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Exploiting Swords into plowshares

DateOfRebirth

Chieftain
Joined
May 8, 2012
Messages
28
India, used war elephants to puppet 1 civ. Then peaced the whole game by paying the AI to fight each other.

Used: Swords into plowshares + Temple of Artemis + Fertility rights + Tradition + Love the king day = 85% growth!

Religious community + tithe

India, 5 mega cities, tech victory by 1822 on deity pangaea standard setting.

http://i.imgur.com/6J0h4.jpg

http://i.imgur.com/PSIme.jpg
 
Just a few questions cause I'm curious:
1. Were you friendly with city-states in this game?
2. How quickly did you unlock War Elephants and did you immediately go on the attack the moment you unlocked them?
 
Just a few questions cause I'm curious:
1. Were you friendly with city-states in this game?
2. How quickly did you unlock War Elephants and did you immediately go on the attack the moment you unlocked them?

I allied every maritime and culture SS when I had the chance. I built Artemis and then elephants, -15% production. Elephants are very mobile offense, you can always retreat and focus attacks. I declared war when I had 3, I fought the AI in my capital
 
I'm surprised ToA was even attainable on Deity. When did you make it?
 
I'm surprised ToA was even attainable on Deity. When did you make it?

ToA is more attainable than other early wonders, you just have to get a decent loot from ruins and get republic. Scout the map a little before playing.
 
I ve done something similar recently, not on deity tho - it works great!

ToA is easier to get since the patch I think. Pre patch it was gone like turn 30 on immortal, after patch the player has much more time. Like it!
 
ToA is more attainable than other early wonders, you just have to get a decent loot from ruins and get republic. Scout the map a little before playing.

Do you mean scout the map and then reload, knowing where everything is?

:(
 
ToA is easier to get since the patch I think. Pre patch it was gone like turn 30 on immortal, after patch the player has much more time. Like it!
I doubt it tho. ToA has a pretty wide range pre-patch. Could get made as early as T28 or as late as in the 60s on Immortal. :/
 
Do you mean scout the map and then reload, knowing where everything is?

The AI :(

Randomness doesn't belong in strategy games, unless you have a static start your planning is useless. Checking the map for 3- 4 turns isn't cheating, it's planning.
 
Checking the map for 3- 4 turns isn't cheating, it's planning.

And standing by a ruin there for 3-4 turns until you get the "right" result isn't cheating?

Try to start a game without reloads, it's more fun that way. And you will feel better within yourself. :goodjob:
 
Apparently not, he seems to like it that way!

Yes, I agree with you, the random map is the best thing - your plans have to be much more flexible to cope with it!
 
I think you should be able to decide what you take from a ruin... I hate the random aspect of ruins. They can either ruin (heh) or make your game. What's more, sometimes you get *no* ruins at all due to AI scouts.

Ofc to avoid op silliness, you could only pick one reward so many times, and no two similar ones in a row. Alternatively they could tone down some of the benefits (like 15 culture instead of 20 etc). Maybe I should just play without ruins; but they do give the map some flavor, and on the higher difficulties they benefit humans much more than the AI.

Edit: You can't really cheat in single player games, so there's that. Whatever's most fun is the best course of action, obviously different for different folks.

Edit2: For the record, I always reload when I miss a wonder. The way I figure it, it's not cheating if you roleplay a bit ("Great Scott! Is this Mesopotamia?"). ;)
 
Randomness doesn't belong in strategy games, unless you have a static start your planning is useless. Checking the map for 3- 4 turns isn't cheating, it's planning.

It DOES belong in strategy games. You need to learn to roll with the punches and take what comes. Lack of randomness makes it easier. Preparing for the unexpected requires more flexibility and "on your feet" thinking than knowing everything that's going to happen before it happens.

That said, cool strategy! :)
 
The randomness of ruins gives variety to your otherwise dull and predictable map opening. Knowing how to take advantage of what you are dealt is where strategy begins.
 
Its not broken A lot of AI love to get it so if you are late at founding a relation you usally don't get it
 
Its not broken A lot of AI love to get it so if you are late at founding a relation you usally don't get it

I usually don't think to use it though, but I'm sure it's super powerful in the right situations. I've become addicted to choosing one of the buildings first and really need to mix things up a bit.
 
I like the unpredictability of ruins, but I wish they'd ditch the "crude map" and recent barbarian activity and bring back the occasional new city or settler from Civ IV (and earlier).
 
I like the unpredictability of ruins, but I wish they'd ditch the "crude map" and recent barbarian activity and bring back the occasional new city or settler from Civ IV (and earlier).

they did bring those back just have to play on settler or chieftain, maybe warlord.
 
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