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jshelr
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pittsburgh
Apr 2002 time: 00:20
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VFW -- pre Vietnam, anyway, returning US soldiers formed clubs that met regularly, played pool (billiards), drank beer, complained about the younger generation, etc. Veterans of Foreign Wars was one of them.
I don't think of nukes as an advantage. If you shoot, you will normally get shot. But I did benefit in mini tourney III from the AI civs nuking each other. When I then invaded the other continent in that game the cities were crap and easily taken. I think some of our games saw the same thing happen to the human player's benefit.
In the game we are discussing, nobody did any nuking for me and it was much tougher sledding. The good luck I had was that all the AI civs immediately went to war right at the start of the scenario and left me alone to devlop and get some tech.
Maybe I should express the efficiency argument differently. I was careful not to over extend and I did make very few mistakes of that type. Instead, my mistake was probably not being aggressive enough. For example, I sent no "expeditionary forces" out to take the smaller islands but kept the "main army" intact pretty much all the time. It slowed me down and the clock just barely ran out. To do it the way I did it you would have had to be very precise. See you at the Alamo.
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Catt
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California - SF Bay Area
May 2002 time: 21:20
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You're right; on island maps the lack of an airlift capability for CMs makes them tough to use. But, IIRC, they're pretty cheap, and can be rushed fairly cheaply - just was wondering if someone used them (since this scenario struck me as an occasion where someone could plausibly and unashamedly say that CMs were very useful ).
The "airlift or not" regime is a little bit quirky, but I assume that the default settings are there for gameplay reasons - after all, you can easily use the editor to make settlers, workers, etc. airliftable - perhaps it was unbalancing in some way (to the designers, at least).
I liked the explanation of VFW - I started to write one myself, but wasn't sure if I had it right and/or was being offensive - "clubs that played billiards, drank beer and complained about the younger generation" is an apt summary for someone on the outside looking in (i.e., I'm not a V of FW myself). 
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:20
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Catt, I captured a few cruise missiles, and used them on the cities, but I thought they did little good... maybe because I just used a few of them on each city (3 at most, IIRC). I thought the radars were good, as you don't have to build them again each turn, and can't advance much quicker anyhow. But it might be good tactic, I'll keep it in mind if I ever get in the same situation. One note, though, there was little risk in bombing the marketplace away, it was more of bombing that nuclear plant away... the AIs really were well developed in their cities, or at least they were in my game.
jshelr, thanks for the explanation, and indeed, this looks like becoming a VFW meeting... where's that beer? 
In my game too, the AIs formed alliances and were constantly at war, I think it was one of the reason why we saw so many modern units, instead of the usual cavalry, ironclads etc. But in my game, the only nukes fired were by the Americans, and against the Americans. And they were very concentrated on 2 cities only. I destroyed several German, Indian and Chinese ICBMs when taking their cities, and was pleased that they shared my discomfort with the tools of death. Nukes only as retaliation, and to scare enemies away (not that that helped in my case )
The efficiency remark you're making is a very valid one, over extending happens a lot to me, and sometimes it gets quite bad. But, when being too careful you lose a lot of opportunities as well, I know my problems, and try to counter them by reinforcements. I found that that worked better for me. Indeed, the small islands were always high on my list of targets, and I did not make peace with anyone (some of the players here did). I had the pleasure of finishing 5 civs myself, instead of having to rely on allies to get that last city. Those small islands don't bring much, but my ironworks city Izumo was on one of those smaller islands... just this one city made up for all the little invasion forces, long turns, and general tedium. Besides, you need them for the domination victory.
Re: the Alamo: I'm testing it now, and it sure looks like it's going to be loads of fun!
DeepO
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Txurce
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Santa Monica CA USA
Mar 1999 time: 05:20
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In my win, no nukes were fired by anyone, I didn't use combined arms very often, and I never had that many MA. What made the difference was the GL I got in my second war, which led to an army factory during my GA. It was these multiple armies - frequently rushed, since I wasn't researching - that allowed me to win as quickly as I did. The other factor was geopolitical: attacking the right civ at the right time. What was interesting is that it worked out as well as it did despite my having done by far the worst job of researching of anyone who's posted.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:20
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quote: Originally posted by Velociryx
Heh...just had one other idea for an MT game....the title in my head is "barbarians at the gates" and the player would start with limited money, some troops, but no cities. You'll also start in some really unattractive real estate....tundra, desert, or jungle, so when you finally DO get to take your first city, it won't be all that good, and doing so will automatically put you at war with whomever you take it from.... I'm twisted, I know....I know....
-=Vel=- |
Oooh, I like it. But will you get a palace upon that first city capture? If not, you're in a world of hurt.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:20
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Vel,
I wanna pick your brain, since we're discussing barbarians. I was playing around with the editor last night, trying to figure out how to do the Roman scenario I was discussing earlier. I'm gonna have to do the map myself, and I've been having a helluva time figuring out the scale. Remember, I want China in this thing...
But anyway, I was thinking about the barbarian units. I have so far chosen horseman as the "standard" barb, with swordsmen for the "advanced" barb. With barbs on raging and encampments all over the place, do you think this will cut it? Remember, Rome will be strong, with lots of legionaries, fortifications, bombard support, etc. What about a Bab bowman as the standard (with 0 range bombard)?
Also, do you (or anyone else) know if you can set some AI's to chieftain level and others to Regent? Or is it just 1 across-the-board choice for AI level? I want the Germans, Russians and Iroquois (my Mongols) playing on chieftain, but China, Persia & (if they're in it) India playing on regent. The human will be on Emperor.
How do I make Germany a real pain? Thus far, I have been planning on making almost all of Germany forest (lots of game for them to use), and have their cities on hills with multiple vet spears, a catapult, and walls. Part of my problem, however, is that I want to have the area largely unroaded, as it was... but it would be too easy to cripple them by cutting their iron. Should I make swordsmen a no-resource unit?
Man, the map alone is really an effort. I tried a Large map, but found it too small. No I'm using a Huge map, but am worried it's too big. And all I've done is get the general shape of N. Africa, Iberia, Gaul, Britain and Italia down (well, and some cities... I got bored with just making land).
Victory conditions... I'm thinking conquest only.
-Arrian
p.s. If anyone has a good idea of how I can generate a good map for this (from the sahara in the south to Scotland in the north, Portugal in the west to China in the east), let me know.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Hey bud! Kudos on gettin' started on the map for the Roman scenario! That's awesome! 
As to the AI play levels...it's my understanding that the editor allows a "one size fits all" approach only....IIRC (at work, and not in front of the editor), you can't set the AI levels individually. Even if that's the case though, you can approximate it by giving extra tech and units to certain civs (another good way would be to make settlers require a tech, give that tech to some civs, and require others to research it)
If you're gonna make swordsmen as the advanced barb (which is a good idea, IMO), I'd consider making an entirely new unit (Barbarian Raider), using the swordsman graphic, no changes, except that it treats all terrain as roads. That way, in addition to being a more advanced attacker and defender, it retains its mobility advantage as well...barring that, maybe use the MW as the advanced unit?
As to germany - rather than making swordsmen no-resources-required, how about chaning the German UU to a Teutonic Raider or something...maybe use the Samurai graphic....and let them build that without resources....3/2/1, ATV, no resources for 3?
IIRC, is there not a mod based on the Med that we can *maybe* get a map seed from?
-=Vel=-
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:20
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Vel,
There are good Europe/Med maps out there. But my problem is that I want Europe, the Middle East, Northern India, the Central Asian steppes, and China. That's an odd map, and I think it's unlikely that someone would have made it.
I'm not going to use the Mounted Warrior for Barbs because I'm going to use the Iroquois for the Mongols to pressure China. As for the "all terrain as roads" idea... I think that's a little too much mobility. How about a 2/2/2 unit, based on the horseman?
I suppose I could put the two best German cities on iron resources. Hmm...
Question: if you give a civ the ability to build another civ's UU, does the use of that UU result in a GA? For instance, if I gave the Germans the Bab bowman (2/2/1 + 0 range bombard) so they'd build tougher archers in their outlying, non-iron-connected cities, would the use of the unit trigger a German GA? If so, GOOD. That's how I can beef them up.
Should I set the Legionaries to be able to build roads & make forts? It's historical, but is it good for gameplay?
Luxury situation (work in progress, of course):
Rome - wines (italy), incense (egypt)
Germany&Russia - furs
Persia - incense, dyes
India - spices, ivory
China - silks, spices
up for grabs: at the very southern edge of the map in africa, I may put an ivory resource, or even a gems resource. If Rome can spare the resources to get a city down there and protect it and the road connecting it to the empire, cool. But the vast majority of Africa will be unsettled wasteland filled with barbs.
Speaking of unsettled wasteland, I think I'm going to adjust the "optimal cities" number a bit, so the AI doesn't go crazy trying to settle everywhere. Rome and China will already be over the limit, but I will probably give them each a FP. I don't trust the AI to build a FP in the right spot as China, I feel I have to give it to them... and then I feel I have to have Rome's at least partway done in Byzantium - it's not THAT big of an advantage, since it's far from an optimal spot for the FP.
-Arrian
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:20
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Gotcha....yeah, that's prolly not a map that's been made just yet....ARGH! Good luck on it, bro! Wow...that alone will be a pretty big task....Modded Horsies should be fine for the barbs, although if the default player is Rome, then you could prolly get away with using the ol' MW's anyway, since they'd not "see" much of the Mongolian shenanigans, but that's all you, bro. I think the 2.2.2 horsie for barbs will be fine....
The ability of a unit to cause a GA is a definable ability in the editor, actually....one of the attributes you can assign any unit, so you could set pretty much any unit you wanna so it'll cause a GA for civ(s) X (Y, Z, and beyond)....I thought that was one pretty cool feature in the editor...
I'm liking the way it's shaping up already, by the way! Lemme know when you need a tester!
-=Vel=-
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dawidge
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Chicago
Apr 2002 time: 23:20
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Whew! Domination in 2044 with 2798 points. I'd sewn up a points victory by 2020.
I was hampered by the AI's nuisance tactics (sabotaging my GL-ready-to-be-built Palace... twice) that delayed a palace bounce until the 21st century. I chose to build neither artillery (since the AI can't use it effectively, I consider it cheating) nor air units (raw #s of MA are much more effective in my book, although some jet fighters might have come in handy against the waves of stealth bombers). I only built 10 warships during the game (2 Bardots and 8 cans) but had about 20 transports (many of which were completely unescorted ferries). Zero tech development once I reached SynFib (so there were an awful lot of RA scrapped as I entered cities).
When last I left, I was trying to decide who to kill next. Well, after wiping out the Chinese, the Americans obliged with yet another sneak attack (for some reason, I never got a declaration of war out of the americans, it was always an unannounced pounce with stealth bombers). So I took America with two landings of 27MA+9MI (and lots of airlifted reinforcements). Then Japan allowed me to seal the points victory, but I was still about 400 sectors shy of domination, so I lit into Germany (and would have wiped them out in 2044).
This save game is a keeper. I'll hope it'll run under 1.29. I'm sure I can better my score with all the pointers here. If they ever fix the AI's use of artillery (hint: you attack TROOPS with them, not just terrain), I may even start using it.
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