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Dimension
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Columbus OH
Feb 2001 time: 00:17
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When playing aggressively, I think most are familiar with the way my early game generally goes. I like the Aztecs. Use Jaguar Warriors to explore and take workers. Build early Barracks and some Archers to take down your nearest opponent. Horseback Riding is just two techs away, and when you get it, you quickly take over the whole continent except two or three cities for each civ, sue for peace and then you've generally got the first 12 or so Ancient Times techs.
At this point, my games don't seem to follow conventions that I see on this forum. Even though I leave the other civs with just a couple cities, no iron or horses, and in an overall inferior state, they don't keep renewing peace. They like to refuse my demands and even cancel Rite of Passage agreements after awhile.
Also, I feel a bit like Alexander the Great when I take over my continent so early. When I'm still in BC and don't even have Monarchy and The Republic, how am I supposed to beat down civs on other continents? If I'm very lucky, I can find a strait short enough to ferry Horsemen to another continent with a Galley, but that's not generally the case. Magnetism is a long way off.
I play on standard maps with all standard settings (except I always set Raging Hordes). Lately, I've been playing Monarch. Sure, I could just play on a Pangea map with low water and conquer the world very early, but that seems like a lame solution. What strategy am I missing? This is the way most of my games are going. I am stuck on a continent with a few gimp civs that I have beaten into submission, and meanwhile the civs on other continents are researching and trading like mad, but I don't have any contact with them. I'm stuck with a ton of horses, a continent full of size 6 cities, and nothing to do, nothing to build.
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:17
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You could send some galleys out on risky missions across the sea - it depends on the map size, but I've often found sending out a galley on a prayer pays off.
I'd then trade communications with the civs on your continent to the others for lots of tech, and THEN finish all the other civs on your continent off. They'll just slow you down. Take over your continent and you should be bascially secure for the rest of the game. Trade your map for plenty of cash and tech, and you should keep up, then launch the knights/cav/tanks/whatever-you-can-get-to and start attacking. Try to find a weakened civ and join in a war against them. All you need is one city on the coast to start ferrying forces across the sea.
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:17
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quote: Originally posted by Aeson
It can happen, but its quite rare. Almost always when a galley is on an ocean square in my games it was an accident, probably happened about 20 times. Out of those 20 times only one didn't sink. The weird thing is that it also didn't sink the second turn (figured I had a chance of making it across since I was already so far out). Every other time it's been "treacherous waters". |
That happens to me every now and then, too. I usually play on small or standard maps, so the actual distance your galley has to travel isn't that long.
I also often have the Lighthouse. Granted, it doesn't let your galley go over ocean, but it DOES let you end your turn on the farthest possible sea square, then NEXT turn send the galley as far afield as possible. Many times I've gone west into deep waters only to find shallower ones JUST outside the fog. And since you now have a galley in alien shores, you can get contact without buying it - and sell it to YOUR continent.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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When sending out your intrepid Leif Erikson or St. Brendan in his longship or coracle, look for tendrils of "sea" extending (often) from peninsulas on your continent. Often those will meet a tendril of sea coming out from the adjacent continent...and less chance of sinking at sea than "at ocean." I usually have to send 4 or 5 galleys to make contact. A couple will make it across, but one usually finds a vacant large island (or an otherwise-isolated solitary civ).
Your initial intrepid victims often sink in sight of land, so at least you know to try the same spot (I guess survivors washed back to the home shores, or at least a message in a bottle).
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