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Old August 7, 2002, 09:38   #61
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My vote would go towards the English, even though they are expansionists. And since it would be my first (and probably last) adventure with them, Monarch would suffice. The English are truly close to Mapmaking, as they start with both Alphabet and Pottery, so only 2 techs to go to galleys, the Lighthouse etc... Ought to be fun for navy lovers.
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Old August 7, 2002, 09:48   #62
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Still a little hazy on who to pick for the 5th AI civ...

While that discussion continues, how about we liven things up a little bit?

Sooo, what have been the historical reasons for naval power:

* Exploration
* Forward projection of military might
* Protection from same
* Establishment / protection of colonies
* Protection of commerce

It seems to me that we would all engage in these activities as a matter of course.

HOWEVER, what if added some goals / constraints?

For instance:

* Exploration race
* Total naval aggression, i.e., you see an AI ship, you must kill it
* Colonial aggression, i.e., you see an AI colony, you must capture or destroy it
* Blockade, i.e., you must blockade at least 1 AI civ

Ideas?
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Old August 7, 2002, 09:55   #63
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I'm with Arrian, thumbs up for the Yanks.
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Old August 7, 2002, 12:34   #64
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I wouldn't put such tight restrictions on player choices regarding the timing of attacking - i.e, must destroy all AI ships and colonies - that can play havoc with diplomacy / trading and can simply turn the game into continuous warfare.

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Old August 7, 2002, 13:39   #65
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Theseus,

The Americans do really well on these type of maps, trust me. They were my toughest opposition in that French game I just finished. I had a knock-down, drag out war (Knights/Musketeers and eventually Cavalry) with them, and was able to capture 2 cities and raze 2 more. I made no attempt to go after their core.

The "you must kill any AI ship or colony" does translate into continuous war, like Catt said, so I vote no on that.

I have an idea to "spice up" the game somewhat. I say we do something like what was done for AU102: take a random generated map, and tweak it. Have an isolated, unpopulated landmass with a luxury monopoly on it. Finders keepers, losers weepers

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Old August 7, 2002, 14:07   #66
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Americans it is.

Great idea on the isolated landmass.

Any volunteers to create the map? It seems like the AU mod is just about done for now.
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Old August 7, 2002, 14:48   #67
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I'll make the map, if nobody else wants to.
But if somebody has even a small interest in doing it, I would be glad to play without knowing what's in store for us.
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Old August 7, 2002, 14:51   #68
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I'd make the map too nice Given the power of creation, I wouldn't be able to restrain myself, particularly knowing we're stuck playing such a terrible civ. Plus, the map creator can't really play normally - knowledge of the map is a big deal.

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Old August 7, 2002, 15:18   #69
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Is there any way we can draw straws?
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Old August 7, 2002, 15:37   #70
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What exact map settings do we want? Theseus, can you post precise instructions? I could try to find somebody, who creates a map for us, if it is just a random archipelago map with minor tweaks.
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Old August 7, 2002, 15:42   #71
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Would that "somebody" know what to tweak to make the game more exciting?
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Old August 7, 2002, 15:44   #72
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That is why I asked for precise instructions .
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Old August 7, 2002, 15:46   #73
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But if we post precise instructions here, it won't be a surprise any more!
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Old August 7, 2002, 15:47   #74
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SR, I got no clue!!!

Maybe there's someone in Files who likes to create, but not play? Or just doesn't care about knowing the map?

alexman, you hang out some over there, right?

If not, can someone give SR intrustructions?

Thx
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Old August 7, 2002, 15:48   #75
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Well, if the only instruction is to have an archipelago map with enough islands, far enough from each other, I would have somebody here who would do it. If it needs "improved strategical knowledge", not.
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Old August 7, 2002, 15:49   #76
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OK, I'll do it this time because I have some ideas on what tweaks to add. But thanks for offering, Sir Ralph.
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Old August 7, 2002, 16:04   #77
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Vote time:
Hard Monarch map, or easier Emperor?
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Old August 7, 2002, 16:09   #78
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Hard Monarch (I'm on vacation )
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Old August 7, 2002, 16:18   #79
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Monarch.

Settings: 80% water, normal, temperate, 3 or 4 billion, roaming barbs (I wonder, though, will the island totally fill up with barbs so that you can't even land there pre-marines? If so, is that a bad thing, or a good one?).

I suggest the luxury prize be gems, and the island it's on should only have room for 1 city, with the gems in mountains around the edges... requiring colonies for a while. I see a star-shaped island, with gems out on the arms of the star, and a couple of hills in the middle where you can build a city.

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Old August 7, 2002, 16:19   #80
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Henry VIII.

(couldn't you make some 'wife' units?)
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Old August 7, 2002, 16:26   #81
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Arrian,

Thanks for the reminder... I forgot to post this shot this morning.

This is the Philippines, same game.

That stack of horsies is still 11 strong. I think at maximum, there were like 30 horsemen and 10 warriors on that island!
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Old August 7, 2002, 17:13   #82
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Been away from the computer for awhile - the thread is half-a-page longer than when I left!

Why do we have to create a map? Can't we use a random (with the right settings? If alexman wants to, he can play several thousand years into the game to verify that something wacky hasn't occured in the map generator - would run the risk of having to play a few games and quit, but would be able to play without map knowledge!
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Old August 7, 2002, 17:22   #83
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To kick it up a notch, Arrian suggested creating a remote, uninhabited island wiith a monopoly of gems.
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Old August 7, 2002, 17:31   #84
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Cool Missed that post.
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Old August 7, 2002, 19:10   #85
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It may be a good idea to havea killer AI and a regular AI game again, in order to see the developpments in both games (and to ease it on less experienced players like me who would like to improve!)

--Kon--
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Old August 7, 2002, 19:17   #86
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Not a bad idea, if alexman's up for it...

BTW, I think we are seeing new killers just from 1.29... America for instance, seems to have gotten significantly better and more aggressive. Wonder what Soren did...

What happened to Konquest01?
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Old August 7, 2002, 21:12   #87
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Dunno... never heard of him...

Got this number elsewhere and kept it. Konquest is the test name of a board game my friend invented last year in college. It looked a bit like Civ, but in real life. The main point of the game was fighting for the kingdom of Kon. For those who speak french here, "Se battre pour un royaume con..." Which translates to "Fighting for a stupid kingdom..." We had a good laugh and changed the name! I kept it!

While playing Civ, I usually do not aim for C(k)onquest victory, I suck at it. I am more of the peaceful guy...

--Kon--
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Old August 11, 2002, 06:55   #88
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Those of you who don't visit CFC won't have seen this, but one of the posters there has created a very impressive little website to document the strategy involved in one of the tournament games.

Definitely worth a look!

Link:
http://www.civfanatics.com/doc/civ3/...apan_campaign/
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Old August 11, 2002, 15:54   #89
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It's great... carver knows his sh-t!!

Comments:

1. No barracks, which I would have built for the WCs at least.

2. Used a WC to kick-off an Army... that's a nono, as the Army will then never be able to enter unroaded jungles or mountains. Also, the GL was created by a Swordsman, which clearly should have been the base unit.

3. Be careful in that carver uses the more conservative 'cumulative' approach to combat calculations, rather than additive, which is the correct approach. He acknowledged this at CFC, but it's not made clear in the game AAR.

Great job though, have to hand it to him.
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Old August 11, 2002, 16:38   #90
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Interestingly, the author says that he has not observed 'armies that would retreat from combat rather than fight to the death'. I don't know if this is old news, but I have seen a retreating army. A sneak-attacking AI landed, beside some ancient units, two Infantry units at a hill near the coast, and I decided to take them out with a 12hp tank army (that I had been able to build because of player1's changes to the Military Academy). Killed the first Infantry with no great losses (2 or 3 hp), decided to blitz, but the second Infantry brought my army down to 1 hp. While I was fearing the worst, the army retreated.
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