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mimi
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Where Moose are Meat
Feb 2002 time: 01:31
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What level you guys playing on? I am playing it on monarch and was thinking it's pretty easy - kill their leader and the whole civ is gone... I just upgraded my daiyo and charged their capitals - killed 3 of them with a handful of stone archers, swordman upgrades (bushy-somethings) and my king... very cool.
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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:31
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I am about 100 – 125 turns into this conquest playing as the … May … er …the Mauryi … er … Myob .. the tribe with the blue rectangle and black background. I like this conquest. Playing Monarch level, I am not having too difficult of a go at it, but that may be more due to a good starting position, access to iron and lots of early warfare. I researched the top portion of the tech tree to get to the powerful Bushido unit as quickly as possible which is slicing through everything so far. Even before this, creating a 14 unit stack of the starting swordsman (Arushi?) and stone throwers (equal stats to Warriors and Archers in the epic game IIRC) I was able to take out a couple of civs and do serious damage to one other.
Some random thoughts about this conquest:
The AIs I’ve met have so far (there are many I have not) researched the bottom portions of the tech tree, allowing me to get the woe creating Bushido (even though I researched at a leisurely pace) far before them, making taking out tribes fairly straightforward work.
Upgrades are prohibitively expensive.
Creating settler teams right before warfare allowed me to flood the empty land once the civ collapsed into dust after I destroyed its king. The other AIs have extra settler teams as well and they kind of just float around waiting for space to open up, so it was key to be quick and have them trail the battle.
Parking large stacks of units outside the capitol, twice allowed me to extort techs like nothing I have ever seen. This may be due to the fact that if I take that city, destroy the king unit, its game over for that civ.
So far, I have seen the king unit stay and fight instead of retreat to a city further back in its civ, which may have saved it for a turn or two, maybe more if it could sue for peace. I’m guessing it is programmed to stay with the largest defensive force, which was in its capitol city.
Cool conquest so far. Enjoyable.
Last edited by TheArsenal on 11-11-2003 at 00:00
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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:31
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A few more thoughts about this conquest.
I went back and played last night. And to my chagrin I find out I pretty much botched the name of every single unit in my post above. Close, but botched. For example Bushi is a unit and Bushido is a tech. Oh well.
To me, this game is getting more interesting as I go along. Once communications were allowed, I lost much of my tech lead. My closest rival the Hojo, I believe they are called, is a more or less a KAI covering 21% of the available landmass (this seems to be much easier for an AI to do when they can collapse an entire civ at once and build its own cities over the rubble) which is significant when you consider there are at least 9 or 10 civs left and I own 25% of the known world. The Hojo traded techs around pretty liberally it appears, so instead of the tech gap widening, as it does after a point in my usual games, it actually closed radically.
There are some very cool units in this conquest. The one which is causing me the most problems so far in my war against the Hojo, is a heavy defensive swordsman (5 defense I think) which moves across all terrain like a Conquistador. Because the terrain is so mountainous, it is particularly good at moving fairly far into your territory and at pillaging and snatching/killing workers, and hard to defend against. And the only available fast mover at this point, the Horseman, can do nothing against it unless it is stacked and on road/flat terrain.
My big mistake. I kept a Leader around for years, to ensure I could rush built the War Council, which is basically, the UN, so I didn’t pre-build. Well … as it turns out you can not rush building with GLs so now I am in a wonder race*. If I don’t build it first, my game long highly aggressive behavior will make sure I “suffer a humiliating defeat”.
*Error note: I could be wrong, I will check when I get home, but I am pretty sure the Civlopedia for this conquest still says GLs can be used to rush buildings, which is why I tried.
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Stuie

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Have a beer!
Sep 2001 time: 00:31
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I finally got around to playing one of the Conquests, and first up to bat was Sengoku. I played on Monarch because that's usually the level I use for the epic game. I think I should have bumped it up a level for this Conquest.... I tore through the tech tree maintaining as much as a four or five tech lead through most of the game. This only narrowed late in the game when I wanted some extra cash for a mass upgrade, and sold a few techs to the Mori.
I started as Hojo, and found myself close to some luxuries, but far from any sort of strategic resource. Didn't seem to matter, though, as the really good early game units don't require any resources (Yama's, Sam Archers). I would need Iron for my Shogun upgrade though, so I set my sights west pretty early after REXing mainly north and south.
Long story short, I was able to reduce Tokugawa with my Sam Archers, realizing too late that all his cities would be reduced to rubble when the Shogun fell (I'm not used to playing Elimination ). So I rushed a bunch of settlers, blocked access to the former Tokugawa lands with my Yama's (love that 2-move all-terrain-as-roads) and soon had doubled the size of my empire. Then I moved against the tribes to my north, and finally pushed south for a domination win.
It was fun, if a bit too easy on Monarch. Guess I'll fire up a game on a higher difficulty as Shimazu ( is that his name? ) and try again from the other end of the map.
Two things to note:
1. My directions (north, west, etc.) are probably all wrong because of the map's orientation. Oops. They are relative to the view on screen.
2. I had a tech lead the whole game and no SGL!!!! That makes three Epic games (as a Scientific Civ with tech leads from mid-Middle Era on) and one Conquest and still no SGL's for Stuie. 
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pauli
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herndon, va, usa
Jan 2000 time: 00:31
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ctrl+shift+m, but you could just look at your resources in either the city or the trade view, and see if you've got trigger staring back at you...
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:31
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Got a query/possible bug here - please see my second-last paragraph below.
More than half-way through my first try of this scenario...playing emperor level as the Hojo (I think....still not sure after 270 turns? lol!).
A few things I'd like to note for anyone to share their experience:
First - this scenario appears to be epic game length, 540 turns. Is this right or has something screwed up in my setup? If it's right, the tech-tree runs out way way too early....around 150 turns if I remember rightly.
As a result of this, without a forced diplomatic result from the War Council (I was beaten by 1 turn in building it, but 100 turns later there's still been no vote....I think this may be because 2 players need to get to 25% size?), the game becomes a slug-fest between mounted samurai for the rest of the game. I've found the higher powered aquabusiers (spelling?) to be of limited use because of their slowness.
The one unit that the AI really uses well (much to my great annoyance) is the Yaba-daba-doo-ishu (yes, I have trouble with the names too!)....the guy that runs 6 spaces over any terrain with or without roads, then jumps up and down on the spot, looking like he's committing hari-kari! I hate this guy - he just moves in unannounced and picks off my workers every couple of turns - it's a real pain in the arse having to remember to keep them protected well inside your own borders. Also, with all the hills and mountains and his pretty useful defensive score (5), he's a tough bugger to pick off once he infiltrates your territory - the AI uses him to pretty much pillage an entire city's radius in 1 or 2 turns. He's also excellent for blocking civ movement and possibly precipitating wars. I'm thinking when I'm ready for the "final push" I'll build a bunch of them and move through my neighbour's territory (the leader, way out in front, who I've been bribing for years and paying for military alliances every time some puny civ from the west declares war on me), pillaging as I go and destroying his production ability.
The Ninja looks pretty interesting, being hidden nationality. He's good for building a bunch of and roaming through the countryside executing lone infantry who are silly enough to wander around unaccompanied in feudal Japan. Only problems are, he's too slow and his defensive rating sucks.....so all in all he's a pretty epensive unit that often ends up being a one-strike throwaway.
Now to my main reason for writing this post......there do not appear to be any buildings in this scenario that boost production (as in factories, power plants, etc). However, I've noticed some of my cities have 50% production more than the sum of their shields. I've experimented with the WLTKD, but it's not this either. This cost me the war council, since an investigation of the AI city that actually produced it showed at the time that it was receiving a 50% production bonus. At first I though this might be because of the difficulty level (Emperor), but then some of my cities started showing this bonus.
I'd be most grateful to anyone who could shed some light on this.....even if it's just to tell me I'm a stupid clot who's missed something obvious!!!!
Overall, a nice scenario. I'd agree with one of the above posts - strategy is fairly limited here since once the tech race is over, it's all about building mounted warriors and killing thy neighbour....however at the same time, you need to defend your cities well due to the ease of capture by the annoying speedy-gonzalez unit that the AI uses in the hundreds. I've certainly had to change the way I play - no more development of industrial powerhouse civ's with supercities that spit out MA's in one turn and dominate the modern age with combined arms!
Cheers!
Thriller
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