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Vel's Strategy Thread - Part Three

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  • #16
    EXPLOITS
    *********

    (List of Acknowledged Exploits you can choose to make use of in your games)

    Lumberjacking (IFE): Chop down trees en mass, to gain the +10 shields. After researching “Engineering” you can replant those trees and repeat infinitely. Using sufficient numbers of slave laborers (free…no support costs), this will net you a VAST advantage in terms of shields produced, and note that these shields are in no was impacted by corruption. (Note – This ability to do this has been severely restricted, post patch. To the point that it can no longer truly be considered an exploit, but has been kept here for historical reference)

    A Possible Use for Priveteers? (Bblue)
    Stumbled across this in my last/current game and came in rather handy, granted this situation isn't that common, but this could be a handy tool in the CIV3 toolbox. One of my continential neighbors, the Aztecs, who I have/had a good relationship with and had no intention of fighting a long drawn out war with had only one supply of Saltpeter. with no saltpeter on the open market for trade this was thier only source. The deposit was on an island with one city and thier only navy was galleys. Thier city didn't have a harbor yet so it wasn't getting to thier mainland, so I had my spy...umm I mean 'tourist' visit the city and saw thay were building a harbor, I quickly built 4 Priveteers and proceeded to embark on a PEACETIME blockade of thier harbor for 30 turns or so (before a french armada of Galleons from half a world away sailed by and sunk them) this was 30 free turns for me to build up a gunpowdered military and... well... take care of the situation before it became a fair fight. Combine this with the 'cheat/bug' where you can stack other ships (ie. battleships) with the priveteer where the game allows units to attack the Priveteer's square, lets the battleship defend and no peace treadies are broken, and this becomes a viable stratagy even in late game. (although exploiting this 'bug' is up to the individual, personally I don't feel it was the way the game was intendend and will not use it unless I see the AI use it (not likely).)

    Brother Kinjy’s Civ-Paralyzation Plan
    If you find yourself positioned such that there is a narrows between you and a rival civ, you can easily thwart the AI's expansion, on all but Diety levels.

    1) Build up a fair number of military units near the narrows.

    2) Let the rival civ establish a city at or near the narrows.

    3) Rush in and capture the city.

    4) Raze the city to the ground.

    5) Pull back your units.

    6) Wait a short while, usually less than 10 turns and watch the rival civ establish another city at the same spot.

    7) Repeat steps 3 through 6.

    For some reason, the AI will invariably attempt to keep settling the same spot, to detriment of their expansion elsewhere.

    Vel’s RoP Blitz
    This will wreck your reputation with all other civs in the game, so think carefully before committing to it….you’ll be regarded as a total bastard and global pariah, but….sometimes you just gotta….you know?

    1) Contact said Civ and trade luxury items and cash for a Right of Passage agreement, giving you access to his roads/rails (already have your army en route by the way...and preferably just off the coast!)

    2) Land your troops and use his own rail system to position your forces exactly where you want them.

    3) When you're ready, launch the attack! With enough force, you can take the Civ out in a single turn, or at least grab all his key cities and cut the roads and rails to them to prevent a swift counterstrike.

    City Pairing (Vel):
    This is an exploit designed to put you at least “on par,” if not superior to the AI’s production bonuses on the higher levels of play. In doing so, it also gets around the (currently too weak, IMO) side effects of making constant or long-term use of the pop-rush technique.

    The general idea is that for every “real” city you found during the land grab phase of the game, you later (once your land grab has ended) go back and add another city to the mix, packing them tightly together so that each city has a temporary “training camp.” The sole reason for this city’s existence is to pop-rush regular troops of the best kind you can make, and do so until you have an army that rivals that of your nearest neighbors.
    Once you have achieved military parity, subjugate your neighbors, and when the immediate threat to you is gone, peacefully disband the training camps (poof! No more discontent due to pop-rushing!).

    Borg-Style ICS, as applied to Civ3
    So you thought corruption killed ICS?

    Nahhh….the Beast lives on, as I found out last night, playing with extreme styles.

    Last night, my focus was on Despotism, and I began with a simple premise.

    In Despotism, corruption doesn’t matter, because your people are your production. Kill ‘em off by the thousands to further the glory of your Empire.

    By extension then, Food = Shields.

    By further extension then, Granaries = Factories (same essential benefit, but you get them a LOT sooner, and on the cheap!)

    So that got me thinking…..What If….

    1) You founded as many cities as you possibly could (ICS Style), without regards to corruption, spacing, or any of the “usual” means and measures.

    2) Your ONLY consideration for your initial city placement was the presence of a bonus food tile (game, cow, wheat)

    3) You build cities with the notion that each gets access to ONE AND ONLY ONE of these tiles (meaning that if there are several bonus food tiles clustered together, you simply found several cities very close together there).

    4) Every city gets a granary. EVERY city. This is akin to “powering up” after all. You’re not building granaries, you’re building factories.

    5) Once all the food rich city sites have been taken, start expanding like a cancer. Again, corruption doesn’t matter, just grab as much land as you can, expanding relentlessly.

    6) Research Iron Working and The Wheel to get a bead on those resources…founding cities to take them into your fold.

    7) When you run into another civ’s borders, all stop to take stock of your game.

    If you’ve done this, you’ll probably have something close to thirty cities (I was playing on a standard map, Monarch level, 8 Civs, Babylon). Some of those cities were all of two tiles apart. Almost all were growing like weeds.

    Trapping AI Navies (cousLee)
    Trapping the AI navies:
    I control a section of water between my continent and a large island. At one end, there is a 1 coast tile choke point, at the other, the area can be choked off with 3 ships. I left one end open, and cruised around outside the trap with a privateer. the AI can see that unit, even from all the way around the globe, and hunts them with a vengence. I know they can, as I have watched them B-line for the privateer using other ships as spotters. I captain the privateer into the trap, and wait for the AI horde to come a running, which they do. I then pull the bait into a city with trap access, (to protect it) and seal off the AI ship that have entered into the trap. They of course want out, so I can open one end of the trap and they all move towards the opening, and close it again just before they can exit. Pull the privateer out of the base at the other end, and they B-line for the bait again. rinse, repeat. I was able to effectively trap the majority of the AI ships using this. When they got to the one end that was being closed, and when I pulled out the bait ship, I could open the other end, and suck some more ships into this trap. When all was said and done, I had about 20-25 AI ships from every civ in there. With the use of MPPs, I would have been able to kick-start a world war and watch the AIs massacre each other. The "doors" of the trap were compromised of stacked ironclads, and the AI would pick of the weaker ships of the other civs (I am sure of it). I didn't start that war, tho it was set up for it. The persians and the brits were MPPed, and myself and the other 4 civs are MPPed. Could have been nasty indeed. But even without warring, it took the competition (mostly) off the main seas, and allowed for oceanic superiority. Some might call that a cheezy tactic, but I look at it this way, if the AI can see my privateer from 20-30 tiles away and come running after it at every oppertuniy, I can use this to make him pay upkeep for a bunch of obsoleting units for a 1000 years. The Americans also had access to this trap area, and contributed a large number of ships to the pile. Should a war actually do break out, My many artty on stand by will have a blast (har har) shooting these fish in a barrel. But since this has gone on during a 2,000 peace fest, I used privateers to eliminate most of them. Battles would generally go, one turn I lose 2, they lose, next turn they lose two, I lose one. Since privateers are cheap and my bait cities will either produce privateers or wealth, it was not a debilitating cost on my end. and over the long term, one for one with privateers VS man-o-wars, frigates, and other masted ships was not too bad (imho). It took away from the monotony of working my lumberjack crews. And to boot, I had all the AI gracious. I would pull up the diplomacy and make the rounds about every 5-6 turns, ask them what they would offer for my world map, and accept whatever they gave. Usually, they gave token crap (5 gold, WM, TM, ect) but it kept them thrilled while I picked apart their navies. When the barrel got empty, all I would have to do is open the door, and here they would come en-masse. Probably cause they were chomping at the bit to get in on the action from the other side of the trap door. The most that came through at one time was around 8 vessels, and since one blocked the door from being shut, I had to wait an extra turn to re-close it, and 5 or 6 more came through on the end-turn cycle. It was actually fun to watch all these peacefull ships trying to dodge eachother moving around looking for the occasional appearance of the disappearing privateer. If the privateer got left in the trap after a battle, I would stack it with one ironclad. Most of the time, the AI only took bombard shots at them, but would occasionaly attack trying to sink the clad to get to the pirate. they almost never attacked if I stacked 2 ironclads. Since I didn't mind losing an ironclad or two (as I had many) to have a chance at getting an elite one, i usually didn't oreo the bait ship I think I lost a total of 4 clads, got 2 elietes, and sank who knows how many masts. All during gracious peace. If this was smac, I would have landmarked it the "bermuda triangle". I also ended up with 2 eliete privateers. Call it what you will, but it sure was fun.

    OoO


    Stat’s by Aeson
    This is a table I put together on another thread.

    4000BC - 2750BC 25 turns, 50 years each
    2710BC - 1750BC 25 turns, 40 years each
    1725BC - 750BC 40 turns, 25 years each
    730BC - 250AD 50 turns, 20 years each
    260BC - 1250AD 100 turns, 10 years each
    1255AD - 1750AD 100 turns, 5 years each
    1752AD - 1950AD 100 turns, 2 years each
    1951AD - 2050AD 100 turns, 1 year each

    540 turns overall, 10BC being the 126th.

    Conquest scoring bonus = (2050 - Date) * Difficulty (approximation)

    BC dates are considered negative

    Difficulty:
    1 Cheiftain
    2 Warlord
    3 Regent
    4 Monarch
    5 Emporer
    6 Deity

    This formula has been tested on Regent and Diety levels, the other diffuculty levels are complete guesses.

    Maximum Score
    3950BC conquest victory on Diety 36060
    (pop of 1, area was 150 IIRC)

    UNSOLVED MYSTERIES
    *******************


    Jumping Choya’s Question re: What prompts the AI to attack

    What exactly does the AI take into consideration when declaring war on you? Is it an apparant opportunity, technological/numerical superiority, or sheer boredom?

    I've played a number of games now, and of all the times an enemy AI declared war on me, they sent in a half-witted invasion force that either got marginal success or was swatted down like a silly fly. And every time after that there was hell to pay for them, believe me.

    My first example - opportunity. The AI (Iroquois) noticed once that I was in anarchy. In my current game, I had all my forces at the opposite end of my empire preparing for an invasion of China - and along come the Japanese, all the way across the land, with a horseman who slays my lonely spearman and razes the city. Both of these attacks were initially frightening - "Damnit, under attack!" - but I found as I began to strike back that they did not follow up their initial attacks, and did not have very good defenses.

    Fortunately, I've never found myself in a war against a technologically superior foe, and because of my tech advantage I've been able to overcome numbers.

    And then the third, which can be credited to randomness, insanity, or boredom. In a game I played, I had battled the Germans early on after encircling all of their settlements with my own - hey, why leave a hole in your empire? So I battled them down and let them keep one last city, as later in the game I hoped to relocate the Germans to some other place and do some nation-building. One day, I notice that Bismarck deploys a few swordsmen into my rifleman and cavalry defended territory. I dozens of cities, he had one, and for every obsolete unit he had, I had...at least dozens of superior units. I give Bismarck a ring and say, "Hey, what're these guys doing? Sight seeing?" to which he declares war. Bismarck sealed a very quick deathnote with that.

    Another time, the Aztecs - good trading friends, we had about the same status- landed a swordsman on my shores and declared war. I never ended up succesfully invading their continent - they had big numbers and good units. It baffles me as to why the sent an obsolete unit to me, and never bothered to invade me again during the rest of the war.

    All of these times, the AI relied on the sneak attack - they gave no prior displays of angst towards me or my people.

    I should point out, though, I've been playing only on Warlord (hey, I'm a newbie, bear with me...)

    Another thing that has baffled me is the signing of the Mutual Protection Pacts. Like others have said, stay out of them - they're the causes of many world wars (in fact, the only cause it seems...I've never seen the world descend into warfare prior to MPPs). If you go to the foreign relations screen and click to display MPPs, you'll see this spaghetti-string tangle of lines, and the truth of the matter is that you don't know who your allies will be if you have multiple alliances. Sometimes the AI makes alliances with the mortal enemy of another civ they have an alliance with. So basically, when it comes to war you could find that you have to betray several of your friends in order to fight for two or three other dumb countries. And forget any ideas of building a coalition that'll last for centuries, fighting all evil - in my experience, the other civs sign around too much and eventually they're forced to declare war within your little coalition.

    This slightly relates to the above, but have any of you noticed that the AI is very forgiving to each other? The last game I played, I was dragged into war with the Aztecs again because the Brits went to war with them (but I didn't really commit any forces to it). After a while I noticed a message that they had signed a Peace Treaty with the Aztecs. A while later, while mucking around in the foreign advisor screen, I found that the British and the Aztecs had signed a mutual protection pact! Madness!

    Also, I've noticed that the AI has some uncanny exploration abilities. This game, the Germans just edged me out for the Great Lighthouse. Later in the game I trade for his World Map, and I see something a little surprising. Germany had sent out a ship in a straight line that lead directly to a small island in the middle of the ocean upon which they founded to cities. No variation in course or signs of searching around whatsoever.

    Anyway, I hope I'm not coming off too negative here - I dearly love this game and it's been the joyful cause of many hours of lost sleep recently. I'm merely curious about what makes the AI tick, as I'm sure most of us are. Knowing thy enemy is the best way to thwart thy enemy, right?
    (PS: To Jumping Choya! Damn…I can’t believe I missed your question about the sixteen civ game! Sorry ‘bout that! And I’m afraid my answer is a sad one! I was bitten by the corrupted sav. File bug!!! My game was fine until I put it to bed and saved it off…after that…I could never get it to open!)

    ***END OF FILE***

    -=Vel=-
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

    Comment


    • #17
      Wow!

      This info is far from complete and still so far superior to any other discussion going. I continue to be impressed with this crew.

      I've taken a break to play a bit of Wiz8 and will resume playing post-patch ( Hopefully tomorrow) but I can only try to encourage everyone to keep up the experiments. Great Stuff!

      P.S. Thanks for including my tip Vel! I wasn't sure it got noticed.

      Comment


      • #18
        Brother Kinjy’s Civ-Paralyzation Plan has been fixed in the patch. I'm hoping that fix also corrects Trapping AI Navies (cousLee)

        Comment


        • #19
          more on a Military Road Network

          Regarding proper placement of roads for rapid transit in the ancient era... It's obvious that you should not criss-cross rivers; you might as well not have roads in the first place. But where do you place your crossing? I've found that it's best to have two or four (if necessary; see below) crossing points on each road going out from a city in a given direction. The first crossing point (ideally) occurs two tiles away from the city. Why? Your unit uses 1/3 point traversing each of the first two tiles. Then you maximize the use of your remaining 1/3 move point by crossing the river so you don't waste a full move point later (1/3 move point that you wouldn't have had you crossed earlier). Similarly, figure out how units will be coming TO your city and optimize that way as well. Also bear in mind that you want to do the same thing 5 tiles away for your 2 move units, as with them crossing at the spot described above, they will be able to travel 4 tiles only (1/3, 1/3, 1, 1/3), but if you manage to place your crossing properly, you'll get the full 6 tiles of movement out of them. Then of course you need to bear in mind fast units coming into the city... Chances are you won't need to/be able to manipulate it quite that way, but bear this in mind to maximize your roads' efficiency.

          Comment


          • #20
            Correction to Notes on the Civs

            Sorry to keep being a pain, and I know that this is only a minor point, but Militaristic civs do not all get warrior code as a free advance. Japan gets The Wheel instead.

            Japan is the only civ that gets the wheel as a free advance, and the wheel is the only advance that is given free to only one civ. This seems particularly significant since the wheel reveals one of the two early strategic resources (horses).

            Comment


            • #21
              MPPs

              Being a builder/hybrid style of player (typically Monarach level, 'standard' 8 player maps) I find one of the best tools in CivIII for controlling the flow of the game in the latter eras are the MPPs. Several people have posted that they tend to steer away from MPPs useually do to the fact they tend to get dragged into extensive and prolonged 'World Wars' I find that conservitive and timely use of MPPs are one of the key elements to my playstyle.

              Typical ways that I will use them are for the promotion of protection, world peace, and as a way to weed out any AI civ with an itchy trigger finger (Yes, Mr. Bismark this includes you)

              Protection:

              This use for MPPs commonly presents itself not long after MPPS become avalible. I'm usually building up infrastructure while one of my neighbors or more of my neighnors seems to like building up thier military and I don't want to spend all my precious shield production and gold on upgrading and increasing my military. So I scimp on the military and sign up a buddy or two. I prefer to MMP with someone who shares a border with who I preceive as my potential threat (preferably sharing a border on the far side of the potential threat) That way It the treat does attack they are going to have to fight a two front war. This means the aggressor can't concentrate the full brunt of their force on just me, meaning that my scimpy defense is not as outclassed as it could have been. It also allow me time to build up a military to repulse the invasion as the agressor probably don't have enough troops to fight on two fronts AND send in multiple pronged invasion forces. If they send in only one prong, I can concentrate militarily with what reserves I do have. A lot of times the AI, not being a total dork, with 'see' it's situation and not bother to attack in the first place.

              World Peace:
              This use of MPPs tends to occur late in the game, typically at the very end of the industrial and into the Modern eras. Basically everyone is MMPed with everyone else. This is something that the player can't setup exactly; but, the player can be the final link of 'locking things up' by MMPing witht the 2 AI CiVs witht he most MMPs and any 'straggler' civs that aren't fully intangled in the web. As long as no civ get substancially behind in tech the world is a quite place as everyone is afraid to break bad on anyone else. That said... You have to keep an eye on the MMPs, if other Civs start dropping out of MPPs.. start dropping yours! else your be caught in one of those long unwanted wars.


              The Itchy Trigger Finger:
              This typically happens when you have your MPPs set up for world peace and someone does something stupid. If you've paid attention to the the way MMPs are webbed. It turns into an all on one situation. How many times have I seen the Zulus and Germans go down hard from this A lot of the time you can foresee this situation in the non-to-distast future... The militeristic civs start lagging behind in techs and they try to take thier frustration out on a nieghbor. You can spot this coming, so be a real cad and take optimal advantage of it! limit your MPPs to only 1, maybe 2 other civs and try to set it up so that they will run out near the time when you feel the Aggressor will take action, or better yet set up a 'good deal' with one other AI civ. Find one that wants a MPP, then give them a MPP plus a few gold a turn, or a resource, they will commonly not bring the MPP up for renewal at 20 years, this means that once war does break out.. you can cancel the MPP and make peace with the agressor (it's usually not to hard to do, since they don'y want to be at war on so many different fronts). Now while the whole world (excluding you) goes up in flames, sit back in your democracy and build/research like a madman. During this time start terminating your luxuries trades (unless they are absolutly nessasary) to EVERYONE except the aggressor when the 20 year limits are up. This can reak havoc on the other civs economy as war weariness kicks in (except the original aggressor, who you want to keep stong in order to prolong the war). Eventually, if all goes well (for you at least) the AI civs will start changing goverment to communism, slowing down thier research and culture, in addition 3/4 of the AI civs will lose 5 turns right off the top due to periods of anarchy, plus another 5 if they change back to democracy after the war is over. After everything is over and done with, you've come out far ahead of the remaining competion in infrastructure, economy, and techs; and your reputation is still spotless. You too can be Nero playing the fiddle as the world burns around you
              "Power doesn't corrupt; it merely attracts the corruptable"

              Comment


              • #22
                Got you covered Nero....I intend to address that in the Civ-Analysis of Japan in particular as one of their key "selling points."

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                Comment


                • #23
                  Excellent Vel, keep the info flowing
                  And on that note, its time i contributed something.

                  For those interested in determining just how many workers you need to finish an improvement in one turn (rail, or mine on a hill, etc), move your worker on to the tile that needs improving, and move the mouse over the worker button (like the build fortress button)

                  It will tell you how many turns to complete that project. Then use this many workers to finish that project in one turn. If you use slaves (captured workers), you will need 2 to do the same work as your own workers.

                  If you use a slave to determine how many workers are needed, you will need that many slaves to complete it in one turn. Using your own (paid for) workers will count as 2 slave workers.

                  Note that not all improvement projects take an even number of turns. By using pure workers on these projects, you are loosing a worker's... erm.... work. By determining the cost of a project with a slave, you will be able to pay the absolute minimum to get an improvement completed.

                  From the example below, i tested using a slave (captured worker)
                  To complete the fortress in one turn, I could use:
                  6 slaves
                  4 slaves, 1 worker
                  2 slaves, 2 workers
                  3 workers (moving the slave off to do another job)

                  Hope this helps people
                  Attached Files
                  I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                  Comment


                  • #24
                    Originally posted by Velociryx
                    Gnomos on Pollution
                    My first take on pollution is that a factory automatically adds 2 pollution. Each pop above 12 adds 1. I refuse to build coal plants, so I don't know what their effect is, ie, do they add pollution themselves or do they make the factory create more pollution?

                    I can't find ANYTHING in the manual about global warming. Does it only occur when you have too many polluted squares? Can you hold it off indefinitely by keeping all the GG (glowing goo) cleaned up? So far I've only had one map square go from grasslands to plains, luckily it wasn't even in any of my city radiuses, seems to me it happened on a turn where there was a lot of pollution on the ground.
                    Unfortunately there is no easy-access information on pollution. My take is that certain improvements add a set number of pollution triangles generated by a city. I dont think shields generated has *anything* to do with pollution levels. Must test.

                    Not tested either, but i think your right on the money with regards to population level and pollution production.

                    Global warming is INDEPENDANT on existing piles of orange goo. It is soley based on the total number of pollution triangles your cities produce. Thus, global warming will occur regardless of the size of your worker army Most of the time it happens to me, there is no pollution on the ground.

                    Hows this for lucky?? I had a mountain with gold get turned into a desert with gold!!! Kewl, bonus food!!
                    Attached Files
                    I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                    Comment


                    • #25
                      Originally posted by Skanky Burns

                      Hows this for lucky?? I had a mountain with gold get turned into a desert with gold!!! Kewl, bonus food!!

                      How the @#%& can global warming turn a mountain into a desert? wtf? I could see it turning a snow-capped mountain into another one, though...

                      Comment


                      • #26
                        It surprised me too!! The square next to it also became a desert, but its rather strange. But, if its good for me, cant complain too much
                        I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                        Comment


                        • #27
                          Vel - That's quite a complilation of strategy info & opinions. I admire your dedication. I'm far, far too lazy to put any serious work into this stuff, I just post

                          I think we (read: someone who likes crunching numbers more than I do) should examine the pros and cons of selling tech to the AI when you're ahead, so that we can come to some sort of concensus on when it's worth it, and when it's better to horde the tech for yourself. Obviously, this will vary GREATLY depending on the map size & # of AI civs. Also important would be when (early/middle/late in the game). Obviously, I'm not talking about selling the AI wonder tech (until you've built the wonder).

                          There are 2 main reasons to sell tech to the AI:

                          1) To make money (which allows you to max your research)
                          2) To drain the AI's budget and thereby ruin their own research capacity.

                          The question, therefore, is how much a given trade will help you and hurt them. Will making the trade push you further ahead, or drag you back toward the pack?

                          If, just for an example, they're offering 45gold/turn for combustion, is it worth it for you to make that trade (and, consequently, trade combustion to everyone else - if you don't, the AI will). There are, of course, a number of factors involved, which is why I'm throwing this out there for others to help out with.

                          Another note on trading w/the AI: last night I offered the following to Bismarck for Wine:

                          Ivory
                          Fur
                          Dye
                          Gems
                          Coal

                          "I doubt they will accept this proposal."

                          Now, I know that luxuries are more valuable to me (large empire) than to him, and that the AI seems to be really demanding once you get powerful. Still, 4 luxuries + a strategic resource for one luxury? This irritated me so much that I'm considering invading Germany, though I have absolutely no need to do so. For now, I'm selling each of the resources I offered him for 6gold/turn or so each - which is garbage, I know, but it's all he can afford. I seriously doubt he can afford any science at all.

                          -Arrian
                          grog want tank...Grog Want Tank... GROG WANT TANK!

                          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                          Comment


                          • #28
                            Some interesting new info has come to light on civfanatics about additional cheats the AI gets at higher levels. Apparently--and this was confirmed by Dan Magaha at Firaxis on the thread--the AI get free units on Monarch and up. In the test, Sman created a super small island and when the AI builds its first city it magically gets free units. He found on Deity it got--get this--3 warriors, an Archer and another worker after it built its first city! Geez, no wonder the AI gets around so quick and makes contact and gets ahead in tech race. Nice job, Sman!

                            Once this info gets around we're sure to see the typical whining about how it's unfair, blah, blah, blah. Whatever. Hey, the higher levels are supposed to be hard, I don't care about it being "unfair". But this is good info and I'm only concerned about it in terms of how it will impact strategy. Something we'll have to consider now.

                            e

                            Comment


                            • #29
                              Hey guys! Intereasting news indeed emarkm! I'll have to give the thread a good looking over...but on balance, I think that's as it should be. Head to head (equal production) the AI simply cannot compete with a human player so yeah, I'm all for giving them free units and anything else that will make it tougher goings!

                              Arrian, excellent thoughts as always good sir! And, just so you guys don't think that ALL I do is think in terms of strategy, I've written what I HOPE is a rather funny beginning to a story over in the fiction section.

                              When you get a moment, drop by and give it a look. I included a separate thread for comments, just so the story segments all stay together for ease of reading. Enjoy!

                              For the Glory of Rome

                              -=Vel=-
                              The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                              • #30
                                Some more info on AI bonuses. Dan Mahaga said on the civfanatics thread: "Here's a hot tip: When the patch is released, go directly to the editor and hit the "Difficulty Levels" tab. This will settle, once and for all, what bonuses the AI gets on each difficulty levels."

                                Haven't downloaded the patch yet, but it's all listed right in the readme.txt. So this gives you an idea all the handicap it gets and what we need to overcome w/ our strategies:

                                Editor: Added Barbarian Combat Bonus to difficulty level tab.
                                Editor: Added Cost Factor to difficulty level tab.
                                Editor: Added AI unit support bonus to difficulty level tab.
                                Editor: Added AI bonus starting units to difficulty level tab.
                                Editor: Added AI max. govt. transition time to difficulty level tab.
                                Editor: Added corruption modifier to difficulty level tab.


                                Quite a few advantages (or disadvantages on lower levels), we'll be able to see what these are actually set to now. Now I can dumb down the highest level to Chieftan and claim I beat "Deity"

                                e

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