Wrath of the AI

NOOOOO!! CURSE THE TALENTED! :lol:
You should also conquer the Militaristc, and as you said, the Frisky and the other dudes to provide yourself with a new home, though it would not be prtty, losing your entire empire... You just HAD to start near the Talented :p
 
Yeah, that was some bum luck, there... Thankfully :spear: does happen quite a bit during this particularl game, otherwise you'd not stand a chance... Of course, it seems like the game engine always favors the AI, but I've come to realize a long time ago that the computer is a cheating bastard.....
 
That faction is waaay overpowered, they seem to be very much like a Deity or even a Sid level AI. If you somehow survive, it will be a fabulous comeback.
 
Actually, it was probably just that they took all of the Wealthy's gold before they ever had a chance to us any of it.

That being said, that gold did make them ridculously overpowered. Having all 8 traits gives them a lot of half-price buildings- Everything Pre-IA but Granaries, Courthouses, and Colosseums- meaning they don't have to spend as much rushing buildings, giving them more gold to rush units with. Combined with the Militaristic and Seafaring traits making those units stronger, Sci/Comm/Sea giving them insanely fast research, Comm/Sea giving them even more gold, Agri/Indus/Comm making their captured cities (and all of their cities) more useful, the one-turn anarchies from the Religious trait, and the cheap culture from the Religious and Scientific traits, they got one hell of an army and their cities were, even without the army, harder to take.
 
this is nerve wracking! good luck for that mother of all battles against the talented. guess you can only try to kill off enough of their troops so they are ready to give you peace. otherwise the north unavoidably will be lost.

very INTELLIGENT approach to trade up for Nat and draft the citizens out of the border cities you´d have to abandon anyways.

good luck
templar_x
 
Damn! They have as many units near your borders as 5 times your entire army? They must have thousands of units. And Bombers, Hoover Dam, and Infantry? They're just two techs from the Modern Age!

BTW, did you try getting the Militaristic, Frisky, or Seafaring on your side? Weak as they are, it's still better than them allying with the Talented.

Not yet. If I have embassies, I might see if they want to. If not, I'll wait at least a turn to be able to afford embassies without selling more buildings right now.

Though I may leave the Seafaring out of this. That way if I get kicked off the continent and later try an invasion, I'll have an easy starting point in conquering the Seafaring cities. Not that I really expect the Seafaring to have peace with the Talented for long after I'm gone, but I'd rather leave that door open than let them get steamrolled now.

And for that matter, it may be better to leave the other two out of this, too. The Militaristic already were nearly conquered by the Talented once, and would keel over before four Infantry now. At least if I conquered their island I could make the Talented pay a price to try to take it. Not like they can harm me right now either, so I won't be devastated if they do turn on me.

NOOOOO!! CURSE THE TALENTED! :lol:
You should also conquer the Militaristc, and as you said, the Frisky and the other dudes to provide yourself with a new home, though it would not be prtty, losing your entire empire... You just HAD to start near the Talented :p

Yep :(. The other continents certainly were the ones to start on in this game.

That faction is waaay overpowered, they seem to be very much like a Deity or even a Sid level AI. If you somehow survive, it will be a fabulous comeback.

Actually, it was probably just that they took all of the Wealthy's gold before they ever had a chance to us any of it.

That being said, that gold did make them ridculously overpowered. Having all 8 traits gives them a lot of half-price buildings- Everything Pre-IA but Granaries, Courthouses, and Colosseums- meaning they don't have to spend as much rushing buildings, giving them more gold to rush units with. Combined with the Militaristic and Seafaring traits making those units stronger, Sci/Comm/Sea giving them insanely fast research, Comm/Sea giving them even more gold, Agri/Indus/Comm making their captured cities (and all of their cities) more useful, the one-turn anarchies from the Religious trait, and the cheap culture from the Religious and Scientific traits, they got one hell of an army and their cities were, even without the army, harder to take.

I agree with choxorn here. They'd always done respectably well in my other tests, but the Wealthy gold was a huge turning point. I may still have to trim them down to, say, six of the eight traits, but the two things combined really were what was too much. I probably will make it so the Wealthy can gold-rush from the beginning in the future, but that may end up making *them* too powerful... though not as much as the Talented are in this game with both the bonuses.

this is nerve wracking! good luck for that mother of all battles against the talented. guess you can only try to kill off enough of their troops so they are ready to give you peace. otherwise the north unavoidably will be lost.

very INTELLIGENT approach to trade up for Nat and draft the citizens out of the border cities you´d have to abandon anyways.

good luck
templar_x

:lol: It took some thinking to come up with that possibility - before I thought of it I was in a dilemma of what to research - stick with Industrialism or get Nationalism late in the war and lose what I'd already invested. At least now it's clear I should stick with Industrialism - Replaceable Parts won't arrive in time to be of help in this war.
 
Though I may leave the Seafaring out of this. That way if I get kicked off the continent and later try an invasion, I'll have an easy starting point in conquering the Seafaring cities. Not that I really expect the Seafaring to have peace with the Talented for long after I'm gone, but I'd rather leave that door open than let them get steamrolled now.

And for that matter, it may be better to leave the other two out of this, too. The Militaristic already were nearly conquered by the Talented once, and would keel over before four Infantry now. At least if I conquered their island I could make the Talented pay a price to try to take it. Not like they can harm me right now either, so I won't be devastated if they do turn on me.

True- they'd all get owned in a few turns if they fought the talented. Not that the Commercial are going to fare much better now that you've taken all but 5 of their cities. As to the Militarstic and Frisky, you're right, they're too far behind, even if the Militaristic have a crapload of troops. And the Frisky are likely allied with the Talented anyway.

I agree with choxorn here. They'd always done respectably well in my other tests, but the Wealthy gold was a huge turning point. I may still have to trim them down to, say, six of the eight traits, but the two things combined really were what was too much. I probably will make it so the Wealthy can gold-rush from the beginning in the future, but that may end up making *them* too powerful... though not as much as the Talented are in this game with both the bonuses.

True, giving the wealthy the ability to gold rush from the beginning might make them too strong in the ancient age, but for now they're too weak. They have nothing to spend it on but research and trade until the end of the AA- and deficit spending for research is only useful if they have enough gpt to devote to research.

For that matter, something needs to be done to the Industrialists and Aviators as well, who's bonuses are useless until the late game. Given that the Industrialists got conquered long ago and the Aviators were wimpy until you gifted them to the IA, I'd say this is too much of a handicap and they need some smaller bonus to not fall too far behind in the earlier eras.
 
Tweaks for the Wealthy might also include security guards to protect their wealth, at least the ability to build pike-level defenders, say Numidian Mercenaries that upgrade to Swiss Merceneries, for example. In fact to balance this scenario better, maybe all the weaker tribes should have good early defenders.
 
That would save them, at least unless someone comes after them with a strong military or a big one.
 
Well, considering the AI doesn't use Artillery very well, they should be safe from the other AI factions...
 
The Retreatists, led by Jean-Paul de Blanc-Drapeau, advocated falling back to the protected desert-mountain line.
Clever, clever with the naming. I remember just enough of high school French to understand it.

:goodjob:
 
Well, considering the AI doesn't use Artillery very well, they should be safe from the other AI factions...

Well, the Militaristic and their huge army might prove a threat, even with pikes.
 
great thread :goodjob: great game

now, do you have this mod as a biq file available?
 
Clever, clever with the naming. I remember just enough of high school French to understand it.

:goodjob:

Ha! Jean-Paul of the White Flag.... Can't believe I missed that the first time I read through it. :lol:
 
great thread :goodjob: great game

now, do you have this mod as a biq file available?

He said he's stil busy testing and making sure no one is too powerful.

Clearly, as shown by this game, the Wealthy, Industrialists, and Aviators are too weak in the early game.
 
Finally got caught up again. Good job on getting Nationalism. Always one of my favorite techs. Don't know why though.:)
 
It's been a month, did you lose to the Talented, or are you keeping us in huge suspense, Quintillus?
 
It's been a month, did you lose to the Talented, or are you keeping us in huge suspense, Quintillus?

No, its suspense, pure unadulterated suspense. But he loves us ;)
 
Wow.... *Reads Brucha's signature*
...
Mr Foch, would you mind helping? Those Talented sure are brutal.
 
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