Any tips for playing with this mod?

blunt3d

Warlord
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Dec 4, 2002
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Anyone know what civic's work best for taking and holding enemy city's in the late game?
 
The government civics all have different qualities. If you're trying to keep a large, culturally varied civ together in the end game, you're probably best off with Representation or US as your government civic. If you want to keep the cities, improving your culture in them is also a must and so Free Speech can help (buy culture buildings if running US). In war, Police State is still useful as it does help quell rebellions, but any that do occur are likely to be more violent because of the repression. Once Representation you have discovered, Hereditary Rule becomes a less stable choice as people yearn for freedom.

Religion can also be tricky ... if you have a single, dominant religion in your main cities then you can almost guarantee homeland stability by running Theocracy. However, it can make keeping new cities with other religions or other holy cities quite difficult... Theocracy is a major win if your state religion is the only game in town and can still be a good choice if there are a couple others, just be sure you spread your state religion everywhere and bring missionaries in your invading armies (this is a Theocracy!). Owning your holy city is also a boon under Theocracy. If you have many religions in your empire, then you'll probably want to avoid Theocracy for sure and maybe Organized Religion if you don't want to piss some cities off.

Those are a few tips.
 
I generally use Hereditary Rule as a large number of soldiers cancels out its negative reprecussions and are always handy if some misguided individuals pressume to interupt my rule. Police State is usefull in a war as its posistive and as such lessen the attempts of your conquests to call for independance, as does Universal Sufferage and representation of course, Despotism is really usefull if yourve got a colony youd like to be rid of, when combined with high taxes.
Nationalism doesnt give a negative response and adds to happiness and the happier the people the less likely they are to cause problems.
With religions as long as your state religion is in a city, then your fine in a minority religion turns up, as long as there are no other problems with your state, If however the slaves start causing a problem have a failing economy or lose a war the minority religions tend to kicj up a fuss, but enough soldiers tend to prevent most problems.

It always pays to wait to see if a revolution in another state has a chance at winning before striking any deals with them. And if you do annoy someone, dont concour them entirely but leave them behind as a city state or wandering scouts so that next time a revolution occours it wont be them with their negative predisposistion towards you.

I would firmly sugest that a lot of money and a strong home guard can keep most empires shiny.
 
Why cant i find a whole list of civic effects anywhere?
 
To me, hereditary rule is a bit TOO good, and the effects of Representation need to be buffed. I find that the + :) cancels out the negative, while the lack of + :) in most cities under Representation can cause real issues.
 
To me, hereditary rule is a bit TOO good, and the effects of Representation need to be buffed. I find that the + :) cancels out the negative, while the lack of + :) in most cities under Representation can cause real issues.

Representation does not need to be buffed. It is the strongest civic, or the second after slavery. Duuk you just need to try a specialist based economy.
 
Oh man, I'm playing an emperor game of WolfRev 1.60 right now (with the new 2.60 RevDCM core) as Isabella, and I thought I'd give the new "barbarian world" option a swing (in addition to having "start as minors" and "barbarian civ" toggled, as usual.

Well, talk about an early-game blood-bath cluster%$&@!

So, the game starts off not too bad. A little crowded, with one pre-existing barb city about 7 tiles to the south of my capital...and another barb city about 10-12 tiles ESE of my capital...and another barb city about 10-12 tiles to the NW of my capital. For the early game, though, I don't have too much trouble with barbs (paradoxically, the barb cities reduce the field in which random barb units can spawn). So I get 2 other cities out along the coast, meet about 3 civs that are a decent distance away (like, on the other side of some of the barb cities), and things are going okay...except I'm getting a little worried because the only strategic resource I've gotten so far is elephants, and I'm a long time from getting those online. So taking out those barb cities is out of the question (guarded by 3 archers, and 2 of them on hills), so I'm spamming archers as a precaution, and my economy is really hurting from unit maintenance (and even city maintenance, even with only 3 cities...I can definitely tell a difference from monarch, where I'd be able to expand to 4 or 5 cities without having to drop the slider below 50%, no problem).

But boy, am I glad that I spammed those precautionary archers, because when the inevitable spawn-rushes came, it was a close call. First Hammurabi spawns to my ESE and sends over a huge stack of chariots and spearmen. He sends most of it against my frontier city to the east. My 8 archers in that frontier city just barely hold on. Then, while I'm dealing with this mess, Huayna Capac spawns and sends a crapload of units straight at my capital from the south (as my cities were laid out like this along the northern coast:

X - X - X

And Hammy was already whaling on the eastern one).

Then to top it off, Monty spawns to my NW and sends off a frightening stack of jags and other assorted junk...but thankfully not in my direction. It takes about 20 seconds to watch all of Monty's units move off to his NE to go attack Joao (one of the original civs up along the coast NNE of my cities). A few turns later I hear the wailing of a captured city and see that Monty has taken one of Joao's cities. I was really lucky that Joao happened to be a bit closer to Monty than I was. If Monty had decided to come after me, I would have been crippled or even destroyed.

After fending off Hammy's and Huayna's spawnrush stacks, I decide to try to get one more city out between my capital and Huayna's capital about 7 tiles south. There just happens to be a contentious gold hill between us. I send an archer there ahead of time and fortify, which was fortunate because a few turns later Huayna shows up with two archer escorts a settler heading for possibly that very same spot, but they turn back when they run into my fortified archer. I manage to barely scrape up this 4th city, settling right on the gold (screw the commerce, I need defense NOW!), and I'm boxed in with those 4 cities until around 500 A.D. (unusual for me. Probably a combination of playing on Emperor and playing with the barbarian world, and not really having any early strategic resources).

Finally I get elephants and catapults online, and I spam units until I'm down to like 20% research with only 4 tightly-packed cities. Then I watch Pacal II (a nearby civ to my west) suicide a bunch of his own war elephants on Huayna's hill-capital, which, being boxed in by my gold-hill city and Pacal, had done nothing but churn out about 10 archers. With the coast clear, I DoW on Pacal and manage to take 3 of his cities by about 1 AD. And I finally get my hands on some iron! Whew, that opening was a nail-biter. (I definitely have a new-found appreciation for early resourceless unique units now. Holing up in your cities with archers is no fun and is really hard on the budget).

Then, just as I'm parading around about my victory over Pacal, Hammy shows up on my other border with a huge 15-unit stack. I think "Oh no! I have no troops over on that side! This is gonna be painful..." I hit "end turn," waiting for the war-horns, but all I see is Hammy's units strolling through my territory. I find out a few turns later that he was going after Huayna's mega-archer hill-city, which somehow he's able to take.

Meanwhile, elsewhere on the continent, Asoka has been going on and off between rampaging and fighting off his English rebels. One minute he has 7 cities and seems poised to take off with the game, and the next minute he is reduced to 3 cities and is in danger of succumbing to his English rebels. Looking at the map, I just knew it was going to happen. His conquests were spread out waaaay too far apart, and his cities were still at a cap of like 4 pop, so there's no way his economy was handling that well. If there's one thing that the AI could use some help with in RevDCM specifically, it is in using distance as a factor to weight war targets in the early game. In RevDCM you've gotta wait until a bit later before sending a stack halfway across the continent makes sense. Human players gradually figure out this finesse about conquering new territory under RevDCM, but the AI still doesn't. That might be one reason why, if you can survive the early-game hell, you can start to pull away starting from about the early medieval period onwards. Especially once you get to feudalism, then you can acquire possessions through vassalage, thus sacrificing direct control for being relieved from most of the uprising problems with those far-away conquests. So even though it still trades like crap (because all the other AIs beeline it as well), I've found myself actually beelining feudalism in RevDCM, not so much for the longbows, as for the vassalizing option.
 
Beautiful description and they are nice tips :goodjob: I'm glad you are enjoying it (just don't get addicted :mischief:)! I've never tried emperor myself and monarch is usual as far as I go. There is beginning to be more talk about how to balance RevDCM on emperor so stay tuned.
Cheers
 
Me getting addicted? Waaaaaaay too late for that advice! Today in class was painful. Trying to form coherent sentences in German on 2 hours of sleep--not fun. But still, I'd say it was worth it! :lol: I got to play until past liberalism last night. This game has taken a really interesting turn.

Of the civs that, as far as I can gather, were the original ones starting the game, 2 have died, 1 has been relegated to a couple of puny island cities (Pacal II), and the leaders of the game are me and a bunch of barbarian-civ-upstarts:
*Montezuma (2nd place, 8 cities (on a small map), teching decently, and a real powerhouse, but at least I have him at pleased),
*Ragnar (3rd place, teching really well for having spawned along a riverside tundra corridor, and would be doing better if he hadn't lost a bunch of his better (greener) cities, in turn, to the:
*Zulu rebels, who are in their own right no pushover), and,
*Suryavarman (spawned pretty late on a separate galley-reachable continent down south, and actually doing pretty well after I liberated a few distant cities to him. We're best buds, and I'm trying to do everything I can to get him to friendly (easier said than done with a -2 diplo hit per refusal!) because he's actually teching pretty decently for such a late-comer, and maybe I can get him to voluntarily vassalize to me...anyways, his cities are too far away right now for me to want to conquer and maintain, and I'm not ready for another war yet).
*Asoka, the early-game powerhouse, is stagnated in the middle-ages at 3 cities, fighting pointless mini-wars on and off with his worst enemy,
*Victoria of the English, as well as everyone's favorite punching-bag this game,
*the longbow-spewing, haplessly boxed-in and resourceless Austrian City-State of Vienna (which, according to my scouts, is about to be taken by Monty's hefty medieval stack-o'-doom).

I've pretty much got this game in the bag after taking out Hammurabi's 3 cities and then Hatshepsut (one of the originals with 6 cities, but a real pushover militarily--like, only 2 archers, a spear, and a horseman per city. Not even any SoD) during the middle ages. So yeah, I've got 14 cities (4 settled, 3 from Pacal, 3 from Hammy, 6 from Hatty, liberated 2 to Sury), and after I recover from this last war with Hatty I'm going to run away in tech and production.

It has been an interesting game, with the starting civs getting overtaken by the upstarts. This rarely happens when I don't use the "barbarian world" feature. And, you know, I kinda think the barbarian world option makes sense historically. Like, around 4000-3000 B.C., it wasn't as if the rest of the world, apart from Egypt and Sumer, were devoid of people and tribes. Some of those tribes had even settled down yet (Marija Gimbutas' matristic neolithic "Old European Culture", the Corded Ware culture of northern Europe, the Varna culture in Bulgaria, the Vinča culture of the Balkans, the Pit-Grave culture of southern Russia, the Mehrgarh culture in Pakistan, the Jomon culture in Japan, the Dilmun trader culture along the Persian Gulf, the Meluhha culture (probably the early Indus), neolithic China, etc., but these cultures didn't have writing yet so they haven't been preserved for historical posterity as real "civs."

I also had a strange instance of extreme migratory diaspora this game with Hammurabi. When I originally took Hammurabi's 3 cities to the east, I thought that I had finished him off. I saw his tech rate go flat and his city counter go to zero. I assumed he still had a workboat or something out there, and I had "require complete kills on," so I just made peace and forgot about him.

About 500 years later, I hear some conquest wailings, and I look up at the notifications and see that Hammurabi has conquered London, waaaaaaaaay up to the northeast on the other side of the map. I'm like, "whaaaa????? Is that the same Hammurabi...the...wha...huh?!" Apparently he must have had a stack wandering around, probably pursuing someone halfway across the continent (again, what is with the AI loving to pursue civs halfway across the continent?! :lol: ) when I declared war on him, and my war with him ended so quickly that he didn't even have time to get his stack back in time. So then when we made peace he probably just wandered around with his stack until he found another target that he liked/resumed going after his previous target (I wasn't really paying close attention to his diplo situation at the time, so I'm not sure what he was doing. All I knew was that his cities were only defended by like 3 units each, so I went after him). So the wandering-Babylonian came back from the dead. After I finished my war with Hatty, I healed up and sent only my horsies, without siege or any 1-move units (it was going to be too far away for anything other than a scouting/hit-and-run mission for curiosity's sake), to go see what was up with Hammurabi. He was defending London with 2 axes and a spear. I re-declare, hit him with my withdrawal-promoted horsemen, and put him out of his misery, liberating the city to the English. :lol: Overall I thought the Babylonian diaspora was an inspiring and romantic episode that I, nevertheless, made sure to give a comical and less-than-majestic ending. :lol:
 
Very inspiring for us monarch players to keep pushing onto Emperor one day. I'm a start as minors and barbarian world experimenter myself so it's good to get feedback. It will be interesting how the AI's do later in the game and whether they can keep pace at all. Can you run by what starting conditions you set up? (map type, size, starting civs, any other details).
Cheers
 
As far as the game details:
*Small map (my computer gets MAF crashes by the industrial period even on standard maps, but small maps work fine throughout).
*Tectonics, 60% water, normal climate.
*Normal # of original civs (5 for small maps...they were random...I think they were me (Isabella), Hatty, Pacal, Asoka, and Joao. Interestingly, Joao and Hatty are dead (of which only 1 was my own doing), and Pacal and Asoka only have a few cities each and are doing pathetically (I'm in the industrial era now))...+ a good number of barbarian civs that spawned as early as maybe 2000 BC (Monty, Hammy, Ragnar, Huayna, Sury a bit later on), followed by a good number of rebel spawns (Shaka, Victoria, Franz Josef), plus a few really later comers off on some islands that were still minor civs and horribly backward up until like 1600 A.D. (Willem, Ghenghis, Boudica). All told, this game has ended up with quite a few AI's for such a small map, meaning that the strongest AI, Monty, only has 9 cities (vs. my 14). That overcrowding is possibly a factor that makes this much easier than typical Emperor, at least after one survives the early-game mayhem and overcrowding.
*Aggressive AI (this option might be bogging down the AI later in the game, as I'm in the industrial period now, and I'm able to tech ahead and snatch pretty much all of the late-game wonders now while the AI's remain embroiled in pointless millenia-long bloodfeuds, with probably tons of accumulated mutual hatred of each other by this point. So this option seems to make the early game harder and more hectic, but easier once you can subdue your main enemies and rise above the pack later in the game).
*Culture flipping on (surprisingly has only been a factor in one city. With IDW and militia resistance on, you get to a point of having +50% culture in the city tile initially anyways, and so it takes a pretty strong sustained culture rate to start to cause problems with culture again.
*IDW on
*City resistance on
*Inquisitions on
*Starts as minor civs
*Barbarian civ
*Barbarian World
*Randomized personalities

Plus, I'm playing a version of WolfRev 1.60 that has a bunch of personal XML tweaks, but nothing that should really overhaul game strategy.
 
Thanks. That's pretty much my settings. I've never heard any feedback on the city resistance option for a long time. Let me know if you have any dramas with it. I found a logical problem with it a long time ago but since then naught has been said about it.

I'd say turn aggressive AI off next game and see how that goes on a smaller map in the later eras. That's how I'm playing it at the moment. There seems to be plenty of early game mayhem now without needing aggressive AI. Quick game speed to suit the smaller maps seems to make the mod harder as well.

Cheers.
 
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