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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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If you have enough military might, it is often better to forgo capturing the capital first. Usually the capital is geographically centered in the AI's territory, meaning you will be counter-attacked on all sides. Start from one end and work your way in. Make your first or second goal a city with a wonder you want, and a city that is easy to reinforce. Remember that everytime the AI moves its capital, that's 1000 gold less that you'll get from plunder.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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This discussion assumes you are playing against the AI on a multicontinent world.
Capturing a useful wonder in another city is a good reason to go after a city other than the capital. If the Great Wall or Pyramids is built in a city other than a capital the first two triemes together with three caravans and a diplomat that I build will sail to that civilization deliver the caravans and use the proceeds to bribe the city with the wonder.
If a capital is in a really awkward location, and this is common, you may have to capture nearby cities either with bribes or attack. AI cities frequently go into disorder. If you are not in a hurry and have sufficient money, station a diplomat in a boat just off the coast, wait for the city to go into disorder and then bribe it.
The AI civilization spends a lot of money when it moves the capital. That makes other cities easier to bribe. If the AI capital moves to an easily defended location, wait until you have superior attacking units and then go after the city. Veteran cavalry are acceptably effective against pikemen.
So long as a city can build a trade item caravan you can build another caravan. Depending upon the stage of the game a single caravan, delivered to a reasonably distant civilization on a different continent, is worth several hundred to several thousand coins. More importantly, you get the same number of lightbulbs. A single caravan can give you as much science as your entire civilization generates by cities in several turns. The idea of play is to develop an overwhelming technical advantage. This means you do not need armies consisting of scores of units. AI Pikeman do not fair well when they battle armor.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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The Mad Viking is not mad. By the time you get to Railroad money should not be a major problem. Build and deliver those caravans!
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tonic
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Melbourne, Australia
Jun 2000 time: 05:12
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Paul, thanks for the elaboration.
I'm probably reinventing the wheel here, but in the absence of takers, it's DIY (do it yourself) time. Here's the empirically obtained figures for *selected* terrains and terraformations showing the number of turns for engineer and settler, where x = undoable (us poor weak settlers )
grassl => hills 9 x
grassl => forest 4 9
forest => grassl 19 x
forest => plains 2 4 2 (Eng+Settler, both free to move next turn)
plains => forest 7 14 4 (Eng+Settler, both free to move next turn)
hills => plains 19 x
desert => plains 9 x 4 (2xEng, both free to move next turn)
tundra => desert 10 x
glacier => tundra 19 x
jungle => forest 7 14
jungle => grassl 7 14
jungle => plains 19 x
swamp => forest 7 14
swamp => plains 19 x
(Hope the simple tabling comes out OK - hard to judge from the limited input box)
Certainly selected for the OCCasion , the extra third colum shows some combined efforts - interesting how times are "halved" for odd numbers.
The experimental error appears to be +- 0.5. I'd be interested to get feedback to confirm or deny the occurence of spurious results. I'm sure others would also have encountered anomalous eg accelerated processes in normal play!
Turns taken for terrain improvements (roading, irrigation...) to come.
Sure, most experienced civers would have the figures in their head, but numbers are helpful particularly in the context of the challenge games for us novices.
Comments, additions and corrections welcome (yes it was a rush job .
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Nice to see others bump my thread while I've been away. I was worried that I'd have to dig it up out of some abyssal archive! Thanks for the kind words on my summary work. Nice tactics discussion going on as well.... I'll be back with some more tips after work cools off.
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Does anyone have a "Guide to Play By Email Games"? I've recently started one and we've overcome some unusual hurdles so far and I thought a guide might be nice.
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debeest
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Tonic, I'm fairly sure you should add one turn to each and every number in your table. I don't think there's any anomaly at all.
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inca911
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St. Paul, MN
Jan 2000 time: 05:12
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Bump to facilitate Great Library discussion.
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All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
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