October 23rd, 2006, 09:07
Posts: 4,471
Threads: 65
Joined: Feb 2006
I did a couple of silly things.
- Not only did I ban slavery, I also banned nationhood to eliminate all three rush building methods.
- I decided to play for Diplomatic victory from the start despite Aggressive AI, just to prove that I actually care what the AIs think about me. Well, occasionally...
Report at http://uberfish.atspace.com
October 23rd, 2006, 09:33
Posts: 599
Threads: 21
Joined: Jun 2005
Uberfish, great game, no slavery ! Now that is extreme, I can see skipping Nationalism and Uni. Suff., but slavery is bread and butter- awesome. I agree that this game would be very difficult w/o tech trading, especially on the Diplo front with rep. denied to the player- since the obvious ally choices were Cyrus and JC.
I love your second city, I wish I could have gotten it. I originally wanted the ivory site that Cyrus stole from you, second choice Stone/gems, JC stole that from me.
Going for he early religions was a good, move, I eschewed it for worker/military techs and was sorely disappointed to find no metal, but it turned out to be no big deal. BTW- Nice grab for metal- got my first source in the 1400s.
On League of Legends I am "BertrandDeHorn"
October 23rd, 2006, 13:25
Posts: 276
Threads: 21
Joined: Jan 2006
Very impressive win Uberfish.
October 23rd, 2006, 14:07
Posts: 536
Threads: 42
Joined: Apr 2006
Nice! Diplomatic in the face of aggressive AIs, especially considering what I've learned about what that setting means from T-Hawk's thread. Very cool. And I'm also amazed that you didn't get attacked earlier. Just well done. It sure is a different game without any hammer-accelerating rushing.
October 23rd, 2006, 14:08
Posts: 1,404
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October 23rd, 2006, 15:29
Posts: 4,471
Threads: 65
Joined: Feb 2006
Thanks guys, reading the other reports I think I did have some luck in not being attacked by either of my neighbours early. Maybe researching archery and building some archers helped deter attacks.
October 23rd, 2006, 16:16
Posts: 6,702
Threads: 131
Joined: Mar 2004
Quote:Maybe researching archery and building some archers helped deter attacks.
I don't think so. As I understand the AI behavior, your military only acts as a deterrent if it's bigger than the would-be attacker's military. This is the factor iMaxWarNearbyPowerRatio in CIV4LeaderHeadInfos.xml. For Caesar, it's 110, meaning that Caesar will not go to war with you if your military is 110% or more the strength of his. For Cyrus, the value is 100. On Emperor difficulty, it would be nearly impossible to get your military to 100% or 110% the size of the AIs, at least not without crippling your own economy and expansion.
In Civ 4, the dice rolls for the AIs to declare war are still dice rolls. Lots of checks and modifiers do exist, some that can be influenced by the player and some that can't. But ultimately, there's still randomness underneath it all. Some players get lucky, some players make the right moves, some players make the right moves without even knowing that, and some players end up like poor Blake.
October 23rd, 2006, 16:56
Posts: 270
Threads: 14
Joined: Feb 2006
Awesome, uberfish. That's so impressive for me, I'd lose on prince with that restrictions... maybe even on noble.
I noticed one flaw though ... At the end of the report, the <a> tag is not closed. You may want to fix that.
"Ignorance is the night of the mind, but a night without moon and star." Kong Fuzi
My English has to improve. A lot.
October 23rd, 2006, 23:15
Posts: 886
Threads: 4
Joined: Feb 2006
"I lose 1 diplomatic point with each of my allies for randomly invading Iraq, but they vote for me anyway."
Beautiful line! Very nice touch.
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