digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
Well, I promised it, and here it is. The first game to be officially played through using the Next War Revolutions mod (combining the two greatest mods I know of into 1)
I will attempt to summarize the two mods in less than 100 words. If you read my posts, which tend to go on and on and on, you will know that this is hard. So here we go:
Not-just-another-next-war-mod. This improves on the Next war mod which you all should know about. It moves the space race victory into the NEW future era (requiring a new technology, and other requirement changes. For example, SS Engine now requires Cold Fusion). It also adds new events (I am personally looking forward to the Cyclon event. Randomly spawns an army of barb Automations within your borders
), and fixes the Partisan event.
Revolutions mod. This is an AMAZING mod. Basically, it allows your cities to rise up against their rulers, if you mistreat the cities, or if they are too far away from your influence, or other reasons. Basically, your cities can revolt. When they do, they either are disorganized rebels (barbs), or they are organized rebels, where a new civilization is spawned, and declares war on the original civ. The new civ starts with a VERY large army, which, although it can't take on the WHOLE civ (usually. In one game, the Germans rose up against the French. However, the French SUCKED at keeping down the revolution, and ended up losing almost every city, except one city, to the Germans. I believe they became a vassal of the rebels eventually, before I wiped them out
), it can do DEVASTATING damage.
Oh, and that revolutions mod also includes dynamic civ names (Your civilization name changes depending on your civics, and the number of cities you have), AI autoplay (The AI plays as you. Of course, it plays at a standard that can BARELY beat warlord, but its useful in the end-game when you CANT POSSIBLY LOSE), something that makes barb cities occasionally become AI proper cities (with capitals and leaders and everything), and a couple of other things that I forget.
Here is the link for a more in-depth description.
http://forums.civfanatics.com/showthread.php?t=264935
Download Mod so you can play along:
http://forums.civfanatics.com/downloads.php?do=file&id=8535
RIGHT, now THAT is out of the way, lets start the game, shall we?
First up, Huge map, Terra, Temperate climate, low water level, 11 civs (oh, Next War Revolution allows up to 34 civs, so don't worry about there not being enough room for the rebels), all win conditions except diplo (I like nuclear wars, because I am weird). Playing as the Chinese (I thought that I would give the Dutch a rest, and I needed an industrious leader for the 'variant rules'). This alone should allow some VERY interesting revolution games
The 'new world' will likely be VERY QUICKLY inhabited by 2~4 civs that 'civilized' the barbarians.
Now, my variant rules (which aren't variant, as such, as they are easily achievable. What they are, however, are rules that allow me to learn new tactics):
China must build at least 6 wonders (I normally make do with 3). You cannot count more than 1 wonder in the same era (so Great Lighthouse + Oracle only counts as ONE wonder, as they are both ancient)
So, here is the wonder list, and bolded are the ones I will try and go for. Don't diss the spelling, but if you see a wonder in the wrong era, tell me plz
:
Ancient: Oracle, Great Wall, Great Lighthouse, Collosus, Pyramids, Stonehedge, Temple of Artemis,
Classical: Chichen Itza, Great Library, Mausolum of Maussolous, Pathenon, Shwegadon Papa, Hanging Gardens, Statue of Zeus,
Medieval: Ankor Wat, AP, Hagia Sophia, Spiral Minaret, University of Sankore, Versialles.
Reinaccance: Notre Dame, Sistene Chapel, Taj Mahal,
Industrial: Kremlin, Statue of Liberty
Modern: Broadway, Christo Redentor, Eiffel Tower, Hollywood, Pentagon, Rock & Roll, Three Gorges Dam, UN
Future: Space Elevator
Right... now we play.
I don't have a starting position screeny (I keep missing these tiny things...), but you will see it soon enough. It has 6 hills, a fresh water lake, cows, a river, and a floodplains. And ALOT of forests. Not bad, but not good either...
The surrounding terrain is VERY dry. VERY little food, and TONS of hills, and desert. I manage to find around 7 cities, all MILES apart from each other, all which require around 5~7 farms just to FUNCTION (with the two exceptions of my GP Farm (copper + pigs + 4 floodplains, 2 desert hills, and a bunch of grassland), and my hyper resource city (which I will turn into 1 of only 2 commerce cities...) which has 2 bananas, 3 ivory, and 2 riverside dye. Its insane...
Distance is also bad in this mod. You get unstability from being "far from the palace" which seems to kick in around 5 tiles from the palace. So, I expect some hard times trying to keep these guys together if something REALLY bad happens to my stability (eg. repeated periods in anarchy + spy unhappyness + not connected to capital etc.) But luckily, its only a minor reason for unstability. However, the maintanance is STILL the major problem...

I got that from a hut. Not bad, ey? Pity I had already researched over half of it >.<

Here is the start. BUT the main reason of this screeny is the red text: The spanish got destroyed. This means there is only 10 civs on the 'old world', which is going to make more space for revolutions to start. Oh yeah

This is a sceeny from INSIDE a city, and shows a city which, if left like this indefinatly, will soon start getting pissed off with the current government, and revolt. Also, there are civ-wide revolutionary effects, such as running slavery (which I am >.> <.<), and small empire, which increase the revolutionary chance, and decrease it, respectively. Its not like a normal cultural revolt, however. Warriors, axes, and archers will spawn adjacent to the city, and attempt to capture it.
The planned road between the capital and this city will, however, fix the not-connected-to-capital problem, and the health problem (at least, until it grows, that is)

Oh yeah. I got the Oracle (and got Alphabet too)
In the next turn, I managed to go from the bottom of the heap, to the top, with just 2 really smart tech trades. Another tech trade will eventually get me Iron-working and sailing (however sailing is reduced to no point, as a barb city spawned south of my capital, in a sub-optimal placement, and stopping the production of my hyper-resource city
)

The city which was displayed 2 turns ago, now with added road
. Told you I had the revolting peasants under control 

This was surprising, and VERY useful
Apparently, this mod has a TINY change to the revolutions mod. Civs that spawn peacefully from barbs seem to become "city-states" that cannot be reached via diplomacy. This status lasts for around 10~40 turns (I wasn't counting, but eventually, Kublai Khan took the Mongolian throne, or whatever despots sit in. I think it was Kublai Khan... maybe. I will see soon enough)

The Native Americans appear. I know where Jute is (I lost it somewhere, however, but I have DEFINITELY seen it), so that makes 11 civs on one continent.

And the Mongols appear, right next to the Dutch. A little close for comfort, maybe, but who knows?
They do, however, share a common border. Thats a LITTLE close
Here is the save. However, its largely useless without the actual mod
Any requests on what you guys want to see? I am running this game partially so that I play better civ. The Next War Revolutions mod is different enough to be a nice diversion, but NOT different enough to be impossible to transfer one tactic to another. However, I also want to make it interesting for you guys to see. So, if you want a screeny of something (a city I describe, a map of a specific nation, the army of revolutionaries etc.) just tell me, and the next update will have it. Don't go nuts, however, as I don't want to post more than 10 or so screenies a post...
My plan of action is to adopt whatever religion Hammurabi doesn't, and capture his GP Farm (north of mine. Although it lacks hammers, it has 1 plains (on a wine tile no less), and everything else is either grassland, or floodplains. Its INSANE!! I will MAYBE capture his other capital, and raze everything else. After getting tons of elephants, of course
Just a note: The revolutions mod makes domination wins even harder. Simply because, in the late game, city nationality makes a HUGE impact on city stability. As a result, if I capture, and occupy a territory, I MUST strongly defend it, just so the rebellions don't make me just lose that hard-earned territory... but in the early game, nationality doesn't matter much, so I can attack as much as I like
Currency and CoL is next. I need to REX, and running on 60% with a LOSS is embarrassing. Ivory will help me ALOT... Both with Elephants, AND the extra happiness.
I have 5 health resources (sheep, cow, clams, wheat and banana), 2 luxury resources (ivory + dye), and copper. I am perfectly split for iron. There is an iron source close by, but practically adjacent to Joao. There are also two more iron sites,but I am most partial to the one MILES to the west, because it comes with wheat and cows as well. However, the northern one comes with horses and cows (unfortunately, its also hard to live in. It needs like 14 farms, and also the nearest supply of fresh water is 2 tiles from its BFC...)
I will attempt to summarize the two mods in less than 100 words. If you read my posts, which tend to go on and on and on, you will know that this is hard. So here we go:
Not-just-another-next-war-mod. This improves on the Next war mod which you all should know about. It moves the space race victory into the NEW future era (requiring a new technology, and other requirement changes. For example, SS Engine now requires Cold Fusion). It also adds new events (I am personally looking forward to the Cyclon event. Randomly spawns an army of barb Automations within your borders

Revolutions mod. This is an AMAZING mod. Basically, it allows your cities to rise up against their rulers, if you mistreat the cities, or if they are too far away from your influence, or other reasons. Basically, your cities can revolt. When they do, they either are disorganized rebels (barbs), or they are organized rebels, where a new civilization is spawned, and declares war on the original civ. The new civ starts with a VERY large army, which, although it can't take on the WHOLE civ (usually. In one game, the Germans rose up against the French. However, the French SUCKED at keeping down the revolution, and ended up losing almost every city, except one city, to the Germans. I believe they became a vassal of the rebels eventually, before I wiped them out

Oh, and that revolutions mod also includes dynamic civ names (Your civilization name changes depending on your civics, and the number of cities you have), AI autoplay (The AI plays as you. Of course, it plays at a standard that can BARELY beat warlord, but its useful in the end-game when you CANT POSSIBLY LOSE), something that makes barb cities occasionally become AI proper cities (with capitals and leaders and everything), and a couple of other things that I forget.
Here is the link for a more in-depth description.
http://forums.civfanatics.com/showthread.php?t=264935
Download Mod so you can play along:
http://forums.civfanatics.com/downloads.php?do=file&id=8535
RIGHT, now THAT is out of the way, lets start the game, shall we?
First up, Huge map, Terra, Temperate climate, low water level, 11 civs (oh, Next War Revolution allows up to 34 civs, so don't worry about there not being enough room for the rebels), all win conditions except diplo (I like nuclear wars, because I am weird). Playing as the Chinese (I thought that I would give the Dutch a rest, and I needed an industrious leader for the 'variant rules'). This alone should allow some VERY interesting revolution games

Now, my variant rules (which aren't variant, as such, as they are easily achievable. What they are, however, are rules that allow me to learn new tactics):
China must build at least 6 wonders (I normally make do with 3). You cannot count more than 1 wonder in the same era (so Great Lighthouse + Oracle only counts as ONE wonder, as they are both ancient)
So, here is the wonder list, and bolded are the ones I will try and go for. Don't diss the spelling, but if you see a wonder in the wrong era, tell me plz

Ancient: Oracle, Great Wall, Great Lighthouse, Collosus, Pyramids, Stonehedge, Temple of Artemis,
Classical: Chichen Itza, Great Library, Mausolum of Maussolous, Pathenon, Shwegadon Papa, Hanging Gardens, Statue of Zeus,
Medieval: Ankor Wat, AP, Hagia Sophia, Spiral Minaret, University of Sankore, Versialles.
Reinaccance: Notre Dame, Sistene Chapel, Taj Mahal,
Industrial: Kremlin, Statue of Liberty
Modern: Broadway, Christo Redentor, Eiffel Tower, Hollywood, Pentagon, Rock & Roll, Three Gorges Dam, UN
Future: Space Elevator
Right... now we play.
In the Beginning...
I don't have a starting position screeny (I keep missing these tiny things...), but you will see it soon enough. It has 6 hills, a fresh water lake, cows, a river, and a floodplains. And ALOT of forests. Not bad, but not good either...
The surrounding terrain is VERY dry. VERY little food, and TONS of hills, and desert. I manage to find around 7 cities, all MILES apart from each other, all which require around 5~7 farms just to FUNCTION (with the two exceptions of my GP Farm (copper + pigs + 4 floodplains, 2 desert hills, and a bunch of grassland), and my hyper resource city (which I will turn into 1 of only 2 commerce cities...) which has 2 bananas, 3 ivory, and 2 riverside dye. Its insane...
Distance is also bad in this mod. You get unstability from being "far from the palace" which seems to kick in around 5 tiles from the palace. So, I expect some hard times trying to keep these guys together if something REALLY bad happens to my stability (eg. repeated periods in anarchy + spy unhappyness + not connected to capital etc.) But luckily, its only a minor reason for unstability. However, the maintanance is STILL the major problem...

I got that from a hut. Not bad, ey? Pity I had already researched over half of it >.<

Here is the start. BUT the main reason of this screeny is the red text: The spanish got destroyed. This means there is only 10 civs on the 'old world', which is going to make more space for revolutions to start. Oh yeah


This is a sceeny from INSIDE a city, and shows a city which, if left like this indefinatly, will soon start getting pissed off with the current government, and revolt. Also, there are civ-wide revolutionary effects, such as running slavery (which I am >.> <.<), and small empire, which increase the revolutionary chance, and decrease it, respectively. Its not like a normal cultural revolt, however. Warriors, axes, and archers will spawn adjacent to the city, and attempt to capture it.
The planned road between the capital and this city will, however, fix the not-connected-to-capital problem, and the health problem (at least, until it grows, that is)

Oh yeah. I got the Oracle (and got Alphabet too)
In the next turn, I managed to go from the bottom of the heap, to the top, with just 2 really smart tech trades. Another tech trade will eventually get me Iron-working and sailing (however sailing is reduced to no point, as a barb city spawned south of my capital, in a sub-optimal placement, and stopping the production of my hyper-resource city


The city which was displayed 2 turns ago, now with added road



This was surprising, and VERY useful

Apparently, this mod has a TINY change to the revolutions mod. Civs that spawn peacefully from barbs seem to become "city-states" that cannot be reached via diplomacy. This status lasts for around 10~40 turns (I wasn't counting, but eventually, Kublai Khan took the Mongolian throne, or whatever despots sit in. I think it was Kublai Khan... maybe. I will see soon enough)

The Native Americans appear. I know where Jute is (I lost it somewhere, however, but I have DEFINITELY seen it), so that makes 11 civs on one continent.

And the Mongols appear, right next to the Dutch. A little close for comfort, maybe, but who knows?
They do, however, share a common border. Thats a LITTLE close
Here is the save. However, its largely useless without the actual mod

Any requests on what you guys want to see? I am running this game partially so that I play better civ. The Next War Revolutions mod is different enough to be a nice diversion, but NOT different enough to be impossible to transfer one tactic to another. However, I also want to make it interesting for you guys to see. So, if you want a screeny of something (a city I describe, a map of a specific nation, the army of revolutionaries etc.) just tell me, and the next update will have it. Don't go nuts, however, as I don't want to post more than 10 or so screenies a post...
My plan of action is to adopt whatever religion Hammurabi doesn't, and capture his GP Farm (north of mine. Although it lacks hammers, it has 1 plains (on a wine tile no less), and everything else is either grassland, or floodplains. Its INSANE!! I will MAYBE capture his other capital, and raze everything else. After getting tons of elephants, of course

Just a note: The revolutions mod makes domination wins even harder. Simply because, in the late game, city nationality makes a HUGE impact on city stability. As a result, if I capture, and occupy a territory, I MUST strongly defend it, just so the rebellions don't make me just lose that hard-earned territory... but in the early game, nationality doesn't matter much, so I can attack as much as I like

Currency and CoL is next. I need to REX, and running on 60% with a LOSS is embarrassing. Ivory will help me ALOT... Both with Elephants, AND the extra happiness.
I have 5 health resources (sheep, cow, clams, wheat and banana), 2 luxury resources (ivory + dye), and copper. I am perfectly split for iron. There is an iron source close by, but practically adjacent to Joao. There are also two more iron sites,but I am most partial to the one MILES to the west, because it comes with wheat and cows as well. However, the northern one comes with horses and cows (unfortunately, its also hard to live in. It needs like 14 farms, and also the nearest supply of fresh water is 2 tiles from its BFC...)