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  • #16
    Aginor,

    Well, I moved on to the next civ I haven't tried yet, the British, and got rushed very early by the Germans while I was trying to rush the other British civ. (Seems you can have more than one copy of a civ when asking for random opponents.) The German rush worked and my own didn't!

    This was a new experience for me, being rushed that early in a game, since in previous games the first AI that came calling usually did so after researching Classical, themselves. My curiosity was piqued, so just to see what would happen, I replayed from the same start a few times, and each time the Germans rushed me very early, no matter how I varied my opening.

    I am beginning to think that much depends on the neighboring civs you are up against, and your initial starting position relative to them. (I always use the random settings in my games for opponents and maps). After watching a few early replays in Toughest, I have noticed that most AI civs start off booming until they have two cities with a market and university. These are the only AI civs I dare rush myself.

    However, "aggressive" civs such as the Romans (and Germans) build a barracks early and will rush a neighbor afterwards. This neighbor isn't always necessarily the human player.

    Anyways, in my successful games I recollect facing early boomers more instead of early rushers, which may help explain the difference in aggressiveness we are noticing so far in our Toughest 4-player games.

    As for delaying Classical and Gunpowder, I did not mean to imply that doing this prevents AI attacks, only that it seems to delay them somewhat. The AI will still attack early, and I usually end up going Classical and learning attrition as soon as the first attack is in progress. Could be that more games with the more passive civs may have misled me here. (Also I think I meant to say by 3 minutes instead of 5 when trailing the AI into Classical in my previous post).

    Another hunch I have is that the AI are more likely to attack when you start building a wonder, although there is a delay before the attack materializes. I am fairly sure that any kind of early provocation, even a slight border push with a new city or fort, invites earlier retaliation.

    Map types may also be a factor in the timing of AI rushes, too. They may be more prevalent on certain kinds of maps. It will take many more games and a lot of experimentation to sort these things out, and see how different factors or actions affect AI behavior.

    When I rush early, I research Military second after Science and build a barracks first, as close to the target as possible. Then I send a slinger followed by 4 hoplites. If the target has not built a tower or barracks, and I can keep preventing this with my patrolling slinger, 4 hoplites almost always prevail. To play it safer I may follow up with an archer or two. I always target the capital and I've replayed several openings with different civs and this kind of rush has worked better than I would have thought it would in these various experiments.

    BTW, nice going on your successful game! Any kind of 4-player survival win on Toughest is well deserved, I think. There's hardly any margin for error, even if you are up against the "passive" civs.

    Grond,

    I agree about timber and how the Colossus helps provide more of it when it's needed the most. I think timber is the hardest resource to manage, since I'm always wishing I had more of it.
    Last edited by solo; June 23, 2003, 20:47.

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    • #17
      I'm quite sure your right about Wonders causing attacks. I played a FFA recently where I was attacked by all 3 AIs shortly after I finished the Colossus and they were allied. Needless to say I eventually resigned.

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      • #18
        Originally posted by Aginor
        quote: "As for other early wonders, with some civs, I would really want to try and build Colossus early."

        Everyone except Bantu, pretty much. Bantu have a built in Colossus for the pop limit...the extra Wealth IS nice tho even with them.
        Well, to each his own, but I must strongly disagree. If you play the Bantu, you MUST build the colossus as soon as you can. After all, what are the Bantu advantages?

        1. One extra city after Civ1, and cities are cheap.
        Very handy early on, but not so much later, when building more cities is unneccessary, or even wasteful.

        2. Faster Infantry and citizens.
        Is useful at times, but on the whole, *Yawn*.

        3. No military research needed for upgrades.
        Useful, but not huge.

        4. Increased pop cap.
        This is Huge! This saves resources early, and is decisive late in the game.

        In the end, if you don't build the colossus, you are ceding your biggest advantage to an opponent. Think about it. If you've made it to industrial age w/o the colossus, you are going to hit your max cap at 250 about the same time your opponent hits the same. Advantage gone. If you do build the colossus, your opponent gets maxed out at 200 while you are steadily building up to 300. Which scenario do you like better?

        Of course, there is another option. You can skip the Colossus, and when an opponent builds it, capture that city. I will do this if I'm up against the Egyptians, because they usually beat me to it. Otherwise, I like to build it myself to avoid economy-crippling wars.

        In the end, of course, it's all about what works for you. That being said, I can't imagine playing the Bantu without the Colossus.
        You tried and you failed. The lesson is, never try.

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        • #19
          Dang Double Post!
          Last edited by la0tsu; June 24, 2003, 13:52.
          You tried and you failed. The lesson is, never try.

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          • #20
            I'd expect most games on slow and expensive will be decided between Gunpowder and Industrial. If you have a Civ thats good early you may go all or nothing before that. Since Bantu's specialized unit requires timber and food and its going to require more food to use the population cap I'd go for the Pyramids myself. One problem with building Wonders in 1x1 though is if you build the Colossus or Pyramid early there is a good chance your opponenet will immediately attack since he knows you just sank a good portion of your early income into it

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            • #21
              Originally posted by Grond
              I'd expect most games on slow and expensive will be decided between Gunpowder and Industrial. ...
              If you play a boom right, the game will not be decided until you decide it. If you try a pure boom against a pure rush, the rush has a good chance to win. However, if you play a defensive minded boom, you will be able to fend off any early rushes, leaving you at an economic advantage henceforth.

              Since Bantu's specialized unit requires timber and food and its going to require more food to use the population cap I'd go for the Pyramids myself.
              Huh? I don't understand what you are saying here. The Bantu UU Infantry are cheaper than their counterparts. Besides which, if you are booming correctly, you will have more resources than you can reasonably spend on units.

              The problem with building Wonders in 1x1 though is if you build the Colossus or Pyramid early there is a good chance your opponenet will immediately attack since he knows you just sank a good portion of your early income into it
              But you should have a standing military and attrition researched to repel any such early attacks.

              I wonder ... Are you more of a rusher? If so, there are other nations which are far better suited to your purposes than the Bantu. The Bantu are best, IMO, for booming and swarming late. Thus the Colossus.
              You tried and you failed. The lesson is, never try.

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              • #22
                la0tsu,

                I'm wondering if you've tried this on Toughest. There's no doubt that the Colossus works great with the Bantu, but on Toughest with the Bantu I think I'd rather spend early resources on things other than the Colossus. In my own game with the Bantus, I did not miss bypassing this wonder and skipping it reduced the cost of subsequent wonders I chose to build.

                Grond,

                My experience with very slow and expensive in a Toughest game confirms your observation that the game will probably be over by Industrial. My own was, when I won by conquest.

                Very slow and expensive is fun, since you get to spend a good amount of time in each age building real armies and fighting many battles. It also makes you think twice when deciding what to research next. However, I've found the AI more difficult to beat on standard research speeds, which I'm using now.

                Aginor,

                I'm trying the British again in a fresh start and this time was given the East Indies map, which will make things quite different and interesting.

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                • #23
                  On the subject of the Colossus on Toughest...my usual plan is to steal it. Basically there are two ways for an AI to paint a big bullseye on its chest: build the Colossus and, even worse, build Versailles. If an AI builds Versailles, I hit it IMMEDIATELY...otherwise I whack whoever built the Colossus.

                  This is not Civ2 and you CANNOT afford to indiscriminately build Wonders IMO...the only vital ones are Terra Cotta (and that's debatable) and Statue in my experience with the Bantu.

                  Won another 4-player the same way, but more decisively with the Bantu, tried the British twice and got SMOKED...thought I was going to get the second game, but the Egyptians were in the game and had half the Statue done by the time I hit Industrial...I got hit HARD on both fronts by the other two AIs around that time, and had no chance (could have done it with Statue, but insufficient resources to get it done without as I'd been putting off upgrading anything other than Cannon and covering the cities with the artillery pieces and suckering armies into range of the forts...couldn't hold off Industrial units tho, no time/resources to upgrade).

                  Really frustrated that second game as I had the PERFECT boom with Diamonds and the Brits and couldn't get it done. Need to refine the Brit build order a bit apparently to take advantage of the Commerce limit bonus more effectively.

                  My suspicion based on civ attributes is that the British will dominate anyone from a strong start and get wrecked consistently in a weak start...but I need to play them more to determine if my intuitive hunch is correct.

                  I agree that the Bantu are great for a late swarm, but I OWN 1v1 with them against the comp now without the Colossus...a freshly upgraded Statue-powered force cranked out by a boom murders the first city you hit, and after that it's all over except for the agonized screaming. The Colossus is much more important in games where you and the opponent(s) might realistically both hit the pop cap (4+ players) but if you rush rush rush to Info Age you can dominate even without the Colossus if you build artillery pieces heavily (MLRS just owns against the comp, you can roll cities and armies no problem). Still, I find the resource and citizen investment in an early Colossus crippling for little major return...I find that I would rather build the Colossus with a civ where I'm fighting the pop cap all game rather than build it early and wait 4 ages for it to pay dividends.

                  la0tsu, I think you may be missing some of the key points with the Bantu:

                  1) Cheap cities: this is a full minute of time saved in the early game when every resource you have is SO critical. It's kind of like an investment advisor can explain to you about compounding: the money you make in your 20s is MUCH more valuable than the money you make just before retirement...live accordingly. After playing with other civs I cannot say strongly enough how critical the extra early city and cheap cities are in the quality of your boom...the advantages inherent in the ability to choose where to place Woodcutters and Mines over 3 cities rather than two cannot be overstated...

                  2) No military research: Have you noticed how neatly this ties in with a doubled pop cap? You just don't have to care about Military research until it's convenient for an Age move, which provides extra metal for those Granary and Lumber Mill upgrades when you need the metal.

                  Also, it's worth noting that rush defense against most Civs dictates Archers (even with Bantu) for two reasons:
                  1) garrison power...oh my GOD Archers are sick in a Tower...
                  2) anti-Heavy Infantry...the comp tends to build Hoplites like mad

                  So the UU for the Bantu is (in my experience) a non-factor until Terra Cotta goes up...and the first 12 minutes go by so fast that I find it makes little difference.

                  But note that this comes from the perspective of a true turtle...play me in SMAC, I play Yang as a builder...you get the idea

                  After I finally get the Brits figured out, I plan to work on the Incans...think they can address some of the shortcomings I've had with Brits and Bantu. No time to work on it tonight...3rd wedding anniversary and time for bed. I'll update after a few more Brit games...

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                  • #24
                    Originally posted by Aginor
                    la0tsu, I think you may be missing some of the key points with the Bantu:

                    1) Cheap cities: this is a full minute of time saved in the early game when every resource you have is SO critical. It's kind of like an investment advisor can explain to you about compounding: the money you make in your 20s is MUCH more valuable than the money you make just before retirement...live accordingly. After playing with other civs I cannot say strongly enough how critical the extra early city and cheap cities are in the quality of your boom...the advantages inherent in the ability to choose where to place Woodcutters and Mines over 3 cities rather than two cannot be overstated...
                    Just so you know, I have played as no nation except the Bantu with the exception of the tutorial and one very bad game as the Germans. Therefore, I am very well aware of the benefits of the extra city early. If you read my thread entitled "Bantu Boom", you will see that my opening move is to research Civ1 and immediately upon completion build those two cities. Usually I'll have three cities 5-7 minutes before all my opponents have reached two. My point was that after a certain number of cities (4-5 usually, I find) this ceases to be a factor in and of itself. Certainly it helps you get an early jump in your economy. That's a given. And yes, it does compound. However, by the time I'm ready to begin conquest, I have more resources than I can reasonably spend, so the added pop cap becomes the most important factor at that stage.

                    2) No military research: Have you noticed how neatly this ties in with a doubled pop cap? You just don't have to care about Military research until it's convenient for an Age move, which provides extra metal for those Granary and Lumber Mill upgrades when you need the metal.
                    I have definitely noticed this. That would be why I said it saves resources. My military research is always done for age advancement (after siege, that is).

                    Also, it's worth noting that rush defense against most Civs dictates Archers (even with Bantu) for two reasons:
                    1) garrison power...oh my GOD Archers are sick in a Tower...
                    2) anti-Heavy Infantry...the comp tends to build Hoplites like mad
                    I am in complete concorance with you on this.

                    So the UU for the Bantu is (in my experience) a non-factor until Terra Cotta goes up...and the first 12 minutes go by so fast that I find it makes little difference.
                    Once again, I agree completely (though I do really enjoy the fighters).

                    It should also be noted that my perspective is that of a perfectionist. I have noticed in many of my replays that I could usually crush my opponents before I actually did. I just like maxing out at 300 and leaving no doubt of the outcome.

                    I would recommend you read the Bantu Boom thread to have a comprehensive view of my MO. I'm not saying it's not flawed (in fact, I would like your input as a fellow Bantu Enthusiast). However, it has worked very nicely for how I play.
                    You tried and you failed. The lesson is, never try.

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                    • #25
                      Originally posted by solo
                      la0tsu,

                      I'm wondering if you've tried this on Toughest. There's no doubt that the Colossus works great with the Bantu, but on Toughest with the Bantu I think I'd rather spend early resources on things other than the Colossus. In my own game with the Bantus, I did not miss bypassing this wonder and skipping it reduced the cost of subsequent wonders I chose to build.
                      I think this points to something that make RON great: Namely, you can play the way that suits you. I personally wouldn't be caught dead without the Colossus. I play as a perfectionist, and never attack until I know I have the upper hand (defense is an altogether different matter). If I let my opponent have the Colossus, I never know. If I have it, as soon as I have a population better than 225, I know I have that advantage.
                      You tried and you failed. The lesson is, never try.

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                      • #26
                        This is exactly why I've gone back to Tougher again. Playing defense until Industrial forms bad habits. I was also doing a research order I would never do in MP which is researching commerce lvl3 very early. I've been doing research orders I think will work well in MP and seeing how well I can do with them on Tougher. I also wonder if Versailles is as good in MP, the fighting tends to be more intense. I'm not sure if the healing will have much of an effect unless your French. Having Versailles does make me concentrate on keeping my army in formation though which is probably a good thing.

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                        • #27
                          I suppose I should mention, in the interest of full disclosure, that I am very slow at this game, and don't foresee myself playing MP anytime soon. This is embarrassing, but my best speed score so far is 19! I can blast with the best in FPSs, but this is the first RTS (unless you count Battlezone) that I've enjoyed enough to ... well, to be perfectly honest, that I've enjoyed at all. I am trying to improve my speed, but I'm really much more interested in the strategic side than the real-time side.

                          Playing defense until Industrial forms bad habits.
                          Such as ... ? I haven't noticed anything I can't overcome, but maybe you have some insight I am too dense to pick up on. Please share.
                          You tried and you failed. The lesson is, never try.

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                          • #28
                            Aginor,

                            I agree about what you said about the Colossus, for me, the key factor being the pop cap when I make my decision to build it. With the Bantus I never have to check my pop cap!

                            I think the delays allowed in Civics and Military research allowed when playing as the Bantus are the main reason they work so well in Toughest. Nice going on your second game. Nothing like a little practice!

                            I have played into Industrial so far on my East Indies map as the Brits, and RoN is a completely different game on Toughest using this map. Although I built defenses in a hurry, the only AI attacks so far have been by their ships. I built a few too many fishing boats and caravans early in the game.

                            So after trailing badly in the beginning, an almost continuous boom allowed afterwards has let me grab two nearby islands for 28% of the map area and to also get the lead in point score during Enlightment, since the AI kept building ships and sending them up against the siege weapons I'm using to protect fishing boats and caravans. So far, any AI transports coming within range of my three islands have become immediate shark bait.

                            So far, when compared to a land map game, this is a piece of cake. I've built Terra Cotta, had enough time and extra resources to add the Colossus, and just started in on the Procelain Tower after leading the way into Industrial. No AI have followed yet, so now I plan to build up an well-oiled invasion force and go after one of the AI capitals.

                            I have not done too much reconnaissance so far, so may be in for a nasty surprise, but my impression is that the AI are pretty much clueless on East Indies maps, where the small islands become like fortresses. I think a wonder victory here would be easy, so will press on for conquest instead.

                            After this game, I just have to give it another go on a land map as the Brits, though. Their economic edge should allow them to do very well there if they survive the first few ages.

                            la0tsu,

                            I have looked over the thread describing your Bantu strategy, and can see why you have not bothered to play with the other civs. The Bantus can rule, especially in games where you have the time and resources to add the Colossus early. I add this wonder whenever I have the chance in any game.

                            Like you say, the game has plenty of depth, so there isn't one optimal strategy, especially when you consider all the the playing levels, variety of civs and maps, etc. I also prefer a slower playing style to the fast thinking and reflexes needed for successful MP play.

                            Grond,

                            I agree again. Toughest is probably not the best preparation if you plan to play a lot of MP. Although my personal taste is for solo games using frequent pauses to emulate an TBS game, I do find Toughest to be very limiting, in that I am so busy just trying to survive that I do not have enough opportunities to experiment with different facets of the game. For example, in Toughest I am missing out on the fun of conducting early raids with a group of light cavalry because I feel I can not spare the time or resources to make this pay off. Later on, I find I find I must specialize and can't afford to be current with every single modern weapon of mass destruction! However, I'll stick with Toughest for a while longer for its challenge of starting off with a severe handicap.

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                            • #29
                              msg from Blue_Myr :

                              I'm looking to get a hold of Out4Blood

                              If anyone could send him my way, I would appreciate it.

                              My ICQ is 63768259 and my MSN is blue_myriddn@hotmail.com. I can also be found at blue@mrfixitonline.com for email.

                              Sorry for the off topic message
                              ------

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                              • #30
                                I'm still around, but have been traveling for work in Spain and UK and cannot play RON for a while. I'll email blue. Thanks.
                                Out4Blood's Rise of Nation Strategy Blog

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