markusbeutel
NiGHTS
I did it!!! I won on EmperorAfter (more than
) a couple of false starts (i.e., I was getting my butt kicked early on) I finally got a good start & was able to build up fairly well and finally win!
I was America as usual, standard small continents, standard time, emperor difficulty, V10.3a. Was #2 in total points nearly the whole game, #2-3 inproduction, but lagging only 2-3 techs behind Egypt (the overall & tech leader). But darned that Egypt: Leading by only 2-3 techs, he managed to beat me to nearly every wonder in the book! I think I managed to get Stonehenge & GL, and managed to rush-build PT, but don't remember getting anything else. Got beat out with 1-3 turns remaining several times.
I seem to remember there is a steam achievement if you lose 10 wonders like this -- I qualify from this one game alone.
So, anyway, once Egypt popped the Apollo Project before the relevant tech was even on my scope, I knew that a science win was out of the question. Then -- kinda out of the blue -- two or three of my RAs popped at the same time & I found that I could finish Globalization in 3 turns. So, OK, let's finish Globalization, build the Statue of Liberty in New York & build the U.N. in Washington & get a diplo win.
Darned Egypt!!So, OK,
I can't build either the Statue of Liberty or the U.N.,
but I can burn my two GGs & save up a massive amount of money.
So, of course, when the U.N. vote countdown reached 5 then Egypt started buying my CS allies. So I quickly bought the two back, then bought all of Egypt's CS allies + a couple of England's too, just for good measure, 'til I had 14 votes out of the 10 required for a win; then I declared war on both Egypt & England.
Egypt managed to conquer one of its former CS allies, but I still won with 13 votes.
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Impressive.

I still think that cities should be weaker. Your military is your defense, not a city that shoots arrows from another dimension. I understand that cities should defend themselves but I seriously should not be expected to surround an entire city with units just to barely take it.
heres an example, I beat England and now I am at their capital. I have 3 caravels, 2 archers, and 2 landscheknt(or however you spell them) and its SUICIDE to attack, my caravels and archers hit for 5 for 1 turn, then the town heals up 5! My land units get decimated trying to attack it!
Maybe if the damn town didnt heal so much back I would have a chance
I pillaged everything and its taking an awful long time to dwindle their population.
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Update: I had to tech to Frigates to take London. I did 6 damage to the town while it healed 5. So it was a grueling process of waiting until my land units can finish it off. Defiinitely think about this. Also during this process population didnt even go down 1.
There's probably going to be a few new gameplay additions to v10.5 next week that will have an impact on taking Cities, so I am looking at this.
I was wondering is there any way to bring back the ability to regenerate the map after you have started? It's annoying when I start an immortal game and set everything up only to have to restart because I have a tundra start. IDK if you could do it now or would you need access to the core files? When do you think that they will be available to the modding community?
Ditto on regenerate map.![]()
.dll access is probably required for something like this - or else you'd think that something along the lines of a regenerate option would have materialized already. Firaxis has been quiet on releasing any additional news about when we might get access since they first announced their intent on releasing the.dll 2.5 months ago...