Vercingetorix of the Celts [KMod] [Hemispheres] [Emperor]

plastiqe

Grinch
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Canada, eh
4000 BC - 2850 BC, HELLO FRIENDS
2825 BC - 1325 BC, THE FOGBUST
1300 BC - 10 AD, PEACEFUL BACKFILLING PART I, PART II & PART III
25 AD - 250 AD, POST-WAR ECONOMIC RECOVERY

I thought it would be fun to start a writeup in the grand tradition of CivFanatic greats like Neal and OneLeggedRhino. It's my first time doing one of these threads, so be gentle. : P And while I don't doubt my forum posting skills, maybe I can pick up some pointers and improve my Civ playing skills while I'm at it.

I'm playing with K-Mod because it's awesome. I picked the Celts because Duns got an upgrade a few patches ago that I haven't tried yet and I picked Brennus but called him Vercingetorix because I like Spiritual and Brennus is a weenie AI Leader (the badguys). Rerolled the start till I found something that looked pretty:




Moved the scout. Not only do I get to start without a warrior cause of Hunting, I can also go after a religion first thing with Mysticism. : /
Spoiler :


SIP would be good enough with all forests in the fog but following the scout 2N1W would be food crazy. Tech order Agriculture first and then... AH? What do you all think? : )


I added one AI which should give 4 per side. No Tech Brokering, huts are off but events are on. Save attached but if you're playing along keep it in spoilers plz.
Spoiler :
 

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Agri->Mining->Bronze
That is a lot of food, and a lot of wood. Well, not a lot of food, but enough to warrant early slavery especially since so far it doesn't look like there are many hills.
Mysticism/Hunting are such gross starting techs :/
 
Ah OLRhino! Good memories indeed. Will certainly follow this. I hope this will convince me to start K-mod. And one thing that GOTM lacks is competition for K-modders. Seriously, with that advancement in the AI section, it deserves its own competition. That would help the conversion of certains. For now, S&Tip seems in an eternal state of equilibrium from which people don't want to part with. Basic BTS in other words. If GOTM allowed K-mod competition, people there, more inclined to new things, would convert to K-mod.
 
That would help the conversion of certains. For now, S&Tip seems in an eternal state of equilibrium from which people don't want to part with. Basic BTS in other words.

King of the World set precedent for mods on S&T. If we get good summaries/participation, who knows. I know I'll play this + post.
 
Somebody mentioned that someone should do a KMod game in one of the other threads, and I thought "I could do that".

4 Floodplains, hill pigs and the three corn if I move. Potentially 39 food off 8 tiles before civil service and no pesky boats to deal with. Not only omgwtf, I'd throw in a bbqsauce for the pigs. : P

Ducking in and out of Slavery with spiritual is probably the way to go. I'll play a bit later tonight when I get back from Japandroids.
 
HELLO FRIENDS

Spoiler :





Yikes, Justinian, Zara and Shaka. At least they are on my continent where I can keep my eye on em. I set all espionage against the Byzantines, they're closest.

One turn before Agriculture completes I set my research to 60% for a 4/6 split and no fractions or overflow on a starting tech, which makes me happy. I do the same thing for Mining.
Spoiler :

3325 BC Justinian picks Hinduism for our continent. Buddhism went earlier.
Spoiler :

3100 BC Bibracte I Scout survives a double Panther ambush, he'd already killed 3 Wolves and a Lion so I think he's destined to live on and be a great fogbuster.
Spoiler :

2950 BC a riverside plains forest burns down, and me with only 8 gold. Totally worth paying to keep if I had 10 but I let it go instead. Bibs (Bibracte) switches tiles to complete the Warrior as it grows because he'll have to be police. I could have paid 4 for no unhappiness, but I was gonna build a Settler anyways.
Spoiler :


2850 BC Bronze Working finishes and I hear the echo of a thunk as Bronze pops up in the nearby hills.
Spoiler :

And here's the land and some dotmaps:
Spoiler :




Bibs will switch to a Settler next turn at size 5 and the Worker will do some chops. Borders will pop in 30 turns.

Constantinople is Red near those ivories and the wet Corn is already enveloped in dirty Byzantine culture. I'm thinking get Ottoman Green first on the forest plains hill west of Stone followed by Persian Teal for my first two cities to block the Byzantines. That's if he doesn't settle there; then hopefully I'll get his religion and we'll be pals.

From there Bibs will be able to pump out Settlers and Workers to fill in the rest of the land while I try not to get killed.

The island to the arctic east might be really good if there is more seafood, but it might also be a chain which would mean those two Fish down there are low priority. I don't really need Fishing, maybe I'll avoid it for bulbs.

Teching AH next then probably Wheel/Pottery.
 
Somebody mentioned that someone should do a KMod game in one of the other threads, and I thought "I could do that".

Thanks, that was me. Really interested to see how the better AI works, what needs to be done against barbs and so on.:) With the harder barbs and more aggressive AI is it necessary to get bronze/horses or archers asap?

3325 Justinian picks Hinduism for our continent. Buddhism went earlier

How much does religion matter in Kmod for diplomacy? I heard AI is now a backstabber who doesn't really care about being friendly or pleased.
 
Personally, once the exploration finished, I would send that scout near Justinian borders to prevent any funny business. No WHEEOH indication leads logically in close border scouting. I'm certain the AI is not enough smart to judge: "Hey, there's a spy there! Let's turn around him and make some surprise motherf-cker! to our neighbour. He won't see it coming!"
 
I'm not looking for a long answer, but what other major changes are made in Kmod aside from the revamped AI and increased AI aggression?

Edit: I did read his bullet points about global warming and increased performance.
 
I'm not looking for a long answer, but what other major changes are made in Kmod aside from the revamped AI and increased AI aggression?

Edit: I did read his bullet points about global warming and increased performance.

The other major thing is revamped culture mechanics (culture now extends beyond just where the borders have popped, though you can't control a tile until your borders have popped onto it).
 
Was that also the mod that added +1 commerce to farms while running Serfdom?
 
3C farms with Financial would be pretty good. Unfortunately it's still up against two of the most powerful civics in the game, and working a lot of farms usually means either growing and whipping away extra pop, or using that food surplus to run CS specialists.

Sounds promising for Mansa though.
 
3C farms with Financial would be pretty good

Very useful indeed and a great alternative to cottages...until you realize you can't whip or get production in any way except mines as you say :lol:. I would imagine any spiritual civ could make a bit of use of it with micro optimizations...far more so than in stock BTS. It's definitely not an overpowering civic or something all of a sudden lol.
 
Sounds promising for Mansa though.

Mansa is already a great leader. This only buffs it a tad more.

-----------------------------------------

From what I have heard of K-mod:

  • AI backstabs hard. The copper requirement for the earliest DoW no longer exist. Archer rushes are the most common.
  • Serfdom additional :commerce: per farm.
  • Culture influence outside the city culture level
  • Impossibility to know if the AI is under WHEOOH mode.
  • No way to know how many cities the AI has got
  • When a strong runaway is formed, AI forms a coalition against that one.
  • When approaching a victory, especially a dom or conquest, the agressivity increases.
  • AI can lead multiple wars at once
  • The AI manages its economy more skillfully. If in a peace period, it can even disband units to hasten the tech rate.
  • Choking methods no longer work; it leads to unit mass production.
  • Early rush must be prepared well because the AI spams unit really fast.
 
Spoiler :
Thanks, that was me. Really interested to see how the better AI works, what needs to be done against barbs and so on.:) With the harder barbs and more aggressive AI is it necessary to get bronze/horses or archers asap?
Yes, that's why I was so happy with that early bronze, it will make things a lot easier. If I get my two cities I can fogbust the rest of my territory with 4 units.

Spoiler :
How much does religion matter in Kmod for diplomacy? I heard AI is now a backstabber who doesn't really care about being friendly or pleased.
It was a little surprising seeing Bud and Hind go right away like that, in a lot of games the AI doesn't beline religion and I could get one with my third tech if I wanted to. Sharing religion with Justinian will be a big help because I'll be able to manipulate him if he likes me... ie send him after Shaka. Settling close to him is kinda dangerous so I will need a respectable power level to prevent myself being the target.

Spoiler :
Personally, once the exploration finished, I would send that scout near Justinian borders to prevent any funny business. No WHEEOH indication leads logically in close border scouting. I'm certain the AI is not enough smart to judge: "Hey, there's a spy there! Let's turn around him and make some surprise motherf-cker! to our neighbour. He won't see it coming!"
Since my warrior is stuck guarding town I'll use the scout to fogbust for settlers. His power rating is only 1.4 but definitely a good idea to keep an eye on him later once I have a spare unit. Though I think fogbusting to the south is a higher priority.

I will try to highlight K-Mod stuff as it happens, just not much has happened yet. This will also involve me trying to remember what regular BTS is like cause it's been a while. : P
 
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