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[SPOILERS]Specialist of Everything: JC of the Zulu

Mission accomplished.




Dat land. eek
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Dat blitz!
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I'd call that decisive. hammer

Battle logs (or it didn't happen)? mischief
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He only had 1 or 2 units in each city, not really worth posting the battle log for that. I lost a total of 1 rifle and 1 knight and got a GG.

I obviously haven't been imperialistic enough in the game, first GG on T180 as IMP civ.

Signed peace this turn, apparently I'm the the only one at peace. lol

Not really motivated enough to do a real update.
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You really have it out for Donovan Zoi! Congrats on the invasion. Lurkerdom is excited for your future updates.
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(February 11th, 2015, 23:12)wetbandit Wrote: You really have it out for Donovan Zoi! Congrats on the invasion. Lurkerdom is excited for your future updates.

Thanks Wetbandit. I will do a update on my situation for the interested lurkers.

I think it's time for me to reflect back a little so in this post I will do a small analysis of my game up to this point.

For this game I picked Julius Caesar, Imperialistic/Organized, of the Zulu. I found out early on that I had an isolated start, so when I popped Fishing from a hut, I decided to beeline the Great Lighthouse: completing it on turn 60. With no neighbours as an immediate threat, I was able to run little military and focus on economic growth. Here are my units on turn 152:




From then on, I was able to establish a strong tech lead and got a few first to bonuses and wonders including the Music Artist, the Great Library, the Parthenon, Liberalism and Taj Mahal.

However due to the lack of land to expand into, both aggressively and peacefully, I wasn't able to snowball my position into a dominant lead.

Analysis 1: Traits/ Civ

The isolated nature of the start weakened my civ/leader combo, but they were nevertheless very powerful. Regarding Imperialistic, the value is not just in the cheap settlers, but also cheaper settlers than one's non-IMP neighbour, meaning that one would be able to claim land before someone else. In my start, that's not the case, since I had no neighbour to compete with for land. From this game, I found IMP to be a really flexible trait. What am I talking about, IMP just means that you want to spam cities right? How is that flexible? The thing is that IMP saved me so many early game hammers, I had the spare hammers to be able to invest in other things (wonders, libraries etc.). In other words, since settlers are something everyone must build (if you want to do well that is), an IMP civ will simply have more hammers to play around with and I believe that can be very powerful.

Organized has also been very good for me, saved me tons of gold over the course of the game. I think FIN is still better than ORG in a vaccuum, but with the right play style, ORG can be just as good as FIN if not better. With the ORG saving and cheap courthouses, I was able to run my science slider above 70% for most of the game. I have only built one gold multiplier in my entire empire: a market in my capital. I later did the math, and found that was actually a misplay, since a courthouse was more hammer effective at improving the economy in my Bureaucracy capital considering how high I was running my science slider (almost 80% breakeven at the time).

The Impis were more or less a non-factor in this game, although the extra mobility did help me against the barbs. The Ikhanda were quite helpful for the economy, and it synergized well with my ORG/courthouse/high science slider playstyle in this game.

I think the picking phase is one of my strength as a player, and I certainly benefited from that in this game.


Analysis 2: Wonder/First to Bonuses

I recently learned from PB21, that if I don't land any world wonders, I will struggle to generate the GPP necessary for when I will need the Great People. In this game this was not a issue, since I got the Great Library and the Parthenon, the Music artist was a big help as well.

Here's another look at my capital, the RNGesus was kind to me and I generated a Great Engineer this turn. I now have the three GPs necessary for my fourth golden age (I had the Taj for my third GA).




The Great Lighthouse was incredibly strong on this continents type maps and was probably single handedly responsible for my tech lead. Frankly I think the oversees trade routes mechanics (and Free Market) in this game is a little broken. The whole design principle on the city maintenance is that a city will cost you money at first, then the city eventually will pay for itself as you develop the city and not settle a city and the trade routes instantly make you money.

Considering the fact that I only had 3 real cottage cities, it's actually pretty insane how big of a difference a wonder can make. Here are my other two cottage cities:








Analysis 3: the Future

Looking at the demo, I certainly don't appear to be a contender to win.




I'm finishing Steel next turn, advancing the game into the Industrial era, giving every player 8% known tech bonus. I think that's my biggest contribution to this game: helping everyone else tech faster. pimp I was first to the Renaissance era as well. I wanted Steel for drydocks mostly. To be able to do anything in the game, I will need a lot of ships, so cheaper and stronger ships will be helpful. Cannons aren't too bad either. Next up is Steam Power, I will be able to build ironclads. Unfortunately, ironclads can't go into ocean, but I think they will be useful as coastal guards, they will be the strongest ships available for a while since Artillery is far away. After that I will get Constitution->Corporation->Assembly Line. Corporation is of minimum benefit for me since that obsoletes the Great Lighthouse, so I will only gain the extra routes in around 5 cities. Assembly Line is a big deal, for both Infantry and factory. I have cheap factories too, so that will be the next power spike for me. With Constitution, I will also unlock Representation, which I will switch into eventually.

More importantly, I don't think I will get Communism in this game. With my ORG courthouse/Ikhanda combo, city maintenance is already super low in most cities. I think State Property would be anti-synergistic with what I already have and I hate things that are anti-synergistic with each other. Furthermore, the Kremlin would be totally useless for me. I don't value the Spy highly either since I already got enough GP for my next golden age. Which reminds me to mention that I probably won't try too hard to generate more GP from now on, I think they are just more trouble than they are worth at this point. I would if I could, but I don't have the food in my cities to be working specialists.

As for bigger strategy, it's just to build lots of ship and lots of troops. Pray for a good opportunity to present itself and hope that I would be smart enough to recognize the opportunity. While I think it's still possible to win, the outcome is certainly not in my hands and I would argue that it never was.
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Did a quick city count today:

Joey: 40
Gawdzak: 36
Dtay: 32
Plako: 31
Gavagai: 29
Commodore: 23
DZ: 21
2metra: 15
Furungy: 9
REM/AD: 6
HAK: 0 frown

Still 6th in land area, however.
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Turn 188-194 update

I declared war on Dtay eek




Note that I did have the opportunity to do this, but decided against it:




Opportunity missed? Or suicide attempt averted?




Spotted Furungy's knight stack, I decided to fire some rifle shots amphibiously at it:




Peace with Dtay also, I held off signing peace because for a few turn to avoid spooking Furungy, who's my real target.

Unloaded my stack on turn 193:




This is what Furungy has defending on turn 194:




Hey, wasn't this city size 14 on the last screenshot?




rolleye

Bombarded with 2 accuracy cannons and sent in the other 5 cannons for collateral, killed everything in the city plus the 4 other units on the corn tile just outside the city, zero losses.
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I'm really not a fan of the massive spite whipping. I feel bad for you there. frown
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Filler post in order for the next post to appear in the next page...
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