Sisiutil & Lord Parkin (Multiplayer Team Game)

What i ment was if you do have so many more research multipliers, why the heck is stisiutil running at 30% before you get up to 100%(with him gifting you gold). I often find getting crucial techs so much sooner can be better than the other options, especially upgrading is very not effecient...
 
No, I've just been busy with other things this week. No ALC update yet either.
Yeah, it's been a busy week for me too, with a lot of work at university. The game definitely isn't dead though. ;)

I'll hopefully post the next write-up sometime today. (The weekends are the best time for me to do the write-ups, since I have the most time - the weekdays are often hectic.)

Anyways, I am a long time lurker, but a first time poster in your (or Lord Parkin's, which ever) threads. They have really helped my games (I didn't even know you could change what tiles you could work in your city). I really enjoy them. Keep them coming!
Thanks, glad you're enjoying them. :)

What i ment was if you do have so many more research multipliers, why the heck is stisiutil running at 30% before you get up to 100%(with him gifting you gold). I often find getting crucial techs so much sooner can be better than the other options, especially upgrading is very not effecient...
That's a good point, and I guess the answer is that we knowingly sacrificed a little efficiency to keep the game interesting for both of us. Just like Sis never gifted any of his old cities to me - I wouldn't have wanted him to gift all of his GPT to me. It might have made our empires more efficient, but with Sis having few core cities and no excess GPT whatsoever, the game probably would have been less interesting for him. If you think about it, it would have made the game more like Sis was my vassal than like we were actually teammates. ;)

Perhaps in a game where we were really struggling to beat the AI, the gold-per-turn and city gifting might have been sensible, but in this game we haven't had too much of a struggle since the mid-game (as you've no doubt seen). So hence, it wasn't really necessary for me to take over the heart and soul of Sis's empire for us to win this game, and so I didn't. :)
 
If you think about it, it would have made the game more like Sis was my vassal than like we were actually teammates. ;)

It would serve him right when you consider how many civs he has capitulated, dirty, rotten warmonger that he is.
 
Perhaps in a game where we were really struggling to beat the AI, the gold-per-turn and city gifting might have been sensible, but in this game we haven't had too much of a struggle since the mid-game (as you've no doubt seen). So hence, it wasn't really necessary for me to take over the heart and soul of Sis's empire for us to win this game, and so I didn't. :)

Oh, so in the next team game you'll move to Emperor? Looking forward to that thread.

Not to put you on the hook for anything... :)

Jason
 
It would serve him right when you consider how many civs he has capitulated, dirty, rotten warmonger that he is.
I suppose so... :lol:

Oh, so in the next team game you'll move to Emperor? Looking forward to that thread.

Not to put you on the hook for anything... :)

Jason
Heh, well I've still got a bit of work to finish writing up this game first. And I've got a deadline for a research project at university looming on the horizon in the next month, so that will limit my time.

But we'll certainly keep it in mind, and when/if we do start our next team game, I'm sure it'll be on Emperor level. ;)
 
Session XI: 1786 AD – 1804 AD

Early on in the session, Bull got a Great General, but it didn’t look like it would help him: it was simply too little, too late. Boudica/Bismarck’s multiple stacks of superior units were having a field day in the Native American lands, and it seemed nothing would stop them.

We finished Refrigeration in 1788 AD, and began researching towards Rocketry – more as a prerequisite for Satellites than anything else. (It was about this point that we had decided that a push for domination victory would be more interesting – and possibly quicker – than the space race. Hence, we wouldn’t be bothering with building the Apollo Program.)

Meanwhile, our cities were still constantly churning out Tanks, Marines and Battleships, as well as Fighters and Bombers. Our rating on the power graph was climbing upwards faster and faster with every turn. We were positioning our forces ready to invade at a moment’s notice. If Willem and Huayna could see what was coming for them, they’d certainly be starting to sweat about now. ;)

In 1792 AD, the UN resolution for +1 trade routes in all cities passed, which boosted our combined economy considerably.

Civ4ScreenShot0263.jpg


During all this time, Saladin was constantly poisoning the water supplies of the cities I had captured from Mansa, which was irritating but not a huge problem. (Incidentally, I’m not sure why the AI always favours poisoning the water over fomenting unhappiness, since in almost every case I consider the latter to be far more powerful. Perhaps the programmers were trying to be nice to the human players, or more likely, perhaps it was an oversight on their part.) ;)

In 1796 AD, we finished Rocketry and started on Ecology: those Recycling Centres would help with our healthiness issues in some cities.

The same turn – we began the war with Willem/Huayna!

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We’d decided that the time was ripe for war, since we wanted to get in a few easy battles before Willem/Huayna got access to Infantry and made life more difficult for us. Sis headed for Willem’s southernmost city of ‘s-Hertogenbosch, while I went for some of Willem/Huayna’s island cities with my airlifted Tanks and amphibious Marines. (I’m quite a fan of naval invasions, if you haven’t already gathered that.) :)

Kampen, Dorestad and Ica fell in quick succession, without a single Persian unit being lost.

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From these three battles, I also managed to net myself a Great General – my first of the game! (Recall that Sis had generated no less than seven Great Generals already by this point in the game!)

Next turn brought some interesting news from around the world – the Spanish city of Angora had fallen to the Byzantine empire. Clearly, Shaka/Justinian weren’t content with having taken over former Russia, and so had decided to bring the battle to Izzy’s home soil.

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Sis predictably captured the Dutch city of ‘s-Hertogenbosch without much resistance...

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Meanwhile, I captured the island cities of Leeuwarden, Deventer and Groningen. I switched some cities to building Infantry at this point, to defend the cities I was conquering and free up the valuable offensive Marines and Tanks. (Being able to airlift the defensive Infantry immediately into newly conquered revolting cities was very valuable. I’m not entirely sure whether airlifting is a balanced game mechanic in this respect, but we certainly used it to our advantage anyway.)

I hadn’t ever encountered Airships used offensively by the AI before, so it was a bit of a shock when Huayna used some Airships in combination with Cavalry to take out two of my Tanks in one turn near Andahuaylas. Needless to say, I learnt my lesson quickly, and immediately got some Fighters over to keep the skies clear around that city. (Sis kindly contributed one of his own veteran Fighters to help me out.) It was very satisfying to take down that city along with the Airships a couple of turns later – a small bit of revenge for Huayna’s nasty work in destroying those two CRIII Tanks.

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While all this had been going on, over on the main continent Sis had captured the Dutch city of Delft.

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We'd finished Ecology, and had begun work on Computers – since it was on the path towards Robotics and those lovely Mech Infantry.

Willem was starting to bother us a bit with Destroyers, so we resolved to take out his two Oil sources. Sis sent some Spies he had in the area over, and quickly sabotaged the Dutch Oil wells.

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Note the numerous, outdated troops in the Dutch cities. (The Incan cities were much the same.) We had chosen a pretty good time to strike, having just recently got Tanks while Willem/Huayna were still a step behind getting Infantry. If we’d struck a bit earlier, before Tanks, the war would have progressed a lot more slowly, and if we’d struck a bit later, we’d have had a lot more trouble trying to take cities defended mainly by Infantry. So the time that we did strike was probably pretty close to optimal. ;)

The war was taking quite a lot of time to play out (due to the large number of units to move for both Sis and myself), so we decided to end the session in 1804 AD and continue later.

Here’s how the diplomatic relations table looked at the end of the session:

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Coming up next time: more Dutch and Incan cities fall to our mighty military, and the significant event which changed our war strategy. :)

Cheers,
- Lord Parkin
 
Just to let everyone know, we just finished the game during our latest session.

Spoiler victory type and date :
We won the Domination victory in 1860 AD. ;)

It'll take me a few days to get up to date on the write-up, but I'll get there. :)
 
Willem was starting to bother us a bit with Destroyers, so we resolved to take out his two Oil sources. Sis sent some Spies he had in the area over, and quickly sabotaged the Dutch Oil wells.


Which would leave the Royal Dutch Navy as a Shell of its former self!! :lol:

Looking forward to the final write-up.
 
How many days is a few?
 
Looking forward to the final write-up.
How many days is a few?
Sorry, I'm incredibly busy at the moment, as it's the last week of term and all sorts of research papers and assignments are due in. Weekdays were already out, I really can't afford to sacrifice any time (and grades) for write-ups this weekend.

However, the rush will be over by the end of the coming week, so I'll make sure to have a good long sit-down and finish off the rest of the write-up then. You can probably expect it by roughly this time next week. My apologies for the delay, but my coursework and grades do come first before Civ, unfortunately. ;)
 
'Course, grades are always more important than civ.
 
To quote Education from Civ:

"There is no wealth like knowledge, no poverty like ignorance."
 
edjukashun iz 4 gerlee boyz. reel menz pla civ

Without "edjukasun", you can't get a job and earn money, therefore you can't pay for the electricity bills that you need in order to play civ. ;)

even so, can a reel menz, without any edjukasun, play civ (and on a difficult level)?

reel menz r dumb
 
The difficulty level was set to Monarch mostly to compensate for the multiplied advantages that AI teams get on high difficulty levels.

I would like to know more about these multiplied advantages. I felt pretty sure a double-human team game is much, much easier than a solo. An important factor alone is that there are more human decisions, which is what totally owns vs any crappy AI.

Anyhow, I'm curious to see a deity normal-speed game, with one top builder paired with one top warmonger. Bad decision, or terrible?
 
Without "edjukasun", you can't get a job and earn money, therefore you can't pay for the electricity bills that you need in order to play civ. ;)

even so, can a reel menz, without any edjukasun, play civ (and on a difficult level)?

:confused: are the reel menz

Sarcasm, do you use it?
 
I would like to know more about these multiplied advantages. I felt pretty sure a double-human team game is much, much easier than a solo. An important factor alone is that there are more human decisions, which is what totally owns vs any crappy AI.
A couple of examples of the multiplied advantages - research and production. AI's on the higher difficulty levels research every tech for a certain % less beakers than the human players, so therefore in teams (where research costs are increased by 50% per team member across the board), the same % advantage for the teamed AI corresponds to a larger number of beakers advantage. Similarly, AI's on the higher difficulty levels have their production costs for everything (buildings, units, wonders, projects) reduced by a certain %, so two AI's in a team get a larger number of hammers advantage.

Of course, as you point out, there's the multiplied human intelligence factor as well, which may indeed counterbalance the above AI advantages. In some cases then, it probably does make the game easier to be in teams.

Anyhow, I'm curious to see a deity normal-speed game, with one top builder paired with one top warmonger. Bad decision, or terrible?
Could be interesting. It would be difficult, but it would be doable, depending on the situation. Single player in Deity is certainly doable, from what I've seen. (I'm almost there myself, having breezed through a single player Immortal level game I started a few weeks ago.)

I think you might need both players to concentrate on being warmongers rather than just one, though. My 'lazy' tactics of leaving all the military battles to Sis in the early part of this game probably wouldn't stand up on Deity - I'd have had to get involved too. ;)
 
I wonder, was this done through PBEM, or just on-line?
 
Actually, I'm also wondering, when one builds/captures a World wonder, does the partner get the benefit as well?
 
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