NaZdReG
Mar 21, 2007, 11:38 PM
First I want to say this mod is incredible and brought me back to playing civ.
gotta say though the starting settings are brutal (raging barbs and no tech trades) I only found out when checking custom starts.
but I'd like to find out if there are any strategy discussions in progress that pertain to how this mod plays out, civ specifics etc.
also there are a couple of leader traits that dont say anything, (power) what do they do? if it is to provide a specific building across the empire or some other promotion what does that promotion do??
oh and slavery is awesome. I think it might have been made too strong, even though the pesant revolt is a pain in my arse ;)
nothing like going on a rampage and using the slaves to rush build courthouses :D keeps the war effort going for sure
thanks for the mod!
NaZ
martin031
Mar 24, 2007, 12:45 PM
I am playing Monarch level, continents large, with tech trading enabled, and normal barbs. (I don't play earth map, my comp too slow for that). I like tech trading, it adds another level of diplomacy, especially when the AI begins to make demands for stuff.
My recent opening tech paths have been--- hunting, archery, mysticism, masonry, mining, BW, then worker techs depending on the lay out of the land.
I was starting by going for straight mining-then BW. But I was eventually getting overrun by barbs or teamed up on by the AI because my power graph was so low, and my strongest unit was still warrior. So it feels odd that I have to force my self to research these techs so early. I have been avoiding Agriculture, because if you can find a site that has good food even unimproved (like corn), you can reach the happiness cap fairly quickly, and there is nothing you can do this early to whip it or fix it. I go for mysticism and masonry before Mining/bw so my second city can get an early border pop from monument, and one of the two cities can start making cottages which will help speed research along and allow for expansion.
So I began going for hunting to get to archery. While researching that my warrior explores looking for a second city site. If the capital has high production , then I look for a site with some food resources that may be good for a cottage farm in the near future. If the cap is going to be a cottage farm, then a good production city is the goal. One of the cities need to have good production, so they can supply archers for both cities. I try to time out the research of archery to finsh with a settler being completed in the capital for the second city.
I have been trying this approach, just starting games, trying to come up with a plan that wil work. Alot depends on the neighbors. Monty and Shaka have really helped this plan along, everytime I am near them they declare war early, I can't be waiting for BW to build shortswardsman/axeman.
I have'nt even tried going for a religion. It might be doable before mining and BW if you can archer and cottage spam, build a third city and then afford to get a 4th near metal. I think it would be easy though, the AI seems to go for BW, maybe I will try this next.
I would like to hear what others strats are.
DBLOSVN
Mar 24, 2007, 06:09 PM
NaZdReG,
Power gives the building warrior code (10% mil unit bonus, + 1exp i think). Equality apparently gives the building equality code, though I have never seen it so I do not know what it does. Perhaps it does not appear until later in the game. Both entry in my civopedia are blank.
martin031,
Interesting. I've never played off of the tr world map.
It is fairly easy to found a religion on it. Judaism with Japan is a cinch. The "trick" with all civs is to get writing early. Having tech trading might change this.
Archery is amazing if you play with Persia. No reason to even think about Bronze Working early on.
Warriors can hold your cities against archers if you build them on hills.
I like raging barbs, and the more revolts the better imo.
martin031
Mar 25, 2007, 01:19 PM
NaZdReG,
Power gives the building warrior code (10% mil unit bonus, + 1exp i think). Equality apparently gives the building equality code, though I have never seen it so I do not know what it does. Perhaps it does not appear until later in the game. Both entry in my civopedia are blank.
martin031,
Interesting. I've never played off of the tr world map.
It is fairly easy to found a religion on it. Judaism with Japan is a cinch. The "trick" with all civs is to get writing early. Having tech trading might change this.
Archery is amazing if you play with Persia. No reason to even think about Bronze Working early on.
Warriors can hold your cities against archers if you build them on hills.
I like raging barbs, and the more revolts the better imo.
You should give it a shot if you havent tried a random map yet. Right now I am playing large map, 12 civs total, 4 continents. It makes for a very interesting game. I think my favorite part is the age of exploration, finding who else is in the world.
When I did play the world map, I used japan a couple of times. They do benefit from a good starting position, with plenty of resources.On the island barbs are not a concern at all. I think i usually was able to get budhism. The one time I struggled, I did not have an adequate navy, which starves the island with all those food and pearl resources after china started a war with me. I did not make that mistake twice.