- Joined
- Aug 15, 2001
- Messages
- 20,068
I am going to give this ONE more try.
If it is another blowout, then I am giving up on Emperor AW.
I have no desire to repeat forever and keep losing like the defiant Nationalist theme is doing.
World Size = Standard
Continents, 40% water, warm, and 5 billion years.
Difficulty = Emperor
Barbarians = Sedentary.
# Civs = 7
NOT culturally linked, NO restarting players.
You must have several deity military victories under your belt and previous AW expeirence.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch
The following tactics are PROHIBITED:
However, how many apply to AW?
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.)
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave
False Peace Treaties (must wait for the 20 years to end)
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
If it is another blowout, then I am giving up on Emperor AW.
I have no desire to repeat forever and keep losing like the defiant Nationalist theme is doing.
World Size = Standard
Continents, 40% water, warm, and 5 billion years.
Difficulty = Emperor
Barbarians = Sedentary.
# Civs = 7
NOT culturally linked, NO restarting players.
You must have several deity military victories under your belt and previous AW expeirence.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch
The following tactics are PROHIBITED:
However, how many apply to AW?
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.)
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave
False Peace Treaties (must wait for the 20 years to end)
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.