Recent content by DanQuayle

  1. DanQuayle

    6otM123 AAR

    DomV T119 - What was your plan for achieving the VC? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points? I hesitated finishing the game as a religious victory. I maybe could have shaved 3-4 turns...
  2. DanQuayle

    [Vanilla] Cultural Victory Assessment

    Actually, there are multiplicative. Maybe, they changed it in the latest version of the game and/or the corporation game mode, but I made the calculations for my latest 6otM game and they were multiplicative Here is the formula I came up with: Effective_modifier =...
  3. DanQuayle

    6otM119 AAR

    CV T144 Events I got denounced very early on by Vietnam after meeting them. However, they didn't show any sign of aggressivity and even turned friendly afterwards. With all the horses lying around, I did a horsemen rush. However, it was about 5 turns later than usual. Trying to found a religion...
  4. DanQuayle

    6otM 118 AAR

    CV T83 Very similar game to @Eyswein, except that I got more lucky: I ended up with 3 relics (1 from TV, 1 from Mansa Musa & 1 from Kristina) It's incredible the amount of pre-planning you can do with prior map knowledge (TSL map) which is incredibly helpful for determining which luxury...
  5. DanQuayle

    6otM109 AAR

    Yes, moving 1 tile with Portugal is virtually risk free (which is obviously less risky than moving 1 tile with any other civ). However, if you are willing to assume this level of risk with another civ, why wouldn't you be comfortable assuming the exact same level of risk with Portugal? The...
  6. DanQuayle

    6otM109 AAR

    But is it really necessary with Portugal with the +1 LOS? I would argue moving 2 tiles per turn with Portugal is as risky as moving 1 tile per turn with any other civ (for a non-monumentality builder). Since barbarian quadriremes (and now galleys) have 3 movement points and 2-tile LOS, if you...
  7. DanQuayle

    6otM109 AAR

    RV T101 I thought I was cruising for an easy sub T100 win, but Suleiman (who founded with Stonehenge and no Holy Site) eventually built a Holy Site and plopped down another city which required me to move other religious units all the way up there. Governors I went with Moksha/Patron Saints...
  8. DanQuayle

    6otM 108 AAR

    I see. I was just wondering if you had a particular historical example in mind where someone who had just achieved heroic status had his throat slit by his own civilization (for the purpose of increasing its cultural hegemony through his relic, lol).
  9. DanQuayle

    6otM 108 AAR

    What is this a reference to?
  10. DanQuayle

    6otM 108 AAR

    CV T90 Game felt like a Prince game, for the sole exception that the AIs had gold like a normal Deity game (thus making it easier). In this game, I used Reliquaries with heroic relics. Governors I used the early Secret Society governor on Amani and I levied Valetta's units to scout the map and...
  11. DanQuayle

    6otM109 Announcement

    Hmm, Portugal & religious victory... Is Chinguetti in the game perhaps?
  12. DanQuayle

    6otM107 AAR

    SV T191 - What was your plan for achieving your VC? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points? I tried to do an "old-school" university-only SV since Chemistry was on a leaf tech and the...
  13. DanQuayle

    Edit: Help me explain my science yield....

    Your post contains multiple spoilers to the current 6otM game. You should use the spoiler tag.
  14. DanQuayle

    Caesar has Fallen AAR

    Yes Yes That's the most likely explanation. I like to trade for all of an AI's gold balance before declaring war on them if I can. However, this doesn't affect gold per turn (as any deal on a per turn basis is cancelled upon declaring). Their gpt should thus be unaffected and normally be...
  15. DanQuayle

    Caesar has Fallen AAR

    To the map makers, In the default game settings for barbarians there is a variable called BARBARIAN_CAMP_MAX_PER_MAJOR_CIV It's default value is 3. When you only put 3 civilizations on a huge map, you thus only allow for a maximum of 9 barbarian camps to spawn simultaneously on the map leaving...
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