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What are your VP playthroughs house rules?

Jeddite

Chieftain
Joined
Feb 4, 2025
Messages
80
Hi guys, I am wondering what would be good set of rules to follow as a human player until some the issues will be adressed by the congress. I am talking about things that either trivialize, cheapen or seem excessive in human hands:

To the glory of god reformation belief, especially if not playing progress and rationalism - that's just so powerful it's disgusting, it has it's topic already - I would be for splitting it into each other reformation gets corresponding GP
Mixing policies, esp. fealty opener with anything else or late game going half ideology, then filling up rationalism, or getting trade routes from industry at any point - AI is incapable of doing so, and it's too powerful
Revelation - it's absurdly strong, it gives the roughly the same culture for tech as full progress and as much faith, and as much GAP. Maybe only when not going fealty/artistry
Any combination of going culture process in many cities with golden age and/or world's fair bonus before faith buying/free GP choosing/birth of great writers. - AIs do go processes en masse but at fairly later stage, mostly science/gold, a bit of culture too, and not before they have most buildings built and never before their unit cap is full (may be an estimate, I observed some games in observer mode)
Not building walls and so on in non border cities as happiness is usually not affecting me in any way and there's low city defense unhappiness too. I used to only do that for more supply, but it feels very cheap as AIs religiously get every defensive building as top priority in every city

Mass landships buildup od landships in every city as soon as combustion is hit, partially also applicable to cheap (stable bonus) and mogging anything with strength and speed lancers a tech earlier - AIs do not get all landships army as it's always beneficial to do as human and it's highly out of place/too much of not historical for my taste too
Mass producing much cheaper lancers during fusiliers-era battles to fill the gaps or disrupt enemy roads and so on as throwaway units (you would get a massive revolution in real life)
I also don't use more than two units of skirmishers if at all, I only like cavalry (icon is cool) or UU, I think it's too easy to defend with it and it's also too much not historical (not talking that's it's a fantasy game basically, but about logistics and training required for horse archery unique to only nomadic warrior cultures, and of tech and industry needed for whole tanks armies, armies hadn't been fully motorized or mechanized until basically late cold war)

Not razing cities but razing few turns to it have no food and no resistance, anexxing and then starving them to death by working only specialists, thus avoiding partisans
Not razing cities properly from the first capture but allowing AI to take it back and forth few times to reduce population much more quickly and only then razing, which could shave you off 5-10 turns of razing on deity big AI cities

Nationalization with wide empire but that depends on the situation. It feels a bit like cheating though when I can get +50 production, 33 science, or 66 (appx) in every city shortly after funding a corporation, and AI takes it very seldomly and is late for founding corporations in general. When you play it normally it takes like 50 turns more to get even close to that yields level, and forces you to more dangerous and plainly worse international trade routes. Plus you get stuff like bonus +10% gold, production, science in a city from internal trade routes (!). That's like plainly deactivating whole game mechanic and instantly getting everything from it, like getting all policies in a tree from adopting opener
Going only internal trade routes in general. It feels like you are not part of the world, even if internal are so much better, esp. early production ones.

Those are things I try to purge from my games as much as I could and it's more enriching, dilemma and thinking focused, I wonder if some of those points you disagree or have others that are great for evening-out the playfield for the AIs.

EDIT: Also always going 'very well' option. I got myself into many messy, unecessary wars but it just felt like cheating to have this option only when you need someone declare on you conviniently, as you want war with them but they have DP with your friends/stronger nations, and not having any drawback. It seemed weak and wrong to be silent when they accuse your friends or you of something, makes much more vibrant and meaningful your choices and kind of self-respect for the empire you craft when you are ready to say "you'll pay for this" and risk war. Like it's so epic when a historical (in reality or in-game timeline) enemy of yours say you are laughing stock of the world or his favourite city-state and you are confident in your production and foreign policy choices, representing your in-game nation, and trigger war or they backing down.

Every otther mechanic like declaring/provoking war when you have city-states on your side fighting for you and see would be enemy's great diplomat/envoys, or other things like buying tiles to block enemy citadels or cities in advance or seeing their setller/GG - AI is completely capabale and willing to do it to you, which is great, so it's not cheating at all
 
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I do whatever seems strongest. I have no house rules. I do what other people would consider cheating, but in a single-player game, I don't care. I'm rotating the civs I play, so it doesn't get boring even if Glory of Gods is OP in specific conditions. @CrazyG set himself difficult challenges to make Deity more challenging/interesting; I find Deity challenging enough!
 
Unpopular opinion, but I don't think Civ is proper for PvP. The game will be too long with boring waiting time. Thus, there is no house rule to me.
 
"Mass producing much cheaper lancers during fusiliers-era battles to fill the gaps or disrupt enemy roads and so on as throwaway units (you would get a massive revolution in real life)"

Guilty as charged lol, once you're passed the early industrial building boom and have spare city capacity, the wave of suicide lancers to finally break someone's lines is just so useful! But definitely very, very grim lol
 
"Mass producing much cheaper lancers during fusiliers-era battles to fill the gaps or disrupt enemy roads and so on as throwaway units (you would get a massive revolution in real life)"
Ah, the Russian approach to war.
 
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