[GEM] Kaitzilla vs. The World

Overflow to :gold: is a fantastic mechanic, it'd be pretty good if this mod had it.

Flood plains Plains are the best tiles ever :D

It's kinda weird that you get to choose what religion someone else founds.

Hmm maybe Lahore could even be razed and re-settled 1W (or even 2W!), and another city put between the current Lahore and those rose-ish borders... what's that, India? Some more war will be needed though, I'm the first to say it's not a very feasible plan.

Also, are mountains usable in this mod? Probably not, but if they were... that's a gamechanger.

Finally, the increased unit maintenance costs? Terrifying! :eek:

How else to make money? Conquering and razing other civs' cities requires enough units in the first place...
 
I really enjoy your write-up, Kaitzilla. Those unit costs was nasty but hope you go on. Perhaps we can have deity story not involving killing everything in sight? There are always peaceful victories. Or perhaps more or less give a damn about the research slider. Go for spy economy. At least Courthouses are cheap for the Turks according to your excellent strategy article
 
Subbed :D
 
Overflow to :gold: is a fantastic mechanic, it'd be pretty good if this mod had it.

Flood plains Plains are the best tiles ever :D

It's kinda weird that you get to choose what religion someone else founds.

Hmm maybe Lahore could even be razed and re-settled 1W (or even 2W!), and another city put between the current Lahore and those rose-ish borders... what's that, India? Some more war will be needed though, I'm the first to say it's not a very feasible plan.

Also, are mountains usable in this mod? Probably not, but if they were... that's a gamechanger.

Finally, the increased unit maintenance costs? Terrifying! :eek:

How else to make money? Conquering and razing other civs' cities requires enough units in the first place...

Choose Religion is awful strange ya. :confused:
If you research Buddhism, you ought to get a Buddha!

I've been giving Lahore some thought and I think a 2nd city to the southwest below the forest horse tile(1S) would be a perfect compromise.
Lahore can steal its Wheat and the extra city can become a Great Person farm later when it steals back the Wheat and works 3 wet Wheat. :hmm:
Spoiler :

Mountains do not appear to be usable no.
Spoiler :

I really enjoy your write-up, Kaitzilla. Those unit costs was nasty but hope you go on. Perhaps we can have deity story not involving killing everything in sight? There are always peaceful victories. Or perhaps more or less give a damn about the research slider. Go for spy economy. At least Courthouses are cheap for the Turks according to your excellent strategy article

Ya, if military victory is too hard, switching to :espionage: economy and going for a spy victory sounds like a good idea. :goodjob:


[pimp]
 
Turnset 6 (T65-T67)

After thinking things over, I'm going to focus more on acquiring silver+gold+gems and trying to grow larger cities than initially planned.
Elephants too if Asoka improves them and I can take his city.
Pyramids for +3 happiness in 8 cities would be very helpful and The Great Wall to keep barbs out seem very good choices.

The world situation can broadly be broken into 3 areas for the Turkish Empire:
Southwest - The middle east has Islam now and it would be great if I could get it to spread to me.
Southeast - The Babur and Indian Empires are my closest neighbors and prime takeover targets if I can manage it.
Asoka's India seems especially prosperous.
Far east - Though I haven't met China/Korea/Japan yet, China and Mongolia will dominate the future if one quickly conquers the other.
In other Earth Maps that I've played, China usually has the best land.
If Genghis gets ahold of China... :(
3:move: Keshik Horse Archers that ignore movement penalties are terrifying! :run:
Imagine, they can move through 2 forest hilltops and still attack with the 3rd move.
Spoiler :

Here are some screenshots of the current world on T65:
Spoiler :







T65 - 2nd City founded! :dance:
A lovely Turkish villa named Tashkent.
Only 1:gold: city maintenance, but it is instantly paid for by the 1:gold: city tile, 1:gold: from a worked tile, and 2:gold: from establishing a trade route with the capital.
Thanks to being Organized, I didn't have to pay 1:gold: for civics like Paganism yet either.
There is no economic boost in the game quite like the 2nd city.

The 3 exploration Warriors continue to do good work.
Jesus the Warrior will try for 10xp even after he's done exploring, but the other 2 Warriors have to keep finding civs or I will disband them to save :gold:. :evil:

Also, my Middle East Warrior is a bit lost as I forgot where the Sinai Peninsula is. :blush:
Lot of Stone down near India hmm.
Spoiler :





T66 - Passive Espionage techniques from Tachywaxon's excellent obscure game mechanics thread have finally yielded useful information. :)
Lahore has 103:hammers: invested in its build.

With a -40% production discount cost for Deity AI, that means:
Settlers cost 180 hammers
Workers cost 54 hammers
Barracks cost 90 hammers
Warriors cost 13 or 14 hammers
So Babur is about halfway done making a Settler, unless he has the Mysticism tech and is building Stonehenge (360:hammers:).

Deity AI don't usually get a cost discount on Wonders except through ages (-5% cost when they advance to Classical Age, -10% for Medieval, etc.).
If he goes past 180 hammers I'll know it's Stonehenge.

Passive Espionage starts when you unfog an AI city directly. (Before open borders, usually by standing on a hill, or the city is on a hill)
Once this happens, you can see the current population of that city at any time since it updates every turn.
You can also see how much it costs to do spy missions in that city using the :espionage: menu.
Spoiler :



Note that Sabotage Production costs 879:espionage: and Investigate City in the top right requires 573 espionage.
To calculate how many hammers are in Lahore's build, use the formula SabotageProduction*((EspionageByAIOntoYou+100)/(3*InvestigateCity).
Plugging in numbers, that is 879*((102+100)/(3*573))= 879*((202)/(1719))=103:hammers:
Only use this math when you suspect an AI is building a Wonder or you will go crazy! :lol:

Passive Espionage can also be used to calculate how much gold is in an AI's treasury, but that is only useful in rare cases.

T67 - Jesus the Warrior met Peter of the Russian Empire.
Spoiler :
 
Turnset 7 (T68 to T80)

T68 - I just noticed water tiles have 1:gold: and 1:hammers:. (Thought it was 2 and 1)
Sucks for coastal Financial civs like Ragnar getting 1 :gold: from all that water! :lol:

Southern Warrior discovered another nice city spot.
I definitely need to expand southwards.

Also, I found out how Babur is building a Settler so fast at Size 3.
He had a 2nd mine built on a hilltop sheep before I stole his Worker.
Plus, he gets +50%:hammers: bonus for building Settlers because he is Imperialistic.
Spoiler :



T69 - Jesus the Warrior got mauled by a bear but won with 78.1% odds. :cool:
Will take him a while to heal and keep exploring.

T70 - First real barb spotted! :eek:
An ugly warrior with an ugly club promising ugly things.
Spoiler :

T72 - The most expendable scout Warrior I have has a chance to gain 4xp down south.
All he has to do is win a 50% odds fight with the barb Warrior.
This would bring him to 7/10XP and be very beneficial.
And if he dies, I save 2:gold: per turn in maintenance costs as I'd be back to 5 units.
Spoiler :



**Edit**
First death of the game! :cringe:
Barb barely got scratched.
To see why winning that fight would have given 4 xp if I had won, read this eye wateringly long article:
http://www.civfanatics.com/book/export/html/28
Er, I'll just quote the relevant part.
Experience Points

The winner of combat gains experience points. Like most of combat, experience points are determined by the ratio of strengths. The value is floor(iXPValue*opponent_strength/your_strength), where iXPValue comes from the XML file. For all standard units, iXPValue is 4 for an attacking unit and 2 for a defending unit. The minimum number of experience points for a successful fight is 1, however. The strengths are the displayed modified strengths (from bonuses and hps).

Exceptions: A unit which attacks and retreats gains a single experience point in all cases. The defending unit receives no experience points in this case.

Example: A sword (str:6) attacks a spearman (str:4) on flatlands. If the sword won, he would receive 2 (floor(4*4/6)) xps. The spear would gain 3 (floor(2*6/4)) xps if it won.

Example: A modern armor (str:40) attacks a spear (str:4). If the modern armor wins (odds: 99.999999+%), it gains 1 xp, not 0 (floor(4*4/40)). If the spear wins (odds: 6e^-13), it would gain 20 xp (floor(2*40/4)).

So if I attack a 2:strength: unit with my 2:strength: warrior, I'd get Floor[4*(2/2)]=4xp if I won. Floor() means round down.
If that barb Warrior had attacked me, it would be Floor[2*(2/2)]=2xp if I won the fight.
If I was on a hill and the barb Warrior attacked, I'd get Floor[2*(2/2.5)]=Floor(1.6)=1xp for winning.

T73 - Scouting shows that the south is loaded with resources.
Also, Hammurabi of Babylon's capital has tons of food.
Spoiler :



T75 - Met Stephen of the Hungarian Empire, my 11th AI.
Lahore now has 168:hammers: in its build.
That's about 65 hammers in 9 turns, or 7 hammers per turn roughly.
Settler should be done in 2 turns, else it is Stonehenge.
Spoiler :



T77 - Jesus the Warrior met Ragnar of the Viking Empire. Getting close to Finland now I think.
Also met Mieszko of the Polish Empire (Charlemagne)

The mapmaker lovingly appears to have made the Tibet mountains some kind of maze. :nono:
Trying to navigate it now with my newest Warrior scout.

Finally, Babur completed whatever he was building.
It must have indeed been a Settler.
Spoiler :







T80 (2800BC) - My empire is about to produce another Settler to claim horses just to the east. :)
Also starting yet another Settler in Tashkent to go get the Gold out east.
Capital will produce a 3rd Worker in about 5 turns, then everyone should start making Chariots starting around T94 and beyond.

My western Warrior scout can't find a way past Israel to make contact with Egypt and friendly African civs.
Will try to walk him up into Europe or disband if it will save me gold.
Spoiler :




 
RIP Warrior 2, we hardly knew ye.

Another possible source of income is failgold from wonders, though that would require you to spend a lot of turns pumping :hammers: that could probably be better spent elsewhere. Especially in the beginning when you only have a handful of little cities.

By the way, how much :gold: do you get from selling units inside your borders (compared to their :hammers: cost)? Since units are relatively cheap, until you get the possibility to just build Wealth you could pump out Warriors and immediatey sell them to keep afloat in an emergency.

I concur that south is the way to expand.

And kudos on the espionage calculations, it's something I can never find the willpower to do (hitting "next turn" is sooo much more compelling!).
 
RIP Warrior 2, we hardly knew ye.

Another possible source of income is failgold from wonders, though that would require you to spend a lot of turns pumping :hammers: that could probably be better spent elsewhere. Especially in the beginning when you only have a handful of little cities.

By the way, how much :gold: do you get from selling units inside your borders (compared to their :hammers: cost)? Since units are relatively cheap, until you get the possibility to just build Wealth you could pump out Warriors and immediatey sell them to keep afloat in an emergency.

I concur that south is the way to expand.

And kudos on the espionage calculations, it's something I can never find the willpower to do (hitting "next turn" is sooo much more compelling!).

Wonder fail gold will be a great option this game since I should get both stone and marble early.
But probably not right now at the beginning as you've mentioned.

Oh! Let me check on selling units. :goodjob:

**Edit**
Nope, this mod doesn't give any gold for disbanding units inside borders.
Spoiler :
 
O iam preety exited about this :D subbed.
And its preety funny though becouse i started this map like week ago and iam slowly playing it.
I am as Mieszko 1st Polish ruler, and man, i was dreaming about Mehmed starting techs so i could go Potter 1st.
This units :gold: cost is just :crazyeye:. You noticed that at the end of Turnset 5.
I could bulid worker in 12 turns but :science: Agc in 60:eek:
Not mention about happy stuff, in cities with like +12 :food: or more. What a nightmare that was :whew:.
I c that you are reserching BW, isnt it worth to consider switch in to Pottery Kaitzilla :mischief:

Oh more thing Kaitzilla take a peek on Currency, and look waht Market gives, this is preety importand discover too, besides Leeve in Egi ;). I dont know did you notice that allrdy becouse iam still reading, but i just had to write something :D yea iam preety exited :D

Good Luck and Have Fun! :popcorn:

Oh and i would love to see Conquest here ;)

Edit.
3:move: Keshik Horse Archers that ignore movement penalties are terrifying! :run:

Imagine that Keshiks are now proud Knights :cowboy:, and can perform ranged attacks whatever that meens :run::run::run:.
 
O iam preety exited about this :D subbed.
And its preety funny though becouse i started this map like week ago and iam slowly playing it.
I am as Mieszko 1st Polish ruler, and man, i was dreaming about Mehmed starting techs so i could go Potter 1st.
This units :gold: cost is just :crazyeye:. You noticed that at the end of Turnset 5.
I could bulid worker in 12 turns but :science: Agc in 60:eek:
Not mention about happy stuff, in cities with like +12 :food: or more. What a nightmare that was :whew:.
I c that you are reserching BW, isnt it worth to consider switch in to Pottery Kaitzilla :mischief:

Oh more thing Kaitzilla take a peek on Currency, and look waht Market gives, this is preety importand discover too, besides Leeve in Egi ;). I dont know did you notice that allrdy becouse iam still reading, but i just had to write something :D yea iam preety exited :D

Good Luck and Have Fun! :popcorn:

Oh and i would love to see Conquest here ;)

Edit.


Imagine that Keshiks are now proud Knights :cowboy:, and can perform ranged attacks whatever that meens :run::run::run:.

Oh! Markets give +1 trade route I see. :goodjob:
I would never have spotted that, thanks Yyeah.
Spoiler :

I'm debating if I want Pottery or Masonry next.
I really really want Bronze Working for chops, whips, bronze, and silver mine so I'm going to stick with it.

Will have to see what the mod is like with ranged stuff later.
 
Turnset 8 (T81 to T96)

T81 - Met Julius Caesar of the Roman Empire. He offered me some salad :)
Stonehenge was completed by a mystery civ.
Jesus the Warrior is now in Sweden.
Spoiler :





T82 - My other western scout Warrior discovered that there is no way to Egypt and Africa except through Israel.
Will have to wait until much later for open borders to contact those civs.
Spoiler :

T83 - 3rd City founded! :D
A gorgeous little outpost named Samarkand.

City maintenance is only 2:gold: per turn now; 1 for distance and 1 for number of cities.
Still no civic maintenance thanks to the amazing Organized civilization trait.
On a Huge map the number of cities maintenance cost is 0.4:gold: in each city of a 2-city empire.
It's 0.6 gold in each city of a 3-city empire.
It's 0.8 gold in each city of a 4-city empire. (These costs go up when a city increases in population)
On Giant Earth Map Mod, the costs are 0.3:gold:, 0.45, 0.6, etc.
So the number of cities maintenance cost for this Giant map is 75% of a Huge map.

Distance cost on Giant Earth Map is 0.48:gold: instead of 0.45 gold when a 1-population city is 3 tiles from capital.
So I'd estimate Giant Earth Map distance costs are 108% of a Huge map.

I can afford to have more cities than the smaller Huge maps which makes sense for a Giant map. :)
Spoiler :





T84 - Met Pericles of the Greek Empire, my 15th civ.
Have nearly met half the world now.

Indian discoveries boosted their research progess. This game has random events! :eek:

Spotted the 2nd Mughal city.
It is down on a hilltop 1 west of where I would have settled.
Spoiler :





T85 - Greece has a ridiculous amount of stone and marble! :lol:
Crazy mapmakers.
Spoiler :

T86 - 3rd Worker complete. I'll use it to improve sheep and horse faster.

T90 - Scouting efforts are gradually revealing the world.
Spoiler :

T93 - Horses are improved!
Scout Warriors out west reveal there is no way past Poland/Hungary/Greece to meet the western civs (England/France/Spain) until open borders.
Deleted the 2nd scout Warrior since he no longer had any civs to contact to save 2:gold: per turn.
Spoiler :





T96 - My Tibetan scout Warrior LOST to a barb with 96.4% chance to win and perished! :cry:
Will have to meet Asian civs like China/Korea/Japan later.
Down to Jesus as only scout Warrior.
My other Warrior returning to capital to garrison for Size 5.
Should have started Chariots 3 turns ago, but I forgot. Will switch now.
Spoiler :




 
The RNGod hates us all...
 
Turnset 9 (T96 to T110)

T96 - The Diplomatic Web grows more tangled after meeting 15 civs.
Only Cyrus (-1) and Babur (-3) have any negative diplo mods with me.
Most everyone else has +1 since I haven't been at war with any of them for 60 turns.
Spoiler :

T100 (2500BC) - Workers out east road towards my 4th city spot and Gold.
Spoiler :

T101 - The Largest civ in the world is .... Louis?
That won't last long.
Glorious Turks aren't even on the list. :mad:
Spoiler :

T103 - HOME INVASION:gripe:
A barb Warrior came out of nowhere and made his intentions very clear that my 7:food: Wheat is about to be pillaged.
Luckily, my capital was 1 turn away from completing a Chariot for capital defense, so I attacked the barb with a 50% chance to win.
Spoiler :





Hell ya, victory tastes good! :mwaha:
This game will need more of that if I'm to have any chance of winning.

T105 - First Chariot complete.
It will escort my Settler to the Gold city location and smack down any barbs thinking of causing trouble.
Spoiler :

T106 - Thanks to +1 happiness from the Palace in my capital, Invincible City can reach 5 pop with a Warrior garrison without any angry citizens.
Without a military unit to garrison a city suffers -1:mad: from "We fear for our safety" at 3 population.
This grows to -2:mad: at 6 pop and escalates every 3 population.
On T106, the capital reached 6 pop, so I exploited the fact that Angry Citizens don't eat food when building a Worker or Settler and started building a Settler instead of growing more. :cool:
Spoiler :

T108 - Now that Chariots are being produced, I'm starting to eyeball destroying Babur forever and securing my access to the rich south.
Here is the diplo situation with Cyrus, Asoka, Julius Caesar, David, and Saladin indicating that they will give me -1 "declared war on my friend" when I DOW Babur.
Spoiler :

T110 - Bronze Working discovered! :dance:
There is no bronze located in my empire :( or in any of the empires to the south :).
There are however 4 sources to the north across a lake and in the forested lands southeast of Russia.
The spot up near the gems looks particularly appealing, but it will take quite some time to road up that far so no Bronze in the short term.
Spoiler :







My 4th city was founded on a tough to beat hilltop named Bactra.
Hopefully history will be kind when the Chinese, Mongols, or Surya comes calling.
Spoiler :




Now comes the major question what to tech next.
Spoiler :

The double tech cost is really having an effect as I'm running out of things to build while waiting for a new tech!
Normally I'd tech Pottery for 1/2 price granaries and cottages, but Masonry won't get done for a long time if I do that. :hmm:
There is also the option of Writing to get Library and 2 scientists in the capital, then tech Mysticism->Polytheism->Priesthood so I can bulb Mathematics and Oracle Currency.

I've got 2 sources of stone down south.
One if I take Asoka's city and the other if I settle next to some stone down south.

I also have to decide whether to whip a Barracks into 2 Chariots in the capital or whip a Settler instead. Hmm


Oh, and Babur has 4 Warriors guarding his capital... :devil:
Spoiler :
 
You peeps got any good music suggestions while playing Civ 4?
I like turning off the music in-game and supplying my own sometimes.

If anyone wants to hear my Spotify playlist, search for dane3e3.
Then click my profile, click on public playlists, then click on good songs. :dance:

Lots of songs are missing since they aren't on Spotify, and I have way more songs, but those are the ones I can listen to over and over and they relax me.


The Mirror's Edge Soundtrack (Parkour!) also sets my mind straight if civ 4 enrages me for some reason.
Good for soothing Dangerously Hostile Entities too.


Link to video.
 
Bactra looks like it's in a nice chokepoint for any hostiles coming from the east.

I'd say get 4-5 Chariots and start knocking on Babur's door... :evil:

Bummer about the lack of Copper in the vicinity, but hopefully Chariots will be enough for warfare for a while.

You mention whipping, but did you switch to Slavery already, or about to? By the way, how many turns of anarchy will you have/already had?

Finally, music... my own background music is a bunch of (mostly) soundtracks from movies and other videogames, 90% of the tracks are just music, no words/songs, as those tend to distract me somewhat.
 
Kait, meant to ask. Do you have IDW ( stands for Influence Driven War) active? If not, you may want to check out the modcomps details over in the mod section. It may help with your wars, especially on Diety.
Also, as a side note, IIRC once you discover Mountaineering tech, you'll be able to have mountains actually count for something instead of being a PITA. It's been a long time since I've played this mod, so fuzzy on some details.

Entertaining so far, well done.
 
Bactra looks like it's in a nice chokepoint for any hostiles coming from the east.

I'd say get 4-5 Chariots and start knocking on Babur's door... :evil:

Bummer about the lack of Copper in the vicinity, but hopefully Chariots will be enough for warfare for a while.

You mention whipping, but did you switch to Slavery already, or about to? By the way, how many turns of anarchy will you have/already had?

Finally, music... my own background music is a bunch of (mostly) soundtracks from movies and other videogames, 90% of the tracks are just music, no words/songs, as those tend to distract me somewhat.

Yes, I have decided to whip the Barracks in Invincible City and use the 90:hammers: overflow to make 2 Chariots. :rockon:
The Settler can wait as my Workers are too busy improving gold+silver to do anything else anyway.

The war with Babur will start soon. :ninja:
Only his Warriors to the north, the east, and possibly to the west will cause me problems with pillaging if I can't wipe his 2 cities out before they can return to my borders.


I haven't switched to Slavery yet, but I will on this turn 110.
It will take 2 turns of Anarchy as predicted by this formula.
For this game the formula simplifies down to floor(1 + Civics + [Cities × MapFactor / 100]) ; where MapFactor is usually 6 on Huge but might be 5 or less since this map is Giant sized.
To switch 1 civic will take me (1+1+floor[4 cities x 6/100]) = 2+floor(0.24) = 2 turns.

Kait, meant to ask. Do you have IDW ( stands for Influence Driven War) active? If not, you may want to check out the modcomps details over in the mod section. It may help with your wars, especially on Diety.
Also, as a side note, IIRC once you discover Mountaineering tech, you'll be able to have mountains actually count for something instead of being a PITA. It's been a long time since I've played this mod, so fuzzy on some details.

Entertaining so far, well done.

Here are the settings I've found looking around.
IDW does not appear to be active. (I'm not even sure what that is :lol:)
Spoiler :

I'm very happy to play with whatever standard settings Ghenghis_Kai felt should be active for this mod.
Checking out modcomp details is a good idea, but I like surprises and spotting new differences from standard BTS is a lot of the fun I'm having with this mod.
So I'm avoiding reading any more about this mod than I have to. ;)

I'll keep an eye out for Mountaineering Tech, thanks Drakarska. :hatsoff:
 
Fair enough, then I won't spoiler ;). Merry Christmas and good luck.
 
Merry Christmas everyone! :jesus:
Now, back to slavery and genocidal war;

===================================================================

Turnset 10 (T110 to T118)

T110 - Switched civics to Slavery. Only 2 turns of Anarchy.

T111 - A barb Warrior appears to be heading towards my horses. :trouble:
These barbs are threatening my most important tiles constantly.
Spoiler :

T112 - Anarchy ends.
Will tech Pottery next.
Now there are 2 barbs to the north.

My Chariot proceeds to easily crush the full hp barb at 96.75% odds and moves towards the capital to deal with the 1/2hp barb Warrior.

Economy is not yet suffering from Chariots, but it will soon.

Switched my +4:espionage: to Asoka so I can see his power ratio if I decide to attack him after Babur.
The scoreboard says I am 1.233 with Babur, so that means I am roughly 23% more powerful than him right now.
Any civ I reach a 2.0 or higher power ratio with will never plot war against me, but with units costs and Deity AI that is an impossible goal.
I'll need to get Pleased relations with as many civs as possible if I want to keep the wars down.
Spoiler :





T113 - Oh come on!
Home defense Chariot 1 LOST to the weak barb with a 93.5% chance to win.
Revenge was swiftly realized with the garrison Warrior, but still.
Spoiler :



T114 - Jesus the Warrior easily fended off an injured barb Warrior in the far north to reach 6/10xp.
He also discovered Fur just north of where I want to found the bronze/gems city.
That's a big discovery!
I need to get a city up there as soon as I've got the military to protect it along with some Workers.

The Settler whip in the capital overflowed into a Chariot which then overflowed 60:hammers:.
45:hammers: carried over to the next turn, and the other 15 turned into :gold:! :cool:
That means overflow hammers --> gold is a strategy in this mod. (Thanks BUG mod! :goodjob:)
Spoiler :

T116 - The AdvancedAI and 2:move: barbs grow irritating!
A genius barb picked a pretty good moment to move into place to pillage my horses.
There is no way for me to stop it. :mad:
I'm pretty sure my builds occur before the barbs get their turn, so my city Samarkand isn't threatened, but all my Chariot builds are going to be interrupted for a good 4-5 turns.
How annoying since I'm going to war with Babur soon! >_<

At Least Gold is connected to my empire now for +1 Happiness.
Spoiler :

T117 - Horse tile pillaged. All Chariot builds halted. Shiny new Chariot killed the pest in a 96% battle.
Taskent will switch its 45:hammers: whip overflow into a 3 turn Worker instead of another Chariot.

Jesus the Warrior killed 2 barb Warriors back to back while trying to explore north+east.
He is now 8xp and threated by a Lion too.
There should be enough hp for him to survive a 3rd attack, so I'll fortify him in place.
Spoiler :

T118 - NOOOOO Jesus the Warrior died. :cry:
He beat the Lion as expected, but yet another barb Warrior came in from the north and finished off the injured hero.
He only had a 2.2% chance to win his 4th and final battle. :sad:
Spoiler :

Time for a dirge and then a moment of silence.
RIP Jesus :cry:, slayer of bears, 1st explorer, discoverer of Europe, and collector of Animal Husbandry. :salute: :salute: :salute:
Spoiler :
 
Turnset 11 (T118 to T124)

..
.....
.............

WAHHHH, I know just who's going to pay for this pain.
That dead man guarding his capital with Warriors.

T118 Continued - Diplomacy menu reveals a whopping 7 civs will now give me -1 diplo relations when I DOW Babur.
Meh, who needs Friendly civs anyway, AmIRite?
Spoiler :

Additional scouting reveals continued weakness.
I DOW'd Babur and unleashed the 2nd war of the game.
Right away I was able to kill a Warrior (89% chance) and capture a Worker, but I didn't wish to attack Babur's 2nd city Delhi.
Delhi was 1 population and any city that has never grown to Size 2 automatically razes.
So I gave the Deity AI more time to fill up its 40:food: bin and focused on the capital Lahore.
Spoiler :





T119 - Huhuhu, Lahore has 3 Warriors, 1 Worker, and 1 Settler. (And no Slavery!)
I've got 4 Chariots.
I'm feeling pretty good about my chances.
Also, Lahore has wet Wheat 1S of the city, so it's better than I thought it was.
Spoiler :

**Edit**
Win at 76.9% chance.
Withdraw at 71.9% chance to win. Only knocked the Warrior defender down to 1.6hp ugh. At least my Chariot lived.
Win at 71.9% chance! Only the 1.6hp Warrior is left.
Lost at 85.6% chance. :cry:

I failed to take the capital which is now guarded by a 0.3hp Warrior and scouting reveals a fresh Warrior to the northeast. :aargh:
Spoiler :

T120 - Sighhhhhhh, the pillaged horse tile is killing me now.
The injured Warrior in Lahore healed up big time using a promotion, the Warrior on the hill retreated into the capital, and a 3rd Warrior was produced.
It's not a big surprise since they only cost the Deity AI 14:hammers: to build.
I'm going to have to promote a Chariot to medic, stack up, and heal while I reconnect horses and produce some new Chariots.
This setback isn't a military disaster (yet). :shake:

Note that the AdvancedAImod is starting to crack a bit. :)
It upgraded the Warrior to City Raider I and sent a Worker out for me to take.
I'm going to have to leave the Worker alone though.
I need to heal, and I will get that Worker sooner or later when I take the capital.
Spoiler :

T122 - Horses are now online again! :D

The medic Chariot is doing good work.
Normally units heal 5% on enemy land/10% on neutral land/15% on friendly land every turn if they don't move.
That's like 20 turns to heal up to full from 0.1hp in enemy land!
The medic promotion adds +10% healing, so in enemy lands it heals 15% per turn and can get any unit to full in 7 turns instead of 20.

There are now 4 Warriors in Lahore, 2 Workers, and 1 Settler.
Note that the Workers are Fast Workers! :eek:
The mapmaker definitely did something because Babur (Suleiman) has the Indian civilization unique unit. (Funny joke, the Fast Worker has 2:move: instead of 3 hah!)
I'll definitely have to pay more attention to the modded civs and see what UU's they have.
Spoiler :

T123 - It just never ends.
A barb Warrior is once again certain to pillage a vital tile (7:food: Wheat).
My shock Warrior is done guarding my horse Workers, so I'll send him to deal with the threat.

Need either The Great Wall or Siberia to fall into the ocean.
No way can I afford enough units to spawnbust up north.
Once I get that northern city established, I can build a Wall and garrison the city with Axes.
Hopefully the barbs will be attracted to it like flies to honey since the city will be so close to them and leave the rest of my empire alone.

Lahore now has 5 Warriors.

Oh! Delhi grew to Size 2.
Now I can capture it without it automatically razing. :)

**Edit**
One attack at 72.55% was all it took to gain my 5th city.
A free 300:hammers: city and 99:gold: :dance:
Spoiler :





T124 - My capital's Wheat just got pillaged.
I want revenge right now, but my Shock Warrior only has a 79% chance to beat the barb.
If I lose that fight, the barb could take my capital! :eek:
So, I'm gonna do the smart thing and move the Warrior into Invincible City where it is 45% stronger and the barb will have no chance of winning.

A Chariot will soon arrive from the east to shoo the barb away.
This Chariot will have to do double duty because a Babur Warrior is also threatening Tashkent, my #2 city.
Worst case scenario is I'll be forced to whip the Chariot in Tashkent.

Met Goujian of the Baiyue Empire (Kublai Khan), my 16th civ.
His scout came from the east.

Lahore now has 6 Warriors!
After doing some math, I've realized I really need to pillage those 2 mines or the number of Warriors will soon reach the moon.
Spoiler :






 
Back
Top Bottom