r_rolo1
King of myself
Welcome to the 22th 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 22th game in BTS the choosed leader was Suryavarman II of the Khmer:
Thank God that BlueMarble exists.....
Sury ( don't force me to write his full name again .... ) is a interesting caracther ( never played with him, but his AI gives some fight... normally the Cre AI do ). His traits have a interesting synergy ( cheaper workers for more early land to improve,. besides that the traits halve the price of a lot of very useful buildings ( you'll want a granary in every city , and probably a library in most of them ) ) and both their UU and UB are very off-road compared with the the other civs ( some like it and some hate it ... ). I think that it is a interesting chalenge for Sury
His UU.
The rare, ellusive and controversial Ballista elephant.... It replaces the normal elephant and it has the ability of forcing a fight with Mounted units if outside a city. This is a great feature, but the usual scarcity of Ivory ( better, the annoying tendency of the RNG to put all of then in one compact area ), makes it dificult for the Khmer to use them to the fullest. In here..... first we need Ivory, and second, I highly doubt that you'll fight mounted units weaker than cuiraseers and B. phants are not that strong....
By the way, am I the only one that noticed that awful Civilopedia error? ( B phants = powerful melee unit ) Or is a new "feature" of 3.17
?
His UB.
Baray replaces aqueducts and gives 1 extra food. It may look too little of bonus, but if you think on it as a extra free of charge ( in happyness, health and in maintenance ) grassland pre-bio farm, things start to look better. In spite of all, food is the cornerstone of Civ ( no food = no anything ) and any bit counts, isn't it?
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Khmer on a lake....
Seriously, not a bad start ( in spite of starting 1 tile away from any river.... ). Good food potential, a nice assortement of hills, some forests in the outskirts....
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...
P.S WB saves are crosscompatible between 3.13 and 3.17 if they don't have No Espionage ticked. No problem with the patches here
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 22th game in BTS the choosed leader was Suryavarman II of the Khmer:
Spoiler :


Thank God that BlueMarble exists.....

Sury ( don't force me to write his full name again .... ) is a interesting caracther ( never played with him, but his AI gives some fight... normally the Cre AI do ). His traits have a interesting synergy ( cheaper workers for more early land to improve,. besides that the traits halve the price of a lot of very useful buildings ( you'll want a granary in every city , and probably a library in most of them ) ) and both their UU and UB are very off-road compared with the the other civs ( some like it and some hate it ... ). I think that it is a interesting chalenge for Sury
His UU.
Spoiler :

The rare, ellusive and controversial Ballista elephant.... It replaces the normal elephant and it has the ability of forcing a fight with Mounted units if outside a city. This is a great feature, but the usual scarcity of Ivory ( better, the annoying tendency of the RNG to put all of then in one compact area ), makes it dificult for the Khmer to use them to the fullest. In here..... first we need Ivory, and second, I highly doubt that you'll fight mounted units weaker than cuiraseers and B. phants are not that strong....
By the way, am I the only one that noticed that awful Civilopedia error? ( B phants = powerful melee unit ) Or is a new "feature" of 3.17

His UB.
Spoiler :

Baray replaces aqueducts and gives 1 extra food. It may look too little of bonus, but if you think on it as a extra free of charge ( in happyness, health and in maintenance ) grassland pre-bio farm, things start to look better. In spite of all, food is the cornerstone of Civ ( no food = no anything ) and any bit counts, isn't it?
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Spoiler :

Khmer on a lake....
Seriously, not a bad start ( in spite of starting 1 tile away from any river.... ). Good food potential, a nice assortement of hills, some forests in the outskirts....
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


Any problem PM me...
P.S WB saves are crosscompatible between 3.13 and 3.17 if they don't have No Espionage ticked. No problem with the patches here

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

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

P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy
