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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:35
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In Egypt's turn in 1395, I discovered a complication: they now have infantry. With Egypt's forces significant'y reduced, I've decided to embark on what I call Operation Razer's Edge, the destruction of all Egyptian cities on the Japanese subcontinent and very possibly beyond. Toward that end, I've broken off all but fifteen of my cannons from my main stack. Depending on how the attack Kyoto goes, I can think about splitting the cannon stack in half (there would still be close to forty in each smaller stack), or I can keep the force concentrated.
By the way, I adopted a naming convention of greek letters for my temporary camp cities on the Zulu continent - and unless I missed a letter or two, I built so many I ran out of letters! And that's just the camps, not including the permanent cities. Scientists, mostly in the Zulu cities but some elsewhere, could have researched Theory of Gravity or Magnetism at about a 25-turn pace with the science slider at zero; as it is, I'm pushing ahead with those techs myself in the hope of extorting industrial techs from Egypt eventually. (Although I didn't think things through all the way when I prioritized Magnetism over ToG, so I've slowed things down a bit until my caravels carrying some additional cannons reach Egypt; when the Great Lighthouse expires, my transport ships won't be able to move as quickly.)
I've decided to see if I can take Egypt without resorting to taking advantage of armies' ability to pillage with impunity. I don't mind taking some advantage of AI stupidity (and I'll certainly take full advantage of their reluctance to go after attack forces with armies in them), but I'll get more satisfaction out of the victory if I engage in something at least halfway resembling a fair fight.
Here's a picture of the Zulu continent with its camps and its wall of units.
Attachment: ad 1400 zululand.jpg
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:35
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To me, what makes an exploit an exploit is that it takes advantage of things the game's designers never thought of and therefore never had an opportunity to deal with adequately. Several of the features originally included in Civ 3 had to be seriously toned down or eliminated because while they made sense when used the ways the designers expected them to be used, they could be taken advantage of in ways that provided rather absurd advantages. (One of the more memorable such exploits that I recall was the ability to renegotiate a peace treaty and get towns every twenty turns without firing a shot back in the original Civ 3.)
I do not veiw taking advantage of the power of bombardment units as an exploit because after four generations of previous Civ games (if you count the two CTP games, which Firaxis certainly should have tried to learn from), it's hard to see how Firaxis could possibly have missed the idea of players' building and using massive bombardment stacks. Firaxis had every opportunity to factor the possibility into their design decisions both regarding game balance and regarding AI tactics.
Similarly, Firaxis certainly put some thought into decisons regarding when AIs should attack approaching enemy units and when AIs should wait for the approaching units to attack them. Their decisions might not be the best, but it's hard to see how a competent game designer could include armies in a game and not factor in the possibility that they might be accompanying assault stacks - including stacks with bombardment units. If the AIs are not particularly smart in that regard, it is not because Firaxis lacked opportunity to make them smarter.
In contrast, the idea of using armies to devastate a civ's entire economy without ever attacking or being attacked is completely out in left field compared both with how wars are fought in the real world and (to the best of my knowledge and understanding) with how they are normally fought in Civ. My guess is that the reason why AIs are completely incompetent at dealing with the tactic is that it never occurred to Firaxis that players might use it. In which case, considering the tactic's power, it would fall squrely within my concept of what constitutes an exploit. (Of course using exploits and borderline exploits on Sid level is a lot more understandable than it is on lower levels. )
Nathan
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Mountain Sage
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Yes, large, both of them. Shall I send you privately the map (the Spanish one, of course)?
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Drachen
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quote: Originally posted by vmxa1
If you got the time, I would like to see it. I am not much of a fan of Spain as a civ though. |
Attachment: army start.jpg
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Drachen
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quote: Originally posted by Drachen
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Attachment: finish.jpg
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Mountain Sage
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In my first try (the one at the beginning of this thread), I lost 15 turns switching to Monarchy, then Republic. On Sid, it's a killer. This is why I wanted a religeous civ.
Then, I needed Pottery and Masonry asap for Granaries and Palace pre-builts. This is why I chose seafaring, for the early curraghs and trading possibilities.
Half-prices harbors are just a by-product of the trait.
Of course, I could have chosen a commercial/industrious civ, but Spain has Alphabet, and you can't get to Philosophy and the GLibrary without it.
I also wanted to have my GA in the late Medieval Times (if I got that far, that is . Magellan's Voyage would be perfect.
Maybe next time I'll play France or the Dutch....
As for the map, I did a bit of 'overkill' by keeping most of the other civs isolated as long as possible, but we'll see...
You'll get a post by the end of he week (not much time to play).
Last edited by Mountain Sage on 26-04-2004 at 16:03
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