Favourite SP Game Setup . . .

Large or huge, normal speed, big and small, emperor or immortal, advanced start, end of winter, no ai build requirements

Anyone playing sp on quick or marathons brain is all . .. .. .. .ed up
 
Large or huge, normal speed, big and small, emperor or immortal, advanced start, end of winter, no ai build requirements

Anyone playing sp on quick or marathons brain is all . .. .. .. .ed up

Quick seed pwns MP single session games. I don't want an aggression bonus or a slower game in SP, so I play the same always. If I want a 20 hour game I'll go deep in the tech tree from ancient, but I don't. I'd rather start classic, medieval, and/or advanced for late game units and be done in a few hours of playtime (less if I lose).
 
Quick seed pwns MP single session games. I don't want an aggression bonus or a slower game in SP, so I play the same always. If I want a 20 hour game I'll go deep in the tech tree from ancient, but I don't. I'd rather start classic, medieval, and/or advanced for late game units and be done in a few hours of playtime (less if I lose).

Well if I wanted to be done in few hours I'd play C&C or Warcraft 3. I love long games I can play over few days, in my eyes that is the true value of civ over RTS games.
 
Yeah I've never understood the idea of playing super-quick games. They don't properly utilise trade or diplomacy and feel more like a turn based WCIII or something :p

I'm a world-builder. I like to see empires rise and clash!

Al
 
Yeah I've never understood the idea of playing super-quick games. They don't properly utilise trade or diplomacy and feel more like a turn based WCIII or something :p

You think you can win deity without utilizing trade and diplomacy? I check trades and diplomacy almost every turn. Why would diplomacy or trade not be part of a quick speed game? If you want to take 15 minutes to tech agriculture by yourself, fine; however, that doesn't go over too well for a group of people playing together.

And what difference does it make if your game is 20 hours or 5 hours? I don't see how that changes civ into something else. A large map on quick speed will still take 10-20 hours to complete a game.

Anyway, we like playing together PvP or Team vs. AI, and most people have no more than 2-4 hours for a game.

I have no idea why you think quick speed fundmentally changes the game. All it does is move the game along faster and take away a cheater advantage to attackers (movement does not scale to speed).

ps. If you want to see empires clash, use Random Personalities. Somehow, it's not just "random". It is more like "Everyone = Monte". It's a really great setting if you want gaurenteed world wars. I suspect it has something do do with a disturbance of the placement code; I think the code places civs with some considerations in mind and with random personalities they end up incompatable and warring constantly. The good thing is that some civs get powerful by winning, and others get weak/vassal by losing. It creates a real nice dynamic between the "haves and have nots" instead of all the civs being about equal.
 
I've found that quick speeds make it easier to race for techs purely focussed on smashing your opponents. I never play the game on deity though (as you do), I'm simply not that good. I don't have the time to master the game to that level, and only really get to play FfH once every week if I'm lucky :)

Random personalities? Not for me really. Kills the feeling of lore :p

Al
 
Ive noticed the Creation and Perfect World scripts are popular. Ive tried these and they are great but I see no animals at the start. Anyone else notice this? Anyone know the reason?
 
I've also been playing perfect world, and while I haven't noticed an animal shortage (although certain types may be missing or rare due to their terrian type being rare), I was wondering how other people had the variables set up.

Having set the landmass variable to .45, I'm very happy with the landmass shape and size. About 80-90% of the land is usually connected (which is good for the poor sea AI), and the contential shapes are MUCH more interesting and varied than the "panagea" map script.

The thing I'm having the most trouble with is the amount of forest on the map. It's easy to control Jungle (I set it to .7, slightly below the default amount of jungle), but only forest type, not existance seems to be controlable.

The problem is that in FFH, with bronze working (and with it forest chopping) comming relatively late, starting in a completely (or nearly competely) forested area is rather cripping for both the AI and myself. I would prefer if forests were less dense (that all regions would have at least a third or so clear tiles. Does anyone have any idea how I could make this happen (or other suggestions/discusion/question about perfect world script)?
 
The problem is that in FFH, with bronze working (and with it forest chopping) comming relatively late, starting in a completely (or nearly competely) forested area is rather cripping for both the AI and myself. I would prefer if forests were less dense (that all regions would have at least a third or so clear tiles. Does anyone have any idea how I could make this happen (or other suggestions/discusion/question about perfect world script)?

More importantly, would someone mind coding this into the main game? I think 3-4 unforested tiles in a cap is a reasonable expectation. Also, it serves to nerf the absurd advantage elves have.
 
I don't understand why people play civ on quick speed. It's like turn-based red alert :p

I play epic speed using a planet generator map script. The map is significantly larger than huge :)
35 civs (using Fall Further: all leaders with the exception of Auric, Thessa and Kandros Fir).
I use: No Tribal Villages, Wildlands, Blessings of Amathaon (due to the size of the map), Living World and Compact Enforced (I'm not a fan of the turtling angel/demon civs). Raging barbarians is suicide on maps this large. Often there is a big chunk of empty space where super-armies are spawned with raging barbs :lol:

You can play around with lots of cool settings in the planet generator map script, though it can take a short while to actually create the map. It's well worth the wait though :D

Al


Can you please explain to me how you get animals on this map? I use similiar settings but get no animals at start!
 
Can you please explain to me how you get animals on this map? I use similiar settings but get no animals at start!
You do not get animals at start regardless of map settings. They do not start generating until a few turns into the game. Same with barbarians, but the delay is longer. That's the way it was in Vanilla civ, and FfH has only changed the time delay (it is shorter than in regular civ).

Exception: Lairs will start generating lizardmen and skeletons sooner than the game engine will, and sea monsters should be on the map at the start, but lions, tigers, and bears ... no.
 
You do not get animals at start regardless of map settings. They do not start generating until a few turns into the game. Same with barbarians, but the delay is longer. That's the way it was in Vanilla civ, and FfH has only changed the time delay (it is shorter than in regular civ).

Exception: Lairs will start generating lizardmen and skeletons sooner than the game engine will, and sea monsters should be on the map at the start, but lions, tigers, and bears ... no.

Great thanks! This was driving me crazy trying to figure out!
 
Favorite game set up:

map type Balanced
standard size
normal speed, ancient age
tropical or temperate, medium or low sea

I always make sure to play with 3 evil and 3 good, or 2 evil, 2 neutral, 2 good.

Options:
Aggressive AI (@Ecofarm: this ensures a lot of wars, really. Random personalities just takes away from this mod IMO).
No Vassals (just plain ridiculous for the flavor of the mod)
Wildlands
End of winter (sometimes)
No AI building reqs

In multiplayer I have played quick speed and I think it's most enjoyable. I advise to try it, you'll be surprised. It works much, MUCH better than epic or marathon in terms of balancing and enjoyment.
 
Monarch
Large Pangaea
Temperate/Tropical (Depending if Im elves or not :lol:)
Quick Game Speed
Low Sea Level
Random Coastline

Aggressive Ai
No Barbarians (Makes AI tougher)
No Tech Trading
Living World
Last Days

3 Good Civs
2 Neutral
3 Evil
 
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