I played no less than three games of Civilization IV: Warlords this weekend, so I figured I would mention them all since they have proved to be interesting examples of play.
Old World Escalation — myself (Wang Kon), Kad3 (Tokugawa), zeth (Stalin), Zoasam (Frederick), Saladin, Hatshepsut, Ragnar
Played this one on Saturday. All of Saturday. Terribly long game; world wars will do that.
Terra map, with organized Frederick and creative Hatshepsut on Korea’s sides and aggressive Stalin and Ragnar above and below, on such a tight map, things look bleak. Defensive Korea can only go so far. Stalin was culturing up, though, instead of using the aggressive/industrious double whammy, so hurried knights and support leads to the game’s first declaration of war, by Korea.
The war starts well, and to add some extra shock and attempt to get the territorial war finished sooner, Korea drags Ragnar into the war. Soon after, Stalin calls on Tokugawa, opposite Egypt to Korea, to aid in counter-assault. Germany, disputing over resource trade, declares war on Stalin. The Korean invasion force has captured two of Russia’s bordering cities but have been stonewalled in Moscow. The war elephants inside do an amazing job holding Moscow, given their weaknesses at defending. In an attempt to stymie Japanese incursions leading to a split in the military, Korea sends the Vikings after Japan. To counter, Japan convinces Egypt to declare war on Wang Kon, and all goes to hell.
At this point Korea has two hostile nations on her border; a seemingly impenetrable Russia and the big player in the game, with a full army, Egypt. Waves of attackers lead to Korea pulling out of Russia and concentrating on defending one city Hatshepsut is intent on taking. Burying the hatchet in a moment of realization of the impending doom of a successful Egypt in the center of the map, peace is declared on all fronts, aside from Egypt vs. Korea and Viking vs. Japan.
Egypt does a good job destroying the Korean countryside, but Korea’s protective nature holds up and not a city is lost. Finally, peace is obtained by capturing one Egyptian city and offering it back for peace; a stern slap to the face of the game’s leading Civ. Meanwhile, Ragnar is unstoppable, and nearly destroys Japan outright before peace can be negotiated through a Korean tech gift to Japan in order to bribe Ragnar. Japan, a shadow of its former glory, makes little impact for the rest of the game.
With the humans reeling from a territorial war gone haywire, a de facto truce is declared, focusing instead on unseating the two major powers: Egypt and Arabia. Korea’s financial nature is fittingly compounding, so the plan becomes to instigate war between the superpowers as Korea grows. Various bribes are given to the AI to keep them busy with artifical skirmishes, and Germany struggles to invade the New World. As part of the de facto truce, military tech goes from Korea to Germany. Russia is nearly eliminated by the warlike Ragnar before peace is declared and Stalin becomes a vassal of Korea.
Finally, with less than 50 turns remaining, the humans are satisfied with a compromise in a time victory by Korea, now that the AI has been out-teched and out-rushed by Wang Kon’s financial powerhouse. Suddenly, true to his nature, Ragnar declares war on Korea, throwing the time victory into question, especially given the AI’s rush to space. However, with a militarized Germany on hand to distract the Vikings for a couple years, Korea is able to buy a military, and with less than 10 turns remaining, the Vikings are eliminated, and Egypt and Arabia powerless to catch up in score in time.
Result: Korean Time Victory. Hardly the victory hoped for when the war to eventually define the game was started.
Lessons:
- A Civ working against its nature is at best questionable and at worst vulnerable. Russia was weakest when neglecting its military but impressive when mobilizing the war machine, and Korea’s offensive battles paled in comparison to the decades-long defense of one city and the following economic flourish.
- War is hell. Especially so when the AI is hard to dissuade once it gets the ball rolling. The escalating war set all the Civs back at least a century.
- Terra is all about position in the early game. Russia and especially Japan struggled to stay relevant due to small territory in the early game; Egypt, Korea, and Arabia were flexible just by sheer volume.
Land Mazes — myself (Hannibal), Kad3 (Stalin), Zoasam (Louis XIV), Saladin, Hatshepsut, Kublai Khan
The Maze map is fun in its own way. Very strange, consisting entirely of three-square-wide stretches of land, in a maze pattern, with water creating the walls. Led to interesting early expansion strategy.
The game starts unbalanced, Carthage and the three AI are situated on one half of the map, while only France and Russia occupy the other half. Carthage, a close neighbor to the aggressive Mongols, uncharacteristically declares an early war and successfully eliminates Kublai Khan, resulting in precious territory with two additional Civs nearby.
On the other half of the map, however, France finds itself with free reign over a large area and utilizes it fully. A culturally-growing France leads Russia into war, but a failed invasion turns itself back on Stalin, and Russia is nearly eliminated before capitulated as a vassal, giving France nearly half the land in the world, and an already-mobilized war machine in addition.
Carthage, close spiritual ally with Egypt, declares territorial war on Saladin, and captures one city before war involving naval transport becomes unmaintainable. The small gains in territory and score are dwarfed by the growing French nation, and soon France declares war on Arabia.
Sweeping through Saladin’s territory, France’s gains only increase, and Hannibal attempts to slow the coming onslaught by settling gaps left in between Arabia’s conquered cities. The little wedges help slightly, but it is apparent by the time France accepts Arabia as a vassal that the game is won. Thousands of points ahead, with a massive military and domination victory on the horizon, the game ends due to players having other appointments, but there is no question who would have soon won.
Result: Success in the race for second. Everything worked out perfectly for France: the map’s pathed nature helped high-culture Civs block out neighbors, France’s vast starting position gave them every opportunity to expand early — and they took it, and the failed invasion by Russia mobilized Louis XIV’s military and made invading Arabia (and presumably, Egypt/Carthage, with time) academic.
Lessons:
- A half-committed war can turn against one easily, making a begrudging neighbor a raging invasion force.
- A fully-committed war can overwhelm any opponent, whether or not either side is aggressive. Wars are won with speed as often as they are with force.
- Surprisingly, navies can make or break a Civ on the Maze map. Despite there being no large body of water, but canals, a strong navy is easy navigation when settling or invading, and an efficient means of exploration across the world, even through non-open borders.
The Off-Axis Terra — myself (Victoria), Shrubey (Napolean), zeth (Alexander), Brennus, Hannibal
Seemingly, a Terra map with a twist, the axis is off, putting the polar regions somewhere other than the extreme north and south of the map. This game is still on-going, so not much can be said, but there are some points to make.
Observations:
- Financial and Imperialistic is a good combination, making the cost of early expansion bearable.
- The AI gets desperate when trapped by an expanding neighbor. This isn’t as apparent as it has been in other games, but I can still sense it slightly as I wall in Hannibal.
- Stonehenge is a powerful, nearly critical tool in early-game aggressive expansion…
…which leads me to talk of theory, in closing. Having been reading books on the game of go in my spare time, I draw an interesting parallel between it and Civilization IV. Go is a game of territory, not capture; a game of cunningly building borders piece by piece, trapping some areas and making sacrifices in position for overall success or inevitable gain. And in many ways, a Civ’s starting expansion is like the ancient game.
I’ve hinted at it a couple times in-game, and definitely abused the tactic often enough. Especially if I have Stonehenge, I play against the neighbor’s borders; instead of growing out from my capital, I brush right up against the existing borders of my opponent (surely not an ally, by this point, for this is almost as aggressive a tactic as war) and let my culture push inwards and expand to the sides, drawing a wide shape around the territory I have claimed. And this is not a complete circle; while placing my points — my go-ishi — much like stones, the opponent may slip by, maybe even into my claimed territory. But they will fall to my oppressive culture pushing in from all sides, with time, unless they can find quickly match my culture with their own.
Some maps make this easier than others. As I mentioned above, the Maze map is made for this tactic. Narrow land paths mean you can easily choke the opponent from a side just by placing a city in the path of their expansion — a defiant rebuke. Turn down open borders and you’ve stopped their expansion entirely in that direction. Maps with large amounts of free terrain, such as the Great Plains map, make this tactic difficult, but possible on the wide scale over time. Shrubey and I effectively cornered two AI into ineptness by strategic placement of cities. The AI could expand, but never too far without risking their city flipping to our side, and they were slowly herded and isolated.
It’s a beautiful thing to see in practice.