I like France too...but not for their UU: when playing France I try to get a big territory ASAP -either through REXing or by taking over my neighbours: being the only industrious civ within the cultural link helps a lot . Then the benefits of commercial really help: in fact more of my cities have good production and my GA helps me to rush all the other civs who have wasted their GA with their ancient UUs
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Mazarin,
We have similar strategies. I like to beat up on the other europeans also. I like to beat up on the other civs too. I like to take away their strategic resource before they build up their armies.
Lets say I'm next to the Romans. I research Iron Working second. Then I send out a large army of warriors to destroy the enhancement. I also detroy a bunch of other enhancements. After I destroy enhancements I take the remaining warriors to the far side of their empire. The AI will chase them over there with most of its army. By then I have built up a lot of swordsmen. Then I start to conquer them. Their lack of roads does two things. One, it prevents them from getting to the front. Two, it hurts them economically."When you ride alone, you ride with Bin Ladin"-Bill Maher
"All capital is dripping with blood."-Karl Marx
"Of course, my response to your Marx quote is 'So?'"-Imran Siddiqui
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Tag for later reference. I'm glad I finally found a fairly recent discussion on civilizations including PTW civs.
As for the person who doesn't understand why religious is good. I think you must be playing on lower diffs. On emperor and diety I think religious is the best trait.
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Originally posted by Artifex
As for the person who doesn't understand why religious is good. I think you must be playing on lower diffs. On emperor and diety I think religious is the best trait.
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I say that because religious gains in usefulness at higher diffs. At lower diffs it's value is not that great because happiness isn't much of an issue.
I agree you can get by with luxuries and marketplaces. I like the increased radius for city coverage you get with religious, to take advantage of more land and resources. I hate having cities with a 1 level radius early in the game, it screws with my placement strategy. Temples take forever to build early when not religious. Resources that shouldn't be wasted when playing at emperor or diety.
Religious is good for conquering too, you can rush build temples quick in captured cities to help prevent flipping. I think Religious/Militaristic is a good combo.
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Recently I have come to think that scientific is even better than religious (nothing can beat industrious though).
All you have to do is to beeline for literature, republic, and education, build the cheap libraries and universities everywhere and you easily get a tech-lead as well as a lead in culture.
The only reason for being religious is the 1-turn-anarchy which simply cannot be beaten.
An underestimated combo is commercial/scientific (Greece, Korea). If you are a builder and don't want to be industrious just once, you should definitely play with that combo, it's awesome for builders.
But the best civ is America IMHO.
Why? Because they are an awesome allround civ, you can be a great builder as well as a strong warmonger with the Americans. Yet you shouldn't play with them on a tiny map."Cogito Ergo Sum" - Rene Descartes, French Mathematician
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Since I got myself a state-of-the-art gaming PC I have started to play mostly on huge maps. There, expansionist civs really come to their right. America are my favorites, as they are industrious, but Iroquis are not bad either.So get your Naomi Klein books and move it or I'll seriously bash your faces in! - Supercitizen to stupid students
Be kind to the nerdiest guy in school. He will be your boss when you've grown up!
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Aztecs
If you use them right, Aztecs are excellent.
1. 3 Civ Traits De Facto:
The jaguar warrior is basically a battle scout, so you get the expansionist civ trait for free. They move 2 spaces like scouts, so you reveal just as much of the map and can hit goody huts just as easily. And since jags can fight and retreat, barbarian huts are no trouble. Just be sure to rove in squads. Like expansionists, you'll get some free techs, including Pottery (another expansionist trait). And you can handle the barbarian huts, as well as camps (which scouts can't do), bringing you cash and early unit promotions (useful for point 2 below). No other civ starts with the equivalent of three traits.
2. Shut Down an Opponent Early:
Jaguar warriors are great for hunting down the first few settlers from nearby civs as they move 2 spaces and can attack. Hit the spearman and settler from that civ with 2 or 3 regular (don't need barracks) jaguars and you'll shut down that opponent's expansion right from the start. This is hugely helpful. Harass that nearby AI with your jags' 2 space movement. The AI will start building all military and be stuck with just 2 or 3 cities. He'll be floundering as you encircle him with cities. Make peace briefly if you need to and then absorb him or outculture him (Aztecs are religious) along the way in the course of you early war (point 4).
3. REX:
REX-ing becomes much easier due to 1 and 2 above. 1. Jaguars have them same basic 'REX-enhancing' qualities as scouts : map revelation and some free techs. Plus the cash from the barbarian camps can keep your science slider high in early game despite a few city improvements. 2. When you shut down one of you neighbors early you have that much more space to REX. And nothing sets you up as competitive (especially for the early war of point 4) better than early expansion of your own cities.
4. Early War:
I find (at Monarch/Emporer) that I don't stand a chance unless I go to war early and absorb at least two of my neighbors. You can't outrace (outbuild, 'out-science,' 'out-culture,' etc.) the AI at the higher levels because of its productive advantages. You must therefore overrun some of your neighbors quickly to acquire a breadth of your own cities in order to counterbalance the quality of the AIs' cities. Hence a militaristic civ is a requirement. You must have it for early military expansion, and just as important, a lot of early warfighting will net you your first leader early in the game. Use him to rush complete your FP in a corruption- and waste-ridden area of your empire and you've got a large, and productive area under your control by mid-Middle Ages. After this first long war, switch to Democracy to catch up in science and culture (you now have the productive breadth to compete in the race, and the religious Aztecs make government switching a snap), buy off your other opponents (unhappy that you lied to the AI civs you wiped out earlier) and you are good to go for awhile.
Springer's Final Thought:
Who cares about civ traits that are strong in late game. You have to survive and be big enough to even be competitive in late game, so choose traits based on early game advantages at the higher levels of difficulty. Its the only way to even get to late game with a real chance.
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Like expansionists, you'll get some free techs, including Pottery (another expansionist trait).
I find (at Monarch/Emporer) that I don't stand a chance unless I go to war early and absorb at least two of my neighbors. You can't outrace (outbuild, 'out-science,' 'out-culture,' etc.) the AI at the higher levels because of its productive advantages.
Hence a militaristic civ is a requirement.
Who cares about civ traits that are strong in late game. You have to survive and be big enough to even be competitive in late game, so choose traits based on early game advantages at the higher levels of difficulty. Its the only way to even get to late game with a real chance.
Sorry if I came off harsh, but the last thing that you should do is tell yourself that you have this game figured out. I don't think that 1% of the people here have half of it figured out.
I would suggest that you look at the Must Read Threads at the top of the forum. If nothing else, it will open your mind.
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BRC,
1. Ceteris paribus, you can NEVER outrace the AI at Monarch-Deity in a randomly selected game. It is mathematically impossible due to the AI's built in productive advantages. Further, these adavantages expand geometrically, as they compound every turn. This is the whole point of upper level play. The human player's superior capability for strategic thought is to compensate this productive handicap. But by definition, a random AI city will be superior to a random city of yours.
2. You may intervene against that challenging logic in only two ways. a) You can try to outgrow the AI by REX-ing better than it does. You may block chokepoints, expand overseas, place cities better, whatever. But this is difficult as the AI can crank out settlers faster than. And the possibilities for such expansion run out once all the map's land is filled in by mid-Ancient. b) The only other course is warfare. By removing cities from AI control and placing them under your own, you improve the balance of power in your favor through a direct transfer of assets. Again, as your cities are mathematically less productive than the AI's you need more of them to counterbalance theirs. This is not a disputable claim, but rather a simple mathematical inevitability. Conceive of the game as an exercise in game theory, as your AI opponents do, and it becomes quite clear.
3. As a result war is INEVITABLE if you wish to acquire a large imperial space and be competitive in late game. With the the exception of a highly risky (because you won't be able to spend much on defense) scientific/industrious run straight for a spaceship win, there is simply no way you will have the imperial scale to compete for a military, domination, histographic, cultural or even diplomatic victory without at least one major expansionst, acquisitive military campaign in the game. I highly doubt that any advanced player will seriously tell you otherwise. My recommendation for an early war may be disputable, but war you must make nonetheless, and it is - mathematically - easier earlier before the geometric expansion of the AI's assets becomes insurmountable.
4. I make no claim that my Early War strategy will win you the game. Hardly. Rather it only sets you up as a competive and respected plantary power for the second half of the game. With a couple of neighbors absorbed, you have the breadth to compete culturally, militarily and scientifically, as well as a reduced number of opponents. And the religious Aztecs make switching from that long campaign to democracy very simple. From there out, I offered no ideas (for meta-game, the late-war, etc), so you are incorrect to suggest I put out my ideas as a 'figuring out' the game. I would think that my visiting these fora should be proof enough of that. Open my mind... Good lord.
5. Military strategies are NOT easy. Again, I don't make that claim anywhere. I only suggest that an early war is necessary: a) to get the breadth to a be competive power in the game, and b) to net you your first GL which should pay for your FP in some god-forsaken part of your empire. The ONLY way to acquire GLs is war and you need that FP as early as possible. If you actually build to completion your FP you have wasted an enormous amount of production or built it to close to your palace. Early war is therefore not 'narrow' (you have a real penchant for ostentation), but rather a practical necessity.
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Once again, sorry for the rough reaction.
Ceteris paribus, you can NEVER outrace the AI at Monarch-Deity in a randomly selected game. It is mathematically impossible due to the AI's built in productive advantages. Further, these adavantages expand geometrically, as they compound every turn. This is the whole point of upper level play. The human player's superior capability for strategic thought is to compensate this productive handicap. But by definition, a random AI city will be superior to a random city of yours.
You may intervene against that challenging logic in only two ways. a) You can try to outgrow the AI by REX-ing better than it does. You may block chokepoints, expand overseas, place cities better, whatever. But this is difficult as the AI can crank out settlers faster than.
The only other course is warfare. By removing cities from AI control and placing them under your own, you improve the balance of power in your favor through a direct transfer of assets. Again, as your cities are mathematically less productive than the AI's you need more of them to counterbalance theirs.
As a result war is INEVITABLE if you wish to acquire a large imperial space and be competitive in late game. With the the exception of a highly risky (because you won't be able to spend much on defense) scientific/industrious run straight for a spaceship win, there is simply no way you will have the imperial scale to compete for a military, domination, histographic, cultural or even diplomatic victory without at least one major expansionst, acquisitive military campaign in the game. I highly doubt that any advanced player will seriously tell you otherwise. My recommendation for an early war may be disputable, but war you must make nonetheless, and it is - mathematically - easier earlier before the geometric expansion of the AI's assets becomes insurmountable.
I make no claim that my Early War strategy will win you the game. Hardly. Rather it only sets you up as a competive and respected plantary power for the second half of the game.
I would think that my visiting these fora should be proof enough of that. Open my mind... Good lord.
The ONLY way to acquire GLs is war and you need that FP as early as possible. If you actually build to completion your FP you have wasted an enormous amount of production or built it to close to your palace. Early war is therefore not 'narrow' (you have a real penchant for ostentation), but rather a practical necessity.
Look, sorry to get on your case, but every game will not be the same. You need to be flexible.
You enjoy the Aztecs a lot, huh. When you get the time, I would like you to play a Monarch game with the Japanese and not fight a single war until you get Samurais. You might feel frustrated at first, but when you figure out how the AI's act, you will feel like you can win any Monarch game. Seriously, if you have the time, try this.
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3. As a result war is INEVITABLE if you wish to acquire a large imperial space and be competitive in late game. With the the exception of a highly risky (because you won't be able to spend much on defense) scientific/industrious run straight for a spaceship win, there is simply no way you will have the imperial scale to compete for a military, domination, histographic, cultural or even diplomatic victory without at least one major expansionst, acquisitive military campaign in the game. I highly doubt that any advanced player will seriously tell you otherwise. My recommendation for an early war may be disputable, but war you must make nonetheless, and it is - mathematically - easier earlier before the geometric expansion of the AI's assets becomes insurmountable
you have to admit that the AI isn't very competitive in terms of trade/micromanagement...and this can also be a weak point that the human can exploit.
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BRC,
1. I appreciate your apology and civil tone. Thank you. That is rare on the boards, yet I find all the posturing here foolish because none of us can credibly compare skills (its too bad games can't be saved, swapped and re-viewed), so it makes no sense to speak pejoratively. The boards are too informal and anonymous for that. The only poster I KNOW is better than I am is Velociryx (because his SMAC/X guide was so good). And in fact I originally got the idea of Aztec early wars from him: http://apolyton.net/forums/showthrea...hreadid=52270. Maybe that heritage will assuage your concerns .
2. I think your second reply cedes much of my arguement for early war-making as rational. You even agree that it is probably the most efficient way to win, just not the only way. Most of your concern is to suggest it is *possible* to outrace the AI at the upper levels. Sure it is possible, but ultimately the math is against it. To the AI, the game is an exercise in game theory, applied statistics. The rather high probability in a randomly selected game is that you will NOT be able to outrace/out-Rex the AI. (And even if you do, the AIs will then gang up on you mercilessly.) Perhaps the AI does makes stupid placement and build decisions squandering its advantages, but in lieu of real proof that it does - placing its FP too close to its palace - eg, then you have nothing but hope or conjecture. By contrast the AI's terrible warfighting ability is *proven
* (so much so, it is arguably a game flaw) and is your big strategic edge all game. Use it when it faces the least quantitative resisitance - early. Throw in the near-necessity of a GL early on for an early FP, and the game's structural incentives for early war are enormous.
3. I can't agree that one becomes a 'better player' for by rejecting early military expansion for some less efficient strategy. The point of the game is victory. The ultimate test of your skill, IMO, is your histographic score at the end of the game. If you are more likely to win, or - more realistically - to be in serious contention in late game, if you expand early, then why not do it ? You yourself admit that is most likely the most efficient manner, at least in early game. If that's so, why opt for strategies with higher opportunity costs and lower cost-benefit ratios ? That's what drives the AI, why shouldn't it drive you ? If you just want extra challenges, fine. Build wealth for the first 40 turns or something then. But I find, routinely, once I am in game at the higher levels of play, that the competition is so productive, so fast and so numerous, that just about the only reliable manner to catch up is early war. That doesn't guarantee victory, just a fighting chance later. Hence my recommendation to choose traits based on early game. At this point you are closest to the AI in strength and useful early game traits can almost level the playing field so that you can get going for the longer haul.
4. Flexibility and pragmatism in game play are givens. Of course I agree. I am only trying to answer the question of the thread with a strategy that seems to work for me more frequently than others.
5. I have in fact played Japan a lot at Monarch. They were my favorites for awhile. I got my only complete (all-planet) military victory with them. I agree they have a great UU for relatively early warfighting. Now its your turn to try Aztecs and early/rush wars. Take a look at Vel's thread on this too. I would be curious for your feedback.
6. What does RNG mean ?
Thanks.
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First, RNG is the random number generator that is responsible for determining battle outcomes, gifts from huts, ..... just about anything that is "random" in the game.
I am very familiar with Vel's thread. While I was not here when he was, I appreciate the work he did. I know he loved the "The Green Machine."
Sure it is possible, but ultimately the math is against it.
This is a link to a thread created by Alexman about AI stupidities. While it is nowhere near complete, it gives some examples. The AI's tendencies can be proven if you dig deep enough here. However, there were some changes made to AI behavior in PTW, and we're still working on these.
I can't agree that one becomes a 'better player' for by rejecting early military expansion for some less efficient strategy.
If that's so, why opt for strategies with higher opportunity costs and lower cost-benefit ratios ? That's what drives the AI, why shouldn't it drive you ?
Again, you don't have to chase down the AI. It is possible to find other holes and exploit them. When you make contact with another continent by sending out suicide galleys, you are doing something the AI will not do. This advantage is huge. Now, do the shields that you spend on 3 horsemen (or swordsmen) pay off more than the shields spent on the galley(s)? I know that I would rather have contact with an additional 4 civs than 3 more horses.
If you just want extra challenges, fine. Build wealth for the first 40 turns or something then.
I would like to have 100 ways to beat the AI. If you are content with your way of playing, then perfect it. In my opinion, and don't take this personally, you will never be as good as the person who can win 100 different ways.
Flexibility and pragmatism in game play are givens. Of course I agree. I am only trying to answer the question of the thread with a strategy that seems to work for me more frequently than others.
I have in fact played Japan a lot at Monarch. They were my favorites for awhile. I got my only complete (all-planet) military victory with them. I agree they have a great UU for relatively early warfighting. Now its your turn to try Aztecs and early/rush wars. Take a look at Vel's thread on this too. I would be curious for your feedback.
AU: 204 is in session right now in this forum. Are you playing?? If you weren't planning on it, I would suggest that you give this game a shot with your Aztecs (they are one of the playable civs). You will NOT be able to use what you have layed out in your initial post. It would be a good test.
Sorry for the trouble. If the only way that you enjoy this game is by playing the way that you do, then keep doing it, by all means.
I am still at the stage where I am doing everything I can to get better. This requires radical (and sometimes ineffectual) approaches. However, every game I learn a lot. Good luck!
P.S. I will continue this discussion for as long as you want me to.
I'm only trying to help. Please keep that in mind.
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