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Beam
09-04-2004, 18:26
Quite some time ago I started a C3C game on a huge pangea map with 15 AI on Demi as Iroqs. Main purpose was to test my skills and to enjoy a game on a huge map. During that game I also paid a visit to the Hall of Fame at CDZ and found I did not have any entry in the HOF anymore :( So it was quite logical to go and milk once I would have domination.

Summary of current stage
To summarize the current state of the game: at about 320 turns out of 540 Carthage were gifted a purpose build city on an island with 2 strong Iroq cities. Directly after that they were wiped of the mainland with no other AI left.

It is 1985AD now and 65 turns of hitting ENTER left. Current score is 25963 and rising by about 90 points / turn. There is not much left to do since all cities have their builds, are fully populated and sufficient automated AI workers are very well able to take care of pollution. There might be a tiny advantage in tile management in order to have as much cities on 0 food as possible but I doubt it is a significant score booster.

Future tech
The same applies to Future Tech. With 14 of 'm researched an amazing 5.8 points are added to the score and I am praying it is rounded up [rotfl]. Why research 'm then you might ask. Easy, lux is at 100%, wealth bings in +100 gpt and all citizens are either happy or specialist. Since it does not matter for the score what a specialist does they are all Scientists and research an FT every 5 turns. [sleep]

The Tomb of Hannibal

http://www.civ3duelzone.com/forum/uploaded/Beam/200449174920_tombofhannibal.jpg
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Quite interesting to see how the AI wants to survive in a virgin city with no resources on the S tip of an arctic island:
- Rifleboy
- Settler
- Another rifleboy
- ALL available cultural improvements
- Harbor
- Marketplace

While maintaining a fleet of 19 Frigates and 2 Galleons to assure Naval dominance. [lol]

Avoiding early victory
One of the challenges in any milking HOF attempt but very managable. Key imo is to make sure you can build the UN. Next comes Spacerace which is basically over once the AI is destroyed. Conquest is avoided by leaving one AI alive, while avoiding a cultural victory is easy on huge with 160,000 required for a cultural victory. Just sell all cultural improvements that can be sold. Which leaves domination as the most complex one, although not real hard. First a pic of the map:

http://www.civ3duelzone.com/forum/uploaded/Beam/20044918636_hofmap.jpg
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The tentacles N and S lead to 2 very important wonders:
- Smiths
- Bach

The centre tentacle was used to "moderate" and just stay under 66%

Salamanca is at the crosshairs btw. Some small areas on the right side of the map are uninhabited btw just because of the poor terrain.

Disbanding units
A real time consumer if done properly and used to build improvements in corrupt cities. I had over 650 of them, half of them motorized (Tanks in armies or Modern Armor). Down to 125 now. That could be reduced even more to 60 or so. But who cares with +100 gpt at 100% lux?

Workers are a similar subject. At a certain point everything is improved, forests cut, mines are irrigated. What to do with 350 AI workers? They can only clear pollution and are very able to do that automated. Only issue is a very long wait before the program decides that most of them can not be given a task. So about 280 or so were joined to cities for growth. Mostly in coastal cities with harbors.

That leaves an estimated 200 AI arties. They don't cost a shit, don't eat CPU time, so why waste time disbanding them when there are no improvements being build they can contribute to?

To be continued.

Beam
10-04-2004, 15:32
Game over! [jumpD] No more HOF attempts for a while, one a year like this is enough. Don't take the hours seriously, I left the game loaded overnight quite a number of times.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004410153131_conquest.jpg
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http://www.civ3duelzone.com/forum/uploaded/Beam/2004410153216_f8.jpg
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Beam
10-04-2004, 15:53
Here a summary of the game. Pics come from the replay.

Starting positions

http://www.civ3duelzone.com/forum/uploaded/Beam/200441015350_3850bcnames.jpg
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Not to bad, one thing on a huge Pangea is the keep borders as short as possible and establish an early core. Korea was mostly on desert / jungle terrain, so that makes Germany the first target. Also the Byzantines a long-time partner. Apart from the core it is key to get as many contacts as possible early on.

German war
Here is the starting situation for the German war, a truckload of MW's build. German defenses were Spears and they had not connected to Iron :D. They had a Archer stack N however and that was one of the main issues to deal with. Gov. despotism so no WW issues.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004410154424_wargerstart.jpg
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Situation at the end of the war. A core quite similar or larger in size compared to the AI and with very good terrain. The easternmost cities did not have a lot of corruption so no pressing need for an FP.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004410154934_wargerend.jpg
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Northern expansion
I waited until MT was available before expanding N. Apart from Cavs. being the unit of choice for expansion at this stage RR is also nearby giving instant defense. Note that the Roman settlements in the S were taken already well before the start of the expansion.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004410155412_expnorthstart.jpg
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The campaign was time for Leaders! The first and second one used for armies and construction of the Military Academy started. The 3rd one came at the end of the campaign and used for the FP NW of the American enclave S of their homeland. Difficult decision because it is not the best position at that time but it increases the OCN and makes the NE very productive in the future.

http://www.civ3duelzone.com/forum/uploaded/Beam/200441016644_expnorthend.jpg
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630AD - 1020AD look like a long time to be at war when in Republic, in reality the campaign was split in a couple of wars:
- Korean Core > peace
- Roman Core > peace
- Greek Core
- Korean and Roman leftovers

Tankwar
The human player usually can gain a tech lead in the Industrial Age due to the stupid techpath the AI tend to follow. ToE, Universal Suffrage and Hoover were build without being challenged. The American campaign started in 1425 with 118 Tanks, a lot of them in 6 armies.

http://www.civ3duelzone.com/forum/uploaded/Beam/200441016134_tankwarstart.jpg
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America was gone in 1450, the Iroqs steady at 118 Tanks so all losses compensated. 2 or 3 more Tank armies were rolling iirc. The Byz campaign started in the same year and went so swift that the Mayans came directly after them (bringing Leo's :)), this being the situation in 1495.

http://www.civ3duelzone.com/forum/uploaded/Beam/200441016162_tankwarend.jpg
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Main reasons to take a break: Modern Armor was very close and the largest 3 of the remaining AI had TOW with Civil Defense. A very powerful Defense combo.

The final push
UN was build in 1510, eliminating Diplo for the AI. The final push started in 1545, with +220 Modern Armor and +18 Armies iirc. MA armies are a must against TOW's supported by Civil Defense. Arties help a lot as well if they can be put in position while maintaining a fast attack. Not a single Bomber was used.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004410162341_finalpushstart.jpg
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Again iirc the turns from 1545 on were played like this:
- Inca 3 turns
- Healing 2 turns
- Egypt 2 turns (ROP Passage abuse)
- Healing 2 turns
- Arabia 1 turn (ROP Passage abuse)
- Healing 1 turn
- Carthage final turn

So in 1600 only The Tomb of Hannibal was left :D. The pic is from 1625 because the stupid replayer refused to stop at the right moment. Read the first post in this topic for the events from 1600 onwards.

http://www.civ3duelzone.com/forum/uploaded/Beam/2004410163140_finalpushend1600ad!.jpg
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Col.Tarleton
11-04-2004, 16:31
Terrific stuff,Beam,interesting to read and educational,too.[goodjob]

Pastorius
11-04-2004, 20:02
Good one :D