Max hardness gameplay: Random Duel Map (40 civs, *YES* Barbs) Nightmare Eternity.

Somebody613

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Made a funny random map (twisted pretzel landmass, lol), so decided to try it out.
This is a 99.99% LEGITIMATE NON-CHEAT PLAYTHROUGH, except for one tiny "pseudo-random" detail: I gave my city a direct-access Stone.
But this COULD happen even totally randomly (I even think it literally happened to me once not so long ago, but the game went crappy for other reasons).
And even with this, it's basically just in order to beeline for Neanderthal culture and units, everything else is still totally random.
So, check out my civ transitioning from 4 cities to 5 cities via my Mr. GeneRRRal McNeanderTROLL, mwahahahahaha!!!
Anyways - THIS is how you WIN this game, dudes and dudettes!
I mean - take a look at my actual stats (map screen) - and compare it to what the game THINKS of them (advisor screen).
And the Biggest Secret? Not a single WAR had been waged to achieve this!!! (Okay, ONE random "let me through" conflict did happen, but it's irrelevant and wasn't even actually needed.)
LOOOL!!!
:king::king::king::king::king:
 

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LOOOL!!!
Update!
Now at EIGHT cities, 100% economy, NO WARS since the last post (but a lot of Trolling, mwahahaha).
Advisors think I'm between mediocre and bottom-low.
I laugh at pretty much every evaluation I can see there.
I'm the #1 in score and have the #1 Unbeatable Boss Unit (The Troll).
I'm behind in tech, in wonders, in unit numbers - but. who. cares?
I'm WINNING this game where it COUNTS, loool!!!
P.S.
See how "Berlin" is now "Hamburg"?
Wasn't me renaming it, lol, instead it went through quite a lot of owner-shifting and civ-rebirth, until I decided to just keep it.
That was part of the Trolling, indeed.
(Why still no comments of any sort, guys?)
 

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nice! I like doing it too, one main unit that gets all the promotions, later on led by grand general, and all the time being very careful to not loose it :D works really nicely with first strikes
 
nice! I like doing it too, one main unit that gets all the promotions, later on led by grand general, and all the time being very careful to not loose it :D works really nicely with first strikes
Yeah, it's outright funny how my "military power" is considered some x15 WEAKER, yet my single Troll can walk over absolutely anything out there (besides very entrenched defense).
Basically: "Hey, AI, you are entirely welcome to attack one of my cities - and then I'll just wipe you out ONE UNIT AT A TIME, loool!"
Not to mention that this isn't by far the strongest that my Troll can grow into, while still NOT upgrading to anything non-Hidden-Nationality.
I never spent enough effort to research whether there are later units that combine HN with being able to capture cities (Criminals, for example, can't do it).
But the game is so slow that it'd take forever for AI to get to units that could seriously contest a fully buffed up Troll one-on-one.
Sure, some entrenched Archers probably already could fend it off... for now.
Add Might TWO, add some more specific anti-Archer promotions, add one more level of QUALITY - and we shall see, lol.
Sure, it's annoying to actually get all that EXP (especially annoying regarding Quality UP resetting EXP to 0 because of a dumb mod decision), but the possibility is still there.
I must clarify one thing, though.
All of this mostly only worked because the map is so narrow that Barbs basically are a non-issue most of the time.
On a normal, continental, map I'd get swarmed by them almost non-stop, which is both annoying and renders almost any "agriculture" into a pain in the ass due to constant pillaging.
It's still defendable, but I outright hate to waste my time and resources on fending off droves of, well, BARBARIANS, loool.
Here, it's mostly tame, so I could leave my cities barely-defended, and also get at least some improvements actually stick.
Of course, soon enough there are those idiotic Rogues sneaking around and burning down my most important improvements, but at least it's not as vast as it would be otherwise.
Seriously, Criminals look like a direct hate-fest against the player - you need to keep combing your land for random HIDDEN units that can destroy any improvement INSTANTLY.
That's insanely annoying.
 
Still working on the ai... I'm going to prefer it when some players like to use the nuissance criminal strategy and others don't and others in response to being offended and so on. What's important to understand about the AI work is that we have to first have a code we can more easily instruct. Some of our deepest problems with things are because the AI can be like a dog with a bone about certain decisions because it hits a logic loop and really doesn't easily get past it. Some of that comes down to simple but deeply hidden logic flaws in the code and some of it is just the linear way the thing must think and then others because we haven't expanded our toolset to the full capacity we really want to have on hand (not that we CAN'T - just that we've all been finding direct time to address these things difficult to come by.) One of the problems with a profit driven society is that those with the capacity to mod at that level also have the capacity to do other work on a level that's in extreme demand.
 
Still working on the ai... I'm going to prefer it when some players like to use the nuissance criminal strategy and others don't and others in response to being offended and so on. What's important to understand about the AI work is that we have to first have a code we can more easily instruct. Some of our deepest problems with things are because the AI can be like a dog with a bone about certain decisions because it hits a logic loop and really doesn't easily get past it. Some of that comes down to simple but deeply hidden logic flaws in the code and some of it is just the linear way the thing must think and then others because we haven't expanded our toolset to the full capacity we really want to have on hand (not that we CAN'T - just that we've all been finding direct time to address these things difficult to come by.) One of the problems with a profit driven society is that those with the capacity to mod at that level also have the capacity to do other work on a level that's in extreme demand.
I pretty honestly wish you guys to be able to go "legit" with the mod as a SELLABLE stand-alone game, then be able to expand on it even further.
Having seen the truly half-baked attempts of Civ 7 (and seeing how it's still SELLABLE regardless) - well, really, you'd put them into shame really quickly.
Of course, that's solely my personal opinion, which is a bit SAD.
 
I pretty honestly wish you guys to be able to go "legit" with the mod as a SELLABLE stand-alone game, then be able to expand on it even further.
Having seen the truly half-baked attempts of Civ 7 (and seeing how it's still SELLABLE regardless) - well, really, you'd put them into shame really quickly.
Of course, that's solely my personal opinion, which is a bit SAD.
Business is a much harder game to play than creating a good game. I'm working on all the non-game side of that right now and I'm pretty sure I've got it mostly down. I'm certainly gathering all the connections one needs as I build the one I have. That is the main core thing for now. My overall life goal is to bring this to that eventuality.
 
Business is a much harder game to play than creating a good game. I'm working on all the non-game side of that right now and I'm pretty sure I've got it mostly down. I'm certainly gathering all the connections one needs as I build the one I have. That is the main core thing for now. My overall life goal is to bring this to that eventuality.
I honesty wish you luck out of extremely selfish reasons, mwahahaha! :thumbsup:
 
I honesty wish you luck out of extremely selfish reasons, mwahahaha! :thumbsup:
The whole thing is to figure out how to make it no longer a matter of luck mostly. I may have cracked the 'anyone can succeed in business if they take the steps and invest where needed as I say' code though. Finding out for sure early next month with me and a few other clients on the cutting edge of the 'system'.
 
The whole thing is to figure out how to make it no longer a matter of luck mostly. I may have cracked the 'anyone can succeed in business if they take the steps and invest where needed as I say' code though. Finding out for sure early next month with me and a few other clients on the cutting edge of the 'system'.
WOW, and I mean it.
 
WOW, and I mean it.
Learn more here: https://cyp.magnetixmarketing.com/cyp0

Obviously anyone can also fail but making a mostly foolproof marketing system is kinda my thing. It starts with how you think of and manage your resources. Then it's a matter of defining your goals, gathering your core tools, and nurturing the right skills and applying them to building out the engine that will eventually allow you to step back as it begins to take on a life of its own, much like building a fire, just needing a little attention here and there to ensure it's on the right track. That last part is the most important part to me because I want to be able to then dedicate myself to seriously growing out C2C into the vision of what it should be, totally balanced, massively intelligent, and eventually its own game kicking the entire industry's ass. It will NEVER be made for the masses over those who would prefer it to stay more of a simulator, but through options and so on, perhaps it can be tuned to anyone's preferences to perfection eventually. This whole project is not just a lifegoal, it's a way of life to keep improving on it.
 
Learn more here: https://cyp.magnetixmarketing.com/cyp0

Obviously anyone can also fail but making a mostly foolproof marketing system is kinda my thing. It starts with how you think of and manage your resources. Then it's a matter of defining your goals, gathering your core tools, and nurturing the right skills and applying them to building out the engine that will eventually allow you to step back as it begins to take on a life of its own, much like building a fire, just needing a little attention here and there to ensure it's on the right track. That last part is the most important part to me because I want to be able to then dedicate myself to seriously growing out C2C into the vision of what it should be, totally balanced, massively intelligent, and eventually its own game kicking the entire industry's ass. It will NEVER be made for the masses over those who would prefer it to stay more of a simulator, but through options and so on, perhaps it can be tuned to anyone's preferences to perfection eventually. This whole project is not just a lifegoal, it's a way of life to keep improving on it.
Let's be honest, I would never expect to see such a deep real life case from a mere game mod of anything, let alone a game 3 iterations "outdated", loool.
 
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