Psyringe
Scout
I missed this earlier. No, it is not an exaggeration, it happens sometimes. Given that you play games more slowly and have probably tallied FAR fewer immortal/deity games, maybe you've not seen it. You get situations where Sury expands to 15 cities in the same timeframe that pericles expands to 3 cities when each has the land available. Then surry peacevassals pericles, kills another civ off, cap vassals a 3rd civ before 1200 AD and when you finally meet him on the other continent, he has 40+% of the world's land and pop and is closing in on infantry. Good luck with that.
I actually haven't reached immortal/deity yet. I hope that it takes a while until I get there because I expect immortal/deity games to be less enjoyable than the emperor games I'm currently playing. (A pet theory of mine is that games are more enjoyable when you're learning to master them than after you actually have mastered them; as a result, I tend to stay away from strategy guides and detailed analyses, because I actually enjoy the game longer when I have to develop my strategies myself). But I digress, that's another discussion.

We were discussing whether "games decided at turn 0" was an exaggeration. From the games I played, I'm certain that I couldn't predict how they play out. One reason for this may be that you analyzed the game far more than I did (as I said in another thread, imho you analyzed it to a point that your knowledge about it became detrimental for your enjoyment). Another reason may be that I play on super-huge maps with 30+ civs, and never use settings like "fair distribution of resources" (I actually _want_ them unfairly distributed, I want some AIs to have better starting positions than others, so that some AIs can become strong enough to challenge me in the late game). I've experimented with games with fewer strategic resources; I guess limited availability of iron or oil on the map could outweigh AI predispositions in determining which of them grows strong.
I can only say that I don't see the predictable pattern that you see. I once had Gandhi as a runaway winner conquering/vassalizing two continents (to bring one example, I can come up with others), so I don't see the consistent "suiciding" behavior that you claim to be inherent in certain AIs.
One part of your argument strikes me as odd though. You complain that the Civ4 AIs lead to predictable gameplay, yet you _want_ (and favor) predictable gameplay by excluding luck, strong random events, etc. as much as possible. Perhaps I'm misunderstanding something, but this doesn't seem consistent to me. Personally, I _want_ unpredictable gameplay and I set my games up in a way that I tend to get it, and I have fun playing them. It may be a niche playstyle (as is yours, I guess), but it's consistent and I'm enjoying it.
