View Full Version : New United Fanatica
Smash Jul 16, 2002, 04:13 PM Here ya go.
60x80
deity
raging hoardes
no restart
normal/cool/3 billion
7 civs(no Mongols,Chinese,English,Romans,Germans or Zulus)
Civ(green slot)-New United Fanatica(NUF)
Normal game save created on classic(2.42) and thats all I'm saying.:)
http://www.civfanatics.net/uploads/NUF.gif
starlifter Jul 16, 2002, 05:14 PM Thanks Smash. I guess I get the honor of the 1st download :).
Immortal Jul 16, 2002, 08:35 PM That nearby villiage looks promising :)
starlifter Jul 16, 2002, 11:58 PM Since we have no elected officials yet, here is our current status with pix (for those that can't DL & view the game):
http://www.civfanatics.com/uploads/Civ2_Dem2_BC4000_Top5.jpg
http://www.civfanatics.com/uploads/Civ2_Dem2_BC4000_Science.jpg
http://www.civfanatics.com/uploads/Civ2_Dem2_BC4000_Demographics.jpg
Those Russians lead the world! Hmmm.... come to think of it, they "are" the world!!
Immortal Jul 17, 2002, 01:24 AM why thank you Starlifter, if you decide to run for a position Ill be sure to remember this volunteer work :)
duke o' york Jul 17, 2002, 02:28 AM Ooooh! This is exciting! :D
The start position looks fair enough though, with some opportunity for expansion through the shielded grasslands, and the forest will allow Dell to practice his micromanagement! ;)
Whereabouts are we on the world map? I can't see any specials, which is unfortunate so I can't recommend a SSC site straightaway but exploration will show us where. :)
NON horseman from the hut anyone? :)
Let's get this game underway then!
Kev Jul 17, 2002, 07:33 AM Thanks, once again, to Smash for agreeing to put together our map! This should be very interesting indeed.
So... do we build right away and insure that something friendly emerges from the hut, or do we pop that hut before we build in hopes of a NON unit? (Actually, if I recall, we won't get barbs if we have no cities at the time). I guess this will fall under our foreign minister as we'll be approaching possible foreign tribes within that hut, and will likely be that office's first poll.
Did you all notice that we are actually Mr. Mr. President this term?? Two Mr.'s must mean more respect than before. ;)
starlifter Jul 17, 2002, 08:21 AM Pop the hut FIRST. Get the NONE unit (very high odds of a unit, about 70% or more).
Here is a road-first suggestion:
BC4000 Use 1 setter to build a road in the Grassland Shield where it stands; Move the other setter to the Hut.
BC3950 Pop the hut. Take the Horseman (fingers crossed it's not a tech or gold) Move the unit to view more terrain. Road finishes.
BC3900 Explore with the NON unit and settler to verify which grassland non-shield (see map below for possible route).
http://www.civfanatics.com/uploads/Civ2_Dem2_BC4000_Explore.gif
Discover the exact layout of Special patterns for this game. The hut plus a special should give us a lot of info, unless the special(s) are hidden by grassland right now.
:)
duke o' york Jul 17, 2002, 08:31 AM Whoa! Whoa!
We haven't even opened the elections yet! There may still be some more nominations by Friday and we have to let people come forward if they want to.
I'm glad that you pointed out that the start square is a grassland shield because I can't tell from the screenies. :goodjob:
I can see though, that the land goes around to the south - you can just make out the edge of the coastline on the bottom square but it may either be an island or a continuation of the landmass we're on.
Kev Jul 17, 2002, 09:22 AM Yes, indeed. The hut issue will be the Foreign Minister's domain in terms of discussion starting while the settlement issue will fall under the Domestic Minister.
It should be a pretty decent area to start. Hope Smash didn't put us on some hideous island 12 squares away from other civs. We'd see Kevin Costner floating around like Water World.... ;)
Knowing Smash, he probably HAS done something evil - which will make for great fun. :) Has anyone hit the F7 key to see if he's already given away all of the wonders to our rivals? LOL
duke o' york Jul 17, 2002, 09:41 AM If he did then Moscow didn't get one.
I don't know whether Smash controls this or not, but we must be some way away from the other civs as we didn't get any starting techs. Although that is highly unlikely given that there are 7 civs on a normal sized map. I wouldn't be surprised if Smash has put them all on separate islands with very friendly attitudes so that they don't go wiping one another out in the first few turns. We'll have to work hard for victory here! Good! :D
Dell19 Jul 17, 2002, 09:52 AM Looks like a very interesting start position. I would be tempted to vote for the city positon to the North west for the capital...To the south there is some land so we could be on quite a large island at least.
starlifter Jul 17, 2002, 10:27 AM The telling of the tale will be revealing the tiles that are 2 spaces around the hut. This will likely tell us the pattern of Specials, and which grassland (if any) can be mined to a special.
The exploration in the first 3 turns is critical to locating the capital city the best way we can :).
BTW, there is no chance of barbs from th huts before we have our first city.
I wouldn't be surprised if Smash has put them all on separate islands with very friendly attitudes so that they don't go wiping one another out in the first few turns.
hehe, maybe someone should start a "What Smash Did: My Bets!" thread. ;) (j/k)
Immortal Jul 17, 2002, 10:28 AM I agree with Dell19, the north west site for the capital is better (In my opinion). We could be on a lake in the centre of a continent as well (though it doesn't seem likely).
starlifter Jul 17, 2002, 10:43 AM My input to the future elected officials, esp. President, is that they pop the hut, and stop at the point the Settler#1 is ready to move (assuming the decision is made to road first, then move). This is so we can all have a day to ponder and vote on the location for our capital.
If several turns in a row are played without interruption, then my vote will be for the NW circled site, for reasons too cumbersome to explain about the odds. It may likely be a 2-special location, but we can't tell for sure yet.
EDIT: Tysfpos. ;)
Smash Jul 17, 2002, 01:28 PM I couldn't do anything special without saving as a scenario or leaving the cheat menu open AFAIK.It was indicated that a normal tech race was wanted so a scenario was out.I had many evil schemes though.One of which was giving the ais 5-6 settlers each and lots of wheat squares :)
I examined the starting spots and I think some ais should progress well.I liked the start spot for a Demo game cuz there are important decisions to be made right away.Critical decisions that will set the course of history.
Choose well ;)
Leowind Jul 17, 2002, 01:32 PM Okay, NOW my curiosity is raised :eek: This promises to be great fun :D
thanks again for doing this for us Smash :goodjob: :beer:
mordhiem Jul 17, 2002, 01:36 PM Well, I would have to go along with everyone else here. Settle to the south-east of our current position and send the second settler to get the hut. Then we send the second settler south along the coast whilst (if we get one) our horseman can head northwards.
Also if you look carefully you can see a small patch of land to the south near the shroud. The land may curve around to the south meaning we are near a lake or it may just be a peninusula, of course this is all just speculation, but hey, nothing else to do at the moment.
anarchywrksbest Jul 17, 2002, 03:38 PM This is getting exciting!!! :D
Don't build on the start square because it is a shield and don't build a city before we enter the hut cause there might be Barbarians :eek:
Duke of Marlbrough Jul 17, 2002, 09:08 PM Let's all be sure to let the soon to be elected Advisors do the advising. You can make suggestions to them, but they are the ones who ultimately decided the exact details of the turn.
Duke of Marlbrough Jul 17, 2002, 09:11 PM BTW, I would vote for the southern city spot.
A_Bashkuev Jul 18, 2002, 07:02 AM I think - it is great wisdom in Starlift proposition:
First Settler build road in initial spot.
Second go to the hut via south direction.
Postpone our next decision until popping the hut: I'm afraid the worst - money or knowledge from there, but if it'll be some NONE unit first step of it must be in... let's wait until popping the hut.
ainwood Jul 19, 2002, 06:07 AM I think that decision is pretty obvious.
The only thing I would add is do we set the first settler building a road, or send him to our proposed city site instead?
germanos Jul 19, 2002, 07:46 AM Road=Trade=Beakers=Science :D
ainwood Jul 19, 2002, 09:42 AM But its a bit hard to generate trade without a city. If it is a "poor" area for a city up where the hut is, we will need to wait until the road is finished before a city can be founded. Its weighting up building the first city in 3950 and roading later, vs building it in 3900 / 3850 with a road.
germanos Jul 19, 2002, 10:03 AM Founded 3950: 1 trade untill 3750 at the best: 4 beakers or Gold
Founded 3900: 2 trade untill 3750 at best: 3 Beakers, 3Gold
Profit:2, adding one each turn
Lost production: 2 shields, worth 4 or 5 Gold.
Even building the city in 3850 will soon make up for the loss of time.
Added benefits (ok: a maybe):
-If we get a unit: scouting possibilities to determine where to put our first city,SE or NW (specials)
I say: build the road.
mordhiem Jul 19, 2002, 10:15 AM As a candidate for the Domestic Advisor position, basing my opinion on the little stat Germanos detailed and my own knowlege, it seems in our best interests to build the road.
starlifter Jul 20, 2002, 04:19 AM In early game (settlers, not engineers), it takes 3 days to build on a non-river grass/plain/desert. We are most assuredly going to use that grass-shield. We get a "free" work day by building now. Plus, it gives us time to examine the 2 tiles around the hut, which may well tell us if one of those grasslands are a (hidden) special. It other words, when we see the 2-square radius around teh hut, we will likely learn a great deal, unless it is all grassland or immediate coastline (thus blocking terrain examination to the north and east; unlikely, based on the graphic).
A 2-move unit (horsie) will be aboe to rapidly sweep to the northwest, to tell us of rivers and terrain that direction. Building the road gives us the time to explore enough to decide the best site, while still roading (roads are important for defense against Barbs & killing barb leaders for the 150g after turn 16).
bigfatron Jul 26, 2002, 04:10 AM Out of interest, is there any chance popping the hut will produce a settlement and found our capital de facto? I seem to recall this has happened to me once a long time ago in my early Civ career but I may be mistaken as the event is lost in the mists of time and alcohol....
Perhaps Starlifter can advise?
starlifter Jul 26, 2002, 09:25 AM I have popped over 1,000 huts in the BC 4000 to BC 3900 time frame and never been able to cause an Advanced Tribe. However, if you never found a city and keep popping huts, eventually you may get a tribe. I do not know the trigger event to allow this, but it might be turn 16, or something else. It is not merely the quantitiy of huts. I have popped all huts (over 125) on an entire map at BC 4000 (several times, with cheat-added warriors). So in my experience, there is zero chance in MGE, if a hut is popped early in the game. I've heard that on the occasions later (like in the BC1500 range) when an AT is given, that it sometimes contains no palace :eek:.
I've never personally had an early game AT before founding my capital. Maybe someone else can comment if they know the specifics mechanism to allow a ~BC 4000 Advanced Tribe?
:)
starlifter Jul 26, 2002, 09:30 AM I will add this: I have, in testing a week ago, been able to produce an Advanced Tribe (AT) on all terrain types, including huts on glaciers and mountains. The conditions for such ATs were that it be in a non-polar hut, and have suitable surrounding terrain (e.g., plains, or grassland). I did not pursue it to great detail, but I now know for sure that given the right conditions, ATs can occur on any terrain (e.g., there is not a hard-code preventing it in the Civ 2 Algorithm). But such events are very rare, and do seem to be influenced by surrounding terrain.
:)
anarchywrksbest Jul 26, 2002, 03:43 PM I suppose the New United Fanatica thread is the place for this so....
What do you think of this:
Whoops, I assumed that cause the thread was called New UNited Fanatica so was our nation. Oh well, I will fix it :rolleyes:
Dell19 Jul 27, 2002, 03:21 AM Just a little point...
In the empire naming thread, the name people chose to vote for was the New Union of Fanatica and not the New United Fanatica.
Ren Jul 27, 2002, 03:58 AM That flag is great, but it may look better on the side... And, as Dell pointed out, the correct name would be nice :) But well done, it looks fantastic!
anarchywrksbest Jul 27, 2002, 07:26 AM OK, is this better????
MajorGeneral2 Jul 27, 2002, 07:44 PM That's certainly a nice banner, anarchy. Works with me:goodjob:
Dell19 Jul 28, 2002, 04:32 AM Yep :D
Leowind Jul 29, 2002, 11:48 AM Very cool :cool:
Of course, our people have not discovered iron working so don't know what a sword is, and don't have Cop's Observatory, so don't realize we're on a planet and not the back of some gigantic turtle,:lol: but very cool banner :)
anarchywrksbest Jul 29, 2002, 12:02 PM Perhaps the Duke could use it in his next update to TF for the main site :rolleyes:
ainwood Jul 30, 2002, 12:14 AM I like the picture, but not so sure about the font. :confused:
Dell19 Jul 30, 2002, 02:22 AM Perhaps the font is a bit futuristic :) Maybe it should be more basic and then the font could gradually change as we progress through the ages.
Duke of Marlbrough Aug 02, 2002, 09:03 PM Make it smaller and be sure everyone agrees with it and we can use it. :)
Alcibiaties of Athenae Aug 03, 2002, 03:29 PM Looks better then the flag I made for the last game! :lol:
Ren Aug 04, 2002, 04:01 AM I still think it would look better horizontal...
Duke of Marlbrough Aug 04, 2002, 10:31 AM New Flag Thread (http://forums.civfanatics.com/showthread.php?s=&threadid=28806)
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