Interesting Screenshots

Further to what @vmxa said, I take it from this that you haven't tried any of the Firaxis Conquests yet?

IIRC, both the Napoleonic and the WWII Pacific Conquests include Locked Alliances.

You remember correctly (US/China/Commonwealth/Netherlands vs. Japan and France/Denmark vs. Britain/Netherlands/Naples/Portugal, respectively)

Rise of Rome doesn't feature any permanent alliances but does have permanent wars (Rome vs. Carthage and Macedonia vs. Persia) and Fall of Rome has a permanent alliance between Western and Eastern Rome, though no permanent Wars (and neither of them is playable by the human player unless you edit the scenario)
 
Further to what @vmxa said, I take it from this that you haven't tried any of the Firaxis Conquests yet?
Correct, I haven't. Just never got 'round to it.
 
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I found this deal rather remarkable.
He is paying me 56GPT (and all of his money) so he can join a war I'm already in - that seems like an awful lot just to help me.
I'm throwing in one luxury (olive oil) and one of the techs he doesn't have.

The main reason I want to make this deal (apart from the money) is to watch the AI battle it out over sea. I really wonder how they'll do. If at all.
During the war with the Mongols, they've sent only 3 ships or so in total.
 
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Clearly he just really, really wants him some Engineering.
 
As some people here know, I like to invent my own victory conditions aside from the predefined ones. Or, if you prefer, just have different goals to min/max depending on the starting point.

This time I endeavoured to see how quickly I could reveal the whole map. It had to be Huge with max water Archipelago to make it a fun enough challenge, of course.

I'm quite glad I chose to do this for this map as it turned out my start position was really dire and boring anyway.

My initial 5 starter boats couldn't find much and soon had the locality as much explored as possible & then all died in suicide runs to nowhere.

Just before AD I had 5 or 6 Galleys scootering around with the help of the Great Lighthouse. And you find quite a lot of map with the GL!

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There's little to be gained by suiciding Galleys at this point as the distance they'd have to travel to get to the lost spot would negate any benefit, might as well just search everything I can & wait those few turns to Navigation.

On the turn I discover Navigation I can fill in all those gaps in the islands with map trades. Just a matter of filling in the gaps now:

(You'll also notice I got one of those rare Pompey events as Dover got completely annihilated by a Volcano, lol. Unrelated to the thread, but I thought it was fun, a perfect direct hit!)

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After adding a couple or three Caravels to the search party, the entire world was revealed to me about 25 (?) turns later.

Ironically, this particular map had almost zero spare islands anyway, which is very unusual, almost never seen it before. One largish one just above grey India & one 2 square Volcano was all. Tons of red-herring sea squares leading nowhere though, lmao.

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1150AD & still learning Chemistry was quite satisfying at the end of the day. Especially considering the tough-to-explore map.
 
That's an interesting challenge. Being seafaring and build the Lighthouse is probably a must-do.
I wonder, whether keeping the galleys (instead of suiciding them) and then upgrading them to caravels immediately upon reaching Navigation might improve the date a bit? With a movement-rate of 6, they'll quickly reach all ends of the world... Of course, this highly depends on the map: if there's enough coast between the continents, galleys may already safely explore large parts of the map, long before Navigation becomes available. :hmm:
 
I suspect, like most VCs, it could be a massive advantage to have a start which enabled getting to Navigation closer to 500AD rather then 1000AD, but then if you had that kind of map then you'd probably be focusing on a different, more traditional VC anyway.

Yes, upgrading or pre-building some Caravels is useful, but the upgrading aspect isn't that important as most of the post-Navigation sailing will be circumnavigating the polar squares, which never has any sea or land squares near 90% of it. As you can see in this map, the North Pole is many, many turns away from the island, so any Galleys already up North will still complete the Arctic run before anything sent from home becomes relevant. I did use some Caravels to scout out the South Pole circumnavigation though.

One thing that is still uncertain is whether the old routine of spam, spam, spam helps or not, because the game is quite efficient at sinking 90% of your spams anyway and once you've reached your limit of normally explorable territory the ships then just become an economic drain more than anything. However, you feel a truly dedicated spammer should be able to do it quicker? I dunno, maybe.
 
Another problem has arisen in my next game. Started on a stranded small ice island, can't expand beyond size 3 until Harbours even at the capital, and can't explore beyond the island without suicide Curraghs. I got six boats to a neaby small island which connected me to a larger island... but... the larger island turned out to be a mega-continent island with just two civs on it. As a result, the island is absolutely teeming with Raging Barbs, flooding the coast with Barb Galleys. Even doubling up the Curraghs wasn't enough as they were facing attacks every couple of turns from large stacks of Barb Galleys. I only have 2 left and The Great Lighthouse is still about 18 turns away.

So not only map-luck is a factor, but, again, a true min/maxer would likely need to turn Barbs off as per usual, something I can never do!
 
Buttercup,

For the reveal the map challenge, does the challenge allow for map trading or is it forbidden? Because if map trading is allowed, the optimal strategy might have some value to getting The Great Lighthouse early. But, more valuable would be, at least at higher levels where the AI can research quickly, picking up the tech pace as much as possible. And I mean gifting the AIs techs and probably even giving them luxuries and gpt, since buying maps doesn't ultimately cost too much all things considered.

6 civs exploring the maps and sharing information is significantly faster than one civ doing so. And the AIs will explore the map.
 
If that strategy works, then PtW would have a definite advantage over C3C, as map trading already comes with Map Making (middle of ancient age), while in C3C it comes with Navigation (end of middle ages). Also Printing Press might be required additionally in a C3C game in order to get the necessary contacts for the map trading?!
Usually in a PtW game I get already a pretty good view of the entire world map once I discover Map Making, while in C3C it takes much longer...

Difficulty level will then also play a role: the Deity AI explores much much faster than the Chieftain AI... ;)
 
I think this could be interesting, too. In my current testgame of the upcoming C3C German translation combined with the Flintlock patch, Persia declared war on me and among several stacks that are moving through India into my territory, there is an AI stack with 5 catapults (!) combined with 5 spearmen.

5xKatapult.jpg
 
hmm , ı like this 5xcatapults thing , saves a lot of eyesore . One of those new .exe files ?
 
hmm , ı like this 5xcatapults thing , saves a lot of eyesore . One of those new .exe files ?
As written, this is the updated C3C exe from the Flintlock patch. To show the units in groups instead of listing 5 catapults one below the other is much more comfortable, but the really astonishing is, that with this patch the AI landartillery is working offensively in AI attacks.
 
As written, this is the updated C3C exe from the Flintlock patch. To show the units in groups instead of listing 5 catapults one below the other is much more comfortable, but the really astonishing is, that with this patch the AI landartillery is working offensively in AI attacks.
Can I get all of that in the base game ('vanilla') as well, by downloading this Flintlock patch from somewhere? That sounds absolutely excellent!
 
which ı have also seeing in the last few years , many times by artillery produced by the relevant AI civ itself . Is there an option to expand to show each unit in case of need ? Management of the enemy stack is very useful at times , bombard some to clear the way for lesser units of own .
 
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Oh, but that is perfect, I have the Steam version of C3C! Thank you! :)
 
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