Win Rate Data - Please post your games' results here!

Interesting. With all the requirements for Diplo victory (pass UN, build UN, pass World ideology, win final vote) it takes sooo long - usually science victory is faster.
Nice to see that AI can actually pull it off (from being behind, too).
 
Interesting. With all the requirements for Diplo victory (pass UN, build UN, pass World ideology, win final vote) it takes sooo long - usually science victory is faster.
Nice to see that AI can actually pull it off (from being behind, too).

Precisely. It seemed like such a long ordeal, that I was certain I'd have my spaceship up before then, but it all happened in the span of about 40 turns. Of course it helped Germany immensely that the entire game had been peaceful and practically no one had any army worth speaking of. An attack on Germany would likely have spoiled the plan, I'm sure. Next game!
 
Civilization - America

Map - Shuffle, Large, 8 players, 14 CS (I like to reduce numbers to have more scouting and discovery at the beginning)

Victory Type - Loss to Brazil

Relative Rank - Compatible (Emperor)

Outcome - Defeat

Info -

Tech Trading ON, Raging barbarians.

Summary -

I started north of my continent (the map was divided in 3 large landmasses), with Assyria colonizing the southern part and Indonesia on the west. I quickly felt behind because of Indonesia aggressive colonization of the coast, so I decided to go full war (I had pick Authority). I captured Indonesia capital and his second largest city, and I was back on track.

Greece and Brazil were sharing their continent with the Byzantine who were quickly almost exterminated, and Austria was sharing the other landmass with Polynesia.

I used my large army again to capture several Indonesian good cities, and I also captured the capital and biggest cities of Assyria (go Minutemen!). I was dominating my continent, and often had 3 allied CS (Bresil, and of course Greece, were fighting for all the CS). Bresil and Greece were leading the game, their landmass split in two, with Austria, Polynesia and me falling behind in score and tech.

I focused on science (rationalism), and was almost always in Golden Age thanks to Great Artists (Statecraft) and my minutemen who collected a lot of GA points. I did not found a religion but Indonesia had converted all my cities, so I pushed his religion as world religion and it was accepted way too easily. The AI is clearly not considerating this enough !

Industrial age and Ideologies came around, with a weird bug : Greece was the only one with an ideology for a few turns (I think), Autocracy, and a national congress vote occurred during which Autocracy was elected world ideology. Nobody seemed to care, as nobody else had an ideology.
So because of this, I went for autocracy and switched my alliance ; I was at war against Greece and friend to Bresil at that point. From this moment Brasil would go Freedom alone, me and Greece would be forever friends, and Austria went Order.

Something weird : scores started getting absolutly crazy at that point : Bresil had 3 times my score, Greece 2.5 times (like 9000 and 7000 when I was at 3000). I don't know if it's a calculation thing and if score means anything in CPB, but it's weird to see a few civ skyrocket that much.

War raged (between the 3 blocks) and I was launching a massive attack, which would had been successful without a doubt, when Bresil finally got a science victory.

It was a nice game, with a nice comeback (thanks to war, I still don't see any other way to come back in this game) and a tensed ending. A few turns more and I could have seized Brasil's capital.
 
Lost twice in row on :

Small size 6/12
Continent plus
Difficulty : harder(Emperor)/Compatible ( King)
standard speed with zulu/england

Twice I lost against the run away AI (Cultural victory) at 224(Brasilia)/248(Songhai) turn.
It was almost the same situation, they've got every wonder on another continent, asthetic and by the time, I'm able to move to attack them, I have lost.

I think Heritage is totally out of control. Does nothing when behind and it's insane when you are first.
 
Lost twice in row on :

Small size 6/12
Continent plus
standard speed with zulu/england

Twice I lost against the run away AI (Cultural victory) at 224(Brasilia)/248(Songhai) turn.
It was almost the same situation, they've got every wonder on another continent, asthetic and by the time, I'm able to move to attack them, I have lost.

I think Heritage is totally out of control. Does nothing when behind and it's insane when you are first.
It's important that you give the rank/comparative difficulty as I detailed in the opening post. I can't do much with this info otherwise.
 
Civ: Inka
Victory: Diplo
Challenge Rating: Competitive (immortal)
Difficultiy: Walk in the park

I wanted to redeem the Inka after the previous two losses with them, and I did. Since I learned that I get in trouble with their huge cities, I laid heavily on specialists. I had Mastery, Splendor, Ceremonial Burial and Mausoleum. Although I missed University of Sangkore narrowly, it was powerful enough.
I got a very good Pantheon (Sun god). My closest neighbor, Ghandi, had a very nice starting location, and decided to build Stonehenge rather than units or settlers. Naturally, I took advantage of him and took his capitol before he could change his mind. Between my pantheon and Stonehenge, I got a early religion.
There were 4 remaining civs on my continent, and 3 of them also founded. Babylons religion was a stillbirth, because he had just improved but not spread to any city when a GP from me waltzed in hi holy city and converted.
However, the other two religions did fine, and against Theodoras zeal there was no point in trying to convert my continent. However, I figured that the other one had to be quite open religiously, and made Astronomy my priority. That proved correct, and I was able to convert 3 civs over there. That Got my my religious wonder, and I chose One True Faith as reformation belief. That, religious authority and a few CS gave my control of the Congress from the very beginning. I passed every proposal, and diplo victory was just going through the motions, even though I got decolonized once.
There was some fighting, and some unhappiness when I was nearly the only civ that took Freedom, but once I passed world ideology, things became better.
The comedy award goes out to Haille Selassie, who accidentally had a lot of votes, but no agenda what to do with them. So his proposals would be to randomly repeal anything, and then vote against his own repeal.
 
Hello! Bear with me, English is not my first language therefore my writing is very wordy and boring!

1. Civilization - Greece

Map - Continents, Standard, Epic speed

Victory Type - Culture win

Relative Rank - Compatible (Emperor)

Outcome - Walk in the park

Info - Tech Trading OFF, Research Agreements enabled.

Summary -

A fast elimination of two of the three civs I spawned with through archers + hoplites
allowed me to snowball and grab many wonders, plus a high policies flow because of the UU.

Having the continent for myself -Arabia was pushed back into 3 extremely defensible cities which I couldn't take- I expended very largely and was permanently allied with 6 city-states providing me with tons of science and more through Statecraft -which I took alongside Aesthetics-, however Ethiopia did the same on their continent. I made friendly friendly with them because they had extremely huge sticks, supporting all their proposals and war efforts, while Spain and Denmark repeatedly tried to war me and failed miserably because naval ai = "you w0t m8?" and city-states support.

Ultimately I was influential with all but Denmark, with whom I couldn't get trade routes bonuses -WC proposal- nor ideology bonuses. Was 95% influential and steadily rising when the game kept crashing at the same point. I'll consider that a win.

Overall pretty much no opposition.

(I thought Hoplites were quite weak - great generals are not useful for early wars imo, and two strength isn't impressive.)

------------------------

2. Civilization - England

Map - Shuffle, Standard, Epic speed

Victory Type - Science victory

Relative Rank - Harder (Immortal)

Outcome - Walk in the park

Info - Tech Trading OFF, Research Agreements enabled.

Summary -

This game was 100% starting location. Tons of resources, defensible positions, wide ocean access, forest and jungle EVERYWHERE. I quickly settled strategic positions near chokepoints and mountain passes, went for the pantheon giving + faith/culture for jungle and forest tiles, which meant I was multiple policies ahead -and first to found and enhance religion- for all of early and mid game. Very high science too, credit to insane pop from crab and fish tiles.

I kept my 6 cities in a corner of the continent for the whole game -with 5 other civs and Greece + Songhai on another continent- and allied with the big sticks again, this time being the Shoshone. Venice and I competed for wonders a lot, and they pushed me to disregard diplo completely because they were constantly taking city-states away.

Come Modern Era, when the Shoshone and I chose Order, Songhai and Japan chose Autocracy, and the 4 others Freedom. FOUR of them declared war on me on the same turn shortly after, killed all my trade routes and almost took a city (when you only have 6, it does hurt...), meanwhile my happiness plumetting to -30 because of ideology and negative gold -I don't need these filthy barbarians popping out of thin air during a siege!- but I managed to defend with upgraded Ships of the line. Those things are crazy! Especially with Great Lighthouse and Grand Canal wonders.

I switched to Freedom shortly after, the dust settled, and it was smooth sail until spaceship. Tons of declarations of friendships (everyone switched to Freedom eventually except Japan which was conquered) and the use of Great Diplomats for embassies -which the AI often disregards, apparently- meant I had a sizable number of votes in the WC, even despite disregarding Statescraft. I was 5-10 techs ahead of everyone else from modern onward too. Research agreements might be a bit op.

Didn't know if the Modern Era warring constituted a challenging game for this thread's purpose, considering I was ahead both before AND after, though I did come close to losing a lot. If you think it did, feel free to classify it as such.

(Steam mills could also use a nerf imo. Pre- and post-steam mill are almost worlds apart. 1 prod per 3 pop would be fair, I think.
The additional spy, though, isn't particularly useful. When you hit Renaissance, sure. A 100% boost. But beyond that? Eh. If you're ahead it's just another city-state elections rigging or another defended city. I imagine it's simply a relic from vanilla.)
 
Double post for the good cause!


1. Civilization - Russia

Map - Shuffle, Standard, Epic speed

Victory Type - Diplomatic win

Relative Rank - Harder (Immortal)

Outcome - Moral defeat

Info - Tech Trading OFF, Research Agreements enabled.

Summary -

This map more or less turned out to be solely islands, and a small continent for Ethiopia and I.

Uneventful early game - built the AI-neglected wonders (Pyramids, Temple of Artemis, Great Lighthouse, Oracle), minimalist military to defend myself -Ethiopia would have been too difficult to take on land early-, I explored early to find other civs and city-states. The middle game was marked by unhappiness hovering between -10 and -25 for about 150 turns, until I got the adequate Rationalism policy for religious unrest. I hadn't managed to found a religion, and had very little faith generation, therefore the Mayans and Ethiopia were CONSTANTLY sending missionaries to spread their own religion in my cities, and it tanked my happiness into the absolute ground without me being able to do anything about it.

The Mayans were leading by a huge margin -both in tech and military-, but all the rest were within a few hundred points of each others. Because of the map layout, the warmongering was totally absent until Ideologies kicked in and boy... did it get messy then!

I didn't see the chaos coming, because everyone -except for Mayans- got to Modern era roughly around the same time, and the huge diplomatic penalty for differing ideologies meant wars erupting very rapidly left and right. I had almost no military when 4 neighboring civs declared war on me (very difficult positions to defend, as opposed to my last game as England). I lost two cities and one of my city-state allies was captured, but by focusing on military production and negotiating peace with the right people, I managed to take both my cities back plus capture another (from the Aztecs) and liberate a city-state.

These events set me back tremendously in research and production, therefore a scientific victory seemed unrealistic. I set my eyes on diplomacy, having managed to enact a Sphere of Influence on three city-states already, and being allied with two more (plus a few embassies, Forbidden Palace and social policy bonuses). Ethiopia kept its Autocracy ideology until the very end -while everyone else was Order- and thus kept waging small wars on me the whole game, but wasn't powerful enough to break through.

Ultimately I won because of AI incompetence.

1. Mayans, Indonesia and India sent approximately 15 great diplomats, during the whole game, to Almaty which had been under my Sphere of Influence for a long time. One GD after the other, and nowhere else, even though it had strictly no effect. Should look into that!;
2. I "beelined" -as much as you can beeline with this mod- to Hubble late game, thinking I would use the Great Scientists to bulb towards the tech giving +1 vote/diplomat. The Mayans were at 13 turns on Hubble when I started prod on it, and Indonesia at 3 turns... yet neither finished it, instead they let ME build it (in roughly 20 turns, mind you! I had only one engineer giving ~1100 hammers and miserable prod in my capital). Sort of ridiculous. Ultimately I got said tech a few turns before a global hegemony vote, and it gave me the win.

The Mayans needed only two boosters to complete their spaceship, and were influential with 5 out of 6 civs. Had I not won that very vote the game was 100% lost.

-----

As for Russia: imo the civ is fun, albeit on the weak side.

Science for buying tiles is a great concept, but there are only so many good tiles to buy and so much money to go around, especially early game when this UA theoretically shines (it grants basically nothing come mid-late game)! Perhaps if reduced tiles buying cost was also implemented in the UA...

Science from strategic resources is OK, if highly situational. I had two spots each of horses and irons in all, but zero coal, one spot of aluminum and zero uranium. Double amount allowed for great trades though! I had money and resources flowing in for days. Horses for everyone!

Cossacks I didn't care for, and the Ostrog (?) was good for the mines bonus, but mediocre on it's "Great Wall"-ish ability. Because all the battling was naval, and a single ship keeps all water tiles from being worked, the slowing effect was basically non-existent. (Unless I'm mistaken on the mechanics, anyway).

Cool but underwhelming civ.

Spoiler :
Civ5_Screen0001.png
 
Arabia, Immortal, Turn 147 Cultural Victory

I'll just spare the details and mention that once you build your first wonder as Arabia, GG. By turn 120 I had over 100 science and culture from traits alone and each wonder brought every other civ to their knees. I wasn't even aiming for a cultural victory yet even Brazil fell with no issue.
 
Civ: Maya
Victory: Cultural
Challenge Rating: Competitive ? (emperor)
Difficultiy: medium
Setup: Pangea tiny quick

Infinite spam of gp! With the ua, the specialists, the wonders and the good reformation belief, i had barely enough hex inside my four cities.
Need to remove open border and vote for the "-50% tourism" to avoid an imminent win from Brazil. With archaeologist spam and the good freedom tenet, i manage to decrease his tourism on me and i manage to win with tourism.
I was behind in tech in early game, on par late game. AI propose 3gpt and 2 horses to trade against a tech... seriously?
I lost some wonder rush (one by 1 turn, grrr).
I lost a coastal city when the world war was declared (bad naval preparation). retake it some turn later. Bomber feel a bit cheaty against tanks (didn't se a single aa unit for the ai, he as a bomber but no triplant). My 12k gold treasury help me to create a big army in no time.
 
Civ: England
Victory: Loss
Challenge Rating: Competitive (Immortal)

A snaky pangea, and an unpromising starting position. I thought I was doing well when I had an archer upgrade very early in a hut to an composite bowman, who basically soloed Assyria. However, although I only conquered two cities and the capital (+1 from peace deal), red warmonger flags went up everywhere.
It didn`t matter, because all my cities were crappy, and I was constantly unhappy from classic age on, and despite all my efforts, it only got worse. When I reached Renaissance, it was at -30, and I had no prospect of improving it any time soon. Annoyed, I quit.
 
Civilization : Arabia (latest patch with the thousand nights UA)
Victory : Cultural (turn 229 / 1595 AD, standard speed)
Difficulty : King (in my comfort zone)
Setting : Continents, 8 players, standard size (8 players)
Outcome : Felt easy, the UA gave me an early lead in science, culture and tourism

Additional info :

I went for a peaceful / tall empire. I got some early wonders, picked Tradition -> Aesthetics -> Rationalism -> Freedom to synergize with the UA (They all help to generate great people in some way, which are a very good source of historical events) I had 3 cities for the majority of the game (not enough room for more without going to war). I just played without a specific victory in mind, just focusing on growing my cities and establishing a good economy. I tried to benefit from my UA as much as possible and went for a few wonders early (Petra, then Great Library). The early Culture and Science from the UA were really great and secured my an early technological and cultural lead. I got a very early cultural victory without specifically going for it. I tried to benefit as much as possible from the UA which naturally pushed me towards a cultural victory, though.

Here are some numbers :

At turn 100 (I founded my third city not long ago, just finishing my expansion phase) :
  • + 61 Science per turn (total)
  • + 21 Science per turn (from the UA alone)
  • + 46 Culture per turn (total)
  • + 21 Culture per turn (from the UA alone)
  • + 7 Historical events triggered (3 from Great People, 2 from World Wonders, 1 from Era advancement, not sure about the last one, maybe a quest)

At turn 229 (game just ended) :
  • + 832 Science per turn (total)
  • + 240 Science per turn (from the UA alone)
  • + 1161 Culture per turn (total)
  • + 240 Culture per turn (from the UA alone)
  • 80 Historical events triggered
  • 27 Great People gained from GPP

Opinion about the new UA :

Fun :

I like the concept. The focus on historical events is unique and pushes you towards a specific strategy to benefit from them, which means that playing as Arabia will feel different than playing another civ. I really like the flavor texts that come with the UA trigger ("Powerful and wealthy people flock to your court to listen to the tales of Scheherazade", etc …). It feels very good getting a historical event because they are so good with Arabia. With other civs I didn't care as much because +2 tourism early game isn't impressive at all, but +3 science, +3 culture and +37 GPP is huge.

Balance :

It seems too strong, the culture and science make up for a significant amount of your output in the early game. It also synergize strongly with itself : Great people trigger events which help generate great people faster. The early culture and science put you in a very good spot to win cultural and technological city state quests (I lost 2 cultural quests by very little to Askia who settled his 3 cities on rivers and had a huge early culture output as well). Also, culture help you unlock policies very fast and a lot of them can help generate great people faster.

Historical events are quite easy to trigger. Great people sometimes pop another one which triggers 2 events. To the Glory of God is very strong. World wonders which generate a free great people trigger 2 historical events. By the end of the game I had triggered an average of 1 event every 3 turns. The tourism bonus on events is just cherry on the cake. I discovered the last civ a bit late (I found it after I built a caravel, explored the coasts of the other continent, and then almost circumnavigated the earth with that same caravel) and still won a very early cultural victory.
 
Civilization: Japan (8-player standard map)
Victory Type: Domination (turn 264)
Relative Rank: Compatible (7/8)
Outcome: Challenge

It was my best Civ5 game ever. I rerolled manyyyy times to get proper, interesting start (I want to be in the "center" of world and with access to proper water resources as Japan which was very hard to obtain) but then I played to the end. So I was in the "middle" of world and waged war almost all game, training my Samurai's and defeating enemies one by one. Everything synergized just perfectly with honor and imperialism policies :) I dominated my continent and another which was very close (I was somewhat between them).

The game was super easy until I found Zulu's on another continent (which was dominated by them). I prepared for war with them and it was quite challenging and interesting to win them (they had more military and everything, but I managed to get all CS's on map which helped me strategically). One of my army were defending near city states, pulling of Zulu units, while other one was marching and conquering cities on the other front. Meanwhile I used my 3 explorers to sneak attack Zulu's resources. I plundered their copper and coal mines which cancelled their monopolies.

Overall AI is great but game would be more interesting if not the bug... civs where running around with their settlers, settling 50 turns later on the other side of map (see pic)! It was weird and poor strategy. There were also lots of uninhabited lands. But anyway, it was great game :)

Spoiler :
Japan1.jpg
 
Civ: Egypt
Victory: Culture
Challenge Rating: Competitive (Immortal)
Difficulty: Walk in the park

I wanted to try Egypts new UA for a culture victory. I played on a islands map, because on land I would just attack my neighbor, and then another, and everybody would yell at me, ans so on. So islands to help self discipline.
Still, I attacked my closest Neighbor Askia. I took his cities with dromons and left him with one pathetic one-tile island city at the north pole. Some Civs were upset, but because it was so early, their anger would eventually cool down.
Other than that, I never waged war ever. Sometimes o few civs declared on me, but except for looted trade routes, no harm was ever done.
With only two islands, I was restricted to 8 cities, the smallest empire I ever had in civ 5. Strategic resource were very scarce, especially iron and coal. I could secure a CS with coal, but the only CS with decent amounts of iron first got couped and then conquered. In the end I traded 1 lux for 1 iron and considered it a good deal.
With space being so scarce, there was a lot of fighting among the other civs. Especially Harald shone, capturing 4 capitals (and the remaining islands too. Effective conquest from an AI, on a water map. Well don, G!). Also th CS really got it this time - of the 24 original ones, only 13 survived.
For my own game, I grabbed every artifact I could, but disappointingly there was not a single archeological site in working distance from my cities. Still, culture output was very good. However, since Harald was so huge, he had tremendous amounts of culture to overcome. Even with a 400% modifier I had to research internet for the first time to win a CV in CP. He had 1,5 Million culture in the end.
The comic relief of the game was Askia. Although everybody else settled every available piece of land (including 1 tile islands and the poles), he never moved out of his frozen exile and OCCed till the end. He did, however, build university of Sankore in 1945.
 
1/14 version (I realize a lot has changed since, possibly disregard)

RAs no tech trading. Resources revealed. City distance back to 3. Huge 16 32 Shuffle (turned out to be two continents). Marathon speed. No time victory.

The Huns
Culture Victory
Compatible (Emperor)
Challenge

Once I really got my Barbarian army going, I had more success via war than I've ever had before in all my playing. Playing on Marathon, I just had so many turns before the map filled up and blocked camp spawning, and so many turns to use them. I mean, when I went to war with Pedro, my military power score was like 65 to his 4. Ended up with all eight capitals on my continent in the Classical. Not really much to say about that phase of the game.

So why put challenge then? The before and after. I went to war with Carthage quite quick and only barely won. Might not have without this great new feature where I can wear down a garrisoned archer, back up, heal, and come back to take the city. And that war did all these things: Dido had built Statue of Zeus super early, it ended my small problems with being over the unit limit. If I had lost, I prob would have slowed down new barb acquisitions. And an unbelievable Sacred Path city for when I picked the pantheon a few turns later. It was like 15 forests in the radius. I was gonna not go religion at all, but this was just too good. One sacrifice to immersion I made is I let Carthage be the Holy City instead of moving the Prophet. And I never cut most of the Holy Forest. The second war against India was a bit tough, same deal, drain the archer, then move back in. From then on, an overwhelming force. So many free units between camps, horses attacking both civs and horde events, and conscription that I only built two land units all game, and even that was maybe a mistake. I hadn't thought through that no iron requirement meant Rams could be conscripted.

So then I spent A LOT of time by myself, slowly expanding into empty land. One thing about me is that I'm not going to let quality land sit there empty, even if it hurts me gameplaywise. I left the deserts and tundras mostly alone, but expanded the rest up to 41 cities, no puppets. I've never managed near that many cities before. Now I didn't pick tiles and specialists for all of them, but it was still hard to stay focused for what I did control. Luckily I got four horde events and tons of camps from the tundra, and from the lands that I hadn't settled yet. I didn't build like 30 settlers all at once lol. It took a long time, but I eventually ran out of gold when nine rebel landskies appeared in a part of my empire where my army was very much not, and wrecked me.

But I was only about ten turns to the industry opener, and to meeting everyone else (2-3 techs behind me). With so much land and stuff, I'd picked the We Love Day founder belief. The AI basically never gave me a fair trade in a vacuum, but that's ok. Its better than them not taking any trade at all when someone has that belief. And I had the resources and the paper to make trades work. So all those 15% bonuses from the belief saved my happiness, and Industry saved my gold. 41 cities making buildings is a lot of gold, tho I guess that system is worse now with the increased building costs. I eventually built Big Ben and such to help more.

When I got archaeologists, every city built one. 41 archaeologists went out digging. And 41 museums to put the artifacts through Communism. I actually hadn't gone thru Aesthetics, I wanted more immediate help at that moment. So instead of getting all those tourism events and winning then and there, I did have to wait til the tourism caught up on its own and thru the regular events, but it did eventually, esp after the level three Communism tenet. Also had World Religion, tho the AI tried very very hard to repeal it.

One other weird thing is that I had a ton of peacemongers on my continent, basically everybody but Dido. And the other continent had six warmongers fighting amongst themselves: Augie, Cassie, Mr. Bluetooth, Shaka, Japan, and Darius. So that was a lucky draw for me.


Since Gazebo said he's just about done with leader balance due to real world changes (Congrats!!!!), I guess this might be the last one of these I post. If so, I just want to say one more time, thank you for such a great game!! I have an emotional connection to a really old game called Jade Empire, and I do love a simple tetris, but this mod is right there for most fun I've had with a game. Thanks for all your hard work!!!
 
Since Gazebo said he's just about done with leader balance due to real world changes (Congrats!!!!), I guess this might be the last one of these I post.
Where does Gazebo say this? And I don't see that as a reason to stop posting stats, really. We need a more objective way to get leader balance info than "I feel this leader is OP/UP", and it's always going to be relevant.
 
Where does Gazebo say this? And I don't see that as a reason to stop posting stats, really. We need a more objective way to get leader balance info than "I feel this leader is OP/UP", and it's always going to be relevant.

I mean, no more 'sweeping' changes, sure, but for balance, I'm still here (and will be for some time). :D

G
 
I mean, no more 'sweeping' changes, sure, but for balance, I'm still here (and will be for some time). :D

G

Oh, yay, cool! Guess I misunderstood. I have some (smaller) real world stuff coming up, and since I exclusively play long games, it'll be a bit, but I'll be back then and post these for as long as they are at all helpful.

One thing I forgot to mention in the post is that the AI got no partisans. The cities I razed weren't huge, but it was maybe 30 40 turns total. Some of those came after full elimination, but most didn't. Not sure if this was a bug, or if the partisan rate is that low in the early eras or if it was just the RNG of it. But I did wish there was more. Reading some other threads, I think I might be partisans' number one fan. In my selfish dream scenario, there'd be A LOT more. I actually wish the AI would get them even after regular conquest. And they'd come with promotions to make them stronger than regular units, and so on. So I know it'd never be at that level, but none at all seemed too low to me.
 
Civilization - Japan
Victory Type - Domination - :c5war:
Relative Rank - Compatible
Outcome - Walk in the Park
Additional Info - The AI made some odd choices, especially in battle.
Early on The Celts, who shared the same continent with me and Inca, were early leaders, way advanced of me both in techs and social policies and had made early wonders so I figured they couldn't also be amassing an army, I was wrong. Found slightly off-guard, my one time friend declared war on me and started toward my northern cities with Pikemen only, no ranged units. (this changed a few turns later when a few crossbowmen turned up)
These pikemen were no match for my castles and crossbow garrisons and soon my knights mopped up the stragglers. I retaliated and took 3 neighbouring satellite cities as puppets. Then peace. All this time on the other continent Zulu had already wiped Siam from the map and Venice was picking off the few CS in his region. (that continent had 4 CS, as did the continent where I was and another remote large island had the other 4)

Soon I felt the need to gain the Celtic capital and all its wonders so I amassed my forces and conquered the rest of the continent. This also meant taking the ex Incan capital. Only three to go.

By this stage I had explored the entire world and was amazed to see most of it uninhabited. Venice, at the bottom of the continent had only two CS puppets on that landmass and one on mine. Siam had only built three cities before being overthrown and Zulu likewise had but three cities (a total of six). Huge swathes of land between it and the next two CSs.

DOW on Venice, which had a surprisingly large navy, went quickly and I liberated all the puppets and took Venice in under ten turns. A brief respite to regroup and then it was Zulus turn. (curiously Zulu was in turmoil and Siam was returned in an outlying city only to fall and re-appear twice to them)
DOW on Zulu. I was at this stage several techs in front and simply walked up the continent taking and razing cities until I took firstly the ex-Siam capital and then the Zulu one for a win, all the while my navy kept the one Zulu coastal city in check.

What struck me as odd about this game was Zulu's lack of aggression. Aside from taking out Siam, they took no CSs, except in the final push by me they captured one of my allied CSs, which I took back. Venice who was in a close tussle with me early on after I defeated Celts was never considered a threat by them, at least they never actually went to war. Lots of spy reports about sneak attacks but no actual fighting.
 
Back
Top Bottom