Interesting Screenshots

bCZV5.jpg
 
Hi,

I was somewhat irritated that Shaka has got his capital in Ulundi instead of Zimbabwe.

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Hopefully Swazi will not suffer the same fate. ;)

In this game I have got both Constantinoble and Istanbul in my nation. I took the initiative after establishing an embassy and discovering that the Ottomans had only a warrior and a settler in Istanbul, while I had an archer and a spearman at their gates... :trouble:
 
The capital appears to be in Bapedi, not Ulundi.
 
Hi,

I did not finish my last game, because I am currently experimenting with some editing (I really hope that this sentence make sense :blush:)

I wanted to see how the KI uses Armies. So I changed the Palace to produce an Army every 100 turns (longest possible interval).

The result is not very impressive.

During my second Byzantine-Zulu-War we both got two Armies. While I fielded my Armies with Ancient Cavaly and a single Knight, the Zulu fielded... sorry, fortified his Armies with Impi and Warriors (seen via "Investige City"). Strangely It seems, that he was also able update at last one Warrior to Swordman.

After defeating the Zulu, I investiged the other capitals.

In most cases the KI added a weird combination of slow and fast units to its Armies.

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I marked the units without healthbar with a red point. They seemed to be the units in the Armies. Aparently the Celts fielded Armies mixed with Gallic Swordmen, Horsemen, Archer and at least one Warrior.

Not sure if I keep this rule change.
 
The AI will always want to add a fast unit to their armies, after they added the first unit. If the add a warrior, they will have to add a unit with at least two movement points afterwards. If they add a knight as first unit, they will have to add for example a cavalry as the next units. If they add a cavalry and the army has a movement of 4 they won't add anymore units.
 
Which serves only to slow them down. Generally, the best use of armies is to put only one type of unit in them. The AI fails miserably at this, and also only hardly ever uses armies for anything but defending cities, which isn't a great use of armies.
 
Well, the AI is trying to do it right, putting only one type (well, speed) of unit into armies, but no one told it about the rule change between PtW and C3C that armies now get +1 move.
 
That explains some of the weird AI-Armies.

But now I have my doubts that this aztec Army (three Knights and one Medival Infantrie) will do any harm to my japanese Stronghold Pompeii. :trouble:
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My defenders got an Army with Templar Knights (replace Crusader, but are faster), a Samurai, two Artilleries and two Fortress Cannons (same specs, but no movement). In cooparation with the Frigates and Ironclads they have allready destroyed a great part of the Aztec military.

And no, the ruins are not mine, nor did I destroy that city. I am not sure if that has been an aztec, incan or roman city. :confused:

This scenario has set oil, rubber and uranium to a minimum. In this current game is only one source of oil and no rubber at all. Unlike the KI, I have not build the Pentagon to enable shipping of my armies. ;)

The idea for this scare resources scenario came from the "No Iron - no Salpeter"-thread. ;)
 
Smoke-Jaguar asked me for a trade embargo against Russia. Apparently he forgot how much room he had to say it in.

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That guy talks too much. I think he should get an even smaller box so that we can keep his diatribes down to the length of short novels. :D He had me at 'wiping Russia'.
 
I haven't modified anything either, just an error already in the game.

Another thing: you can't see it in the screenshot, at least not clearly, but I've played a bit more, revealed the entire map, and found that it's a very rare map: A True Pangaea, no large seperate landmass, no large islands some civ started on. For that matter, there aren't any islands at all on this world. The entire thing is one landmass. And it's a Huge Map.

That doesn't happen very often.
 
Have the Mayans ever asked you for a Trade Embargo?
 
In Civ2 (german Translation) most textboxes were to small for their content.

But it was an extrem bad and weird translation (much weirder than my english :blush:;)). Sometimes I was unable to understand, what Civ2 was telling me. Even some of the unit designations were terrible wrong (Most notable the Crusader, who became a "Kreuzzüger" instead of "Kreuzfahrer" or "Kreuzritter"). It was obviously not translated by a native german speaker.

But it is interesting, that in the original game the textboxes is to small too. ;)

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In this older game I was initially irritated, that Violett was nearly as large as my darkred Byzantium, but the victory conditions told me that Byzantium was two times as large as the next rival. Until I found out that both Inca and Iroquis got the same color.

It became even more confusing, than they actually shared a border. ;)
 
In Civ2 (german Translation) most textboxes were to small for their content.

But it was an extrem bad and weird translation (much weirder than my english :blush:;)). Sometimes I was unable to understand, what Civ2 was telling me. Even some of the unit designations were terrible wrong (Most notable the Crusader, who became a "Kreuzzüger" instead of "Kreuzfahrer" or "Kreuzritter"). It was obviously not translated by a native german speaker.

But it is interesting, that in the original game the textboxes is to small too. ;)

11071749vm.jpg


In this older game I was initially irritated, that Violett was nearly as large as my darkred Byzantium, but the victory conditions told me that Byzantium was two times as large as the next rival. Until I found out that both Inca and Iroquis got the same color.

It became even more confusing, than they actually shared a border. ;)

yeah the color thing can happen often. Usually it ends up being the Arabs and China each having the same pink. This is one of the reasons i first started using the editor.
 
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