September 9th, 2007, 22:37
Posts: 6,660
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Portual players, please post your report links in this thread. (Either linking to your own site, or to your RB thread report here in the forum.)
REMEMBER: All discussions are supposed to take place in the sticky threads, not attached to any reports. We are asking everyone to use the "Threaded" display option to help organize responses to individual games. Thanks!
September 9th, 2007, 22:41
Posts: 6,660
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Joined: Aug 2004
September 9th, 2007, 23:06
Posts: 276
Threads: 21
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Nice game as usual, sullla. Missing both wonders had to suck, but with Ethiopia having stone in its capital was probably the reason you missed great wall and pyramids(Surprised hammurabi actually got stonehenge in your game). Didn't figure out who actually got both of those wonders from your report, but I think it was Zara Yaqob.
In terms of colonial expenses, I must agree with you there. Although one thing I have heard (Im not sure about this), is that colonial expenses actually go up depending on how many cities you have on a certain landmass. So if you have archipelago's with 1 or 2 cities per landmass, which is usually the case, the colony expenses should not be as high.
September 9th, 2007, 23:52
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September 10th, 2007, 01:06
Posts: 1,922
Threads: 68
Joined: Mar 2004
Hi playshogi,
playshogi Wrote:I read in the BTS-data sheet, that Sitting Bull âneverâ built wonders Sitting Bull built the Pyramids, the Hanging Gardens and Chichen Itza in my game, so "never" seems to be interpreted very flexible in the game...
Quote:My good vassal is trying to win a cultural victory and heretofore his cultural pressure has been masked by the vassal being unable to claim any squareâs of his masterâs cities. According to the city screen, I have an 8% chance of losing this city with 5 wonders in it.
Interesting stuff there. I learned a lot about new BtS game mechanics from reading your report!
Good game and report!
-Kylearan
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
September 10th, 2007, 01:32
Posts: 318
Threads: 24
Joined: Feb 2006
Quote:In the late game, "Wealth" is now FOUR TIMES more valuable than it used to be!
Incorrect.
CIVanilla:
50% base, x Gold Multiplers (+100%) = 100%
Warlords:
100% base, x Hammer Multipliers (+100%) = 200%
It's twice as powerful, more than twice as powerful in Ironworks city, less than twice as powerful in Wallstreet city. I think that most players build banks everywhere and in BTS the benefit of immediately getting factory/coal plant is more dubious, so your 4x figure really doesn't hold true...
Anyway, wealth is less powerful than building wonders for refunds (true of all versions). A wonder for refund returns gold at a 1:1 rate. But wonders, in addition to hammer multipliers, have additional multipliers:
Organized Religion
Industrious
Resources (marble etc)
It was a bit dumb in CIVanilla that a severely more optimal way to raise cash was to slip hammers into wonders/national wonders whenver they weren't being built somewhere (for example: say you're going to start the Kremlin in 4 turns in your capital, which is currently building Broadway. You get another city to build the Kremlin for 3 turns, which later gets turned into 3 turns of refund, multiplied by stone and other stuff...)
Technically it's still more profitable to build wonders for refunds than to use Wealth, it's just sort of not quite more profitable enough that you'll bother... if it's gold you want, you might now just decide to run wealth rather than slide some hammers into a wonder/NW and collect at the higher rate later...
Note there are also OTHER gold for hammer scams which have been around forever and convert at a 1:1 ratio, so the change from Vanilla to Warlords to make wealth 1:1 including hammer multipliers, was a very good one, IMHO - it eliminated the exploit status of the 1:1 scams without needing to come up with another way to avoid wasting hammers (the scams basically involve wasting hammers in any way you can figure out, which then get converted 1:1 to gold, the extremely tangly thing is, when hammers get "lost to the void", thats a BAD THING, and if they get converted into only a piddling amount of gold, that's also a bad thing. If you want crappy wealth, go demand that wonder refunds are massively toned down).
Note that end game towns produce MUCH more commerce than end game workshops put through wealth...
September 10th, 2007, 02:28
Posts: 1,922
Threads: 68
Joined: Mar 2004
Hi Sulla,
Sullla Wrote:I thought the continent was interesting It certainly was! It had a really interesting layout; I really liked it.
Quote:Anyway, I think we'll probably leave these [random events] on for most games
After having seen a lot of the events, I agree. They look to be nicely balanced. While the "shock" event (and the similar "cover" one) is powerful, I don't think it's game-breaking; and the other events are similarly well-balanced in my opinion.
Quote:If the tried-and-true method to beat the AI is to sucker-punch it before it can fight back, then our events will be designed to minimize that as much as possible.
I'm all for that, even the patch doesn't change that AI behavior. The AI seems to be very weak in BC times, which I think I don't like. Sure, they focus on expansion improving their growth curve, but those AIs who do not get rushed will still come out weaker than the human who takes over another AI early.
Quote:This is possibly my favorite new feature in Beyond the Sword; the ability to compare science output instantly with just a screenshot will make reporting day much more interesting!
Whoops, you're right of course - I never thought about that, and cropped my screenshots too much. Will do better next time...
Good game, and great report - as usual, of course.
-Kylearan
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
September 10th, 2007, 05:39
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Joined: Aug 2006
September 10th, 2007, 07:15
Posts: 6,126
Threads: 130
Joined: Apr 2006
Sullla Wrote:I thought that would make for a really neat game, but in moving the starting positions around and tweaking the map, I made the mistake of placing the wrong unit in the wrong spot, and two of the civs gained contact with one another. You cannot remove contact in the Worldbuilder, or using debug tools, and I didn't realize my mistake until I had already saved over my starting Worldbuilder file. The only choice was to start all over again. Argh! Hmmn - I'm not sure about that. I think there might be a way (editing the WB file in a text editor). I will try it and report back.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
September 10th, 2007, 09:26
Posts: 16
Threads: 2
Joined: Sep 2006
Sullla, as soon as I saw your initial colony position I knew you'd run afoul of colonial expenses. My rule of thumb is that I put no more than 3 colonies on the same land mass, as colonial expenses scale up with the number of colonial cities. It is silly, and I hope they change it in the next patch.
*And I still need to get the hang of the Threaded view and response method, apparently!
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