View Full Version : Brittish Isles Succession Game - The Saxon Menace


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Shaitan
Jan 15, 2002, 07:24 AM
1 or 2 more players are needed for the Saxon Menace. Post here or email me if you are interested.


Civilization: Essex (Expansionist and Militaristic. UU is the Berzerker. Brief history at bottom of post.)
Difficulty: Monarch
Map: Large. Random type, temp and age
Opponents: Random
Victory Conditions: All
Barbarians: Restless

Turn submission:
24 hours to pick up or pass your turn (post a message saying that you have the game)
24 hours to submit after picking up the game

Turn duration:
15 rounds

Game rules:
No save/reload
No trainers
No worker automation before Republic is discovered
No retiring
Post a timeline or story brief with your completed turn.

Game Modifications:
This succession game uses the British Isles mod (http://forums.civfanatics.com/showthread.php?s=&threadid=12923)Version 6.2 or 7.0. You'll need this mod in order to play. It has install and uninstall files so switching between the mod and regular game settings will not be a problem. Please email me if you need one of these versions as the forum thread carries only the most current version.

Modifications include:
All civs replaced with Kingdoms of the British Isles
Barracks reduces corruption
Brehon Law tech/government added
New unique units for all civs. Essex has the berzerker, a 5/1/1 swordsman.


Player order:
Shaitan
Charis
Grey Fox
Xrang


Brief history of Essex, courtesy of Infoplease.com:
Essex is one of the early kingdoms of Anglo-Saxon England. It was settled probably in the early 6th century by Saxons who traced their royal line back to a continental Saxon god instead of to Woden, as did the rulers of other early kingdoms. Essex eventually included the modern counties of Essex and Middlesex, most of Hertfordshire, and London. Under the influence of his uncle, Æthelbert of Kent, King Sæbert of Essex accepted (c.604) Christianity, but the kingdom lapsed into heathenism when his successors expelled (617) Mellitus, bishop of London. In c.653, however, at the request of King Sigbert, Oswy of Northumbria sent Cedd to convert the East Saxons and to build churches. The submission of Essex to the overlordship of Wulfhere of Mercia marked the beginning of a long domination by the larger state. In 825, Essex joined other eastern kingdoms in submitting to Egbert of Wessex and became an earldom. Heavily settled by the Danes, it became part of the Danelaw by the treaty of 886, but was retaken by Edward the Elder of Wessex in 917. Its most famous later earl was Byrhtnoth, who was killed in the battle of Maldon in 991.

das
Jan 15, 2002, 10:16 AM
I am not sure, so save a place for me, okay?

Shaitan
Jan 15, 2002, 10:53 AM
Originally posted by das
I am not sure, so save a place for me, okay?

Okay, just let me know for sure before the list fills.

Colonel Kraken
Jan 16, 2002, 10:35 AM
Hello. This sounds very interesting and fun. I would be interested, but how good of players do you want. I am fairly good. I have been playing on Regent, and although not doing exceedingly well, I am holding my own. If you have no particular requirements for skill level. I would enjoy participating.

Shaitan
Jan 16, 2002, 10:40 AM
Originally posted by Colonel Kraken
Hello. This sounds very interesting and fun. I would be interested, but how good of players do you want. I am fairly good. I have been playing on Regent, and although not doing exceedingly well, I am holding my own. If you have no particular requirements for skill level. I would enjoy participating.

Welcome aboard. A mix of player styles and skill levels is what makes succession games so cool.

Shaitan
Jan 17, 2002, 08:37 AM
Welcome aboard Garret. That brings our player total to 4 which should be good to get started. Look for the first installment (4000bc to 3050bc) tomorrow morning.

Colonel Kraken, you'll be up after that.

Getting excited now. This is going to be great! :)

Shaitan
Jan 18, 2002, 05:49 AM
Welcome to History 101, "Birth of a Power - Essex in the 4th millenium before Christ". I am your instructor, Professor Shaitan.

This lecture will concentrate on the burdgeoning growth of the Essex Empire. Though you all must be intimately familiar with the current power and might of the Empire, this class will cover a time when Essex was neither powerful nor mighty. Specifically, we will look at the birth of Essex through approximately 3000 BC.

In 3950 BC, the city of London was founded on the shores of Lake Henk. London was veritably surrounded by grasslands teeming with massive herds of cattle. With the easy accessibility of fresh water and bountiful food sources, the tiny village very quickly began growing. Exploration of the homeland revealed the surrounding territories to be just as fantastic and ripe for expansion. Was this the catalyst for the classic Essex expansionist mentality? With so much prime land so close to London it must have proved to be an irresistable lure. (See slide 1)
http://www.civfanatics.net/uploads/essex3950bc.jpg

Shortly after the founding of London, the Essex encountered a small tribe of Goths. The Goths proved friendly and imparted the knowledge of cremation and burial to them. This was quite a wakeup call for the Essex. Their own seers and mystics had made neglible gains in discovery while this tiny tribe had possession of such amazing knowledge. It is my belief that this sparked a fantastic cultural hunger for knowledge that would one day propel the Essex to technological mastery.

Continued growth and exploration led to the meeting of the Northumbrians, an Angle civilization with homelands to the east of Wessex. The two peoples had little to share with each other. The Essex (thanks to their Goth allies) had knowledge that the Northumbrians lacked but Northumbria had nothing to offer Essex in return. As the lay of the land unfolded it would reveal that these two civilizations had posession of the finest territories available. Both homelands were bountiful and blessed with resources. Each was jelous of the other's posessions and saw the destruction of the other as the most secure way to ensure their own peoples' growth. As a result there was tension between the two from their first meeting.

By 3500, London had expanded to almost thrice its size, was well protected by native warriors and had fully explored its immediate surrounds. Essex could easily defend its north reaches by stationing troops on the Trey isthmus north of Lake Henk. The militaristic minded Essex had begun active preparation to build up their military and expand their empire at the expense of Northumbria but found their goals jeopardized by a new tribe. To the south of Essex across the Great Desert, scouts discovered the homeland of the Wessex. Though they were a Saxon tribe like Essex, the Wessex were quite hostile. They also had knowledge superior to Essex and no desire to share it.

The turn of the millenia proved to be a monumentous time for Essex. A rich tribe of Gepid helped finance the purchase of the Wessex knowledge of Masonry. This in turn spurred the founding of Enfield to the South of London. Enfield's addition to the empire gave such an immediate boost to production and the economy that Essex was able to deal with Northumbria to acquire knowledge of carts and chariots. The wild horse herds of London and Enfield suddenly took on a new and very important military aspect.

Although Essex was now beholden to both Northumbria and Wessex, the seeds of Essex greatness had been planted. With their native militaristic skill, local resources of horses and the knowledge of chariots, what could stop the Essex expansion? (See slide 2)

http://www.civfanatics.net/uploads/essex3050bc.jpg

That is all for today students. Please file out in good order and leave your assignments on the table near the door.


Timeline turn notes
4000 BC Incredibly fertile grasslands with massive herds of wild cattle found. We have a coastline to the west but there is another coast to the East. In the hopes that this second coast is fresh water our settler moves to the east. Our gamble proves true. Our capital will be founded with a source of fresh water and 2 herds of wild cattle. Our scout has found a river to the south with wild grains growing right on the sea coast. Could our homeland be any more fertile?
3950 London is founded and begins training warriors. Our mystics begin researching the secrets of Masonry. This will allow us to build the Pyramids.
3900 Excellent grasslands to the northeast and southwest. Fertile plains found to the southeast.
3850 We have discoverd a Goth tribe who has taught us ceremonial burial. Our scout has found a scout of the Northumbrian tribe. Edwin of Deira, king of the Northumbrians seems friendly enough but it is distressing to discover another advanced tribe so close to our homeland. We could have traded our newfound knowledge of Ceremonial Burial but Northumbria is so poor that it would have netted us little.
3800
3750 Desert found to the southeast of the plains area.
3700 London has completed training a warrior. Warrior has been assigned to protect London. London now begins gathering citizens to found a second city. An extremely fertile river basin runs through the eastern desert. Spice is there in abundance.
3650 The borders of Northumbria have been found. It lies due east of London.
3600
3550
3500
3450 The borders of London have expanded because of its high culture. This reveals a very defensible isthmus between our fertile lands and that of Northumbria. Our settlers will be gathered soon. Once they are sent on their way we will train another warrior and station them on this isthmus to protect the homeland.
3400
3350
3300
3250 Our scout has met representatives of Caewalla of the Wessex. Although they are Saxons like us, this tribe seems highly aggressive. The Wessex have the knowledge of Masonry that we are struggling to learn but we do not have enough to offer them in turn for the knowledge. They already know our guarded secret of Ceremonial Burial.
3200 Our group of settlers has departed for the fertile river basin area to the south, accompanied by London's warriors for protection. The site should prove even more productive than the capital, if not so encouraging to fast growth.
3150
3100
3050 Our scouts have found a Gepid tribe that gave us 25 pieces of gold. We gave us enough funds to trade with the Wessex for their knowledge of Masonry. We offered them a small tribute as well as the bulk of our treasury. They now have knowledge of the wheel but would not even consider trading that secret. We are now researching Bronze Working. Enfield has been founded and immediately begun construction of a granary. With their lower harvest capability they will need this to achieve growth comparable to London. The increase in revenue from founding Enfield has given us the income to purchase the secrets of the Wheel from Northumbria. The cost was exhorbinant - twice the tribute we pay Wessex, plus the secrets of Ceremonial Burial.



Current Status thoughts
London is one turn away from finishing its warrior. This was earmarked for the isthmus between our lands and Northumbria (very nice defensible spot in the forest). Was planning another warrior next, for London garrison, then next settler. London is growing so quickly that there's no need for a granary yet (probably not until it passes size 6). The worker has been mining and roading the herd filled grasslands (no benefit to irrigate these in a despotism) but now that we have the wheel, it could be a good idea to build a road to the horses north of London. The river in the plains looks like the next best place for a city (otherwise Northumbria will probably take it). Northumbria already claimed the floodland/river/spice area in the desert south of their capital. Another scout to check out the lands south of Enfield would be good too. I hope the hills near Enfield have some iron or it could get pretty ugly for our position in the iron age. Should probably start planning on waging war against Northumbria. We're definitely going to want the entire fertile north of our continent. Build up troops until our tribute to them ends then attack to take over their cities. They'll probably respawn to the south somewhere, in the desert.



Next up
Colonel Kraken, you've got the ball. Please post when you pick up the game so we know you've got it.

Good luck and kick butt![IMG][IMG]

Charis
Jan 18, 2002, 07:05 PM
Hiyas...

Just downloaded the mod and this looks pretty interesting. (Had a shock to see those 5-1-1 ancient troops!) If you would like a fifth player, I'm interested. If you've got enough though, no problem, I'm already in a few RBD games at the moment... :D

Charis

Exsanguination
Jan 18, 2002, 07:23 PM
I've never played on Monarch before, but I've been very successful on Regent. I'm willing to play if ye need another player, this sounds interesting.

Shaitan
Jan 19, 2002, 02:22 PM
Welcome to the game Charis and Exsanguination!

Colonel Kraken hasn't responded for his turn and Garret is unable to play this round. That puts Charis in the driver's seat with Exsanguination on deck.

Colonel Kraken, let us know what's up. We can reshuffle the order so you don't lose your turn.

Das - I need your decision whether you're going to play or not, our list is complete if you are playing. Thanks.

Shaitan
Jan 19, 2002, 02:29 PM
Originally posted by Charis
Hiyas...

Just downloaded the mod and this looks pretty interesting. (Had a shock to see those 5-1-1 ancient troops!) If you would like a fifth player, I'm interested. If you've got enough though, no problem, I'm already in a few RBD games at the moment... :D

Charis They're a double edged sword too. In play testing I had several masses of berzerkers obliterated by horsemen. The AI is very aware that they have a defense of 1. You're almost forced to send a spearman with each one.

Charis
Jan 19, 2002, 04:25 PM
Got it, will play shortly this eve... :crazyeyes:

Charis

Charis
Jan 19, 2002, 05:12 PM
Herein lies the tale of the reign of an unlikely leader. One "Charis O'Saebert",
an Irishman at the helm of the Essex nation. At this early stage in history,
they had not yet had 'run ins' with other cultures and did not think this
odd at the time...

3050 BC (0) - Charis O surveys the situation. Notices science was "off"
so he spends the 1 gold to go after Bronze Working. Agrees with assessment
to fortify the choke point and that Northumbria is a likely early foe.
Charis O didn't care for the granary choice with this much exploring to
do, but in deference to the founder of their nation, he leaves it be.

3000 BC (1) - If we're planning military units, better get London a Barracks.

2750 BC (6) - Barracks done, start on Warrior to finish before city grows.

2710 BC (7) - Takes a look at Enfield, and tries to move a worker. City governor
is on for my citizens ???? (Snaps that puppy off)

2670 BC (8) - Starts a temple for culture and happiness, in London.

2550 BC (11) - Whips the granary in Essex now that it needs 38 to complete.
Starts another scout.

2390 BC (15) - London hits size 4. Governor wants to make an
entertainer. Charis fires the governor and pushes up luxury rate a notch.

2310 BC (17) - London and Enfield both start Settlers (finally!)

2230 BC (19) - Great, a barbarian camp just below us. No surprise with
no one to watch the area ;p

2190 BC (20) - Settler pops out, ready to get that nice river wheat spot.
He'll need protection, so an archer is started, with the firepower to
take out the camp. He's headed to the spot to the SE of the wheat,
which is on the river and lake, and knight's move from the game, and next
to the mountain. The warrior is sent with him, leaving London (gasp) bare.
Archer due in 3 can follow them while London pumps out another mil unit.
The worker is on a road now, expected to road to the horses next. When
he does, we'll have access to Chariots. (If another archer is made, can
switch before it's finished.)

That's 20 turns, so quick :P There is a barbarian camp just south of the
Southern scout, and just North of the Northern scout, so careful!
You can see the camp, just not the barbs, due to fog.

Bronze Working is due in 11, with a push up of science and recent road
development. Watch if a city grows to see if luxury rate needs to go
back up. (London will need 20% luxury when it hits 4 I think). From
scouting, it seems, though not 100% sure, we're on an island with these
other two civs. Should be a bloodbath at some point. We're short in
everthing - cities, military, and infrastructure. That only leaves us
our wits ahead of the AI!

Good luck!
Charis

Shaitan
Jan 21, 2002, 03:35 AM
Sweet. I agree we'll need some infrastructure soon.

Exsanguination, you're up. Post to let us know when you pick up the game.

Shaitan
Jan 22, 2002, 06:29 AM
Exsanguination, are you there? For that matter, Colonel Kraken and Das - are you there?

Much silence from everybody except Garret and Charis. If Exsanguination doesn't pick up today I'll grab the game this eve and we'll just start the go round again.

Shaitan
Jan 23, 2002, 05:48 PM
I've got the game and this will be the start of round 1.5.

All players besides Charis and Garret please respond if you are still playing. From the silence it looks like we'll need to clean up the player list and start recruiting again :(

Shaitan
Jan 24, 2002, 07:35 PM
Turn notes
2150 Scout chased north by barbarians, finds Goth tribe. Goths teach us Bronze Working. We're now researching Iron Working. This will give us BERZERKERS! 40 turns to world domination. Research turned way down - was no turn advantage to higher research (40 turns no matter what). Entertainment pumped up to 30%. Keep (most of) the peeps happy. (picture)
http://www.civfanatics.net/uploads/essex2190bc.jpg
2110 London switched production from archer to Pyramids. Should be complete by the time we get Iron Working (Berzerkers). Enfield switched production from settler to spearman for London defensive garrison. Basically turning from expansion to conquest at this point. There aren't enough fertile lands in the north of our island continent if Northumbria is allowed to compete.
2070
2030 Phoenecian raiding party ambushes one of our scouts.
1990 Workers complete road to horses. Enfield production switched to chariot.
1950
1910 Edwin of Deira (Northumbria's king) tried to extort us for our entire treasury. I told him to go sit on a pike. He backed down. Hatfield is founded, begins construction of a temple. Enfield completed our first chariot unit bound for London defense. Begins construction of a temple. We need a decent culture base to capture Northumbria cities and hold them.
1870
1830 Northumbria has founded the town of Durham directly north of our isthmus defense force. Warrior moved west to other side of isthmus to escape Northumbrian territory. Enfield whips out their temple. Will start a barracks next turn.
1790 Caewalla of Wessex offers us Iron Working in exchange for our entire treasury plus an annual tribute equal to our entire economic growth. We agree. Our own science can be turned down as well as our entertainment to bring back economic growth. This way we have Iron Working more than 30 turns faster than planned. There is iron right next to Enfield. Worker immediately put on road construction to the iron deposit.
1750
1725
1700
1675
1650 A barbarian is seen to the south of Hatfield. Hatfield fortifies for defense.
1625 Enfield completes barracks. Begins training archers. This will be switched to berzerkers as soon as our iron source is functional.
1600 Hatfield successfully defends against Anglican barbarian assault. Damned Anglicans. Don't they recognize Saxon superiority? Iron source brought online. Enfield production switched to berzerker. Luxury rate raised to 40% to prevent riots with population growth next turn.
1575
1550
1525 First berzerker unit trained. Sent to London to help hold the peace in the growing burb. Enfield begins training basic warriors as local garrison/police forces. (photo)
http://www.civfanatics.net/uploads/essex1525bc.jpg

Ruminations
Planning on pumping out cheap warriors for local defense and crowd control, 2 per city. Mobilize berzerkers and spearmen for assault on Northumbria. Berzerkers must be paired with spearman or they get slaughtered when defending.

I took a fairly big chance by abandoning the expansion plan and tooling up for conquest but the techs fell in very nicely so it is working so far. Enfield is tooling up to be a fantastic production center.

Players
Charis, you're up next. Garret is on deck. This is still 20 turns per player (round 1.5)

Had to trim the player list for apparent fallout so we're actively recruiting again. Pipe up if you're interested.

Charis
Jan 24, 2002, 08:39 PM
Shaitan,

Alas, when I try to load your save file, the application crashes about 60% through the read. :( I can start a new Essex game, or load my old files, and got this crash repeatedly, only on this save file, so the mod is correctly installed. We can either...

- have you try to upload a new different freshly zipped version
- have Garret see if he can load this turn's save

:eek:
Charis

Shaitan
Jan 25, 2002, 10:40 AM
Originally posted by Charis
Shaitan,

Alas, when I try to load your save file, the application crashes about 60% through the read.
Charis

Here's a new one. Fresh off the zipper.

Charis
Jan 25, 2002, 06:15 PM
Thanks for the retry, but drats.... it still doesn't work -- the
program crashes. :mad:

Let Garret try this turn?

:confused:
Charis

Shaitan
Jan 26, 2002, 07:24 AM
I found the problem. It's not the save, it's the install batch file for the mod. I've attached a corrected version. Unzip into the BritIsles folder to replace the old batch file. Make sure you uninstall the mod before reinstalling it with this batch file so the automatic backups will remain correct.

The problem was a missed directory change in the installation that caused the unique unit files to not get copied over. Our berzerker was crashing the game.

Charis
Jan 27, 2002, 07:44 PM
Ah, that makes sense. Problem didn't show up until a UU did.

I'll play this eve late night, or worst case tomorrow.

Charis

Grey Fox
Jan 27, 2002, 10:40 PM
So can I join, I mean do you need any players?

Seems like you do... well I manage Emperor level, 100% Win on Monarch...

Shaitan
Jan 28, 2002, 06:57 AM
Originally posted by Grey Fox
So can I join, I mean do you need any players?


Sure do! Welcome to the game. You're in the rotation after Garret.

Charis
Jan 28, 2002, 06:24 PM
1525 BC (0) - The reigns turned again to the hands of Charis O'Saebert.
The bloody Northumbrians understood the key role of the choke point, and
did found Dunholm to counfound us. Our day will come... In Enfield,
with some shield waste with warriors, I'm shifting to get 10 shields and
one warrior a turn at a slight food shortage, then switch back to a two
turn warrior and make up the food. That's two warriors every three turns
instead of every four.

1500 BC (1) - 1400 BC (5) Pretty quiet with just three cities... build a
spearman and start a settler and hope we land the Pyramids.

1375 BC (6) - Luxuries are getting expensive with London now at size 7
and

1350 BC (7) - We're informed the Scottish city of Edinburough has completed...
the Pyramids. Ack! Seven turns away, were we. Important safety tip...
If you try to build a wonder, you better have a backup wonder/tech to
switch to if you don't make it. We're going to have to switch those 258 extra
shields to granary (it was our capitol so we can't switch to Palace).
Unless... I can get a tech for trade... Northumbrians have Mysticism, but a
trade "Can't be done." Having no production for the last hundred years has
left us poor and without a military, so pushing a war right now would
just leave us in worse shape. 8-\ Our neighbors switch to Oracle...

1325 BC (8) - Start cranking out settlers, and will send one to our
Northumbrian chokepoint, and another for the incense-river area near
Hrypis.
1300 BC (9) - 1200 BC (13) Not much...

1175 BC (14) - Welwyn is formed to choke off the Northumbrians. Temple started.

1100 BC (17) - Stanstead Abbots is formed on river next to Iron right on
the doorstep of Hyrpis. They'll just love that! With all land un-fogged,
our scout is disbanded to save on costs.

1025 BC (20) - Get Alphabet for Northumbrians for 33 gold + 3/turn (if they
get uppity, they'll lose the per turn amount, I figure)

1000 BC (21) - Was planning to go one extra turn to get a nice 'even' year,
and Northumbrian demands (cough) tribute of 28 gold. I quietly turn my
back on them, and feel a knife in it! They declare war! :eek: (Darn, should have
gone even more gold/turn and less lump ;p)

Given this development, I'll pass the game over at the BEGINNING of this
turn. All moves are left. The settler is heading SW a few squares to the
whale. Redirect if you have a better spot. They have spearmen-settler
pairs in a few places. Enfield is running a temporary shortage to get its
Berzerker in 2 turns instead of 3. Once it's out, redistribute workers agn.

Good luck, it's just now heating up ;p (Garret is up unless asleep, in which case Grey Fox will have his hands full)
Charis

PS On my screen, the Berzerker looks like a Worker, not a swordsman! I may
need to reinstall the mod's graphics.

Shaitan
Jan 29, 2002, 07:20 AM
Missed the Pyramids by seven turns... My, that truly blows :(

Fantastic city management there, Charis. It never occured to me to run shortages to boost production. I'll definitely start doing that.

So, Northumbria wants war, eh? We'll have to teach them all about the Saxon Menace. :ripper:

Shaitan
Jan 29, 2002, 07:23 AM
Originally posted by Charis
On my screen, the Berzerker looks like a Worker, not a swordsman! I may need to reinstall the mod's graphics.

Zoinks! I can't believe nobody caught that bug before (including me!). It's fixed in the newly posted version 6.2.

If you don't want to redownload the whole mod for that you can fix it quick by copying swordsman.ini (from the Art/Swordsman folder) to the Art/Berzerker folder. Then go into the berzerker folder and delete berzerker.ini and rename swordsman.ini to berzerker.ini.


Garret's awake and will play tonight.

Shaitan
Jan 31, 2002, 07:46 AM
Garret is apparently still asleep. Grey Fox, go ahead and take the game.

Good luck and kick some butt!

Grey Fox
Jan 31, 2002, 08:50 AM
I'm playing...

Grey Fox
Jan 31, 2002, 04:39 PM
:crazyeyes I lost my notes, but no worry...

I failed to do much... I razed one City, got one of mine razed and a lot of My berzerkers were killed. I guess I used the wrong tactics...

We got an early Golden Age... good?

The Manx have the Colossus and the Northumbians have the Oracle in Loidis.

I played about 10 Turns... I have no more time to play tonight so I stopped. *Sigh* I'll go to bed soon.

Shaitan
Feb 01, 2002, 06:53 AM
I've got the game for the start of round two. 15 turns per player now.

Early golden ages are common in this mod as most of the UU's are from the ancient times.

Basic berzerker strategy is to pair each berzerker up with a spearman. Berzerks have an awesome attack but if they ever have to defend they are just so many very pissed off corpses.

Shaitan
Feb 02, 2002, 07:52 AM
750 BC Garrison of Hatfield mobilized to attack Hadeford. The warrior of Welwyn sacrifices himself against elite Ulfedhn. The Ulfedhn is virtually destroyed. Mysticism purchased from Wessex. Embassy established with Wessex and a militarty pact with Wessex against Northumbria is made. Focused cities on production - reduced science from 70 to 50, raised entertainment from 10 to 20. Removing entertainers brings London up 1 shield, Enfield up 2 shields, Treasury growing. Literature will take 2 more turns to research. Southern (small) cities are building spearmen. Northern cities are producing berzerkers.The people are generally unhappy but productive. They'll get over it. Despotism isn't for the benefit of the citizens anyway. (image)
http://www.civfanatics.net/uploads/essex750bc.jpg

730 BC Although London is in borderline rebellion, the people still love me so much that they've put a second story onto the palace.

710 BC Spearmen from the south begin traveling to the northern staging areas. They should be there just in time to meet up with the newly trained berzerkers. Loidis is our target.

690 BC The people just love me. They've put a third story on the palace. The Hatfield garrison is poised to attack Hadeford.

670 BC The Hatfield force has broken its teeth against the shields of Hadeford's spearmen. Great damage was inflicted but troop estimates for Hadeford were too low and sheer number of defenders defeated us. Archers from Stanstead Abbots and Hatfield will soon join the seige force. A berzerker has also been dispatched to bolster the southern force assault strength. Combined force of berzerkers and spearmen leave Welwyn temporarily unguarded to assault a target of opportunity - a lone Ulfedyn. He crumbles before the fury of the berzerk assault. The march on Loidis has begun.

650 BC Northumbrian counterattack has left the northern assault force without its screen of spearmen. Berzerkers orderd to head south to meet a spear remnant from the group besieging Hadeford.

630 BC Spearman heading north to meet berzerkers is surprised by an Ulfedhn unit and destroyed after causing some damage to the "wolf cloaks". Northern berzerk force then exacts Odin's revenge on the scurvy dogs. Ulfedhn are forced to flee.

610 BC Two groups of Ulfedhn converge on the Northern berzerk force and decimate them.

590 BC Heroic efforts of the Hadeford besieging force. The main defensive unit of this force beat off two assaults by Ulfedhn and was then able to counterattack one and destroy it. We will try to get this badly damaged unit to safety. Their heroism has set the stage for the second assault on Bradeford.

570 BC Bradeford has been taken. The demoralized populace has not even organized resistance against us. All available forces make for Loidis.

550 BC Assault forces are in place to attack Loidis. Bradeford's citizens are whipped to complete a barracks. This will let us heal the units damaged in taking the city and enable a second wave attack on Loidis if necessary. Luxury expense increased to 30% to support increased production in Enfield and London.

530 BC Loidis has fallen. The Oracle is ours! Extremely heavy resistance encountered (7 of 9 populace). Food production cut off and temple construction is begun. Northumbria has moved their capital to far Dearthingtun. Once we enforce the Pax Essex in Loidis we will immediately move against Hrypis. Control of that area will give us access to incense.

510 BC The Bradeford assault force is back to strength and begins travel towards Hrypis. They should be able to take Hrypis by themselves leaving the Loidis force to attack Heafudenne (iron) or Dearthingtun.

490 BC Five resistors remain in Loidis. Population has decreased to 8 due to food shortage. Latest troop influx has pushed our economy into the negative. Production switched to civil buildings as long as shield loss did not occur.

470 BC Our research into Literature finally pays off. Begin research on Code of Laws, aiming for Brehon Law. 2 resisters remain in Loidis. 3 understrength units remain to keep the peace, remainder sent for Dearthingtun. Science/Luxury set at 50/10. London and Enfield set to produce workers. Our territory has almost doubled. We need workers to get it functional.

450 BC The resistance in Loidis has finally ended. Food production has been reinstated and temple construction completed at the end of the whip. Manageable population of 5 remaining. First Wessex unit seen near Hrypis - a single spearman. Our forces marshalled outside Hrypis' gates. They will fall at our will. Forces are in place outside of Dearthingtun that should have no problem taking that city. Enfield and London are producing our first Librarys. (image)
http://www.civfanatics.net/uploads/essex450bc.jpg

Notes:
What a fantastic turn! Grey Fox, I was afraid what I'd find when you said you lost a lot of berzerkers and a city but Essex was in great shape. Just took a few tweaks to get it running to my war strategy.

Essex berzerkers backed by horse and spear units soundly thrashed Northumbria's forces. Killing their Ulfedhn is a pain in the butt because they can retreat. Best force mix was to team up a berzerker to attack, horseman to finish off the wounded Ulfedhn and spearman to protect the berzerker. The exposed horsemen tend to die quickly though. I didn't see any more Ulfedhn after the fall of Loidis so I didn't replace the lost horsemen.

430 BC should see the fall of Hrypis and Dearthingtun. The fall of Heafudenne should coincide nicely with the expiration of our military alliance with Wessex. Northumbria is ruined as a power. Finish them off or give them to Wessex. Remember - mercy is way overrated and it was Northumbria who started this war. I vote for annihilation.


You're up next Charis.

Charis
Feb 02, 2002, 06:20 PM
In recent years in Essex, the world was turned upside-down. our neighbors
and supposed friends, the Northumbrians, attacked us unprovoked and without
cause. Defended by two great captains, now it was Essex pressing the attack.
Things were going so well they had a lottery and thought they would let
a Lance Corporal try to run the show for 15 years. Corporal Charis was
selected - Let's see how the young boy did...

450 BC (0) - London has two entertainers?? Let's make a settler to fix that.
Same for Enfield, we're massively undercolonized, no time for libraries
(especially in middle of a conquest war ;p) Abbots swaps to temple.
Mercy or annihilation? They started it when we accepted them as neighbors
and friends. Besides, its not really annihilation, we'll let their citizens
join us and become cultured :P

430 BC (1) - Elite Berzerker mauls the first defender at Hrypis. A horseman
tries to soften it up with no luck, then an archer takes the city.
On Dearthingtun a vet Berz becomes 'lite. We then lose one, and another
takes the city. (Which is EMPTY? What kind of capitol is that? Oh ya, the
displaced capitol.) We go to discuss the idea of peace. He mocks us by
saying he only had 4 workers to offer! hah! (Well, it was true)

410 BC (2) - Moving on Heafuddene.

390 BC (3) - A mighty Ulfhedn chooses as his target... a worker next to
the city?! Ha!! What a maroon. He's no match defensively against our
Berzerker, and after he backs up, another Berz takes him out. ;p
Two Berzerkers go up against the city and...

"You have Fledling Northumbrians, Sir" :hammer:

Looks like we got those four workers anyway ;p

Corporal Charis looks at Wessex. Their best known unit is an Archer. We
have a massive battle hardened army with Elite Berzerkers begging for a
Great Leader, and Wessex denied us any true help in this war that could
have ended our civilization. Our advisor reports they fear us, and that
our military outnumbers them. (What on EARTH have they been doing all this
time??) They will pay for this insolence!! :hammer:

370 BC (4) - HeuffanoodleCasserole and Dearthingtun are double whipped for
temples. Bradeford and Abbot get a templewhip too. (Oracle should help them
feel better soon.)

350 BC (5) - 310 BC (7) Moving the troops up. Does Wessex know what's coming?

290 BC (8) - In the field is a stack of four, a spearman and three archers.
Take them out now with no defensive bonuses, or let them wander past
us to lightly defended cities? Is Dorsetshire shrinking? Are they whipping?
Do they suspect? Unfortunately one of our settlers is in harm's way, so we
press on to their capitol.

270 BC (9) - Uneasy looks as the armies pass...

250 BC (10) - Code of Laws discoverd, and we're now on our way to glorious
Brehon Law! We encircle and surround their little pack. (See picture)

230 BC (11) - Our horsemen sent to start the fight by 'softening up' their
Spearman killed him without a scratch! :hammer:
You just gotta see the next post for a picture - I would HATE to be that spearman! :lol:

210 BC (12) - They respond with brilliant tactics: Send an archer out into
the open ;p We found a new city, although the corporal will no doubt
get reprimanded for the insolent name chosen!

190 BC (13) - We attack and autoraze the tiny city of Brokenbloke. Alas, they
take out a zerker in the process.

170 BC (14) - A Wessex axeman of the Clifford line comes out to challenge our
Berkerker to a one on one to fight to the death. One of the Essex archers
didn't realize it was a duel of honor and interfered. He was slain where
he stood. Slaying a fellow soldier in front of a Berzerker is NOT a good
idea! That was Clifford's very last battle...

150 BC (15) - That same enraged berzerker stepped up to another rather
foolish archer who jumped out in the open to face him. He was slain
without a scratch.

The Corporals fifteenth year was up. "NO!!!! I'm RIGHT at the
doorstep of their capitol!!" Alas, it was not to be his glory. "OH CRUD!
Isn't that always how it goes?? The little guy does ALL the work, now some
high-falutin' general is gonna come in and get all the GLORY! It's not Fair!"

"War is not fair, Corporal Charis..."
Good luck General (GreyFox?)

(Parting thoughts: Whip the temple in Hrypis when there are 39 shields left
to complete it. There are TWO settlers with moves left in on this turn in 150.
One can found in a decent spot right where he is, the other is in a town.
Decent for coverage, not for resources, that is. Our economics are not great,
we're having to go for Brehon Law at min rate for example. The worker near
Hatfield was to start a road to the abbott. In London I would
keep cranking out Berzerkers one per two turns until Sussex is history.
Then get mapmaking and a boat and conquer the next country :hammer: In the meanwhile, fill out this rock of an island we call home, spam settlers)

Charis

Charis
Feb 02, 2002, 06:22 PM
In fact, this was a really, REALLY bad day to be a Wessex spearman. See that guy in the middle... muhahaha! :hammer:

-- Charis

Shaitan
Feb 03, 2002, 06:18 PM
Grey Fox, please take the game. Garret's beloved Patriots are losing the Super Bowl and he'll be unable to play the game through his waterfall of tears.

Shaitan
Feb 05, 2002, 10:09 AM
No Grey Fox? Hmm...

Charis, it looks like we're the only ones playing this game. What would you say to making it an Open Succession game?

Grey Fox
Feb 05, 2002, 10:11 AM
I've been kinda busy these days... been skipping 3 Succession games... all were I've been late to respond.

Sorry for that.

I'll be here for my next turn though...

Shaitan
Feb 05, 2002, 10:25 AM
All righty then. I've got the game.

xrang
Feb 05, 2002, 01:19 PM
:confused: Do you need another player? ;) I've never played a succession before, so......:spank:

Shaitan
Feb 05, 2002, 01:25 PM
Originally posted by xrang
:confused: Do you need another player? ;) I've never played a succession before, so......:spank:

Yup, we sure could use another player. I'll add you to the player list right now. Do you have any questions on how the game works?

Also, you'll need the British Isles mod for this game (link is in my signature).

Welcome aboard!

Charis
Feb 05, 2002, 01:40 PM
Shaitan,

I think an "open" (grab-the-game) succession would be a poor choice for a mod, where they might grab one turn, have no idea what a berzerker or Brehon Law is and come up with foolishness. Having someone stick with it a while is much better. Also you'll get no useful feedback on the mod if someone 'dips in' for a turn once in a while.

As far as opening it up to new players, sure!! (Xrang, hi!) Recruit or from time to time post messages in here "Any lurkers who have been following care to join in, we can use more!" -- that would be great.

I dare say for this game experience is less important than in some other ones - again in part due to the fact this is a mod and no one is a Saxon-guru yet.

Charis

xrang
Feb 05, 2002, 08:14 PM
what exactly do you want me to do? i know that sounds stupid but I need to know these things:confused: :blush:

Shaitan
Feb 06, 2002, 04:19 AM
150 Bumped up science spending. Running a budget deficit but will get Brehon Law 10 turns faster. Analysts decide the military is overbudgeted and that there are enough forces to complete the Wessex campaign already in theatre. Unit training exercises are abandoned across the country in favor of domestic works projects. (image)
http://www.civfanatics.net/uploads/essex150bc.jpg
130 Dorsetshire assaulted by two understrength Berzerkers. Both succeed in destroying a spearman defender. Dorsetshire will fall at our will.

110 Dorsetshire falls. Troops from Essex are heading for the western Wessex cities. The main assault force will take out the eastern ones. Snap, crackle, pop! Libraries will soon start popping up all over the place, encouraged by the whip.

90 Resistance in Dorsetshire ends. Lose a bowman from the eastern assault force to incompetence (died attacking a half strength warrior).

70 Library construction has shaved 10 turns off Brehon Law research. Treasury is looking sad though.

50 Mixed results on both fronts. New Wessex capital of Salsbury hit hard. Will fall when we next attack it.

30 We've discovered that the Manx city of Douglas has completed the Great Lighthouse. Hopefully we'll be able to get off of this rock without it. Salsbury and Southampton fall. Forces move on the new Wessex capital of Reading. Caewalla requests peace, for which he will offer...nothing. The people of Essex are not amused.

10 Movement but no combat action.

0 (non turn) Millenium celebrations are held all across the land. In the east, a bright light is seen in the sky. Is it the herald of a new messiah? Nope, turns out to be burning Wessex cities.

10AD Elite Horsemen conquer Alesforda (Western assault force).

30 Elite Berzerkers conquer Reading (Eastern assault force).

50 Our palace is expanded again. Culture from our many libraries is quickly covering our desert island. Elite horse driven back from Wdetun (Western force). Berzerk assault force in place for next assault. Treasury is virtually bankrupt. Decision is made to continue defecit spending and sacrifice troops to pay the budget.

70 Elite Berzerkers conquer Wdetun. Wessex has one city remaining (Quenta).

90 Loidis and Enfield are set up to pump out workers.

110 Brehon Law research will be completed momentarily. We're able to adjust our budget to run in the black again.

130 Brehon Law is discovered. We enter a period of blissful anarchy as we reorganize the government.

150 Most major cities have fallen into disorder but the enraged populace have not begun looting or destroying structures yet. Assault on Quenta fails but all defenders have been eliminated except for one severely depleted spearman.

170 Riots in Enfield. Barracks destroyed. Quenta is destroyed by ravening berzerkers. The fledgling Wessex are no more. We have completed our manifest destiny and taken the entirety of our island continent. (image)
http://www.civfanatics.net/uploads/essex170ad.jpg


Notes: There are a few places on the coast where we should stick some Dry Gulch cities to completely envelop the island in our borders. There are many, many pirate ships watching our coast so when we do get galleys we will probably lose a few. Speaking of galleys, boy do we need some of those. Map Making is up for research and it should be a fairly fast learn as we'll be in Brehon Law and just about every other civ probably has it already. I was hoping for a leader so we could relocate the capital smack in the middle of our desert isle but no luck there. Building palace isn't an option without a leader. We could put the Forbidden Palace down south but then would have no option for effective expansion off of the island.

Charis, you're up. Goal is 15 turns now. A few more or less is okay, player's discretion.

Shaitan
Feb 06, 2002, 04:32 AM
Charis, excellent points regarding an open game. We'll definitely keep it closed.

xrang, email me at jrpea@bellsouth.net and I'll give you the skinny.

Charis
Feb 06, 2002, 07:53 AM
Excellent job taking our destiny, the island of Essex! :hammer:

Agreed, we need at least 3 settlers I would say to close out the borders. The AI is VERY aggressive on grabbing those 'last spots' in someone else's territory. In border 'gap' cities good job building libraries, I'll make sure those are everywhere border expansion is needed.

I'm seeing this Anarchy mistake in several of my SG games now, so here's a tip: Under conditions of civil disorder, which you are prone to have for several turns under Anarchy, things get destroyed. Sometimes painfully expensive things. There's no need for this - when you go Anarchy, go through the cities and make as many entertainers as needed to keep them happy. You get no shields anyway, so it's almost painless - the only 'iffy' case at all is when it would starve a city. The "fast" way to do this which takes only a few seconds even for a huge nation... zoom in on a city and click your cursor on the 'center' city square. Don't move it. It will readjust citizens to avoid unhappiness. Press the right arrow button on your keyboard, it will move you to next city. Click moust button (still over the city center tile). Arrow. Repeat click-and-arrow right after the other, don't even wait. You can avoid revolt in dozens of cities in just a few seconds. When you research the new governement, repeat the process to get rid of the entertainers and make them productive again. Micromanagers will then go through and reassign citizens as needed, but that's not required for a casual player.

In one game this wasn't done, a harbor was lost on a second continent, and bam, a ton of luxiries and resources were cut off. That was VERY painful.

Another thought based on your last message, Shaitain. What you might have is a post or a Readme-like file that describes for people PLAYING this mod just what the key differences are. I still have no clue other than the berzerker and the Ulf which I've seen repeatedly in combat. A one page bit on the names of the civs, their UU and what makes them different, and on key tech changes like Brehon Law, would be good. Post rather than email.
(Ok, one MORE comment. I saw your replies in the graphic mod threads. That fire longbowman just ROCKS! Minor bombardment role and normal archer powers, and a gool gfx. Likewise some other gfx do look great for this mod). My only feedback question at this point is that I'm not sure berzerkers (and perhaps several other UU's) aren't imbalanced. For when you get them, they just dominate TOO much. 5-1-1 in the early ancient era is just a crusher. Why make anything else besides a spearman to protect them? You don't see that kind of firepower in a Civ3 normal unit until *Cavalry*. In UU's, not until Cossacks. The Persian immortal is borderline imbalanced at 4-2-1, would you like to face a 5-1-1 immortal? :eek: If you're going for "difference", 5-1-1 is certainly novel, but really it should come around... hmm... Feudalism? If you want them earlier or want better balance, 4-1-1 for a UU that early (or even 4-2-1 like Immortal) would work. That's just 2 cents based on the game so far, I've not gone over the mod changes in detail to know what other civs are like. (When we face them I sure will though ;P)

Good job on the conquest :p
Charis

Grey Fox
Feb 06, 2002, 12:35 PM
there is also a governor that maintains happiness...

Shaitan
Feb 06, 2002, 01:56 PM
Thanks for the mod feedback, Charis. It's incredibly helpful for the continuing development of the mod.

There is a readme.txt in the mod file. I can post that here as well. Maybe add it to the threadstart post...

The berzerker and ulfedhn do seem a bit potent. Our berzerks definitely steamrolled Northumbria and Wessex. I'm not sure exactly why we did so well against Northumbria as the Ulfedhn generally take down Berzerkers. Probably just that Northumbria didn't build enough Ulfedhn.

What I thought would be the balance is that any old horseman can wack either one. Backing them up with spearmen makes them uberpowerful. I like your suggestion on delaying them. Stormerne has suggested that they come in with Polytheism instead of ironworking (as they are warriors devoted to Odin). I think I'll playtest and probably implement that.

Grey Fox - that's why I was caught flat footed by all the riots. I normally use the governors and was lost without my "crutch" ;)

Charis
Feb 07, 2002, 12:05 AM
The post-war turn went very well, with a HUGE increase in jobs for workers, settlers and city founding, and not bad for military too...

The realm is in Anarchy, the people cry out for Brehon Law!!

170 AD (0) - The Charis clan of the O'Saebert line comes once again to power.
Their survey of the realm starts quite strong. The island is theirs, and theirs
alone. He makes plan to insure it STAYS that way. With their berzerkers the
dominant force of their time, finding another land to conquer would work
well (hehe, we ARE expansionist and militaristic). But to do that we'll need:
mapmaking, and better production, so it's a time for building. He awaits the
official installment of his new government and is happy to see in the meantime
that temples are being built. In the meantime he bones up on Brehon Law...

Good efficiency, Pay labor, nuisance corruption, MP of 4 (!), unit support 2/4/8
and draft rate of 1. Compared to monarchy less corruption, more MP, and the
same unit support. (Comment to Shaitan: it "dominates" Monarchy, not really
a good thing. It's better in everyway except draft, no real tradeoffs)
Compared to republic, same corruption and efficiency, much more unit support
and a ton more MP. And no war weariness! (Worse imbalance. Basically it's just
too good. It makes the other two ancient govts useless. If there's a commerce
bonus for Republic not in Brehon, then it only dominates Monarchy. Actually,
this )

Alas, just one problem that Charis O'Saebert sees. We're too soon for Brehon.
That gaggle of temples was just crying out, yearning for a good whipping.
We'll make do, but if we were religious and no anarchy penalty, I would revert
back, whip for about 4 turns, then re-revolt to Brehon :hammer:
On this difficulty this won't set us back at all, so not to worry.

Oops, sorry, more than one problem. Courthouse being built in a city right
next to our capitol??! As one who has suffered under the influcence, Charis O'
immediately recognizes this as pure weed effect :smoke: With so many shields
already done towards it, he shifts it to palace 'placeholder' for a wonder.
Once we get a tech that allows a wonder we want to build, it can be switched
over to that. Looking at how many have already been snarfed, that might not
be until Sun Tzu or Sistine. The courthouse in Hatfield is also useless,
with only 1 gold and 1 shield loss. We take a settler instead, needing about
3-5 more to fill out the island.

BUG REPORT: The shields box for the 'Palace' in Welwyn isn't showing up right.
It's keeping track properly, just showing a 1 column box for some reason.

Oh, now the young celt-turned-essex Charis is going to get chastised for being
far too picky, but... he fires all the governors! Just not good for succession,
the choices are poor- in nine cities citizens needed to be moved, they've all
been smoking weed too!. They would even starve a city to make entertainers that
weren't needed.

190 AD (1) - 230 (3) Not much going on really... London soon goes into troop
mode, one zerker per two rounds, Enfield likewise one spearman per two.
With Brehon's great Military Police rate of 4, we can build up for our
next invasion AND keep the people happy, at no unit support cost :p
(These cities are chosen both for high shield rate and for barracks. Non-
barracks cities on troops were taken off)

250 AD (4) - Scots finish the Great Wall. (They must all be together on a
continent, their rate of research and getting techs is blowing us away.)
We actually have four stellar production cities, just nothing to produce
in the way of infrastructure yet.

260 AD (5) - Loidos is set up as a "worker farm"!! This is a size 7 city
with a granary and 10 shields per turn. It cranks out literally one
worker per turn. When it does the larger food box of a size 7 city instantly
fills the size 6 box and it grows/produces another worker, cycling again.
These workers can both work the land or join other slow growing cities.
:hammer: BTW, when the AI assesses your military strength is goes purely
by 'number of units'. That counts workers :lol: By the end of my reign
or next, they will feel true fright of our military might!

300 AD (9) - Fishing/whaling village of Meresig founded. We continue working
hard at a massive road network. It will help our commerce alot, and make
movement over this large island much quicker.

320 AD (11) - Map Making learned, Mathematics started. We've still got ages
to go before temples are done to be able to start on better things.
Southampton gets a Galley queued up after it's temple, in 5 turns.

BUG: Gah, for some reason can't select 'Harbor' for Stanstead Abbot.
It's listed but greyed out. Hmmm... if I right-click on city instead of
zoom, I can (and do!) (I'll try to attached year 310 AD save file to
see palace box and harbor listing bugs). I start the harbor before the
galley because there are a dozen barbarian ships patrolling our shores!

330 AD (12) - We queue up a scout to board the upcoming galley. The people
like the harbor so much they build onto the palace. (Just noticed how far
up the luxury slider is. We'll need yet more MP troops to cut that down)

350 AD (14) - Hyrpis reaches size 7 with a granary and starts a barracks.
It should likely crank troops for a while after that.

Stopping at 14 to get an nice round number for final year. The F11 screen
shows us that we're #1 in population, GNP and productivity, and #2 in land
area. These are VERY good signs! Literacy could be higher (ya, could have
whipped the libraries as well as temples, but we're onto higher forms of
rule by the people now! :hammer:)

Tips for next leader...

- Support costs are starting to get to us. May have to stop short the
worker factory (for now) or start adding some workers to the smaller
cities.
- Harbor then Galley in Southhampton. Take a berzerker and a scout on a
long ride and see the world!
- Don't let Welwyn confuse you. Leave its production as it is and someday
we'll get a wonder there.
- May need to, now or soon, cut back science rate to help budget. Can't
turn back luxury rate or London will riot (get a settler from there if
needed)

Good luck,
Charis

Charis
Feb 07, 2002, 12:13 AM
Saitain, this file should show the palace shield box bug in
Welwyn. And this turn or next, try zooming to city and changing
to harbor off the current granary in Stanstead Abbot.

See if you see the same problems (?)

Charis

Shaitan
Feb 07, 2002, 09:41 AM
Originally posted by Charis
Saitain, this file should show the palace shield box bug in
Welwyn. And this turn or next, try zooming to city and changing
to harbor off the current granary in Stanstead Abbot.

See if you see the same problems (?)

Couldn't reproduce the harbor wierdness but I've definitely got the palace bug. That is VERY odd as there haven't been any changes to the palace in the mod. Tried it in other saves and in a new game and all showed up the same way - 1 column with nothing filled. Keep an eye out for this in other improvements. I'm going to go back through the versions and see where it kicked in. Can hopefully isolate the offending party that way.

You're right on Brehon Law, it's just too good. I'll be lowering the MP to 1 and free units to 1/2/4. That'll give it advantages and disadvantages to both of the other ancient governments.

Note to all players
Version 8 was posted today. Please do not try to use that version for the succession game. There were changed to civ specific abilities in this version and there's no telling what that will do in an existing game.

Charis
Feb 07, 2002, 11:42 AM
Looks like you're getting some good feedback on the mod in its thread, and making good progress incorporating them :)
I do like the Berzerker coming with Polytheism, good call.

> You're right on Brehon Law, it's just too good. I'll be lowering the MP to 1 and free units to 1/2/4

A move in the right direction, but that won't work either :P
(EDIT-- unless I've misread Civopedia entry on it, see below)

The key advantage of Mon or Rep over despotism is you stop losing bonuses for food and mining over 3, as well as some decrease in corruption. The difference between Mon and Rep is basically... how do you make your people happy? In Monarchy it's with MP. Rep gets higher commerce, which is enough to let you crank up the luxury slider to compensate for lack of MP. In fact, with marketplaces in place, your *net* gain in commerce after subtracting the NEEDED luxury increase is medium, and to compensate, war weariness is added into the mix. Thus Monarchy is where you want to be if in war, Republic if relative peace (add Democracy for dominant peace and Communism for dominant war). There's a good balance.

Now if you do NOT give Brehon MP 4, and cut the unit costs covered per city, and do NOT give it the Republic commerce bonus, it's owned by Monarchy. What I guess I'm not clear on is if you get the Republic/Democracy 'commerce bonus' with Brehon Law. If so, then actually it will work, it a very nice compromise between Monarchy and Republic, but you need to make this clear in the Civilopedia. One other compounding factor to mention. If you don't give the commerce bonus to Brehon, it won't have the cash to rush things, and the rush method is cash not people.

btw, with 1 MP and 1/2/4 support, we need to change gears *ASAP* in our game!! We'll be thrown into a virtual depression short on cash, with our high population, high military unit count, and 'abundant' worker count! :P (yet we need those workers to improve the mining to get more shields to build temples and marketplaces in less than 500 years, and to increase commerce by more roads)

If you want just a touch more power to Brehon (and it won't have a big effect in our game, not saying it because of that) would be to have Brehon kicked up a notch on how well it reduces corruption. Historically... was Brehon law known for times of harmony and low corruption, strong commerce, mistreatment of workers, a heavy police/military presence, or perhaps even increased worker efficiency? I have no clue, but you likely do :P

One far-out thought for the mod... was "Feudalism" a form of government in the British isles under this time period? If so, it would make a natural replacement for Communism. Communal corruption (decreased but farther spread), rush by laborers, good MP bonus - overall comparable in power to Communism.
Or (I'm really stretching here), was their a British-specific type of Democracy that could be made into its own new type, whether 'added' or a replacement for Comm or regular Dem ?

While I'm throwing out random thoughts... did they have any special siege engines, more effective than a catapult but predating the cannon? There's a huge gap in time and in power between those two at present, something in between around Invention would be a nice addition! (If there is historical basis for it, again, no clue)

Charis

Shaitan
Feb 07, 2002, 12:12 PM
Yes, I am getting some excellent feedback :)

First, changes won't affect our game. We have to continue using versions 6.2 to 7. Version 8 has changes in civ specific abilities and some other background tweaks that might give unpredictable results on a game started in an earlier version. So no worry about Essex going bankrupt because of Brehon Law changes.

Speaking of Brehon Law, if I give the commerce bonus there won't it completely overshadow Republic? Same corruption, plus MP and free units. I've been toying with using Communal corruption for Brehon Law. Brehon Law structure was myriad little kinglets under the overall direction of the high king. Corruption wasn't really a factor of distance or travel because there was strong, local, autonomous leadership in each of the minor kingdoms. Thoughts?

Feudalism came a bit later than the focus of the mod. Then again, all of the techs are available in the main mod so there's no reason not to incorporate it. Problem was, Feudalism was an attrociously bad form of centralized government. Brehon Law, Republic and probably even pure Monarchy were superior. There may be some other government forms that were used by the various peoples. I'll look into it.

Don't even get me started on siege machines! The catapult was a poor weapon and was only in use for a very short time. It was quickly replaced by torsion driven engines that had much greater range, power, accuracy and reliability. The trebuchet was the fulmination of the torsion siege engines. Perhaps I can put a trebuchet somewhere between catapult and cannon...

Keep the feedback coming. This is great stuff!

Grey Fox
Feb 07, 2002, 02:56 PM
It seems like Communal corruption might be good with Brehon law.

When I first played the Mod, I saw that it had all that was good with Monarchy and Republic and that it was better than Democracy in some ways.

You might wanna put in some War weariness too. It seems like a more peaceful government than Monarchy. Were the people are little more free. And the less opressed the people is, the more war-weariness...

xrang
Feb 07, 2002, 02:59 PM
Good point:goodjob:

Shaitan
Feb 08, 2002, 06:49 AM
I playtested with communal corruption and it works well. It is not as lucrative as Republic and not quite as good in war time as Monarchy. If you want a government to go through various periods of war and peace though, this one works extremely well. I'll most likely include these changes in version 9.

Grey Fox - are you skipping your turn again? Xrang has been patiently waiting for you.

Grey Fox
Feb 08, 2002, 12:58 PM
Sorry for keeping you wait, remember that I live in sweden so I can play when you guys sleep...

Well do I install the latest Mod or what?

Shaitan
Feb 08, 2002, 01:01 PM
Originally posted by Grey Fox
Sorry for keeping you wait, remember that I live in sweden so I can play when you guys sleep...

Well do I install the latest Mod or what?

Not a problem, just let us know as soon as possible. Xrang could have snuck in a turn there.

No, don't install the latest Mod. There were some mechanics changes in Version 8 that are not compatible with games started in earlier versions. We'll stick with versions 6.2 or 7 for this game.

Grey Fox
Feb 08, 2002, 01:05 PM
So wich save-file should I play with now then?

Shaitan
Feb 08, 2002, 01:08 PM
Originally posted by Grey Fox
So wich save-file should I play with now then?
saebert of the essex, 350 ad.zip posted by Charis

Grey Fox
Feb 08, 2002, 01:11 PM
Then I'm away to Essex once again. City improvements is our main goal, right?

And some exploring of the sea if I can or what?

Shaitan
Feb 08, 2002, 01:14 PM
Originally posted by Grey Fox
Then I'm away to Essex once again. City improvements is our main goal, right?

And some exploring of the sea if I can or what?

Yup. Building infrastructure and meeting new neighbors. Be careful of the huge number of pirates off our coasts. Probably want to clean them out before loading anything valuable into a galley.

Charis
Feb 08, 2002, 01:37 PM
Grey,

Be sure to read at least the last half of my report where the save file is posted... otherwise you'll be very confused at a few things ;p

Key things are: watch support costs, economy needs work; harbor then galley then explore the world in Southhampton.

:crazyeyes:
Charis

Grey Fox
Feb 08, 2002, 03:44 PM
I've been thinking about starting the Forbidden somewhere? where should I start it?


A good production town is started to grow in the NortEast, we might wanna build it there 'cus the north is the "Green" area of our country, what do you think?

Grey Fox
Feb 08, 2002, 05:00 PM
I did a lot of tweaking with citizens, this round. It was kind of an experiment with specialist citizens, because I have never taken an extra look into those.

And it seems as if it paid of. I managed to get down the research speed with 1-3 Turns on every tech. The trick is to convert citizens that work without an effort into scientists. If a city is a size 6, and it can't grow. Take all those that work on food squares and make em' scientists. Do this until you see a change in the research speed. If nothing changes, you can change those to work on shield tiles or make them Tax men.

Remember that Corruption can't affect Specialist citizens! And a 12 Size city that can't grow hardly needs all tiles to be worked. We can for example produce a Berzerker every Second turn in London, with 9 Tiles worked and 2 Scientists and 1 Taxman. Remember that if these could work a tile that would produce 2 uncorrupted Gold, they should probably do so, but they can't do that in London so we "Earn" from having them as Scientist an Taxmen...

1: 360 AD
Harpenden is founded in the middle of the Great Desert.

2: 370 AD
Hemel is founded close to a whale, near the city Colneceastre. Changed a citizen in a city, that worked on a Desert tile (producing 1 Shield, went to corruption anyway.) to be a scientist instead. That gave us 1 turn quicker research. Hempstead is founded. Alot of 'H' cities now.

3: 380 AD
The city Ricksmanworth is founded near a fish, in the south-east.

4: 390 AD
Tweaked a lot of cities and changed citizens to Scientists, managed to get Construction-Breakthrough down to 11 Turns instead of 14 turns.

7: 420 AD
The city Watford is founded, near the Diamond. Bye the way, we are getting 7 spices, a lot to trade with when we met the other civs! And we will get diamonds soon so we might be able to lower our Luxary costs.

8: 430 AD
Put an entertainer in London (Instead of a tile with +2F +2C), and lowered luxary costs with 10%, this gave us +13 Gold/Turn, instead of +2. I was able to do this because London was the only city that needed this extra entertainment... I hope we will see this micromanagement by every player in this "Team" in the future!

9: 440 AD
I managed to overlook something... the city building tha palace to store shields also needed an entertainer... bad by me. It is rioting, I should be a Micro-manager pro by now. ARGH! Well this will never happen again!

I sunk 5 Barbarian Galley's without losing a single of our own!

We got Mathematics and Construction on my turn, 'cus of my tweaking.

WORDS TO THE NEXT PLAYER

Well a real Micromanagement heaven is waiting for the next player...

Hrypis that is building a FP, might need an entertainer next turn, it will grow. Try to make it without having to raise the Luxary cost. Our cities need to grow to, so I put the "Worker Factory" on coloseum instead of a monster producing unit machine. You should use some of these workers and add them in cities that are improved to make more money.

If you press F1 you might see that I have a lot of Taxmen and Scientist, if you remove one scientist, the research might drop, but you could try ans see what happens because we are researching Currency for the moment. I know that if you replace 4-5 Taxmen with Scientists you will get a 1 Turn boost on the Tech research, but then we will loose 5 G/Turn.

You need to check happiness in the F1 screen often, and DO NOT use the Happiness Governor!!! It will ruin all my tweakings... Argh %&!¤ erfz %¤" ze tar %!#!...

Grey Fox
Feb 08, 2002, 05:09 PM
...And London is producing a Settler! I dont know if that is the best thing to do...

It might ruin our economy and Science Rate. So do it if you must.

My thought was that the settler could be added to a City with low growth and has plenty improvements around it so it won't starve...

Here is a screen:
http://medieteknik.bth.se/frst01/essex.jpg

Here is the Save File:

Shaitan
Feb 08, 2002, 05:57 PM
Fantastic micromanagement. I've learned loads from you and Charis.

Xrang, you're up. See what you can find off of our little rock.

xrang
Feb 09, 2002, 07:30 AM
I just DLed the file. I'm going to play now.:)

Grey Fox
Feb 09, 2002, 08:57 AM
Hope your not to offended by my statement xrang. Don't backout because of me...

I've answered your reply, though...

xrang
Feb 09, 2002, 09:44 AM
I'm not offended. Sorry...you've read my reply...i hope

Grey Fox
Feb 09, 2002, 09:51 AM
Well if you read my reply to your reply on my reply on your reply :), I forgive you!

xrang
Feb 09, 2002, 09:54 AM
I guess we're online at the same time, including SKILORD:)

Grey Fox
Feb 09, 2002, 09:59 AM
So where are you from then?

Little Off-topic and a spam, but send me a PM when answering maybe...

xrang
Feb 09, 2002, 12:34 PM
just continue on city improvements, right? i hate these games where ur stuck on an island...anything we could do?

Grey Fox
Feb 09, 2002, 12:39 PM
Try to explore with galleys if you can...

xrang
Feb 09, 2002, 03:40 PM
private Messaging isn't working. what do u think the reason is?

Grey Fox
Feb 09, 2002, 06:14 PM
I get tons of messages from you, I just thought there was something wrong...

xrang
Feb 09, 2002, 06:59 PM
The messages are probably the same, right? My computer keeps telling me i can't send messages. Not to worry. sorry about the constant messages, must be annoying/:rolleyes:

xrang
Feb 10, 2002, 01:09 PM
Turn 1, 510 AD
Galley was ambushed by pirates near Southampton. Lost 2 hit points but defeated pirates. I Fotify Galley.
I don't know what to do with the military units; I guess I'll just Fortify them in cities, no? 2 Workers near Hatfield irrigate 1 square, will be done in 2 turns. 2 Workers near Enfiel are sent to cut down trees in 1 square. I don't know what to do with the people of Wenwyn....2 Workers near Wenwyn mine 1 square. 4 Workers are sent to cut down Wenwyn trees. 1 Worker near Dearthington are sent to irrigate 1 square. After some movement 1 square was irrigated near Harpenden. 5 Workers are sent to irrigate 1 squre near Harpenden. Galley is sent to explore sea around the Enfield area. Spearman Fortifies in Southampton. Some troops fortify near this mountain South of Southamton (l0l). 1 Worker near Colneceastre is irrigating 1 square. Do I need to tell you guys everything? lol

Turn 2, 520 AD
London produces 1 Settler (I sent it to Hatfield) prodiction changed to Colosseum. Enfield produces 1 Spearman production changed to Colosseum. Some worker managment. Some unit movement...and more Worker management.

Turn 3, 530 AD
Salsbury produces temple production now is Harbor(?). Wenwyn is rioting, do I keep producing place?...I can't do anything about the riot because the city will starve, what do I do? Harpenden produces Spearman, producing Temple.

Turn 4, 540 AD
Worker movement....that's all, really. Galley exploration.

Turn 5, 550 AD
1 Worker near Enfield cut down trees. 1 Hatfield Worker irrigates. 4 Harpenden Workers irrigate 1 square. Another 2 Workers wove to irrigate. 2 Workers are sent to irrigate 1 square near Heafuddene. 3 Workers are sent to cut down trees on 1 Loidis square. 3 Workers start the finishing road to Watford. 2 Workers irrigate Colneceastre square. Galley explores some more of the northern coast. 2 Spearmen are moving to Welwyn.

That's it for me. See if you still want me. I really don't have the greatest handle on this game. Maybe you'll say, "How dare you ruin our game, you sick...." l0l :lol:

Charis
Feb 10, 2002, 01:19 PM
Xrang,

Thanks for joining in. A few comments...

First, you need to post the save file, in .zip format, as an attachment to your post :D
That is, winzip the file, then at the bottom of the post in the "attach file section" hit the browse button then choose the zip file.

> 4 Workers are sent to cut down Wenwyn trees
Recall them! :crazyeyes: cut trees do NOT work for palace, forbidden palace or wonders. Most of the military by the way are for military police duty, just to sit in town and keep the peace.

> Do I need to tell you guys everything?
:P No, not really. Although in this case it helped the forest-cut shields from being thrown away.

> Wenwyn is rioting, do I keep producing place?...I can't do
> anything about the riot because the city will starve, what to do?
Oops! Three choices, rioting is *NOT* an option -- not only is it no production, but rioting people eventually start to *destroy* things already made! If they destroy the temple.... :eek:

Choice one is to make a citizen a entertainer, and move around some other works to have "zero growth" in food. If that's not possible, raise the luxury rate. If we can't afford that, we would have let it starve down, then set the rate there to zero growth.

> 2 Spearmen are moving to Welwyn.
Hmm, if we have less than the max allowed military police in Welwyn, that beats the other three options! Do we currently get 4 MP with this version of Brehon law??

> Maybe you'll say, "How dare you ruin our game, you sick...." l0l
Lack of skill is really no problem whatsoever, don't feel bad about that. Lack of interest in learning how to play better would be the only sickening thing :P Hopefully the tips above help -- if any questions, or if clarification needed on those, feel free to ask.

Charis

Shaitan
Feb 10, 2002, 02:04 PM
Xrang - You only took 5 turns. Are you cutting your turn short? Remember that you can take 15.

Charis - Yup, this is the unmodified Brehon Law so it's got an MP of 4.

Shaitan
Feb 11, 2002, 06:56 AM
Xrang is having problems logging in so he emailed the save file to me. Garret's out for the forseable future (just has too much on his plate right now) so I've got the game for my turn.

Brit Isles version 9 was posted this morning. I've done some backwards compatability testing and have found no problems using games started as far back as version 4. In other words, if we want to, we can go to version 9. What's the general feeling of the players? Stay with 7 or go for 9? We've all got to play on the same version so it's got to be a concensus.

Grey Fox
Feb 11, 2002, 08:14 AM
We should probable switch to version 9 of the mod, but it could mess things up with our economy and such...

xrang the II
Feb 11, 2002, 06:46 PM
This my (xrang) new screen name. My other one wasn't working(couldn't log in).:confused:

Shaitan
Feb 12, 2002, 07:02 AM
Never mind about consideration of moving to version 9. Two resources were added and since our map was built in V6, it doesn't have them anywhere. We will never get off our rock without hardwoods in V9 (required for all wooden ships except galley).

Shaitan
Feb 12, 2002, 07:20 AM
I had a good building turn with 3 palace improvements! I'm getting better at micromanaging, thanks to Charis and Grey Fox's examples.

We are so stuck on this rock. I lost 2 galleys in ocean exploration without finding anything promising. I've tracked our research towards Astronomy. We might get lucky with caravels.

My turn was cut a few rounds short due to simply running out of time.

Synopsis:

550 AD Dorsetshire switched from library to colloseum. The people there aren't exceptionally happy and would prefer circuses to bread. The Forest Preservation Society of Welwyn petitions the Ard Ri to protect their virgin woods. 4 working parties reasigned to the forests surrounding Loidis. Hrypis changed from Forbidden Palace to Courthouse construction. Heafuddne changed from harbor production to spearman production. As workers become available, some will be added to cities to make budgetary room for incoming war capable units. These in turn will be used to bolster the military police in large cities.

Check that. Heafuddne put back on harbor construction. There are enough overgarrisoned smaller cities to cover the MP requirements in the large ones, at least for now. Many garrison troops grumble as massive redeployments are ordered.

560 The desert village of Harpenden becomes a town overnight with the massive influx of incense hungry settlers. Much worker activity and minor coastal exploration. 7 units found fortified atop Mount Crumpet (southernmost tip of the Isle of Essex). Their general is given 40 lashes and the troops dispersed to nearby cities. The people add a wing to the palace.

570 Danmonii raiders sunk in a battle off the north coast. Two more units found vacationing on the beaches west of London. Officers from both units have been drawn and quartered and the units redeployed to city garrison duty. The manager of the Population Distribution Department is sacked as Harpenden suffers massive starvation due to overcrowding.

580 Coastal exploration proving unfruitful, dedicated crews begin positioning their galleys for best chance of suvival for deep sea exploration forays. Harpenden is back to its pre-meddling population and food production once again meets the populations' needs.

590 London and Loidis run out of things to build. London is at population capacity so works on workers so population can be redeployed to smaller cities. Loidis begins working on wealth.

600 We have learned currency and begin research into Philosophy. We learn that the Scotch city of Edinburgh has completed the Hanging Gardens - whatever those are. Enfield and Loidis begin work on public marketplaces. New constructions have beaten our budget into the red. Some entertainers and scientists changed to tax collecters to balance the budget. Still researching Philosophy in 4 turns. Went through the 1 shield yield cities and made some more taxmen. May want to change these to scientists after this research is complete.

610 The people add another wing to the palace.

620 Almost lost a galley due to forgetting that they only have a movement of 3 when you don't have the Lighthouse. Boy, do I miss that Lighthouse :cry:. There's a nice sea channel at the northeast corner of Essex. Volunteers have begun exploration.

630 Some beautiful towers are added to the palace. The northeastern sea channel turns out to be a dead end. Our feerless sea explorers make a mad rush for the coast. Research rate lowered and 5 taxmen turned to scientists. Change will net 8 more gold.

640 Polytheism in 7. Redistributed scientists/taxmen. Loidis has completed a marketplace and begins gathering a working party to add to another city. Our brave sailers were lost in treacherous waters.

650 Pirates sunk near Rickmansworth. London completes its marketplace and begins working on a population transfer team (worker). Influx of cash allows us to bump our science rate. Polytheism in 5.

660 A Desperate galley captain makes a run into the easten ocean. No new land is sighted.

680 The Sussex city of Lancing has completed the Art of War. Our scientists scratch their heads in confusion at the concept of "Feudalism". The captain of the galley exploring the eastern ocean has returned his ship to the coast! There is much rejoicing. Research is spiked to get Polytheism next turn.

690 Lost a galley due to forgetting that they only have a movement of 3 when you don't have the Lighthouse. Argh! We're out of the Ancient Age. Research set to make a beeline for Astronomy (Caravels). Budget balanced and specialists tweaked to give us Monotheism in 10.

Thoughts:
We're going to be on the rock and alone for a while. When we do meet the rest of civilization we're likely to be a dirt poor backwater with outdated units (our berzerkers will almost definately be outdated).

Might be good to get the Forbidden Palace going in the southeast somewhere. We'll likely need a very productive island kingdom and might need to steer away from the conquest angle. Maybe go diplomatic or spaceship?

We can pepper the desert with mini cities. It's a huge swath of desert and no city in there will likely ever need more than a few squares of territory. We can easily fit 10-15 cities in there, ungarrisoned, creating only culture builders. Each burg also allows 1 more free military unit under Brehon Law.

Charis, you're up.

Shaitan
Feb 12, 2002, 07:21 AM
I'd forget my head if it wasn't attached. Here's the save.

xrang the II
Feb 12, 2002, 04:14 PM
What version are we using? 6? I think I just deleted it. oops:lol:

Charis
Feb 12, 2002, 06:39 PM
I have the save, will play tonight (likely) or tomorrow.

As far as versions... I would have to imagine that it would serve the mod best if we upgraded to the new version. Otherwise Shaitan won't get the feedback he needs on the current version to continue to improve it.

On our economics, let's assume Brehon law will supply only 1 MP and try to get geared up for that over the next turn.

As for not having a resource... if you **need** a resource just to get off your island, that's unacceptable design. Needing it to get 'special' or better ships, that's fine. Any other resources besides hardwood? You could also, I imagine, edit the save file to add/remove resources? (Or ask another mod-designer not playing the game to do so?) Another option is to have 'later' and better techs not need the intermediate resource, like saltpeter. That also avoids getting into TOO deep a bind when a resource is short. (Thus map making lets you make the little ship, hardwood let's you make a better ship around the time of invention, a second nice hardwood ship at astronomy, then assume it's a common resource and not require it for any more ships once navigation is learned)

Charis

Charis
Feb 12, 2002, 08:31 PM
690 AD (0) - We really do need more to build! It's so wasteful to have London
and Loidos (20 shield cities) on Workers. There's still a bad palace bug.
Looking at Loidos it suggest it would take 200 turns of our 20 shield/turn
city to make a 400 shield structure! (Don't fix this until Welwyn gets
to pop out its wonder it's been sitting for eternity prebuilding in darkness)

We look so alone... good news though! F11 shows that we're ranked #1 in
land area. Also #1 in population and annual income, and #2 in gnp and
production. Our literacy is low. London is 3rd ranked city. Edinburgh seems
to be a super city with Pyramids, Hanging Gardens and Great Library. I do
see some sea currents south of Watford. If I get a chance I'll send a ship
down there.

Only one thing to change. A courthouse in Bradeford next to the capitol??
We'll get nothing out of it at all and pay maintenance for it. It's put
on Marketplace. On the off chance it reduces corruption from 1 to zero,
I'll restart it once the Marketplace done and nothing else to build.

700 AD (1) - 740 AD (5) Not too much...

BTW, we're in a *crucial* timeframe culture-wise. There is a 1000 year
'bonus' which doubles the culture/turn of such old buildings. So temples
and libraries pre-750 AD are HUGE. Why? The turn-year factor in 1750 drops
down to 2 yrs/turn. I just noticed we have some cities with colloseums and
*NO LIBRARY* and smaller ones with no temple... ack! :P This is also why
we got out of despotism WAY too early. We should have stayed there and popped
both temples and libraries from all these weenie desert towns, and done so
looooong before 750 AD. Alas, our treasury is too poor to buy-rush them now.
This may toss out chances for a cultural victory, hard to tell.
(We'll be fine, just pointing this out as a tip for future games)
Just noticed too we should have a fishing village north in corner near
Loidos and Welwyn.

750 AD (6) - Welingum founded on whale spot near Enfield. Dunemowe founded
NE of Loidos. Trafalgar Fishing Villa founded near London.

770 AD (8) - Vet gally heads for the sea current. I don't think it actually
opens into anything, but we need to find out.

800 AD (11) - Hmmm... a bug??! I sent a ship into the unknown in the South.
It ended up being ocean past the point of no return. And yet... it as a
galley did NOT sink. (800ad save file is included in the posted zip!) I can see sea,
and might drown there next turn, but if not I'll hit coast!?

810 AD (12) - The ocean-surviving galley was lost on the other side, in
the sea (shucks). It's a long trip to get to shore :(
Monotheism comes in, now we can start on Cathedrals all over in the big cities.

New Saebert is founded in the south not far from Dorsetshire. It can
borrow wheat from the latter, has some hills and a horse, and might make
a fair Forbidden Palace site, with its south-central location.

850 AD (16) - (Previous player took only 14 turns, so I'm evening up the
year again.) So how is our 'Palace' in Welwyn doing? 233 turns to complete
earlier, now 236 :P

It might be quiet for some time yet. Plod along, do what you can for the
economy, and hope we're "found" soon :P

Good luck,
Charis

Grey Fox
Feb 12, 2002, 08:37 PM
I'll play sometime tomorrow...

Shaitan
Feb 13, 2002, 06:24 AM
Originally posted by xrang the II
What version are we using? 6? I think I just deleted it. oops:lol:

6.2 or 7

I'll email you 7 tonight.

Shaitan
Feb 13, 2002, 07:01 AM
Originally posted by Charis
As far as versions... I would have to imagine that it would serve the mod best if we upgraded to the new version. Otherwise Shaitan won't get the feedback he needs on the current version to continue to improve it.
Definitely would be better for the mod, if we can swing it.


As for not having a resource... if you **need** a resource just to get off your island, that's unacceptable design.
Wouldn't normally be a problem. Hardwood is as plentiful as horses. If the map had been built with hardwoods in the mod, there would be some on the island. On the other hand this could be a problem at the watery extreme (archipelago, 80% water). I may add a tiki at the same time as caravel becomes available (short masted ship but boyant and relatively save for sea travel). No resources required, speed 2, carry 1, sea travel okay. Nobody in their right mind would build one if they didn't have to but it does give you a chance to get off of the island if you are stuck there without hardwoods. Have it upgrade to caravel so you'll never even see it unless you need it.


Needing it to get 'special' or better ships, that's fine. Any other resources besides hardwood?
Stone is the other resource added. Required for walls, cathedral and colloseum.


You could also, I imagine, edit the save file to add/remove resources? (Or ask another mod-designer not playing the game to do so?)
Not sure. I've never tried the save game editors. I'll look into it.


Another option is to have 'later' and better techs not need the intermediate resource, like saltpeter. That also avoids getting into TOO deep a bind when a resource is short. (Thus map making lets you make the little ship, hardwood let's you make a better ship around the time of invention, a second nice hardwood ship at astronomy, then assume it's a common resource and not require it for any more ships once navigation is learned)
Maybe add a schooner at invention...
Do you think this would be necessary with the addition of a tiki?


There's still a bad palace bug. Looking at Loidos it suggest it would take 200 turns of our 20 shield/turn city to make a 400 shield structure!
Annoying, isn't it? It's clear back to version 4 too and I haven't been able to isolate the cause. It's still on the list of things to fix. The palace has a variable cost increasing with the number of cities, introduced in the 1.16 patch. The result is you never know how many shields it actually will take to complete the palace. In a game I'm finishing up right now it would take Dubris with 135 shield/turn output a frightening 57 turns to finish a new palace. That's over 7,600 shields for a palace. Ouch.


I sent a ship into the unknown in the South.
It ended up being ocean past the point of no return. And yet... it as a galley did NOT sink
Not a bug. There's a chance of sinking in sea and a much larger one for sinking in ocean but sometimes you just luck out. :)

I'll see what can be done to upgrade our game to be V9 compatible. Actually, with the new patch coming out on Friday I'll need to put out a V10 for patch compatibility and I'll try to get our game compatible to that.

Grey Fox
Feb 13, 2002, 07:49 AM
I think I'm going too play soon, which version should I use?
I'll start playing now, I'm using the same version I used last time I played, I think it was 6.2 or something...

You should really add the Version number inside the text file... :)

Shaitan
Feb 13, 2002, 07:54 AM
Originally posted by Grey Fox
I think I'm going too play soon, which version should I use?
Same as we have been - either 6.2 or 7.

Grey Fox
Feb 13, 2002, 07:58 AM
I might be interested in doing some graphics or help you with the mod in any way I can... just give me something to do and I'll see what I can do.


I'm doing some mighty Tweaking this turn too! :D

(Currently raising our research speed by one turn, losing only 4 gold, from +3 to -1)

Grey Fox
Feb 13, 2002, 09:17 AM
Well I'm in a tough position, Shall I switch to Sistine chapel?

or shall I wait for Copernicus, Sistine's Cost 600 Shields and when I switch we loose 400 Shields...

Copernicus costs only 400 shields....


Quick responses please

Shaitan
Feb 13, 2002, 09:30 AM
Originally posted by Grey Fox
I might be interested in doing some graphics or help you with the mod in any way I can... just give me something to do and I'll see what I can do.
I could definitely use some graphics help! I'm working on resource specific city improvements. You know how you need Iron and Coal in order to build the Ironworks? Well, I'm making one city improvement for each of the (24) resources. Here's my working plan:

Resource-Improvement---Cost--Upkeep--Culture--Effect
Horse-----Stable------------100-----1--------3-----makes 1 content
Wines-----Winery------------100-----1--------3-----makes 1 content
Incense---Pagoda------------100-----1--------3-----makes 1 content
Gems------Gem cutter--------100-----1-------------- +50% tax revenue
Spice-----Apothecary--------100-----1-------------- +50% tax revenue
Silk------Clothier----------100-----1-------------- +50% tax revenue
Furs------Tannery-----------100-----1-------------- +50% tax revenue
Cattle----Ranch-------------100-----1-------------- +50% tax revenue
Fish------Fishing Fleet-----100-----1-------------- +50% tax revenue
Game------Chalet/Lodge------100-----1-------------- +50% tax revenue
Gold------Jeweler-----------100-----1-------------- +50% tax revenue
Whales----Whaling Fleet-----100-----1-------------- +50% tax revenue
Dyes------Stained Glass-----100-----1-------------- +50% tax revenue
Ivory-----Carver------------100-----1-------------- +50% tax revenue
Wheat-----Grist Mill--------100-----1-------------- +50% tax revenue
Saltpeter-Illuminators------120-----2--------1-----Makes 2 content
Uranium---Radiology Center--180-----3--------1-----Makes 3 content
Iron------Smithy------------240-----3-------------- +50% production
Coal------Mine--------------240-----3-------------- +50% production
Hardwood--Mill--------------240-----3-------------- +50% production
Stone-----Quarry------------240-----3-------------- +50% production
Aluminum--Machinery---------240-----3-------------- +50% production
Oil-------Rig---------------240-----3-------------- +50% production
Rubber----Tire Factory------240-----3-------------- +50% production

If you could do graphics for any of these improvements, that would be fantastic!

Shaitan
Feb 13, 2002, 09:33 AM
Originally posted by Grey Fox
Well I'm in a tough position, Shall I switch to Sistine chapel?

or shall I wait for Copernicus, Sistine's Cost 600 Shields and when I switch we loose 400 Shields...

Copernicus costs only 400 shields....


Quick responses please

Sistine! Definitely go for Sistine Chapel. Kicks but all over Copernicus.

Grey Fox
Feb 13, 2002, 09:37 AM
I might even use 3D Studio MAX for those things, might not be needed though!

Well I seem to be busy in the future!

Those improvements have to be in the city radius right?


You could skip some of them and make some that needs two different like another small wonder, like cattle and wheat and make it produce 100% extra food... would we be able to get 40/50+ cities or what...



I built the Sistine by the way

Shaitan
Feb 13, 2002, 09:48 AM
Originally posted by Grey Fox
Those improvements have to be in the city radius right?
Yup. The resource has to be in the city radius in order to build the improvement. I envision certain cities known for their magnificent horses, others for fantastic wines, etceteras. If any city is lucky enough to build the Ironworks it will be a truly powerful production center as it will also be able to build an iron smithy and coal mine.

Originally posted by Grey Fox
You could skip some of them and make some that needs two different like another small wonder, like cattle and wheat and make it produce 100% extra food... would we be able to get 40/50+ cities or what...
New minor wonders are planned for stage two that will use the combo resource plan. I like that tie in for wheat and cattle.

Grey Fox
Feb 13, 2002, 11:06 AM
1: 850 AD
Some changes in some cities gave us one faster turn research, what I did was to change citizens that worked on Tiles that generates extra shields, not needed or extra food not needed, to become scientists or work on a coastal tile which generates 2 Gold. If we would have raised the Science level by 10% our income would be -30 per turn, and we would get the next tech in 5 turns. My tweaking does the same thing as that, but with only a loss of 1 per turn. So instead of making 3 Gold per turn and getting Theology in 6 Turns, we get the tech in 5 turns and we loose 1 G/Turn.

860-880 AD
Worker management, and some installations of improvement. (And some tweaking, of course...)

5: 890 AD
Our Scienists learn Theology and we switch the production Sistine Chapel if we can in the city producing palace... Or capital is used to produce settlers to settle the vast desert in the hopes of generating some unit upkeep... And I also made it possible for the city northwest of our capital to work on two of the cows London was working on, as they wasn't needed.

6: 900 AD
Sistine Chapel built. Our galley was lost in the eastern oceans.

9: 930 AD
Another Galley is lost down south.

11: 950 AD
Built the town of Borehamwood close to Hatfield, in the desert.
Our two settler factories, stops for the moment, 'cus our economy suffered severely by the people transfer. The city Greyhamwood is founded close to Enfield and the capital.

12: 970
Greypool is founded, close to the other cow city, in the northeast.

15: The Palace is expanded, the emperor laughs as he realize the people has built a strange looking palace for him...

A palace is being built in Loisis and is supposed to be switched to University when we get Education in 2 turns, and the same thing goes for Hrypis who is building F.Palace (22 Turns left, could be a good place to put it... down south there is only desert citys, that are only good for pop-rushing berzerkers at a medium speed...), my thought was that we should switch that to university when it becomes available, but to me it seems like a good position for the F.P...


I'll start on some of the improvement-graphics right away.

And by the way, Berzerkers will surely last trough out the hole this era and a little longer...

together with a pikeman or musketman it will be quite effective...

Shaitan
Feb 13, 2002, 02:20 PM
Grey Fox,

One of the changes in the new patch is removing bonus resources from the prerequisites. I'm not sure if they mean just units or both units and improvements. If you start working on these now, hold off on the ones dependent upon bonus resources (gold, wheat, cows, etc.)

Shaitan
Feb 14, 2002, 08:39 AM
Grey Fox

Feel free to do any of the improvements, even bonus resources. If necessary, I'll be turning bonus res into lux or strat res so they can be used. I was going to avoid this because it would add too many trading elements but it was pointed out to me that these are so plentiful that they wouldn't generally be traded at all.

Also, someone had a better idea for the "gold" improvement. That will be changed to a mint instead of a jeweler and we'll move jeweler to "gems" to replace the gem cutter. Also, "wheat" will change from grist mill to brewery :beer:

Xrang

You're up bud. Are you taking the game?

All
Making little progress with fitting our game to V9. There is a crash that is likely a UU problem with one of the changed units between V7 and V9. I'll keep working on it.

Palace bug found! It's not a problem with the mod at all. The flexible cost structure of the palace is 3 times to high. Base cost set in the editor is 40 (equals 400 shields). Flex cost is multiplying this by 3 when you have 2 cities and increasing as you get more cities. This makes the minimum cost of the palace 1200 shields. This can't be represented in the city display, therefore the display error with only one column showing.

Could someone please verify this for me in a non-mod game? Just start up a game, build a second city and see what the shield cost of the palace will be. It should be 1200 if I'm right.

Grey Fox
Feb 14, 2002, 09:11 AM
Originally posted by Shaitan
Grey Fox

Feel free to do any of the improvements, even bonus resources. If necessary, I'll be turning bonus res into lux or strat res so they can be used. I was going to avoid this because it would add too many trading elements but it was pointed out to me that these are so plentiful that they wouldn't generally be traded at all.

Also, someone had a better idea for the "gold" improvement. That will be changed to a mint instead of a jeweler and we'll move jeweler to "gems" to replace the gem cutter. Also, "wheat" will change from grist mill to brewery :beer:


We should probably change version on the next game, if everyone feels like playing a new game after this one.

A question: What is mint, or a Gold Mint? Do you mean mine?

Shaitan
Feb 14, 2002, 09:19 AM
I'm thinking the same thing about the versions. It looks like I'll have to get rid of most of the changes in V9 in order to get this game to work so not too much benefit in doing it.

A mint is where they make currency (coins).

xrang the II
Feb 14, 2002, 03:18 PM
I'm taking the game, do i use the new patch, V9? whats a'haps?
please tell me before i play... :p :mad:

Grey Fox
Feb 14, 2002, 04:10 PM
I didn't...

xrang the II
Feb 14, 2002, 04:12 PM
Originally posted by Grey Fox
I didn't...
does that pertain to me? I don't think so...:rolleyes:

xrang the II
Feb 14, 2002, 04:13 PM
i sent you a pm...

Shaitan
Feb 15, 2002, 02:46 AM
Same version of British Isles, same version of Civ.

If you already did the 1.17 Civ patch, go ahead and play. Just keep an eye out for any wierdness and let me know about it.

xrang the II
Feb 15, 2002, 09:51 AM
i'm playing bi v6.2 and the new patch :D

Shaitan
Feb 16, 2002, 09:07 PM
Xrang, it's been way over 24 hours since you picked up the game. If you played, please post. If not we need to pass you to keep this thing in motion.

Charis, please go next. I'm heading to Tennessee for the day tomorrow so won't be able to play. If Xrang has posted his game by the time you read this then take it. If he hasn't, please take your turn with the last save posted by Grey Fox. The palace bug was indeed my fault. Base cost for the palace was supposed to go to 10 in the 1.16 patch but I missed it. It's fixed in V10 which updates to the 1.17 patch (should be posted on Monday).

Grey Fox, the resource specific improvements will have to be small wonders as the flag to force resources in the city radius is only available for wonders. This just means we'll need wonder splash graphics as well as the normal improvement graphics. If Charis posts his game any time tomorrow then feel free to take it as I won't be able to play until Monday morning.

Charis
Feb 16, 2002, 09:10 PM
My ISP goes down tonight at midnight. It's (cough) supposed (cough) to be up at noon tomorrow, but... we'll see.

I'll check back in when I'm back online, but hope xrang can finish his turn and post before then.

Good luck! ;)
Charis

xrang the II
Feb 17, 2002, 06:55 AM
I was playing last night and in the middle of the game my pc crashed (It isn't the BEST!). Sorry I couldn't do it. At least I attempted. Grey Fox could you pick up the slack. Again, I'm very SORRY!:o :cry:

Grey Fox
Feb 17, 2002, 08:50 AM
I don't think it should be me playing again... I think I will wait until you all (or at least 2 of you) can play.

xrang the II
Feb 17, 2002, 07:26 PM
Sorry for any inconvenience. I found a sliver of time to play. I hope you didn’t get too nervous. I played a full 15 Turn game so I didn’t waste your time. Thanks!

Turn 1, 1010 AD
Heafuddene completed Marketplace, production changed to Cathedral. Bradeford completed Cathedral production changed to Wealth (nothing improvement-wise to do...). Cultural influence expanding...Worker management. London completes Settler, it is sent to Welingum(?). More Worker management. 2 Spearmen Fortify in Dearthington..

Turn 2, 1020 AD
We’ve discovered Education, we are trying to learn Astronomy. Cultural influence expanded, again. Worker management. Dearthington built Galley, production changed to University (?). What should I do with the Galley? I make it ‘explore’. Worker management.

Turn 3, 1030 AD
Watford built Temple, production changed to Library. Worker managment.. Settler joins Welingum.

Turn 4, 1040 AD
Southanptom completes Courthouse, production is set to University. Stanstead Abbots produced Aqueduct, we’re working on Marketplace. More Worker management. Galley ‘exploration’.

Turn 5, 1050 AD
More Worker management. Galley movement. Unit movement.

Turn 6, 1060 AD
THE EAST ANGLICAN HAVE BEEN DESTROYED?! WHOA! Worker management.

Turn 7, 1070 AD
We have information that the Briton city of Brest has completed a great project, Leonardo’s Workshop! Worker management (that line is getting old). Dorsetshire completed Courthouse, producing University. Astronomy in 7 turns, +4 gold p/t. Some city micromanagement (not Grey Fox quality but...).

Turn 8, 1080 AD
Dunemowe produced Aqueduct, now Library. We love the King day celebrated in Trafalgar Fishing Villa (must be doing something right...). Worker management....

Turn 9, 1090 AD
Astronomy in 6 TURNS! Trafalgar Fishing Villa finished Aqueduct, now Library. Management of Workers (that has a nice ring to it lol).

Turn 10, 1100 AD
Hatfield produced Colosseum, now University. Greyhamwood completed Temple, now Marketplace. Weligum Granary, now Harbor. Some civil disorder in Geypool (!), took care of it though. London completed University, now Wealth.

Turn 11, 1030 AD
Enfield created University, Wealth. Welwyn Cathedral, University. Unit movement, worker you know what.

Turn 12, 1140 AD
Galley movement, unit movement. Nothing interesting.

Turn 13, 1150 AD
ASTRONOMY!!!!! WE’RE OFF TO THE BRAVE NEW WORLD(great book btw, get it today!). Researching now Navigation. Hempstead production changed to Caravel. Same Colneceastre. And the same for Welingum.

Turn 14, 1160 AD
Worker management. Galley movement (should I abandon it