs - and those are the ones you haven't fought. Plus, wars take time, especially if you have to move your army from one side of the empire to the other in order to hit the next target.

                          In your case, you were able to do 2 rounds of attacking & get all tech, whereas I did it once, but kept up due to my golden age.

                          3) Industrial/Modern Wonders are ours for the taking. Due to the way Monarch works, it is unlikely (possible, but unlikely) that you will get early Wonders. The key is setting up your empire in such a way that you can nab the later ones. Capture early ones if possible.

                          I forgot to mention that I did get Hoover in my game... thus 2-turn tanks and bombers in several cities.

                          Differences:

                          1) You were able to hold off on your golden age, I was not. Immortals triggered it, of course. Sounds like a late-game golden age can really put you over the top.

                          2) You kept the Zulu alive as a client civ, I wiped out the Babs. The deciding factors were 1) they were relatively small, so my initial attack knocked them to 1 city, and 2) they declared war on the Zulu (why is a total mystery), who would have taken that last city anyway. Instead, I got some money out of the Zulu for an alliance vs. the Babs, and took the city myself. Shaka was "gracious," and we're still on great terms.

                          Some important notes: Having a strong economy is crucial on this level of play. It is always important, but is even more so now This means marketplaces/banks ASAP.

                          Placement of your forbidden palace will not always be "perfect." I found that I was holding off on building it because I really wanted it in an ideal location, but need either 1) a leader to build it in less than 300 turns, or 2) that location was an opponent's capitol (and still under their control). Heh, I was a little too ambitious for my own good. I suggest putting it near some cities with hills/mountains. This will allow them to actually produce some shields. Once you have factories, you're talkin' a Tank in 2 or 3 turns (or wealth, if you're low on cash). Of course, if you have a city with a could of gold hills, I would give STRONG consideration to strategic placement of the FP near that city.

                          During the middle ages, build as many knights as you can w/o hindering overall development. They upgrade to cavalry for 20 gold each

                          Give small gifts (world map when everyone has it already, 1 gold, etc.) to other civs from time to time. I'm not positive this is the reason, but my diplomatic relations w/others were pretty cordial (heh, Civ2ism there) with everyone for most of the game. Besides, it's awfully cheap and easy to do.

                          Given Vel's example described above, if you can manage it, hold off on that golden age! I've always thought that a mid-game GA is the best. What he describes could fall into mid-game or late-game, depending on how you define such things. However, the key is that you're competitive at that point, and the GA puts you over the top.

                          -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


                          • Whoops...bad communication

                            Sorry jt, I thought you were saying I was "cheating communication" and not "cheating miscommunication." There was a double negative there that I didn't get.

                            You're right, I read too fast, and I withdraw my complaint against you. Sorry.

                            Comment


                            • On resource trading:

                              Getting those fields of luxuries is really key. Usually worth going to war over. In this Egypt/Monarch game I have going I started w/ only one wine. I ran into a field of 4 jungle spices and just before my settler was about to enter the square where I was going to build a city, Rome beat me to the punch. Since I had a warrior escort right there, the town came right down and each civ's fortunes forever changed. Rome only had one silk to themselves, so I effectively shut them out of the lux trading scene. They never could build up a bank balance and quickly became a vassal.

                              I later fought a war over 3 English furs, had to take their capitol to get it. These wars over lux fields are well worth fighting. Any extra luxs you have should be traded. You only need one for your own empire and you shouldn't let the others sit idle. Not only do you rake in money from selling these, you can bankrupt the other civs as they bleed $$ to you. Go to each civ you know and first try to get a tech in the trade. They often will say 'no', but always ask them what they'd offer for it. They'll usually give you gold/turn. Always shop for the best deal. You should always get every excess lux exported at all times. You can usually put science way high then and still be making a profit each turn on gold/turn deals.

                              Now the same doesn't apply to strat resources, IMHO. I try to keep geopolitics in mind when I trade these. In this Egypt game I had virtual iron and saltpeter monopolies. With these I became king-maker. I decided which civ would get what, but only when I considered how it would benefit me in the power game.

                              The Greeks and Russians shared my continent, each had no iron. I had 5. Russia was very weak and the Greeks were in close 2nd after me. The Russians came between me and the Greeks and the Greeks & Russians were fighting a on and off war forever, w/ Russia slowly losing ground. Perhaps you can guess who I sold iron to. The Russians. I would have got a LOT more from Greece since Catherine could barely offer me anything for it, but I sold it them and denied the Greeks to give the Russkies a fighting chance of keeping the Greeks in check. This worked and it wasn't until much later that Greece disposed of the Russians. By that time I was far and away the #1 power.

                              Overseas continents, I still consider geopolitics, but will generally sell them since I don't have to worry as much in the early and midgame how they effect me. These bring in BIG $$ and tech from cash rich civs.

                              e

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                              • It seems as though we're all starting to drift towards the same "mercantile" style of play then....very cool, and it's certainly proving a viable alternative to simply beating all your rival civs to a pulp! Requires a little more time to set up, a few surgical strikes and wars of opportunity to secure resources, but in the end, it strikes me as a LOT less micromanagement involved.

                                Two things, and maybe this is just me:

                                I always try to secure the islands. I have no idea why....I just....crave them as staging points. I'd almost rather have an island *near* the other continent than a city actually on it (unless of course, it just has a TON of resources). Anybody else have this island infatuation, or is it just me?

                                Second thing....I've tried to ignore it, but I can't....the Iroquois MW is an absolutely awesome unit, but something is up with that graphic. I grew up on a farm, and I've never seen a horse with a head like that! He looks pretty normal when he's facing you, but when he's profiled....sheesh!

                                -=Vel=-
                                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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