See I look at both of these maps and think "Why was this game still going?" Going wide is such a massive economic advantage that you should have the production to just auto-battle your way to the win. I see that you pulled out the Doomsday win on one of them. And I'll admit that still takes time when you set up a map this big, but you kinda asked for that one when you chose the map size.
Because I am playing TEAMS against 9 enemy AIs on the highest setting. If I didn't set victory to domination with max settings, the computer would win by turn 30, no matter what I did. They EXPLODE across the map, and their cities go crazy. Only by setting victory conditions to the absolute highest level was I able to play at all.
And this is the only challenge left because with the right unit and mod combinations, you just obliterate your opponents, often losing nothing. I HAVE to play against 9 AIs to make it hard. I don't honestly know why you would slum it on lower settings for any reason. That game would just be a cakewalk. I actually enjoy the ability to lose for real.
That doesn't sound like a lot of work. AI governors and build planners sound like a lot of work. I made that pretty clear.
Also like... can you just give me an example of a time you have wanted to queue 11 items. I just wanna know what you were building.
So easy example from that game. Conquered the first AI city. It is certainly max size, because the computer cheats so bad. Accordingly, I need a level 3 defense, plus turrets and maybe hospital, none of which ever exist. Plus all of the exploitations are wrong. For instance, they have a food exploitation on a +0 food, +2 factory space. Madness. I need to get the production up and get those defenses built ASAP. So it takes literally 12 visits to the city to make that happen, minimum. That is at least 13 trips overall: 1 trip to que up the 5 defenses. Then 12 unique visits to the city to figure out the exploitations. That is 1 for the deconstruction, which CANNOT BE QUED with the next exploitation, it can only be done manually. Then I have to pick the expoitation, which CANNOT BE QUED to the specialization, it must be done manually. That is 13 trips minimum from the go, losing 3 trips per exploitation that isn't busted, which is usually never, and heaven forbid a sector is conquered while you are doing this, cuz you will be visiting that town for the rest of the game. THAT IS STUPID. This system is horrifically broken, and if you say it isn't then you don't play where things matter much. Try a few like this, and be ready to play.
I've played games that went to turn 90 before. City management still didn't take that much time (tho tbf I rarely bothered integrating conquered cities).
I agree that we're playing different games. I would say that you've taken this one, pushed it to the absolute possible limits, intentionally failed to end the game when you could have, and then asked the devs to build features to make your artificial pushing of the boundaries easier. This seems a bit unreasonable to me.
Again, since that top map image was playing teams 1 v 9 against Insane AIs, they would have doomsday before I have my fifth technology. The only way that I can possibly play is to disallow those as victory conditions. It is simply impossible for your units to move that far in that amount of time before the timer ran out. You would always lose, period. Bottom line is that if you min/max as much as I like to, this is where the game always goes. I bet there are a lot of people like me out there, though I can't be sure. That said, if you play the game at this level, this always happens. So again, I disagree.
Can I get a 'second' on this one? A few 'a-men, brothers?' Some of you guys have to play like this. Some of you have to like doing more than just pounding the computer into dust? There have to be a thousand people who think this build system is idiotic. Sound off for me if you can.
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