 |
|
Jon Miller
|
|
crap, I think that they are probably the best team
Jon Miller
|
|
|  |
 |
|
Jon Miller
|
|
have one troop gaurd our gate
have another start follwoing their troop arround
have a third go in the direction they did not come from (There is more likely to be a nonpopped goody hut, while where they came from will have no goody huts
Jon Miller
|
|
|  |
 |
|
Eli
|
|
Israel
Jul 2000 time: 07:24
|
|
quote: have one troop gaurd our gate
have another start follwoing their troop arround
have a third go in the direction they did not come from (There is more likely to be a nonpopped goody hut, while where they came from will have no goody huts |
Agreed.
|
|
|  |
 |
|
Beta

|
 |
Prowling in a PBEM near you!
Nov 2002 time: 00:24
|
|
quote: Originally posted by Jon Miller
crap, I think that they are probably the best team
Jon Miller |
Was thinking the same thing - Velocyrix, Theseus, Sir Ralph, Shiber, Meshelic, Arrian, and alva to name a few. Looks like the Apolytonian All-Star team. Hah - we'll show them.
But in saying that, Vel has written the most and some of the best strategy stuff on this site. His play style in deity has always involved early warfare. But how will their team style develop in a human vs human game.
Also, they know we are the Persians, and they know we will get immortals when we get iron workinging, and IF we can find iron and get it connected.
I would humbly suggest we be prepared for the possibility of an early rush by them. A city on the chokepoint, with spearmen.
The only drawback to the chokepoint city site is that an ooponent, if he was trying to force their way in, could sit on the hill just to the south.
I would also suggest we try to reach asap, any civ on the other side of GS. We may need allies, and we may need them soon.
AND - I would also suggest that as soon as we have a sufficient force of Immortals (and assuming we survive an early rush if there is one), we attack.
|
|
|  |
 |
|
Beta

|
 |
Prowling in a PBEM near you!
Nov 2002 time: 00:24
|
|
OK - here's what I'm thinking. And please tell me if you think this makes any sense. And sorry for the long posts - but hey, someone on this team has to do it.
So, in regular civ3, you could generally take two approaches - builder, or conqueror, with maybe different combinations of the two. The AI, in my opinion, only ever takes the builder route. Yes - it wages war every now and then, but not with the strategic purpose of taking over the world. Why? Because as we all know, the AI does not wage war very well. It relies on REXing, building, and trading.
In that style of game - culture building is key. First to protect your own cities, and second to try and take over their's via cultural takeover. And yes - with temples and cathedrals comes the happiness aspect.
Now, when facing human civs, everyone is going to be able to wage war reasonably well - at least better than the AI could. So - two possible outcomes -
1. with everyone knowing that, a sort of detente settles in and the game clearly becomes a building and culture race.
2. culture becomes insignificant, as civs wil resort to warfare long before they ever face the chance of losing territory to a culture flip. But that takes us back to 1. where your opponent is no longer some mindless AI who can't plan decent counter attacks, or cut off road approaches, and the like.
So - I suspect warfare, as usual, will be key - but will likely be restricted to two major situations - (i) alliances and (ii) the period when one civ has a technical and therefore military superiority over another.
I bring all this up, because I'm trying to deduce what GS will do in the early days. If they have come to similar conclusions about the technical superiority idea - well - that is the basis for me suggesting:
1. they may come at us early - before we have Immortals - knowing that....
2. when we do have Immortals, we may want to make the best of it. Will be a tough fight. On offence we will clearly be able to take out anything they will have to defend - (max of 2 on defence). But they will have chariots which will try and cut down the Immortals before they get a chance to attack. We will need spearmen to absorb the damage.
The other option is to REX like mad south of the chokepoint, claim as much of the territory as we can - and use the Immortals as our insurance for being able to settle in safely.
Anyways - that's what I was thinking. Reactions?
|
|
|  |
 |
|  |
 |
|
Jon Miller
|
|
quote: Originally posted by BetaHound
What's your thinking behind this? Eli? Jon? |
well for one thing, I like to have an eye on all enemies (I want to know what they are up to)
Jon Miller
|
|
|  |
 |
|
Jon Miller
|
|
can someone sim this?
it is important
Jon Miller
no access to civ 3 for 4 more days
|
|
|  |
 |
|
Eli
|
|
Israel
Jul 2000 time: 07:24
|
|
On Regent difficulty level the two first citizens are content. So for size 3 we need a police unit.
|
|
|  |
 |
|
Eli
|
|
Israel
Jul 2000 time: 07:24
|
|
quote: Yes - but after having produced the settler, the city drops back to pop 1. By the time it is back up to 3 we will have produced a spearman, if that is our next build choice. |
Which raises a question...
What are we building now in The Voice?
|
|
|  |
 |
|  |
 |
|
Dis
|
 |
Las Vegas, Nevada
Feb 2000 time: 21:24
|
|
OK turn played. I have a screen shot if anyone wants it. A little bit more land opened up in the south. And still 2 GS warriors in our sights.
I built Miller town. I hope that was the correct name. It seems to be a fine berg. It is now utilizing the game square next to The Voice. This is easily the best square. We don't have a road on it, but oh well.
The voice is now utilizing the game square with the road on it. The other major option we can use is the cows. I have build/growth times for both coming up.
The tax slider is still at 20% science. Tweaking did not change our reseach rate at all. So we have the best tax rate available. Iron Working in 19 turns. +4 gold per turn now.
The voice: working game square w/ road. Currently building spearman. Growth in 8 turns. Other build times as follows: spearman 6, temple 19, barracks 13, worker 3, settler 9, walls 6, pyramids 133
If the voice were to work the cows square growth woudl be in 5 turns. build times: settler 14, worker 4, spearman9, temple 29, barracks 19, walls 9, pryamids 199
Millter town working the unroaded game square currently building spearman. Growth in 10 turns. Build times: spearman 7, settler 10, worker 4, barracks 14, temple 20, walls 7, pyramids 134
|
|
|  |
 |
|
Jon Miller
|
|
we don't want to be pressed into defense
only one troop on the ismus for now
if we double up our defense, than GS will have the exploration advantage
Jon Miller
|
|
|  |
All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
top of page
|
|
|
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
|
|
|
|
|
|