Interesting Screenshots

The AI is just unable to do such naval warfare. Even on SID it is unable to do it correctly.

Hmm, now that is odd. I have had a few games on my Mac where the AI did not do too bad at all in invading some of my less defended islands in an Archipelago game. Now, I have not seen that when I play on a Windows computer. In the Pacific War scenario, when played on the Mac, it did very well invading the Philippines and the Borneo. Any other Mac players notice this or not?
 
The AI often do well when there are better ships available. I've seen great invasions happen in MEM II.

I highly doubt there is a difference between gameplay in PC and Mac.
 
This is something I've never seen before. This isn't edited or staged... it's what showed up on map generation. It's a crowded map - 3B, 80% land, full of AI - but still...


yes, that is a Chinese Settler/worker pair right next to my settler.
 

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This is something I've never seen before. This isn't edited or staged... it's what showed up on map generation. It's a crowded map - 3B, 80% land, full of AI - but still...


yes, that is a Chinese Settler/worker pair right next to my settler.

Do you have the save of the game?
 
Here's the save.

I had a hard time believing it, myself.

It's actually a huge map, pangea, 80% water, with a full complement of civs.

I assume it's a side-effect of A) 3B making for a lot of peaks and B) a bunch of seafaring civs changing things around from the original map generator.
 

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Here's the save.

I had a hard time believing it, myself.

It's actually a huge map, pangea, 80% water, with a full complement of civs.

I assume it's a side-effect of A) 3B making for a lot of peaks and B) a bunch of seafaring civs changing things around from the original map generator.

Too bad you get the first move. China will need to take a walk for a few hundred years to find greener pastures!
 
I love it. 24 horsemen and 1 warrior. Guess who gets to stay home and watch the kids while the adults go plundering?

Here is an interesting picture I came across in my recent game - I am playing for a 20K win. I got a little bored and the Mongols declared on me so I destroyed their nation. I don't want to trip the domination limit so I started giving cities away to the Greek to make them a better trading partner.

After a round of gifts, this happened:

ThisGuyDeservesARaise.jpg


Since Dalandzadgad was once my city, after I gifted it away the cultural boarder broke and the tile he was working on is no longer in the city's workable radius. Not to be thwarted, this mongol stubbornly went to work on this tile anyway, rules and white lines on a map be damned. And you can see that the food and commerce is counted for the city's production.
 
I see this sort of thing from the other side fairly often. I settle aggressively and can't work tiles that belong to me, because the AI is still working them. Apparently tile assignments can't always change instantly.
 
I see this sort of thing from the other side fairly often. I settle aggressively and can't work tiles that belong to me, because the AI is still working them. Apparently tile assignments can't always change instantly.

I've seen that too, but I've never seen it on my end. After moving the citizen off the tile I couldn't put him back on it (predictably). I even reloaded the game and performed the same series of events and had the same outcome. I just happened to be doing a round of MM after the gifts and came across. Wonder how common it is?

In this case it didn't matter - its not as if I didn't have other tiles to pick from that were just as good inside the city radius. That Mongol was just too stubborn. He'd hunted there all his life and no stupid 'cultural boarder' was going to stop him from working that land!
 
This is something I've never seen before. This isn't edited or staged... it's what showed up on map generation. It's a crowded map - 3B, 80% land, full of AI - but still...

yes, that is a Chinese Settler/worker pair right next to my settler.

I assume it's a side-effect of A) 3B making for a lot of peaks and B) a bunch of seafaring civs changing things around from the original map generator.
I haven't looked at the save, haven't even got the game installed, but I have a different thought about it:
There's a rule set in the main Civ file about the minimum distance (in tiles) that civs need to start away from each other.
Now, if this distance becomes difficult to keep - lost of civs, small land percentage - then civs can end up at any distance from each other.

If you're generating maps with lots of civs and you get this effect, you can solve it by lowering the minimum distance in the editor. Sounds contradictory, but for the random map generator it either has to be a realistic number, or it ignores the concept of distance completely.
 
I haven't looked at the save, haven't even got the game installed, but I have a different thought about it:
There's a rule set in the main Civ file about the minimum distance (in tiles) that civs need to start away from each other.
Now, if this distance becomes difficult to keep - lost of civs, small land percentage - then civs can end up at any distance from each other.

If you're generating maps with lots of civs and you get this effect, you can solve it by lowering the minimum distance in the editor. Sounds contradictory, but for the random map generator it either has to be a realistic number, or it ignores the concept of distance completely.

Quick question, I used to just know that you can't have more than 31 players, but I now I don't remember why. There is an option to add more civilizations in the editor, so why can't there be more players?
 
Oh, I don't know, it's some hardcoded number. They put a lot of hardcoded numbers in when they made this game, to the annoyance of modders. There have been hacks that get rid some of the restrictions, like the 512 cities limit - you can download a hack on this site that gets rid of that, but I've never seen a similar solution for the max amount of civs.
So you can add civs by replacing existing ones, but you can never get more than 31 - or I think it's 32; the barbarians take up a slot also.
 
31 civs plus barbs is 32, which is 2x2x2x2x2. Since the civs identities are stored in binary, this is a logical maximum, if a bit low in my opinion. It is an old game.

You will find that pretty much any limit in the game is a power of two, except the maximum map dimensions, but I think that is done by number of tiles, and 363x363 or w/e is over the max.
 
The power of 2 between 362x362 (131044 tiles) and 363x363 (131769 tiles) is 2^17, which is 131072, whic is what I assume to be the max tiles the game code allows.

I think there's also a limit of 8192 units (2^13), but that hardly ever shows up in even ridiculously large maps.
 
I think I've read about people playing Age of Imperialism on Diety or Sid and hitting that limit. Personally, I don't have the patience to even download the scenario.
 
Well, the editor allows the creation of more civs, so do these added civs just not work?

To add a civilization you have to replace one. One Barbarian and 31 playable civilizations is the maximum you can have. Remember, computers have developed a lot since the game was released 10 years ago. The coding is going to reflect that. The fact that the game is still going strong 10 years later is a very strong testament to a very sound basic design.
 
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