The "OMG! Look what happened in DoC!" Thread

Is having multiple religions really that bad now, by the way?
I almost don't want to play SVN now a little...

Non-state religion brings in unhappiness, which can be negated by temple. So you don't want too many of them in early game. SVN version has the latest ideas incorporated and various fixes, why not try it? ;)
 
Spoiler :
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The hell. I've never seen anything this bad. Are you sure you're using the latest SVN version?

And in my games, Japan usually only settle 4 cities on their mainland: Kyoto, Tokyo, Nagasaki, and Sapporo.

I have more problems with the Chinese AI, who tends to found multiple cities 1 tile away from the coast. :cry:
 
The hell. I've never seen anything this bad. Are you sure you're using the latest SVN version?

And in my games, Japan usually only settle 4 cities on their mainland: Kyoto, Tokyo, Nagasaki, and Sapporo.

I have more problems with the Chinese AI, who tends to found multiple cities 1 tile away from the coast. :cry:

Latest SVN is what I'm using. Strange, I don't see to many 1 tile away cities, except for the Beijing area-ish.
 
The hell. I've never seen anything this bad. Are you sure you're using the latest SVN version?
Bath happens, south Manchester happens, Exeter happens. Actually they are compact and food rich as well. City States? :lol:

And in my games, Japan usually only settle 4 cities on their mainland: Kyoto, Tokyo, Nagasaki, and Sapporo.

It's true, but maybe they'll settle another city 2E of Sapporo later.

I have more problems with the Chinese AI, who tends to found multiple cities 1 tile away from the coast. :cry:
Good thing they don't have much navy huh?
 
Yeah...Leoreth should disincentivize all tiles that are one tile away from the coast.
I have a big problem with that too, among other things...
 
The hell. I've never seen anything this bad. Are you sure you're using the latest SVN version?

And in my games, Japan usually only settle 4 cities on their mainland: Kyoto, Tokyo, Nagasaki, and Sapporo.

I have more problems with the Chinese AI, who tends to found multiple cities 1 tile away from the coast. :cry:

What I see all too often is Toyohara, Kushiro, and Sapporo.

1 tile away from the coast.

I mean the tile 1 west of coastal Beijing. IIRC, that is also Beijing.

Bath happens, south Manchester happens, Exeter happens. Actually they are compact and food rich as well. City States? :lol:

I've Never seen Bath, but they at least should have something in Scotland.
 
I didn't do anything with China.
 
Due to my warrior's hanging around, Melpum didn't flip to Rome. And notice how Greece has vassalized to Persia already.
Spoiler :
gV1kr.jpg
 
Not being able to do something right away about Corea and Japan is already a big change to China (however indirect).

Also, the Melpum thing was even in vanilla RFC
 
That was essentially exploiting the AI.
 
I don't think that will work either, because they do move out to defend: their remaining settlers. The AI just isn't geared upon facing a war right after it spawns because that's impossible in BtS. And it's not only those units moving out; you get numerous other advantages by attacking early, like unfortified units and low culture.
 
That is simply a strategic maneuver, rather than a exploit though.
Of course a player is going to attack at the target's weakest state.
Specifically pertaining to Japan, when they spawn and come with Samurai+Crossbowmen defenders, that's already going to be a challenge,
but not insurmountable even if they can hold all their units, City Cultural defenses and lack of fortification or no.
I think this is a good idea, because part of the reason why some players rush civs is to prevent their atrocious city spam.
I think you've seen the Bad City Placement thread.
I think this would be a good compromise in lieu of a rule that prevents AIs from settling 2 tiles away from other cities or 1 tile away from the coast.
 
can you implement edead's spawns, trying to take out a spawning civ in soi has its own strategic implications. It can be done but is more difficult with the reinforcements.

or could you add a unit upgrade that gives defensive bonus, +100% defence for new civ, which expires after a few turns.

I think a way to make rushing a spawning civ difficult but still possible is preferable to an outright ban.
 
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