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nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 07:21
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AU Mod Test Game: Explorig Colosseums as Tourists Support Apolyton, buy Civilization: The Boardgame

There has been some suggestion that we test how much value players can really get out of early colosseums with a Tourist Attraction bonus. In order to facilitate such testing, I put together a quick scenario incorporating the changes to the colosseum that we recently voted on (restoring the cost to 120 and adding the Militaristic flag) as well as the proposed tourist attraction changes (restoring the upkeep cost to 2 and adding the tourism bonus). Settings are continents, middle-of-the-road, restless barbs.

I've left the choice of civ up to players so people can try different things in an effort to "break" the proposed change, with the only unplayable civs being the ones chosen for the AIs (at random but discarding some civs I thought humans might be especially interested in). Players are strongly encouraged to try to build a number of colosseums really early to see how much gold they can get later on, perhaps even modifying their research path to pursue Construction earlier than usual.

I based this scenario on my Mythic Hero mod, with a Mythic Hero difficulty level inserted in between Emperor and Demigod. That way my game here can provide an additional data point on how Mythic Hero plays in addition to examining the colosseum issue. Unfortunately, that means scores and hut results (and conceivably other things) for players playing on Demigod and above will be as if playing a level higher. If anyone wants to play on Demigod or higher and is bothered by that, let me know and I'll see if I can come up with an alternate version without Mythic Hero.

It would probably be best if people who play this scenario (if in fact anyone besides me does) not post anything about their games until a week from now or when a vote on the tourist attraction bonus is about to occur, whichever comes first. That way we won't have as much risk of interfering with the fun of people who start the game a bit later or play a bit more slowly.

Attachment: nab exploring colosseums as tourists.zip
This has been downloaded 6 time(s).

Last edited by nbarclay on 09-01-2005 at 08:01

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 07:36
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Here's a look at the starting position from an Iroquois perspective. (I gave us a relatively good one because a good starting position makes it easier to start building colosseums early, thus increasing the chance of our uncovering balance problems if such problems exist.)

Attachment: start position.jpg
This has been downloaded 103 time(s).

Dominae is offline Dominae
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Jan 2002
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  Old Post 09-01-2005 08:05
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quote:
Originally posted by nbarclay
(I gave us a relatively good one because a good starting position makes it easier to start building colosseums early, thus increasing the chance of our uncovering balance problems if such problems exist.)


...or it could cloud our judgement by not being able to differentiate between two UP-type games. Not that big a deal, really, as long as each person plays through the scenario twice: once by prioritizing Colosseums, once by playing "normally".

By the way, are Colosseums 60 Shields in this game, or 120?

nbarclay is offline nbarclay
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Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 08:43
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Multiple games shouldn't be necessary. We can look at the effect of the tourism bonus on our own civs by going through our cities and seeing what the tourist attraction bonuses are, and on AI civs by using the Espionage system to spy on AI cities (probably reloading to use the same gold to check multiple cities). That would be a lot easier - and a lot less boring - than playing the same scenario twice under different rule sets.

The ideal would be if players save the game at various points after 1000 AD, or maybe starting a little earlier, so they can go back after the game is over and use the espionage mechanism to see what bonuses the AIs were getting at different times. That would provide an even clearer picture of how human and AI benefits compare.

I won't rule out the possibility that this will play out as an Ultimate Power type game for players using Agricultural civs, but I went to a little extra trouble to make sure we aren't the only ones on our continent with extra food. Nor is our starting position a particularly exceptional one. What I'm hoping for - and it remains to be seen whether I'll get it - is reasonable balance between us and our neighbors, but with a relatively fast REXing and research pace on both sides.

Regarding the cost of colosseums, it's restored to 120 with the Militaristic flag checked (as per a recent vote). So the cost should be 60 for Militaristic civs and 120 for everyone else.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 09:00
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By the way, the strategy I have in mind at the moment (and I haven't really started playing yet so it might change) is:

1) Use the Iroquois for their Agricultural REXing advantage and their starting with Alphabet.

2) Research Writing, then Mathematics (assuming I can trade for Masonry), and then Philosophy. If I can be first to Philosophy in spite of the delay, and assuming I can trade for Iron Working, I can get Construction as my free tech without delaying Republic too much.

3) Built colosseums as a high priority once I'm finished REXing.

punkbass2000 is offline punkbass2000
King
Waterloo, ON, Canada
Feb 2002
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  Old Post 09-01-2005 09:19
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I'm thinking I'm gonna go with the Vikings, but we'll see when I get time for this... (and when I have to put my money where my mouth is )

Dominae is offline Dominae
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Jan 2002
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  Old Post 09-01-2005 10:14
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quote:
Originally posted by nbarclay
Multiple games shouldn't be necessary. We can look at the effect of the tourism bonus on our own civs by going through our cities and seeing what the tourist attraction bonuses are, and on AI civs by using the Espionage system to spy on AI cities.


Yes, but you also have to compare the strategy of mass Colosseum beeline (or whatever you want to call it) to a more conservative approach. We know that the human player always exploits things better than the AI, the real question is whether early Colosseums are powerful enough that not going that route is just bad strategy. To show this you need a comparison.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 15:06
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My first attempt to cause the tourist attraction mechanism to create an imbalance in my favor failed miserably. I got Philosophy first in spite of a big detour, but the AIs never got around to researching Iron Working so I ended up stuck taking Monarchy instead of Construction as my free tech. I'm up to 630 BC and still ten turns away from Construction at my current pace, which means the really big bonuses wouldn't kick in until pretty late in the game.

Conclusion: We definitely don't have anything resembling a problem where rushing to Construction and trying to build a bunch of early colosseums is the way to go in every game. Whether there are particular conditions where the strategy is overpowering remains to be seen. I may try setting up a different scenario where the neighbors are deliberaely chosen to be more helpful instead of selected at random.

Moonbars is offline Moonbars

King
Glasgow
Aug 2002
time: 05:32
  Old Post 09-01-2005 16:01 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by nbarclay
I may try setting up a different scenario where the neighbors are deliberaely chosen to be more helpful instead of selected at random.


Carry your game on, and see what those Cols do for you if you biuild then 500-0AD.

For another test, try this map again but move the col from CONST. to Burial, or some cheaper start-tech.

If library and marketplace multipliers affect the WEALTH that comes of the TB, then I think we want to can the idea. I was sure it was just straight up gold!!

Modo44 is offline Modo44
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  Old Post 09-01-2005 16:14 Visit Modo44's homepage!
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quote:
Originally posted by Moonbars
For another test, try this map again but move the col from CONST. to Burial, or some cheaper start-tech.

That would move the Colosseum by several years. Thousands of years for Militaristic civs, counting as a replacement for Temples. The relatively late, and expensive technology is a big factor here, so removing it would make the test useless.

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King
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  Old Post 09-01-2005 16:19 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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No I don't think so, if the objective is to see if lots of early Cols would be game breaking, that's a way of finding out. Sure it's not real-game conditions, but it would let us try the Col out. However, we may not want to bother:

I have been looking at an old game, where I have a captued city with 3 old wonders in it, and can confirm the following:

The Tourist bonus is:
reduced by corruption
spent as per your SCI/ECO/LUX sliders
Increased by LIB/Market/Bank/Uni

Modo44 is offline Modo44
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  Old Post 09-01-2005 16:26 Visit Modo44's homepage!
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quote:
Originally posted by Moonbars
No I don't think so, if the objective is to see if lots of early Cols would be game breaking, that's a way of finding out. Sure it's not real-game conditions, but it would let us try the Col out.

The very point is, that Colosseums come too late, to become game breaking. If you move them to 2000 BC, by assigning them to Ceremonial Burial, then you will naturally get a huge bonus out of them. The same thing would be extremely hard to achieve with Colosseums built around 500 BC, or later, as with Construction. Remember, that one important argument for the change is, that it won't be possible to build many early Colosseums at all.

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King
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  Old Post 09-01-2005 16:34 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Modo44

The very point is, that Colosseums come too late, to become game breaking.


Kind sir, I am not in dispute with you. NB has seen that with cols at CONST, he couldn't build any before 500BC, and might not get any up before 0AD.

I proposed moving them to CB, for this test game only, so as to ensure we CAN build some. If the game breaks, then our assumption that a few early cols is unbalancing is confirmed. If we build lots of early cols and the game doesn't break.. then we've proved there is no problem.

We test the extremes.

The question then becomes - how many can you get with cols at contrs? the first response is: Zero.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 17:33
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quote:
Originally posted by Moonbars

Kind sir, I am not in dispute with you. NB has seen that with cols at CONST, he couldn't build any before 500BC, and might not get any up before 0AD.


My not being able to build colosseums earlier in my first attempt was due to which civs I had as neighbors (no Industrious civ to get Masonry from) and, more importantly, to a peculiarity of AI research in that game (I couldn't trade for Iron Working). I've already started another game making sure I had an industrious civ nearby, and I've played to a point where Iron Working has been discovered. So if I can research Mathematics and still win the race to Philosophy, I should get some early colosseums with my second attempt. If it works out, I'll post the scenario for others to try.

nbarclay is offline nbarclay
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Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 20:31
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My new scenario worked reasonably well, with me discovering Philosophy and getting Construction as a free tech in 690 BC (on Mythic Hero difficulty level). Even so, I wasn't able to get Construction until well after 1000 BC. I'm starting to get the idea that it takes a really special starting position, plus the right civ, to get the kind of ultra-early colosseums punkbass2000 is thinking in terms of. If anyone wants to try to prove me wrong, here's the scenario I used. Note that the name is very similar to the first one, but the map is completely different.

Attachment: nab exploring colosseums as tourists near america.zip
This has been downloaded 1 time(s).

nbarclay is offline nbarclay
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Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 09-01-2005 20:37
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And here's another version of the same scenario with the Hittites a neighbor instead of the Americans. This version is useful mainly if anyone wants to play a civ that starts with Masonry but not Alphabet.

Attachment: nab exploring colosseums as tourists near hittites.zip
This has been downloaded 1 time(s).

Dominae is offline Dominae
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Jan 2002
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  Old Post 09-01-2005 21:32
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quote:
Originally posted by Moonbars
I proposed moving them to CB, for this test game only, so as to ensure we CAN build some. If the game breaks, then our assumption that a few early cols is unbalancing is confirmed. If we build lots of early cols and the game doesn't break.. then we've proved there is no problem.


Given that we would never move Colosseums to Ceremonial Burial in the AU mod, I agree with Modo that your "extreme" test has no value to us whatsoever; it's pretty easy to break the game when you start modding.

It's the Colosseum's cost, combined with its location in the tech tree, that offsets this powerful new ability we are proposing it have.

punkbass2000 is offline punkbass2000
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Waterloo, ON, Canada
Feb 2002
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  Old Post 10-01-2005 00:04
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Well, as I'm sure was expected, it's harder than I thought. No screens, but I will post a couple saves so people won't accidentally see things they don't want to know. I have at least three cities that are quite ready to build a Colosseum, but getting the tech is harder than anticipated. I'm wondering if an Exp. civ could really aid in this dept, however.

Here's my first save:

Attachment: colosseumaztec2630bc.sav
This has been downloaded 1 time(s).

punkbass2000 is offline punkbass2000
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  Old Post 10-01-2005 00:06
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The second:

Attachment: colosseumaztec1750bc.sav
This has been downloaded 1 time(s).

Last edited by punkbass2000 on 10-01-2005 at 00:12

nbarclay is offline nbarclay
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Dec 1999
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  Old Post 10-01-2005 01:43
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What tech strategy did you use? I tried a couple test runs with the Aztecs on Emperor researching Alphabet as my first tech and America beat me both times.

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  Old Post 10-01-2005 01:49 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by punkbass2000
Well, as I'm sure was expected, it's harder than I thought. No screens, but I will post a couple saves so people won't accidentally see things they don't want to know. I have at least three cities that are quite ready to build a Colosseum, but getting the tech is harder than anticipated. I'm wondering if an Exp. civ could really aid in this dept, however.

Here's my first save:


This was my reasoning behind giving a civ Cols. to start with - in rare cirsumstances, it will be possible to get Construction early enough to have a shot at building 3-6 cols prior to 2000BC, my suggestion was to simulate such a situation without having to wait for good luck to random chance to provide it, but it looks like I'm the only person who sees any merit in this, so I'll just shut up and leave it at that

Rommel2D is offline Rommel2D
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  Old Post 10-01-2005 02:26
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If those rare circumstances can't be duplicated in a playtest game played solely for that purpose, we shouldn't consider them as part of any game-breaking strategies, no matter what the late game results are.

nbarclay is offline nbarclay
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  Old Post 10-01-2005 03:25
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quote:
Originally posted by Rommel2D
If those rare circumstances can't be duplicated in a playtest game played solely for that purpose, we shouldn't consider them as part of any game-breaking strategies, no matter what the late game results are.


The one caveat to that view is that what I've tried to create is not actually a best-possible-case scenario, just a better-than-average one. If we have something approaching balance problems with my latest scenario, we can expect the situation to be worse every now and then in random games, although it usually wouldn't be as serious.

There are three reasons I took the approach I did. (1) The vast majority of AU games are not designed to give the player an unbalancing advantage over the AIs in starting position. (2) past a certain point, starting positions are so favorable that it doesn't really matter if a player gets a "game-breaking" advantage late in the game because any semblance of balance was broken long before then. And (3) I wanted the game to be fun to play.

Rommel2D is offline Rommel2D
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  Old Post 10-01-2005 04:22
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If two quality players trying different maps and tribes can't produce one example of an early colosseum bumper crop, it isn't going to happen enough in random games to worry about. I'm not saying we should draw any conclusions at this point, but the burden of proof is on those that suspect it is likely...

punkbass2000 is offline punkbass2000
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  Old Post 10-01-2005 07:41
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quote:
Originally posted by Rommel2D
If two quality players trying different maps and tribes can't produce one example of an early colosseum bumper crop, it isn't going to happen enough in random games to worry about. I'm not saying we should draw any conclusions at this point, but the burden of proof is on those that suspect it is likely...


Yes, if they can't. I'm not done yet. My earlier theses have proven fairly false, however my methodology is adaptive. I have tons more to say about the whole issue than I have time for ATM, unfortunately. One thing is I'm (IIRC) 25 turns from Constr. at 1750. I imagine with growth that it will take no more than 20, but we'll see. IINM, that means Constr. by 1250BC. There are some advantages to not being able to build them right away, it would seem, as I think all five of my current cities will not have a huge problem pre-building and completing the turn after I discover it. Also, the way things work with corruption and Marketplaces, only really core cities are going to get early Colosseums and these cities will almost invariably have Markets and little corruption. If I do get them in 1250BC in five cities, by 250BC (with Markets and no corruption, for arguments sake ATM) I will be making 15gpt bonus gpt. By 250AD, 30gpt. This is getting substantial. Not only is this etra gold, it's gold that comes in and gets multiplied even with 0% tax rate. In concert, that means right around the begin of the turning point in most games (the Middle Ages) you will have something almost as good as Wall Street (which won't show up for another age) as well as be in a position to switch over into taking the tech lead. Add in a well-timed GA that nets you plenty of Uni/Banks, and you have a monster of an empire. All this on top of the bonus content citizens in these, the core cities. Not bad, I say, not bad. Perhaps not as profound/shocking as my original hypothesis, but significant, IMO, nonetheless. I will likely continue this game on Tuesday to try and confirm. I also want to try with a few other civs.

punkbass2000 is offline punkbass2000
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  Old Post 10-01-2005 07:46
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quote:
Originally posted by nbarclay
What tech strategy did you use? I tried a couple test runs with the Aztecs on Emperor researching Alphabet as my first tech and America beat me both times.


Well, you are playing MH, of which the differences I am not familiar with, but at least somewhat harder anyway. I researched Alphabet full bore, traded it to America for Mas. and then went at Math full steam. Later, I met Japan, who didn't have much they wanted from me. Then I ran into Babylon, who was quite happy to sell both of their starting techs and all gold (20?) for Alph. + Mas. With Math. I was able to grab IW from America and the Wheel and Myst from Japan or Babylon, I can't recall. (only America had IW at the time).

Risa is offline Risa
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Nov 2003
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  Old Post 10-01-2005 12:30
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I don't think TA produce golds. It's raw commerce in my experiences.

nbarclay is offline nbarclay
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  Old Post 10-01-2005 17:01
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I just found a bug that I hadn't previously known about. When I compared punkbass2000's game with some unsuccessful attempts I made to replicate it, I discovered that his research cost was half of what mine was (with both of us playing on Emperor). On further investigation, it seems that the scenario is calculating tech costs based on the world size for whatever game has been played previously. (I can see the change when I start a new regular game and then reload the scenario.) So even though the map size in this game is supposed to be standard, it looks like I've been playing with huge-map tech costs, making my research costs one and two what they ought to be. Conversely, I'm speculating that punkbass2000 may be playing with small-map tech costs, which would make his tech costs about 17% lower than they ought to be.

In any case, forget everything I said based on my results from my test games thus far. I'll have to start testing over again with the tech costs acting like they're supposed to.

I haven't tested yet to see whether the same bug hits other scenarios with built-in maps. If it does, we need to make sure we release AU games as .sav files rather than as scenarios, at least as the primary format.

punkbass2000 is offline punkbass2000
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  Old Post 10-01-2005 18:10
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Well, I guess I'll have to restart as well . It makes me wonder how many games I've played with this error

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  Old Post 10-01-2005 19:05
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Here's the save as well as the thread, for background info. The tech pace is absurd on this Emperor game on a Huge Map (despite the unusual "challenge" form of the ridiculous KAI, the rest of them were all advancing in tech rapidly). I came up with a few reasons (trading with KAI, Exp, etc.) but now that I've seen N's post I think this is liekly the best explanation.

Attachment: challenge1250bc.sav
This has been downloaded 1 time(s).

 
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