Sullla's AI Survivor Season Three Alternate Histories

As I'm about to start replaying this game, one thing to notice: this is another game where Sullla oopsie'd when setting up the game, as Gilgamesh and Hammurabi starts should have been reversed.
This could have had a non-negligeable impact as Gilgamesh would have been in a much better position to conquer Lincoln.
I don't think it would have changed the overall picture (Mansa on top), but the high peaceweights might not have had such an easy ride...
 
As I'm about to start replaying this game, one thing to notice: this is another game where Sullla oopsie'd when setting up the game, as Gilgamesh and Hammurabi starts should have been reversed.
This could have had a non-negligeable impact as Gilgamesh would have been in a much better position to conquer Lincoln.
I don't think it would have changed the overall picture (Mansa on top), but the high peaceweights might not have had such an easy ride...
Does he ever switch starting positions? I thought he does not, just tries to balance the maps a bit
 
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S3O8 teaser! This game was memorable for being a dominant De Gaulle showing, so was one of Civ IV's meme leaders able to maintain that magic through these Alternate Histories?
 
Sorry, completely missed those posts of yours.

Does he ever switch starting positions? I thought he does not, just tries to balance the maps a bit
He doesn't switch starting positions (he often moves them a bit, if only to account for the "hole" left by the observer civ), but here he simply failed at alphabetical ordering. ;)
He placed Hammurabi in Team 2 (hence start position 2) and Gilgamesh in Team 3, when it should have been the other way round.

S3O8 teaser! This game was memorable for being a dominant De Gaulle showing, so was one of Civ IV's meme leaders able to maintain that magic through these Alternate Histories?
I have just started with this one actually (have run 5 instances so far).
So I'm 25% spoilered. :lol:
Except... those don't seem to line up with my results so far (De Gaulle won 2, Shaka, Hatty and Napoleon (iirc) won 1 each) ?

23 kills is Shaka or Napoleon, probably the former.
But if De Gaulle is number 1, that would leave Napoleon with a mere 13 kills at best? But from what I've seen so far, De Gaulle is the only one who could have those stats...
And he did end up as the Champion for Jumbled Rumble Season 2, which was based on this AI Survivor season.

So let's go for it anyway:
  1. De Gaulle
  2. Shaka
  3. Boudica
  4. Pacal
  5. Napoleon
  6. Hatty
  7. Freddy
 
Lets start with the bottom. Freddy and Hatty are the PW outliers, and thus are most likely the bottom two. Freddy is closer to his neighbours and Hatty borders the relatively peaceful Pacal. OTOH Hatty is closer to Boudica who has Copper in her capital's first ring, so is likely to plot early. Both hatty and Freddy have early copper and thus can withstand reasonably well to early attacks. This points towards Freddy as last place, due to FTD.

With so many FTD the one conquering Freddy has to have some good chances to win, due to substantial gains happening at least some of the time, making the French likely to do well.

Regarding Pacal, I do not think he will be having a good time, due to the other low-PWs being quite aggressive and there probably being some religious divide amongst them. Pacal, Boudica and Hatty are the favourites for early religions. So Pacal fourth or fifth, more likely fourth, due to lower kills. That leaves one low-PW with low survival.

Since Hatty and Freddy will be gone quickly and Pacal not being much better this advantages the southern leaders, due to more space, meaning Shaka and Boudica are probably in the top-three. This implies that one of the french is fifth. The other probably is the third with much higher survival but not much else.

Out of Boudica and Shaka, I think that Shaka is the better suited AI for such a game. He also has more land, but his conquest looks more difficult. As discussed above Boudica is likely to stall her game with an extremely early attack on Hatty. Thus I think he is more likely to roll up the map. In turn that means that DeG probbaly has better survival due to being further away.

DeG has good chances due to having some very good land, but his most significant advantage is that the others are crazy warmongers. He is not a nice neighbour, but will not jump on the first other player he sees. Coupled with the low kills, I think that De Gaulle first is most likely.

De Gaulle - Shaka - Boudica - Pacal - Napoleon - Hatshepsut - Frederick
 
S3O8 Writeup

Happy Thanksgiving to all! A "I'm currently stuffed with turkey" update.

Both @Thrasybulos and @a pen-dragon ventured on different paths but ultimately got to the correct conclusions. Nice! Anyways, here is the official Season Three Opening Game Eight writeup:

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Overview

When De Gaulle of all leaders is the overarching king of the hill, you know you have quite the unique map situation. Honestly, these results undersold the true dominance of this normally incompetent misfit. He only died once when he was crippled on Turn 54 by a surprise Freddie invasion (and still managed to be a player till the end of the game), nearly won in many of his 2nd place finishes, and had an 80% playoff advancement rate. One would think that this would be a more open-ended map due to everyone's relatively easy access to the centrally-located Hatty and Freddie and the lack of a true blueblood (no, Pacal does not count), but De Gaulle managed to back up his livestream shocker, and then some.

Leader Dynamics

Two factors separated De Gaulle from the rest of his peers. Firstly, De Gaulle had both the best land and the most space while also having the best neighbor situation of all seven leaders. Every other leader either had bad land or at least one neighbor that kept them on edge. More importantly, however, De Gaulle was also best at juggling his economic and military priorities, while the other evil leaders were deficient in one aspect or the other. On one hand, Shaka and Napoleon were strong military leaders, but their economic mismanagement often came back to bite them even if they had successfully conquered more than half of the map. On the other hand, Pacal demonstrated his Financial tech prowess, yet always collapsed like a house of cards at the first sign of military pressure. The only other leader who outperformed expectations was Boudicca, who was surprisingly successful considering her poor land (the Celts had rolled the crappy jungle start) and the removal of Deity starting techs considerably nerfing her.

There were two key pairings of leaders whose relationships were central to this map. The first pairing was that between De Gaulle and Boudicca, whose relationship was the embodiment of true love. :hug:It was literally love at first sight – these two leaders started at Pleased relations and were thus hardwired to never betray each other. As time went on, some combination of religious bonds and mutual military struggles would further strengthen the bond between the two lovers. In fact: DE GAULLE AND BOUDICCA NEVER FOUGHT. I must emphasize this: there were nearly 300 wars over the course of these twenty games, and yet, not a single one was between De Gaulle and Boudicca, despite the two being neighbors. (Interestingly, De Gaulle murdered Boudicca in the Actual Game. Sorry to all the hopeless romantics.) This was a massive advantage for the two, as having a consistent and erstwhile ally majorly contributed to both leader's success in this map.

Meanwhile, the Shaka-Napoleon relationship was noteworthy for the complete opposite reason. Most games saw the two engage in a vicious battle to the death which could take place at any stage of the game from the first war declaration to a post-Turn 300 showdown. However, Shaka usually came up on top in these fights for a few reasons. First, Shaka had more high-quality land, including a mini-peninsula to his west that he could settle uncontested. Meanwhile, Nappy was relegated to a colder spot in the corner. Moreover, Shaka’s proximity to Pacal and Hatty gave him better expansion prospects, while Nappy did not have any easy targets after taking out Freddie. These two factors meant that Shaka was usually much bigger once he turned his wrath towards Napoleonic France. Finally, Shaka was frankly a better fighter, and I witnessed multiple instances of Shaka mowing Nappy down even when the two were equal in territory and technology. Unfortunately, their inability to coexist caused them to get so worn out by fighting that by the time one leader was dead, the other was left permanently behind a Pacal or a De Gaulle or even a Boudicca who had not been fighting for their lives for 200 turns. Also, if the Shaka-Nappy war came super early, it usually dragged both leaders out of contention, especially if it hampered their war efforts against Freddie or Hatty. One generally had to take out the other in order to have any chance at securing a playoff spot, and yet, their showdown was more often than not a second place one.

Although Hatty and Freddie were predictably toast in these matchups, they were both quite tough nuts to crack, the former due to her excellent land and teching and the latter due to his more militaristic emphasis, and it almost always took a combined effort to take down the good leaders. This factored greatly into the high war count, which did drag down the game pace a bit. However, despite the endless conflict, there was great potential for a leader to double his/her territory in the blink of an eye, which did lead to some excellent economic performances like De Gaulle’s blistering T304 Spaceship win in Game 15.

Defensive Pacts and Alliances, Oh My!

One of the most unique features of this Alternate Histories set was the level of impact that Defensive Pacts had on these games. In particular, the Gaullic-Celtic alliance formed an impenetrable wall that prevented whichever big bad Western leader had come out on top from making any additional progress to victory lest he face the wrath of an Eastern leader’s Mech Infantries and nukes. Defensive Pact-triggered wars, most of which involved an agreement between Boudicca and De Gaulle, took place in nearly half of these replays, and they almost always ended with the spectacular collapse of the leader on the wrong side of the 2v1, usually Shaka or Napoleon.

This set had an abnormally high five Diplomatic victories, and every single one of them went to the deserving winner. A major factor in this was the soulmate bond between De Gaulle and Boudicca, as one would elect the other as World Leader in four out of the five Diplomatic finishes. Otherwise, it was pretty much a coin flip whether a game ended in a Domination or a Spaceship finish, although I would say that a standard game would end in a De Gaulle Spaceship victory. In what should come as absolutely zero surprise, the sole Cultural victory turned out to be Hatshepsut's outlier Game 14 victory.

How Typical Was The Actual Game?

9.5/10. The Actual Game mostly followed the typical game script to the t, with the low peaceweights blasting Frederick into another galaxy by Turn 150 or so, then devouring Hatshepsut, then finally watching De Gaulle coast to victory by virtue of being the biggest and least insane of the bunch. The livestream had nearly every pattern identified in the Alternate Histories: Pacal's poor military management coming back to bite him, Boudicca being entertaining but ultimately flaming out, Napoleon being disappointing, and Shaka getting 2nd place. The only "less typical" elements was De Gaulle's unusually strong teching and Pacal somehow surviving while Shaka got 2nd place; a strong Shaka usually meant a dead Pacal.

Delving deeper into the individual results:

De Gaulle of France
Offensive Wars: 47
Defensive Wars: 24
Survival Rate: 95%
Finishes: 9 Wins, 7 Runner Ups (59 Points)
Kills: 18
Overall Score: 77

Truth be told, this was a dream setup for the French WWII hero. This map almost seemed to be rigged in De Gaulle’s favor. I had already mentioned his amazing land and neighbor situation, but other contributing factors included:
  1. The peaceweight split: 0, 0, 1, 2, 2, 8, 9. In such a situation, De Gaulle’s meme peaceweight of 0 was an asset rather than the liability it usually is.
  2. De Gaulle’s backstabbing nature was perfect for this map: while other leaders started wars, De Gaulle finished them - and that was what won games.
  3. He was the only warmonger who could consistently maintain a functioning economy.
If there was one ding against De Gaulle’s position, it was that he could occasionally be caught without metals in an early conflict against Freddie. Most of De Gaulle’s bad performances stemmed from some combination of Freddie seizing 1-2 cities in a copperdec and inopportune barbarian city spawns permanently gimping his game, like in the one game he died. In that aspect, he was lucky to have Freddie instead of, say, Shaka directly to his west.

Nevertheless, with an 80% playoff advancement and a 95% survival rate, this was a very impressive set from the much-maligned French leader which demonstrated that there are indeed scenarios where he can thrive.

Best Performance: A Turn 304 Spaceship? That’s awesome for Financial level teching.

Worst Performance: Game 18 definitely exposed one of De Gaulle’s weaknesses - his early avoidance of culture. If he did not have such weak neighbors, this would have been more of an issue for him.

De Troll Award: His only truly undeserved playoff spot came in Game 4 when De Gaulle somehow got Paris sacked by Hatshepsut of all leaders, yet still came back to achieve a Runner Up of the “everyone else sucked even more” variety.

Shaka of the Zulu
Offensive Wars: 76 :wallbash:
Defensive Wars: 20
Survival Rate: 75%
Finishes: 3 Wins, 6 Runner Ups (27 Points)
Kills: 23
Overall Score: 50

There is a significant middle class of leaders after De Gaulle, with Shaka the highest scoring of them.

Shaka was certainly the most consistent of the non-De Gaulle leaders, his 2nd place showing in the Actual Game proving to be the default outcome. To his credit, he was clearly the best fighter among the bunch and also had the easiest access to the non-Frederick military targets. The Mayan territory to his south, with its highly developed and wonder-filled cities, were particularly juicy prizes for Shaka. In his best games, he would usually mow down Napoleon or Freddie before turning his attention to the affluent yet easily conquerable global South. From there, he had an outside shot at getting enough territory before De Gaulle was too far ahead to be stopped.

Shaka’s three victories in the first five games were close calls, and evidence from the following games showcased three tough hurdles to victory for the Zulu. First, his teching war poor due to overexpansion and excessive fighting, and he often found himself in the wrong side of a "Rifle vs. Mech" scenario. With the abundance of conquest opportunities, this may not have mattered that much, except that a far more advanced leader, usually De Gaulle but sometimes Boudicca or Pacal, had usually conquered enough territory to prevent any feasible Domination victory. Finally, even if there was a weaker leader, that leader would often sign a Defensive Pact with a much stronger leader, making attacking that leader a fool's venture.

In my opinion, these results overstated his true strength, as all three of his wins came in the first five replays and honestly seemed like lucky best-case scenarios for the Zulu leader. Game 1, for example, saw him reach Domination a mere few turns before De Gaulle's Spaceship would have landed, while Game 5 saw Shaka savvily turn on the Culture slider to secure just enough to once again edge out De Gaulle for the win. The last 15 games were a much better indicator of his average-case potential. Even his likelihood to achieve 2nd place feels somewhat inflated here, as in two games (12, 20), Shaka was only able to hold on for 2nd place because the UN had ended the game before a runaway De Gaulle could kill him. (These were thrown playoff spots by Boudicca)

Best Performance: Game 3 was the only game where Shaka's victory was never in doubt from beginning to end.

Worst Performance: Getting conquered by Hatshepsut in Game 14, his one First To Die performance.

Caveman Award: Game 19, where it was Turn 360 and Shaka had somehow not yet discovered Assembly Line.

Boudicca of the Celts
Offensive Wars: 75 :wallbash:
Defensive Wars: 9
Survival Rate: 70%
Finishes: 3 Wins, 2 Runner Ups (19 Points)
Kills: 10
Overall Score: 29

Although Boudicca's land was awful, her diplomatic situation helped compensate; she faced fewer than one war per two games. To reiterate, Boudicca and her northern neighbor De Gaulle did not fight a single instance, leaving the Celtic queen free to frolic in the blood of those darn Germans and Egyptians. As it turned out, Boudicca was not solely a secondary player here. If Hatty was to falter in her early game, Boudicca was best positioned to take advantage. Boudicca’s Game 7 win was aided by Hatty sacrificing eastward expansion in order to attack Pacal on Turn 63, while her Game 8 win saw Hatty lose her third city against a barbarian warrior attacking uphill. Meanwhile, her third win in Game 11 came when Hatty veered a bit too hard on the Cultural gameplan, failed to expand, and was eventually conquered by the Celts en route to their victory. In order to have a shot at winning, Boudicca needed to claim an Ivory spot in the space in between the two queens' capitals; naturally, she secured that spot in all three of her wins.

Otherwise, Boudicca's proximity to Creative Hatty caused her to get boxed in her jungle-choked land early, giving her room for only five or so quality cities, which was not nearly enough to keep up with the competition. In such games, she was relegated to the decoy role, sending hordes upon hordes of Gallic Warriors at her enemies to hamper their games. Boudicca’s overly aggressive nature also did not help matters, and the Celtic warrior queen as she had a tendency to launch pointless cross-map excursions that accomplished nothing and only led to her getting picked off late. However, she was not as aggressive as her 75 offensive wars may have suggested: take out Defensive Pact triggered wars and her "true" counter is in the 60s, which is still a lot but not quite Shaka level.

Whether she was a girlboss, De Gaulle’s lover, or a "Disposable Woman" plot cliche, I was quite impressed by Boudicca’s playing. All of her playoff-worthy performances saw her do everything she could to claw out of her tough land position, and her economic management was surprisingly competent given her circumstances. Put her in De Gaulle’s starting position, and I believe she would have been the dominant leader. Her trollish behavior (sometimes towards herself, like in Games 12 and 20) always made her an entertaining presence, and I found myself generally rooting for Boudicca in these replays. Wang Kon may be the Troll King, but I think Boudicca has staked a claim to the “Troll Queen” moniker.

Best Performance: Straight up murdering an equally strong Pacal in Game 11 to secure her victory.

Worst Performance: Boudicca launched a pointless cross map excursion against Shaka in Game 2, only serving to wreck her own game in the process.

A Better Love Story Than Twilight Award: In Game 6, Boudicca somehow convinced Napoleon to sign peace when she had one city left, signed a Defensive Pact with De Gaulle, and then, when Nappy came back to finish her off, she watched from the dead as her beloved laid the smackdown on his French compatriot.

Pacal II of the Maya
Offensive Wars: 28
Defensive Wars: 33
Survival Rate: 45%
Finishes: 2 Wins, 4 Runner Ups (18 Points)
Kills: 6
Overall Score: 24

If anyone was wondering how a low peaceweight Hatshepsut would have fared in this map, look no further than this disappointing output. Unfortunately for Pacal, he was a piss poor fighter in a world where one had to fight. Many games saw him try to tech in peace, build every wonder in the sun, and then crumple the instant a warmonger came knocking on his door. Pacal lost multiple games (1, 10, 11, 12 especially) due to avoiding Rifling for too long, and there were also replays (2, 20) where Hatshepsut ran him over. Pacal’s pacifistic tendencies also worked against him diplomatically. Since he tended to opt out of wars, he was unable to build up mutual military struggle bonuses with the rest of the field, making him into a later dogpile target once Freddie and Hatty were yeeted out of the game. He certainly learned the hard lesson that nobody is safe from Shaka or Napoleon until they reach Friendly relations. Pacal also had difficulties spreading his religion, as Hatty, his main religious rival, was more effective at spreading it due to her central position and general commitment to proselytizing. In order for Pacal to win, he either had to pray that he was left alone for a long time (Game 4) or grow a pair and do some conquering himself (Game 16). Much is made about how Financial/Alive is the best trait pairing in the game, but considering Pacal’s 45% survival rate despite his relatively friendly diplomatic field, he clearly faltered at the "Alive" part of the bargain.

Best Performance: Game 16, where Pacal demonstrated what he could have done with even an ounce of military competence.

Worst Performance: Getting run over super early by Shaka in Game 5 to garner himself one of three non-Frederick First To Die performances in this set.

Angry Pacal Award: Throwing a likely spaceship win in Game 9 by attacking a much more militarily stronger De Gaulle in the late game.

Napoleon of France
Offensive Wars: 50
Defensive Wars: 39
Survival Rate: 30%
Finishes: 2 Wins, 0 Runner Ups (10 Points)
Kills: 13
Overall Score: 23

This was not a good look for the Napoleon Bonaparte. With such a favorable diplomatic position, he should have done far better than two wins, no other playoff appearances, and a 30% survival rate. I even ran these games without Deity starting techs, which should have been a major boon for Nappy and his Agri/Wheel combination. The Little Corporal's predicament was similar to Shaka’s: his poor economic execution made it so that even with successful conquests, he was unable to do much of note. Unlike Shaka, however, the self-proclaimed emperor was not particularly competent at the military side of things. Too often, he would throw random darts at his enemies and watch as more sound military strategists reaped the rewards of his efforts. Like in the livestream, there was a constant pattern of Nappy putting in the most effort in his conquests yet garnering the least reward. Nappy’s Copper resource was a poison pill. Frequently, Nappy would waste time and energy bashing his Axes against Freddie’s walls before another leader, usually De Gaulle, would swoop in with Catapults and seize all of Germany for himself, leaving Nappy empty handed. Making matters worse was that after Freddie’s demise, Nappy had to walk across the map to have any easy targets, and indeed he did so, continuing the cycle of expending the most energy on a conquest while others reaped the rewards, while also leaving him vulnerable to a Shaka attack at the worst possible time. In the rarer cases where he made some military success, he still often ended up suiciding himself into the game runaway later on, hence his struggles in even making it out of the Opening Round.

Speaking of which, another massive hurdle for Nappy was the presence of Shaka directly to his South. Many games saw him straight up losing 1v1s against a Shaka of equal strength and tech. My speculation is that Nappy’s “boldness” score, i.e. his extremely high willingness to fight suicidal battles, was a major factor in his issues with fighting, as I saw Nappy frequently lose his entire army and get cleaned up afterwards in a real life historical parallel. A successful Napoleon game, unsurprisingly, required that Shaka falter in some way. In his Game 2 win, Boudicca dragged Shaka down with a troll cross-map war, while his Game 18 win saw Shaka uncharacteristically avoid Rifling for too long, leaving him easy pickings for once. Ultimately, Nappy had no fallback option other than "fling soldiers and hope for the best", for he lacked Boudicca’s ability to make allies, Shaka’s easy access to conquests, and Pacal’s economic prowess. To say the least, these results reflected quite poorly on this leader.

Best Performance: I guess his Game 18 win did not rely on any Troll Queen shenanigans.

Worst Performance: Nappy died one turn after Freddie in Game 20, getting solo conquered by a smaller Shaka in one of the most poorly executed wars I have ever witnessed from a warmonger.

Waterloo Award:
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Hatshepsut of Egypt
Offensive Wars: 11
Defensive Wars: 100 :rotfl:
Survival Rate: 5%
Finishes: 1 Win, 0 Runner Ups (5 Points)
Kills: 3
Overall Score: 8

Yes, Hatty was seriously attacked ONE HUNDRED TIMES. That Hatty was able to pull off one victory was miraculous, considering this hostile world she was stuck in. She tried her best in these games, consistently becoming one of the strongest leaders in the game after the first 100 turns. However, she would face invasion after invasion after invasion after invasion after invasion until the straw finally broke the camel's back. I will say, Hatty did an impressive job defending herself in these games and even found some offensive success in her own right. For example, Hatty partitioned Pacal with Shaka in Game 5, coming extremely close to holding on for a victory before Shaka attacked her one too many times. Meanwhile, her one win in this set was sparked by a perfectly timed backstab of Shaka while his armies were deep in Napoleonic France. That extra territory proved crucial in helping her hold off the continuous barrage of invaders until she was too advanced to take down. I do wish Hatty had kept the aggression train going and won by Domination, but Hatty is Hatty, so of course she cashed in with the sole Culture victory in the set.

If two map factors were slightly different, I think Hatty could have gutted out a couple more wins in this set despite the 2v5 disparity. First, it would have helped if she had a more competent ally than Freddie. In most games, the Germans were already gone by Turn 140, leaving the Egyptians hopelessly abandoned to their fate. Secondly, had De Gaulle been replaced by a warmonger who can plot at Pleased, she might have had a little more recourse. In many cases, De Gaulle, who literally could not attack anyone else, would march his massive army down South to take on an exhausted Hatty. Although she could usually withstand Shaka or Pacal or Boudicca, a De Gaulle attack time and time again proved to be the last straw like it did in the Actual Game. If, say, Ragnar or Stalin were in De Gaulle’s spot, perhaps there would have actually been some games where the low peaceweights bickered amongst themselves while Hatty happily teched or cultured away in peace.

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As they say, a picture is often worth a thousand words.

Best Performance: Her best game other than her obvious Game 14 victory came in Game 20, when she came extremely close to conquering Pacal. Unfortunately, instead of pressing on to Mutal, she marched her entire army to auto-raze a tiny Antarctic barb outpost, completely stymying her momentum. Had she pressed her advantage I think she would have won.

Worst Performance: Wasting too much time on cultural pursuits and neglecting her expansion in Game 11.

Troll Queen Award:
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Hatty went on to conquer Paris, until she was finally taken down. De Gaulle made the playoffs in this game.

Frederick of Germany
Offensive Wars: 14
Defensive Wars: 76
Survival Rate: 5%
Finishes: 0 Wins, 1 Runner Up (2 Points)
Kills: 0
Overall Score: 2

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Being in a central position surrounded by Napoleon, Shaka, and De Gaulle, there were zero prospects for Freddie, and I was honestly shocked that he was able to score a single top two finish behind Hatty’s singular Game 14 victory. That game saw the other leaders opt to attack a runaway Hatty instead, giving Freddie the room to grow strong enough to serve as Hatty’s bodyguard – had Hatty not won a quick Culture victory, he likely would have conquered De Gaulle. In all fairness, Freddie did play well in that game, and that strong performance was instrumental for Hatty’s win. This was not a fun time for Freddie, but the normally inert German leader at least tried his best, drawing some blood against one of his French enemies multiple times. Unfortunately, with few good expansion prospects and too many enemies, Freddie fate was to serve as hors d'oeuvre for the rabid bloodthirsty hounds who surrounded him.

Best Performance: Freddie did somewhat earn his Game 14 Runner Up finish.

Worst Performance: Getting shredded by the extremely early Turn 120 in Game 7.

Conclusions
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To be frank, these results shine a telling light on hyper-warmongers. For leaders like Napoleon and Shaka, this was one of the best setups they could have asked for, and yet they still missed the mark more often than not. The verdict on Pacal is equally clear, but for the opposite reason, as although is one of the best economic leaders in Civ IV, we can also see why he is so inconsistent at times: he is nearly as incompetent militarily as he is good financially, and he melts in any conflict where he does not have a tech lead. With this ragtag bunch of crazies, that just did not fly. Pacal truly did not deserve to make his Championship run, and this season helped establish him as one of the villains of Civ IV (although his reputation has certainly improved as time went on). No matter what happened, this was an entertaining set to run with a rather amusing final result.

Stay tuned for the playoff Alternate Histories, since Amica already did the Wildcard Game. Be ready - they are some of the best Alternate Histories I have ever run.
 
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Thanks for the writeup.

I'm not completely done with my set yet (almost: 17 games played), but things are shaping up a bit differently: Pacal and De Gaulle are tied for now at 5 wins each, and Shaka joins the tie score-wise.
Funnily enough, those three leaders are those who dominated when I ran that game by switching the positions around for each run: results here.
That same exercise thus proved, by the way, that De Gaulle's result wasn't a mere consequence of his starting position.

Hatty has won two games so far in my set, and in both games, she was well on her way to Domination when the cultural victory hit. So I'd say her path to victory was very narrow, but well short of miracle territory.
Too bad I played most games before you published this, or I would have paid attention to the Boudica-De Gaulle situation: I know she killed him in game 17, so that's at least one war fought. ;)
Now, it does make sense though that two similar peaceweights who can't plot at pleased wouldn't fight in a game with high peaceweights and other low peace weights who can plot at pleased.

De Gaulle is another leader which the AI Survivor community is dead wrong about imo. I wouldn't rate him as a top leader, but certainly not as a "meme-tier" leader either. I believe Keler has him about 15th after more than 2K games. I would rate him as above average too. Apart from his peaceweight which is definitely a liability, the rest of the package is pretty solid, and, as you've mentioned, his propensity for joining dogpiles, meant to make him despicable, makes him pretty savvy instead.
 
but Shaka was able to secure Domination with a savvy move to turn on the Culture slider, securing much needed territory to edge out De Gaulle.
A question to those who know how the AI works: Do they actually turn on the culture slider to grab a few land tiles for domination, or was this a random culture attempt?

Troll Queen Award:
Nobody expects the Spanish Egyptian inquisition: A missionary is already there, too.
 
Thanks for the writeup.

I'm not completely done with my set yet (almost: 17 games played), but things are shaping up a bit differently: Pacal and De Gaulle are tied for now at 5 wins each, and Shaka joins the tie score-wise.
You must have gotten a far better Pacal than I did - my guess is he either avoided Rifling a lot less or he partook in enough dogpiles to ensure diplomatic security.
Hatty has won two games so far in my set, and in both games, she was well on her way to Domination when the cultural victory hit. So I'd say her path to victory was very narrow, but well short of miracle territory.
Exact same thing I got. I'm not all THAT surprised that she won two in your set so far, she did come pretty close in a couple of my games (especially Game 20 as I said, she should have killed Pacal but instead sent her entire army to a random barb city...)
De Gaulle is another leader which the AI Survivor community is dead wrong about imo. I wouldn't rate him as a top leader, but certainly not as a "meme-tier" leader either. I believe Keler has him about 15th after more than 2K games. I would rate him as above average too. Apart from his peaceweight which is definitely a liability, the rest of the package is pretty solid, and, as you've mentioned, his propensity for joining dogpiles, meant to make him despicable, makes him pretty savvy instead.
I will say, he's gotten some cursed setups in the past. I thought his S8 situation was quite nice, but it seems like it had way too much tundra and couldn't keep up with Suleiman once the Ottomans had cut down the jungle
 
A question to those who know how the AI works: Do they actually turn on the culture slider to grab a few land tiles for domination, or was this a random culture attempt?
I'm not exactly sure, but I have seen multiple instances of leaders on the cusp of domination turning on the slider. Could have come from having seven holy cities though (especially since Shaka had killed Pacal and Hatty in that game, and only those two had the religions). Either way, makes for a good story lol
 
P1 teaser is ready. This was a surprising Stalin victory which stemmed from Justinian getting Wang Konned. Here are the results:

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I will say, this was one of the best sets I have ever run! The question is, how much of a fraud was Stalin, if at all?
 
Not the results I would have expected, actually. :hmm:
Nope, not at all...

So let's try to approach this unexpectedness from a weird angle.
Stalin had the safest start.
Shaka had the deathspot (according to Keler's data).

  1. Stalin
  2. Justinian
  3. Wang Kon (?)
  4. Hammurabi
  5. Shaka
  6. Asoka
 
Only one with more than 50% survival? Lots of kills?

Stalin and Justi are doing well, the high-PWs not. Wang is Wang and Shaka is too agressive here.

I would say Justi - Stalin - Shaka - Asoka - Hammu - Wang

Justi - Stalin could be reversed, but Stalin can more easily be Shaka'ed than Justi. I think Shaka can run over this map sometimes. Asoka is no Gandhi, but still fast for Culture, making winning possible. I do not think that Wang or hammu can Win much in this setup. Hammu is too far in the corner to be FTD favourite.
 
S3P1 Writeup

This may be a little surprising to you all, it certainly was to me! Let's just say that after the first four games, I thought this would be what a wise man would call a "roflstomp"...

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Overview

Every indication from the first four games was that this would be a Justinian stomp a.l.a. Mansa’s Opening Game Five Alternate Histories. However, the next sixteen games completely flipped the script, suggesting a wilder and more unpredictable setup in which the four corner leaders – going clockwise from the Northeast, Stalin, Justinian, Hammurabi, and Wang Kon – all were meaningful contenders in this map. In hindsight, this was not an unreasonable result. One could draw a line from the NW to the SE corner to divide the map into two equally sized triangles, the bottom/left one being occupied by the “Jedi” and the top/right one occupied by the “Sith”. Each faction had one leader (Asoka for the Jedi, Shaka for the Sith) who had drawn the short end of the stick, being forced into the center of the map, causing them to get caught in the crossfire and have little to no chance of winning. Furthermore, both Jedi and Sith were prone to infighting, the former due to religious differences, and the latter due to, well, their general nature; there was a reason Darth Bane eventually brought an end to the Sith Empire and created the Rule of Two.

Map Dynamics

Whichever faction came on top in these galactic showdowns solely hinged on Asoka’s ability to resist the Death Star that was pointed towards him at all times. In fact, these replays established Turn 200 as the key turning point of the game. I know only a Sith deals in absolutes, but this absolute statement was no exaggeration: in 19/20 games, if Asoka collapsed before Turn 200, Justin or Stalin won, while Wang Kon or Hammurabi instead won if Asoka was held on for more than 200 turns (or for the entire game). The one exception (Game 17), where Stalin came up victorious despite Asoka making it to Turn 241, proved the rule: the low peaceweights instead ganged up early on Hammurabi, therefore knocking out a Jedi by Turn 200 and paving the way for the Empire to strike back.

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As this screenshot shows, the good guys were surprisingly prone to infighting.

If Asoka collapsed early, then his excellent land would enable his conqueror, always Stalin or Justinian, to keep up in tech with the Western leaders and win. Conversely, if Asoka held on for long enough, then the high peaceweights would be too advanced for the low peaceweights. To their credit, the Good leaders did not sit idly in these games, frequently attempting and succeeding in their own conquests. In particular, their trust in the Force brought them a weakling to pick on: Shaka. The Zulu king, who was not only in a central position but also was saddled with awful land, was the Sith counterpart to Asoka in this galaxy far, far away, and a Jedi won every single game in which Shaka was First To Die.

Occasionally, a high peaceweight leader was able to secure a Championship spot by making enough conquests of their own despite Asoka dying before Turn 200. Game 11, where Justin went on to secure dominion of the South while Wang Kon became Grandmaster of the North, was one such game. This was the closest a Jedi came to winning a game where Asoka died early; however, Wang Kon launched a premature attack before his tech lead was enough to overcome Justin's numbers, lost the war, and had to settle for second place.

Treachery and infighting played a major role in map dynamics. Both Jedi and Sith turned on each other over these games, to varying degrees of success. In Game 6, Stalin backstabbed Justinian while the Byzantine army was deep in Babylon and pulled off one of the greatest tactical maneuvers I have ever seen from an AI: he chased Justinian’s troops into the Soviet borders, then, with the help of the Babylonian forces, encircled his foe and wiped out his entire stack of doom, leaving the Byzantines defenseless and easy pickings. Meanwhile, in Game 18, untimely barbarian city spawns caused Wang Kon to have an unusually weak game. Hammurabi took advantage by conquering Korea for the earliest elimination of the set and snowballing from there, while Asoka did his job as the sacrificial lamb and held on for long enough. Hammurabi indeed took out an ally, but better he got that territory than Shaka or Stalin. Betrayal did backfire for both sides, however. In Game 5, Stalin backstabbed Justinian before the Byzantines could make any noticeable progress on Asoka, and although Justinian straight up crushed both of his enemies in the 2v1, it took long enough that the Hammurabi-Wang Kon duo had become tech runaways. For the Jedi, the mandate was this: DO NOT, UNDER ANY CIRCUMSTANCES, ATTACK ASOKA. :nono: In Game 11, for example, Hammurabi turned to the dark side and helped the Sith devour Asoka, before they then turned on the Babylonians.

Leader Dynamics

There were four viable leaders, which meant there were four ways these games could generally go. The most standard archtype was the Justinian/Stalin (or occasionally Shaka)/Asoka FTD game. The script was as such: Stalin and Justinian become brothers in the faith and overwhelm Asoka with sheer force of numbers, Justinian getting the emperor’s ransom, followed by his snowballing to victory while Stalin dutifully plays the role of enforcer. In these games, Shaka could sometimes kill Wang Kon early which gave him a chance to supplant Stalin as the enforcer (Games 3, 10).

Next, there were the Stalin/Shaka ticket games. The defining trait of this archtype was Stalin getting most of the spoils from the partition of Asoka rather than Justinian. With the Byzantine leader shunted into a corner, he did not fare well in these games, as he would eventually be on the receiving end of Stalin's Cossacks. This left Shaka to fill the void; two leaders had to advance, after all. Overall, the low peaceweight games generally exposed the military weaknesses of the high peaceweight leaders. The issue with the Jedi stemmed not necessarily from their innate fighting abilities, but more so from their preparedness for war. It was not uncommon for a leader to delay crucial military techs or to be trying to build every wonder under the sun while in the middle of an all-out war.

Among the high peaceweight games, the most common was the Wang Kon/Asoka/Shaka FTD one, which took place four times. These games saw Wang Kon mow down Shaka early with Hwatchas while Asoka held on long enough to use his excellent land to vault himself to the Championship round. If Asoka was able to stand strong for 200 turns, he could pull out ahead enough in tech to turn the tide against the Death Star. Unfortunately for the Indian leader, the neverending fighting would leave him so exhausted that Wang Kon, whose conquests were much easier and much less destructive, would leverage his Financial trait and amazing post-Iron Working land (especially with those gems resources) and become the victor. A common feature of these games was the weakness of Justinian's would-be enforcers, as Shaka and/or Stalin would over-expand, ignore culture for too long, and ruin their economies, leaving them too ineffective to be of any help to Justinian. These games also tended to see Sith infighting mar the Evil Empire's plans. Interestingly, Hammurabi flailed around in the Wang Kon games, suiciding into Wang Kon in Games 8 and 14, throwing away a shot at the Championship game in Game 19, and requiring the UN to save him in Game 20, where Asoka was running him over. These games accounted for every single one of Asoka's Championship appearances, and he was only ever on pace to win in Game 19 until some Troll King shenanigans took place (more on that in the individual leader section).

The fourth and wackiest game archetype was the Hammurabi game. Although these three games were among the strangest of the set, I noticed two patterns: 1) a weak Wang Kon, whether it was due to poor expansion or his inability to handle Shaka, and 2) an Asoka who, while eventually dying, would hold out long enough that Hammurabi was too far ahead by the time the Death Star reached his orbit.

There were a couple of hybrid games; the previously highlighted Game 11 was one of them (Justin + WK), while Game 16 had characteristics of both a Hammurabi and a Stalin game, with the two unsurprisingly comprising the Championship ticket in that game.

Overall, the tech pace was average, as although this was not the most inspiring group of techers (I was especially surprised at how mediocre Justinian's econ was), the land overall was quite nice and there were significant conquest opportunities to aid snowballs. Religion played a significant role in these games, causing the Justinian-Asoka conflict to be an inevitability and also being the biggest sower of discord between the Jedi - there were games where all three practiced their own faiths. Religion was also a double-edged sword for Justinian, as it sometimes blinded him to the untrustworthiness of his fellow Sith.

Spaceship and Domination were essentially the only realistic ways a game could finish, with the Sith generally opting for Domination and the Jedi winning by Space. There were two Diplomatic finishes, but they were questionable. Stalin deserves some credit for his Game 16 win, as he had brute forced his way from a bad start to become the land and score leader, but Hammurabi was far enough ahead in tech that he would have won had Justinian not elected Stalin as World Leader. As far as Wang Kon’s Game 19 win went, well, stay tuned. There was one Cultural finish, but once again it was the exception that proves the rule, as it stemmed from the game stretching long enough that Hammurabi won without ever turning up the slider.

How Typical Was The Actual Game?

4/10. In many facets, the livestream game played like a standard Justinian game... except 1) Justin launched a foolish cross-map attack on Wang Kon, and 2) Stalin somehow got the vast majority of the spoils of war despite Justin doing most of the work. Stalin winning with Justin coming in 2nd place was an unusual result - a Stalin victory required a crippled Justinian - and furthermore, he actually earned his wins with good play, rather than being at the right place at the right time. Game 1 was very similar to the livestream game, being a 400+ turn slog with endless bloody warring, and it was a representation of how the Actual Game should have ended

Analyzing the individual leaders:

Justinian of Byzantium
Offensive Wars: 48
Defensive Wars: 21
Survival Rate: 80%
Finishes: 9 Wins, 2 Runner Ups (49 Points)
Kills: 20
Overall Score: 69

Justinian was essentially the Emperor in this setup, the most powerful and feared man on the map. However, I had a feeling that his insane start, where he won the first four games, was a tad flukey, as I observed some truly terrible play from the high peaceweights that greatly aided him in the first four games. The next sixteen games revealed two major flaws that prevented Justinian from completely distinguishing himself from the rest of the field. To start, he only had one pathway to victory: kill Asoka ASAP. Fail to do so, and he was out of contention. There really was no other way; a Jedi won the two games where Justin instead killed Stalin early (5, 14), as by doing so, he gave the good guys too much time to develop while also not having his best enforcer to do the dirty work (Shaka was not a great alternate).

Justin's other flaw was that he had a difficult time spreading his religion due to the cultural and religious nature of the three Jedi. This was the primary cause of his unexpected economic issues in this setup, as he could not rely on shrine income nearly as much as he normally does. His only consistent religious ally was Stalin, and everyone knows Stalin does not make for a good brother in the faith. Nevertheless, Justinian’s results speak for themselves here: as the most balanced leader with the best access to the softest target on the map, he was able to find the most success of all the leaders here. It also spoke volumes that Justinian was the only leader in this setup who could reliably survive if he did not get a top two spot, although his survival rate was deceiving – there were at least two games where he was on his way out when a victory triggered. Justin was most deservedly the strongest leader in this field, but this was not the easiest setup for the Byzantine leader.

Best Performance: Game 13, where Justinian brute forced his way through Asoka and snowballed from there.

Worst Performance: Justin foolishly tried to continue his conquest of Babylon in Game 6 while facing an existential threat from Stalin, and getting tactically outmaneuvered to his doom.

Sitting Bull Award:

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Stalin of Russia
Offensive Wars: 55
Defensive Wars: 25
Survival Rate: 50%
Finishes: 4 Wins, 6 Runner Ups (32 Points)
Kills: 22
Overall Score: 54

The burning question for all readers: how much of a fraud was the Season Three Champion? So far, Stalin’s Opening Round victory was a major disappointment (albeit he had some bad barbarian luck), but what about his playoff win? With a 50% advancement rate and four mostly legitimately earned victories (even his semi-troll Diplo Game 16 was somewhat deserved), these results should quiet naysayers for the time being. Stalin’s path to victory was simple: take most of India, squeeze Justinian into his corner, and then turn on his master, becoming the Sith Emperor himself with Darth Shaka as his apprentice. Stalin may be a bit of a meme champion, but one cannot deny his military prowess.

Stalin did have a binary set of outcomes, however, dying in every single game he failed to advance. There were generally three scenarios in which Stalin could falter. First, he could just have a bad early game due to his infamous propensity to avoid culture, exacerbated by the removal of Deity starting techs. Admittedly, his culture avoidance was not always a bad thing, as it allowed him to zig while his cultural and religious competition zagged. Nevertheless, there was a concerning number of games where Stalin was irrelevant by Turn 100 because too many of his cities had lost control of their first ring tiles. Second, if Shaka knocked out Wang Kon early, Stalin could find himself in between two large leaders, eventually getting squeezed out of contention. The Rule of Two made itself apparent here, as Darth Shaka would overthrow Darth Stalin and replace the Soviet dictator as Justinian’s apprentice. Finally, Stalin was just screwed if the Jedi had a good game, as he would fall behind in tech and become a steppingstone in the quest to bring balance back to the Force. Although Stalin was only First To Die once, he came darn close to another one in Game 14, going out one turn after Shaka. Stalin's strengths and weaknesses were on full display in these games. Nevertheless, this set offers some evidence in favor of the legitimacy of Stalin’s Season Three run, one that leaves him a Pool One leader to this day (post S8).

Best Performance: Game 12 saw Stalin build up well, run over Asoka, and even get a strong economic performance to boot. The cherry on top: in a late game Defensive Pact triggered war, Stalin destroyed Shaka and Justinian at the same time, even though their borders surrounded his territory.

Worst Performance: His one First To Die flameout in Game 5 was extremely embarrassing, getting run over despite being on the right side of a 2v1.

A Million Deaths Is a Statistic Award:
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From Stalin’s Game 6 victory.

What Happens When All Of Your Advisors Mysteriously Disappear Award:
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So much for the glorious worker’s revolution.

Wang Kon of Korea
Offensive Wars: 18
Defensive Wars: 58
Survival Rate: 30%
Finishes: 4 Wins, 2 Runner Ups (24 Points)
Kills: 13
Overall Score: 37

Wang Kon was the light side counterpart to Justinian, down to the game-changing unique unit, and his presence was essential for the success of the high peaceweight leaders due to his above average aggression rating and his resilient fighting. Wang Kon’s success may seem surprising at first, as the Troll King was squeezed into a jungle-choked corner with Shaka as a neighbor in almost every game. Making matters worse was that Wang Kon lacked Copper, leaving him even more vulnerable to the Zulu hordes.
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Stop building Chariots! You are Protective! :badcomp:

As it turned out, however, Wang Kon’s land was really, really good once he had chopped down the jungle and unlocked plantations. More importantly, Wang Kon could fight his way out of his corner utilizing his Protective trait and his Hwatchas, a criminally underrated unit perhaps due to the unwillingness of human players to play Protective leaders. (I am unsure if Wang Kon would be nearly as successful here without his unique unit.) Wang Kon did an excellent job maximizing his expansion opportunities, fitting cities into every nook and cranny he could find and quickly seizing the barbarian cities that frequently sprouted nearby.

Much hinged on the location of Wang Kon’s border cities. Sometimes, he would settle them on flat ground, a strategic error that made his empire much more difficult to defend, leading to his worst games. However, if he settled his border cities on hills, it was extremely difficult for Shaka to break through, even if the Koreans lacked metals. Time was on Wang Kon's side; the longer he held, the more likely it was that he would conquer the Zulus. From there, he could shine as the best economic leader in the field, Financial/Aliving his way to success. Admittedly, he needed some luck to break his way, namely for Asoka to also hold tall against the might of the Evil Empire. Although Wang Kon is most infamous for his trolling antics (especially in this season’s Opening Round), this set told the story of a leader capable of finding some success if he can corral his self-sabotaging tendencies – a big if, of course.

Best Performance: Game 20 was his best military and economic performance, and it was also one that did not rely as much on outside map factors – Wang Kon just earned it.

Worst Performance: While I can excuse his Game 18 elimination as stemming from ill-timed barb city spawns, he just absolutely wilted in Game 10 to Shaka.

Trollbi Wang Konobi Award: In true Troll King fashion, Wang Kon ended Asoka’s only shot at victory in Game 19 by being elected World Leader, even though everyone was only Pleased with him.

Hammurabi of Babylon
Offensive Wars: 21
Defensive Wars: 24
Survival Rate: 35%
Finishes: 3 Wins, 1 Runner Up (17 Points)
Kills: 5
Overall Score: 22

If Wang Kon was the master, Hammurabi was his most talented apprentice. The Troll King may have been too good of a teacher, however, as Hammurabi was an unstable Jedi, prone to turning to the dark side and ruining the best laid plans of the good guys. This set only strengthened my belief that Hammurabi might be the most poorly designed leader in Civ IV, both in human and in AI hands. One cannot expect a guy to do well when he beelines Radio before Rifling and yet has Spaceship as his default win con and traits that lend themselves towards aggression.

As implied above, all of Hammurabi’s victories saw him turn on one or more of his fellow Jedi at some point. Sometimes, like in Game 18, such betrayals were shrewd moves, as his friends were dead meat in those games and it was too dangerous to allow their lands to fall into the hands of the Evil Empire. In other cases, Ham’s culture-monging created border tensions that sparked his fall to the dark side in the late game, like in Game 7 when Hammurabi steamrolled Wang Kon after launching his spaceship. Hammurabi’s wins did feel lucky, however, and many of his backstabs completely backfired, whether it was from blowing up Asoka, his one safeguard from the Death Star (Game 11) or from Wang Kon showing him who the true master of trolling was (Games 8, 14), and there is a possibility that these results overstated his true strength. In most games, Ham was an afterthought due to his inability to be prepared for war when the Eastern leaders inevitably came calling, learning too late that it was not the time to get distracted by Biology and Sistine Chapel when Justinian had 150 Cataphracts chomping at his bits. Ham could also just be plain stupid with his military decisions, launching pointless cross map excursions against Stalin or Justinian. His one First To Die performance in Game 17 stemmed from such insanity. Altogether, this was a strange set from a strange leader.

Best Performance: Game 18 was probably the only game in which Hammurabi played like an intelligent Civ IV leader.

Worst Performance: Other than his flat out silly First To Die game, Ham was embarrassingly bad at teching and fighting in Game 1, still sporting a Medieval army in 1800 AD.

Troll Padawan Award: Everything about Game 5 was peak troll. First, Ham converted his master Wang Kon out of his self-founded religion. Later on, Ham used the UN to stop the Koreans from finishing off Shaka. Then, when Wang Kon declared what should have been a suicidal invasion of a much stronger Justinian, the Troll King still won because the bulk of Justinian’s army WAS STUCK IN A ONE TILE CITY IN THE MIDDLE OF BABYLON, as Ham would not sign Open Borders. The cherry on top: Ham just won the game by doing nothing, as his culture-monging had given him three legendary cities on Turn 386, without using the slider at all. Learned well, have you, young Hammy!

Real Poverty Point Award:
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Guess the Babylonians can drink that Antarctic oil…

Shaka of the Zulu
Offensive Wars: 55
Defensive Wars: 20
Survival Rate: 40%
Finishes: 0 Wins, 5 Runner Ups (10 Points)
Kills: 8
Overall Score: 18

Unfortunately for the fan favorite warmonger, he had the worst spot in the game and no easy targets. Of his three neighbors, Wang Kon was a Protective leader with good defensive terrain, Stalin was too strong, and Asoka had so many enemies that the Zulus could only get so much from the partition. Moreover, he had little space, the land he did have was rather dry, and his overall economic capabilities were not good enough to get him out of this pickle. Shaka’s best hope for the championship was to kill Wang Kon early and ride that to a Runner Up finish behind Justinian or Stalin, and this happened five times. Otherwise, he was either a steppingstone for Wang Kon or Stalin or an impediment to the Empire’s plans. That’s all she wrote – this was an unremarkable set from a normally interesting leader.

Best Performance: In Game 10, Shaka murdered the Troll King early and snowballed… into a 2nd place finish.

Worst Performance: Failing to take down a three city Wang Kon in Game 2.

Darth Troaul Award: In Game 12, Shaka dragged Justinian into a Defensive Pact triggered war against a runaway Stalin. This ended up pulling Justinian from clear cut 2nd place into a one city rump state, paving the way for a very undeserving Shaka championship appearance.

Asoka of India
Offensive Wars: 8
Defensive Wars: 59
Survival Rate: 20%
Finishes: 0 Wins, 4 Runner Ups (8 Points)
Kills: 1
Overall Score: 9

A major reason why I felt that this set overestimated Justinian’s strength in this matchup was that in Asoka's first four games, I witnessed some of the worst economic mismanagement I have ever seen from a high peaceweight leader. It was seriously so horrible that it did not feel repeatable – Asoka repeatedly crashed his economy and was lacking essential techs like The Wheel and Pottery on Turn 100. In one case (Game 1), he even lost a city to the barbarians. Conversely, a major part of Justinian's significant cool off afterwards was that Asoka finally relearned how to play Civ IV. In these games, he did a great job with expansion and was always one of the three strongest leaders after the early game. This was a double-edged sword for the Indians, however, as Asoka sometimes over-expanded, either crashing his economy or provoking conflict with a difficult to defend empire. He could have also been more tactful with his city placements. In particular, he liked to settle one of his border cities next to Justinian in a flood plain site on the Byzantine side of the river, a city that often instantly fell in Justinian’s initial attack. As it turns out, the high ground matters more than you think.

Unfortunately, even his good games were insurmountable from a diplomatic perspective, as Asoka faced invasion after invasion after invasion (his 59 defensive wars feels quite low here). There were multiple games where Asoka was able to hold off one leader, only for one or two other leaders to come crashing in, causing the house of cards to fall. Asoka had a tendency to over-focus on cultural pursuits, like his western Babylonian counterpart. If Asoka could hold on for 200 Turns, however, his outlook became much rosier. In such games, Asoka served as the perfect Padawan for Wang Kon, holding the bad guys at bay while the Koreans brought balance to the Force. In fact, Asoka was the Runner Up in every game Wang Kon won - unfortunately he was too exhausted from fighting to be anything more. Thus, he had the unique distinction of either dying or getting 2nd place, a unique set of binary results. Favoring a peaceful strategy yet also bordering three enemies (sometimes four if one of the Western leaders adopted a different religion) would be a tough task for any, and Asoka did about as well as he could given his position. He was a tragic yet heroic figure in these games, and this was a gutsy set from someone perhaps unfairly marked as a lesser Gandhi.

Best Performance: As I had mentioned, Asoka should have gotten his revenge and won Game 19, but the Master of Troll just had to Troll.

Worst Performance: Asoka was beyond useless as a meat shield in Game 9. That game in general was a doozy for the Jedi, who wasted time on pointless cross map excursions.

Taking The Rejection Of Possessions Too Seriously Award:
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Enlightened Monty Award:
AD_4nXc1JGnW0Oufk4tF83jx4MQoCm7vwKvmyUQ2vs0U0wWdtppKvIbWfXrATEeyigNEn6IYA6lQMwN8bN9uo1rOHXunkXINTLZuPGF0PLFtte24bd2WVwixRgfldcn6DGZG2qeHEfwStA


Conclusions
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This was an incredibly fun set to run, one that rekindled my passion for AI Survivor. I admit, after the first four games, I could feel myself getting a tad burnt out, but then the rest of this chaotic set took place, and I was back to being hooked. I particularly enjoyed the good vs. bad guy dynamics of this map.

As a final thought, I really wonder how different the championship could have been had this been a high peaceweight game. Mansa sure could have used an ally in that game.
 
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Given the differences in game conditions, I'm skeptical of the value of any of the existing AH results for this season in terms of assessing Stalin's fraud-ship. Only if somebody runs AHs under the conditions that his championship actually took place in will I feel we have an accurate assessment of how likely it was.
 
So, the major surprise for me here is that Asoka fared so poorly.
Don't get me wrong, I expected him to the heavy favourite for FTD, but I also expected him to win a fair few games. With Shaka neutered by having been assigned to the deathspot, and potentially having to deal with WK in a lot of games, and with Asoka having the strongest start on the map, I figured all it took for him to be in a winning position was a game where he wouldn't be facing a 1v2 vs Stalin and Justinian.
And while that 1v2 should be the standard situation, we've seen recently (S8) that Stalin can be a loose cannon. So Asoka + Stalin vs Justinian in some games didn't seem that wild.

I'm also surprised at both Justinian and Hammurabi's survival rates : Hammy's spot start may have been weak, but it was the safest. I suppose Justinian's high survival rate is a consequence of Asoka never making it, though.
 
So, the major surprise for me here is that Asoka fared so poorly.
Don't get me wrong, I expected him to the heavy favourite for FTD, but I also expected him to win a fair few games. With Shaka neutered by having been assigned to the deathspot, and potentially having to deal with WK in a lot of games, and with Asoka having the strongest start on the map, I figured all it took for him to be in a winning position was a game where he wouldn't be facing a 1v2 vs Stalin and Justinian.
And while that 1v2 should be the standard situation, we've seen recently (S8) that Stalin can be a loose cannon. So Asoka + Stalin vs Justinian in some games didn't seem that wild.

I'm also surprised at both Justinian and Hammurabi's survival rates : Hammy's spot start may have been weak, but it was the safest. I suppose Justinian's high survival rate is a consequence of Asoka never making it, though.
There were games where Asoka did not have to face a super early 2v1 and got really strong. Problem is, in those games WK had killed Shaka and basically Fin/Alived with that.

I also think that Asoka has a bit of a starting tech problem. Mining/Myst isn’t terrible, but for the AI going for religions early is a risky proposition with that setup, as compared to having Agri/Wheel as as starting techs. Ram’s diplo situation in your set was a lot better + a less hostile field (I’m still surprised he had 18 kills)
 
P2 teaser. We all saw Mansa do his thing in the livestream despite a hostile diplomatic environment, was he good enough to keep it going?

This was one of the craziest, most insane, incredible sets I've ever run. What do y'all think?

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An additional teaser:
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(A = # of attacking wars, D = # of defensive wars, rest-self explanatory)
 
Hmm... second teaser in a row where the 55% FTD seems to make little sense! :crazyeye:

Qin has a decent start (I remember him winning an incredible Cultural victory while stuck on 6 cities there in the Jumbled Rumble S2 Final, pretty unlikely to have happened here). He'll probably fight Gandhi often, but probably won't conquer him fast enough to get into a winning position often.
15% win, 0% FTD seems a good match.
Peter has the worst start and is the worst AI in that lot. I would expect him at 0% win, but 55% FTD? Nah. I suppose he's somehow managed to pull off 3 wins by getting lucky with a Mansa dogpile / Pacal conquest ?
The 55% FTD has to be Gandhi... Qin + cross map De Gaulle. Gandhi's start is very good, but only because it is ideally placed to conquer the central position leader. I can't see Gandhi conquering Mansa, so...

I suppose that with Pacal rather passive, and Gandhi a magnet for aggression, Mansa was able to pull through often enough. 40% win with 50% survival seems a good match.
I can't really see Pacal with 16 kills while DG bordering Mansa and Peter would score only 4.

So:
  1. De Gaulle
  2. Mansa
  3. Qin
  4. Pacal
  5. Peter
  6. Gandhi
 
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