Is that character a variant? (I just love getting asked that in channel.) - Charis

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[LURKERS] PB27 Map & Lurking: Walking in a :weed: wonderland

Wow! This is why skynet will win in the end, cuz the humans will give up due to tedium!
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lol



Seriously though, given how many people have noted that this game's map makes for an amazing SP experience, when are we getting a GJ / Brick-hosted Adventure?
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(January 8th, 2016, 23:03)spacetyrantxenu Wrote: [offtopic]

(January 7th, 2016, 00:39)GermanJoey Wrote: jeezus xenu. what does the score look like?

Forget score, this one is all about the body count. [Image: AR15firing.gif]







[/offtopic]

yikes

and -5637 gold per turn? how is she not in super-strike?
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(January 9th, 2016, 01:56)Bobchillingworth Wrote: lol



Seriously though, given how many people have noted that this game's map makes for an amazing SP experience, when are we getting a GJ / Brick-hosted Adventure?

ah, when I get some time, maybe!!

edit: I was thinking that maybe if one out of every 4 tiles was removed, we'd end up with a 50x40 map with 6 players... think that could work?
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(January 9th, 2016, 05:57)GermanJoey Wrote: yikes

and -5637 gold per turn? how is she not in super-strike?

That's just what the costs were when I opened a save and logged in as Grimace to have a look. Humans and AI play totally different games when it comes to costs. I know the AI gets massive discounts for a lot of things, like unit and city maintenance. I'm guessing that the inflation costs are much lower for AI players than for humans, too. I think that's where a lot of the cost was coming from 700+ turns into the game, the inflation rate would be absurdly high for human players by then. I don't think the AIs are impacted nearly the same.

Conversely, maybe the strike feature is handled differently for AIs than for humans. I've never looked into that before, but I wouldn't be surprised. The AI gets lots of cheats to be able to give humans a decent challenge on higher levels of difficulty, though I think this game is running with the map's default settings, so monarch. Still, even that low the AI gets a lot of bonuses compared to humans, that probably accounts for being able to handle the gold deficit. I did check, Grimace AI was building a ton of nukes but no wealth. noidea

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Note also that the civ is running 10% science. With that size empire that could make up the cost difference if the slider moved back to 0%. I noticed something similar when I logged in previously and running 0% allowed the civ to make a decent amount of gold. I am sure costs have gone up even more since then though, but there's ample economy to support these units.
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Quote:edit: I was thinking that maybe if one out of every 4 tiles was removed, we'd end up with a 50x40 map with 6 players... think that could work?

It might, although I think you'd be best off making something around that size from scratch, since otherwise several potential players have already played long games on what is essentially still the same map (just with a lot more water and fewer AI, I guess)



RE: AI deficits, I strongly suspect that they cannot suffer from strike. It's pretty easy in FFH to rush an AI very early on with units strong enough to pillage all of their land and force them to hole up in their capitals, which they will proceed to fill with far more Warriors than any economy could reasonably support.
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(January 8th, 2016, 13:39)Boldly Going Nowhere Wrote:
(January 8th, 2016, 11:47)Haram Wrote: EIs are a bit overrated IMO. If you don't have Astro and your opponent does, common galeons are equally deadly. And once you have Astro, chemistry is usually just around the corner.

They are good, ofc, but not a game-changer.

The extra 2 strength make a massive difference in your ability to contest the water without Astronomy. You have to use caravels and hope that you can get a good 2 for 1 trade. The two additional strength, combined with the natural 10% coastal defender's advantage change the odds for a single caravel vs. galleon from 10.7% to .6% vs. the EI. In this setup it is more likely to take three or more caravels per EI.

You're right. Especially in a game, where astro is bulbed super fast, like this one.
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(January 13th, 2016, 23:27)dtay Wrote: I anticipate this war being over within 10 turns. You'll note I'm teching towards Astro, this + some islands should get my city count up to at least not-terminally-behind level, don't think it'll make me anywhere close to a favorite.

So help me god GJ if you put a bunch of random peaks out there...

Well first I'd laugh cause it'd be hilarious. lol

But then i'd be annoyed. Or something.

That would have been an amazing troll move. Filing that one away for future use....dancing

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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(January 14th, 2016, 05:57)spacetyrantxenu Wrote:
(January 13th, 2016, 23:27)dtay Wrote: I anticipate this war being over within 10 turns. You'll note I'm teching towards Astro, this + some islands should get my city count up to at least not-terminally-behind level, don't think it'll make me anywhere close to a favorite.

So help me god GJ if you put a bunch of random peaks out there...

Well first I'd laugh cause it'd be hilarious. lol

But then i'd be annoyed. Or something.

That would have been an amazing troll move. Filing that one away for future use....dancing
All the extra astro land should be pigs on peaks.
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