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Post by d on Jul 16, 2008 23:54:10 GMT -4
Update! Turks don't have textile mills. You save 900 resources with mosque construction. Just get 1000 wood and be done with it. The 1000 wood lets you get everything you need stat. Yes that's 2 resource shipments in a treaty game. But the hard wood comes too late to get everything I need when I need it. Maybe hard wood first and eco therory third, but it doesn't seem right. The 1 factory initially on gold solved that problem.
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Post by d on Jul 19, 2008 14:14:37 GMT -4
Thursday night, I(Otto) and B(Sioux) played against T(Japs) and Jake(Brits). After a few hours, it got late and we quit. B and I were a little low on resources and I and Jake had both lost our factories. They were getting low on wood (I still had 12K). Net result - I held my own and in fact broke a hole through Tim's walls. We were beating the mighty Japs. Only issue was resources and wood after the factory losses. Abus aren't cannons, but they're good and don't use wood. To solve the resource problem (B needed tribute.), I've added sustainable agricultre, ranching, stockyards and 300 wood. 700 gold is gone. I imperialize 1 min later and max my pop 1 min later but my resources at treaty break are better and oblivously much better later.
Build a mosque ASAP, get first vill pop rate improvement and build one house at start. After the first and second age, everybody's on wood. Get 400wood age up. Build 2 TCs. Second mosque pop rate. Have 3 vills on gold for pop limit increase. You'll need 600 wood for last pop rate increase. Build and do maket improvemnets but not last wood improvement yet. Put each TC on different resource and even out pop on each resource.
Use mercantilism to get factories. One factory on wood and other on gold until imperial age them wood. Here's the pretreaty shipments in order.
economic theory hard wood refridgeration land grab sustainable agriculture mint 2 factories stonemasons adv arsenal eng school riding school improved buildings
Later shipments
janisarry combat battlefield construction cavalry combat team artillary HP lt artillary HP artillary attack cigar rollar cheap jans adv baloon ranching stockyards 300 wood
That's it. Comments?
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Post by d on Jul 19, 2008 14:26:07 GMT -4
Oh, at the treaty break when you need to kill all units, I have 20 jans, 20 abus and 20 hussars. When I FB, I build 2 barracks, a stable and a artillaty foundry. The baloon was very handy in seeing T's mortars and daimos.
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Post by d on Jul 21, 2008 14:07:58 GMT -4
In some maps that are lacking in natural resources, land grab comes before refrigeration (3rd). Also cigar rollar is pretreaty and stone masons is later.
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Post by boorules60 on Jul 22, 2008 19:49:22 GMT -4
Ooo, I definitely think janissary construction should come before the treaty as well. It's really important for the Ottos to get a good jump on someone when the treaty breaks so they don't get pushed back before they can get on their feet. I'd recommend taking out jan combat or something like that and getting 30-40 jans when the treaty breaks so you can devote at least 10 of them to forward basing. B S A B S A...
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Post by d on Jul 22, 2008 21:08:06 GMT -4
Ok. I get 13 shipments before the treaty. I listed them. What's out? I can get 10 more jans by killing 10 vills just before the treaty and making the TC gather points the farm where they were. I also like to nail down my home with secure walls and miltary buildings before senting everything to attack.
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Post by punkybruster on Aug 10, 2008 17:30:40 GMT -4
D, I still wish to dispute your choice of land grab. That card really only helps farms and plantations, and I assume you would build 5 of each. The card takes 40% off the price, saving a total of 2400 wood. Instead, if you sent sawmills (15% to wood), and had 30 vills cutting for 20 minutes (a conservative estimate for woodcutting before the treaty) you would gather an extra 2700 wood. For many maps, clearing forests is a real issue, and the extra woodcutting speed would help you.
Now you may propose building the entire team's plantation cheaply with land grab, but I would asset that to be unwise, since you would be taking XP from your allies to send crappy ottoman shipments.
I do like your idea of deleting vills to build jans. Indeed, jans are ideal forward basers since they are much less likely to die than vills. The only thing i bring to mind, is stonemasons might not help jans build buildings quickly, so if you're in a hurry, perhaps the vills would be a good call.
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Post by boorules60 on Aug 12, 2008 12:27:13 GMT -4
Here's another three person treaty team to toy around with: Sioux, German, Dutch
- The Germans say at 130-140 vill pop and focus mostly on gold since that is what the Dutch and Sioux can't gather - The Sioux keep 25 vills on the fire pit (normally they get drained if they do) - The Dutch stay maxed at 150 military and don't need to worry about running out of resources
Initial attack: 35 Dog Soldiers, 20 Wakinas, 6 Rifle Riders, 30 unstoppables, 150 Dutch (Riders, Skirms, Cannons) Yikes! The Sioux attack vital buildings including the initial TC and begin teepee hopping in their base. Meanwhile, the Germans and Dutch set up the biggest FB of all time outisde thier base. Good luck stopping all three armies at once.
Bonus perks: - Team cavalry attack (German) - Team infantry HP? Attack? (Dutch) - Team mills (German) - 4 factories and 10 banks - Dutch, Germans, and Sioux often have the best kill and/or combat XP ratios in the game
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Post by d on Aug 13, 2008 4:14:00 GMT -4
I would be interested in giving up land reforms to get battlefield construction before the treaty breaks. I use more than 30 vills to clear wood in time to build walls. Having a hugh stash of reasources built up isn't critical since I don't run out. My ace in the hold is using abus as artillary. They don't use wood. Once I get the upgrades, they're pretty tough and build fast enough. I'll look at my deck and see what I could add later to help.
Another pretreaty shipment is often ranching. The Jap and Indian allies love it when I send them cows. Maybe sending ranching instead of land grab would be an option.
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Post by boorules60 on Aug 14, 2008 16:33:03 GMT -4
Did you really write at 3-4 in the morning yestday D? Yikes, these ottomans must really have you worked up! I have some good news though, now that my huge presentation for work is done, I will have tons of time for the rest of the summer! This means I can call you every day to play Ages... oh man.
In response though, I just don't think land grab is worth it. There are definitely better cards to send. For example, I really think that we could do something cool with cows if we have a little practice and micro. Jake has become quite fond of the Brits, so he could easily supply an Indian and Jap player with cows, and eat the rest with the ranching card. Now, let's combine this with a fur trade, and start kicking ass. The more that I think about it, the brits and the indians actually compliment each other very well and could really make quite the formidable team. Here are what I think are good 2v2 treaty partners.
French/Aztec Jap/Sioux Indian/Brit German/Dutch Russian/Otto China/Spain
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Post by d on Aug 14, 2008 22:08:56 GMT -4
I've tried out ranching and like it. 10 (800 food) cows turn into 5000 food when I need the imperial age. Never missed land grab. Japs/Sioux would be a real bitch to deal with. French/Aztec might have problems late game.
Congrats on the presentation.
Yes, I had pizza and too much root beer. Woke up at 3 am. Strange.
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Post by boorules60 on Aug 15, 2008 10:30:39 GMT -4
Actually, I bet the Japs and Sioux could have some real problems late game eco wise. Neither has a great eco, but I guess that doesn't matter when none of your units are going to die. What better way to keep your daimyo same than throwing him in a bunch of teepees! We also shouldn't underestimate China/Spain which could be disgustingly OP if they kept their units together. Dutch/German could be a REAL problem for certain civs. The Brits/India might not be the best overall civs for TRT, but they could really pack a punch since they both have a good eco and pretty strong units. India also has a late game supply of wood. Cows are tricky but are probably worth the micro...
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