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Going for 1000 AD without huts

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  • #31
    sounds like i might give it a go if we do a fortnight thing I'd like to think i can do better than i did yearwise than i did in the OCC games if i can get myself to look analyze each turn before moving on to the next(something i think a few demo game citizens probably wish i would do less of over there ).
    Insert witty phrase here

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    • #32
      Originally posted by solo

      Please correct me if I am wrong, and all others are welcome to add your name to the list of those who might be interested in participating in Early Landing comparison games.
      I'm interested in participating - although I'll probably be going for the wooden spoon.

      RJM at Sleepers
      Fill me with the old familiar juice

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      • #33
        SG(2),

        My apologies for confusing the SG's, as earlier posts in this thread had all been made by SG(1), and I forgot to check whether it was you or SG(1) who suggested the 50g idea. I was unaware of SG(3)'s presence, but welcome her, too. Thanks for that extra clarification.

        Before fully endorsing the 50g idea, I decided to try it out some in an experimental game, and must confess that it quickly became pretty irksome to keep reloading on several huts until 50g appeared. Someone else mentioned this as a potential problem, too.

        My personal preference now is for handling huts the way I did by just ignoring them. As stated earlier, ones appearing inside a city radius can be snuffed out without any result by placing workers on the hutted tile. Wiping all huts would enfeeble the AI so much, that I do not believe that is the way to go, either. I think the best solution is to prohibit the tipping of huts and leave it to all participants to play by this rule, since me must trust each other to abide by all the other rules governing the game, anyways.

        If no one objects, we'll extend the time limit another week to accomodate Elephant and for now, will go with medium maps, too.


        Okay, it looks like we've got a good group wanting to play, and welcome to SCG and rjmatsleepers. I will use the following procedure when preparing starts.

        1. I will generate random starts until I have a good one I think is worth our time and trouble. When this happens, a 4000 BC save will be preserved.

        2. I will begin a game using the start, and after playing for a while, I will be able to determine if there is a suitable SSC site. If one can not be found, I'll discard the start and begin over again with another.

        3. Once I've located the SSC site, the start becomes a keeper, and it will be used for the comparison game. I will start a new thread on this forum and post the 4000 BC save, plus add a hint (if needed) for locating the SSC site, so that other players are able to find it as quickly as I did, if I found it myself rapidly.

        4. Since I will keep a game log while investigating all potential starts, I will be able to continue with my own game, and let others begin their own by using the 4000 BC save.

        So, now I will spend some time looking for a suitable start for our first game.

        Another thing I will do is post a log and some more details here about my game without huts that resulted in a landing of 956 AD. Some fundamental changes in strategy were necessary to beat 1000 AD without huts and outside sources of income.

        Incidently, playing without huts is really a lot of fun, too, and I think everyone will enjoy trying it this way in the first comparison game. However, if no one shares my enthusiasm for doing it this way, the rules can be altered in future games to suit the majority opinion.

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        • #34
          1 ad? ac in chieftain...

          Urf. i can make tanks at...

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          • #35
            Solo,

            This is what I was hoping for very early on in the pre-500AD thread and I want to participate. It will be fun and a marvelous learning experience for all.

            Some hints from your game would be welcome. I can imagine many difficulties playing without huts. No Advanced Tribes, no explorer units, etc. This will require a new strategy I think.

            For a detailed log do you guys recommend opening WordPad, or something?? I have previously kept a log by hand and then typed it up at the end--very time consuming.

            Let the fun begin.

            Monk
            (thinking pre-1000AD will be a stretch)
            so long and thanks for all the fish

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            • #36
              For OCC logs, i kept a small notepad window open that i could easily alt-tab to anytime anything of note was done or occured - I'd also save that notepad every couple turns to avoid having to retype
              Insert witty phrase here

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              • #37
                Originally posted by SCG
                For OCC logs, i kept a small notepad window open that i could easily alt-tab to anytime anything of note was done or occured - I'd also save that notepad every couple turns to avoid having to retype
                Thanks, SCG.

                Is there any problem transferring the log...layout, etc??

                Monk
                so long and thanks for all the fish

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                • #38
                  Originally posted by Bloody Monk
                  Thanks, SCG.

                  Is there any problem transferring the log...layout, etc??

                  Monk
                  if its in notepad, you can just copy/paste it in. I usually like to include the bold and unbold ([/b]) and other syntax in the text in notepad, but not required
                  Insert witty phrase here

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                  • #39
                    I agree...

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                    • #40
                      Originally posted by solo
                      1. I will generate random starts until I have a good one I think is worth our time and trouble. When this happens, a 4000 BC save will be preserved.
                      Solo ... perhaps for the first game!

                      I know that the records you have broken required a map with certain characteristics ... but we can learn some early landing techniques on any map. I'm just thinking that the average player wanting to enjoy a competent game of Civ2 doesn't want to load a 100+ games until the starting techs are one short of Monarchy with a handy SSC site five squares away. Good play will be reflected under any conditions.

                      [awful cliché] When the going gets tough, the tough get going. [/awful cliché]

                      -------------------

                      SG(2)
                      "Our words are backed by empty wine bottles! - SG(2)
                      "One of our Scouse Gits is missing." - -Jrabbit

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                      • #41
                        I too think it would be more interesting with no starting techs and a general start (though rotten starts can be eliminated). Why remove the element of hut luck and leave so much in?

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                        • #42
                          Originally posted by DrSpike
                          I too think it would be more interesting with no starting techs and a general start (though rotten starts can be eliminated). Why remove the element of hut luck and leave so much in?
                          I go along with DrSpike about the starting techs. They do have a significant impact on landing date, even though we will all be using the same start.

                          Incidentally, should we be using the standard rules.txt? The one I play with has some modifications. Mainly names of rulers and cities, but I have made some changes in the characteristics of the English. I don't think it makes a great deal of difference, but I thought I better raise the question.

                          RJM at Sleepers
                          Fill me with the old familiar juice

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                          • #43
                            Hehe! Trully. I maked *.txt more intresting...
                            and i guestion is...
                            What techs cam to in my To Map Making?

                            Or whot i need A extra land unit?

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                            • #44
                              Welcme to Monk, too!

                              obiwan18,

                              I hope you join in. Sometimes newcomers surprise us all by trying something different.

                              SG(2),

                              A point well taken about starts, and since some others concur with your opinion, I'll be happy to substitute a start with few or no starting techs, and will mainly look for starts having suitable SSC sites, as was done by Paul in OCC. I hope to have the first start and game ready to go sometime later today.

                              rjmatsleepers,

                              Use your best judgement about your rules.txt. If your modified one does not confer any noticeable advantages or for that matter, penalties, I can not see any reason to disallow it.

                              ottok,

                              Yes, of course!

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                              • #45
                                Originally posted by rjmatsleepers
                                Incidentally, should we be using the standard rules.txt? The one I play with has some modifications. Mainly names of rulers and cities, but I have made some changes in the characteristics of the English. I don't think it makes a great deal of difference, but I thought I better raise the question.

                                RJM at Sleepers
                                I don't see a problem with it. Although if one of the AIs is the English, maybe you could note at the beginning of the log which civ they are playing like instead (if any). For example, making the English more civilized would give them Roman charactaristics; only making them more aggressive would give them Viking charactaristics - and so forth.
                                Insert witty phrase here

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