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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:22
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For those who aren't aware of it, one of the best ways to get a gigantic score is to play a tiny-map duel against a single opposing civ and blow them away quickly. Scores obtained in such a manner can't match what folks like Aeson can do with milking on a big map, but they are still spactacular by any lesser standard.
I just played such a game, playing Egypt (industrious with a fast ancient UU) against India (wimps who wouldn't live long enough to even dream of getting their UU). To load the dice farther, I restarted until I got a good starting position (and ended up with an even better one than I'd aimed for). The game was Emperor level, max-ocean Pangea, cold and dry, no barbarians.
The result? Conquest victory in 1025 BC (yes, that's spelled with a B and a C) for a score of well over 15,000. No conventional game I've ever played has even come close.
If anyone else wants to try the same game, here's the 4000 BC autosave.
Nathan
Attachment: civilization iii autosave 4000 bc.zip
This has been downloaded 1 time(s).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:22
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quote: Originally posted by vmxa1
Well if liked that, then make a scenario with you and one civ and only one tile that can have a city. You win on first turn and score over 30.000 IIRC. |
I don't think that's workable without also tampering with the rules, unless I've missed something. (1) A civ is not defeated if it has a settler. (2) A properly designed two-tile island would allow a civ to cross the domination threshold with a single city, but on any level higher than Regent, the AI gets free units that could immediately walk into your undefended city to win. (The editor seems unwilling to create land without adjacent coast or to turn coast into sea or ocean without destroying adjacent land, so separate islands would not work for that.) The closest you could get would probably be a one-tile island for the AI and a slightly larger island with cattle for you, making it possible to cross the domination threshold after ten turns when your culture expands.
But doing something outlandish with the editor seems more like you're playing "How much can I cheat?" than like you're playing Civ 3. I regard that as fundamentally different from restarting, which merely accelerates a process that would have the same outcome (albeit over a longer period of time) if you played out all the games in between. I chose the rules set that I thought would give me the best chance, but nothing I did was outside the rules or parameters Firaxis shipped the game with (and therefore should presumably, at lest in an ideal world, have made sure was play-tested).
Nathan
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Zero-Tau
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Elsewhere
Aug 2002 time: 06:22
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quote: Originally posted by nbarclay
I don't think that's workable without also tampering with the rules, unless I've missed something. (1) A civ is not defeated if it has a settler. |
The thing is, if you create a map with only mountains and water, so it's impossible to settle, and then skip your turn, all the AI civs will realize that the settler is useless and, to spare gold, disband it. This will make you win in 3950 BC, and on Deity, this gives a net 36000 points.
CivFanatics screenshot of the histograph
Not that this is any fun, of course...
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:22
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quote: Originally posted by tinyp3nis
Time is one really big factor, if you play worse you need more time to win. But I think they should somehow fix the system, maybe the same bonus if you win in 4000BC-1000AD, descending scores from 1000AD but not from 4000BC. What I'm trying to say is no greater bonus if you win earlier than 1000AD, just the same bonus when you win in 1000AD. |
All else being equal, if you play worse, you need more time to win. But a well-balanced nation is strong in size, happiness, culture, science, wealth, production, and relations with other nations. The "year of victory" bonus doesn't distinguish between players who take longer because they can't win quickly and players who take longer because they aren't interested in trying to win quickly at all costs. Instead, it it imposes the same penalty on people who choose not to win quickly because they have other priorities as on those who truly can't win quickly.
Nathan
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tinyp3nis
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compensate this!!
May 2002 time: 07:22
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quote: Originally posted by nbarclay
All else being equal, if you play worse, you need more time to win. But a well-balanced nation is strong in size, happiness, culture, science, wealth, production, and relations with other nations. The "year of victory" bonus doesn't distinguish between players who take longer because they can't win quickly and players who take longer because they aren't interested in trying to win quickly at all costs. Instead, it it imposes the same penalty on people who choose not to win quickly because they have other priorities as on those who truly can't win quickly.
Nathan |
This is called luck, If you read all what you said carefully you see. Two players from same situation, the better wins faster and the game already has the indicators for other factors, like size and such. Time should always be a factor for scores, except in multiplayer.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:22
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quote: Originally posted by tinyp3nis
This is called luck, If you read all what you said carefully you see. Two players from same situation, the better wins faster and the game already has the indicators for other factors, like size and such. Time should always be a factor for scores, except in multiplayer. |
I agree that time should be a factor. The problem comes when the only factors that come into play are year of victory, size, and and non-unhappy population. That devalues everything else that makes a civilization great, and penalizes players who regard things like science and culture as similarly important.
In the AU 106 game, I could have won at least a century earlier had I been inclined to rush libraries instead of courthouses and marketplaces (and especially if I'd cancelled all scientific research so I'd have more gold for rush buying). But instead, I chose to focus on a style of play that would set my nation up for strong (and accelerating) continued prosperity after the game was officially over. A really good scoring system would have those things I did to make my nation wealthier and more productive count toward the score.
Nathan
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Ijuin
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Tokyo, Japan
May 2002 time: 14:22
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Yeah, what ever happened to civs getting points for building Wonders? I would like to see a civ be awarded fifty points for every Great Wonder it builds (NOT captures!), twenty points for every Small Wonder it builds, and one point for every 100 culture points it generates.
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