And here's another version of the same scenario with the Hittites a neighbor instead of the Americans. This version is useful mainly if anyone wants to play a civ that starts with Masonry but not Alphabet.
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AU Mod Test Game: Explorig Colosseums as Tourists
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Originally posted by Moonbars
I proposed moving them to CB, for this test game only, so as to ensure we CAN build some. If the game breaks, then our assumption that a few early cols is unbalancing is confirmed. If we build lots of early cols and the game doesn't break.. then we've proved there is no problem.
It's the Colosseum's cost, combined with its location in the tech tree, that offsets this powerful new ability we are proposing it have.And her eyes have all the seeming of a demon's that is dreaming...
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Well, as I'm sure was expected, it's harder than I thought. No screens, but I will post a couple saves so people won't accidentally see things they don't want to know. I have at least three cities that are quite ready to build a Colosseum, but getting the tech is harder than anticipated. I'm wondering if an Exp. civ could really aid in this dept, however.
Here's my first save:Attached Files"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by punkbass2000
Well, as I'm sure was expected, it's harder than I thought. No screens, but I will post a couple saves so people won't accidentally see things they don't want to know. I have at least three cities that are quite ready to build a Colosseum, but getting the tech is harder than anticipated. I'm wondering if an Exp. civ could really aid in this dept, however.
Here's my first save:
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If those rare circumstances can't be duplicated in a playtest game played solely for that purpose, we shouldn't consider them as part of any game-breaking strategies, no matter what the late game results are.Enjoy Slurm - it's highly addictive!
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Originally posted by Rommel2D
If those rare circumstances can't be duplicated in a playtest game played solely for that purpose, we shouldn't consider them as part of any game-breaking strategies, no matter what the late game results are.
There are three reasons I took the approach I did. (1) The vast majority of AU games are not designed to give the player an unbalancing advantage over the AIs in starting position. (2) past a certain point, starting positions are so favorable that it doesn't really matter if a player gets a "game-breaking" advantage late in the game because any semblance of balance was broken long before then. And (3) I wanted the game to be fun to play.
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If two quality players trying different maps and tribes can't produce one example of an early colosseum bumper crop, it isn't going to happen enough in random games to worry about. I'm not saying we should draw any conclusions at this point, but the burden of proof is on those that suspect it is likely...Enjoy Slurm - it's highly addictive!
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Originally posted by Rommel2D
If two quality players trying different maps and tribes can't produce one example of an early colosseum bumper crop, it isn't going to happen enough in random games to worry about. I'm not saying we should draw any conclusions at this point, but the burden of proof is on those that suspect it is likely..."I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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Originally posted by nbarclay
What tech strategy did you use? I tried a couple test runs with the Aztecs on Emperor researching Alphabet as my first tech and America beat me both times."I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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I just found a bug that I hadn't previously known about. When I compared punkbass2000's game with some unsuccessful attempts I made to replicate it, I discovered that his research cost was half of what mine was (with both of us playing on Emperor). On further investigation, it seems that the scenario is calculating tech costs based on the world size for whatever game has been played previously. (I can see the change when I start a new regular game and then reload the scenario.) So even though the map size in this game is supposed to be standard, it looks like I've been playing with huge-map tech costs, making my research costs one and two what they ought to be. Conversely, I'm speculating that punkbass2000 may be playing with small-map tech costs, which would make his tech costs about 17% lower than they ought to be.
In any case, forget everything I said based on my results from my test games thus far. I'll have to start testing over again with the tech costs acting like they're supposed to.
I haven't tested yet to see whether the same bug hits other scenarios with built-in maps. If it does, we need to make sure we release AU games as .sav files rather than as scenarios, at least as the primary format.
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Here's the save as well as the thread, for background info. The tech pace is absurd on this Emperor game on a Huge Map (despite the unusual "challenge" form of the ridiculous KAI, the rest of them were all advancing in tech rapidly). I came up with a few reasons (trading with KAI, Exp, etc.) but now that I've seen N's post I think this is liekly the best explanation.Attached Files"I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
-me, discussing my banking history.
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