February 25th, 2024, 02:50
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Not entirely: there is a difference in scouting between what is a known highly balanced/symmetrical to a degree map and a random map, and this a medieval start so there are fewer turns in which to scout anyway so those turns become more valuable.
Current games (All): RtR: PB80 Civ 6: PBEM23
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February 26th, 2024, 08:43
(This post was last modified: February 26th, 2024, 08:47 by Tarkeel.)
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I think part of my error on this map was that my head got stuck on the advanced start setting, which gives the players much more room on T0 than a forced position start. I then got too enthusiastic about the barb cities. In general though, the map is actually less symmetric than the players believe it to be, but some areas are more like than others.
E: Also, chalk some of this up to the un-asked-for-limit of 130ish tiles per player.
February 26th, 2024, 18:07
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I'm curious to see if scooter's CS bulb will put him ahead of the pack. t1 bureaucracy was a huge deal on that Mao's Muse game, but here, it seems like the effects will not be as snowbally when you have to run early specialists to get it and then only boost one city out of two or three.
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When a player culture-wins a barb city, do they also inherit the longbows with them? I remember from SP that you get some units, but is it random stuff you can build yourself, or some/all that was in it?
March 1st, 2024, 02:12
(This post was last modified: March 1st, 2024, 02:13 by Mousey.)
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It's the same garrison spawn script for flipped player cities, just whatever "city defence" unit your current tech level allows (Archer -> Longbow -> Rifle -> Inf. -> Mech. It might also include machine guns but that could be a mod or false memory). Pretty sure the existing barb garrison just vanishes unlike player flips. And notably, the new units spawn at full hp and barb cities flip on first revolt, so Commodore's axe snipe relying on a damaged garrison isn't going to work unless the free garrison is a single archer he decides to gamble against.
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(March 1st, 2024, 02:50)Tarkeel Wrote: (February 29th, 2024, 21:29)pindicator Wrote: Sorry for the harshness Tarkeel, but when you make maps this mirrored these kind of differences get really big.
I get where you're coming from, but I can't really discuss it while the game is ongoing, but I'm happy to talk about it after.
Expanding a little on this here; number of food resources in each "natural area" should be identical, but they might be unevenly distributed. Pindi's area was the one that god changed from sugars to furs, so his foods might be a bit more distant from that as well. However, I think he sells himself short on how much land he can grab north-east along the coast.
Also, I think the players severely overestimate how mirrored the map actually is; the starts and barb cities are pretty similar but after that it tapers out.
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My experience with barb city flipping is limited to the Fall from Heaven mod, but I think the mechanics are the same. The entire barb garrison is teleported to neutral territory.
March 4th, 2024, 00:52
(This post was last modified: March 4th, 2024, 00:52 by RefSteel.)
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Ummmmm. I don't know if I should post this in Scooter's thread or not; I certainly wouldn't post tactical stuff like this in normal circumstances ... but ... looking at his screenshots, there is something he can do to protect the barb city - if Commodore lets him get away with it ... which he might! Park the would-be city defenders in Commodore's territory, either on the same hill as Comm's units or on the cows 1N of them. If Commodore declares war while Yellow Castle is still in barb hands, Scooter's units would teleport into his own lands (onto the corn or the horses, respectively) - but if Commodore waits until the city flips and then declares, Scooter's units would teleport into Yellow Castle! They'd even keep any fortify bonus they'd built up. (And he'd still get the free Archer). It wouldn't be without danger: Commodore could declare early and attack them on the flatland corn if they use his hill, or if the barbs have produced any units other than their starting frozen LBs, one of those units could attack his units if on the cows. (And Comm could just close borders when he sees them in his territory, teleporting them to not-the-city regardless.) But it would be a hillarious use of silly non-intuitive mechanics to make up for other silly non-intuitive mechanics.
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Nice thought. Yeah, I agree that shouldn't be suggested to an active player. But also, Commodore would just close borders to prevent that anyway.
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While there are a lot of quirks of the Civ 4 combat engine I don't enjoy, I will always adore same tile teleport tricks.
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