Posts: 18
Threads: 8
Joined: Jun 2006
Sorry for not having time to write a proper report, but here is my game in short.
Founded a Hinduism and Jewism and made Jewism the dominant religion in the world.
Shrine income and good relations kept me alive and I finished in 1937 AD with the cultural victory. 25 points
260AD I had two libraries, but no temples. 2 points
1502AD I had four univerities, but no cathedrals. 4 points
Built the Parthenon and the Hollywood. 8 points
(Also got the Eiffel Tower, but rushed it when not thinking :mad: )
Six AIs survived this very war heavy game. 24 points
Sums up to 63 points.
Enjoyed the game very much and I want to thank Sullla for the great scenario.
Posts: 536
Threads: 42
Joined: Apr 2006
I'm curious: Did most of the wars involve you vs. the AIs or the AIs beating up on each other?
Posts: 6,657
Threads: 246
Joined: Aug 2004
ZuperT Wrote:Six AIs survived this very war heavy game. 24 points Wow, what a massacre! Who ended up surviving? I'm going to guess that religious bigot Isabella didn't survive to see the ending...
Posts: 18
Threads: 8
Joined: Jun 2006
Compromise Wrote:I'm curious: Did most of the wars involve you vs. the AIs or the AIs beating up on each other?
I was involved in pretty many wars. I got declared on two or three times by Monty, twice by Alex and once by HC, but most of the wars were between AIs.
For example Hatty was having her hands full with five civs at war with her at the same time....including me
Are the agressive AIs also more agressive against each other? The way I have understood it, it's only a hidden negative diplo modifier that the human gets against the AIs!? In this game these AIs were very agressive against each other.
Sullla Wrote:Wow, what a massacre! Who ended up surviving? I'm going to guess that religious bigot Isabella didn't survive to see the ending...
Well there were still less AIs to go down, than those who survived so I'll list the ones that died.
Isabella dies first, killed by Monty. She actually declared on Monty first, but Monty came back later to kill her off.
The most impressive kill in this game was when Alex declared on Saladin in 1262 and Arabia did not exist in 1340 anymore. Felt almost like Soooo would have invaded the Arabian lands
Hatty got dogpiled in a very unsportsmanlike way, as described earlier.
Toku took care of both Fred and JC. Actually I did not notice the war against JC, as I was involved in so many wars myself and the warhorns went off every second turn or so anyway.
Posts: 5,607
Threads: 47
Joined: Mar 2007
Very interesting, ZuperT! The same number of dead civs, and the exact same list of victims, as my game. (I know, I know - I haven't posted yet. Report half written, will be up by end of day Tuesday.) The killers were a bit different in my game, though.
The agressive AI setting being a "hidden" diplo negative affecting only the human player would make sense of what I saw. I had AI civs at +11 and +12 and they were only pleased; while between each other +7 and +8 was enough for friendly. It made things tough, but the AI civs definitely fought each other plenty in my game.
Posts: 141
Threads: 8
Joined: Dec 2006
haphazard1 Wrote:The agressive AI setting being a "hidden" diplo negative affecting only the human player would make sense of what I saw. I had AI civs at +11 and +12 and they were only pleased; while between each other +7 and +8 was enough for friendly. It made things tough, but the AI civs definitely fought each other plenty in my game. aggressive AI adds an invisible modifier to only the human, i think it's -2. interesting that they went to war with each in so many people's games, in mine they got along so well for the most part! there were some AI vs. AI wars in my game, but they were only against the "punching bags" and not really what i'd call "plenty", you know? not when compared to some of these reports!
the fact that aggressive AI gives that -2 only to the human was a big fat help to me in a ton of ways. i had *no* demands to "stop trading with the vile so-and-so's" ... admittedly partly because i watch diplomacy like an obsessive fiend but partly because so many of them kept their +2 invisible warmonger respect toward each other than even with different religions they were pleased/friendly with each other. as long as they're cautious or higher towards someone, that someone is not their worst enemy, so you won't get a penalty for trading with that some, and they won't demand that you cancel ongoing trades. which is heaven (for as long as it lasts).
i love comparing the different games. i was very blessed in mine, i was surprised but i figured part of it was because of aggressive AI! it may be in part because i obsess about diplomacy more than a lot of people, but i'm certain that part was luck as well. *phew*
Posts: 38
Threads: 6
Joined: Jun 2007
Aggressive AI definitely does more than just give the human a -2 modifier. Here's a couple of them (I'm pretty sure there are more):
Non-aggressive AIs have a 1 in (# of cities they own) chance of not being willing to start a war (I'm not sure how often this is checked). So, a non-aggressive AI should never ever pick a fight until it founds it's second city.
When performing certain 'am I strong enough to take them?' calculations, aggressive AIs multiply their own strength by 4/3, so they think they're tougher than they really are.
-your friendly neighborhood code duckie
-kcauQ -kcauQ
Posts: 536
Threads: 42
Joined: Apr 2006
DerangedDuck Wrote:Non-aggressive AIs have a 1 in (# of cities they own) chance of not being willing to start a war (I'm not sure how often this is checked). So, a non-aggressive AI should never ever pick a fight until it founds it's second city.
Aha! A good little tidbit to know. I assume by "non-aggressive" you mean that the "Aggressive AI" box is not checked in a custom game setup, rather than "civ without the aggressive trait" or some "aggressive flavor" in the XML files.
Now it's not quite so surprising that Jabah and I got DoW'd very early on.
Posts: 141
Threads: 8
Joined: Dec 2006
speaking for the duck: the 4/3 overestimation is in fact for the aggressive AI checkbox option. if you were asking that,but i don't think you were, i just kind of do that "over explaining" thing a lot.
right i knew that overestimation of power and was just typing that up in another post, oopsies hehe. questions that you might know the answer to, don't go to trouble if you don't, i'm just curious.
it seems to me that when "declare war on so-and-so" is redlined for the reason "we fear their military might" it's directly related to how close that guy lives to the AI you're asking. i get different people saying it about different targets and it's always someone that is a neighbor, even when somebody farther away is much more powerful. that somebody farther away may still be redlined, but it was always for a different reason once i started watching it. i guess that's related to the .xml stuff of
<iMaxWarNearbyPowerRatio>90</iMaxWarNearbyPowerRatio>
<iMaxWarDistantPowerRatio>70</iMaxWarDistantPowerRatio>
(those are alex, picked at random), altho the sheet i have explains that number as "the AI won't start an unprovoked war against a neighbor [distant civilization] unless it's own Power Rating is at least this percentage of the neighbor's Power Rating." makes sense i suppose, if they calculate that they'd be slaughtered in an "unprovoked" war why would they decide you bribing them to start one would let them live after all. unprovoked is probably the wording of the guy who wrote the excel cheat sheet after all, and not a word in the code/sdk/whateveryoucallit.
about the close borders penalty. my game pretty much served as a test, i pushed it BIGTIME . i convinced myself that puppy is capped at -4. mine jumped as i started stealing from their city crosses, tiles they could be working in their own cities if my culture hadn't taken them over. well for alex, as he settled cities that from turn 0 had about half of their tiles in my culture already. but it seemed to not just be based on tiles of yours that are touching their tiles, like just "close" or "adjacent". do you know if that's true?
Posts: 5,607
Threads: 47
Joined: Mar 2007
Thanks for the info, DerangedDuck! Those first city and 4/3 tidbits are very good to know. Helps explain one AI civ which declared on me when I was a decent bit (but not more than 1/3) more powerful. Combined with decent (+7) relations, I wasn't expecting an attack from that direction and got caught our of position.
|