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Adventure Four Results

The results for the Adventure Four game have been added to the ongoing Google Docs spreadsheet of Epics/Adventures for Civ6. Thank you very much to everyone who took place in this game, and special congratulations to timmy827 who blew the competition away with his staggering 130 Great People recruited! eek I still have a lot to learn from that result...

Feel free to discuss the results in this thread: what seemed to be most effective for recruiting lots of Great People, what new tricks you learned, and so on. I'm putting together the next Epic game right now, which I hope to open tomorrow.
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I'm wondering if the game would have been improved with restrictions around warfare. The most efficient way to win was not to focus on GP, but instead to just conquer all the AIs like every other game, leaving them too crippled to compete for GP. It just felt like optimal strategies ignored all GP boosts (like the oracle) to instead just play a standard game, which feels wrong to me. Really the only modification from a regular game was Big Ben + democracy.

Also, relics from huts added a massive stupid luck component. I'm not going to pretend that they caused my loss, but it definitely felt unfair seeing how easily other people got multiples of them while I never popped one.
Surprise! Turns out I'm a girl!
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Those are very fair points, and I agree that it was problematic that conquering the AIs seemed to be the most effective strategy yet again. However, we had warfare restrictions in the previous game (Epic Two), as well as in Epic One, and I don't want every single game to have rules on warfare. Making this game completely unrestricted yielded a lot of useful information. I agree that many of our games going forward will continue to require some tight restrictions on warring to prevent the "conquer everyone, stop just short of winning, and then pursue the scoring objective" default from occurring. (This isn't a knock on those who went out conquering in this game either - lots of excellently played games in the reports from what I read.)

The relics from huts issue was one that I didn't anticipate at all, so that's on me. Sorry about that. smoke Kongo just benefits so much more than anyone else when popping a relic from a hut that I should have turned them off. It was a luck factor that didn't need to be in this game.
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Was the lack of iron and horses around the start intentional? It kinda felt like scenario design to have Norway really near the player (for the early war declarations) and no iron/horses, but nitre later to give an option of conquering the AI.


I'm also wondering which great people the AI targets in usual game - is it random? In my game/games, the AI usually have the most encampments/harbors for some reason.
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I wouldnt say that conquering was the only winning factor. The key was very detail focus on ALL aspects of the game, as it was showcased by Timmy - early expansion, competition over city state, proper research/civic plan, GP grabbing plan, selection of the right Civ to conquer at right time, right army composition, AI relation & warmongering management, right ciies/economy management, trade management with other civs, specific wonders selection (which to build/conquer), average era calculation, etc.

If Timmy did not play this game we could argue about it, however he beat us all with great margin (1st with 130 GP vs 2nd with 84GP), while rest of us were warring as well, but couldn't handle all other aspects on the same level as he did. And btw. I always enjoy game much more if I can hammer down samoene wink
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