Is there Sid win without ...

Own said:
I don't really know, someone just told me to get it, and it helps. Some SG people require you have it to play.

OK, let me edit it (to 0, right?) and have a try ...
 
It also influences early exploration? I though that all it does is make them move around instead of being fortified in cities.
 
I play without it. I guess on Archi map and no wars it doesn't change anything at all.

But, the most common Sid invasion strategy is to land a SoD of defenders and arty and wait for the AI to throw everything at it. Wouldn't it work with default NoAIPatrol=1?
 
My goodness, after using NoAIPatrol=0, when Gandi meets Temujin and Joan, they are advanced to almost every tech we can see ... That indeed makes pang map terribly hard for early tech trade. One question for 7+1 players: how did you set the map? Every parameter (pang, warm, 5 billion, AIs, etc.) were generated by hand or randomly?
 
I guess on Archi map and no wars it doesn't change anything at all.
:rotfl:
It changes everything - the AI will not move any ships around without.

The 7+1 map was completely randomly generated. But, scoutsout did play into it (it's a great start after all, and begs for some weird variant to not be too easy), and gave it to Bede.
And see, I told you that you couldn't trade for any tech early ;). The AI Civs on the main landmass (France, Babylon, Mongols) cover already every starting tech except The Wheel...
 
Doc Tsiolkovski said:
:rotfl:
It changes everything - the AI will not move any ships around without.

The 7+1 map was completely randomly generated. But, scoutsout did play into it (it's a great start after all, and begs for some weird variant to not be too easy), and gave it to Bede.
And see, I told you that you couldn't trade for any tech early ;). The AI Civs on the main landmass (France, Babylon, Mongols) cover already every starting tech except The Wheel...

Some weird variant? Was there any variant besides being sid? :lol:

As a retrospect, capture GL is a good strategy for pang map, because it won't be too far anyway (unless some guy in an island built it, but that's almost impossible). OTOH, how about max research writing and literature? The problem is no prebuild! So only capital can do it, but if some nice buddy demands literature at this time, India would be toast. So, it seems Persia and Celt could be good for capture GL, just be prepared to import iron ...

In this sense, even the early tech pace is rocket fast in pang, human still good chance to capture GL. So cont map is the hardest, if the GL is in another landmass, player is awful ... But it offers another chance: steal tech from another landmass. So every setting should be doable anyway ...
 
Doc Tsiolkovski said:
:rotfl:
It changes everything - the AI will not move any ships around without.
That was the greatest discouraging ever :D

I can barely keep up the pace with it set to 1, how would be if I had it on 0?
 
Pentium said:
That was the greatest discouraging ever :D

I can barely keep up the pace with it set to 1, how would be if I had it on 0?

:D After knowing this NoAIPatrol, I think many interesting Sid stories I saw were actually done with it being 1, so the AIs meet very late, and they have plenty of chance to be broker! This kind of thing can no longer happen ... What exciting news! :lol:
 
Doc Tsiolkovski said:
:rotfl:
It changes everything - the AI will not move any ships around without.

The 7+1 map was completely randomly generated. But, scoutsout did play into it (it's a great start after all, and begs for some weird variant to not be too easy), and gave it to Bede.
And see, I told you that you couldn't trade for any tech early ;). The AI Civs on the main landmass (France, Babylon, Mongols) cover already every starting tech except The Wheel...

But anyway, I played the 7+1 map again, and found that if my 1st warrior goes straight to the Mongols, we can still trade pottery for alphabet. And we can hold that trade for several turns, even after Mongols met France! But if without reloading, how long dare we wait?

A very sad thing is that my city flipped to France ... How to fight culture flip?
 
I tried the 7+1 map as well, and read the turn logs and did EXACTLY what they did, but I got a different outcome. I met France earlier, and barbs didn't appear where they did before.

I also tried right before the war on France, to see how good I could do. I surprised myself a ton, and managed to split the empire in half on turn one, and took about 10 cities (over the course of the war, not turn one). I bet I could have won, had my leader luck been better. There were over 35 elite wins attacking, and some on defense I didn't count, and no leader. By the time I got a leader, Delhi had been razed, and huge SoDs were approaching, and I only had 2 tanks to fill the army with. By turn 3 I had all but one oil killed, the last one could be taken by an infiltrating tank army, so I put my attack on hold and leader fished, but no bites. When I got a bite, the oil wasn't destroyed early enough so I had tons of tanks coming my way.

Sorry about threadjacking, I just had to share that.
 
Own said:
I tried the 7+1 map as well, and read the turn logs and did EXACTLY what they did, but I got a different outcome. I met France earlier, and barbs didn't appear where they did before.

I also tried right before the war on France, to see how good I could do. I surprised myself a ton, and managed to split the empire in half on turn one, and took about 10 cities (over the course of the war, not turn one). I bet I could have won, had my leader luck been better. There were over 35 elite wins attacking, and some on defense I didn't count, and no leader. By the time I got a leader, Delhi had been razed, and huge SoDs were approaching, and I only had 2 tanks to fill the army with. By turn 3 I had all but one oil killed, the last one could be taken by an infiltrating tank army, so I put my attack on hold and leader fished, but no bites. When I got a bite, the oil wasn't destroyed early enough so I had tons of tanks coming my way.

Sorry about threadjacking, I just had to share that.

Do you mean you could download their saves? But I couldn't download the 4000 BC one, so had to use map seed. Sometimes I pop a warrior out from the goody hut in Delhi, which could help a ton to make contact. But I then restart until getting map, as they had ...

Anyway, we all thank the 7+1 people, who showed us the spirit of sports :D

Just another thought: how about max research to writing, not min? Sid standard map, with no one knowing it, writing costs 480 beakers. But after 5 of 8 get it (as in 7+1), its cost reduces to 308 beakers. If 7 of 8 know it, then only 240, but India can't meet Persia and Rome that early. Using max research, it should be reasonable to get writing around turn 40, then it's high time for philosophy. I see that AIs go to code of laws and map making before philosophy, and they get philosophy around turn 55. Philosophy COULD be grabbed by human first, maybe by using some scientists. If so, the problem is which free tech to pick? Several options.

1. Of course, literature. The trouble is, there is no prebuild running (maybe the only possible prebuild is forbidden palace). It will take ~30 turns to finish GL, and we have only warriors for military. This is a highly dangerous period. If some one come to extort literature, then we are doomed.

2. Before selecting free tech, hit "big picture", and try to sell philosophy and buy code of laws in all cost, then get republic as freebie! If that could be done, it's huge. But maybe some people think it's explotive ...

3. Take code of laws or map making, sell it and get some of masonry, wheel, bronze working, etc. (certainly not all of them). These are for prebuild and military preparation. Then max run to literature.

4. Forget about GL at all. Take code of laws, then min run to republic.

What is the best gambit?
 
Aegis said:
I'd like to see someone win a Huge Pangea with 14 civs Sid map.
sorry, just stumbling around the forums and I came across this thread :)

@Aegis: here's a Huge Pangea, 14 civs, Sid, pangea (70%), no barbs, no AI fix (didn't know about it then) space win that Betazed hosted July thru Sept, 2004 Bz9- Ad Astra Per Sid . Actually, I always felt that this was better played than what we did in the 7+1 game. No GLib capture (we lost our prebuild) yet we ended up catching up in the Ind.Age and out-researching the AI towards the end of the game (not unheard of at Sid), but we did have a great starting location (food, good land, only 2 neighbors). We also kept the AI's at constant war with each other to screw up their culture builds.
 
Yes that was a great one, it really felt like we were in control the whole game, even when we were an age behind in techs. I've tried recently to beat Sid random pangea w/o cow start or GL and with a lesser civ. I have been unsuccessful so far.:blush: eventhough crazy varients can be beaten with appropriate selected starting conditions. I have 2 weeks to succeed befor civ4 takes over.
 
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