That was spectacular! Would be interesting to see if ariosto's idea can help on larger map sizes.
Facepalm. Why is my favorite leader's AI such a potato? (Seriously, look at his track record in AI Survivor). Did I do something to piss off Sid?UPD. Nope. Forget what I've said. Tried and from the first attempt Roosevelt founded New York right in my 3rd ring. Let's see how swiftly I'll be able to flip it.
I have a good one for you: the Leeroy Jenkins challenge!How about posting there some CIV4 challenges that you've tried no matter how daffy they look?
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I have a good one for you: the Leeroy Jenkins challenge!
It's simple:
- BtS, 1st standard map, standard size, standard everything, no mods or tweaks;
- Victory: conquest only;
- the one and only rule: you can't have more than one land combat unit outside of your cities' tile every time you press "end turn" button. This unit - is Leeroy Jenkins.
And of course, Gunships count as "land combat unit". Would be too easy otherwise. This challenge may seem impossible to win, but it very much is.
ImplicationsDifficulty per your preference; I doubt this is anyhow doable on Deity, that is... %) Good luck!Spoiler are quite fun :- early-game, you better build your cities exactly 3 tiles away from each other and connect 'em with roads ASAP, so that your city-defending 1-move units can move from one city to another;
- despite having a mighty "offensive" force of 1 land unit, 2-move land units are still needed: only they can kill any enemies who come to pillage your city and then go back to it before you have to press "end turn";
- Navy and Air Force are both still unlimited (as those are not land units), and become way more important than usual. Sadly, they can't capture cities, nor kill large packs of enemies, though;
- Nukes become amazingly useful and desired, unlike in normal game where you don't anyhow "need" em;
- Diplomacy and Spying also become far more important: fighting on two fronts when you have only one unit able to anyhow advance your territory via conquest - is not doable. Forcing AIs (via espionage) to adopt your civics and state religion mid-game helps a ton;
- Leeroy Jenkins', when played right, becomes a monster unit by late-game. Totally scary unit, yep!
Some deets about the latter: early-on, Leeroy must be a Melee unit and take all City Raider upgrades before he upgrades to a Gunpowder unit. Obviously, attach your 1st GG to him, that's +20 extra XP. And then late-game, upgrade him to Mechanized Infantry (which normally does not have City Raider promotions), and see him roll around with 3 moves per turn (from GG promotion for it), Commando to use enemy roads (so up to 9 moves per turn even on regular enemy roads!), March to heal-on-the-go whenever they scatch some paint off him, Woodsman 3 for +2 guaranteed 1st stikes, Drill 4 for +3 more 1st strikes and more 1st strike chances, and Combat 6 for a juicy 51.2 base strength which makes sure that even when some super-lucky enemy manages to survive all the 1st strikes - it's indeed only some paint being scratched, i.e. not any much damage. Which 51.2 then gets further multiplied by other promotions, of course: huge further boost from City Raider 3 for attacking cities, +25% from vs-unit-type promotions, wood and hill bonuses where applicable, etc. "Man, it's impossible to get THAT many XP" you say? Not a problem: when Leeroy is the one and only guy who wipes out several AI civilizations, and with GG's 2x XP gains - it's all promotions you want and then some. By the way, Cover and Charge promotions are obtainable for Leeroy when he's still a Melee unit, but become not available once he upgrades to Mechanized Infantry, so might wanna grab those before he stops being a Melee unit, too. While March promotion - is given for free when upgrading to Mechanized Infantry, yet it may well be a good idea to take it far earlier anyway - helps much.![]()
Depends on what unit. Like i said - simple: is it land combat unit? Then only 1 can be outside my cities at any given end-turn moment. Does not matter if it's 2+ land combat units in boats or not: if those boats outside cities - nope, can't do!What about units inside your boats/galleons/etc.? Can they end the turn outside of your borders?
Depends on what unit. Like i said - simple: is it land combat unit? Then only 1 can be outside my cities at any given end-turn moment. Does not matter if it's 2+ land combat units in boats or not: if those boats outside cities - nope, can't do!But if it's non-combat units in a boat - Settlers, Workers, etc, - then sure, they can be anywhere in any number you like.
It's a simple rule, but it has tons of peculiar consequences, yep - way more than ones i mentioned under the spoiler above. Like, Airports become hella nice; can still move "slow" land combat units between cities more than 3 tiles away from each other via regular roads one-by-one if to "park" Leeroy in some city for a few turns; Railroads become a life-saver; some pillaged road / railroad because you just forgot to put a 2-move unit in a nearby city - at times spell a local disaster if enemies are still present; etc.
Oh, there's also "soft Leeroy" version of this challenge: the only difference is that on top of cities being "the only place for other-than-Leeroy land combat units to end their turns in" - Forts are also included. Soft Leeroy is nothing too crazy to win, though.
One unit can not do it on Deity indeed, but we ain't talking about "one unit" here - it's "one _land_ unit". Ships, fighters, bombers and nukes are all not restricted in any way. Also, what i said above about Leeroy best being a Melee > Mech Infantry unit - for Deity specifically, this is most likely suboptimal; if i'd ever try this on Deity, i'd try with Mounted > Gunship, instead. 5 moves per turn (with a GG) = up to 5 attacks with Blitz per turn in an offensive. 1st damaging the garrison up with bombers and, where possible, ships. Gunship would end up without City Raider upgrades, of course - but higher mobility and number of attacks per turn would probably be better.I like this challenge, interesting idea!
Except for, if we are speaking about deity/immortal - than having Leeroy or not having it doesn't matter, one unit can't take a city no matter how much exp it have.
But if 'conquest' is the only enabled win condition, then you probably can build Sushi and Creative Constructions at your cities and just wait until your culture move borders close enough to enemy's cities.
I think, flipping capitals is just impossible regardless how many culture you have, but I'm not sure on that.But despite of Mao placed Bejing in my 3rd ring, apparently it seems impossible to early flip the capital. Capital pushing borders, and that's why it get +20 culture for every level, so early flipping for it just not possible.
Great! Actually, I didn't think it is possible, given that you have to abandon OCC this time. How did you avoid possible AI's attacks?
I think, flipping capitals is just impossible regardless how many culture you have, but I'm not sure on that.
LOL, I would not attempt. Playing with the sound off, though, will sometimes cause me to not notice when someone declares war on me...This one's probably ridiculous, but how about trying to play CIV IV blindfolded? Any difficulty and map size.
You can use audio clues to see what borders you are in and if there's war. The unique CIV themes, war music, city noises, etc. Hotkeys to go to different places. Automate workers with them too. You'll need to do a lot of map sweeping each turn though to create a mental picture of where everyone is and after a DOW noise who's declared war on you (if anyone).LOL, I would not attempt. Playing with the sound off, though, will sometimes cause me to not notice when someone declares war on me...![]()