r_rolo1
King of myself
Welcome to the 20th 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 20th game in BTS the choosed leader was CharleMagne of the Holy Roman Empire:
Oh well, probably the more leaderhead of BtS, not due to him but of his civ ( will not enter on that one again ). Charles has a somewhat weak trait pair ( IMP/PRO ), a off-track UU ( not that is bad in any sense of the word ... simply diferent ) and a superb UB, making it a civ that needs to be played in a diferent fashion for most of the others ( probably the only civ of the game that is more turned for middle age expansion ). I never played him and all of my experience of his play is as a foe and if he can get big, he's a serious threat to any win: being Imp he can spam settlers, being Pro he can defend his cities very effectively and his UB helps paying the expenses ( very much like Zulu one..... ). I'm curious to see how he copes isolation.....
His UU.
The LandsKnetch is a pretty beefed pikeman with a bonus vs melee ( making him almost invulnerable to anything of his time except x-bows ). It is a good UU, but , as most of the pre-gunpowder UU, it will have not much use in here
His UB.
IMHO this is the star of the HRE pack. A courthouse replacement, it cuts 75%of maintenance ( compared with the usual 50% ). This affects most of the game and has a huge effect in the game, including corps. HRE can cope much more easily with a big empire..... that is for sure
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
I simply hate this kinds of maps 2 seafood ( without fishing ), 5 FP , a AH food source ,some woods and hills in the outer ring... it is surely a strong starting position.
Again I made a functional scenario ( In that regard I must say a thing: free techs for both AI and humans are not kicking in, and that makes that AI in higher levels starts with warrior/scouts instead of archers ( with the correct numbers. Settlers/workers are working well ) . That is not a issue of my scenarios , but of the way the game is coded... the game atributes the free techs before choosing the leaders.... if the leaders are already chosen it simply moves on . And as the handicap file does not specify archers as free units , but simply "defensive units" ( if you give Rifling and Robotics to a AI, it will start with Mechs ) if the AI does not have archery they will get warriors/scouts ( depends on hunting ) instead. In isolation that is a minor issue ( you can't rush ), so I took the decison of letting things to stay this way, because the correction would need to change the game code, a thing that is not exactly my objective with this games ) ).... All the speeds are working well ( no more games ending in 1900 ) 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 20th game in BTS the choosed leader was CharleMagne of the Holy Roman Empire:
Spoiler :
Oh well, probably the more leaderhead of BtS, not due to him but of his civ ( will not enter on that one again ). Charles has a somewhat weak trait pair ( IMP/PRO ), a off-track UU ( not that is bad in any sense of the word ... simply diferent ) and a superb UB, making it a civ that needs to be played in a diferent fashion for most of the others ( probably the only civ of the game that is more turned for middle age expansion ). I never played him and all of my experience of his play is as a foe and if he can get big, he's a serious threat to any win: being Imp he can spam settlers, being Pro he can defend his cities very effectively and his UB helps paying the expenses ( very much like Zulu one..... ). I'm curious to see how he copes isolation.....
His UU.
Spoiler :
The LandsKnetch is a pretty beefed pikeman with a bonus vs melee ( making him almost invulnerable to anything of his time except x-bows ). It is a good UU, but , as most of the pre-gunpowder UU, it will have not much use in here
His UB.
Spoiler :
IMHO this is the star of the HRE pack. A courthouse replacement, it cuts 75%of maintenance ( compared with the usual 50% ). This affects most of the game and has a huge effect in the game, including corps. HRE can cope much more easily with a big empire..... that is for sure
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Spoiler :
I simply hate this kinds of maps 2 seafood ( without fishing ), 5 FP , a AH food source ,some woods and hills in the outer ring... it is surely a strong starting position.
Again I made a functional scenario ( In that regard I must say a thing: free techs for both AI and humans are not kicking in, and that makes that AI in higher levels starts with warrior/scouts instead of archers ( with the correct numbers. Settlers/workers are working well ) . That is not a issue of my scenarios , but of the way the game is coded... the game atributes the free techs before choosing the leaders.... if the leaders are already chosen it simply moves on . And as the handicap file does not specify archers as free units , but simply "defensive units" ( if you give Rifling and Robotics to a AI, it will start with Mechs ) if the AI does not have archery they will get warriors/scouts ( depends on hunting ) instead. In isolation that is a minor issue ( you can't rush ), so I took the decison of letting things to stay this way, because the correction would need to change the game code, a thing that is not exactly my objective with this games ) ).... All the speeds are working well ( no more games ending in 1900 ) 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