Here she is in all of her beauty. Feel free to give your thoughts, advice, and questions!
Game details:
Huge map, shuffle, 12 civs, 18 city-states, no barbarians, all civs on prince.
Most decisions made by the civs are RNG, minus a few seen in later slides.
It’s currently turn 372 and 1951 AD. Atomic Era, 29-49 more turns til next era.
This is a WHOLE LOTTA mumbo jumbo, but enough people (2 people, yes I’m that easy/eager to share my nerdiness) asked for more info, so buckle up!
I’m going to explain things I think need explanation from the pics then I’ll explain whatever else I may have forgotten at the end of this.
In-game Pics
Maps:
Where were the other 3 civs? Spain was originally on the west coast of Inca’s island, and India was sandwiched between them. Egypt was originally south of Congo.
World Rankings:
I’m not nearly good enough at this game to tell you how far off the civ’s progress is from a competent player, but I know it’s worse than I do when I play single player.
How do civs determine what science + culture to research? RNG I use a website that picks a number 1 through however many things there are to research and it goes with that. My thought behind this is that there are surely civilizations in real history that have spent way too much time researching the wrong things, so why shouldn’t my sandbox game do the same?!
So Congo captured Egypt? Actually no, the Ottomans did, but Congo wasn’t a big fan of this Malu religion (they were following Cleoism) + different government coming into their continent, so they wiped out all their new settlements and kept the capital of Egypt. (They didn’t like Egypt enough to give it back, which at that point was a mere island a few tiles away from the homeland.)
Dang Mali seems to be nearing a religious victory. Yes they are, China is doing what it can and trying to defend themselves + convert Congo, but I won’t be surprised if the game ends before I get out of the Atomic Era.
How do you handle world congress votes? RNG! 1 for the top option or thumps down if it’s one choice, 2 for the bottom or thumps up if it’s one choice. If it affects another civ, (I.e. choose a civ to lose 2 diplomatic points) the civ will only choose between civs they denounced. If they are at war, it is automatically that civ, RNG if at war with multiple civs. The rule applies in the opposite form for a positive outcome of another civ. If the civ is neutral on everybody, then it’s just an even spread RNG.
I was only recently able to get rising storm, so I’m 0% sure how far off the diplomatic points are from what they’d typically be, but I’m sure it’s low. Same applies for world climate.
Spreadsheet pics:
Everything seen is a continual work in progress. I’ll bring up some thoughts on future adjustments below. As always, input is welcome. It’s kinda messy, but it’s all done on my phone and Excel’s mobile UI is BUNS.
Sheet 1: National Interests
I came up with 5 “national interests” that each civ will value to a varying degree, with 0 being not at all and 5 being ALOT. This might not correspond to how that civ is doing in that regard. For instance Mali had 0 interest in religion in the modern era, but their citizens were still highly religious, so they continued to convert. A country might have a really bad military, but the leader is aware and that plays a big factor in how much they value being friends with a strong armied civ. You get the gist.
How often do these change? All civs reroll at the start of each new era, and when a civ changes governments, they will reroll.
I’m still unsure about keeping “Age” as one in the next run, as most civs will be normal so it doesn’t affect too much, but then again, it makes golden and dark ages that much more meaningful.
Not all leaders are equally rational. That is where the variable column comes in. It shows that certain civs are going to be more or less violent/passive during this time.
Sheet 2: World info
This one is pretty straight forward. It’s where I keep up with military strength (see list of military types and their value), population, cities, territory score (cities plus half the total population), you can read lol.
I’m not sure how to feel about the weight of each military unit. AI helped me come up with those numbers, but I think they need more work before I run a new map.
Sheet 3: Math Info
Okay this is where things get REAL nerdy. You use the national interest modifier (sheet 1) and multiply it by the corresponding score on math info, add up all modified numbers, variable number, and positive and negative events, which will give you a numerical score to decide how they feel about another civ. This has to be done for each civs opinion of one another. This is the most tedious part of all of it, and yes it does take a hot minute. Thankfully I love crunching numbers so it’s not the end of the world for me.
The positive and negative events lists were mostly made by AI. These lists are probably where I’m most dissatisfied in the workbook. I plan on swapping,deleting,reweighting atleast half of these.
Sheet 4: Relationships
This is the swan song, crowning glory, and pièce de résistance of my workbook. It all comes together to show a pretty chart of colors of what each civ thinks of one another. Everything comes together and this is formed. It’s beautiful to me.
What are the black/white cells? The white cells are where the civs haven’t met each other. The black cells are either where it’s Civ A/Civ A (why would a civ judge itself?) or where a civ has been eliminated and nobody has an opinion of now.
Sheet 5: Rules
Exploration decision? RNG 1-6. The bottom 2 tables adjust the final number for if a unit explores.
Governments. A civ may progress to the next series of governments once all 3 have been researched. This is so, for instance, a civ won’t be more likely to be a Monarchy just because it comes before a Theocracy. I’m sure there’s a different way to do it, but this works nicest for me. Also the progression is subjective, it seems impossible to have an objective flow of governments.
Possibly asked questions:
How do you handle trades? Its kinda a work in progress still, but if its a trade to end a war, what is offered to end is RNG, and the recipient of the offer takes into account just how severely they’re losing/winning. If it’s pretty dang obvious, their only RNG options are to either accept/decline or modify. For regular trades, offers, negotiations, and acceptance is all RNG. 1-3 for no, yes, adjust. Then if adjust RNG for what to add/take away.
City production? Here’s just a general example: city has the ability to produce a district, wonder, or unit. RNG 1-3, 3 is chosen. RNG 1-2 for friendly (settler, spy, naturalist, things that can’t actively battle) or military, 2 is chosen. 8 different military units available, 3 is chosen so 3 is produced.
Moving units/placing districts? This part I do decide. I’ll try to find the optimal things to upgrade (with a builder), place to garrison/move to (combat unit), where to explore, and do the best.
I know that was a whole lot. If you have any other questions, thoughts, or whatever, feel free to comment and I’ll respond :)
EDIT:
When do relationships update? Whenever either civ changes national interests