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debeest
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There's a basic problem with the frigate war approach: a frigate's attack strength is 4, and a fortified musketeer's defense strength is 4.5. We wouldn't get far that way. If we're sure a civ has no guns, the frigate scouring will be highly effective, though.
As far as capturing, surrendering, and then bribing an AI city: if I understand correctly, you only get to bribe at half price if the city was ORIGINALLY yours. Is that wrong?
Stu, my own shield policy is more or less what you describe, although I will sometimes work a square with two food, one shield, and one trade rather than a forest square. And Grigor and I do have more gold than you, but nowhere near enough to account for your superior shield total. I wish I knew how to do that.
Here are the numbers I cited above, though hardly any "maths":
SG Grigor Debeest
cities 8 7 8
citizens 14 14 12
techs 9 8 7
food 83 90 90
gold 13 96 73
beakers 115 0 36
shields 213 94 84
excess food 20 18 19
net gold & sci 17 29 30
net shields 27 25 25
units 9 11 10
science cost (tech# * ?) 12 12 15
I agree with Jrabbit -- MPE or STWA should probably be our next Wonder. Moreover, if we're not going to build a ton of cities, we might even want to switch over from HG (I realize that not building a ton of cities might be sacrilegious for you, Stu).
We might be able to get the chariot to go home just by asking, since it's within our city limits. That would risk provoking war, though. Alternatively, we'd need a stronger attacking unit -- frigate, horse, whatever. If we don't have attackers and don't want to risk war, I think we should just hope it wanders off for awhile.
Yes, to whomp musketeers we need vet dragoons, or vet ironclads. Non-vet dragoons are barely stronger than fortified musketeers, and the cost of war that way is very high. That's why I think a policy of peaceful building may be necessary to catch up. Depends on who's got what techs, though -- and we'll want MP for that info.
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Grigor
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Oberlin, Ohio
Jan 2000 time: 00:17
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What an interesting and difficult game. Here is the log:
spoiler(highlight to read):
SG(1) game accepted
Plan: Survive the English Chariot
2 wonders by 1000AD. Build MPE. Let Mongols build HG and then capture Karakorum. Prepare to capture Zimbabwe and LW (Guns?) Collect Vans for SoL
Conquring force: 2 Frigates, 1 Galleon, 4 vet ellies.
Tech path: Trade (next turn), HB, [trade for Literacy and Myst] Poly, Phil, Mono. Then trade for IW, Eng, Inv, research Phys, Steam Engine. Too Slow!
Wri=>Lit=>Phy [Inv] =>Steam - that's OK.
Trade=>[Rep} Bank {Inv] =>Demo &The Lady . That's OK too
Need HG in Caesarea for celebration? Exchew. Make 2 trade routes from Caesarea for advances after 1500.
I need HB and Poly for defence, unless Guns is stealable from Zulus. They will want writing.
8 Cities - goal: 16 by 1000AD. Build mostly settlers in the East.
2000 Surround English Chariot.
1950 Trade=HB (132). English: demand Trade - no - WAR. warrior kills Chariot! First problem solved, except for the Explorer.
1900* Frigate sets sail W.
1850 Lugdunum founded. Excellent 4-whale colony site found.
1800 Mongol Isle found
1750 Mongols: War. Frigate attacks warrior=>Vet
1700*
1650 HB=>Poly. Lutetia founded
1600 Samarkand found. Attack. Zulu Trireme appears.
1550 Samarkand emptied. Warrior captures Samarkand. (86g) Take Myst for Phil over IW. Frigate in port to recover.
1500* Zulu Trireme immolates on Warrior... Mongols: give Trade. CF. Peace, withdraw.
1450
1400 Horse finally kills English Explorer, ending the English Threat. Monglols to build HG nxt - here is the crux of my plan
1350 Karakorum builds HG. Byzantium founded
1300* Hut: Musketeers. Somebody has Guns... Frigate Healed
1250 Zimbabwe completes LW. Poly=>Writing
Mongols: War
1200 Caesarea builds MPE
Zulus: Mon, 6Cities 179g, Guns, Inv, IW, Maps, Mas, WC. Res Pots
Germans: Des, 2C, 78g res Wri
Egypt: rep, 1C, 279g. Feud, Lit, Maps, Mas, Math, Rep, WC, Wri.. res Seaf
Chinese: Rep, 4C, 360g Lit, Maps, Mas, Rep, Seaf, Wri res Myst
Englisg: Mon, 4C, 187g Maps, Seaf, Wheel res WC
Mongols: Mon, 7C, 531g IW, Maps, WC, Wheel res Mas
-Capture unnamed Mongol city (21g, Maps).
Vet Frigate takes out Musket in Ulundi (Guns)
Germans: Give lots of cheap tech, peace, Maps. Karakorum found.
Egypt: trade for Lit, Rep, Writing, peace, maps.
Chinese: give Trade. Peace, trade for Seaf, share maps.
Ulundi found. Vet Frigate takes out Musket. Ulundi captured (34g, Guns)
Zulus: give Nav, Rep for peace. they withdraw.
Brundisium founded.
1150 res Phil. Take out English Explorer. Frigate=>Vet.
1100*London found
1050 London conquered (wheel)
1000 Galleon for England sets sail. Hut: Elephant. Zip the save.
16Cities. HG still not captured. Many turns till Philosophy, but Mono and Physics should both be available. A caravan to a foreign potentat should pay well. The granary in London sould be sold for a musket in Ulundi. A Rich Position.
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debeest
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I found this a frustrating turnset. Although there were successes along with the failures, I'll be surprised if mine is the best game. Here's my save and log, and then I'll take a look at Grigor's.
spoiler(highlight to read):
1950 English chariot wanders; learn trade, choose to research horseback riding next in order to defend ourselves; frigate loads warrior from Caesarea and heads for nothern land; settler heads for unexplored south
1900 find Mongol frigate
1850 English demand trade, I give it to them, they refuse to ally; Mongol frigate wanders
1800 settler from Pisa heads south
1650 build Lugdunum to use fish and peat
1600 learn horseback riding, research mapmaking next so we can trade maps
1500 build Lutetia; island to the north is modest size and uninhabited
1450 English begin Colossus; population 300K
1400 Mongols have nearly completed HG, but I buy the last 19 shields; I contact English, refuse to give them magnetism, demand that they leave, they declare war, I kill chariot
1350 build Hanging Gardens, Mongols switch to Sun Tzu
1300 Zulus have nearly completed Leo; learn mapmaking, researching writing next
1250 Zulus complete Leo and switch to Colossus; build Byzantium
1200 pay Mongols 50g but they won’t trade tech or ally; English demand magnetism but when I refuse, they still make peace; I choose not to trade them magnetism when they offer seafaring; find Zulus, they demand navigation, I refuse, they declare war
1100 Mongols nearly complete Sun Tzu; population 400K
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Attachment: wf-1000.sav
This has been downloaded 3 time(s).
Last edited by debeest on 28-12-2004 at 10:22
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debeest
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Wow! I'm learning from this game. In particular, I'm learning that I need to be more confident. The AI, even with its superior tech and development, is so helpless. I must learn to imitate your aggressiveness.
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debeest
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Well, I'm actually sort of relieved to see that Stu's game, while substantially better than mine again, isn't as overwhelmingly superior as Grigor's. I had thought I was getting the hang of this game, but you guys are both schooling me. (Although it's not ONLY because you play better than me. Howcum someone built Sun Tzu in my game, but not in either of yours?)
Grigor's game illustrates that I was right to consider bypassing HG for MPE. Now why didn't I stick to that idea?
Strategic thoughts will come later.
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debeest
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Thanks, Grigor, but really you're way ahead of me. MPE has made a huge difference, both in techs and in map-swapping, and I'm not ready to get it really soon. And you've been out seizing cities already, while I explored northward instead and didn't find anyone even though I could see there was land. Maybe the exploration factor was luck, and the frigate going vet was luck, and certainly it was a fluke if your first warrior killed the English chariot -- but those things don't make the real difference. You did very very well.
I had no trouble with Stu's zipped save. I notice that sometimes Apolyton zips/saves have an extra .php on the filename, and I take that off before I work with it. Maybe that's it?
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debeest
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Grigor, I just meant that if your first warrior succeeded in killing the chariot, that was a fluke -- the chances of winning are only 29%, IIRC. But actually, I'm not so sure that even your three warriors gave you any reason for confidence. Let's say the first one loses, as it usually would. Say the chariot goes vet. Suddenly those other warriors face extremely high odds (strength 1:1.5, which means round-by-round probabilities of 1:2, except that the ratio is even worse -- 7:17 -- because ties go to the defense). If your first warrior had lost and the chariot had gone vet, the other two warriors' chances weren't good.
But that was a tiny factor in the clear superiority of your game.
I pretty much agree with your analysis for the next turnset. We'll have no important Wonders available to build any time soon, whereas LW and HG will be available -- so let's go get 'em. HG first, because the Mongols have guns and can put up a good fight. I'd stop building galleons and just build gunboats -- they can carry two units each, which is more than enough. I'd switch some of the warriors and elephants to frigates, too. Let's use our superiority while we've got it.
Can anybody tell me why Trondheim shows up in the Find City screen and reveals its location, even though we've never mapped it?
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debeest
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Are you guys hard at work on the next turnset, starting from Grigor's 1000 BC save? I haven't started yet, but are we agreed that his is best?
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