r_rolo1
King of myself
Welcome to the 16th edition of the Lonely Hearts Club for BTS. In the Lonely Hearts Club we explore strategies to cope with one of the most dreaded situations in Civ IV ( possibly the main reason for reloads after the military collapse one ): starting in isolation....
For the 16th game in BTS the choosed leader was Mansa Musa of the Malinese:
Oh , our dear "mr techer and open hand tech trader"... Mansa was always one of my favorite leaders to face: he techs extremely well and is one of the AI that it is less stingy about the tech trades. He also is possibly one of the more single minded techer AI in BtS ( I remember a game where a isolated Mansa beelined Lib so hard that he got Lib before Civil Service ). For good or bad ,Mansa AI will not be in the game ....
Mansa pack of traits is Fin/Spi... a nice and strong combination for a cottage economy based empire. His UB is a strong help to money making and also explains some of the easiness that Mansa AI has in teching...
His UU.
The skirmisher is a stronger archer that also gains a first strike chance... In spite of being a good UU ( and a decent early rusher ), I'm not too keen on it for isolation , where it will be most surely relegated for antibarb duties due to its earlynees ( and , in my case ,because I hate to research archery... )
His UB.
The Mint is a beefed forge that provides 10% multiplier on cash.... This in a Fin civ is huge, considering the relative earliness of the avaliability ( it is the earliest cash multiplier in game... ) makes it a extemely useful buiding. combining , prod and money multipliers is without doubt one of the strongest UB in game , especially if you plan to make your game to last ( like almost always in isolation )
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Well, this start is far from bad 2 plains cows + 3 clams.... it doesn't suffer from lack of food, most surely The big drawback is that , unless you go Dave style and cottage resources ,this start does not call for cottage spam.... Maybe it calls for a change of capital in the future? Either way, improving those cows and clams most likely will be priority #1 of most games
Again I made a functional scenario ( still some issues to learn about that... but that is why the warrior may appear in diferent places: the scenario has predetermined starting positions, not actual units ).... All the speeds are working well ( no more games ending in 1900 ) and the levels almost as well. The save is zipped... you only have to unzip this to the worldbuilder saves or for the PublicMaps folder ( either one will do ) and load it from the scenarios.
Any problem PM me...
Again a small request ( not mandatory ) :
We ask the participants to do, if possible, a write-up with the victory save and a description of your game ( strategies, techs researched, wars,...). All the info should be in spoiler tags ( to not disturb other people's games ). If you want ( we would like to ) post reports at this moments of the game:
Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.
Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.
Checkpoint 3 - when we are committed to a victory condition (or at least think we are).
Checkpoint 4 - Victory (or defeat).
The last words are to wish good luck to all . And let the games begin!
P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy
For the 16th game in BTS the choosed leader was Mansa Musa of the Malinese:
Spoiler :
Oh , our dear "mr techer and open hand tech trader"... Mansa was always one of my favorite leaders to face: he techs extremely well and is one of the AI that it is less stingy about the tech trades. He also is possibly one of the more single minded techer AI in BtS ( I remember a game where a isolated Mansa beelined Lib so hard that he got Lib before Civil Service ). For good or bad ,Mansa AI will not be in the game ....
Mansa pack of traits is Fin/Spi... a nice and strong combination for a cottage economy based empire. His UB is a strong help to money making and also explains some of the easiness that Mansa AI has in teching...
His UU.
Spoiler :
The skirmisher is a stronger archer that also gains a first strike chance... In spite of being a good UU ( and a decent early rusher ), I'm not too keen on it for isolation , where it will be most surely relegated for antibarb duties due to its earlynees ( and , in my case ,because I hate to research archery... )
His UB.
Spoiler :
The Mint is a beefed forge that provides 10% multiplier on cash.... This in a Fin civ is huge, considering the relative earliness of the avaliability ( it is the earliest cash multiplier in game... ) makes it a extemely useful buiding. combining , prod and money multipliers is without doubt one of the strongest UB in game , especially if you plan to make your game to last ( like almost always in isolation )
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Spoiler :
Well, this start is far from bad 2 plains cows + 3 clams.... it doesn't suffer from lack of food, most surely The big drawback is that , unless you go Dave style and cottage resources ,this start does not call for cottage spam.... Maybe it calls for a change of capital in the future? Either way, improving those cows and clams most likely will be priority #1 of most games
Again I made a functional scenario ( still some issues to learn about that... but that is why the warrior may appear in diferent places: the scenario has predetermined starting positions, not actual units ).... All the speeds are working well ( no more games ending in 1900 ) and the levels almost as well. The save is zipped... you only have to unzip this to the worldbuilder saves or for the PublicMaps folder ( either one will do ) and load it from the scenarios.
Any problem PM me...
Again a small request ( not mandatory ) :
We ask the participants to do, if possible, a write-up with the victory save and a description of your game ( strategies, techs researched, wars,...). All the info should be in spoiler tags ( to not disturb other people's games ). If you want ( we would like to ) post reports at this moments of the game:
Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.
Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.
Checkpoint 3 - when we are committed to a victory condition (or at least think we are).
Checkpoint 4 - Victory (or defeat).
The last words are to wish good luck to all . And let the games begin!
P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy