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[Spoilers] luddite tries to remember how this game works

I would say you want the best economy civ possible. You have the ultimate UU, the goal now is to build it as fast as possible while still expanding
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So Pacal of Inca? Hannibal of India? Willem of China? Darius of Vikings? I like expansive on this map for the fast worker and early granaries.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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Well, it depends on what's left when the pick finally comes back to me. Everyone else gets two picks before then...

I'll probably take a start, if possible, plus whatever economic-financial leader is left. My guess is Inca, India, Pacal, and Willem will all be gone. But maybe I could get Darius or HC.

I almost don't feel like it matters much? I barely even need to research anything, just need to settle as many cities as possible to maximize production.

I like thinking of the artillery as a "UU" XD.
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(June 25th, 2023, 23:15)pindicator Wrote: I would say you want the best economy civ possible. You have the ultimate UU, the goal now is to build it as fast as possible while still expanding

I almost wonder how well it would work to really go for broke on a rush? I don't need any resources to build artillery or Anti-tanks.  I could rush out one of each at the start of the game for roughly the same cost as 2.5 settlers, and just send them out into darkness hoping to catch someone unprepared. With any luck, I could catch someone before they even have horse archers or swords, or any real army at all.

I remember one of the big problem with offensives in this game was that they always see it coming. They see your power score creeping up and can respond by building up their own army just as fast. But that doesn't work if you build it before you've even made contact...
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I would definitely go for 4-6 cities at least. Then scout for a suitable target first and build roads/galleys to get there faster.

A good thing with artillery is the collateral damage enabling you to attack with much weaker units. You talked about axes earlier. 4 axes 2 artillery, 1 AT might be a decent composition. Chariots is another good option to come in a second wave catching up to the artillery pieces.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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They would cost more than 2.5 settlers because you can't convert food into their production. I would also recommend getting to a base of 2.5 settlers. I suppose one interesting idea would be to pick an IND leader and rush Metal Casting, get forges down and use that to increase production. Or build Mids and convert to Police State. But by economic leader I just mean that you have everything you need in a unit, so why not just focus on building the strongest empire you can?
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(June 26th, 2023, 07:34)chumchu Wrote: I would definitely go for 4-6 cities at least. Then  scout for a suitable target first and build roads/galleys to get there faster.

A good thing with artillery is the collateral damage enabling you to attack with much weaker units. You talked about axes earlier. 4 axes 2 artillery, 1 AT might be a decent composition. Chariots is another good option to come in a second wave catching up to the artillery pieces.
A funny thing about artillery- the collateral damage is so strong, I might not ever get to use it. If they let me tee off on them with artillery, I don't even need axes, I could win with archers or even warriors- it's almost like a nuke going off on an early era stack. The other players are all probably aware of just how strong artillery is on offense. So to counter it, they'll rush out and counter-attack. At least, that's what I would do- it just seems like the obvious defense. I know that scooter and Yuris are experienced players who are well aware of what collateral can do. Not sure about Cairo and Oxy, I don't know them at all, but they'll likely still figure it out. The artillery are there mostly as stack defenders. AT will depend on if I can get forest/hill tiles for defense. Mali for cheap skirmishers might also be an interesting option.

pindicator Wrote:They would cost more than 2.5 settlers because you can't convert food into their production. I would also recommend getting to a base of 2.5 settlers. I suppose one interesting idea would be to pick an IND leader and rush Metal Casting, get forges down and use that to increase production. Or build Mids and convert to Police State. But by economic leader I just mean that you have everything you need in a unit, so why not just focus on building the strongest empire you can?
Yeah that's true. I don't think I would rush out *immediately*. Just saying, the math is shifted towards attacking sooner rather than later. I definitely wouldn't mind an industrious leader, but I'm not sure I'll have time for forges or the 'mids to pay for themselves. I think realistically I'll just settle all the *good* city sites, but not bother going for the more marginal locations.
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by the way, I remember there being a spreadsheet floating around somewhere with a vb script for calculating combat odds with multiple units. Anyone got a link to that handy? Or a similar tool? I know the math gets really complicated in this game when multiple units are involved, and that may actually be relevant here.
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That's one of the tools I've lost track of over the years. The math was tough enough (for me) for figuring out 1v1 unit combat
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https://civ.zulan.net/vodka/
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

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