Time games

Thx for that post Wastin :)

I knew that it's easily possible to create Failgold via Execs. I believe I even wrote about it in Replay #4. It's only that I didn't use it, because I always needed to cry because of the lost population ^^ .

Building Execs with OF or chopping is also something I discovered in about the same time. Takes very good coordination though. I know from the SGOTM we played together, that you're very professional with calculating whip-OF, I noticed when you posted the plan for Oxford in 1T.
I'd need a calculator for that, and switching to the desktop several times per turn just isn't my habit, but I'll probably adapt to it, just because the gains are huge.

I also knew that whipping anger can be erased by gifting and reconquering certain cities, but I've usually trouble finding an AI that is willing to take my cities. Kaitzilla once wrote that AI accepts cities that are 9 tiles away from their capital, but that cannot be the whole truth, because I remember some times, when AI didn't want to take those cities, even with them being closer.

I'll probably play some Spacerace with Darius or Incans once I've completed EQM, only 6 games left atm.

Thx again for reminding me of Fail-exec-gold and for the Math on it. I'd have simply not realized how efficient that method actually is. :goodjob:
 
Thx again for reminding me of Fail-exec-gold and for the Math on it. I'd have simply not realized how efficient that method actually is. :goodjob:

Right.
This game is not rocket science, so any 'trick' is usually something that was right in front of you, and you probably used before in a limited form.

For example the culture spy mission. Seems harmless until you push it's limits.

Same with whip overflow. Everyone uses it, but you normally wouldn't think you could build Oxford in 1T. In the following SG, we even built the Statue of Liberty in 1T.

I can't wait to see your next Space race! (do the Large/marathon map)
 
I can't wait to see your next Space race! (do the Large/marathon map)

Taking a slot from Ironhead's cheater game would be nice, but beating that date is gonna be really extremely difficult. To bad, that I already hold the slot for Huge, Standard is yours again and small I hold too.

I think I'll go for the Tiny Marathon map once I'm EQM. Smaller maps are slower, but beating that 1265 AD victory should be very possible, especially with a strong leader like Darius.

I'm looking very much forward to playing my 2nd rounds of leaders because that means, that I can play all the awesome strong leaders again ^^ . I've really become tired of playing Civs like Justinian, Shaka or Zara Yakob.

Maybe I'll simply take the Incans for the large map. Beating Darius with Incans should actually be very well possible, though I'm probably going to be shown something different, once I've begun on trying to take that slot.
 
This game is not rocket science, so any 'trick' is usually something that was right in front of you, and you probably used before in a limited form.
Very true - and very kind of you to lay it all out in such detailed fashion for others.
 
Right.
This game is not rocket science, so any 'trick' is usually something that was right in front of you, and you probably used before in a limited form.

For example the culture spy mission. Seems harmless until you push it's limits.

Same with whip overflow. Everyone uses it, but you normally wouldn't think you could build Oxford in 1T. In the following SG, we even built the Statue of Liberty in 1T.

I can't wait to see your next Space race! (do the Large/marathon map)

Could you give a link to the posts where Oxford micro was discussed? Or if not to the exact post, maybe thread and the turn number or something, sgotm thread tend to be very long? I know if you try to optimize your play that you should aim to have some overflow to Oxford before starting it, but to get it in 1T seems hard to me.
 
Could you give a link to the posts where Oxford micro was discussed? Or if not to the exact post, maybe thread and the turn number or something, sgotm thread tend to be very long? I know if you try to optimize your play that you should aim to have some overflow to Oxford before starting it, but to get it in 1T seems hard to me.

on this page

You'll see the core of the solution is:

putting hammers into temple, market, university, before turn 99 then..

T99 Temple whip 2
T100 Market whip 2
(grows to size 7)
T101 University whip 2
(grows to size 6)
T102 Oxford
T103 Oxford Built! (Verified)

You could substitute several things, for example,
Monastery, courthouse, university
Just start with the small one and get larger buildings (or even whip military)
 
on this page

You'll see the core of the solution is:

putting hammers into temple, market, university, before turn 99 then..

T99 Temple whip 2
T100 Market whip 2
(grows to size 7)
T101 University whip 2
(grows to size 6)
T102 Oxford
T103 Oxford Built! (Verified)

You could substitute several things, for example,
Monastery, courthouse, university
Just start with the small one and get larger buildings (or even whip military)

Thanks! I don't think I want to whip my cap that hard in the scenario that I'm considering using this though.
 
To come back at the original topic:

The current time-victory which I play, ist causing me to suffer again. I got only 50 cities and I'm already having a hard time managing them. I even havn't spread Sushi yet, once that is in all cities, the work / turn will even increase! I still have to finish of at least 1 AI that is as far advanced as me and after that, there are still 2 AIs left, that are very far advanced. I hope deeply, that they don't decide to go for culture, I really don't want another war. Maybe it'd be the best solution to kill all AIs but one, and leave that AI with 1 city, but the even better solution is to keep 2 friends if possible and trade for their resources.

I tend to forget this every time again, but CIV-games on Deity are really hard! I hope otoh that the joy, once I'm Deity-Elite-Quattromaster won't be so great, that it kills me ^^ .

Back to playing again.
 
Exactly the above is, why HoFers should get more respect. If I were the standard S&T-player I'd simply call the round won and start another game. HoFers play every round they want to submit 'til the end, no matter if everything that's left is "work" and "carrying the victory home" .
 
Wow! This game actually achieved to surprise me and give me some action! Peter DoWed me while I was having 1.7 times his power, wouldn't even have thought that that is possible! He plotted on 1 of maybe 10 turns while he dropped to pleased, always thought he'd go against Mansa, but then, he suddenly storms my territory with 10 Destroyers / Battleships!

Of course it's an unfair fight with me having 100 cities and him having 10, but all those Sushi resources I got from him :cry: .

Well, probably better than to fall asleep after 10T of playing again ;) .
 
Me and Peter are still in war, 20T later or so. He refuses to talk... Does anybody know something about this? Can an AI somehow get locked in RTT? I've brought him down to 1/3 of my power and have even taken back the 2 cities he sniped away on T0 of the war + 1 city that was on the way.
 
Peter remained in RTT-stance until I conquered most of his cities and razed his capital + the 2nd biggest city, then he surprisingly was willing to talk again.

I wonder how this mechanic exactly works.
 
Refuse to talk is only related to war success, power rating makes no difference. The formula is:

RefuseDuration = RefuseToTalk * {20+(80*AIWarSuccess*2/HumanSuccess}/100

Peter's RefuseToTalk constant is 8 (in the XML). AI and Human war success are counted as 1+war success (otherwise you'd be dividing by zero). War success is gathered as following:

Offensive kill: 4
Defensive kill: 3
Collateral kills (workers/settlers/workboats that are destroyed in addition to the first battle won): 1
Capture city: 10

When fighting with equal strength units it can take very long before they talk. Even if you are winning and capturing cities, you will also be losing units, which adds to his war success. Especially if you are fighting naval battles, where losses often can be quite evenly distributed, it might be a very long delay until he talks.

Oh, one more thing. If he DoWs you, the equation is doubled! So with equal war success, you'd be lookin at 28 turns of refuse to talk. If he can build up a decent amount of war success on you, it will take a very long time to counter that enough to bring the number down a lot.
 
Back
Top Bottom