Bamspeedy
CheeseBob
PTW 1.27-Default rules, except for difficulty level
AI cost factor is 1 This means they can build temples for 6 shields, Pyramids for 40 shields, towns need 2 food to grow (growth every turn), 3 shields for a settler, etc.
Free Units at start of game for AI:
3 settlers
6 workers
18 defensive units
9 offensive units
36 free unit support/civ
12 free unit support/city
Max anarchy: 1 turn
AI to AI trade rate: 300
Percentage of optimal cities (for my corruption): 50%
Gameplan
Need to have the AI isolated from each other to slow down tech pace. Even though they have such a huge discount on growth and production, they must spend the same amount of beakers for techs, regardless of difficulty level. Without being able to trade with one another, then the initial growth spurt is the only thing to help them, after the growth spurt, then tech speed should be more reasonable. So I pick an island map. Want a map that more often than not gives crappy land (tundra/desert/mountains) to help limit AI growth potential. On these maps, there is usually some good terrain, but it is limited. So if you are the one to start on the good terrain....
Huge map
8 AI opponents (pre-selected)
80% water
island map
Cool, Arid, 3 billion
I selected civs who were not scientific or commercial. The cheap libraries is insignificant for the AI who already has such cheap discounts. There is very little difference in needing 8 shields or 4 shields for a library. The free tech is the major reason for not wanting any scientific opponents. Not allowing commercial is to help prevent the AI from having more money, that would speed up the tech pace.
I chose to play as France. Industrious is nice for faster workers, but faster workers won't help me much here. The fact that industrious starts with Masonry is THE reason I picked an industrious civ. With masonry, I can use the palace as a pre-build. Otherwise, I would have nothing to use as a pre-build. Commercial will be needed to support the insane amount of troops I will need to conquer my enemies.
Here is the start:
AI cost factor is 1 This means they can build temples for 6 shields, Pyramids for 40 shields, towns need 2 food to grow (growth every turn), 3 shields for a settler, etc.
Free Units at start of game for AI:
3 settlers
6 workers
18 defensive units
9 offensive units
36 free unit support/civ
12 free unit support/city
Max anarchy: 1 turn
AI to AI trade rate: 300
Percentage of optimal cities (for my corruption): 50%
Gameplan
Need to have the AI isolated from each other to slow down tech pace. Even though they have such a huge discount on growth and production, they must spend the same amount of beakers for techs, regardless of difficulty level. Without being able to trade with one another, then the initial growth spurt is the only thing to help them, after the growth spurt, then tech speed should be more reasonable. So I pick an island map. Want a map that more often than not gives crappy land (tundra/desert/mountains) to help limit AI growth potential. On these maps, there is usually some good terrain, but it is limited. So if you are the one to start on the good terrain....
Huge map
8 AI opponents (pre-selected)
80% water
island map
Cool, Arid, 3 billion
I selected civs who were not scientific or commercial. The cheap libraries is insignificant for the AI who already has such cheap discounts. There is very little difference in needing 8 shields or 4 shields for a library. The free tech is the major reason for not wanting any scientific opponents. Not allowing commercial is to help prevent the AI from having more money, that would speed up the tech pace.
I chose to play as France. Industrious is nice for faster workers, but faster workers won't help me much here. The fact that industrious starts with Masonry is THE reason I picked an industrious civ. With masonry, I can use the palace as a pre-build. Otherwise, I would have nothing to use as a pre-build. Commercial will be needed to support the insane amount of troops I will need to conquer my enemies.
Here is the start: