The Computer Knows Best: Re-Boot
Many moons ago, a team of gifted players undertook a succession game where they loyally and unquestionably followed the ‘recommendations’ of the Computer Gods and propelled the Chinese civilization to great heights, for a while at least.
Sadly, the proud empire directed by the divine insight of ‘the A.I. in the sky’ fell somewhat short of true greatness, and there was an outpouring of much heathen scepticism of the astuteness of the computer’s great wisdom.
The opportunity now presents itself to renew faith in the Machine God and lead a new people to true greatness ... or maybe not(?).
Settings are much the same as sand’s game:
- Prince difficulty
- Lakes, standard size, temperate climate, cylindrical, standard resources
- Ancient Era start
- Normal speed
The leader that the computer knew was best (in case you missed the image above):
The start (revisited):
Due to perceived ‘game balance issues’, three A.I. leaders are random, while three leaders have been randomly allocated from the following nations; America, England, and Persia.
The dictates:
In a very similar vein to the previous incarnation;
Technology
We can only pursue the “Recommended” research paths in terms of self-researching. However we can trade, bulb, or steal whatever may be available. In the unlikely event that no recommended technology is presented from the pool, then we may select any from the list.
City Builds
Like technology, we can only construct whatever the computer “Recommends” for us. In the unlikely event that no recommended construction option is presented from the pool, then we may select any from the list however we can not ‘build’ research, wealth, or culture.
City Placement
Cities can only be founded on sites with a blue circle on the turn that the settler is in position with the exception of the Capital, which may be placed on the starting tile.
Workers
Workers are automated, however may be automated to build trade routes or ‘improve’ the closest city in addition to general automation. The options that they leave forests and that they leave existing improvements are ‘off’, so they can chop forests or replace Towns with Farms if the computer wishes it so.
Auto-promote units
This option is turned ‘on’. Remember to adjust this in your game options when not playing this game so it doesn’t leak over into your other games.
Tips
In addition to ‘Auto-promote’, both ‘Sid’s Tips’ and ‘Advisor Pop-Ups’ should be turned ‘on’.
City Governor
The City Governor is turned ‘on’ for every city, however we can use the ‘emphasise’ buttons in each city, and we can use the button to stop population growth in a city if we wish. We can not manually allocate specialist slots. If in doubt, reset the city by clicking on the city square tile.
Taking directions
We must follow the directions of the computer’s pop up windows at every opportunity, and answer positively / with a ‘yes’ wherever practicable. Likewise, when the computer provides a pop-up suggesting a particular item go into a city’s building queue (e.g. it suggests that we build a unit so a city does not remain undefended) we must agree.
Exception: We do not need to (voluntarily) hand cities under cultural pressure from another nation to those nations if the computer suggests so, yet we would nonetheless prefer not to. I have introduced this exception as in my experience as these messages occur more frequently with Beyond the Sword than in past versions, and trying to maintain a post war civilization if we were constantly handing cities back to the A.I. would potentially make the game even more flawed than it’s likely to be. Cities still may flip under other methods such as; normal culture flipping or through an Apostolic Palace / United Nations diplomatic resolution.
We must switch civics or convert religions when we acquire appropriate technologies or faiths provided the computer asks, however we can switch out of them as soon as we wish and are able to. We may take the opportunity to switch multiple civics on one turn.
Exception: We do not need to (voluntarily) hand cities under cultural pressure from another nation to those nations if the computer suggests so, yet we would nonetheless prefer not to. I have introduced this exception as in my experience as these messages occur more frequently with Beyond the Sword than in past versions, and trying to maintain a post war civilization if we were constantly handing cities back to the A.I. would potentially make the game even more flawed than it’s likely to be. Cities still may flip under other methods such as; normal culture flipping or through an Apostolic Palace / United Nations diplomatic resolution.
We must switch civics or convert religions when we acquire appropriate technologies or faiths provided the computer asks, however we can switch out of them as soon as we wish and are able to. We may take the opportunity to switch multiple civics on one turn.
Diplomacy and Espionage
We have a pretty free rein in terms of how to handle our rivals. We do not have to agree to their demands, trade proposals, etc. if we choose not to.
Great People
We can use as we see fit. As noted above, we may wish to bulb a technology that is not a ‘recommended’ option of the computer’s if we wish.
Other
Will be worked out as we go! If in doubt, refer; above, to sand's game, or ask.
These rules are subject to change.
These rules are subject to change.
Roster
- Whosit
- nocho
- IPEX-731BA5DD06
- Gocho
- Cam_H
First turnset: 20 turns, second turnset 15 turns, then 10 from then-on. Players may pause their turnset at any time to discuss strategies. Good write-up are obviously encouraged.
Mods:
This save was created using the latest version of BUG although it should be compatible with unmodded games.