 |
|  |
 |
|
Robber Baron
|
 |
Commonwealth of Commonsense
Jun 2002 time: 00:23
|
|
I'm making my way into my first game as the Spanish, and stopping now to file an early report gathering a few strategic first impressions.
I've been looking forward to playing the Spaniards because the combination of commercial and religious seemed very potent for empire building. As various shoguns and pharoahs and so on have already discovered, switching governments on the fly, along with rapid cathedral construction ,certainly accelerates conquest. Then, once you have new conquests in hand, being commercial makes a relatively broad range of territory productive.
Plus, the conquistador sounded like a fun unit to run.
So far my game is competitive. I'm definitely finding, however, that several pre-PTW habits definitely need tweaking.
With cultural linkage on, you will start near the European civs, of course: French, Germans, English, Russians and/or Celts. The [AI-run] French, of course, are very agreeable neighbors -- either as preferred trading partners or as oscillation victims. The [AI-run] Germans can be unruly, but easy enough to contain because they're fairly predictable. (Don't look weak -- make your neighbor look weak; whichever looks more vulnerable is definitely going to get a visit from Bismark.) The [AI-run] Russians are containable, so long as they can be pruned before military tradition/cossaks.
The [AI-run] Celts are harder to read. In my game I managed to bottle them up above a chokepoint. They did have iron, and soon enough I saw Gallic Swordsmen pacing around near my borders. But they never came down out of the hills to take me on -- and they appeared to coexist fairly peacefully with the Russians to their east.
Things proceeded more or less as they usually do for me through the early middle ages. I took a piece out of civs to my immediate north and then south, then settled in to build. Set up a twin-radius (FP/Palace) infrastructure, set my cities to work erecting improvements, now in republic, of course.
I happened to have woeful luck with leaders, though. And the PTW-scrambled AI tech/wonder priorities messed up several wonder pre-build manuevers. So I'm playing without several of the wonders to which I have grown accustomed. (I particularly miss Sistine's. )
I stayed optimistic, though, looking forward to unleashing conquistadors and triggering a golden age right in the medieval wonders sweet spot.
But b the time I reached navigation, it was late in the middle ages. The next time I try Isabelle, I will beeline for navigation. Otherwise, the Spanish UU comes later than I realized it would. By the time my conquistadors were riding north to mass with an attack force on the Russian border, most of the AIs had metallurgy. Which means, in my case, my conquistadors may well be going up against cavalry.
This UU seems somewhat underpowered, given where it comes in the game. What we have here might be comparable to something like the Egyptian war chariot or the muskateer -- in other words, a GA trigger that is otherwise not particularly effective militarily speaking. A good pillaging unit, perfect for breaking through mountainous terrain. But nothing that will turn the tide of a major war. Too expensive to pile up en masse and unleash like a horde of jaguar warriors.
On the other hand, the animation is cool. It jangles as it travels. And I love the dogs.
|
|
|  |
 |
|
Robber Baron
|
 |
Commonwealth of Commonsense
Jun 2002 time: 00:23
|
|
quote: Originally posted by joncnunn
Yes, I'd recommend Beeline to Navigation as Spain to maximize the period in which your UU is suitable for more than pillaging resources & luxaries during a war.
|
So, starting with this strategic imperative and planning for a beeline to Nav, what are the implications?
The new path through the tech tree takes some getting used to (at least for me). Theology is an easy choice -- I'm always making a major bid for Sistine, no matter what else is going on. From there you pass through Education to Astro to Nav. And meanwhile put Chivalry, Banking, and Feudalism/Invention/Guns... on hold (or else rely on other civs). In other words, you are courting a certain level of military vulnerability in order to acheive a medieval golden age.
On the other hand, you are putting yourself in a prime position to secure Copernicus and open early overseas trading routes.
The major switch for me is waiting on banking -- since the Trading Company is one of those wonders I really try to get. I think what I'd do here would be to trade Nav quickly, to get banking if possible, then make up ground in other areas. Assuming you can get to Nav early, it should command a nice price (becuase of Magellan's, which I don't care much about the AI does). In other words, this has to be an all out race. No looking to either side. Try to get feudalism along the way for basic defensive purposes, but otherwise play carefully, paying bribes if you have to, meanwhile setting everything up for the arrival of conquistadors. At which point, it's time military upgrades (assuming you've been able to peddle your techs) and war.
The only problem here is that you are racing the AI civs down paths many of them take too. The Spanish are a risky play.
|
|
|  |
 |
|
Ijuin
|
|
Tokyo, Japan
May 2002 time: 14:23
|
|
I agree that 70 shields is just TOO darn expensive for a unit with 3/2/2 even if it DOES treat all terrain as roads. In my game I cut the Conquistadores' cost to 50 shields, and that seems to work better.
|
|
|  |
 |
|
DaveMcW
|
|
When you compare the conquistador with cavalry (another late middle-age unit), it's obvious how useless the UU is.
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|