AI League 2.0

Looks like it indeed, thanks. :thumbsup:

But damn, I was positive turn order mattered.
I guess those ties simply don't happen that often, and that the very few times they did happen and I paid attention, the RNG produced the same result turn order would have.

After all these years, keep learning stuff about this game. :lol:
 
I’ve had a couple ties when running sets and I think at a certain point it’s just purely random, especially for same victory conditions

BTW I love the awards @Thrasybulos I wonder if I inspired them?
 
The one case which happens often enough for me to notice and remember is the same AI achieving two different victory conditions on the same turn (Domination / Space or Domination / Culture).
Domination has always taken precedence in those cases.

I also remember a few same turn Space races, but those were decided by one of the ships missing case(s) and failing.
If I witnessed other instances, I can't remember them, so they must have gone (by chance apparently) according to turn order (and thus didn't strike me as odd).

As for the awards, it wasn't a direct inspiration, but since you planted that context association (AI games <=> awards), I'd say the idea to present those stats in that form certainly owes in great part to you. ;)
 
I also remember a few same turn Space races, but those were decided by one of the ships missing case(s) and failing.
See, that didn't take long to happen again:
FailedShip.png

:lol:

Now, when you think about it, it's actually not surprising.
The AI may not be programmed to optimize its research path towards the Space race, but it is aware of where it stands in the race. Which is why for instance it will simply not launch its ship if it's too late to win the race.
So it actually makes sense that when two AI ships arrive at the same time, the odds are that one of them is incomplete: it is more likely to have one AI in the process of completing its ship when another AI launches, than to have two AIs complete their ships on the very same turn.
 
Series 5 Results

Spoiler Results :

S5_Results.png


Oh, look who's back on top.
Now, watch him utterly crush the next League Series? :lol:
Called it ! :hammer2:

Now, HC didn't actually "crush" that series. In fact, he had a pretty bad first half: when he finally joined the top pool in round 5, he wasn't able to win a single game there and dropped out immediately.
Then he won 4 games the next round, in a lower pool, which got him back to the first pool, and this time, he won 3 games, which propelled him to the top of the leaderboard where he stayed to the end.
But his results do not invalidate what I wrote for the previous series: out of his 21 wins, 3 were by Spaceship, only 2 by culture, and 16 were Domination wins!
While I'm not watching the games (just the replays, and getting a glimpse of the situation when my first batch of aiplay turns completes without the game being over), I can tell for instance that he did lose his very last game in the series because he turned the slider on: he was far ahead, but lost to a rather slow Hannibal's spaceship only because he stopped teching.
(Of course, as I write this, HC's first win the next series comes thanks to the slider: he would have lost otherwise. :crazyeye: )

Justinian had the complete opposite progression through the Series: he was far ahead of the rest of the field after 5 rounds, with 13 wins. And then, he just stopped winning: only 4 games in the last 5 rounds. :confused:

Once again, both Egyptian leaders did well (Hatty overall actually did better than Ramesses, but she faltered in the very last round while Ramesses had an extremely good last round), but we were back to the pattern where the few high peaceweights who made it to the top pools weren't made to feel welcome there.

Sury and Cathy had an appalling performance (somewhat alleviated on the leaderboard by a decent last round result, but you can see that they stayed throughout in the lower half of the pools, with even a prolonged stay in the very bottom pool).

Qin would have actually fared slightly better than Mao this time, had the RNG not decided otherwise (see previous posts). But it's increasingly looking that my original assessment (Qin = Good, Mao = Meh) is indeed wrong, with both of them being just average leaders.

Peter repeated his miracle round from the previous series (4 wins), and did slightly better this time: 4 wins in the remaining 9 rounds instead of just 2.
Amazingly, Freddy also had such a miracle round. :jesus:

Spoiler Awards :

S5_Awards.png


Spoiler Map Data :

Spoiler Pool 1 (S8 Game 7) :

Pool1_S8_G7_Stats.png


Spoiler Pool 2 (S7 Playoff 3) :

Pool2_S7_PO3_Stats.png


Spoiler Pool 3 (S3 Playoff 1) :

Pool3_S3_PO1_Stats.png


Spoiler Pool 4 (S1 Game 5) :

Pool4_S1_G5_Stats.png


Spoiler Pool 5 (S3 Game 4) :

Pool5_S3_G4_Stats.png


Spoiler Pool 6 (S8 Game 8) :

Pool6_S8_G8_Stats.png


Spoiler Pool 7 (S7 Game 8) :

Pool7_S7_G8_Stats.png


Spoiler Pool 8 (S7 Game 4) :

Pool8_S7_G4_Stats.png


 
Regarding ties...

Spoiler :

And the winner is...

LuckyWin.jpg


Joao! :rolleyes:

I know it's confirmation bias at play, but I swear most of Joao's wins happen with him being a runt civ and getting an opportunistic and lucky spaceship victory.

Joao's ship landed on the very same turn that Saladin hit the Domination threshold.
Joao had the turn order advantage.

So either this is yet another case where the RNG happened to yield a result aligning with turn order, or turn order prevails when the tie involves a non-spaceship victory?
 
Here's a stat which makes sense, while being remarkable nevertheless.

With the caveat that kill credit with Sullla's method is a very unreliable data point, the leader who gets credited with the first kill ends up the game winner in 39% of the games.

And just to illustrate that, here is the endgame situation for the latest game I've run:
Spoiler :

FirstKillWins.jpg


Qin, in light yellow, is just shy of the Domination threshold (62%+ for 64% required), but Saladin wins by Space.
The game started with Saladin conquering his neighbour, Pericles, early.
Then it was Qin's turn to spring into action: he conquered Hammurabi, then Napoleon, and then finally Justinian.
But Saladin's early conquest allowed him to develop that extra land earlier, and that gave him a tech edge which carried him to the end.
There's no doubt that if the game went on, the map would turn yellow. But... too late.
 
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This is unrelated to the League, but not worth creating a topic for, and is about the AI anyway.

You know that thing about the AI settling on ressources which has Sullla regularly laugh bemusedly?
It would seem that something in the AI's code makes it deliberately go for those spots: ie, it's not an unfortunate random pick among several possibilities.
I'm currently working in a map for another side project, and as I was testing the map, I noticed these:
Spoiler :

IronSpot1.jpg


IronSpot2.jpg


The AI will always settle there.
But if I move the Iron to the hill 1S1W in the first case, then the AI will always settle on that hill instead.
And in the second case, if I move the Iron to the hill above the Crab, and move the Crab 2W, then the AI will pick the new Iron hill as its settling spot.
:crazyeye:
 
Now, how I am supposed to record this? :lol:

Quandary.jpg


A civ getting eliminated on the very turn that another civ achieves a victory condition actually happens a lot. (*)
But since the last city capture happens after victory is triggered, I'm applying a strict rule: the kill isn't recorded, and the dying civ is considered as having survived.

But here... the last city "capture" (a culture flip) happened before victory was triggered: Stalin was effectively gone when Peter won, it's just the death message which was delayed, not the actual death.
So I guess I should grant Peter his kill steal?
(Brennus is the one who wiped out Stalin: the last Soviet city flipped to Peter right before the Celtic stack could reach it :crazyeye: ).

Edit:
(*) For instance, it just happened again.
SavedByTheBell.jpg

It's more common when an AI is going for Domination and it hits the threshold right before finishing off its latest victim, but that's certainly not limited to that, as illustrated here.
 
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Oh, and either pure coincidence or the result of me paying more attention to it now, but here is another example of a space race being decided by a dice roll:

RandomWinner2.jpg


They both completed (no missing part) their ship on the same turn, and as you can see from the message order, Shaka had the turn advantage.
Yet Boudica gets the win.
 
Series 6 Results

Spoiler Results :

S6_Results.png


I suppose it was bound to happen: I start noting how HC, albeit at the top, is far from dominant and start analysing why it might be so... and next he absolutely crushes the competition!
I mean... 25 wins to 15 wins for the second place AI, more than double the score? Jeez. :wow:
So what happened? I don't know.
I'll just note that Willem and Justinian had a bad series (well, relative to their usual performance), so weren't there to compete with HC (sure, they both finished near the top, Willem even in 2nd place, but you can see that they rarely made it to Pool 1).
Hannibal and Kublai were this time HC's main competition in Pool 1. And while they did well (although Kublai weakened in the last rounds), that wasn't well enough to threaten HC.
I'll also note that my point about HC and Culture attempts remains, although less starkly this time: out of his 25 wins, only 6 were by culture, and most of those happened as he was well on his way to a Domination win. There was only one game which he won thanks to the slider.
There was one round where he lost the last two games because of the slider. One for the usual reason: he was ahead, ill-advisedly stopped teching, and got killed by another AI which took advantage and out-teched him before attacking. The other game because he did not pull the slider: the aiplay finished 7 turns after another AI won by spaceship, and HC had at that point three legendary cities, the last one at about 51.5K culture. Without the slider he would have had something like 250-300 culture/turn, so that was a very, very close thing. Had he turned the slider at any point, he'd have easily won that game!

The two Egyptian did well mid-run, but found themselves in the usual bad diplomatic situation at the top, and they underperformed in the very last rounds.
This time, it was instead the two English ladies (especially Viccy), and Gandhi, who had a strong run.

Mansa finishes right behind Viccy, but his strong finish hides a poor performance overall (you can see that except for the very last round, he was never near the top).
Before I started running these League games, I was certain that Mansa was the best high peaceweight AI, with Ramesses a close second.
The results I got here after 3,000 games surprisingly do not agree with that assessment: Ramesses is actually the better-performing AI, by a pretty wide margin. Mansa isn't even second: Hatty also comfortably outperforms him.
That's quite unexpected. :think:

Spoiler Awards :

S6_Awards.png


Spoiler Map Data :

Spoiler Pool 1 (S8 Wildcard 1) :

Pool1_S8_WDC_Stats.png


Spoiler Pool 2 (S8 Playoff 1) :

Pool2_S8_PO1_Stats.png


Spoiler Pool 3 (S6 Playoff 3) :

Pool3_S6_PO3_Stats.png


Spoiler Pool 4 (S2 Playoff 3) :

Pool4_S2_PO3_Stats.png


Spoiler Pool 5 (S8 Wildcard 2) :

Pool5_S8_WC2_Stats.png


Spoiler Pool 6 (S1 Game 8) :

Pool6_S1_G8_Stats.png


Spoiler Pool 7 (S2 Game 4) :

Pool7_S2_G4_Stats.png


Spoiler Pool 8 (S3 Game 6) :

Pool8_S3_G6_Stats.png


 
Shaka always on Jason award. How is the kill ranking so far with all seasons combined?
Huayna Capac winning 25 games out of his 61 appearance?
Maybe it is normal to see him have around %35 win rate. Followed by some others having %25 and less. At least that's what I had with my results.
 
Hello :) I'm invading this topic a bit xd, but i made changes to the base advciv AI to make it more challenging (hopefully/maybe similar enough to base BTS in content in my mod (which is here btw but anyways etc https://forums.civfanatics.com/resources/advciv-sas-simple-advanced-strategy.32513/)), and sometimes run autoplay (mostly to test if it runs well and all (such as the autoplay run 0 (as of now only one i documented as such after release hehe) i quickly documented just the screenshots i mean and few save files accessible from the mod's git documentation (https://github.com/wonderingabout/AdvCiv-SAS/blob/tech-rework/README.md#autoplay-test-runs)), so i mean if you'd be interested into running said/such benchmarks with the AI in my mod, i'd be looking forward to it or curious how it would play out. Values may be different due to the few balance changes to leaders i made like buildunitprob, or even how the game is (rebalanced traits, tech tree, etc).

Is it too out scope of your experimentation perhaps, the AI in my mod is (quite) competitive xd, although i'm not sure yet if i should continue to imrpvoe it as it takes time but it is unrelated to this message but anyways etc, in all cases thanks maybe i mean but anyways etc :)

edit: the AI in my mod seems to have a stronger potential for comeback as well at least in the few samples where i tested, here where
Spoiler what happened in said autoplay run 0 xd if i may say but anyways etc :
justinian ai was the leader in land and military yet was quite late game surpassed by augustus ai xd who won, but after the win actually say 300 turns later (so turn +/- 600 from what i remember if i'm not mistaken but anwyays etc) inca ai takes the lead from what was a seemingly losing or hard position in military or score and managed to actually defeat augustus ai as well as his vassal justinian ai xd but anyways etc)

so what i mean is it can be lively too possibly maybe, possibly due to increased ai competency or/and it's maybe just how it is but anyways etc publicity mode off maybe anyways etc, in all cases thanks maybe if i may say but anyways etc
 
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Shaka always on Jason award. How is the kill ranking so far with all seasons combined?

Here are the stats so far (series 1 to 6).
By the way, I do intend to provide combined stats for each leader at the end... I just have to get working on the reporting template. ;)

Spoiler Leader Kills (series 1 to 6) :

LeaderKills_S1-6.png


Spoiler Leader Eliminations (series 1 to 6) :

LeaderDeaths_S1-6.png


Huayna Capac winning 25 games out of his 61 appearance?
Maybe it is normal to see him have around %35 win rate. Followed by some others having %25 and less. At least that's what I had with my results.
Well, as I've already pointed out, the League format tends to bunch the better leaders together, and the worst leaders together.
So in terms of raw number of wins, it means the best leaders get fewer wins than would be expected, and the worst leaders get more wins than expected.

I do intend to run a different format after the League, which would be more akin to what you've done: select 8 maps, play 52 randomized rounds with only one constraint - each leader plays exactly once from each starting position.
Now, in that format, I would expect the number of wins to align much more closely to what you've got.
I expect it will be a worse format for the elo rating (making it more volatile), but it will allow to try different rating systems (in particular, I intend to let the games run until only one AI is left, or turn 500 is reached : I can then use what happened after the win to rank the survivors for instance).

Just to illustrate my point about the "bunching" of the AIs, here is the list HC's opponents so far, with how many games he's played againt them:

Spoiler HC's opponents :

HC_Opponents_S1-6.png


I expect that in your case, it's a lot more balanced! :)
 
@civ4-advciv-oracle-bug

Well, what I'm doing is aimed at evaluating the AI leaders' relative strength.
Furthermore, it's closely linked to Sullla's AI Survivor: although I'm using slightly different settings (no UN, no barbs, no early AI espionnage spending), my results are meant to be largely applicable to AI Survivor.
And while Sullla's argument for keeping away from modded AIs (he keeps declining suggestions to try an improved AI mod) is that these are the AIs most people are familiar with, and I would contend that few people actually play with "Aggressive AI" on, and that the presence of the human player completely changes things around, it is what it is, as people are now fond of saying. ;)

Now, your mod, as far as I understand, is on the contrary about improving the AI's absolute strength.
So there would be little point running this with your mod, would there?
Basically, the only thing it would tell us, is whether your mod messes with the BTS leaders' (un)balance. Is HC still the strongest leader in your mod? Is Shaka still the most murderous leader? Is there still a wide performance gap between the best and worst leaders?
It wouldn't measure your AI improvements.

If all your mod did was modify the XML leader profiles, I suppose we could at some point run something to compare your leaders to the base leaders, but I take it you modded the AI logic? So we can't really run a game with your modded leaders alongside the base leaders, can we?
 
yes it is as you said from what i understood of it, my mod largely does not modify base AI leader behaviour, however it makes AI (any leader) perform better for its own self interest (plant better sites, work tiles more efficiently, plan military sooner if behind and dont stack wonders if so in particular, choose builidings smarter especially if behind, make promotions more combat focused (city defenders with city garrison, general attacker units without medic or woodsman, etc), defend better low pop new cities, etc). A tentative non exhaustive change list can be viewed here: https://github.com/wonderingabout/A...non-exhaustive-see-xmldefines-for-full-detail (hopefully accurately enough reported by chatgpt 5, and not exhaustive)

so if you were to test my mod, you'd see i suspect and as i saw too, both qualitative and quantitative differences. Most if not all leaders would perform better, but some leaders may perform relatively better than in BTS due to how the meta changed and how they might mesh better to a lot better relatively into it. For example if AIs execute miltiary defense or offense better, it may affect the ranking of AI profiles (i noticed for example Justinian AI often does very well for some reason in the 5+ autoplays where i saw it recently). I also added changes like making AIs freely walk up to 5 tiles away from their start point to avoid a bad start, see striking example here for example (with screenshots and drive link there): https://github.com/wonderingabout/A...ing-sites-in-this-case-i-mean-but-anyways-etc

As starting point is very important for AI performance overall in the game, handling a bad start better alone could shift the balance to it relating more to overall AI strength (if say inca ai is the best in bts, but it often has bad starts for some reason or average ones, it may not be shown as such in dozen samples), so what was a ruined game due to bad luck might lean more into a fairer pure AI potential comparison i mean if i may say but anyways etc.

also, while my mod minimally changes leaders (except buildunit probs as in the quick guide i linked above xd hehe anyways etc), it still changes (as in reorders, and simplifies a bit to some extent, otherwise mostly BTS looking like) the tech tree quite heavily, although largely BTS looking like (redundant but anyways etc...), rebuffs civ-specific units and buildings (the aztec altar and jaguar are strong now; more generally mostly but not only late game ones anyways etc), starting techs are also changed to help best draw the strength of ais, etc, so all these subtle changes may affect ai ranking as well. Barbarians are much stronger too, so AIs good at early military may shine a bit more. An AI being unlucky due to barbarian stomping may be set back a bit sometimes, but i believe especially at higher difficulties that it helps offset excessive unit production (even accoutning for the the no era discounts change i added in my mod to make production and research innately harder/slower with the other changes and AI increased efficiency in mind as well, else AIs would have way too many units now, like 250+ units quite often at turn 250 xd) (in lower difficulties barbarians are less of a threat i would guess although i didn't test it too much, i think noble is an even game more or less if i'm not mistaken, see handicap table here: https://github.com/wonderingabout/AdvCiv-SAS/blob/tech-rework/handicap_info_to_csv_advciv-sas.csv). If you were to test other difficulties than noble (i generally test monarch-emperor to balance my mod at difficulty i usually would play at when i played xd at least or where some players might but anyways etc), they'd be generally much more generous than BTS and base advciv ones, but the improvements in efficiency allow to keep AI efficiency regardless (no extra worke,r no worker modifier, no bonus scout, etc, no extra settler, no free tech, etc, from the testing i made i mean), and keep game comeptitive and fair (at least reasonably so i would say but anyways etc).

My worker code is imperfect too, but i believe it values longterm tile working (more cottages and food early), so AIs better with this change and also improvements but anyways etc may possibly shine more relatively as well although in absolute terms as well if said area was bad for all AIs in said run maybe but anyways etc. In particular imperialistic or expansive AIs (since i buffed these and non popular traits too) seem to perform better.

naval tiles are buffed enough that it can be quite competitive now, etc.

All in all the culmination of qualitative and quantitative improvmeents, while mostly looking BTS like otherwise, may lead to both relative and absolute strength increase among AIs if i understood your point correctly and now replying to it.

This is why i'd be interested in a more formal testing. I have many local points, and while my mod is finished, it's ont totally closed off, i love looking at AI, and if there are ways i could refine it furhter or simply see how it fares as comapred to BTS, it would be valuable and fun in itself to me. I don't know if you look at actual gameplay to tell what hte AIs do ingame (my bad i didn't look), but you'd be able to see differences i decisions too and how it affects AI vs AI gampelay if you'd look (they should suicide or get baited less, don't pillage as it wastes time and is annoying; also having only one settler at a time (so no settler in 1-2 city pop for 50 turns as hapepned in autoplay), fixing workboat 50 turn no production, all htese may lead to more challenging games).

From testing i ran myself while solving issues, it seems many AIs are competitive mid-late game, say 3 to 4 out of 8, and the unaway one doesn't always win, i could adjust balance to make it even tighter like delaying space victory conditions or whatever.

As for you, if you'd be interested, it might give some insights in how AIs behave in BTS or have the potential to perhaps as they do in my BTS deviated but msotly similar sort of enhanced/efficieny based mod, like it makes sense Inca AI is strong if he does well in AdvCiv-SAS, something like this, or wait Portugal AI is weak in BTS but in AdvCiv-SAS it does well, maybe this is because of the trait or this or that it does, etc. These are just sugegstions and potential ideas ofc :)

In all cases thanks for your interest, maybe you'd want to test a few very quick autoplay to see if it has any interest for the AI comparisons you want to do (which to be honest i don't know too much about). If you showcase such matches, more challenging matches may be more compelling possibly, if not, data points might help extrapolate to BTS existing results possibly (i only added one leader, so mostly bts looking despite quite heavy balance change). If not relevant for your purpose at least i added it, in all cases thanks, and thanks for your feedback as well thanks :)
 
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Series 7 Results

Spoiler Results :

S7_Results.png


This series felt a bit weird: there were what seemed an usual number of unbalanced setups (1 or 2 high/low peaceweights vs 4/5 leaders of the opposite kind). And while some of those match-ups played out as you'd expect, with the minority team getting slaughtered game after game... there were also quite a few occasions where the minority team just shrugged it off and went on winning anyway. :crazyeye:

If we disregard the leader ratings difference, the expected result for any given round is that each leader gets exactly one win. Getting two wins is a very good result. Getting three is an exceptionally good result. Anything above that is borderline miraculous.
And I got the impression while running the series that I was getting way more such results than usual. But checking the data afterwards, it was just an impression: 44 instances of matchups with 3+ wins by a single leader is barely above the average.
I suppose that having the likes of Lincoln, Bismarck, or Genghis Khan involved caused that impression!

The series started with HC asserting his domination right away, winning 5 games out of 7 in his first round. He then mostly rode that advantage to the finishing line: he was far less impressive than in the previous series, but he did the job.
Same observation as before: most of his cultural wins happened in that first round, where he was facing a much weaker opposition. After that, turning the slider on almost always meant losing the game for him, such as in this instance:
HC_SliderLoss_Example.jpg

So... I guess I rest my case. :)

Some usually strong leaders struggled here: for example Gilgamesh, but especially Kublai.
Willem also had a rather bad time: as in the previous series, he ended up reaching the top pool at the very end, but that was an uphill struggle. He was rated above HC a few series ago, he's now dropped more then 50 elo points below the Incan leader.

I guess I piqued Mansa and jinxed Hatty with my comments the last time: although Hatty had an incredible second round performance - winning 5 games -, she was on the whole far less successful than Mansa who had a very good run this time.
Both he and Ramesses played in Pool 1 in the very last round, although Ramesses won that one: he was the only leader to score two wins then.
There was even a round which featured Mansa and Hatty in the same pool... and Mansa crushed her: he won four games to her only one victory!
That said... "crushed" might be a tad excessive:
MansaWin1.jpg

This is a Mansa win.
And here's another:
MansaWin2.jpg

That last example seems to be turning into a "Mansa special": I've already posted an example of him winning on the very turn he loses one of his Legendary cities, he repeated that feat in this series:
Mansa_CuttingItClose.jpg


Both Indian leaders did poorly... except in the very last round, with Asoka getting 4 wins and Gandhi getting 3.
The major surprise this time was Julius Caesar: he's usually pretty mediocre, but here he had a very good run, staying near the top (although never quite at the the top) the whole time. :thumbsup:

Bismarck didn't do particular well, but he did better than usual (and had one very good round, as mentioned earlier). He was also a tad unlucky:
Bismarck_SoClose.jpg

He lost that game to Hammurabi's ship two turns later.
An AI losing a game when only a coupla tiles short of the Domination threshold does happen (even happened live in AI Survivor)... but losing while short a coupla population points? That's a lot more unusual.

Spoiler Awards :

S7_Awards.png


Hannibal's turn 439 was a ridiculous game, where all 3 remaining AIs (the other 2 were Justinian and HC, iirc ?) pulled the culture slider when researching Superconductors, when none of them had focussed on culture until that point.

Spoiler Map Data :

Spoiler Pool 1 (S1 Playoff 3) :

Pool1_S1_PO3_Stats.png


Spoiler Pool 2 (S6 Game 5) :

Pool2_S6_G5_Stats.png


Spoiler Pool 3 (S7 Game 5) :

Pool3_S7_G5_Stats.png


Spoiler Pool 4 (S4 Game 5) :

Pool4_S4_G5_Stats.png


Spoiler Pool 5 (S2 Game 2) :

Pool5_S2_G2_Stats.png


Surprisingly (considering the shape and climate of the map), one of the most balanced maps so far.

Spoiler Pool 6 (S5 Game 8) :

Pool6_S5_G8_Stats.png


Spoiler Pool 7 (S4 Game 4) :

Pool7_S4_G4_Stats.png


Spoiler Pool 8 (S4 Game 2) :

Pool8_S4_G2_Stats.png



Spoiler Series 8 Teaser / Spoiler :

Hatty got her revenge on Mansa in the very first round of the next series:
HattysRevenge.png

I suppose that conventional wisdom would have Mansa the heavy favourite in such a setup (and I guess that if I were to replay these AH-style he would win some at least), but the Egyptian leaders form a formidable team.
For instance, there were three games I can remember where it was the two Egyptians vs 4 low peaceweights.
One went as you'd expect, with Egypt getting slaughtered.
But in the other two games, Egypt prevailed!

Spoiler Series 8 Teaser / Spoiler 2 :

I'm running two Civ4 instances at the same time, one Steam, one GoG.
Somehow, the Steam instance seems to run a bit faster, with the games on that instance finishing a bit faster.
But not this time: I had the game on the Steam instance running much slower than the other one.
I wondered why, I checked the number of units the remaining AI leaders had...
ShakaOverKill.jpg

:wow:
Geez, Shaka, overkill much?
 
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NoCockpitForRamesses.jpg


Louis certainly didn't want Ramesses to have that cockpit! :lol:
Was he suspecting some Goa'uld treachery?

Funny thing is he launched in 1915 (he won in 1925) but he kept sabotaging Ramesses' attempt, even with the race in the bag... :rolleyes:
 
Series 8 Results

Spoiler Results :

S8_Results.png


So... HC again. :rolleyes:
Once again, he got 5 wins in the very first round, and stayed at the top for the whole competition.
And yet... Gilgamesh came very close to winning, actually: it took a miraculous win by HC in the last round from a deathspot (position 6 - Sury's in Sullla's game - on the S4 Playoff 3 map), the only win from that position in 60 games, for him to save his top spot on the scoreboard. Gilgamesh had a rough competition start, but he finished very strong.

Of course... I "rested my case" after last series about HC and his Cultural victory attempts... and here he got a majority of Culture wins!! :crazyeye:
That said... 4 of those were round 1 victories (ie, in a much weaker field). So the actual proportion here isn't 12 out of 22, but 8 out of 17. That's still more than in all previous series.
What was different here is that instead of transitioning to a Culture plan mid to late game, he went for aggressive early Culture attempts. And those worked, for the most part.

The main feature of the Series was "The Blob".
After the first coupla rounds, most of the high peaceweight AIs were concentrated in the bottom pools. And then they started moving up through the pools as a group: pools 8 & 7 were overwhelmingly high peaceweight, then pools 6 & 7, then pools 5 & 6, etc...
Unfortunately for the high peaceweights, attrition finally broke The Blob in the very final stretch: on round 10, pools 1 & 2 only featured two high peaceweights each (which was already a noteworthy result). Not enough to prevail.

Hannibal had a disastrous start to the competition, and when he started to recover... he ran afoul of the Blob.
Another victim of The Blob was Cyrus: contrary to Hannibal, he had a good initial run, but when he weakened, he met the Blob which propelled him on his way down...

Willem, on the other, managed to mainly stay out of The Blob's way... and yet had another subpar run.

Spoiler Awards :

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Spoiler Elo ratings :

Although I'm keeping the list updated in the top post, it might be better for clarity to have it here: I suspect it could be a tad impractical to follow when I'm commenting a Series' impact on the overall rankings, and those are on another page.

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HC is now 100 pts ahead of Willem ( :wow: ), whose second place is seriously threatened by Justinian.
Mansa is still in hot pursuit of Hatty for the number 2 spot among the high peaceweights, but she's holding for now.
Although Shaka has now stopped his fall, there's little doubt that @ManiaMuse89 was correct in his assessment: Napoleon is the best of the crazies. He's actually simply a strong leader.
At the bottom of the rankings, Freddy's recent decent results mean he's no longer the worst AI: Sitting Bull is the current holder of that title, but Alex and Monty remain strong contenders.

Spoiler Map Data :

Spoiler Pool 1 (S4 Playoff 3) :

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Spoiler Pool 2 (S7 Game 3) :

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Spoiler Pool 3 (S2 Game 5) :

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Spoiler Pool 4 (S2 Playoff 2) :

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Spoiler Pool 5 (S3 Game 2) :

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Spoiler Pool 6 (S5 Game 6) :

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Spoiler Pool 7 (S1 Game 4) :

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Spoiler Pool 8 (S5 Game 2) :

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Spoiler Series 9 Teaser / Spoiler :

HC essentially killed the competition right at the outset of Series 7 and Series 8 with 5 wins in the very first round each time.
Well... he's off to a different kind of start in Series 9:
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Is he going to face an uphill struggle this time?
 
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