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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:36
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alexman I am not sure if it is archipelago or not. I think it is. The reason I say that is, I intended to play a contients game on Deity.
It was about two days later, I discovered it was a Sid game and I was on a contient or very large island.
So I realized I forgot to change the settings, so I have whatever I had in the previous game. Likely it is an island game, oh well.
MS I can never play true dark and I cannot play peaceful. This is because I do not like to build nothing but troops, until very late in the game.
I also do not want to maintain good relations, so eventually I must go dark. No matter what level the game. This is why I would be terrible at XCC.
Last edited by vmxa1 on 08-09-2004 at 21:13
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Mountain Sage
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quote: Originally posted by vmxa1
MS I can never play true dark and I cannot play peaceful. This is because I do not like to build nothing but troops, until very late in the game.
I also do not want to maintain good relations, so eventuall I must go dark. No matter what level the game. This is why I would be terrible at XCC. |
If you're late in the game and you are (more of less) ahead, building lots of troop is useless, since you'll be against 300-500 units and you'll win eventually without going to war. Better to win it diplomatically or via the spaceship.
Good relations give you all the resources and/or luxuries you lack without going to war.
If you are really behind, a military campaign would give you the opportunity to extort some techs, but if there is a generation between your military units and the AI's, that will be costly.
BTW, did anybody win a 5CC game on Sid? Any references?
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Mountain Sage
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quote: Originally posted by Barinthus
Why should I gift techs if they refuse to even consider trading some of theirs? Also most of the time they trade their luxuries among each other so there's none left for me. ******. |
This happens when you do not check the diplo screen every turn. Most trade opportunities are there for 1 turn only. If you miss it...
Gifting the right techs to 'backwards' civs is a very cheap way of getting the AI's balanced. Yes, you don't 'get' anything, but you might prevent the emergence of a KAI.
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rickontherun_21
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whats a KAI? geez i must sound like a newb
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uriah
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im a "noobz" to this site. what is sid game and dark game?
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:36
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Okay, so like, I play on Regent, and all you people are like, playing on Sid level, and like, ACTUALLY WINNING, and so, like, how do you have 800 units with just five bases?
I think I'm going to have to go with Solomwi, how do you have only five cities with that many units? I mean, how do you support that many units, even as the AI with all those bonuses? That is just plain scary. It would take 5 hours just to watch all those units attack.
See, that's why I play on Regent. The most units you ever see is maybe 30. It's still big enough to make it fun, but not to big so turns don't last 3 days just to watch the AI move...
That was an AI civ, right?
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:36
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I didn't have the units the AI did. They will basically have about 110-120 per city normally. Well not at the start, but in the middle ages.
Additional Free Support (AI Unit Support Bonuses) 24 at sid
Determines how many extra units the AI can support, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses.
Bonus for Each City (AI Unit Support Bonuses) 8 at sid
Determines how many extra units the AI can support per city, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses
Cost Factor (AI Bonuses) 4 at sid
Determines the cost factor that is applied to AI growth, shields, and research. The player's cost factor is always 10. Choosing a value higher than 10 means the AI will be at a disadvantage, while choosing a value lower than 10 means the AI will be at an advantage.
AI to AI trade rate (AI Bonuses)
Determines the percentage multiplier used in AI – AI trade sessions on the selected difficulty level. This value is a percentage (acceptable values range from 100% to 1000%) which is multiplied by the total value (in gold) of the initiating civ’s offerings, which is used by the "other" AI civ to determine whether a deal is acceptable or not. For example, with a rate of 120, an AI civ offering 100 gold to another AI civ for something would actually be worth 120 gold to the other AI civ.
In the end the AI will soon have built so many units it will have to disband all workers to keep up support. This was the only time I have seen any go much beyond 125 per city. I would suspect they are disbanding 10 or more units a turn and selling of structures, but who knows. I have seen them disband due to not being able to pay the up keep. Theu may have had trade income, but I tend not to give them any.
Hope this clears it up a bit.
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