View Full Version : aarrggggggg - I hate this game


ruff_hi
Jun 02, 2008, 12:12 PM
I'm trying to fill the 'time' entry in my EQM so I played a quick small map against the three american leaders. I had totally kicked but and was in cruise control, spreading Sid's sushi around to grow as big as possible. I was getting the dom warning during my last war and finally kicked Washington off my island with 1 tile to spare.

I also had 2 small cities on a 6 tile island that I decided to set free, just to stay well below the dom limit ...

http://img110.imageshack.us/img110/4615/dom0019es6.jpg

... and the stupid dom limit reduced! REDUCED :gripe: I hate :mad: this game. Domination next turn and I had just got my domination hole filled last game (that time I got the tile count exactly right with 5 vassals and 1 person still free).

Harbourboy
Jun 02, 2008, 12:41 PM
I used to complain to people about this, but all I ever got were people telling me that the domination limit never changed. So I gave up, because nobody ever believed me. I wish I could find that thread and wheel it out again here.

Misotu
Jun 02, 2008, 04:57 PM
Wow. I never heard about this ???!!! The dom limit *reduces* ? Urgh.

WastinTime
Jun 02, 2008, 08:24 PM
Well yea, of course it reduces. You created another civ (vassal). Haven't you noticed the dom limit is lower when there are more civs? Compare an 8 civ map with a 4.

ruff_hi
Jun 02, 2008, 10:43 PM
I had a turn to correct it - should of given some cities away and killed off Frederick - a bit harsh, welcome to the world ... time to die!

ruff_hi
Jun 04, 2008, 06:04 PM
Update from my latest game: OCC warlords as Gandhi trying to get a quick space victory on a small map (or it could be tiny - one of the two). Got a PA with Mansa and we are really rocking ... I am too far South to build the Space Elevator so Mansa starts it in a 30 base hammer per turn city (great work Mansa!). We are just wrapping up our final war with Cyrus and the domination limit is getting close (about 10 tiles).

We finish the last required SS tech and Mansa starts the last part (drat!, my mistake - should have let him finish the tech). He puts it in a city that will finish the part 2 turns after the finish of the space elevator - in about 14 turns. My city could finish it in about 6. Oh well, will just wait.

2 turns before the last SS part finishes and with the HOF mod saying that I have 5 tiles to spare in the Dom limit, I win by DOM in 1871.

WastinTime
Jun 04, 2008, 06:25 PM
Space Elevator is useless, even more so in BTS. Not sure what they were thinking there. Here's a trick. Put the Elevator in your queue (but don't build it) then Mansa can't.

We finish the last required SS tech and Mansa starts the last part (drat!, my mistake - should have let him finish the tech).

Please explain this statement. I'd like to learn this. Are you saying you can control whether or not you get a chance to build the part instead of him? How does that work exactly?

ruff_hi
Jun 04, 2008, 07:40 PM
why is the SE useless? It adds 50% of the base hammers - in my usual SS cities, that is about 20 to 25 hammers per turn. Nothing to be sneezed at.

Re my second comment ... some background that I am sure you know - beakers are added to the current tech just after you hit 'end turn'. You cannot build anything associated with that tech until you have completely finished researching it. Its straight up and down in SP games, but in a team game (or a PA game), if you finish the tech, then your partner can start to build the associated buildings, parts, etc. If your partner finishes the tech, then you get first go.

tech bar colors: bright green: beakers added; dark green: beakers to be added by you at the end of the turn; blank: beakers outstanding after you turn

If it is your turn and the tech bar shows any blank to the right only 1 turn to go on the tech, then your beakers will not finish the tech but your partners will. This means that you get first bite at the tech buildings, parts, etc. If there is no blank to the right, your partner gets first bite. If this is the case, then swap to another tech and let your partner finish the old tech by himself - just watch for when he finishes it for you.

WastinTime
Jun 05, 2008, 01:26 AM
SE: When you're already getting 100% aluminum, 100% Ironworks, 100% forge/factory/power, 50% Bureaucracy, 50% Lab, then SE is just a drop in the bucket. It's 50% amounts to more like a 10% boost.

And all that matters is your biggest 2 production cities. Who cares if another city takes 10-20 turns to make a casing as long as it's done before launch.

The SE could only ever save you 1 turn off your launch date. Most likely it will slow you down. The engineer(s) you wasted on it could've bulbed towards a tech.

Then in BTS it's worse because you don't even need Robotics to launch. They moved the part that required it.

Mesix
Jun 05, 2008, 04:03 AM
I thought that team games were not allowed for HOF submissions.

ruff_hi
Jun 05, 2008, 05:22 AM
I thought that team games were not allowed for HOF submissions.They aren't, but you can get a late game team effect by signing a permanent alliance.

Methos
Jun 10, 2008, 02:09 PM
I thought that team games were not allowed for HOF submissions.

Correct, team games aren't allowed. I believe the confusion lies in their word choice. In the above discussion they're using the word "team" in replacement of their "permanent ally", which is allowed. Team play as defined in the rules (http://hof.civfanatics.net/civ4/rules.php) isn't allowed, but getting a permanent ally later in the game is allowed.