Waywatcher
Chieftain
So I won my first Regent Epic game today after a few Epics I restarted mainly out of boredom. To bolster my pride, I promised myself, regardless of what happened, that I'd play through to the end. But this had to be one of the strangest games I've ever been involved in. And, ironically, by far one of the most boring.
Myself (the Ottomans), the Russians, and the Spanish were on one continent and "the other folks" (I was playing against 6 Random civs) turned out to be China, Japan, the Mongols, and the Germans, on the other continent. I started out a stone's throw from the Spanish and, by expanding outside-in, locked them behind a narrow choke point city, pretty much guaranteeing a war. Since I'd found both horses and iron close to my core cities to begin the game, I was prepared for such a circumstances. Sure enough, a pathetic "SoD" consisting of 3 warriors trampled on my land, I confronted the Spanish with an ultimatum, and Elizabeth declared war. In less than 10 turns, the Spanish were a historical speedbump. After I filled in the formerly Spanish lands south of my core with conquered/resettled cities, I turned my sites towards the largely unexploited north and began a settler crawl/military expansion. Hoping, doubtfully, that I was the only civ left on my continent, I was disappointed, but not surprised, to find the Russians had vomited out city after city on their northern peninsula. I knew a war was on the near horizon.
Anyway, Russia and I became historical enemies. Barely ever trading, and exchanging decades long wars (which diminished Catherine's lands little by little), I pretty much assured myself that the only way there would be peace between us would be if it were dictated to the Russians on my terms via an overwhelming military. Of course, that's usually the case in Civ3 anyway. So after building and upgrading that overwhelming force, I reverted to a builder's strategy long enough to gear for another industrial era push northward, and perhaps expansion to the other continents.
I'm extremely bad with suicide galleys. Whenever I try getting them out, they typically never make it more than 1 square before capsizing. And losing shields in such a manner is something I can't abide by, regardless of my attempts to convince myself of their risk/reward benefits. As a result, I didn't get to the other continent until the middle of the medieval era. And I certainly was unwilling to risk a settler and a defensive garrison on a galley until I discovered Navigation at the very least. By that time, however, I found out to my chagrin that the other continent had been packed nearly to the brim by all 4 civs, to varying degrees. The Chinese and Mongols seemed to be the dominant powers, but the Germans and Japanese had established a fairly large empire of their own. One thing was sure, there wasn't going to be space for me until I created it. And, unless I was going to become a purebred warmonger, that wasn't going to happen. Nor could I afford diverting forces away from my main continent until I made sure Russia was either no more, or too crippled to factor into the equation.
So I waited until the inevitable late medieval/early industrial World War to break out amongst the AI countries on the other continent.
But it never happened. Not for 1500 years. Once MPPs became available, the Mongols signed up every other civ on their continent. And the MPPs were constantly renewed. Not only that, it appears the other civs were all peacefully trading amongst one another as I would routinely check the Trade Advisor screen for trading opportunities, only to find that the AI had nothing to offer. Checking the Foreign Advisor screen showed me that multiple AIs had active deals going on. I finally managed to luck out one turn when I managed to make a bid for Chinese ivory. And then the game got even weirder. Under the deals tab in the Foreign Advisor screen was a parenthetical number indicating the number of turns that were left in the deal. When the deal expired, I renegotiated with the Chinese and they (inevitably) wanted me to sweeten the deal, which I was in a position to do since my economy was a freight train and my infrastructure was extremely healthy. What I needed most was more luxuries.
So when I signed up for ivory again, I checked 6-7 turns later out of curiosity only to find, somehow, that there was no longer a parenthetical number under the Deals tab indicating the remaining duration of the trade. And, sure enough 12-13 turns later when the trade should have expired, it didn't. The Chinese didn't inform me "it was nice doing business with you." and, as it turned out, I enjoyed Chinese ivory in exchange for Ottoman incense for a thousand years. I'm thinking the same thing happened with the other AIs on the continent because I was unable to make any future trades - resources simply never made themselves available, even though the other continent was practically teeming with luxuries. And none of the AIs ever took so much as a swing at one another. So, rather than weakening one another and allowing me to a make push for the other continent once the Russians were no more, the AIs were in a perpetual MPP guaranteeing, should I attack one, I would be attacking them all. After waiting a few centuries for the situation to change and finding the state of affairs to be permanent, I decided to focus on a space race victory rather than undergo the painful process of taking on 4 well developed civs with large militaries at the same time with transported forces on a small beachhead.
But I've never seen anything like it before. Perpetual deals? Ever-lasting friendships? Was I accidentally given the "Utopian" World Seed Number? Did John Lennon finally convince everybody of the mystical, universal truth, that "All You Need Is Love"? Can anyone explain this set of circumstances to me? Although this world environment would be a fantastic occurence were it ever to happen for real, it certainly made for a long, boring, tedious, and inflexible Epic game of Civ. And, frankly, I'm reluctant to fire another one up, fearing somehow it'll end up the same way...
Any insight from the gallery?
The watcher.
Myself (the Ottomans), the Russians, and the Spanish were on one continent and "the other folks" (I was playing against 6 Random civs) turned out to be China, Japan, the Mongols, and the Germans, on the other continent. I started out a stone's throw from the Spanish and, by expanding outside-in, locked them behind a narrow choke point city, pretty much guaranteeing a war. Since I'd found both horses and iron close to my core cities to begin the game, I was prepared for such a circumstances. Sure enough, a pathetic "SoD" consisting of 3 warriors trampled on my land, I confronted the Spanish with an ultimatum, and Elizabeth declared war. In less than 10 turns, the Spanish were a historical speedbump. After I filled in the formerly Spanish lands south of my core with conquered/resettled cities, I turned my sites towards the largely unexploited north and began a settler crawl/military expansion. Hoping, doubtfully, that I was the only civ left on my continent, I was disappointed, but not surprised, to find the Russians had vomited out city after city on their northern peninsula. I knew a war was on the near horizon.
Anyway, Russia and I became historical enemies. Barely ever trading, and exchanging decades long wars (which diminished Catherine's lands little by little), I pretty much assured myself that the only way there would be peace between us would be if it were dictated to the Russians on my terms via an overwhelming military. Of course, that's usually the case in Civ3 anyway. So after building and upgrading that overwhelming force, I reverted to a builder's strategy long enough to gear for another industrial era push northward, and perhaps expansion to the other continents.
I'm extremely bad with suicide galleys. Whenever I try getting them out, they typically never make it more than 1 square before capsizing. And losing shields in such a manner is something I can't abide by, regardless of my attempts to convince myself of their risk/reward benefits. As a result, I didn't get to the other continent until the middle of the medieval era. And I certainly was unwilling to risk a settler and a defensive garrison on a galley until I discovered Navigation at the very least. By that time, however, I found out to my chagrin that the other continent had been packed nearly to the brim by all 4 civs, to varying degrees. The Chinese and Mongols seemed to be the dominant powers, but the Germans and Japanese had established a fairly large empire of their own. One thing was sure, there wasn't going to be space for me until I created it. And, unless I was going to become a purebred warmonger, that wasn't going to happen. Nor could I afford diverting forces away from my main continent until I made sure Russia was either no more, or too crippled to factor into the equation.
So I waited until the inevitable late medieval/early industrial World War to break out amongst the AI countries on the other continent.
But it never happened. Not for 1500 years. Once MPPs became available, the Mongols signed up every other civ on their continent. And the MPPs were constantly renewed. Not only that, it appears the other civs were all peacefully trading amongst one another as I would routinely check the Trade Advisor screen for trading opportunities, only to find that the AI had nothing to offer. Checking the Foreign Advisor screen showed me that multiple AIs had active deals going on. I finally managed to luck out one turn when I managed to make a bid for Chinese ivory. And then the game got even weirder. Under the deals tab in the Foreign Advisor screen was a parenthetical number indicating the number of turns that were left in the deal. When the deal expired, I renegotiated with the Chinese and they (inevitably) wanted me to sweeten the deal, which I was in a position to do since my economy was a freight train and my infrastructure was extremely healthy. What I needed most was more luxuries.
So when I signed up for ivory again, I checked 6-7 turns later out of curiosity only to find, somehow, that there was no longer a parenthetical number under the Deals tab indicating the remaining duration of the trade. And, sure enough 12-13 turns later when the trade should have expired, it didn't. The Chinese didn't inform me "it was nice doing business with you." and, as it turned out, I enjoyed Chinese ivory in exchange for Ottoman incense for a thousand years. I'm thinking the same thing happened with the other AIs on the continent because I was unable to make any future trades - resources simply never made themselves available, even though the other continent was practically teeming with luxuries. And none of the AIs ever took so much as a swing at one another. So, rather than weakening one another and allowing me to a make push for the other continent once the Russians were no more, the AIs were in a perpetual MPP guaranteeing, should I attack one, I would be attacking them all. After waiting a few centuries for the situation to change and finding the state of affairs to be permanent, I decided to focus on a space race victory rather than undergo the painful process of taking on 4 well developed civs with large militaries at the same time with transported forces on a small beachhead.
But I've never seen anything like it before. Perpetual deals? Ever-lasting friendships? Was I accidentally given the "Utopian" World Seed Number? Did John Lennon finally convince everybody of the mystical, universal truth, that "All You Need Is Love"? Can anyone explain this set of circumstances to me? Although this world environment would be a fantastic occurence were it ever to happen for real, it certainly made for a long, boring, tedious, and inflexible Epic game of Civ. And, frankly, I'm reluctant to fire another one up, fearing somehow it'll end up the same way...
Any insight from the gallery?
The watcher.