 |
|  |
 |
|  |
 |
|  |
 |
|
Gavrushka
|
 |
Darlington,Co. Durham,UK
Apr 2001 time: 05:35
|
|
Measured Response:
Back on topic..
When a couple of enemy sols suddenly appear on the horizon of your developing civ, the immediate reaction is to OVER-REACT... Switch all build queues to SOLS, and try and crush your opponent. Is this the right thing to do? Well I am not sure. You become commited to a level of production and may end up turning out SOLS in 5 or 6 turns and Military support costs will escalate thus reducing time further. I think a proportion response is required and to continue building Factories or Mills, or Banks still.. If the attack proves more serious, you can still switch production and churn out a couple of dozen sols in a few turns.
And pressing an attack? Is there a time to withdraw? I say yes.. If a probing attack in an Island Game catches your opponent unaware.. Hit and Run.. Unless you have massive force to back it up.. Remember when attacking your opponents cities you are in their territory not yours, and their supply lines will be correspondingly shorter.. The other benefit of this is that your opponent is left wondering where you went, and is reluctant to send out large forces to attack you, as he is wary of where you will attack next..
Keep out thinking your opponent, and do the unexpected..
|
|
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
|
|
quote: Originally posted by Grandpa Troll
Have a longship with an active unit on board
It will be green if available to go on a path
It will be yellow if unable to pass..say due to a "land mass" which is why you would be out there.. |
actually the line for the ship will be yellow in any unexplored terrain regardless if this is land or not.
BUT if you have an active unit on the ship, a part of the line will be green if you can unload the unit onto that tile, even in unexplored area. thats why it will work only with an active unit. with such a unit you will see yellow lines for ocean and a single green line for the respective first land tile on the path, as you can only land your unit on the first land tile and not deeper into the land.
considering this, i would say that it wont work with a mounted archer on mountain, but i havent tried.
|
|
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
|
|
hmm.. you cannot bombard, pirate, pillage or anything during the "off-turn" in MP, can you ?
|
|
|  |
 |
|
Maquiladora
|
|
quote: One important thing you CAN do in the off turn.. Disband a city.. Now this is important especially when you have a tech lead.. |
Can you disband a city just before someone captures it in CtP1? You could do this in CtP2 (pop <4), you might think youre loosing a city needlessly, but if that city is only pop 3 and is guarded by 1 Pikemen, they attack it with 9 Infantry and Cannons, you disband it while theyre attacking and they lose all their units. As i said though, im not sure if it works in CtP1.
|
|
|  |
 |
|
quinns
|
|
Agree with Math. Definitely a bug. Do you use it in CTP2 online, Maquiladora, or is it banned there?
|
|
|  |
 |
|
Maquiladora
|
|
Ive never used it, ive had it used against me once and ive seen another player use it in a 4p game, both as sort of desperation or experimentation. Definately a bug and definately banned with me.
|
|
|  |
 |
|
Maquiladora
|
|
quote: or are you talking in that nanosecond as the screen loads? |
Well you can close the battleview as soon as it pops up or dont use the battleview at all and disband the city before the other player closes his battleview, if s/he is indeed using the battleview.
|
|
|  |
 |
|
Maquiladora
|
|
quote: Gavrushka, Maquiladora is talking about CTP2, not CTP1. In CTP2 you can retreat during combat in the "battleview". |
Well it doesnt involve using the retreat option because you cant retreat in MP, you just close the battleview with the X in the top right. I cant describe the exact process (too many scotch and cokes!!) but its easily testable agains the AI.
|
|
|  |
 |
|
blackice
|
 |
Canada where else...
Sep 2000 time: 00:35
|
|
Ok study ai for that, notice they drop food and build with worker on mountain no food? You can build faster that way. So ya 3 on mines one fishery and your still growing but producing faster. Once done drop the mines for what was it 5 turns till you have size five city. Then back to mines for the quick build again. Should be good for caravan every 3-5 turns max same with sols.
In war just leave it on mines of course, cities will still grow. By then you should have two fisheries and four mines working for you.
One thing paul did ad here, heh not much more, is that if you produce at the same rate with this method and rush buying over all your civ grows and gains and produces faster.
From what I have seen studying paul's and especially Yoda's saves this seems to be norm for them. Several of the old players used this method too.
So let's look at this closely, we all poo poo the ai and beat the pants off them...But what did the game designers put in there? Obviously we have the one worker on mountain to pop out granaries and like the ai troops real fast, what else have we learned from the ai?
They put you on the defensive fast, usually out produce you for at least 20 turns and set the pace of the game in the early stages, right? 
The ai is mainly about production and troops and gold not much for settlers. I found mostly we laugh at the ai's positioning of cities but look again what do you see?
Study the production factor of thier placements. We usually go for growth, gold worry about production when we have two sized cities.
But if you want maxed cities real early it my be wiser to mimic some ai technics at least for a few settler cities while you work on placement and maxed gold in say turn 10-20... If you notice it takes at least that or longer to put the ai in it's place. Dimytes posted this up a bit when he disected land vs gold vs production vs growth.
If you really think about it most of us beat the ai based on growth and science, but in the early game if you do not catch them right off the bat they can control a game for some time with thier troops and production of those troops. Combining those two idea's into one is a powerful strategy.
Try it on the ai some time and see how you do, I used to do this in the early part of my gaming and have recently gone back to it. It does work quite well and I have to say you should start seeing the ai going down much faster. The faster you can take them out the faster obviously you can take out an unprepared, no troop all science, gold, expansion junkie. 
Last edited by blackice on 06-05-2004 at 08:42
|
|
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:35
|
|
well, lets not forget that in the almost obligational difficulty level of Deity, the AIs start with 8000 gold, 2 settlers and 8 advances and probably some other bonusses. they can (and often do) easily rush buy city walls in their first 4 cities which makes it so much harder to take them out as soon as they could take us out if they wanted.
where is that detailed post from Dimytes, blackice ? i know he sent me an excel table, but i havent seen that dissection.
|
|
|  |
All times are GMT. The time now is 05:35. Apolyton Time is 00:35. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|