Mikehendi
IDHEOMHRN
- Joined
- Dec 20, 2008
- Messages
- 461
Welcome to MikeHendi's Strange Settings Series!!!
This will be a series of games where Ill take some extreme approaches to normal civ IV concepts. Also well often be using crazy settings, crazy rules, crazy WB-edited starts, and more crazy craziness in general.
I already have some ideas for a couple more games, but feel free to spam ideas for games in this thread. By the way, I usually play on Monarch or Emperor.
Game 2: Settlers of the future!
In this game, which has a slightly misleading title
, we will be testing the capability of the AI at it's worst... A better description will follow as the game progresses...
Edit: Settings and descreptions edited in later, so excuse me if I repeat myself later in this thread
The strangeness:
1) AI's start with THE ENTIRE TECH TREE RESEARCHED! I'll use a normal ancient era start, and then add the AI techs in WB.
2. AI's start with 3 settlers, 3 workers, and 3 machine guns (without garrison they will not settle). Because with so many build options available, they may decide not expand at all for the first 4000 years! For nostalgic reasons, they still have their starting warrior or scout
The Normalness:
- Settler difficulty
- Epic speed
- Pangaea map
- Random opponents
- No huts
- No events
- No barbarians (Barb grenadiers spawning 2000BC? No thanks!)
How to win:
- I can choose any VC I want, but at the moment of winning, I have to be tech leader!
That was the original idea. I don't if there's a way to check how many future techs AIs have researched however. Any thoughts?
So who's gonna be our leader?
Elizabeth of England (Financial, Philosophical)
On settler, we recieve huge tech discounts, but no production discounts or 'worker improvement time' discount. That means, techs will be flooding in a lot faster then that we can build. So why choose FIN? Because it's just really really strong. It adds a lot of base commerce, which is multiplied twice, first by the usual building/civics (library etc), and then multiplied AGAIN by the huge settler discounts.
(A lot of the FIN vs ORG debate origins here imo. ORG on settler does nearly nothing, because you get 50% discount on the result of the upkeep formula, which returns a very low amount on settler. On higher levels, it's the opposite situation, ORG gives huge discounts, and the value of FIN is diminished by research 'penalties' (assuming noble values as average).
I was doubting between PHI and CRE. CRE gives a lot of early building discounts (no monuments, half price libraries) and fast border pops. PHI gives faster GP, which can then do their thing earlier then usual (and their raw yield when settled works just like FIN, multiplied twice). Also, PHI doesn't occupy my city as long as non-PHI when I want a GP (taking away citizens from the much needed hammer tiles)
In the end I chose for PHI, just because I love it
The Start:
That's a LOT of food! I already moved the warrior, there was only 1 direction he could go
. SIP seems the way to go.
Once more the settings:
Let's begin this yet-to-become strange game!!
EDIT: Save is finally included!
This will be a series of games where Ill take some extreme approaches to normal civ IV concepts. Also well often be using crazy settings, crazy rules, crazy WB-edited starts, and more crazy craziness in general.
I already have some ideas for a couple more games, but feel free to spam ideas for games in this thread. By the way, I usually play on Monarch or Emperor.
Game 2: Settlers of the future!
In this game, which has a slightly misleading title

Edit: Settings and descreptions edited in later, so excuse me if I repeat myself later in this thread

The strangeness:

1) AI's start with THE ENTIRE TECH TREE RESEARCHED! I'll use a normal ancient era start, and then add the AI techs in WB.
2. AI's start with 3 settlers, 3 workers, and 3 machine guns (without garrison they will not settle). Because with so many build options available, they may decide not expand at all for the first 4000 years! For nostalgic reasons, they still have their starting warrior or scout

The Normalness:

- Settler difficulty
- Epic speed
- Pangaea map
- Random opponents
- No huts
- No events
- No barbarians (Barb grenadiers spawning 2000BC? No thanks!)
How to win:

- I can choose any VC I want, but at the moment of winning, I have to be tech leader!
That was the original idea. I don't if there's a way to check how many future techs AIs have researched however. Any thoughts?
So who's gonna be our leader?

Elizabeth of England (Financial, Philosophical)
On settler, we recieve huge tech discounts, but no production discounts or 'worker improvement time' discount. That means, techs will be flooding in a lot faster then that we can build. So why choose FIN? Because it's just really really strong. It adds a lot of base commerce, which is multiplied twice, first by the usual building/civics (library etc), and then multiplied AGAIN by the huge settler discounts.
(A lot of the FIN vs ORG debate origins here imo. ORG on settler does nearly nothing, because you get 50% discount on the result of the upkeep formula, which returns a very low amount on settler. On higher levels, it's the opposite situation, ORG gives huge discounts, and the value of FIN is diminished by research 'penalties' (assuming noble values as average).
I was doubting between PHI and CRE. CRE gives a lot of early building discounts (no monuments, half price libraries) and fast border pops. PHI gives faster GP, which can then do their thing earlier then usual (and their raw yield when settled works just like FIN, multiplied twice). Also, PHI doesn't occupy my city as long as non-PHI when I want a GP (taking away citizens from the much needed hammer tiles)
In the end I chose for PHI, just because I love it
The Start:

That's a LOT of food! I already moved the warrior, there was only 1 direction he could go

Once more the settings:

Let's begin this yet-to-become strange game!!
EDIT: Save is finally included!