August 21, 2002, 02:15
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#121
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Chieftain
Local Time: 06:16
Local Date: November 1, 2010
Join Date: May 2002
Location: Germany
Posts: 46
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Quote:
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Originally posted by Maquiladora
I must say though, 12 cities on that first island, im not sure if thats too many, to keep each city productive and growing. I only built 7, i couldve got a couple more if id have scouted the island more, but the 7 i did build just had more space and expanded well.
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I built five cities on the first island. My goal is to built very large cities. Currently they stopped with a population of 32 till I reach the Arcology ...
So long
Jesper
__________________
Ludo ergo sum!
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August 21, 2002, 06:53
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#122
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Deity
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Thanks for all the kind words everyone, I'm very pleased to see 9 savegames were already submitted (and more underway) with still 10 days to play...
TheArsenal,
Doh! You're supposed to send in the savegame of the turn *before* you win, not the turn after it. I hadn't read your post carefully enough and spent over an hour trying to figure out why I couldn't get the actual victory while you had met the requirements If possible, I would appreciate it if you would send in the correct savegame after all, this makes it possible for me to actually confirm your victory and to do some tests to see if you didn't cheat or anything like that (not that I think that you did, but why treat you any different than the rest?)
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Originally posted by Shadow
But to make things more enjoyable, would it be worthwhile everyone putting in a vote for what they'd like to see in the next game?
e.g. More land that current game, less goods, certain units left out or changed somehow, mostly desert terrain, etc...
Or should we just leave it up to Loc to figure out something new?
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The thing with votes is that the result is always somewhere in the middle, so either it would lead to inconclusive results, or all games will end up being the same. I want to make sure there is a lot of variety in the Tournament settings and also in the mods used, this is more fun for the players, incites you to try something new & different, and will give more modmakers a chance to get some publicity for and feedback on their mods. So, at least for the time being, *I* will determine what the settings for the Tournament games are.
But of course, I'm always open for ideas. After the first Tournament, there were basically two suggestions for future games: a tougher AI/game and an island map. I incorporated the former suggestion in the second Tournament (although I may have gone a little of the top with that ) and the latter in this Tournament.
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Personally I'm in the mood for a gigantic map (I can't run those mega-ultra-large maps, my system won't handle it unfortunately), about half way on the land/water setting, max goods, Impossible setting, and it'd be nice to see the AI massing up some more formidable naval fleets but I guess that's in the coding more or less... anyway, just some thoughts.
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I actually considered using a Gigantic map for this tournament, but I'm still a little hesitant because not everyone has a PC fast enough to handle such a big map. But one of the future tournaments will certainly be played on a Gigantic map. A game on Deity turned out to be a little too hard last time, but the current King game seems to go well for most people, so we'll probably play on Emperor next month. As for the other settings, I haven't decided yet but I'll consider your (and everyone else's) suggestions when I do.
As far as the mod goes, I think MedMod would actually be the most natural progression for the next tourney: we started with the original game and gradually used more progressive mods. Apolyton is still pretty close to the original game, Goodmod slightly less. MedMod is closer to the original game than Cradle (Cradle doesn't even cover the same time period - well, not really), so that would IMHO be the most logical for the next Tournament. However, considering the current state of MedMod, I don't feel now would be the right time for a Tournament game with it, it really needs one more update to polish things properly (this update will probably come some time after IW's city expansion code is released), so it's quite possible that next month will be a Cradle game after all...
mnbryan37,
I agree with centrifuge, with a score like that, you should be able to handle Impossible games easily
mapfi,
The best way to take 1-tile islands is to first take all other cities of that civ. Since sea tiles have little to no production, it's impossible to maintain a large army with only 1 tile islands. With only 1 or 2 cities left, your opponent
will be forced to disband all but 2-4 units per city. So once you're done with the regular cities, take a stack or two of your best naval units (whether they are Coracles or Ships o/t Line) and attack those islands. If there are several islands, you may want to recon all of them first: some islands may have many defenders while others may have none. By taking the weakest cities first, you might force your opponent to disband some of his defenders in his stronger cities...
As the unofficial ranking (see below) shows, mnbryan's early victory was achieved with only 22 cities (5 of which on the starting island). Mapfi and I both had 50 odd cities towards the end of the tournament, about 10 of which on the starting continent. Apparently stuffing your starting island with many cities is NOT the key to an early victory...
Note however that mapfi did a very impressive job with his economy and science, he took the lead in these areas very early in the game and ended up with the second highest score of all, while 3 people below him finished the game several hundred turns later Only Martin still has a higher score, but I think Martin is specializes in maxing out the score Perhaps with the exception of centrifuge's 'cheat game' of last month, mapfi's game probably has the highest score:endyear ratio of all tournament games so far
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August 21, 2002, 06:54
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#123
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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Quote:
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Originally posted by centrifuge
ummm , I guess that you must have overlooked this one
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ah indeed i did, have to take a looksie seeing as you beat me
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August 21, 2002, 06:57
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#124
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Deity
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Anyway, here's an update of the unofficial score so far (as usual in a seperate post so it doesn't screw up anyone's forum layout):
Code:
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Endyear
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Rank Player Victory Type Year Points Cities Pop Advanc Wonders Feats Last Research
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1 centrifuge Diplomatic 810 AD 6,370 16 111 21 1 2 Gunpowder
2 Maquiladora Diplomatic 970 AD 8,320 18 294 38 2 3 Industrial Revol
3 mnbryan37 Bloodlust 1290 AD 17,030 22 383 37 10 2 Economics
4 Locutus (1) Bloodlust 1505 AD 18,320 48 909 44 12 1 Oil Refining
5 mapfi Bloodlust 1550 AD 21,795 55 1204 58 17 6 Jet Propulsion
6 ETB Bloodlust 2181 AD 19,500 50 1217 59 13 2 Modern Medicine
7 TheArsenal Diplomatic 2218 AD 11,225 33 989 50 9 1 Mass Media
8 Shadow Diplomatic 2291 AD 20,535 40 978 78 14 8 Nano-Assembly
9 Martin Gühmann Bloodlust 2300 AD 28,055 50 1961 91 25 9 Virtual Democracy
Endscore
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Rank Player Victory Type Points Year Cities Pop Advanc Wonders Feats Last Research
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1 Martin Gühmann Bloodlust 28,055 2300 AD 50 1961 91 25 9 Virtual Democracy
2 mapfi Bloodlust 21,795 1550 AD 55 1204 58 17 6 Jet Propulsion
3 Shadow Diplomatic 20,535 2291 AD 40 978 78 14 8 Nano-Assembly
4 ETB Bloodlust 19,500 2181 AD 50 1217 59 13 2 Modern Medicine
5 Locutus (1) Bloodlust 18,320 1505 AD 48 909 44 12 1 Oil Refining
6 mnbryan37 Bloodlust 17,030 1290 AD 22 383 37 10 2 Economics
7 TheArsenal Diplomatic 11,225 2218 AD 33 989 50 9 1 Mass Media
8 Maquiladora Diplomatic 8,320 970 AD 18 294 38 2 3 Industrial Revol
9 centrifuge Diplomatic 6,370 810 AD 16 111 21 1 2 Gunpowder |
Unless Jesper or anyone else who hasn't posted their game yet can do better than you guys, it looks like there won't be any new additions to the Hall of Fame this month (although centrifuge's entry will change - considerably)...
Last edited by Locutus; August 21, 2002 at 07:05.
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August 21, 2002, 08:57
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#125
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Chieftain
Local Time: 06:16
Local Date: November 1, 2010
Join Date: May 2002
Location: Germany
Posts: 46
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Quote:
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Originally posted by Locutus
Unless Jesper or anyone else who hasn't posted their game yet can do better than you guys, it looks like there won't be any new additions to the Hall of Fame this month (although centrifuge's entry will change - considerably)...
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I hope to reach over 30.000 points! Using a spy is expansive, but it brings a lot of points! So I conquered all but the arabains and than "bought" six of the arabian citys.
Yet the arabians have one poor city and I am on the way to gaia. I hope I can finish the "gaiaforming" till 2300 - and till the end of these tournament.
So long
Jesper
__________________
Ludo ergo sum!
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August 21, 2002, 09:44
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#126
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Warlord
Local Time: 23:16
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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I took the opposite approach to the 1-tile islands. I attacked them first, as early in the game they only have one military unit. Thus, I was able to attack with just a single ship of the line.
How do you guys get to a government that allows so many cities so early in the game?
Bill
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August 21, 2002, 09:47
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#127
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Prince
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Dec 2000
Location: in perpetuity
Posts: 4,962
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Quote:
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(this update will probably come some time after IW's city expansion code is released)
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*Pedrunn's* city expansion code...
__________________
Concrete, Abstract, or Squoingy?
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
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August 21, 2002, 09:55
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#128
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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Just made a b-line for Monarchy, build happiness buildings and usually get a happiness wonder along the way, i can have about 5 or 6 cities over the maximum to keep happiness normal.
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August 21, 2002, 10:11
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#129
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Deity
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Quote:
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Originally posted by mnbryan37
How do you guys get to a government that allows so many cities so early in the game?
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B-line to Facism, use a LOT of Entertainers. I can stand up to 50% above the city limit, after that the economy crashes harder than in the '30s... (which is exactly what had started to happen in my game this tournament, I wouldn't lasted 10 more turns...)
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August 21, 2002, 10:12
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#130
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Warlord
Local Time: 23:16
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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Maquiladora,
That's what I did also, but Locutus had 48 cities by the year 1505 and Mapfli had 55 by 1550!
Bill
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August 21, 2002, 10:13
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#131
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Deity
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Crosspost
(Yes, I use all happiness buildings and wonders as well - although this game I hadn't built any Cathedrals, would have allowed me to have a few cities more I suppose...)
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August 21, 2002, 10:13
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#132
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Warlord
Local Time: 23:16
Local Date: October 31, 2010
Join Date: May 2002
Posts: 108
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Oh. Sorry I didn't wait long enough for a reply
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August 21, 2002, 10:16
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#133
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Deity
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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NP, happens all the time
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August 21, 2002, 11:33
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#134
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Prince
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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I went monarchy - republic - democracy - that trade thingie (whatever it's called in english) using entertainers, lots of happiness bulidings and the feats.
The advantage of close city placement as I did it is in my opinion that I was able to use the population over six either for science to get faster ahead or for entertainers when I was over the city limit.
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August 22, 2002, 01:51
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#135
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Chieftain
Local Time: 06:16
Local Date: November 1, 2010
Join Date: May 2002
Location: Germany
Posts: 46
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Status report:
*** Year: 1900 ***
*** Biggest City: 46 ***
*** Citys: 45 ***
*** current built in the citys: Arcology ***
*** current science projekt: Technokraty ***
*** Next Goal: Colonize the ocean ***
So long
Jesper
__________________
Ludo ergo sum!
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August 22, 2002, 07:27
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#136
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Prince
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jul 2002
Location: San Francisco, CA
Posts: 848
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Jesper, that's looking good, but probably taking lots of time
Locutus, thanks for the laurels (does one say that in English?). I still can't belive it was that good. Funny thing is, comparing my score to centrifuges made me look up the old post and I just realized I still got my Max.Player setting on 0. Hm, tells you how stupid I am, I guess I should change that for the next tournament game, huh?
Speaking of the next tournament game: I'd like more AI's. I'm currently playing this SAP game which started with 16 enemies. It's 1200AD and I'm constantly struggling to keep up. The cool thin is - I can see the AI's also battling each other for more room to expand. There are already around 4 civ's extinct - not by my hand. I see 5 superpowers emerging (hoping to be one of them) and I'm just so looking forward to still be fighting against those in the 20th century. That's what makes the game just so much fun, when it's hard to keep up and you're never really able to get the lead. Somehow, in this tourny I got the lead too fast. So what I'm saying: If people's machines can handle it - more players.
As for the mod - I haven't played a full game with either med or cradle so I don't care that much and just hope I won't be crushed by the different AI.
Map Size: Big is cool, but more players and bigger maps clearly isn't going to happen. That's why the size we had seems big enough to me.
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August 22, 2002, 08:01
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#137
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Chieftain
Local Time: 06:16
Local Date: November 1, 2010
Join Date: May 2002
Location: Germany
Posts: 46
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Quote:
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Originally posted by mapfi
Jesper, that's looking good, but probably taking lots of time
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Oh yes! For the next tournament my goal is a fast victory!
So long
Jesper
__________________
Ludo ergo sum!
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August 22, 2002, 12:06
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#138
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King
Local Time: 22:16
Local Date: October 31, 2010
Join Date: Jul 2002
Location: Berkeley
Posts: 1,375
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yo i allied w/ the greeks again... and my science score had a point where it simply rockets...
now im building all the wonders in my build query to rack up point... and actually win this time
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August 22, 2002, 15:18
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#139
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Prince
Local Time: 22:16
Local Date: October 31, 2010
Join Date: Apr 2002
Location: USA
Posts: 916
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Quote:
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Originally posted by Maquiladora
ah indeed i did, have to take a looksie seeing as you beat me
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Any advice or observations are always welcome
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August 22, 2002, 21:28
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#140
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Warlord
Local Time: 00:16
Local Date: November 1, 2010
Join Date: Dec 1999
Location: South Carolina
Posts: 196
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Well, maybe we can stick with Goodmod/SAP for the next tourney and just have the opposite land to ocean ratio and extra (maybe 12) AIs. That would give MedMod at least another month or so to polish up and give tournament players a familiar mod to play on, but a different game. It would certainly be more difficult to handle AIs if they are all on the same landmass, so the difficulty level should NOT be raised. Anyway, I am all for Locutus deciding/making the games and letting us suggest our ideas for future games.
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August 22, 2002, 21:33
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#141
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Warlord
Local Time: 00:16
Local Date: November 1, 2010
Join Date: Dec 1999
Location: South Carolina
Posts: 196
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Quote:
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Originally posted by Maquiladora
The quickest way in the tech tree to take a city like that, is to attack with ship of the line until all defenders are dead. Then unload any a combat ground unit into the empty city.
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I recall crashing every time I tried that in CtP. So that is not a problem for CtP2?! I'll have to remember that....
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August 22, 2002, 23:56
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#142
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Warlord
Local Time: 15:16
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Brisbane, Australia.
Posts: 240
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Been tinkering with a few things, and it seems that with the mods used in the 3rd tournament I can't realistically play on anything bigger than a 'regular' size map. I end up with turns lasting 3 minutes or so before I reach the year '0'!
I think the fact that there was lots of water made it ok in the last tournament.
I'm working on ways to 'tweak' my system, but I won't be able to upgrade for at least a half year. If Loc picks a setup that I can't run properly it doesn't matter though, I'll just sit it out. I don't want to mess up things for you guys with better systems.
Cheers,
Shadow
__________________
3am...! Can't be, I just started...!
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Ahhh, my first Nuke!
Now the fat lady's singin'...
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August 23, 2002, 07:54
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#143
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Super Moderator
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
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Quote:
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Originally posted by Shadow
Been tinkering with a few things, and it seems that with the mods used in the 3rd tournament I can't realistically play on anything bigger than a 'regular' size map. I end up with turns lasting 3 minutes or so before I reach the year '0'!
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I am trying currently to increase the performance of the slic files, but I it looks that the gain of performance won't be very high. I also found some bugs in the GM1_goods.slc. And now it is a new version of MG_ComImpsForAIs3.slc in the work.
By the way on my old 486er I it needed one and a half hour to to do a turn in Civ2. One hour to move all the settlers and caravans and the other units, to modify the city build queues and wait half an hour to wait for my computer that it had cycled trough all my cities. And what I got in the end as I was at the happy city founding: Too many cities. So that was the end of Civ2 for me.
-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
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August 23, 2002, 08:06
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#144
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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Shadow have you turned all the bells and whistles off already on Ctp2? Like taking the "low end system" on install, turning off units animations, trade routes and maxing out unit speed etc. I like to have 'mouse scroll delay' "0" too.
Unless you mean specifically the AI civs taking 3 minutes for all its turns. I sometimes play CtP2 on a P166 and it doesnt take that long, even with 10 civs, huge map.
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August 23, 2002, 19:55
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#145
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Warlord
Local Time: 15:16
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Brisbane, Australia.
Posts: 240
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That's interesting Maquiladora,
I'm running a P2 233, and I've turned of virtually everything I can turn off and still have the game functioning so it's 'fun'. My main problem is like you said, waiting for the AI to do its thing.
I'm in the process of 'decluttering' my system though, taking out a lot of memory resident things that don't need to be there, not when I'm playing CTP2 anyway.
I'll keep tinkering...
Martin, sounds like torture... [grin]
__________________
3am...! Can't be, I just started...!
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Ahhh, my first Nuke!
Now the fat lady's singin'...
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August 23, 2002, 20:35
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#146
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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Back on the subject of the next tournament, i dont mind SAP+goodmod again. Just as long as theres more AIs. Or if not, cradle 1.32. I dont know how much people have practiced with it though.
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August 23, 2002, 22:06
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#147
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Deity
Local Time: 07:16
Local Date: November 1, 2010
Join Date: Nov 1999
Location: De Hel van Enschede
Posts: 11,702
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Quote:
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Originally posted by Shadow
I'm running a P2 233, and I've turned of virtually everything I can turn off and still have the game functioning so it's 'fun'. My main problem is like you said, waiting for the AI to do its thing.
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Shadow, I've played CtP2 on a P200 for a long time and didn't have any problems, it ran fairly smoothly with regular maps and not too many AIs (no more than 8). If you have to wait 3 minutes around the year 1 AD, your system is far from optimal. How much memory do you have in your system? As you said yourself, you should clean up your PC. You don't need anything other than explorer and systray running in the background when playing CtP2, so you can close all other tasks with Ctrl-Alt-Del before starting the game. Also, make sure you have a fixed amount of Virtual Memory, that's a big resource-saver. The ideal amount of VM that you want differs per system but 3x the amount of regular memory is a good rule of thumb (on pre-XP versions of Windows: Control Panel -> System -> Performance -> Virtual Memory). Defrag and Scandisk (including a surface scan) your system (if you use the PC a lot, do this on a regular basis (well, not the surface scan but a regular Scandisk and Defrag). If you're familiar with PCs, you can gain a LOT of extra speed by messing with the BIOS settings, but only do this if you know what you're doing...
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August 24, 2002, 01:48
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#148
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Warlord
Local Time: 15:16
Local Date: November 1, 2010
Join Date: Jun 1999
Location: Brisbane, Australia.
Posts: 240
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Cheers Loc, I'll look into it.
__________________
3am...! Can't be, I just started...!
~~~~~~~~~~~~~~~~~~~~~
Ahhh, my first Nuke!
Now the fat lady's singin'...
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August 24, 2002, 12:40
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#149
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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Anyone still playing that hasnt posted a save game yet? i wanna get cracking on the next one while i have plenty of time
Any decisions on the rules?
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August 24, 2002, 15:22
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#150
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King
Local Time: 22:16
Local Date: October 31, 2010
Join Date: Jul 2002
Location: Berkeley
Posts: 1,375
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yo man i haven't beat it yet
but i guess its b/c i need to play more often
damn yo school'll start in 9 days!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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