Hi everybody,
I believe it is time to write down some comments about Sid games. As you well know, I spent several months playing on this particular level. I won ‘regular’ Sid games, 5CC games and even an OCC. I could even say I won everything there was to win (except maybe an Eternal War On Sid Forever…).
I perfectly know I was not the first one to win those games. All players on the ‘better-than-average’ category and above have certainly tried (and won) these games. So, no real glory for MS. However, if I am correct, I was the first one to report those wins on this forum. I often wondered on the reasons for this silence. After all, a forum like ‘poly is also a ‘challenge club’, where the most dedicated players compete between themselves to achieve the ‘best’ (and possibly) most spectacular win. The AU is the living proof of this.
So, why this silence on Sid games? I can’t answer for the others players (who are most welcome to come forward and give us their opinion), but for me the Sid level is a big disappointment and this for several reasons:
Basically, the Sid level gives the AI extra settlers and military units at the very beginning of the game. The consequence is that if the AI has room enough to expand, it will out-rex you. By the time you build your 1st settler, the AI has probably about 8-12 cities. Multiply it by the number of civs in the game and you understand very easily the English expression of ‘underdog’. Of course, if your capital happens to be situated near another AI’s capital, you’ll probably never manage to build your 1st settler. You’ll be crushed by half a dozen warriors before your 2nd one is built…
The above means that you can hope to win only on certain maps. From my trials, you can forget to win, or even compete, on a standard pangea map. You can do much better (for a while at least) on a continent map, provided you have no more than 3 civs (your included) and a way to block the settlers of your nearest civ. This means that you have to ‘twist’ the map accordingly. The consequence is a game focused for a long time on ‘bop-settlers’ and ‘kill-warriors’, until you complete your rexxing. Tactically challenging, maybe, but you’ll enter the Middle Ages with a barrack as the only city improvement…
But even if you manage to finish your expansion and stay alive, you soon realize that while you built settler, workers and military units like crazy, the AI completed libraries, marketplaces, aqueducts etc. and is ways ahead in terms of culture and research. Put it in 4 words: end of the game (for you).
That leaves you with an archipelago map, or a continent map with you on an island. The game is winnable, provided your island is not too big (beware of galleys full of settlers after 30 turns!). Of course, if it’s too small, you will not be able to compete in terms of gold and research output. Don’t forget that the fewer cities you have, the bigger are the costs of your military (I remember watching with fascination fleets of 6 caravels sailing towards your shores when my total military was about 20 units, spread between my cities), and a big military means less gold to spend on research…
After several tries, out of sheer frustration, you start to ‘twist’ your maps, just in order to give you a fair chance to compete. Then, after a while, you really start to create crazy maps (did I ever mention my 16-civs 1-city-per-civ Challenge?).
Finally, you got your ‘perfect’ map for a ‘perfect’ win. And you realize that it’s no fun at all. The map is so ‘twisted’ that you know you’re going to win if you just pay it correctly and the rest of the game is just pure mechanics: research this, build that, trade A for B at this point etc.
The main reason I’m still playing Civ after all these years is the thrill you get when you fire a game without knowing the world you’re in and what opponents you are facing and the satisfaction (no, the pride) when you win against (all) odds. But this is really possible only up to demi-god. Sid takes all the fun out of the game…
Now, should we forget about the Sid level? Not necessary. Playing on Sid is a’ harsh mistress’. Even with a ‘twisted’ map, you cannot afford too many mistakes. Every shield and gold coin counts…
Then there is the message we should pass along to the real Sid: find ways to improve those levels! And the game in general… Just increasing the number of settlers and military units on higher levels is not enough, by far. Find something a bit more subtle, please. And especially, have the AI react to some specific settings. Just one example: on an archipelago map, every AI should automatically start researching the Alphabet, then Map Making. In my Sid games, I just love to choose Egypt. When I’m researching Currency, three times out of four they still have not researched the Alphabet. I understand that it’s hard for them to switch away from their hieroglyphs, but it doesn’t make any sense…
A well, I’d better stop now. Let’s fire (another) game. BTW, any enjoyable (and winnable) Sid games around? If yes, please post some 4000BC saves…
I believe it is time to write down some comments about Sid games. As you well know, I spent several months playing on this particular level. I won ‘regular’ Sid games, 5CC games and even an OCC. I could even say I won everything there was to win (except maybe an Eternal War On Sid Forever…).
I perfectly know I was not the first one to win those games. All players on the ‘better-than-average’ category and above have certainly tried (and won) these games. So, no real glory for MS. However, if I am correct, I was the first one to report those wins on this forum. I often wondered on the reasons for this silence. After all, a forum like ‘poly is also a ‘challenge club’, where the most dedicated players compete between themselves to achieve the ‘best’ (and possibly) most spectacular win. The AU is the living proof of this.
So, why this silence on Sid games? I can’t answer for the others players (who are most welcome to come forward and give us their opinion), but for me the Sid level is a big disappointment and this for several reasons:
Basically, the Sid level gives the AI extra settlers and military units at the very beginning of the game. The consequence is that if the AI has room enough to expand, it will out-rex you. By the time you build your 1st settler, the AI has probably about 8-12 cities. Multiply it by the number of civs in the game and you understand very easily the English expression of ‘underdog’. Of course, if your capital happens to be situated near another AI’s capital, you’ll probably never manage to build your 1st settler. You’ll be crushed by half a dozen warriors before your 2nd one is built…
The above means that you can hope to win only on certain maps. From my trials, you can forget to win, or even compete, on a standard pangea map. You can do much better (for a while at least) on a continent map, provided you have no more than 3 civs (your included) and a way to block the settlers of your nearest civ. This means that you have to ‘twist’ the map accordingly. The consequence is a game focused for a long time on ‘bop-settlers’ and ‘kill-warriors’, until you complete your rexxing. Tactically challenging, maybe, but you’ll enter the Middle Ages with a barrack as the only city improvement…
But even if you manage to finish your expansion and stay alive, you soon realize that while you built settler, workers and military units like crazy, the AI completed libraries, marketplaces, aqueducts etc. and is ways ahead in terms of culture and research. Put it in 4 words: end of the game (for you).
That leaves you with an archipelago map, or a continent map with you on an island. The game is winnable, provided your island is not too big (beware of galleys full of settlers after 30 turns!). Of course, if it’s too small, you will not be able to compete in terms of gold and research output. Don’t forget that the fewer cities you have, the bigger are the costs of your military (I remember watching with fascination fleets of 6 caravels sailing towards your shores when my total military was about 20 units, spread between my cities), and a big military means less gold to spend on research…
After several tries, out of sheer frustration, you start to ‘twist’ your maps, just in order to give you a fair chance to compete. Then, after a while, you really start to create crazy maps (did I ever mention my 16-civs 1-city-per-civ Challenge?).
Finally, you got your ‘perfect’ map for a ‘perfect’ win. And you realize that it’s no fun at all. The map is so ‘twisted’ that you know you’re going to win if you just pay it correctly and the rest of the game is just pure mechanics: research this, build that, trade A for B at this point etc.
The main reason I’m still playing Civ after all these years is the thrill you get when you fire a game without knowing the world you’re in and what opponents you are facing and the satisfaction (no, the pride) when you win against (all) odds. But this is really possible only up to demi-god. Sid takes all the fun out of the game…
Now, should we forget about the Sid level? Not necessary. Playing on Sid is a’ harsh mistress’. Even with a ‘twisted’ map, you cannot afford too many mistakes. Every shield and gold coin counts…
Then there is the message we should pass along to the real Sid: find ways to improve those levels! And the game in general… Just increasing the number of settlers and military units on higher levels is not enough, by far. Find something a bit more subtle, please. And especially, have the AI react to some specific settings. Just one example: on an archipelago map, every AI should automatically start researching the Alphabet, then Map Making. In my Sid games, I just love to choose Egypt. When I’m researching Currency, three times out of four they still have not researched the Alphabet. I understand that it’s hard for them to switch away from their hieroglyphs, but it doesn’t make any sense…
A well, I’d better stop now. Let’s fire (another) game. BTW, any enjoyable (and winnable) Sid games around? If yes, please post some 4000BC saves…
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