October 22nd, 2006, 22:55
(This post was last modified: November 4th, 2006, 01:21 by T-hawk.)
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Just finished writing it, but looks like I'm still the first reporter anyway:
http://www.dos486.com/civ4/adv14/
Summary: Diplomatic Loss  in 1980 AD, about eight turns from finishing the spaceship.
- T-hawk
October 23rd, 2006, 01:21
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I don't think it will spoil anyone if i say...uhm...wow!
I have more comments, but I'll save them for now.
October 23rd, 2006, 07:46
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Nice report, T-Hawk. I'm sure if you were to try again you would have played the endgame a little differently  .
I think the relations boxes at the end of your report indicate that the Agressive AIs settings mean the AIs are just aggressive to you, not to each other. You had better relations with Cyrus than Saladin did, but were ranked pleased and he was ranked friendly.
The first war with Caesar was pretty exciting though. With no metals, JC and Napoleon for neighbours and Aggressive AIs, this adventure was definitely extreme.
October 23rd, 2006, 07:54
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I thought aggressive AI implied they are more likely to declare war in general.
But are you suggesting it acts as an invisible modifier to the way they respond to you? And that it applies to the player only?
I suppose it could also be a bit of both:
-A modifier that affect the players relations with AI only.
-A generally increased willingness to declare war on anyone.
October 23rd, 2006, 08:28
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I love your first city, that really leverages Org. trait. I too took a really late HG, not late 16th century late, but still late. I forget how the other wonders fell, but it just seemed to me that the AI was moving really slowly this game. When I played and wrote my report I did not even notice the "aggresive AI" settings, but did notice a lot of war in my games- so maybe that accounts for the slow AI. Thanks for reporting.
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October 23rd, 2006, 09:01
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Aggressive AI means the player gets a hidden diplomatic penalty, I think it's about -4 since +5 relations is only Cautious.
October 23rd, 2006, 09:30
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Nice report as always, T-Hawk. Interesting game to say the least...
"There is no wealth like knowledge. No poverty like ignorance."
October 23rd, 2006, 09:55
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Bombay was a really nice grab, I wonder if it would have been possible to block off both the eastern and western sides of the T by going even more aggressive with the early settlers? Without building any wonders that sort of territory claim, if defensible, could seal the game by itself.
That was an exciting and well played defence you had against Caesar, it's a good thing he doesn't go for the all praetorian rush like human players do... At least you got a good city out of that war.
October 23rd, 2006, 11:56
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uberfish Wrote:Aggressive AI means the player gets a hidden diplomatic penalty, I think it's about -4 since +5 relations is only Cautious.
Is *that* what Aggressive AI means? Well, that would explain pretty much everything in my game, from the early sneak attack by Rome, to my constant frustrations at trying to get *anything* done diplomatically, to that really big diplomatic problem in the endgame. That also explains our problems over in RB24 Big Brother, where we've got our little brother Montezuma at +13 relations but he's still not Friendly.
And that implementation of Aggressive AI strikes me as an extremely blunt hammer of game design. I'm reminded of the infamous Diablo 2 LoD "global physical resistance" on Hell difficulty. It makes the game "harder", by sabotaging entire approaches to the game while leaving certain strategies virtually untouched. If I'd known that diplomacy would be a non-starter all along, I would've just gone for a military victory instead.
With a hidden -4 modifier and shared civics off the table, Friendly diplomatic status was impossible without the "common enemy" modifier. Uberfish twigged to that right away and set up his gameplan as such. I didn't. I tried to manage diplomacy by staying peaceful. Imagine that -- the correct approach to diplomacy was to get and stay in a war. Nice game design. :P
October 23rd, 2006, 11:58
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Atlas Wrote:I love your first city, that really leverages Org. trait.
Does the Org. trait reduce city distance maintenance too? I thought it just halved civic costs.
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