7 grams - DG with AI Armies

grahamiam

In debt to Mr. Geisel
Joined
Jul 19, 2003
Messages
4,108
Location
Pennsyltukey, USA
Yes, that's right, AI Armies. Here's the proof (from our loss in 6grams)

6gramsarmy.JPG


We have an opening for 1 player as Tone needed to tone-back his SG commitments :)

While scrounging around the 'Poly site a while back, I came across thier AU mod and the list of all the items they change for these games. What particularly struck me were the changes for the Armies and Army Small Wonders. I really want to see if they add anything to the game and allow the AI to actually build and field Armies. 6grams was a terrible loss due to 2 runaway AI's that got the leg up, signed an MPP, and then pounded us into the ground. One of them, the Dutch, sported the Cav Army shown above.

The following rule changes were made (doesn't completely follow the 'Poly mod, but gets most of it):

Code:
Army changes:
1.	reduced transport capacity from 3 to 1
2.	Added HP bonus = 7
3.	Reduced shield cost to 1

Pentagon
1.	Unchecked “Build Larger Armies” Flag
2.	Checked “Increase Army Value” Flag

Military Academy
1.	Removed “Victorious Army” Flag
2.	Removed “Build Armies without Leader” Flag
3.	Added the ability to spawn an Army every 25 turns
4.	Reduced cost to 300 shields.

Bombers
1.	Removed Lethal Land Bombard Ability

I would also like to add a restriction for the humans only that the Mil Academy cannot be built unless 1 army has been spawned via MGL and victorious in battle.

The general settings for the game are as follows:

C3C 1.22f
Civ: Egypt
Level: Demigod
Map: Standard, 70% Ocean, Continents, Temperate, Normal, 4 billion yrs old
Barbs: Off
SGL: Off
Random Opponents
AI Aggression: Normal
Culturally Linked Starts: Off

Lkendter's rules:
Code:
The following tactics are PROHIBITED:

RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, 
or other ways to screw-up a civ via the RoP. A scout in AI territory 
has an explicit RoP and is subject to this rule.

Peace Treaty abuse - If you get concessions from the AI you must 
wait for the 20 turns to end before declaring another war.

Resource abuse - You can't disconnect / reconnect a resource every 
turn for the sake of building cheap units to upgrade with excess cash.

Ship chaining exploit - you can move a ship, unload troops to another 
ship in the same square not using any movement, move that ship, etc.

The negative science exploit - you can run a huge deficit (-250 / turn)
of negative cash with a token penalty of one lost worker / cheap 
building. If cash will go below zero, the research level must be dropped.

Palace Jump - You abandon the capital city to move the palace to a new
location. If you want to move the palace, build a new palace.

Mass troop jumping - You can't give away a give a city to transport a 
large amount of troops to another landmass.


Standard LK house rules:
1) Worker automation of any kind is prohibited.

2) Worker blockades are prohibited. This prevents things such as fortifying 
workers along the coast to stop invasions, blocking troops from going 
through your territory with workers, etc. Workers activity doing something
along the coast is fine. The workers must be actively doing something.

3) You may not declare war on a civ if you are currently shipping cash 
and / or goods to the civ.
 
We start off where we left off, so that makes me up. Will play and post in a little bit.

Roster: 24hrs got it, 72hrs play it
grahamiam -> UP
Kaiser Berger -> on deck
M60A3TTS
Mailman
Wotan -> Please confirm
<open>
 
Preflight check:

IBT:

T0: 4000BC Start on a river BG, with gold hill to the SW.

7grams-4000BC.jpg


Move settler to goldhill and mine in place. Well, I accidently roaded :blush:

T1: 3950BC Found Thebes -> warrior. Research Pottery, 100%, 12T, +0gpt

3750BC
IBT: warrior -> Temple (granary perbuild).

3700BC Send warrior W to explore. Worker moves to the other BG in our radii

3500BC Byz spear shows up to our SE. Up BW, Alpha, and WC. Down Mas and CB. They don’t have pottery either and we get it next turn so wait on the deals


IBT: Pottery; Buy Alpha and WC from Byz for Pottery, Mas, CB, and 1gpt. Set research max for Writing (due 40T but at -1gpt, so will back off soon)

3450BC Switch to granary (due 9T)

3250BC Christ, Byz settle right next to us!

3200BC Meet the Inca to our N. Sell them WC and CB for BW and 10g

3050BC Granery -> warrior (want to get the pop up and give us a little security)

3000BC Worker left unmoved for the next player. I didn’t see it, but there’s a forest tile E of Thebes. We could us it to stress out the 1st settler. Looks like a very early war here :hammer: Just make sure the Inca are with us, not against us.

I’m going max research @ -2gpt. This will have to be lowered to 70% soon, but I’d let the treasure get down to 10g before doing so. Hopefully (and probably), the AI goes for Myst, Wheel and IW while we get Writing.

7grams-3000BC.jpg


Roster: 24hrs got it, 72hrs play it
grahamiam
Kaiser Berger -> UP
M60A3TTS -> on deck
Mailman
Wotan -> Please confirm
<open>
 
I would be interested, if you find nothing/no one more valuable ;)
 
sure, welcome aboard :)

Roster: 24hrs got it, 72hrs play it
grahamiam
Kaiser Berger -> UP
M60A3TTS -> on deck
Mailman
Wotan -> Please confirm
Beorn-eL-Feared
 
Doc Tsiolkovski said:
Btw, did you notice AI Armies pillage any tile they pass, except their own/friendly territory?
hopefully, we get to see a little more of them this time as we were ushered out of the last game just as the AI started to field armies.
 
Any VC we're heading for?
 
:whipped::ar15::borg::aargh::drool:[party]:salute:
 
Preturn- We look alright.

T8 2630

An eventful turn, we found Memphis. I spotted a light blue warrior, but was booted from Incan territory before contact could be made. Also, it appears as if the Byzantines are actually much farther to the south. Perhaps they popped a settler or a village next to us? Or they marched their free settler all the way up there.

T9 2590

Manage to contace Spain. Masonry and pottery go to them for The Wheel. We have a prioroty city site to the south with spices and horses.

T10 2550

Poor Theodora really go screwed for a capitol position. This is taking sea faring the extreme :lol:

7grams-constant.JPG



Summary

I have the worker doing the unorthodox act of roading the jungle before clearing it to enable our settler to get to the horses and spices site quickest. Now seeing the situation Theodora is in, I think we won't have that much of a contest for the spot. I would have founded Memphis not quite as tightly had I known the true origin of the Byzantines.
 
I got it. Theo's capitol isn't the greatest, but it's really not all that bad. A fish and at least 4 plains tiles from what we can see. Should play tonight.
 
posting a roster so Mailman knows he's next. glad to see Theo in a less than ideal situation. I really thought she would only be 7 to 10 tiles away based on that 2nd town :lol: we should try to box her in and take advantage of her sci trait at the turn of the age, if possible.

Roster:
grahamiam
Kaiser Berger
M60A3TTS -> UP
Mailman -> on deck
Wotan
Beorn-eL-Feared
 
save at 2150BC

Preturn- Looks ok.

IBT- Theo wants us out. Ok.

Turn 1 - looking around

Turn 2 to 6- zzzz

Turn 7 (2270) Found Heliopolis on the spice.

Turn 8 (2230BC) Spain picked up HBR.

Turn 10 (2150) Inca and Spain have IW. Settler from Thebes ready in 1. Writing in 3.
 
Mailman has not checked in here, but stated in the other thread he was interested. I will PM him but, if Wotan has time, he can post a "got it" and then we'll just swap :)

Roster:
grahamiam
Kaiser Berger
M60A3TTS
Mailman -> UP
Wotan -> on deck
Beorn-eL-Feared
 
I got it.
will play in ~12 hours (enough time to suggest what our short/long term goals are).
 
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