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kcbob
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Kansas City, MO USA
Dec 1999 time: 23:19
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Okay, let me start by saying that in this particular game, I was cheating like crazy. It was only my second game at Deity level and I was in it for the experience to be gained. And let me tell you, it was an eye opener. Please bear with me for a moment.
Tiny world, playing as the Indians (the random draw for this game), with no space race victory, I found myself on one of two major continents with the Chinese. The Germans and English were on the other one. Early on, I began to attack the Chinese with swordsmen and was able to make a nice dent in their territory. But once I whittled them down to about four cities, every new city taken soon deposed me and went back to the Chinese.
Enter the cheating. I would reload the most recent autosaved game and withdraw all of my units from the city in question. Then when it deposed me, I had enough units adjacent to it to recapture it.
Here is the interesting thing about science. When I finally got them down to two cities left, it seemed like every other turn was either attack or depose. But in between, I reached a point where the Chinese would negotiate with me on every turn for a peace treaty. On top of that, they would always seem to have anywhere from three to four new scientific advancements which they were more than happy to give me. Incredible! I must have gained 10 advancements in three turns.
Don't get me wrong. I hate to reload saved games and replay to my advantage. I would never consider a game such as that a victory. I've even given up on this particular game. But the gains in science were astounding. I will be looking out for that in the future in non-cheat games.
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sugar daddy
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too true, kcbob. But I think they had the techs all along, its just that you cant see them on the negotiating table unless you have got the pre-requisit techs....
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Ijuin
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Tokyo, Japan
May 2002 time: 14:19
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Interestingly enough, all civs you have contact with will know of your reputation, even if they have had no contact with the civ that you have betrayed. You can start out on an island with, say, the English, wipe them out before they have contacted ANY other AI civ, and the other AI civs will ALL know about your betrayel of the English as soon as you contact them. This means that any treaty-breaking you do will forever taint your reputation with ALL the AI civs FOREVER!
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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quote: Originally posted by Ijuin
Interestingly enough, all civs you have contact with will know of your reputation, even if they have had no contact with the civ that you have betrayed. You can start out on an island with, say, the English, wipe them out before they have contacted ANY other AI civ, and the other AI civs will ALL know about your betrayel of the English as soon as you contact them. This means that any treaty-breaking you do will forever taint your reputation with ALL the AI civs FOREVER! |
That's not what I see in my games. I remember one, where this was quite obvious:
I (Iroquois) had cleaned my continent of the puny Germans and Aztecs early. Treaties didn't matter, I got techs, gold and attacked again. And again. Both Aztecs and Germans hated the hell out of me, I finished them just not to see their faces anymore. That left me alone on the continent. I had a lot of dense built cities and an optimal placement of P/FP, so I made enough gold to outresearch the other AI's. Got Navigation first and sailed over to find another continent. If contained all other civs except one. They were nicely behind (3-4 techs). I sold techs for luxuries, but denied them Navigation.
Then I started to search the missing civ. Soon I found the Chinese on a continent of their own. It was nice, well shaped, rich of luxuries and resources, and it was fully developed by the industrious Chinese. I couldn't withstand, I had a strong desire to take it. Invaded with Cavalries, first 20, then more. Although I was ways ahead in tech, the war went long. Their Raiders were a PITA. They had many horse and iron resources, denial was not possible. I made peace multiple times and broke the treaties as soon as I had shipped over reinforcements.
Meanwhile, the other civs hadn't contact to China yet. I saw this in the diplo screens, the "Contact with the Chinese" option was still available. All civs were nice and polite, and eagerly traded with me. As soon as I could see, that they got Navigation, I doubled my effort on the Chinese continent and barely took them out, when I saw the first AI caravel approaching the 3rd continent.
Despite of my atrocities to the poor Aztecs, Germans and Chinese I saw no diplomatic penalty at all. I switched to builder, trader and scientist (2 continents were enough) and stayed the nice guy for the rest of the game. I had no problems with treaties and trade deals at all. I didn't finish the game though. I abandoned it as soon as I had reached the modern age. It wasn't a challenge anymore, I was ways ahead and could win at will.
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Catt
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California - SF Bay Area
May 2002 time: 21:19
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quote: Originally posted by Ijuin
Interestingly enough, all civs you have contact with will know of your reputation, even if they have had no contact with the civ that you have betrayed. You can start out on an island with, say, the English, wipe them out before they have contacted ANY other AI civ, and the other AI civs will ALL know about your betrayel of the English as soon as you contact them. This means that any treaty-breaking you do will forever taint your reputation with ALL the AI civs FOREVER! |
quote: Originally posted by Sir Ralph
That's not what I see in my games. I remember one, where this was quite obvious: . . . . |
Would love to know who is correct on this one. I generally play a builder style (or, more acurately, NYE's buildmonger style), and have often refrained from the more devilish tactics of breaking treaties shortly after peace, abusing RoP, etc. out of concern for my long-term reputation. If I was certain I could wipe someone out without a rep hit, I'd be more willing to be, as Arrian says, a bloodthirsty madman in the early game.
Anyone else confirm or deny the free reputation pass if you conquer a civ before third-party contact? (And Sir Ralph, do you turn the "respawn" option off when you play?)
Catt 
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Catt
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California - SF Bay Area
May 2002 time: 21:19
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Playing an all random game on Monarch. Looks like continents, max water. I (Persia) start on a landmass with Zulu and Babylon. Wipe out the Zulu. Babs, with an RoP and active trades, drops 4 bowman off right next to my capital (it was defended by one lowly spearman). Babs uses the RoP to move two bowman outside another city (also defended by one lowly spearman). Babs, abusing RoP, sneak attacks and takes my capital; next turn takes the second city. Fortunately, I was moving my huge immortal army into the chokepoint city that connects our empires, but was also able to move a small force towards my capital. I take back my cities and absolutely destroy Babs taking him down to one city -- but I really want The Republic from him; I confirm that he has no communications with other civs. I make peace, (taking everything he's got) with my armies outside his capital (last city). Next turn he demands I leave - I refuse, wipe him out. Hey - he broke important treaties with me first, didn't he? And in a most dastardly way 
Babs had built the Great Lighthouse shortly before I captured it. I used it to discover the other continent. Meet 5 other civs -- they are all quite happy to trade gpt, RoP, etc.
This is the first time I've had a chance to test it, but it seems to me that freely breaking treaties, if followed by total destruction of a civ before external contact, does not affect reputation. I'm with Sir Ralph and Arrian on the viability of doing this without reputational cost.
Catt 
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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:19
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My experience was identical to that of Theseus.
Ijuin may be thinking of an example where he had no contact with any civs, but the civ he wiped out did.
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