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
145.73KB
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
15.22KB
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.
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
145.73KB
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
15.22KB
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.