Who-6 "The Great Game"

i agree that we should play at a higher level than what we're used to...

now, note that i greatly reduced the starting units associated w/ the different difficulty levels. this is primarily b/c we didn't want a civ to get overrun in the first few turns (as it was happening during testing).

anyway - i say demi-god or deity (1 or 2 in front of Sid) on the 31 civ 'FULL' file.

5 turns apiece sounds good.

as for a path to victory...i would say that we try for both w/ a greater focus on accumulating VPs via the 'raw materials'. now, once we're on a good footing to wage war, i think we can start to look at conquest. it'll be damn hard though to attain a conquest victory.

another area to consider is to try and pinpoint which neighboring civ to knock out first. traditionally, the Jerries usually steamroll over the poor Dutch and Belgians. the french are always an inviting target as well and will always be our traditional enemy :) we will certainly need more coastal cities and especially ones w/ have the 'Industrialization' resource (ie all of western europe).

other minor stuff:
my first thought is to outlaw city razing by us human players. the AI will raze some but not nearly as much as we're all accustomed to since i plugged in roughly 160 'phony wonders' (no real city bonuses but flagged as a wonder - the AI is terribly reluctant to raze a city w/ a wonder in it) to stunt the AI razing problems associated w/ civ3. it still occurs but w/ much less frequency and almost never to the main cities on the map.

lastly - please advise if anyone has trouble DL'ing and installing. i am more than happy to assist :)
 
I say we play on a the second hardest level. Why because i dont want to see one of those stupid globe dominating empires. Also Phaedo can have all my turns over the weekend as i won't be here.

Also i would consider changing the name. Because the great game only refers to the area around central asia between the british and the russians.

Also heres my general strategy for AOI neve ally with the british. they will turn into a juggernaut with the help of a human player i found this out my first game. In my one game as the germans on turn five i invaded the jerry mainland and all of it fell in two wars. Then it was on to central america and canada but you need both.

Also i think we should bump up the turns up to 1000 and victory points 7104 preportiantly.
 
glenmetz,

agreed :)

cubsfan,
i totally agree about not allying w/ the brits (the french, too, to a lesser degree).

1000 turns :eek: i don't think i've ever got that far in 1 game before!

btw - a few guys have recently posted in the thread that they acheived the VP win in SP mode :)
 
I say we play on a the second hardest level. Why because i dont want to see one of those stupid globe dominating empires. Also Phaedo can have all my turns over the weekend as i won't be here.
Not quite at that level. We need to make major domination attainable, not next to impossible. And besides, I'm not good at maintaining a strong economy. I see a surplus and I blow it on the military or rushing things. If we do set it here, I suggest we don't get into any wars, my laissez-faire on steroids capitalism along with insane military spending will probably get us tanked very quickly.

Also heres my general strategy for AOI neve ally with the british. they will turn into a juggernaut with the help of a human player i found this out my first game. In my one game as the germans on turn five i invaded the jerry mainland and all of it fell in two wars. Then it was on to central america and canada but you need both.
I try to ally myself with every other nation save the one I'm going to attack, that way I'll only have 1 enemy, and 28 or 29 allies. Which is extremely costly, so I sometimes align myself with nations that I deem a threat should war break out.

FINANCIALS: I vote we set the science funding on the lowest level possible to maintain the 5 turns for research advancement (unless this changes with difficulty) and use only 10 or 20% for luxuries. On the levels I usually play at, this leaves a large surplus allowing me to spend like mad on my military.

I started my last game as Germany before I had those unit fixes, so it crashed after I had achieved my most successful AoI game ever. Wish there was some way to fix the savegame.
 
glenmetz,

agreed :)

cubsfan,
i totally agree about not allying w/ the brits (the french, too, to a lesser degree).

1000 turns :eek: i don't think i've ever got that far in 1 game before!

btw - a few guys have recently posted in the thread that they acheived the VP win in SP mode :)

me neither thats the point that is how long games go. I just dont want it to end. Also el j if you do do victory points for standard points its the same as what i suggested because i cross multiplied it. To be honest im much more of a math guy than a history guy.
 
El J is the whole download on the OP? Does civassist or mapstat work with the mod?

I'm a mm'er so if our cities have more happy than sad then no lux. My tendency is not run clowns at all possible cost. I presume food is still power? I also prefer not to feed the AI luxs unless they're small and I want them to get bigger. Why would we not want a tech advantage by running hot on research?

On the name of the game I realize what "the Great game" was but it's simply a name that fits the era and the type of game I anticipate. ;)
 
lurker's comment: Good luck gang!
Seems like this SG will be interesting. I will most certainly be watching. :cooool:

As per house rules, please always post a picture with the turnlog unless there was no changes during your turn or the picture isn't needed. :)
 
I cant post pics. Also when are we starting.
 
Have you ever used imageshack?

I think we can have El J give us a start and Cubsfan can follow since he'll be out of town. It may also help to break up players based on their typical comfort level playing civ. I've run with Monkey before so I know he has skills. :D

Here's our roster again.
El Justo Up
Cubsfan6506 on deck

Whomp
SimpleMonkey (a big fat maybe)
Tank Guy #3
Glenmetz
Phaedo (sub)

Lurker Hotel
Pat4
Soul Warrior
Ansar
 
Is el J starting it also just tell me when we are starting. Also thank for arranging it for my convience.
 
Whomp,

i never tried civassist or the mapstat. however, i'd be interested to see if they'd work. i don't see why they wouldn't. what type of info do those programs calculate anyway?

for easy access, here is the link for the large DL:

http://www.3ddownloads.com/Strategy/Civilization%203/Mods/Age of Imperialism/AoI.zip

here is the link for the biq file:
http://forums.civfanatics.com/uploads/43728/AoI_v3.0_31civs.zip

both files ought to be in the following directory:
Civilization III/Conquests/Scenarios

lastly, here is the small patch for the errant unit files:
http://forums.civfanatics.com/showpost.php?p=5017121&postcount=2603

follow the short instructions in the above linked post. and i apologize for the need to DL and install the 'patch' as i try to avoid extra DLs. however, it is very small and takes only a hot second :D

see my notation on luxuries below for a more detailed explanation of how they work in AoI. you'll see that you won't have to worry too much about the clowns/jokers/jesters in the cities. so that part is good i guess.

food is power i guess...to a certain extent. i mean, it certainly helps boost the city sizes which in turn boosts tax revenue, shields, defenisive bonuses granted by citiy and metro sizes, etc. however, pop isn't a part of the victory conditions.

we could feed luxuries only to our neighbors we think ought to grow. i mean, we'll have a few left over in the resource boxes to do so :D

i also would want to run hot on science - at least in the beginning when our science boosting base is very low (i'll have to check to see what the exact min/max times are for the techs - something tells me it's 6min/16max). once we ramp it up w/ a few Universities and then later, Colonial School Systems, we'll be able to pull off the science throttle a bit and allot our scratch to other endeavors.

i like the name of the thread actually :p i mean, it is certainly a flurry of diplomacy and an almost endless game of cat and mouse and trying to keep our rivals off our ass :)

i'll start up the file tommorow night as i'm not at home right now...but i hope to crank out the first 5 and post the save no later than 5:30 pm EST (US).

and yes! imageshack is your friend! as least Thunderfall would say so!

a few important details not covered thus far:

i will have to open up the file to tell you all exacts as far as how many total turns - but it's something in the neighborhood of 450-500 for the 'FULL' file. and i am almost positive that the VP condition is 4,000 even.

VPs are accumulated 2 ways:
~ one (1) pt awarded each turn for the occupation of a victory location. these locations are pre-placed in each civ's capital. each civ has only one (1) location.
~ two (2) pts awarded for the successful return of each 'raw material' unit to your capital (or another victory location assuming we take an enemy captial). also, 25 gold is awarded for each successful return.

the base amount of HPs for all units is four (4) instead of the standard civ3conquest three (3).

standard worker units, known as Civil Engineers in-game, are not buildable in the scenario. instead, they are autopro'd by the Capital (aka Palace) every 10 turns (i think - it might be a little higher - i'll have to check to be 100% sure - but i ain't at home right now). so guarding our worker units is a must. and capturing enemy worker units is a neat little spoil of war.

there is however a Colonial Conscript Worker unit and it can be built but only in the overseas holdings (or where the 'Colonialism' resource is avaialble). their worker rate capacity is a fraction of the Civil Engineer unit though.

Settler units can not be built or spawned.

regarding the map - it is a 180x180 world map made by Rhye i think. it has an 'oversized Europe' w/ shorter oceans. i did a good deal of small revisions though in certain areas to enhance gameplay and ensure proper food and shield distributions. i also placed all of the cities and resources, too. actually - i did a good bit of research on the resources and found some good sources for RL resource placement. so if there was gold in northern siberia, the ruskies have it. rubber plantations in brazil, tin deposits near Rangoon, coal mines near Philly, etc etc.

there's no scientific GLs nor are there any Golden Ages.

army units are not buildable. instead, they're spawned automatically when we win one of those lucky elite unit battles. so there's no standard GLs either. the purpose of this is to limit the appearance of what i think is a gamebreaker at times: the army units. however, if we pop one of these, it'll be a HUGE asset to us our any potential war plans be it in Europe, Africa, China, or in the Pacific.

Barracks city improvements can only be built in the colonies - and not until the last era. however, the Military Academy sm wonder, which can be built in our capital only, will produce vet ground units. the intent of this is to rely moreso on combat achievements to garner that extra HP as it is very valuable. the second generation infantry units (the WW1 variants and available at the very end of the 2nd era) offer a nice jump in HPs and A/D values. check the CivP for more info if you wish :)

happiness issues are sort of minimalized in AoI. luxuries certainly play a role in the scenario. however, not to the extent of the default civ3conquests. the key w/ the luxury resources is that cities w/in the radius of them are afforded exclusive city imp's like gold mines, tin mines, copper mines, rubber plantations, etc etc. luxury resources can be traded (air and sea trade is disabled for AoI - it reduces turn times by about 700%*) but only to a civ which we have a road network leading to their capital. so in our case w/ Germany, we have several which we can trade with (all of europe save for Great Britain).

*this large reduction for the in-between-turn times is noticable pretty much throughout the scenario but primarily in the mid and late game stages.

only the Marine units (some UU marines and a generic one for everone else) have the amphibious attack flag. however, there are no 1 tile island cities on the map to encourage AI landings. and to be honest, i've probably seen more 'smart' AI amphibous landings in AoI than in any other civ3 file. so we should be ready for this :cool:

all of the pre-placed sea units on the map are named. this means that our ships will be SMS -name- -followed by the class abbreviation-. british ships have the HMS prefix, America has the USS moniker, etc. i propose that we name the ships as they are built or arrange to do so upon initiating sea unit builds :) that would be cool.

as for my mgmt style - well, i usually go the route of production/shield enhancment in combination w/ city growth + defensive minded units. and once i feel comfortable w/ my defenses, i'll begin assembling a combined group of offensive type units. by 'combined' i mean that i have a nice mix of infantry, arty pieces (usually 1 for every 3-4 inf [give/take]), cav units, and sometimes workers. one general rule of thumb i usually follow is to keep my cities in the 'white' by drafting citizens when they go 'yellow' or 'red'. of course, i am open to any style really. i mean, that is the intrigue i think about these type of games. but again, i'm open to any MM'ing that is suggested :D
 
El j i will be home at 5:30 eastern so i will probaly get mine out by 6:30 eastern. Also i propose we go right for industrialization one tech. It provides so many advances. Also ive never gotten out of the second era in his great mod.
 
I'm all dl'd up. I'm going to open it tomorrow just to look around. :dance:
 
I'm so sorry but it looks like I'm going to have to bow out and just lurk. After a faculty meeting today, it doesn't look like I'll have much free time on the next few weekends and the next month is going to be killer. I was so pumped to play this with you guys but I feel I shoudl give the free time that I will have to the SGs I've already signed up for. I truely appologize but I figure it's beter not to put myself in a position where I might have to default.
Good luck all! It looks like it's going to be a lot of fun
 
Civilization assistance? El Justo? How do those have any connection? He is the Emperor of Civ (definitely of scenarios, not to take anything away from the other great scenario makers here though :D).

Game: 31 Civs
Victory Style: Victory Point (VP)
Difficulty: Median (taking in my skill, well, lack there of, and other players skill)
Nation: Germany
Path to Greatness: Preferrably peaceful empire building, but if conflicted out...
Diplomacy: Peace, Trade, no alliances with England or France.

Did I hit the nail on the head, or should I change things up a bit?

Also, are the downloads posted above different than the ones on the official AoI thread (just for clarification)?

-------------------------------
El Justo said:
all of the pre-placed sea units on the map are named. this means that our ships will be SMS -name- -followed by the class abbreviation-. british ships have the HMS prefix, America has the USS moniker, etc. i propose that we name the ships as they are built or arrange to do so upon initiating sea unit builds that would be cool.
I have a simple naming convention for the transport ships (so as to more easily manage them): name by the sector they are from, and then number them.

Example: Oceania 1, 2, 3....

El Justo said:
as for my mgmt style - well, i usually go the route of production/shield enhancment in combination w/ city growth + defensive minded units. and once i feel comfortable w/ my defenses, i'll begin assembling a combined group of offensive type units. by 'combined' i mean that i have a nice mix of infantry, arty pieces (usually 1 for every 3-4 inf [give/take]), cav units, and sometimes workers. one general rule of thumb i usually follow is to keep my cities in the 'white' by drafting citizens when they go 'yellow' or 'red'. of course, i am open to any style really. i mean, that is the intrigue i think about these type of games. but again, i'm open to any MM'ing that is suggested
My style (I stated a bit of it above): start off building 1 defence unit for each city (build 1 German Infantry first), then switch over to city improvements hard core. Start with factories and such to boost productivity, then building that allow for the city to grow. Followed by buildings that reduce pollution (I really recall this being a problem, but problems do arise when least expected). Once all city improvements currently available have been built, then begin to produce either military units or start to generate wealth. Try to bolster the defenses of the colonies, it is a regular thing (in every AoI game I've played, regardless of which civ I am) to have the English attack Germany without reason early in the game. It has even occured when I was bribing them with 2 gold per turn, right of passage, and paid them about 150 in a lump sum (broken up in groups of 25 gold per gift). They still attacked. Now that is asinine on their part, but do take note of their stupidity.

Like El Justo I do have a slightly varied military. However, unlike El Justo I try to have 3-4 artillery pieces per infantry unit, and keep the cavalry to a minimum used only for capturing enemy workers and then escorting them back to build up terrain improvements.

All the while my workers are building roads, railroads, mines, irrigation, etc.

In Review:
1. Build 1 infantry unit to defend the city it was made in.
2. Build all the cities improvements currently available.
3. Build up your military or generate wealth (do both if you can).
4. Constantly improve terrain. An idle worker is a worthless worker, you might as well not have him if you don't use him.
 
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I have a simple naming convention for the transport ships (so as to more easily manage them): name by the sector they are from, and then number them.

Example: Oceania 1, 2, 3....


.

How do you change names.
 
How do you change names.
Shift-N

I will simply quote Scoutsout regarding my style of play.
Scoutsout said:
I am actually a builder at heart.

Seriously, I like to build stuff:
I like to build cities, so that I may build an empire...
I like to build barracks, so I can build veteran units.
I like to build roads, to connect my trade network, make some gold, and move some units.
I like to build markets, for happiness, gold, and unit support.
I like to build libraries, so I can learn to build better units.
I like to build MORE cities, for more unit support
I like to build railroads, so I can move my units really fast.
I like to build factories, so I can build units faster
I like to build things that throw rocks and drop bombs, so I can ... kill other civs' units!
I like to build universities and banks... (see "libraries" and "markets")
I like to build airfields, so I can move units around really, REALLY fast.
 
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