Deity Toku

@Snaaty, i can't program it into the save. The civ4 engine throws a random number for each ai every turn if their units are good enough which generally is after connecting metal. If this random number is under a civ/situation dependent threshold it decides on a war against some suitable target.

So what i've done in the engine is
-Let Monty throw a forced zero instead of a random number
-Make sure i'm the target by overruling another target if i'm not chosen as victim.

After Monty went wheoohrn against me i put the old engine file back.

So i cannot post a starting save where this will happen. But if you post a save where Monty has connected metals (no later than 2000 BC i believe) i can let the ais play one turn where Monty throws a zero and chooses you as target, then i can post the save back for you to play.
 
@AZ Watching your video.
Spoiler :
Mentioned few times just recently - city autoraze does NOT depend on border pop. It depends solely on city size. If city never had been size 2 it will be autorazed. BTW when you try to count workers in military adviser screen you often get confused, because units sorted by Location(who needs it anyway?). I'd recommend sort units by Unit Type to see clear picture.
 
http://forums.civfanatics.com/showthread.php?t=323521

This is a SG played here at the forums at deity difficulty where Montezuma declared war on the players at ~1500BC and they still managed to defend against it and win the game.

It was a very difficult map. Dirk1302 should know, since he was on the team.

Maybe it can add something to the discussion.
Yes i remember that game. Monty declared on us in my turnset. I wasn't at all sure we would win it then as we weren't really ready by that time, i lost 2 cities quickly and took one back with a bit of luck and we held on by a hair iirc. After dow it was easy as we had loads of good land.
 
i guess most of you missinterpret how strong my save is:)... ...im some 6-8 turns away from construction and maybe 15 from running over the next ai with has+elepults (and im not talking about a small stack, im talking about a somewhat 30 units stack), so i absolutely dont care if someone declares on me, makes it only easier to pick a target:D

...

ill play a few turns more to show you later;)
 
another 8 turns:

part 1
Spoiler :

first things first:
View attachment 286589
peace with justi for alpha to pay my ticket into the trading circle:)

the tech situation before trading:
View attachment 286590
looking nice

but before techtrading too much:
View attachment 286591
i dont want justi to build too many spears, so i give him horses;)

and off course i need to give justi the tech he needs to do build has (expensive and against my own veteran units... ...toast):
View attachment 286592
i take a lot of cheap crappy techs from him. speeds research a bit and i dont care much about the wfyabta limit... ...game wont last that long.

you might see that i invested some beakers into masonry. wanted to drop the overall costs of what i wanted from justi below 400 beakers to make the trade against hbr working;)

monty my friend... ...you very likely will be next, but as a decent sportsman:
View attachment 286593
lets trade:cool:
 
part2:

Spoiler :

what the pessimists feard has come true:
View attachment 286594
monty and zara make peace

what you also can see in the picture:
construction in 3 turns

and there it is:
View attachment 286595
8 turns after ending the first war against justi, and 2 turns before starting the next one against him:lol:

tech situation at the end of the set:
View attachment 286596
looking very nice. im eying calendar:)

...

im thinking about researching compass next, cause it usually is a very nice tradearound and might bring in currency + mc (or some war declarations:D)

...

economy is also somewhat recovered:
105 beakers at 100% research
28 gold at 0% research

the next plunder-gold will also help, my estimation is something like 10 turns (5 turns of saving money and razing stuff, 5 turns researching) for compass (and therefore for mc + currency).


saves attached.
 
To the end.

Spoiler :

Went with the plan. Capture 3 cities and move on.

3%20cities.jpg


Get Teotihuacan - 45 gold shrine!

Civ%20IV%20Beyond%20The%20Sword%20442011%20121206%20PM.jpg


And Tenochtitlan:

Tenochtitlan.jpg


Then 2 more cities and Monty gives in (1505AD):

Monty%20cap.jpg


Turfan got Mids and Notre Dame built.
Move all forces to Ghenghis, declare and swiftly capture 5 cities.
He is not willing to capitulate, but after borders pop it's domination.
1605AD.

Domination.jpg


Not that hard map after all :p


Challenging and enjoyable map. :goodjob: Dirk. Bring some more! :)
 
@ABCD, @AZ Thanks :)

Does anyone know, why could not I gift that city to Justinian. I wonder what are the rules behind this.
 
As far as I know, he should be willing to take any city, so long as he only has 3 cities or less OR the gift city is within 9.5 tiles of one of his OR he has culture in the gift city. In the screenshot it appears that he has only 2 cities? Is that right? I think that means he's in "financial trouble" - which I don't remember what it is (some ratio of bpt, gpt and costs). Don't quote me on this, though - I don't read code, just regurgitate what others tell me.
 
@babybluepants Thanks for response. Yes he had only 2 cities and gift city was close enough. I think I still have that save... I wonder how AI with all these deity bonuses can be in financial trouble, having only 2 cities.
 
@Dirk and Snaaty

You don't think Deity OCC is winnable.;) Theoretically, except culture victory, all others are possible. I did win conquest before. Oil is a must. :D Now you guys have a new goal for SM.:lol:

@Gkey

You can WB a save to check how that Monty's stack against 5 protective archers in a hill city with 40 culture defense. Moreover, you can always produce 2 more archers (whip 1 + chop 1) after being DOWed.
 
@Duckweed The point was to defend AND still have some cities. Pumping 5+ archers will be enough to fend, but will cost you expansion, which is crucial on this map.

I won conquest that famous deity always war OCC map pretty easily, but start was overcooked. Interesting to see if it's possible on normal map.
 
@Gkey

You have not understood why I asked the 3rd question. What I want to say is if OCC is winnable, then what's the matter of sacrificing expansion for not being kill instantly and then complain about luck? That's the main reason I rate protective trait as the top tier trait for deity games.

BTW, I won deity OCC with a naturally generated map, with a gold in BFC, IIRC.;)
 
Snaaty :eek:

AZ: how do you get your workers to automatically stop chopping after two turns? It is a pain to do it manually
 
it's BUG mod feature I think, could also be BULL (I have both, so not sure which has that feature)
 
@Gkey
What I want to say is if OCC is winnable, then what's the matter of sacrificing expansion for not being kill instantly and then complain about luck?

Can you do a deity OCC game with Toku, no stone no marble, few forests, marginal land, Monte + aggressive neighbors on your butt.....

Oh ya, and no reloading?
 
This is not an "easy" map. So many things can go wrong here.

It will be cool to see more of these maps with more people participating and posting result for their first attempt without any kind of replay and map knowledge. A map like this should yield less than 10% victory and i am interested in seeing how these 10% are being achieved with different strategies.
 
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