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Post by Canucksoldier on Jul 17, 2006 15:40:47 GMT -5
Maybe 1 continent per team would still allow fun ship action ? Yes I was thinking of that as a solution for the next CCC as well, custom continents with 2 land masses. CS
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Post by notagoodname on Jul 17, 2006 18:31:06 GMT -5
There is unfortunatly no setting in Civ that guarantees each team starts on their own continent. Quite often custom continents puts 2 players on 1 continent and 4 on the other with the teams mixed up between continents. Sometimes it even puts players on a tiny island or a tiny patch of land seperated by a mountain.
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Post by deyreepher on Jul 17, 2006 21:50:03 GMT -5
On Industrial Islands, nearly every city you plant will be a coastal. The islands are usually shaped so that the cities are either coastals or 1-2 tiles away from the coast. You will be found by your cultural borders. So if you plant only 1 city to defend, by the time you are found you have merely 1 city to defend, but that is also only 1 city producing.
Planting 3 cities, if you decide to go Universal Suffrage and buy units you sacrifice your tech, as early as it is, every beaker counts. You'll soon be facing Infantry in which case the game is over if you're really behind in tech.
In either case, the defensive strategies that I've heard puts your team at a disadvantage. In all reality, if I were to employ any of the advice given here, I would get yelled at by most veteran ladder players. So while those strategies might actually work for the short term, for the long term you've screwed yourself.
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Post by Ellestar on Jul 18, 2006 3:18:26 GMT -5
There is unfortunatly no setting in Civ that guarantees each team starts on their own continent. Quite often custom continents puts 2 players on 1 continent and 4 on the other with the teams mixed up between continents. Sometimes it even puts players on a tiny island or a tiny patch of land seperated by a mountain. From my experience "one continent per team" settings on a Custom Continents map is reliable.
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Post by Ellestar on Jul 18, 2006 3:22:04 GMT -5
Anyway, IMHO a best sea action era is Modern or maybe Future without space victory. For a pure sea action "no Manhattan" rule will work fine as well. You get something better than frigates and you get some effective scouting capabilities with air force.
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Post by rupman on Jul 18, 2006 23:56:05 GMT -5
Actually we did not use that against you. I went for the closest island to my east and that just happened to be Conquistador45's island. When I got there with my 3 rifles on the Galleon he had his 3 on his Galleon, attacked my Gal with his 3 rifles on it and lost. Therefore he had no defense at home and I took 2 of his cities with my 3 rifles. We then went after PreBigBanger with a double team because we could. It was not till the game vs RaY that we employed the 3 v 1 at the beginning with a boat drop.
To Dey's comment about hoping to get lucky during 50/50 gal to gal early. The odds attacking when there are 2 equals Gals are actually 33%. So you really have to get lucky. That's why early boat drops are a good idea.
Props to Tommy for not complaining about this strategy. We used the same strategy against MUD in the final because it worked so well against RaY. MUD actually double teamed me at the beginning and took my cap when I had 2 grenadiers in it. They then tried to finish me off but couldn't and I eventually kicked them out. After they took my cap Jonneyboy had died due to our early boat rush. They still played on and almost killed Notagoodname cause Tommy was Russia and was owning with Cossacks. Those things are so damn hard to kill. Slaughter was also helping Tommy with Nota and like I said almost finished him till I dropped off a load of support that kicked them both out and we retook the city they had taken. At that point they conceded.
The only reason Jonney was killed early is because we got a lucky roll on an attack. If we hadn't who knows what the outcome might have been. MUD had a huge civ advantage with Russia, India and Mali. We had America, Egypt and I forget who I was but it wasn't anybody good.
I do think the strategy is defensible. I'd tell you how but I don't wanna give that away, although it should be obvious. Besides it's not the only game where you have to play a certain way or you'll likely die. If you don't get a GA out early on Ren inland your chances of survival are greatly diminished. Everyone has to pretty much go for the same techs too. You can go for astro early and maybe get lucky with a boat drop but I have never been in a game where this has worked. You're pretty much confined to going for Gunpowder then Nation and Mil Trad.
All the early boat drop is doing is forcing you to make a choice at the beginning. The so called "interesting choices" that Sid loves so much and tried to put more of in this game. I myself don't particualry care for Indus with water because it is very easy to get an early kill. I've watch games on ring map where a somewhat new player killed a vet in ten turns because they boated with England early. You just have to be prepared to defend that early boat drop.
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Post by Elledge on Jul 19, 2006 0:28:18 GMT -5
Why not build another galleon and intercept the boat? That's a huge loss (3 rifles) if someone gets caught like that.
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Post by deyreepher on Jul 19, 2006 1:47:01 GMT -5
It's not Inland Sea or TBG. If you're chopping a second Galleon, you won't be sending it directly behind the 1st Galleon. Chances are you'll send it out in the other direction. And if Rupman is correct on those odds, you'll be hard pressed to take out 2 Galleons on the ocean.
And as Rupman described...both teams practically did the Rifleman rush. The only viable strat for the Industrial Era on an Islands Map. But until you lay out a viable defense strategy, which I believe is a losing proposition on this map, due to the fact that you're basically holing up and leaving your two other teammates open to the drop, this is not a good event to play.
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