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  • I would think seafaring is a big boost in that map. You not only want the lowered chance of sinking, but the extra movement to cover more tiles. At a 2 tile per turn, it takes a long time to find anyone other civs, if you have a route to them.

    So that is what I was talking about. It could be a real bugger to find a neighbor off your island in the world before turn 60.
    You would need a lot of luck.

    In my game, I had more than three ocean tiles in all directions and only a 2 move ship. This is not going to be profitable. I do not even see anything to point me a direction.

    Comment


    • I am glad to see soem people are taking the leap and maybe you or someone will hit on a strategy for a map that will work. Well I mean one that is not over the top.

      I am not willing to give myself stacks of units to start the game in order to win.

      I will have to go to CFC and read the HoF rules to see what they are.

      Comment


      • Originally posted by vmxa1

        Using far below the std nuber of civs for the given map is probably an aid to the player, but I could be talked out of that position. This is because it could lead to a KAI much sooner, but I would ten to hurt the AI's tech race. This may not be a big factor, given the research bonus at Sid.
        I chose those 8 civs because 1. No huts makes choosing expansionist for opponents unfair IMO. 2. I didn’t want them to start with Alphabet/Curraghs. 3. I didn’t want any AI be culturally linked to me for startup…I want at least little room to Rex.

        I’m unsure about the number of AIs. Six is the HOF minimum for large maps so I think eight is fair but I just haven’t played enough games with different numbers to have a good feel for how games play out with different #s. Killer AIs are a problem just as you pointed out. I lost my last game because a killer AI arose and it just seemed unstoppable. I had a worldwide alliance against him and sabotaged the United Nations about six times but that meant I didn’t have the gold to steal tech. He was too far away to invade and so when he got the sixth or seventh spaceship part and nobody else had even gotten tanks I called it and decided to live by the sword in my next game, i.e., the one I posted the screenshots from.
        The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

        Anatole France

        Comment


        • Originally posted by vmxa1


          In my game, I had more than three ocean tiles in all directions and only a 2 move ship. This is not going to be profitable. I do not even see anything to point me a direction.
          Curraghs sink about half the time so you can suicide your way across the gulf with multiple ships if need be. The rewards demand the sacrifice.
          The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

          Anatole France

          Comment


          • I just reread the HoF rules. They seem fair to me. The only one I am concrned about is the allow culture victory.

            First I always hate it and second I feel it wil be very hard to prevent the AI from a culture win on contients or pangea.

            Comment


            • Originally posted by vmxa1

              I will have to go to CFC and read the HoF rules to see what they are.
              Game Types: Only single player epic games are allowed. The 'Play Last World' option is not allowed. Scenarios are not allowed. World Settings: Any default world settings are allowed. You may choose the map's Size, Barbarian, Landform, Water Level, Climate, Temperature, and Age...


              Aeson: I hope you will not be offended if I quote you.

              "HOF Rules
              Game Types:

              Only single player epic games are allowed. The 'Play Last World' option is not allowed. Scenarios are not allowed.


              World Settings:

              Any default world settings are allowed. You may choose the map's Size, Barbarian, Landform, Water Level, Climate, Temperature, and Age settings. You may enter a seed number for the map only if you have not used that seed before in the game or the editor for a map with similar settings (Size, Landform, Water Level).


              Difficulty Levels:

              Any of the default difficulty levels are acceptable, and will be ranked according to other games of similar difficulty. C3C games at Demi-god difficulty will be ranked against Civ/PtW Deity games. C3C Deity and Sid will have their own new difficulty rankings.


              Opponents:

              You may select who your opponents are. This change is mainly to reduce the already tedious task of choosing a map to play on.

              You must have at least the following number of opponents per mapsize: (will be the same for any game type)

              Tiny: 2
              Small: 3
              Standard: 4
              Large: 6
              Huge: 8


              Victory Conditions:

              Necessary:

              - Allow Conquest Victory
              - Allow Cultural Victory
              - Allow Diplomatic Victory
              - Allow Domination Victory
              - Allow Space Race Victory
              - Preserve Random Seed
              - Allow Cultural Conversions (PtW/C3C only)

              Player's Discretion:

              - Respawn AI Players
              - Culturally Linked Starting Loc.

              Disallowed:

              - Wonder Victory
              - Accellerated Production
              - Elimination
              - Regicide
              - Mass Regicide
              - Victory Point Scoring
              - Capture the Princess


              AI Aggression Levels: (C3C only)

              Allowed:

              - Least Aggressive
              - Less Aggressive
              - Normal
              - More Aggressive
              - Most Aggressive


              Modifications:

              Graphics modifications are allowable. So are setting the colors and names of the civilizations. Any changes beyond this are disallowed.


              Versions:

              Acceptable:

              Civ 1.29f
              PtW 1.14f
              PtW 1.21f
              PtW 1.27f
              C3C 1.00f
              C3C 1.02f
              C3C 1.12f
              C3C 1.15f

              For patches visit Civilization III: Patch & Updates


              Exploits and Cheats:

              The following list of exploits and cheats may be incomplete. If you have a question regarding the validity of a tactic please feel free to ask in the Civ3 - Hall of Fame Discussion Forums.

              Green exploits - allowable.
              Orange exploits - may result in your game being excluded.
              Red exploits and cheats - disallowed.

              View Opponents - Using the F10 screen 'View Opponents' list to find out what civs the AI are playing in your game. (Civ/PtW/C3C)

              Prebuilding - Using one improvement or unit as a pre-build for another not available to build yet. (Civ/PtW/C3C)

              Palace Jump - Disbanding or otherwise losing your capitol will result in the Palace being relocated to another of your cities. (Civ/PtW/C3C)

              FP rank bug - Cities around the FP are not affected the same by corruption as cities around the Palace. Placement of the Palace as far away from your 'core' as possible thus can drastically reduce corruption. (Civ/PtW)

              RCP - A city placement scheme some would call an exploit. (Civ/PtW)

              ICS - A city placement scheme some would call an exploit. (Civ/PtW/C3C)

              ROP Backstab - Attacking a civ which you have an ROP with can allow you to get into perfect position before the attack. This carries a heavy reputation hit. (Civ/PtW/C3C)

              ROP Resource Denial - Signing an ROP and using your units to block or hamper AI movement in their own territory.

              Scout Resource Denial - Using a Scout or other non-military unit to block or hamper AI movement in their own territory.

              Short Rushing - Breaking into the build sequence using 'Big Picture', or 'Unit Build' options, you can rush remaining shields before the production for that turn is calculated. This allows for finishing a build either by completing the current build in total, or rushing something else that is slightly less costly, and allowing the regular production to finish the build. Other similar options, like making sure citizens will not riot and changing prebuilds during this phase are also allowed. (Civ/PtW/C3C)

              GPT for Upfront - Signing GPT for upfront compensation from the AI, and then using a declaration of war or disconnect of trade route to cancel the deal. Comes with a reputation hit in some cases, in others it is free. (Civ/PtW/C3C)

              GPT bug - Doubling of GPT deals in C3C 1.00f and 1.02f. May result in the exclusion or eventual removal of a game if the game is played specifically to exploit it by offering cash for GPT and vice versa. Regular use of GPT deals is allowable. (C3C)

              Changing Laborers pre-Production Phase - Breaking into the build sequence and changing Laborers from high commerce tiles to high production tiles by navigating through the city arrows or F1. Changing the Laborers in a city which has already completed it's production phase is allowable though. (Civ/PtW/C3C)

              Mobilization Exploit - Breaking into the build sequence and changing Laborers to generate infinite shields. (PtW)

              Reloading - Reloading a save to try and change game events is not allowed. You may reload if the game crashes, you have started a new playsession, or to avoid Domination victory.

              Save File Editing - Use of any program or utility to modify a save file.

              Modifying Default Game Rules - Other than the civ colors and names.

              Use of non-Acceptable Utility Programs - Use of any utility program not on the acceptable utility programs list.


              Acceptable Utility Programs:

              MapStat - Gives the domination limit, and how close you are to it. Use of Mapstat options to generate knowlege of the AI that is otherwise hidden from you in your game is not acceptable though.

              Apollo - Gives a prediction on when Cultural victory would be triggered.

              Trade Assist - Gives a quick view on diplomatic options available.

              HOF Map Finder - Automates generating maps, screenshots of the starting location, and checks the domination limit for you.

              CrpMapStat - A domination limit utility that works with C3C."
              The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

              Anatole France

              Comment


              • Originally posted by vmxa1
                I just reread the HoF rules. They seem fair to me. The only one I am concrned about is the allow culture victory.

                First I always hate it and second I feel it wil be very hard to prevent the AI from a culture win on contients or pangea.
                It's a balancing act, no doubt, but I'm going to try it anyway and if I can't win it in a few months then I'll think about adopting different rules.

                Cheers
                The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

                Anatole France

                Comment


                • I do not mind a suicide run, but I had no idea in what direction to go for it. No culture borders came into view.

                  I feel island maps are my weakest point as I play every few of them.

                  Comment


                  • Island maps require IMO the most skill to play well. They also lead to a different style of game from standard maps, so I try to play all types.

                    Comment


                    • Since C3C I sort of felt it was not fair to play with lot of water. Especially if you take a seafaring civ, but at the highest levels it probably is offset by the AI bonus.

                      The AI does not make curraghs and will not do suicide runs, you have that advantage. Even in contient game at emperor, you can get contacts with most or all of the civs, while they have none with other lands.

                      At Sid that does not work for the most part as they will soon have gallies and be able to cross sea tiles. The lighthouse will soon be up and now they may get across to all the lands.

                      I am not sure what the skills are, I can see that you need to use a slightly different strategy though. What skills are you refering to?

                      Comment


                      • The AI definitely builds Curraghs on Sid level. Still no suicide behaviour though (of course).


                        Dominae
                        And her eyes have all the seeming of a demon's that is dreaming...

                        Comment


                        • Iroquois on the march

                          Here is how my game have been developing so far.

                          Opening moves: I went with warrior,warrior,worker,settler,granary. I want 2nd worker ASAP to chop some forest and help with the granary. I will also build a coastal city before granary to start exploring the coastline.

                          4000: Settle on the spot. Salamanca: warrior; laborer on forest to avoid shield waste. Worker 3 to BG. Research Writing at min science.
                          3950: Worker: mine.
                          3900: Switch Salamanca's laborer to cow.
                          3800: Warrior (Rambo) done, explores South, Salamanca: warrior.
                          3700: Salamanca size 2, laborer to BG.
                          3650: 2nd warrior (Rocky) done, explores Northwest, laborer to forest for 5spt, Salamanca: worker. Worker finishes mine and starts roading.
                          3550: Worker done, moves 1. Salamanca: settler
                          3500: Road done. 1st worker 2, 2nd worker road.
                          3450: 1st worker road (to the future city site). Rambo spots orange border.
                          3400: Salamanca size 2.
                          3350: 2nd worker 1 to chop forest.
                          3300: 1st worker 4 to chop another forest. Rambo meets Ottomans. They have 6 cities, BW, Masonry, WC, and CB. Lack alphabet. Can swap WC for alphabet (but not masonry). We'll wait. Rambo continues South.
                          3150: Settler done, settler 323 to new city site, Salamanca: granary.
                          3100: 2nd worker finishes chopping and starts roading. Niagara Falls (NF) founded. NF: curragh.
                          3050: 1st worker finishes chopping, road.
                          2950: Rambo meets Zulu. They have 5 cities, BW, The Wheel, WC, and CB. 2nd Worker 996 to cow.
                          2900: 1st worker 8, mine. 2nd worker irrigate.

                          During AI turn cheers erupt at Salamanca as we find out that Zulu are at war with Ottomans. Zulu destroy one of Otto's cities in a bloody battle.

                          I won't keep a detailed log afterwards, just some important events.

                          2800: NF completes Curragh, curragh explores coastline to the south, NF: warrior (to be followed by settler)
                          2630: Granary done. No shield waste but Salamanca has grown to size 3 before granary was full. Thus: Salamanca: warrior while we fill out granary. With a full granary, Salamanca grows every second turn and generates 32 shields in 4 turns. Use as a settler factory, switch worker to tobacco every 4th turn before growing to size 5 so that NF can use mined BG to boost shield output.
                          2550: Salamanca completes warrior and switches to non-stop settler production. Curragh spots blue border. We receive news that some mysterious people called English complete Colossus (which means England enters their Golden Age).
                          2510: Meet Sumerians. They also lack alphabet.
                          2350: Curragh spots green borders.
                          2390: Salamanca and NF both complete settlers.

                          Both settlers move south to hopefully block Ottoman's expansion using a relatively narrow penninsula as a chokepoint. I'll backfill later on. Sumerians finish Pyramids. Curragh meets Aztecs. Everybody but Zulu work on Oracle, so they must have Mysticism as well. It looks like I have found everyone on my continent, so it's trading time!

                          Ottomans: Alphabet+54g for Masonry+BW+CB
                          Aztecs: Alphabet for Mysticism+58g
                          Zulu: Masonry+Alphgabet+Mysticism for The Wheel+Iron Working+22g
                          Sumers: Alphabet for WC+6g
                          Ottomans: IW for 107g.

                          We have horses and we have a shot at iron. It's in the extended radius of Ottoman's city. Unfortunately there is no good city spot immediately close to it. Well, Ottomans must die!.. eventually.

                          2310: Sumerians finish Oracle.
                          2230: Grand River; Allegheny; Salamanca completes settler. Conscript warrior from hut at Grand River.

                          Meanwhile, Rocky finished exploring our Northern territories and is near Grand River. Rambo was recalled for border patrol duties some time ago (didn't keep notes). Our three brave waarriors will try to prevent Ottomans from settling in "our" land.

                          2190: And Sumerians as well
                          1990: A picture is worth 1000 words
                          Attached Files
                          Last edited by ErikM; February 29, 2004, 15:50.
                          It is only totalitarian governments that suppress facts. In this country we simply take a democratic decision not to publish them. - Sir Humphrey in Yes Minister

                          Comment


                          • Vmxa, I mean island maps generally require more skill. Mostly this means more decisions in setting up a productive empire, and more difficult invasions. I grant you in C3C the suiciding curragh is a counteracting force with a seafaring civ, but hopefully that will be addressed soon.

                            Comment


                            • Iroquois on the March - part II

                              1910: Despite our efforts, Ottoman settler pairs did sneak through I take a deep breath, buy Horseback Riding from Ottos for 16gpt and politely ask them to remove their troops. It's war of course. Our warriors heroically whack Otto's two settler pairs. 4 slaves, lost my conscript. I don't have much of a military but Sumerian settlers mucking around in Otto's territory block Otto's from sending reinforcements. We'll try to keep it that way If push comes to shove, I hope we'll be able to buy out Ottomans for Writing which we are about to discover.
                              1750: First 50 turns, we are still alive. Writing done. 8 cities, 1 settler, 8 warriors, two curragh, two workers, 4 slaves.

                              That's it for now We'll see how it goes.
                              Everybody has writing (well, I don't know about Ottos, obviously) but they got it only recently. Zulu have Math, everybody has Polytheism. After establishing embassies with Zulu and Sumerians we notice that Zulu are still at war with Ottos and apparently Sumerians are at war with Aztecs.

                              I wonder if I have a shot at Philosophy. It will take me 16 turns full steam at 20%lux which should be enough. Celts just completed SoZ so undiscovered tribes are probably up to date.
                              Attached Files
                              Last edited by ErikM; February 29, 2004, 14:42.
                              It is only totalitarian governments that suppress facts. In this country we simply take a democratic decision not to publish them. - Sir Humphrey in Yes Minister

                              Comment


                              • Mini-map:
                                Attached Files
                                It is only totalitarian governments that suppress facts. In this country we simply take a democratic decision not to publish them. - Sir Humphrey in Yes Minister

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