<i>Author's Notes: I'm basing these notes on the game in progress--last month's game mentioned in the (topped) thread above. Because that game is ongoing, this doc will likely undergo some pretty dramatic evolution as I experiment and find my footing, but....I figured I'd get started! Ahhh, and watch for an upcoming Cradle AAR, to follow soon after my SAP2 AAR, tentatively entitled "The Celts in the Cradle...." </i>
<b>Differences Cradle Makes</b>
The first, most obvious-to-the-eye difference you see in Cradle is redcoats. Barbarians. They show up a lot earlier than you expect them to, coming from the default game and/or SAP2, and there are more of them. They seem somewhat gun-shy about attacking cities straight away, but if you let them build their numbers sufficiently, they certainly will.
Second thing, you don't have quite as much latitude with regards to adjusting your global sliders. This has altered my starting gambit, but only slightly. I now maximize production, set PW to 0-10 (checking build times first....good point to Maq for that!) max out pay and drag food intake down some, but not to the bottom....happiness won't allow for that. Nonetheless, there is still a remarkable amount of flexibility in the system....at least so far, and in the early goings, IMO, that's when it is the most important, so I'm running with it!
Third, combat. Combat is dangerous to life, limb and units, because once damaged, it takes your guys forever and an age to heal! To counter this, I'm finding myself building a larger than normal troop pool, and practicing diligent recycling. When troops take damage, they haul butt home to rest, and are replaced by fresh guys. This has the side effect of increasing my happiness to a smallish degree, cos generally I don't keep all that many troops in my cities. I do now (cos they're slowly healing) and happines due to troop presence kicks in slightly.
Fourth - Roads. It's really fast and easy to get to roads in Cradle, and this, on the surface of it, would be a great reason to ratchet up PW tax to start laying down some roads, but I discovered something, which brings me to....
Fifth (more on combat) - It is absolutely essential that you pick a fight early on in Cradle. This is generally not a problem, because the AI generally declares against you. After you DO pick a fight, it's essential that you take one of their cities over (even if you just enslave it or burn it down), because you apparently get a percentage of <i>their</i> PW points. (in my first game testing and experimenting with Cradle, I started out with 4 PW points per turn generating, had +/- 100 when the Eutruscians declared war on me. When I took their first city tho, that number jumped to almost ten thousand! I could NEVER have generated that many points so quickly! POOF! Instant road network!
Sixth (yet more on combat)
When fighting, and once you have made off with a portion of the enemy's PW, I found it invaluable to set up a roving settler team. Send settler beyond your borders, build town (under guard, of course!). Road like crazy toward your enemy. Next turn, disband, you've still got the settler. Move and repeat. The flip side is that the enemy now has a road network to YOU, so you've gotta be damned sure you're in control of the fight when you do this, but against the AI (even an aggressive AI), this is generally not a problem.
Seventh (yep....more on combat!)
Fortresses.....vital, because of the insta-healing. Nothing says "I'm gonna kick your a$$" like a fort! And, since forts can be built in any tile you can see, you can fortify a defensible area just outside enemy borders and poof! Instant base of operations for further hostilities! IMO, the fort-tech is the most important tech in Cradle, because it solves the slow healing problem.
<b>My quick summary so far:</b>
* Rapid PW acquisition (attack a rival) = rapid early roads
* Forts = key to combat success, essentially doubling (or more!) the effectiveness of your armies
* Offensive use of PW (roving settler teams for road building and/or, building Forts near enemy territory as a staging area).
* Barbs = a real threat. Higher troop counts and internal fortification to counter this threat
* Until forts, be resolute and diligent wrt force conservation. When units are damaged, move them to a safe location (inside a city) for an extended period of R&R. This keeps you from having to re-construct your army constantly, and is further facilitated by the longer shelf-life of unit types.
Awesome Mod!!!!
-=Vel=-
<b>Differences Cradle Makes</b>
The first, most obvious-to-the-eye difference you see in Cradle is redcoats. Barbarians. They show up a lot earlier than you expect them to, coming from the default game and/or SAP2, and there are more of them. They seem somewhat gun-shy about attacking cities straight away, but if you let them build their numbers sufficiently, they certainly will.
Second thing, you don't have quite as much latitude with regards to adjusting your global sliders. This has altered my starting gambit, but only slightly. I now maximize production, set PW to 0-10 (checking build times first....good point to Maq for that!) max out pay and drag food intake down some, but not to the bottom....happiness won't allow for that. Nonetheless, there is still a remarkable amount of flexibility in the system....at least so far, and in the early goings, IMO, that's when it is the most important, so I'm running with it!
Third, combat. Combat is dangerous to life, limb and units, because once damaged, it takes your guys forever and an age to heal! To counter this, I'm finding myself building a larger than normal troop pool, and practicing diligent recycling. When troops take damage, they haul butt home to rest, and are replaced by fresh guys. This has the side effect of increasing my happiness to a smallish degree, cos generally I don't keep all that many troops in my cities. I do now (cos they're slowly healing) and happines due to troop presence kicks in slightly.
Fourth - Roads. It's really fast and easy to get to roads in Cradle, and this, on the surface of it, would be a great reason to ratchet up PW tax to start laying down some roads, but I discovered something, which brings me to....
Fifth (more on combat) - It is absolutely essential that you pick a fight early on in Cradle. This is generally not a problem, because the AI generally declares against you. After you DO pick a fight, it's essential that you take one of their cities over (even if you just enslave it or burn it down), because you apparently get a percentage of <i>their</i> PW points. (in my first game testing and experimenting with Cradle, I started out with 4 PW points per turn generating, had +/- 100 when the Eutruscians declared war on me. When I took their first city tho, that number jumped to almost ten thousand! I could NEVER have generated that many points so quickly! POOF! Instant road network!
Sixth (yet more on combat)
When fighting, and once you have made off with a portion of the enemy's PW, I found it invaluable to set up a roving settler team. Send settler beyond your borders, build town (under guard, of course!). Road like crazy toward your enemy. Next turn, disband, you've still got the settler. Move and repeat. The flip side is that the enemy now has a road network to YOU, so you've gotta be damned sure you're in control of the fight when you do this, but against the AI (even an aggressive AI), this is generally not a problem.
Seventh (yep....more on combat!)
Fortresses.....vital, because of the insta-healing. Nothing says "I'm gonna kick your a$$" like a fort! And, since forts can be built in any tile you can see, you can fortify a defensible area just outside enemy borders and poof! Instant base of operations for further hostilities! IMO, the fort-tech is the most important tech in Cradle, because it solves the slow healing problem.
<b>My quick summary so far:</b>
* Rapid PW acquisition (attack a rival) = rapid early roads
* Forts = key to combat success, essentially doubling (or more!) the effectiveness of your armies
* Offensive use of PW (roving settler teams for road building and/or, building Forts near enemy territory as a staging area).
* Barbs = a real threat. Higher troop counts and internal fortification to counter this threat
* Until forts, be resolute and diligent wrt force conservation. When units are damaged, move them to a safe location (inside a city) for an extended period of R&R. This keeps you from having to re-construct your army constantly, and is further facilitated by the longer shelf-life of unit types.
Awesome Mod!!!!
-=Vel=-
Comment