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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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Anyway, back to strategy (you know, the title of the thread?)...
There is still one way the human player can race ahead (this, to me, means 4 or more ahead) in tech: AI World War, preferably in the early industrial age. Widespread death and destruction, coupled with the "wonders" of communism, will allow you to pull away (provided, of course, that you stay out of the war). A geniune world war will also open up trade possibilities that did not previously exist. Many AI trades will be voided by the war, and you can step into the breach, and make a ton of cash, or gain access to more luxuries in return. Also, some of the AI's may enter golden ages due to a UU victory, so you will get top dollar for your resources.
In the game I was playing last night, I was able to kick back and watch the AI's duke it out while I industrialized and researched frantically toward Motorized Transportation. I got it, prior to the AI's discovery of replaceable parts. Mmmmm, Tanks vs. Riflemen. Suffice it to say that when Caesar, having destroyed Greece, came for me with his riflemen and Cavalry, he got a nasty surprise. He had 5 cities left when I quit to go to bed (though he did manage to get some infantry).
Now, clealry an AI world war at just the time you need it isn't something you can count on. You could spark one yourself once everyone has nationalism, if you play it just right, but there are many, many things that could go wrong. I tend to let the opportunity come to me, and then take advantage of it.
I think that 1.17, with the changes to AI tech trading and the resulting fast pace of tech advancement favors picking between two very divergent strategies: warmonger (early, often) and peaceful builder (no fighting) who busts out with Tanks in the late game. Prior to 1.17, I used to play a more hybrid style, building up peacefully into the middle ages, but then churning out a load of Knights and kicking some butt. With 1.17, I never have enough time to build up a large enough force for anything but homeland defense until I'm industrialized.
-Arrian
p.s. re: starting a WW between the AI's - wouldn't it be cool if you had an espionage option to frame another civ for something you did (like stealing a tech or sabotaging), ala MOO2?
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Zouave
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quote: Originally posted by Aeson
Scouts can stay in enemy territory without having to be removed. Because they are so cheap, and can move quickly, usually I can get a Scout on all the Iron sources on my continent before the AI can get their workers there to build a road. You can also deny the AI luxuries or other resources this way. I like to call it pre-emptive pillaging.
Testing this with 1.17f (Deity), I was able to keep 3 Scouts holding Iron sources in German territory for about 40 turns before they had to be withdrawn. Of course I got them back into position again 2 turns later anyways. One Scout in Roman territory was allowed to stay even longer, I declared war eventually and the Scout had never envoked a demand for their withdrawal. The only real difference seems to be that the AI will ask for you to remove your Scouts on the first turn now, but doesn't seem to follow up with demands any quicker than in 1.16f. |
Will this work with workers as well? I don't normally play expansionistic civs.
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Zouave
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I tried the scout exploit with a worker this weekend. They never asked him to leave, so it seems to work. Of course I had just beaten them pretty badly in a war, but then again, they are the Zulus.
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:17
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A few posts ago (actually a couple of weeks now - have been really busy) I mentioned my deity game as the Egyptians, with early opponents the Romans. It was an awful start, with the Romans confining me to 4 nice city spots. However, having won a few pre-patch deity games I was confident I could consolidate a bit, build a few temp cities, then rush the Romans to get a bit of territory.
I didn't waste any time building my army as I thought the Romans would declare war on me sooner or later. I was right, they did so just as I was mobilising, around about 700BC, with quite a nice sized army.
Imagine my chagrin (if you live in the UK you may have heard the screams) when I realised they were attacking with legions (expected), but defending with pikemen as well! Alas I had no iron (tough break), and my attacking units were _ahem_ brushed aside. Meanwhile the romans were slicing their way through my empire with those legions, and with their iron miles away there was little chance of cutting it off.
Hence my first post-patch deity game was an ignomious defeat.
Even though this was a ***** of a start, an important strategic question is raised in the appropriate timing for the early rush in post patch deity games. Originally randomturn's approach to deity was hard to argue with. With 1.16 I preferred to consolidate a bit then rush, but if the new tech trading means you're facing pikemen at 700BC for 1.17 I'm not so sure.
Thoughts?
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Ironikinit
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I've only played emperor level a couple times, but it seems to me that I don't have to declare war, the AI will do it for me. I'm talking about the ancient period, in the later eras once I was fully established, it was possible to stay out of wars.
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Dominae
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Hi all,
I just applied the 1.17f patch and loaded up a version 1.16 game. Just to check if everything was updated, I tried the new goto command on a stack of Cavalary units I had fortified in a city. To my surprise, three cavalry in one of my armies also garrisoned in that city left the army and followed the goto ('j')command, leaving me with an empty army! Is this normal? I was under the impression that you couldn't take a unit out of an army once it had been assigned to it...This is pretty easy to test out, but I have the savegame available if any of you guys want to see it.
Later,
Dominae
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Ironikinit
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I went and played a deity game. It wasn't so different than emperor level.
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