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  • Game beginnings

    So, when I start my game as the Germans, I always seem to have the same neighboring nations. The game always starts off as a land rush and I have to boot them off "my property". I hate having squatters coming over and plunking down a town right between two of mine.

    I've tried using islands or huge maps and even lowering the number of competitive civs but still the computer seems to put other nations right next to me. What's the deal? Civ2 seemed to be better at civ placement.

    Thoughts?

  • #2
    The problem of a civilization having the same neighbours in successive games can be solved by disabling the "culturally linked starting locations" on the setup screen.

    I have not played often enought to observe the civ placement problem myself. Is it really a problem of close starting locations or is it just that the opponents are just expanding more rapidly?

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    • #3
      It's definitely putting them next to me. Even on huge, after only building 3-4 cities I found them lurking next to me. They only had a couple cities also so they are very close. About the only thing I dislike about the game!

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      • #4
        One solution is to create your own scenerio and to change the minimum starting distance for each map size. Remember that the placement has to factor in placement rules for all civs not just in relation to yours.

        Also use the random map generator to generate maps rapidly it will help you see the patterns and limitations of the placement algorithms.
        * A true libertarian is an anarchist in denial.
        * If brute force isn't working you are not using enough.
        * The difference between Genius and stupidity is that Genius has a limit.
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        • #5
          I would say that on a 70% water Pangea map with 100x100 and 8 nations, you could expect to see others about 12 to 16 tiles away to start.

          So if you lay down 2 more towns at CxxxC you will be butting heads with one neighbor.

          That is about par for the course. You will see all sorts of variations and should get start with lots of room at times.

          It really does not matter, you just have to learn to handle them. Best to stick with st maps and default civs. This gives you a good base to go from as you move up levels.

          Once you are comfortable with Emperor, then start trying non std maps or variations.

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          • #6
            also, seems like the game evens things out by giving players with good starting locations more competition and neighbors.

            And to me it seems like germans (having a military advantage) gets tight of room, while americans or russians get more room foe expansion.Im not sure about it though...

            And seafaring nations always start on the coasts, every time. It would then be thinkable for other civs to having to start somewhere that would benefit them too. (or maybe not benefit them or giving them an advantage, but at least get to start somewhere on par with their playing style.

            Another tip for you is to play with expansive and/or agricultural civs. Also, industrial ones can build roads fast, which helps too.

            Germans, being scientific, can build libraries really fast which comes in handy if you want to tie your cities together by expanding borders! That way, the other civs cant build in between your cities.

            Also (and some ppl might not agree here but...) try to expand in circles of cities from the capital, not in lines of cities. That way, you ll need less roads, less worries about corruption and a tighter civ in general, with a few core cities producing fast and workers being able to travel fast between cities (meaning less turns for workers to travel and more turns for workers to work)

            of course, one or two cities (or more) might be used as "colonies" (maybe close to a wheat or cattle, that way they can expand individually even if they are a bit away from your core of cities, but corruption/waste will be an issue, maybe) for expanding a bit further also. There are always exceptions to a rule

            I tend to overexpand also, not protecting my new cities sometimes, which is kind of a mistake of course. expansionistic civs does have the advantage that they will never encounter barbarians in huts they explore by themselves though, so you could enter a hut with a lone worker or a settler. however, other civs might make barbarians appear... Its kindof a gamble to build settlers without having warriors or spearmen as an escort... yup, it is. generally, i wouldnt recommend it, but it can be the difference between you and an enemy getting a good spot for a city.

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            • #7
              Some good info people. And simspacey, I think you've hit it exactly! I wasn't aware that civ-specific personality traits played such a part in the game but I think it explains things well. There are two things I hate:

              Having a civ put a city within my sphere of influence.

              Letting a great city build-site get taken by another civ.

              I must have been a despot in another life. lol

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              • #8
                Game beginnings

                I also reccommend you to use U3D. However, in that case you will not be able to consult this forum for problems.

                But with hard work and inventive programming skills you can create a great looking game in d3d.
                Since it is a TDS, you will not have to deal with problems such as draw distance and other stuff.

                Maybe I will restructure and speed up U3D some day to resemble d3d programming to enable more users to use U3D.
                Regards

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                • #9
                  The game strong points, however, modify the primary guidelines and have long-term significances for how you perform the experience. For example, when you perform as the Babylonians, who appreciate their strong points of being "scientific" and "religious," you pay 50 percent price for medical and spiritual components.

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