GhostWriter16
Deity
Sounds fair, and where do you draw the line with reloading (In other words, what level do you stop at?)
In my last game I've attacked with a Super-Medic Cataphract.
Win chance 97%... And he failed...
Luckily I had another GG resting in my city, so I've created another Super-Medic... who failed with a 99% chance
I think that AIs are cheating, because more our troops fail their exceptional high chances
So what gives? Anyone who's taken a look at the code know whether the odds estimator is accurate?
Since some map types can yield wildly uneven start positions, I always go into the world builder at 4000 BC to make sure that everyone has a decent start, including a river (I just like rivers). I tend to add some deer and fish to the polar regions too to make them less useless.
So should the shame level for this be defined by the policy? Presumably 0 if--admittedly a big if--I am capable of applying this fairly on both conscious and unconscious levels. (I suppose I should also have to forget everything about AI IDs and locations; actually I mostly do, but of course I can't forget who is closest and which way. I should get my son to do the map adjusts.)
Or game by game? In which case could vary from +4 or +5 to negative depending on who benefits.
To reset the random seed if not playing custom, use WB to create a warrior and a barbarian warrior and have them fight, then delete the survivor. I do this when the effort required to deal with a barbarian galley would be just too time-consuming, or when my caravel/explorer who traveled 15 turns to get to the last hut on the map win a scout.
If you find a start you like, save at 4000 BC and then play for a while before discovering the starting position isnt so great, Regenerate Map doesnt work with saves.