Armchair Civ

Tuesday, November 14, 2006

 

The End

15 turns (1850 AD - 1880 AD)

(Re: 20% city defense bonus...I'm not entirely sure if it works anywhere within your borders. I was always under the impression it only worked for guys who are actually on the city square, but I could be wrong. At this stage in the game, the better buffing upgrade is probably +25% against gunpowder. All the best units at this point are gunpowder units (riflemen and grenadiers). Not only is the bonus bigger, it works for attacking as well.)

Here are a couple things I did immediately when taking my turns. Traded Medicine to Mao to get him to declare war on Victoria. If they're occupied attacking each other, they won't attack us. I changed our economic civic to Environmentalism to give us +6 health in all of our cities. Looked at Medina and changed the way the specialists were set up. You've got to watch Medina whenever it grows. The computer decided to auto employ priests there instead of artists. This poisons our great person generation pool and increases the chances of us getting a great prophet instead of a great artist. It also lessens our culture growth there a little. And dude, what happened to all our workers? Did they get taken after Victoria declared war on us? I'm going to make the two we have left build cottages in Damascus instead of farms. The more money we have there, the more culture we're going to generate. Remember, based on what your slider says, our commerce there becomes either science, culture, or gold. Cancelled the grocer in Damascus. All that does is give us more gold. We need commerce/culture and military pretty much exclusively now, so I'm going to build a barracks and start building riflemen there now. We could use our extra hammers to generate additional culture there instead of military, but the increase would be marginal (when I tried it, it was something like 40 more culture a turn). So instead, it's all about survival.

Additionally I used one of the great artists to expand the borders of Damascus in order to put extra cultural pressure on London and win the border war. Lastly, I changed the slider to generate culture instead of science. We're pretty much done with science from here on out. You can see the effects of these last two changes below.

Before using great artist


After using great artist


Notice how we've now taken her bananas, stone, and cows just by using a great artist. What's even sadder is the fact that our third city has almost completely engulfed her starting capital city culturally.

Before adjusting culture slider


After adjusting culture slider


I was able to change our culture slider from 80% science to 80% culture. Note the difference. Mecca went from generating 391 culture a turn to 814. Medina went from 381 to 435. Damascus went from 484 to 592. Why did Mecca jump up so high? When we adjust the slider, what we're saying is, we want to put 80% of the commerce generated in each city into culture. Mecca is almost 100% cottages/villages/towns/etc, which all generate commerce. Damascus would have jumped up in culture per turn much more if Victoria hadn't pillaged us. It makes sence that Medina went up very little, as we're working farms primarily there, which emphasize food over commerce.

So here's what happened with the rest of my turns. Huayna and Mao made peace with Victoria, but I bribed Huayna into attacking her again, just to keep her busy. I rushed the Hindu Mandir in Medina to get the culture pumping more. Everywhere else has been focusing on building military. I kept a handful of riflemen in our three secondary cities, but have been sending everyone else to the three cultural cities for defense. I did the math and decided to take 15 turns this go around so you could finish the game. Here's where we stand right now.



Mecca is going to reach 50000 culture naturally in a couple turns. We have three great artists twiddling their thumbs in Medina right now. You'll probably want to end up using all three in Medina. There should be another great artist on the way in Medina soon, and if you need it, you'll probably want to use it in Damascus. I'll let you figure it out, just do whatever gets us to 50000 culture in the three cities fastest. I'm not sure if it'll take 10 turns or not, but go ahead and finish us out regardless. If anyone attacks us, just send a bunch of riflemen to the target city and have them sit there. We can pretty much ignore everything that happens peripherally, as long as they don't take over the city.

So that should just about do it. Let me know if you want to get another game going.

Saturday, November 11, 2006

 

Hanging on by a thread

Alright dude...that was pretty close. I actually had to reload once to figure out a way to keep us from losing Damascus. When we get attacked, try not to let them get up in your business with guys all over your tiles. It's ok when their army is all bunched up together in one tile, but when they get all spread out, they can really start decimating you with pillaging. You'll notice that almost all of our riflemen are now in Damascus. We almost lost the game because of how our armies were situated before. Just remember this...all we really MUST defend are Mecca, Medina, and Damascus. It would suck to lose the other cities, but if we lose one of our big three, we lose the game. It took some real close calls to get all our riflemen down to Damascus before Victoria overwhelmed us. I think we've stabilized now and Victoria is a bit on the defensive from the attack from the south by our ally. Just make sure the border between London and Damascus remains sealed and that you keep any stragglers that start wandering around in our territory off our property. We could probably take one of her satellite cities, but it wouldn't be worth the effort and resources since we'd want to destroy them instead of installing a new governor anyway. Military wise, keep building riflemen in all of our non culture cities. Make sure we have adequate (~2 units) in our northern towns and send everyone else to Damascus.

Other things to take care of during your turns... Keep building culture related buildings in Medina and Damascus when possible. I noticed that Mycenian still does not have Hinduism yet, so I'm building a Hindu missionary in Mecca. If he fails to spread the religion, keep building others to send over there until they learn it. After Mycenian gains Hinduism, build a Hindu temple there immediately, so we can start on a the Hindu +50% culture building in Medina. We also need to fix our resources a little bit after Victoria blitzed us. Also, I sent a worker down south to hook up the bananas that we stole from Victoria. Just make sure there's a road there to connect everything once he's done building the plantation. Once that's done, try to rebuild the cottages that Victoria pillaged in Damascus. We should also work on getting a better road network up north so we can send troops south faster if need be. Tech wise, we're almost done learning Medicine, so that means we'll being going in to the No Learning Zone soon. Once we hit Medicine, you should change our economic civic from mercantilism to environmentalism. This will give us a giant boost in health, meaning more growth in Medina to make more great artists. Then, adjust our slider so we are putting 0% into science. Turn our culture slider up as far as it will go so as we're still bringing in net gold. Also, try to immediately bribe Mao into declaring war on Victoria with Medicine. We'll be nice and safe if we can pull that off. Of course, keep in contact with Victoria to see if she'll accept peace at all.

So yeah, remember. Military, military, military, excepf for the exceptions listed above. The world leaders are way ahead of us in tech now and our other rivals will soon be far ahead as well. We just have to hang on and survive. Race to hit triple 50000 culture before the cpu decides we're easy prey.

- posted by Shane @ 7:20 PM
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Saturday, November 04, 2006

 

GUNS

10 turns (1735 AD - 1785 AD)

So looking at everything at the start of my turns, I decided that our military strength is our #1 concern right now. Just take a look.



That is not good. I know that some CPU personalities will go after you if you are this weak relative to them, regardless if you're friends or not. I don't want Mao or Victoria getting any funny ideas, so I'm halting tech for now and going straight up cash flow in order to do some serious military upgrades. That means science and culture sliders at 0% for a few turns.

Also starting off, I cancelled production of the forge in Medina. Forges are normally great structures to build, but we definitely don't want this here. Remember, Medina is our great person farm, so we value food and health over just about everything. We also built the Globe Theatre here, meaning we don't have to worry at all about happiness. What does a forge do? It increases production (always good), DECREASES health (very bad in Medina), and increases happiness (totally inconsequential in Medina). It's really all about culture and health related buildings there now.

Building wise, didn't really accomplish much during my turns. Science went no where as I upgraded almost all our guys to riflemen. I think I made a mistake when I suggested we learn tech up to Medicine. We probably should have pumped up the culture slider to the max instead, but I guess it's kind of too late now. If you look at the stats screen, you can see Mecca is just about halfway to becoming a legendary city with 50000 culture. I'm concerned about Medina...it's only generating about 200 culture a turn while the other two cities are at about double that. We didn't do a very good job of balancing our +50% culture buildings, as Medina will only be able to have 2. We're probably going to end up having to use all of our great artists there at the end of the game. Our next couple sets of 10 turns are going to be big. We're well on our way to winning this game before anyone can build the spaceship. The tough part is going to be keeping aggro off of us. Hatty is hates us now due to the dealings I had to do with Mao to get him off our back. I thought it was more important to be friendly with Mao just because he's on the same continent. Remember, with the exception of our 3 culture cities, military is key. We have to pretty much pump out as many riflemen as we can to compensate the computer getting ahead of us in tech and being able to make stronger guys.

By the way, here's where we're at power wise after my 10 turns of military upgrades. Still not very good, but better.



Good luck. I'm anticipating this game is going to be over in about 40-50 more turns as long as we can hold off aggro.

- posted by Shane @ 11:29 PM
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