Posidonius
Civherder
Original idea was to do this, then just paste the picture up here, saying "Betcha can't guess how i did that?"
But ran into a bunch of trouble and got great help here, and thanks to all who helped, but now you already know how i did this. The element of surprise is gone, but the element of WTF should persist. Look at the screenshot. Civ1 is nearly 25 years old, and i may be the first player ever to do this with the game.
I'm yellow, it's 620 AD, and this is Trap Island. It's like a La Brea Tarpits, only instead of trapping mastodons, mine traps whole civilizations. I didn't use any cheats to do this. Have a world map because i played this game up to 1906 AD before i realized my terrible mistake, but i think that i earned that world map with 294 wasted turns, so no guilt about using it this time around.
Combining three game manipulations, i have a single Militia of NONE keeping four whole civilizations in a docile bunny hutch. The game's most lowly unit, a Militia of NONE, and he's not even a veteran after 4,000 years in my service since i bought him off Alexander. But there he stands, with dominion over four Emperors Of Snow, each the second of their color and first of their name.
The central manipulation is using the presence/absence of cities on various combinations of landmasses to control when and where a respawned civ will appear. Took a hundred playtests to nail this down. If i wanted to, now i could trap each of these four larvae on four separate islands, but why would i want to? When i first explored Trap Island, i saw the potential value in that vast tract of Arctic wastes.
Second manipulation was two facts: an opponent's Settler will never found a city on a 0-food square, nor found with a rival's unit adjacent to it. Hard to tell in the image, but all four of these larval civs are on Arctic squares.
The third manipulation was the turn order. In this game, it's me, then Gray, then Pink, Light Blue, and lastly White. So i herded them into the bunny hutch in reverse order: White, LtBlue, Pink, Gray. Thus i don't need units to guard the White, as long as the LtBlue is adjacent to him. Don't need to guard the LtBlue if the Pink can't move, and the Pink Settler can't move because the Gray Settler is there. And... yes, the Gray Settler will always be there, because i have a Militia of NONE who prevents him from ever, ever moving.
Now that i know how to do it, believe i could restart this game in 3980 BC and stuff all six rival civs up there on Trap Island. But four should be enough to make my point.
It's all sewn up and it doesn't cost me a single shield. I can force a conquest win at any point. Subtler, i have the opportunity to irrigate every single arable square on the map. There are Five living civs, but four of them will never eat a single blade of grass. Thus, have over 300 turns to do just that: develop every single blade of grass.
I claim this and christen it The Bunny Hutch Win.
But ran into a bunch of trouble and got great help here, and thanks to all who helped, but now you already know how i did this. The element of surprise is gone, but the element of WTF should persist. Look at the screenshot. Civ1 is nearly 25 years old, and i may be the first player ever to do this with the game.
I'm yellow, it's 620 AD, and this is Trap Island. It's like a La Brea Tarpits, only instead of trapping mastodons, mine traps whole civilizations. I didn't use any cheats to do this. Have a world map because i played this game up to 1906 AD before i realized my terrible mistake, but i think that i earned that world map with 294 wasted turns, so no guilt about using it this time around.
Combining three game manipulations, i have a single Militia of NONE keeping four whole civilizations in a docile bunny hutch. The game's most lowly unit, a Militia of NONE, and he's not even a veteran after 4,000 years in my service since i bought him off Alexander. But there he stands, with dominion over four Emperors Of Snow, each the second of their color and first of their name.
The central manipulation is using the presence/absence of cities on various combinations of landmasses to control when and where a respawned civ will appear. Took a hundred playtests to nail this down. If i wanted to, now i could trap each of these four larvae on four separate islands, but why would i want to? When i first explored Trap Island, i saw the potential value in that vast tract of Arctic wastes.
Second manipulation was two facts: an opponent's Settler will never found a city on a 0-food square, nor found with a rival's unit adjacent to it. Hard to tell in the image, but all four of these larval civs are on Arctic squares.
The third manipulation was the turn order. In this game, it's me, then Gray, then Pink, Light Blue, and lastly White. So i herded them into the bunny hutch in reverse order: White, LtBlue, Pink, Gray. Thus i don't need units to guard the White, as long as the LtBlue is adjacent to him. Don't need to guard the LtBlue if the Pink can't move, and the Pink Settler can't move because the Gray Settler is there. And... yes, the Gray Settler will always be there, because i have a Militia of NONE who prevents him from ever, ever moving.
Now that i know how to do it, believe i could restart this game in 3980 BC and stuff all six rival civs up there on Trap Island. But four should be enough to make my point.
It's all sewn up and it doesn't cost me a single shield. I can force a conquest win at any point. Subtler, i have the opportunity to irrigate every single arable square on the map. There are Five living civs, but four of them will never eat a single blade of grass. Thus, have over 300 turns to do just that: develop every single blade of grass.
I claim this and christen it The Bunny Hutch Win.