Utterly stuck on 330

Conquer the island
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malairt
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Utterly stuck on 330

Post by malairt » Mon Mar 29, 2010 12:16 am

I've beaten all the standard maps on "very clever" but I can't beat this one.

You start with a struggling colony in the centre and that's about it. The browns have a massive advantage starting in a relatively chaotic peninsula on the left hand side lower. Even if you do manage to get something going in the centre you're constantly fighting on all sides until the browns sweep in and win.

Anybody ever beaten this one?

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Legacy
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Post by Legacy » Mon Mar 29, 2010 2:48 am

I got as far as the late 20's, and ended up having to keep switching focus from a yellow(4) empire in the east, a brown(6) one to the southwest, and light green(5) to the north. It could have easily been dark green(3) in the north, depending on my decisions, and whether brown is aggressive against them or me.
"Every man is my superior in that I may learn from him."

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Legacy
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Post by Legacy » Mon Mar 29, 2010 3:14 am

Surrender offer at turn 30, turned it down, but still have a strong-ish yellow to stomp out, and the very southern tip of brown to clear out. The key is sort of drawing brown to overextend north of your central empire, cut that push, let them do it again while you establish and fortify a good border to your eastern edge, re-cutting brown, then driving into their peninsula, taking land faster than the other players nibble at you. Before another empire becomes a true threat, fortify your holdings in brown, and turn to face the largest threat.

Threat management is key.
"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!

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Fusion_power
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Post by Fusion_power » Mon Mar 29, 2010 9:48 am

easily beaten in 19 days.

you make brown suicide on day 11 and make light green suicide on day 15. end of story.

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Post by the space predator » Tue Mar 30, 2010 10:12 pm

:shock:
19 day!

you are sure that you are playing the same map?
and in very clever?
I need to write something, so i create that signature.

malairt
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Post by malairt » Wed Mar 31, 2010 4:13 pm

Thanks guys - at least I know somebody else has done it so I'll try again.

I can never get the central empire going strongly enough to be in a position to cut brown.

Do you put your initial starting castle (in the centre) beside your HQ or at the top of your burgeoning empire? Assuming you go for a quick starting knght there?

malairt
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Post by malairt » Wed Mar 31, 2010 5:04 pm

Surrender on day 28. Thanks for the comments. I was really annoyed to have only one map which I just couldn't beat.

And thanks to Sean for, mmmm, lots, of years of entertainment.

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Post by Legacy » Wed Mar 31, 2010 5:09 pm

I don't know that I had any castles until I was holding off yellow to the east... the key is to actually not dive straight into the merger in the center. You win or lose this map in the first five turns or so, and the first three or four determine how long it takes you to win or lose. And always wait as long as possible to build knights, as they are a huge drain on resources. Think of it this way: A peasant costs two points to maintain for a turn, so in two turns it can capture enough land to pay its upkeep, after that it is profit. A knight has to capture a hex every turn for 18 turns to start paying its keep, so by the time you get one, it may never pay for itself. That's a simplified way of looking at it, as it doesn't account for losing territory on a given turn, but it makes a nice baseline. The initial cost of units is relatively insignificant, especially for the higher ups. Barons, for instance, cost more in upkeep per turn than they cost to build.
"Every man is my superior in that I may learn from him."

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Post by malairt » Sun Apr 18, 2010 2:31 am

I'm not sure I get you Legacy. Knights cost 6 per go and as you will almost certainly convert 2 peasants to a knight, the net extra drain on your resources is only 2. So I can't see how it takes 18 turns to repay its cost. In any case, if you wait too long, your neighbour will undoubtedly have one and disect your holdings. Your advice would lead to an early bath I fear.

The point at which you convert 2 peons to a knight is a personal one and depends on your ability to expand using peasants and your fear of the folks next door. There comes a point when you can't expand as there are peasants and huts everywhere: to continue you need a knight.

In my case, a castle was essential to guard the hut from an early green knight while I expanded Northward.

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Legacy
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Post by Legacy » Sun Apr 18, 2010 1:40 pm

Knights are the third tier units that wipe out castles. Spearmen are what two peasants fuse into.
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Post by Fusion_power » Sun Apr 18, 2010 7:56 pm

space predator,

I am playing the same game you are, but I play it much better than most.

I don't know if any of the old crew are around, but in online games at least 2 other players almost always have to gang up to beat me. 5 of us did a lot of the beta testing for slay version 4.

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Post by the space predator » Tue Apr 20, 2010 10:26 pm

Ok, sorry, I don't want to insult you, but I have test a lot of variant, and I have never win it in less then 30 times.
I need to write something, so i create that signature.

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Post by Made in China » Sun Dec 12, 2010 9:09 pm

As a frenchmen once eloquently put it: MERDE

whipped at day 15 VC
"Be not afraid of greatness; some are born great, some achieve greatness, and others have greatness thrust upon them." William Shakespeare

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