Next War Revolutions preview

digitCruncher

Emperor
Joined
Oct 28, 2007
Messages
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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 :D), 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 :D), 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 :D 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 :D :

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 :D


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 :D. Told you I had the revolting peasants under control :D


This was surprising, and VERY useful :D
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 :p

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 :D

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 :D

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...)
 
What a terrible game -.-

I mean, I tend to thrive with lots of production, even though I don't like it. However, I am SERIOUSLY having problems with commerce... I have no way to get a CE or a SE running, as both require large chunks of food... and when I will be running on 3 'high' commerce cities, its even harder. Add onto the fact that between me and Babylon, we have 3 or 4 rivers between us. Over a good HALF of the continent...

Civil Service will be important ASAP...

Anyway...

Barbarians, Starvation, and an Agrian Economy​



One thing I haven't discussed is dynamic leaders. Sometimes, when rebels start rioting, you can calm them down by changing your leader. This means that you modify your traits. In this case, the Babylonians became under control by Hammurabi II (no trait difference). Later on, the British come under the power of Elizibeth (instead of Churchill)



This is the barb city that I hate so much. So what if it has 2 ivory and a fish (in fact, possibly I could capture it, and have 4 semi-good comerce cities, instead of 1 great city, and 2 partially good commerce cities...

Anyway, in this screeny I won a 13% chance, and got 5 EXP from it. However, I then lost 2 battles. I am currently axe-rushing it. But its easier said than done... as I will tell you soon:



OK, in this one, a violent revolution pops up. Disorganised rebels (AKA barbs) are now fighting english cities. Nothing amazing happens, however.



Now for the annoying part. Barbs. They are RIPPING me apart, and it isn't even raging barbs -.-

Currently that city STILL has no improvements except for a mine on the copper, and a pasture on the pigs. grrr. Oh, and the English get ripped apart by MORE rebels -.-



Remember the barb city? My worst fears: Its become a proper civ. Or at least, a city-state. All I hope is that the city has low troop counts. 7 axes should do it :D If not... I have no idea WHAT to do...



I was scared here. That army (around half the size of the Dutch army) was larger than my ENTIRE military forces (simply because of losing 3~4 battles I SHOULDN'T have lost...), and due also, in part, due to the small size of my cities...



Now, this screeny requires a fair bit of description.

This is the revolution watch window. It lists all the bad parts and all the good parts of my civ, and that city. I currently have two cities in the warning zone (which is bad-ish. It means that they won't revolt yet, but if I were to spend a prolonged period in anarchy, or if I stuff up in managing them (for example, exceeding the happiness cap), then they will become DANGER, which means that the city might spawn rebels...

What else do you guys wanna see? And where can I improve? What have YOU done in hyper-low food starts?
 
I will just continue to note all major war declarations, and revolutions, as well as important things that happened during the course of the game. Hyper-low food starts aren't THAT bad... however I just have 2 more city spots (that said, Im breaking even on 60% sci. 0% espionage. The courthouses will MASSIVELY increase my espionage, as well as reducing my costs, so for once courthouses ARE good.

Although I have the production for a giant army, until I find another way to get a profit, I will be stuck with my tiny army... But enough about the plans, lets get into the history lesson!!

First War: The Great Holy Roman War​



The French seem to have colonised the new-world... so that seems interesting. Without a tech-partner, and major resources, its likely that the French will start being ripped apart by both barbs AND thier rebels... but if they can hold together an empire, they MIGHT be able to compete with the colonies of the empires of the old world... so its not like a Rifle vs. Longbow thing yet... its likely to be a SMALL tech difference.



This is a pretty picture of the Babylonians taking MY CITY!!! RARRRRR!!!! I can't declare war on them (last I checked, they had 2 bowmen, an axe, and a spearman on that city. I had 3 axes, and the bowman +50% vs. melee is too much for 5 axes to take on...). What I AM going to do is quite clever, however... I have surrounded their cities, and prevented open borders between them. This means that the city DOESN'T get the resources from thier main empire, and also that it gets the 'not connected to capital' unstability factor, PLUS potential happyness and sickness factors, all which SHOULD cause it to revolt and become either barbarian, or another civ, who I will declare war on to 'save' the Babylonians. And take that city :D



Small civic change. Herieditary rule is also a negative stability civic (grrr), but at least the happyness will allow me to grow a little more. Now healthiness is the main problem...



Revolution in Mongolia. Blah blah blah...



I needed a bit of gold... it PROBABLY was a bad deal, but it paid for another city, so its worth it. Also, note the name of Persia. Its no longer the Persian Empire, its the Persian Sultanate. Dynamic civ names FTW!!



Revolution in Portigal. This started a VERY interesting sequence of events that may kill my empire, or save it from being boxed in. More on that later...



Another likely candidate for a new-world civ.



HUGE revolutions. Mongolia AND Portugal get a fresh dosage of rebels. And the Holy Romans capture a city...



OK... sorta dumb move here. I want to impress Ragnar (Amphibious Maces are coming, and I am right off thier coast...), so I declare war, thinking "They are just rebels, right?" However, note the scores. In 30 turns, the Holy Romans have more points than the Portuguese, and ALL thier cities spawn rebels, which NEVER is a good sign...



This is a new event. I am glad I didn't have it, as I have NO NAVY. I am currently building 4 galleys, but its not gonna do all THAT much... it spawns galleys (I hope), or maybe triremes. Barbarian ones at that...



More revolutionaries... More Holy Romans, and their SoD gets bigger.



Something I should have done a LONG time ago... I lightbulb Theology, get Christianity, and unlock Theology.

Why theology? Simple. In Revolutions, if you have a 'foriegn religion' (A religion that is NOT your state religion), then you get a MASSIVE unstability hit. Theology will protect me from a helpful friend 'giving' me buddism or something.

Unfortunatly, Christianity was founded on the ONE CITY that I wanted it not to go on. The really unstable one as it is. Now I know why the ancient Christians had a hard time, I want to kill them, and I AM a Christian :P



Why would I need city ruins in a city? And why would I keep them? THIS is why... Its a pity it is a floodplains tile, but due to the... interesting events system, as long as I continue to control all city ruins I will ALWAYS get that event, which should start appearing quite often now :D



Now, more Holy Roman rebels. Thats not good. Joao is NOT a good keeper-of-the-peace, and the Holy Romans have the upper hand... so not good. Not good at all. I am at war with the Holy Romans, so I chose the wrong side. At least Ragnar is happy with me :D



My second wonder. I am on target... the +1 population meant I rush built practically everything in all my cities, as I hit the happyness cap >.<



Tis bad news on the last turn. This city, due to me bulbing Theology (so I get Theocracy, to prevent foriegn religion causing HUGE unstability (seriously, having a foreign religion in a city is just as bad as having furious citizens -.-), I founded Christianity. Which would be OK, as long as it was founded in a city with Judaism, so it would be a minor religion... but NOOOO, it has to be founded in the ONE CITY WITHOUT JUDAISM, and thus cause IMMENSE REVOLUTIONARY PROBLEMS for the rest of the game. Dang.

However, at least I have a weapon vs. the Mayans. Just spread Christianity in thier cities, and see their empire crumble

Thats all folks for now. North of Ghangzhou (my first coastal city, north of my Capital) I am building a fort on forest on hills, with my Woodsman II promoted Axes, just to stop the giant SoD of the Holy Romans on the border of Portigal and China... 2 Axes, 2 Spears, and 6 Archers. Hopefully they attack soon, we are currently at a stalemate... and I want woodsman III!!!

My revolutionary-prone city is highly garrisoned to suppress the revolutionaries. Why did I give my citizens free-will? Why won't they obey my every whim? Hopefully my civic change to Beurocracy/Caste System will lower the revolutionary levels. It should. Caste System is ALOT freer than Slavery, and Beurocracy is better than Barbarism, and even Barbarism doesn't give instability, but who knows? Anyway, as I am no longer whipping as much, and as I need artists more than I need hammers, and as my Capital is ALREADY the best city in my empire by FAR, Beurocracy, for the first time, is better than Vassalage. Although I don't have the tech for Vassalage >.<

Save attached!
 
Great game so far....

I simply love the Revolutions Mod.... it makes the game far more interesting ( too bad I don't use it since Warlords time :( )

About this:
Which would be OK, as long as it was founded in a city with Judaism, so it would be a minor religion... but NOOOO, it has to be founded in the ONE CITY WITHOUT JUDAISM, and thus cause IMMENSE REVOLUTIONARY PROBLEMS for the rest of the game. Dang.
There is a big modifier in religion founding against cities with religions, so it is not unexpected that the holy city of a new religion will be the only religionless city ( in fact some people use that trick to get the holy city in their future Wall Street City )
 
Looks nice! Glad you're having fun with it.

If I *ever* get free time, I am going to have to update Next War Revolutions to jdog's latest version of Revolution. But I haven't had time to sit down and play the game for a month now. :(

Oh, and the "Illyrian Pirates" event spawns triremes.... :eek: You can avoid it if you have a certain number of triremes of your own.....but the pirates may wander into your waters anyway. And sometimes, barbarian units spawned by one of these pirate events will blockade your coastal cities instead of attacking your ships or tearing up your work boats. Be warned!
 
Wow... this is a tight game!! Here are some screenies from the last turnset. The Dutch are RACING ahead in the game... I have no idea how I will stop them...

The end of the great war, and the quelling of revolution​



1150: One city goes into DANGER for revolutionary problems. Not good...



1160: Desperate for gold, I grab the Incans (weakest civ without horse-back riding), and sell it to them for an insanely cheap price. But there was only 2 civs without it, so Tech Diffusion would make it fast for them (Tech diffusion gives civs who are technologically behind some beakers towards thier science. Its dependent on how far they are behind, and who they know)



1160: This is how you calm rebels... pay them. I don't want a revolution NOW (as I had 3 cities in Warning, which meant 4 out of 5 cities would likely spawn Holy Roman Rebels)



1170: A decent deal... ish.



1210: Germany declares war on us. Its a laughable war, they are MILES away... right?



Pre-1240: THE BABYLONIANS stole ANOTHER city (this time by settling). However, the wrong religion + possible cultural bombardment from 2 cities will make this VERY interesting... Hopefully I can get it to revolt...



1270: The Persians adopt free religion. Seems normal enough, so I miss it. Then I go to my unstable city (which recently became stable), and I notice that they have a new unstability reason: Holy City owned by Heathens!!
The Persians are the Jewish holy leaders, but free religion seems to be a HEATHEN religion. So more unstability. Fun.



1285: Why don't I spam giving gold to this city? Simple. This is why. Its more expensive the faster I give gold to them...



1295: English rebels. Again. At least they are only barbs...



1300: The Babylonians liberate a commerce city. I rejoice, as one city no onger needs to spam culture, so I can FINALLY fix my economy. (I would prefer to lower taxes by 20% over the period of this game...)



1315: The most expensive deal yet. I grab 1300 gold from the Persians, which is a well-needed cash injection.



1320: The Celts pop up. The Russians haven't been treating them right. The Celtic lands are rich in tundra resources, but very poor in food. They aren't likely to be a major power. Ever.



1345: WOODSMAN III!! The German army attacked my macemen, fortified, on a fort + Forest + Hills + Woodsman II, making an INSANE +175% defence bonus (without melee). Thats 22 strength. The Germans are insane.



1355: Drama and Construction. The two techs I needed bad for my offensive on Holy Roman cities...



1405: A big period of nothingness ends in this: A book. I am the 7th biggest techer in the world. I need liberalism if Im gonna get the Taj Mahal...



1410: The Native Americans have already existed, so I assume that the English (who killed them before) also declared war on them.



1425: I quell resistance again, peacefully. Im not having a war on 3 fronts, thankyou very much. But this is the LAST donation I am giving them... I will fight the rebels if they dare raise thier voices again...



1460: The Portugeuse REALLY suck at keeping the peace. I will have to kill them ASAP. Them AND the Holy Romans...



1465: BIG revolution, again in the English empire. The Zulu rise up against thier masters... My odds are on the Zulu, if THIS is what they do on thier first turn



1500: The Holy Roman city is razed to the ground, so that when I get around to settling in its place, I don't get foriegn culture. I am glad I had a settler sitting nicely in place...

[Image removed due to picture limits. The picture was a diplo screen between Holy Rome and China, with the following deal:

Holy Rome gives Peace Treaty + 80 Gold + World Map + 3 GPT and China recieves Peace Treaty]

1500: And that turn, the Holy Romans FINALLY see the light... although a war for the northern coastal city would have been interesting, I decide against risking it...

Thats all... save game attached. I have changed my target from the Babylonians (although annoying, they aren't all THAT bad...) to the Portogese. Unfortunatly, they are vassals of the Persians, who run a MEAN empire... But I want them dead. They have only 2 cities left!!
 
Thank You digitCruncher, that's an excellent reading :]

I begin to feel a strong urge to try this NextWarRevolution mod soon, its differences remind me about HoMM III and HoMM III Wake Of Gods.
Good stuff :goodjob:
 
Due to internet issues, today I give a DOUBLE UPDATE.

China is fast becoming a world-power, and is rapidly catching up to the dutch. There seems to be a band in the middle of the main continent where all the rebels are spawned, which are captured by the bigger civs, and then have nationilism problems, spawning more rebels, and the cycle continues.

Also, China is invading the new world. This surprised me, as I wanted to control the Old World. However, because the old world is now cut evenly between two super powers (The Dutch/Holy Roman/Persian bloc, and the Babylonian/Zulu/British/American bloc), that is unlikely to happen any time soon. Declaring war on ANY of my neighbours will mean I will be at war with several other civs. As a result, I am going to go fishing for some extra sushi (Grabbing assorted fish resources.

Anyway, enough with the talk. I know YOU want to see the game play :D

The second war​



1510: Zulu rebels pop up from the Holy Romans. Surprising, since the Zulu are actually English rebels. I guess its because they are at war, so the Zulu get some handy reinforcements



1510: The Holy Roman rubble is replaced with foriegn culture. Dang. And I really wanted that space. Oh well...



1520: How often do you chose THIS option? I don't have the gold to spare, and I couldn't care less about a couple of extra unhappy faces. So I decide to plow up the mine.



1525: TONS happen.

Churchill takes over the English empire. Also, Kublia Khan becomes the Dutch permanent vassal -.-



1545: I build the University of Sankore, meaning that I will no longer be able to adopt Free Religion. Not that I ever would, anyway -.- Not with 1 religion in all cities...



1555: 10 turns after I end the war against the Holy Romans, I start it again, and set my sights on the horses, far west of my capital... (Note: This diplomacy is SO confusing, there aren't any 'blocs' with this many people, not hard-and-fast ones anyway... the only power 'blocs' are in the vassals...)



1570: Paper for a bunch of weak techs. But at least this means I can finally get Heroic and National Epics, as well as Cathedrals. My culture rate will shoot sky-high :D



1600: Byzantine rebels. Meh. I don't think they ever catch on...



1615: The Dutch give a nice deal, to help out my struggling economy. Two economic techs, for a scientific one? Sure!!



1655: The third largest civ in the world. Word up :D



1660: Win the Liberialism race. Get Nationalism, and immediatly start construction of the Taj Mahal...



1665: This city is FINALLY behaving. I have no idea what changed it, but I think Free Speech helped ALOT... now I shall culturally destroy the Babylonian city...



1675: After millenia of asking, the Chinese open thier borders to the Babylonians. The reason for the change? Astronomy made it so that they can jjust send galleons to reinforce...



1706: The Dutch trade TONS of techs and money and maps, just for free speech, and free religion. Given the option between doing nothing, and single-handedly causing massive unstability in all buddist cities (holy city held by heathens), AND getting tons of useful economic techs, gold, and maps of the new world, I would be STUPID to turn that deal down.



1714: The Holy Roman city I never wanted is razed to the ground. Now on to the horses :D

Note: there is a bit of other info in the pictures, so the screenies often have more info than just the screen. Cities, build queues, spy data and other civs techs are all visible, if you want to look.
 
Peace, Teching, Expansion, and Learning new things​



1734: Capture the city with the horses, and sue for peace. Charlimage offers Capitulation, I turn him down, as I reason that I have already pissed everyone else off enough, with my friends, the Vikings, warring with my OTHER friends, with the Zulu uprising surprisingly poor, and the Vikings turning Hindu, I have no friends, except Joao, the Dutch (sorta), the Babylonians, and the Persians (sorta)

However, in this mod, vassals DON'T SEEM to annoy other civs. Niether do defencive pacts, which I guess means that everyone gets along better if you bash them. I regret only taking this for peace

Too many screenies!! I built the Taj Mahal, so that gives me a 10 turn golden age!!

1736: Golden Age FTW!! The Taj Mahal was easy. I hope the other 2 wonders will be as easy...



1748: Darius helps me get to rifling quick, and I help him get to rifling quick. The reasoning? Some civs (Babylonians) already have Cuirassers, which are ABSURDLY POWERFUL for thier era... they come BEFORE rifles, and are only COUNTERED by rifles, as pikes are equal in power, and need probably 2 extra promotions in order to win.



1748: The Dutch have rebel issues. Again. This time, the Khmer pop up, and cause MAYHEM. Besides the fact that these rebels out-tech ME (Egad, am I that backwards?), they are quite strong in thier own right...



1754: The Malinese appear. A little late, in the new world. Meh, that will be interesting (they also start on a little island too :P)



1760: Kublia Khan proves that the world is round. Yippy... he stole MY acheivement. Now I don't have 5 movement galleons, so invading the new world is slower...



1766: The Dutch succumb to the rebel pressure... this isn't good. The Dutch are GOOD at holding a civilisation together. That will make winning SO MUCH harder...



1774: I need to invade the new world. I back-trade a bit to the backwards English. Voila, Galleons!!



1776: Mmm, truffles. And on my GP Farm too. How nice



1776: One more step on the way to Democracy... ironic, since Im actually beelining Communism, but at least this will ease the unhappyness from "We demand Emancipation"



1778: And BOOM!! I have a vassal! Albeit, its not a trustworthy vassal, he has been vassal to the Babylonians, the Dutch (twice) and the Persians, so I don't expect him to last...



1782: And to my surprise, I am the 8th most advanced civ in the world... WTH!? I thought I was at least in the top 3...



1790: No game would be complete without THIS nut-case... the rebels of the Celts.



1796: Now this is dumb. I keep these engineers for so long, only to settle them in my new wonder production city... when I should have ACTUALLY settled them in the city that actually NEEDS culture. 1 of many of the mistakes I have seen in hindsight...



1796: The FRENCH rebels, of the GERMAN empire? Thats the opposite of what happened last time. I am jealous that the Germans got such push-overs (the French are noctoriasly bad in this mod, from my 1 experiance with them...)

Oh, and this is the Holy Roman city I captured. Nice horsies. However, its also llikely to have a revolt soon, so expect to see lots more of this location :P



1804: I NEED to set priorities. I give rifling to this guy, because I was aiming for Communism. I then change my idea when I realise that the Kremlin (a relatively important wonder, from the AI's Point of view) is unlikely to be caught, and with my massive civic change later, I aim for the Statue of Liberty, as I would need the free +3 gold in each city (yay Merchants). So, another mistake. I am making TONS of these -.-



1806: Lucky world. Monty gets reinforcements. Thats not good. But the Chinese Junk looks pretty good, though



1808: I adopt a HUGE civic change, and fix unhappyness, as well as production shortages in the cities... I may change if and when I get the Statue of Liberty to Rep/Merchantilism. But meh. Im not likely to get that wonder anyway (I forgot that a whole bunch of people have had it for AGES). But it seems like a good goal to set. And if I fail the industrial wonders, Ill just grab 2 Modern ones)



1810: These guys later become my best buddies in the new world



1850: I colonise the new world, and what do I see? A unit TOTALLY unsuited to the task of defending, defending a city. I vow that if something pops up, I wont do anything, but if that unit is there the next turn, I will give my rifle WoodsmanII, and run into the city to capture it. Its a city with culture... so it can be captured. Right?



1852: Wrong. Apparently size 1 cities HAVE TO be razed. That sucks. Oh well, onwards to the Roman Capital. I might even raze a few improvements while I'm at it

I am making mistakes left-right and center. I'm not likely to win this (dang), but I might be able to come a close second... and also I want to run around with modern weapons, and powerful techs (I LOVE Hydroponics... +1 food in farms? DUDE, thats INSANE!! Farms now give +3 food, if irrigated, and +2 food otherwise. I will ROAR into power if I grab that tech. Also, The Internet is a powerful wonder in this game, I will NEED to get it...) Now, I just need to get another Merchant, grab some sushi or cereal mills, or something, and try to avoid a nuclear war...

Save attached.
 
This will be a 3-part post, probably. The first 1 or 2 will be regular gameplay, and the third one will be an in-depth look at the INSANE diplomacy that is going on... its hard with 20~25 civs :P So I need some time to sit down and find out who my REAL allies are...

I'll also edit all my posts and give them titles

Onwards!!

A very profitable war



1856: Hammurabi gets his own source of cows from the new world. This sucks, as it means I have no incense, which gives me -1 happyness in all cities, with the exception of my GP Farm (shown), which has -2 happyness. Dang.



1856: Hattie takes over the Egyptian Kingdom. Is that a good thing?? She certainly seems more aggressive than Ramesses



1862: WAR STARTS!! The Khmer rise up near Tartar (a culturally pressed city in between the Dutch (which was origianally Holy Roman), and the Mongols. The defensive pact means the Persians are in this too. Interestingly, defensive pacts are 'one-shot' which means my power rating SHARPLY drops.



1862: The third Chinese revolt. I missed the first two.



1864: The Babylonians still like me, I think, so they asked me to DoW on Ragnar... I accept, as Ragnar looks like a NICE vassal, and full of GOOD, fertile, land. Unlike the plains I have... Also I don't want the Babylonians to have a THIRD vassal



1866: My two wars, my lack of DPs, and my current war between Ragnar make me look weak. So Stalin DoW on me... now I'm worried.



1870: A MUCH needed cash injection. I upgrade my attack maces and Chu-kon-no to rifles, and disband my spears and axes.



1870: Henry Morgan, a pirate, pops up. Yay!! There isn't a worse place he COULD pirate, either. This is the new-world folks, and with all the wars in the old one, then there are no spare frigates to colonise it. This means that many new-world expeditions are intercepted by this annoying barbarian... Oh, and this is my colony. Say "Hi"...



1870: Darius DoW on Hammurabi. This is good... Ragnar is only vs. me now, so he won't vassalise... also the more the 3rd and 4th place civs fight, the better I am off, in 2nd place



1872: The Romans become civilised. And as a result, my troops get kicked out of the cities, and my captured workers (all 6 of them) get kicked out too. I have to RE-CAPTURE them. That said, they are still fighting with Prets and longbows... NOTHING compared to my rifles.



1880: I build the Statue of Liberty. This means many many more merchants



1884: The French rise up against the Ottomans, but get mown down. THen the Zulu get Sumerian rebels, which hinder the Zulu war effort... Very revolutional year.



1888: This is one Russian stack. Its nasty, but quite beatable... I destroyed one already (6 curricers, and 1 treb), and the Portuguese have obviously tried and failed to destroy it. However, I SHALL NOT FAIL!!! And my rifles charge...



1888: And this is the result. 1 Rifle died, at 88% odds, but thats OK. I'm surprised my losses were so low, I expected 3 or 4 rifles to die!!



1888: So naturally I go to Stalin to see what he thinks about such an insane loss. These were hardened troops, often 4 or 5 promotions. And to loose all of them... however I didn't even get a troop into thier territory!! So... for those who cant be bothered looking, Stalin CAPITULATES to me, becoming my second vassal. However, as he has 70% of my land, he can leave at any time, so I won't be demanding anything from him... Easiest capitulation EVER.



1891/1892: The Aztecs give up thier independance and join the holy Incan Empire. WHY would a civ DO that? The Aztecs lose the game because of that...



1892: Buy Physics, and look for Uranium. And look some more. And some more. This is the ONLY uranium near my territory. So obviously I have to take this and hold it against all odds.



1893: Zulu rebels against Ottomans, and Aztec rebels against the Celts. So obviously the Aztecs don't LIKE being assimilated...



1902: Capture the Uranium town, and grant independance to them. Alexander of the Greeks takes over this important job. Alex is my THIRD vassal. I, only now, get the -1 diplo hit (or I may have got that with Stalin, I don't know...)



1903: The Ethiopians appear. Again, in the new world. I think I can see them, but thats beside the point. So... another weak civ? Awesome!!

Continued... its not over yet...
 


1904: Fourth Chinese revolt. Yet again... when will it flip!?



1905: Disorganised rebels in the Mongolian Duchy... lucky sods... get some REAL REBELS loser...



1906: The Dutch make the Theory of Evolution. I hold my tongue. But, surprisingly, only NOW do rebels spawn in the culturally overpowered, religiously incorrect, low culturally powerful city. I have no idea how it held on for so long!! Oh, Hannibal makes a new entrance... Hopefully, he wins... (he doesn't)



1907: Ragnar II takes over the throne. Shockingly useless... it does NOTHING to scare me.



1908: And finally, after two cities were taken (one was to culturally sandwich the Babylonians), Ragnar capitulates, becoming my fourth vassal. +4 happyness in all cities FTW!!! Oh, and Ladose is a rather pathetic city in the south. It DOES have pigs, and 7 or 8 forests in its BFC, however, making it a useful National Park city... I just need culture :D
 
No pics here... so FINALLY I can use smilies :P

OK, here is the format:

Name :<Leader Name>
Civ: <Full Civilisation name>
TTNS: <Threat to national Security: The chance that they will attack, and be successful in said attack. I haven't looked at the power graph, so I can't say exactly... I probably should though>

TTNV: <Threat to national victory: The chance that this civ wins>
Comments: <Civ Comments>
Religion/Attitude: <National religion / Attitude with the Chinese>

OK, here we go.

Name: William Van Oranje
Civ: Republic of Netherlands
TTNS: Moderate
TTNV: Moderate/High
Comments: The Dutch are masters of the Holy Romans and the Mongols. They used to be the undisputed leaders of the world, however, the combination of a SERIOUS tech deficit, a few rebellions, and the recent MASSIVE increase in the Chinese power over the last century has meant that they are in a steep decline. Even Dikes are unlikely to do much to save this massive empire.
Religon/Attitude: Free Religion / Cautious

Name: Darius II
Civ: The Great Persian Sultanate
TTNS: Moderate/Low
TTNV: EXTREMELY HIGH
Comments: Darius II is the rising star of the 20th Century. Being the undisputed tech leader (a full 4 techs above the second placed tech leader, China), he is likely to overpower and destroy all civilisations (Eventually...). Add into the fact that he nearly has the potential to be the ONLY civ with nukes as soon as he researches Rocketry, and we have a problem. Darius is one of the few leaders without a vassal.
Religion/Attitude: Free Religion / Cautious

Name: Hammurabi II
Civ: The Republic of Babylon
TTNS: Extremely low
TTNV: Moderate/Low
Comments: Hammurabi has recently lost a war to Persia, but still is very strong. He has one vassal (after England Renounced thier protection) : The Zulu
Religion/Attitude: Jewish / Friendly

Name: Memhed II
Civ: The Ottoman Sultanate
TTNS: High
TTNV: Moderate/Low
Comments: The Ottoman have a small revolutionary problem, which compounds thier already difficult, and drawn out war. They have no vassals
Religion/Attitude: Buddhist / Annoyed

Name: Bismark
Civ: The Republic of Germany
TTNS: High
TTNV: Moderate
Comments: The master of Zara Yaqob of Ethopia. The Germans vassalised the Ethiopians the very turn they became civilised!!
Religion/Attitude: Buddhist / Annoyed

Name: Hauyna Capac
Civ: The Incan Kingdom
TTNS: Moderate
TTNV: Moderate/Low
Comments: No vassals. Nothing remotely exciting... other than they are the holy city, and shrine, to the most common religion in the New World.
Religion/Attitude: Hindu (Holy City) / Annoyed

Name: Joao II
Civ: The Portuguese Duchy
TTNS: Zero
TTNV: Zero
Comments: Extremely weak, controlling only 3 cities, and having huge revolutionary problems, this volontery vassal of China is rather weak... but they are very loyal to the Chinese, keeping with them longer than everyone else combined!!
Religion/Attitude: Jewish / Friendly, Voluntary Vassal

Name: Stalin
Civ: The Holy Duchy of Russia
TTNS: Low
TTNV: Low
Comments: A strong vassal, the Russians lost terribly in the war against Portugal. They are vassals of China.
Religion/Attitude: Hindu / Cautious, Free Capitulated Vassal

Name: Churchill
Civ: The New English Republic
TTNS: Extremely Low
TTNV: Low
Comments: Nothing intesting, move along...
Religion/Attitude: Jewish / Pleased

Name: Kublai Khan
Civ: The Holy Mongolian Duchy
TTNS: Moderate
TTNV: Low
Comments: Vassal of the Dutch, this civilisation is rather weak, but still a pivotal buffer for the Dutch.
Religion/Attitude: Buddhist / Annoyed

Name: Ragnar II
Civ: The Duchy of Scandinavia
TTNS: Low
TTNV: Low
Comments: Vassal of the Chinese, this is the second strongest vassal of the Chinese
Religion/Attitude: Hindu / Furious, Free Capitulated Vassal

Name: Charlemagne
Civ: The Holy Roman Duchy of Lagos
TTNS: Very Low
TTNV: Low
Comments: This civ, the initial rebels of Portugal, have all but disappeared into obscurity. They are the vassals of the Dutch
Religion/Attitude: Jewish / Annoyed

Name: Hatsheput
Civ: The Egyptian Kingdom
TTNS: Zero
TTNV: Very Low
Comments: This is the strongest New World civ, and the only major player on it. They are currently involved in a war against the Dutch, and possibly the Babylonians. Although they are unlikely to be taken over any time soon, due to thier distance, and power, they cannot compete with the Old World civs on home turf (they have a hard enough time defending on thier own turf!!)
Religion/Attitude: Taoist / Annoyed

Name: Shaka
Civ: The Republic of Zululand
TTNS: Zero
TTNV: Zero
Comments: The capitulated vassals of the Babylonians, these guys are no threat to me. *Scoffs*
Religion/Attitude: Annoyed / Jewish

Name: Zara Yaqob
Civ: The Ethopian Duchy of Apache
TTNS: Zero
TTNV: Zero
Comments: This New-world civ is extremely weak, and out-of-the-way of EVERYONE. The most minor of the minor civs, I am sure the only way that they are so strong is that Germany gave them TONS of starting techs, when they became a vassal to them...
Religion/Attitude: None / Annoyed

Name: Boudica
Civ: The Celtic Kingdom of Jute
TTNS: Low
TTNV: None
Comments: These guys are weak, and placed in the coldest, hardest territories of ex-Russia. In fact, probably the only reason why the Celts got peace vs. Russia is that they controled NOTHING of importance. Ignore whenever possible.
Religion/Attitude: Jewish / Cautious

Name: Washington
Civ: The American Kingdom of Newcastle
TTNS: Zero
TTNV: Zero
Comments: These guys control one city in the old world, and one city in the New world... so no risk at all for ANY victory type.
Religion/Attitude: Jewish / Pleased

Name: Pacal II
Civ: The Mayan Kingdom
TTNS: Low
TTNV: Zero
Comments: These are my ex-best buddies, but they don't like me all that much, sadly... obviously they don't like my religion, my friends, or the fact that I wear a shirt. If it wasn't for their close proximity to Greece, they would be ignored, but as it is, they are slightly respected (However, the Greeks have 4 POWERFUL woodsman rifles)
Religion/Attitude: Christian / Annoyed

Name: Montezuma
Civ: The Aztec Rebels of Vienne
TTNS: Extremely High (well... I won't lose anything, but they are guarenteed to declare war on me eventually. And then I shall cower in fear of thier macemen and longbows. Until my Automatons cut them down...)
TTNV: Zero
Comments: You would think dying 3 times would stop someone from trying to create a civilisation. But nope, Monty is still at it.
Religion/Attitude: Hindu / Annoyed

Name: Alexander
Civ: The Greek Republic
TTNS: Zero
TTNV: Moderate/Low
Comments: The Colony of China, this is the weakest civ of all. Sorta. They are actually ridiculously strong in the new world, rivalling Egypt in power and land area, and resources. They are the third largest tech leader after China and Persia. And yet, they have 6 times less points than the second to last civ: Monty, and 8 times less points than Egypt.
Religion/Attitude: Hindu / Friendly, Colony

That the world. Thanks for reading!!
 
MORE EXPANSION, and moving to the end-game​



1911: OK, from now on, MUCH less discussion on the revolutions. Only revolutions that only directly matter to me will be captured in a screenshot. However, this is the last one: Arabia pops up.



1914: Revolution in the air of my captured Scandinavian cities... thats not good. I mobilise an extra 2 machine guns to ... supress... the cries of my cities. The fact that there isn't enough food doesn't help...



1915: Wow, that was quick. They are already growing restless. All this does is DRAMATICALLY increase the amount of unstability in the city...



1918: The FIFTH revolt, this is just insane -.- WHEN WILL IT FLIP!?



1921: The Vikings ask for Steam Power, and I give it to them (anything to smooth over relations...). Then, I find out I can convert him to Judaism. Viola!! Cautious Ragnar!!



1931: 700 years, 6 riots, 2 all out civil wars, and FINALLY they flip it. Interestingly, not the phrasing of the message. They think that this city was originally MINE!! Which meant I was getting global unstability for trying to culturally flip a city!!



1932: A revolution is brewing. The French have already spawned just north of here, as a revolution from the Portuguese. However, this is the FIRST revolution in MY territory, making me the most stable country in all of the world :D Anyway, a small summary.

What these French revolutionaries are asking is to be re-introduced with Ragnar II. However, if I don't allow them to join two things will happen: Firstly, a bunch of units (mostly technologically backwards, but full of over-powered promotions (I have seen many Commando, Woodsman III, and Great General promoted units with no other promotions.... not all on the same person of course)) will spawn near my cities. These cities are already in revolt, so no cultural defence... also since they revolted recently, then they also are sort of damaged, making up for thier lack of seige.

The second thing that will happen is that Ragnar will declare war on me, if possible, and if its not possible, then he will just get the standard -4 diplo hit you get from a (very bad) event.

I say NO, and sure enough, two turns later, the French rebels spawn. A GG Calvary, a Commando Musketeer, and several unpromoted rifles and Cuisassers pop up. Now, remember that Ragnar is a FREE Vassal, from my knowledge... right? Wrong. With my recent border pops, he now has 49% of my territory, so I ONLY get the diplo hit. Thankfully.



1934: Not even much time to recover from the rebels, and I am at war again. But this time NO-ONE told me to join ;)

Why would I do such a thing? Simple. I can see already that the Dutch are likely to achieve a cultural win (being the most culturally advanced civ, and also being the strongest (IE. Their top 3 aren't likely to be captured). Also, the Dutch are too powerful, after they vassalised the Egyptians, making them practically undisputed leaders of the New World. However, I lack the funds to wage war, and I also lack the techs. I have the production however.

The Persians, however, DO have the funds (in the form of 2 holy cities in one, and add in the planned food corporation, LOTS of gold, possibly even at 100%...), and also have the technology to make such a war possible.



1935: My plan was to let the Persian invasion force (currently invading England) move closer, delaying the war by 2 years, so that, when we declared war, they wouldn't be pushed close to the Portuguese cities. However, when the Persians got peace with the English, I was worried. Now both the Portuguese ex-Viking cities, and my horses city (my only one, except for the one in Greece, which I personally don't want to take away from them) are at a HUGE risk to the Persian SoD. They have a HUGE army (they brought two stacks, both >15~20 units with them), and I have 5 rifles (I buy 3 machine guns to prevent the damage from the cannon). Its not going to be a good fight, I resign myself to losing the cities, as the Portuguese can't defend me. They can't even defend themselves!!

However, this stack moves West, to America, and takes 1 city (the Americans got 2 cities in the Old World. Or at least, they used to)



1935: Bactra falls, without any collateral damage, either!! The Persian defences are pathetic...

1936: I didn't show this, as I forgot, but the giant stack of Persia moves north to my only source of horses, and my favorite city... It will fall, there isn't a force strong enough within range... the nearest major milatery build up iis busy defending the two revolutionary-prone ex-Viking cities. There is no hope...



1937: Until, in a GLORIOUS show of solidarity, the Portuguese Duchy CHARGES forward, cutting down an entire Persian stack, despite the fact that they didn't have numbers (equal sized stacks), technology, or attack bonuses... however the Portuguese cannons save the day, and destroy the entire Persian stack. Now the biggest thing the Persians can throw at me is around 5 infantry. And they can't even get cannon there!! I give the Portuguese a well earned present, of Assembly Line, Rifling, and some other technology I forget...



1937: I use a great Prophet (one I got around 20 years ago), to build the Church of the Nativity. Even with only a bank, I get around 30 GPT. Christianity has spread quite far!!



1944: I captured the city in the bottom right corner ... ooo .... 3 years (turns) ago. After a breif pause, I move north-west, to launch the largest attack on the Persians EVER (this time they have DEFENCES, in the form of 3 INFANTRY, and 3 CALVARY. But they DO have troops, I count nearly 10 according to my spies...)

However, the Russians DISOBEY my orders, and also want to attack. As a result, I am forced to attack one turn early, as I NEED this city... I told them to attack Tartar, but NOOOO, they have to attack the GOOD cities...

Meh. I still take it.



1944: And the Persians Capitulate without anything else (I don't count thier World Map). The reason behind the early capitulation is two-fold:

#1: A long drawn-out war will make me have less time to fight the REAL threat, the Dutch / Holy Roman / Egyptian / God-knows what else SUPERPOWER. And I don't have much time, as I need to capture, or raze, the Dutch 'top 3', all close to the coast. An amphibious attack is unlikely to be successful, but a powerful war, coupled with the (hopefully) capitulation of the Holy Romans, and the support of the Russians, should mean that I will crush the Dutch JUST IN TIME

#2: I don't want this city to revolt. Also, masters are AWESOME for cultural borders. Even if I have 1% culture on a plot, as long as no other non-vassal of mine controls more, I CONTROL the plot. Imagine this city with a full BFC...



TEH GOLDZ!! ALL MINE, ALL MINE!!!!

Now to run at 100% Science, for the rest of the game (after the revolt time is up, and after I crush the rebellion, and after I build the Wall Street National Wonder... of course. All these things come first...), and still have enough gold left over to destroy the Dutch :D

That city, with the Gold (1 tile north), should be the most over-powering gold city in all the world -.- And just think what that will do with (probably) Cereal Mills in all cities?? And I might try and jam another corp somewhere in there, just for fun :D

(PS. 2.01 MB is 10KB over the limit (-.-) so I have to compress it in a .rar folder. Enjoy!!)
 
Profiting from revolutions, and the World War

Wow, the Vikings are TERRIBLE at suppressing revolutions -.- Seriously, all thier cities pop revolutionaries every 15 turns or so. So far its been disorganised rebels, however...



1945: The Pentagon is built (2 years after it was REALLY built in RL). I control it, and now I get +2 EXP in all cities.

From MEMORY, the dry dock gives +2 EXP for all ships. This means that my battleships get:

+4 EXP from West Point
+2 EXP from Theocracy w/ religion
+2 EXP from Drydock
+2 EXP from The Pentagon
= 10 EXP
So... Combat III Battleships out the gate... Hee hee hee.



1945: Babylonian revolt AGAIN in the city they stole over 3 millenia ago. Ooo, revenge is going to be sweet...



1946: Barbarian Rifles pop up to attack the Viking empire. At the end of this rebellion, the Vikings have 1 rifle in each city... what pathetically weak people!!



1946: Victory Condition screen. Note the Dutch Culture. Its abnormally high. I screeny this so I can see when they are due to win a culture victory.



1946: Amusing English city: Entirely Desert, except for 1 fish tile, and 1 floodplains tile, and a lot of coast/ocean. At least Global warming won't effect it...



1950: Interestingly enough, Oxford was originally American. The Persians are very very suggestive to the rebels. They later adopt Universal Sufferage to quell resistance in thier northern cities



1953: Now, the first thing to note is a hurricane. Goodbye lighthouse (NOES) and a bank (not so noes... I am running 80% science, and can run 90% occasionally). The second is that I found a spy... a barbarian spy :P Obviously revolutions occasionally spawn spies... interesting.



1955: More Viking rebels, and this time they lose a city. I take it back, and keep it for myself.



1962: DANG!! I forgot Broadway screeny. But I build it here. +50% culture is much more important than the +1 :), and at least it is out of the Dutch hands.



1971: Interestingly enough, I get a THIRD Great Merchant, who I promptly settle. I need a scientist (for Aluminum Co.), or a Engineer (for Creative Constructions). I am going to spread Cereal Mills as my food corp, but keep sushi for me and no-one else. Hopefully this will mean any nuclear war will leave me as undisputed leader of the world...



1972: Speaking of corps, The Zulu (!) Have founded Mining Inc. but the Ottomans stole Creative Constructions right from under my nose. Dang...



1972: Victory Conditions. Again. Now we can calculate the rate of which the Dutch are gaining culture:

1946 = 37854/33337/29467
1972 = 46275/39208/35485
Difference:
26 = 8421/5871/6018
Average:
1 = 324/226/231
Needed:
??? = 28725/35792/39515

From this info, in:
89 Turns The Hague turns Legendary
158 Turns Madrid turns Legendary
171 Turns Utrect turns Legendary

Its likely to be MUCH faster, so the 200+ turns left isn't going to cut it... I will need to raze, or capture, these 3 cities, ideally within 100 turns.



1974: William declares war on Hammurabi, sparking the catalyst needed to get my A into G, and prepare for a FULL world war.
Anyway, these are 20 declarations of war! And all without the AP, or UN!




1975: Not to be outdone, the Chinese empire, after confirming that the Persian cities are safe from revolution, moves ITS army (it was still under construction, but it should be large enough), to the Holy Roman borders, and declare war on the Holy Romans. What happens next defies explanation, and I will not say another word, except these two: 35 declarations.

Thats it. The beginning of the first (and likely only) world war. I will not stop until the Dutch top-3 are safely in either Chinese hands, one of Chinas many vassals, or razed to the ground, and salt sown into the soil. I expect, by the end of this massive war, we will be fighting with Modern Armors, gunships, Mobile Artillery, Mobile SAM, Mechanized Infantry, nukes, stealth bombers, and jet fighters. No Next-war troops, sorry, but I am planning on building Arcologies in every city, as well as that National Wonder which gives +1 happy, +1 health, and of course, Hydroponics (+1 :food: for all farms. 8 :food: corn FTW!!)

Comments? What do YOU want to see?
 
Not QUITE understanding your question, but I will try to answer it as best as I can.

I haven't noticed anything unusual about culture ATM... its growing at the same speed it normally does.

One SMALL gripe I have is that the requirement for cultural victory SHOULD be scaled appropriately (add, possibly, 10% more culture for a cultural victory? This is to counteract the 5% longer time, and 5% longer space-race time. So instead of having Legendary culture at 75000, have it at 82500 culture)

But, as it stands (I used AI Autoplay, when I was bored. The Dutch won in January 2040), the reason the Dutch have such a high cultural value, is because they are aiming for a SLOW cultural victory. Thats also why they are behind in tech. If this was generic BtS, the Dutch still would have won a cultural victory.

Its a small thing, and can be appropriately modified, if you feel like it. I don't really care either way. I personally wouldn't like waiting 10% longer to get 20% defensive bonuses, however. The main problem I have is "The Internet". It has restored its place in the list of 'broken wonders' as the Great Library in Civ III days... the main weakness of the Internet was that it was extremely late-game. However, in this mod that weakness is gone, as it is actually in the latter half of the MIDDLE game (equivalent to, approximately, the Early Industrial Era of BtS) It needs to be moved forward significantly ... maybe to Fiber Optics, or maybe it should require both Fiber Optics and Super-Conductors?

I'm only getting it so that the backwards civs (like Scandinavia) don't go from Rifles to Automatons :p And in this mod, there are TONS of backwards civs :P
 
Not QUITE understanding your question, but I will try to answer it as best as I can.

I haven't noticed anything unusual about culture ATM... its growing at the same speed it normally does.

One SMALL gripe I have is that the requirement for cultural victory SHOULD be scaled appropriately (add, possibly, 10% more culture for a cultural victory? This is to counteract the 5% longer time, and 5% longer space-race time. So instead of having Legendary culture at 75000, have it at 82500 culture)

This is exactly what I wanted to know.

I think instead of adjusting the bottom line score, I might just add 5% to culture costs. Although I see your point about the delay in culture borders.

Do you think that other costs (city growth costs, production costs, etc.) should also be increased 5% to keep pace?

Hmm. This is something I need to work on.


Its a small thing, and can be appropriately modified, if you feel like it. I don't really care either way. I personally wouldn't like waiting 10% longer to get 20% defensive bonuses, however. The main problem I have is "The Internet". It has restored its place in the list of 'broken wonders' as the Great Library in Civ III days... the main weakness of the Internet was that it was extremely late-game. However, in this mod that weakness is gone, as it is actually in the latter half of the MIDDLE game (equivalent to, approximately, the Early Industrial Era of BtS) It needs to be moved forward significantly ... maybe to Fiber Optics, or maybe it should require both Fiber Optics and Super-Conductors?

This is an excellent point, and something that hadn't even occurred to me. Let me think about this.
 
Nah, I don't think so.

You cannot slow domination/conquest victories by decreasing the number of :hammers: that are produced, so reducing the :hammers: of units by 50% won't do anything, as even though the attack group is reduced by 50%, so is the defences. So if you are going for a domination/Conquest win, you still will win in the mid-game, as per usual.

I probably should have started in a later era, just so I could see more of the Next War weaponry, but meh. We will see enough of it (I can't get a domination win... 50% of land area!? Thats insane!! It will be easier just going for a conquest win, and also because of my insanely dry start, I am seriously lagging in techs (that is the first time I had 3 cottages by 1AD, and 2 merchant specilists :P))

I will not play for the next 3 days or so, I am away on a National Executive meeting for a youth organisation I help in, but I will update 1 more time before I leave. This should be the first half of the Great War. Babylon is getting +2(3?) Modifiers with ALL my vassals, which means that I rise from a +1 average, to a +3~4 average (pleased now :D).

I have +7 modifiers total with Hammurabi (including all vassals), and +13 total with William. That means Hammurabi acts as +1, and William: +2 (or maybe +1, if its rounded down...) That was before the war. I'm probably -7 with William now :P
 
DEFEAT!

I have had about enough of this game... I think I'm about to quit. Second place is looking like something I should now attempt to strive for. First place is now beyond me.

Anyway. This is the worst turn-set ever. I am seriously considering quitting this game, there is no way that I can destroy the Dutch in less than 100 turns. I would barely get my 30-man stack up there in that time...



1977: A cannon wins a 2% attack. I am really happy about this game... wahoo!! This can only mean good things happen next right?



1978: The Three Gorges Dam, 30 years before RL. Another great sign of things to come...



1979: The Byzantines become a real civ, and declare war. Oh well, my Infantry will take care of thier calvalry. (I later find that they have infantry too, but they don't seem interested in my cities)



1980: The French rebels pop up again. Sweet, I can handle them. Right?? (Note: Look at Persia (light blue)



1983: Confirmation that the war with the Dutch WILL be the last one. Its culturally between him and me. And I'm no threat :P



Jan 1984 [56 years left till Dutch victory]: Success! Charlemange finally breaks free, due to him having only one city left. Victory is mine!!

The French have already captured 2 Persian cities, thanks to rebel re-inforcements of 1~2 units appearing EVERY TURN around ALL THIER CITIES (Also, the French already have an attack stack of 8~10 units...)



Jan 1984: Maybe you can look at this bug for me? It seems as if the Sumerian empire is attempting to civilise the Barbarian city in the Viking empire. However, its having a bug that means its always Barb, and the Sumerians die every turn



Jan 1986 [T minus 54]: I build the Eiffel Tower. The Persians lose a city near America, again thanks to the INSANE number of rebel re-inforcements.



Jan 1987 [T minus 53]: Mace vs. Tank. And the Tank loses.

Now about this day, which shall forever be known as O-Day (Omega day. The End of the Chinese Empire)

Seriously, when I saw the Dutch army, a rag-tag group of pikes, crossbows, maces and trebs, and a COUPLE of calvary and infantry, I just loled. That stack survived entirely on numbers, and surely my stack of over 30 units (the largest stack I had EVER made) would overwhelm them :D I also promoted every unit but my tanks, to promotions such as Flanking, and Pinch. The fact I was defending would also help me, as the best defender would always be chosen...

Then I found out that the Dutch have at least 70 UNITS (!) in their stacks. Now, that meant I was outnumbered 3 to 1. And this is the result (The first attacks are in the first screeny, and the next ones are continued on) (BTW there were 10~15 units left over after this attack -.-:






DANG!! I yelled. 60 friggen attacks. 60 ... attacks. And there were 10~12 more troops left. Thats 70~75 units in THAT ONE STACK. The Mongols also have another stack of 10 units, and the Dutch have TWO MORE STACKS, one around 10 units, and another of an un-known value > 10. Near America, and the Incans.

Oh well. It couldn't get any worse, right?

Sure enough, it does:


And if thats not enough, 3 more Persian cities fall (Thankyou rebel re-inforcements -.-) But the Persian empire is NOT DEAD. Thankfully, the Internet will still allow me to grab some techs of them...

Here is the MIGHTY persian empire:


Thats it. If you like fighting lost causes, here is the save. However, when my ENTIRE offensive milatery force can be counted on both hands (4 cannons, 3 pinch promoted tanks, and 1 blitz promoted calvalry. 1 lone shock-promoted Calvalry excaped the devastation of O-Day, and is currently recovering in one of the few remaining Russian cities NOT under seige from Dutch forces), a HUGE rebellion in the northern cities, A trapped, weak Russia next to an invinsible Dutch force (40~50 units are Dutch. The Russians have 2, or 3, units per city. And thats it), and no way to get re-inforcements in there (To do so, I would need to fight through a French Empire, fulled to the brim with units, then fight through the Dutch cities the Babylonians DIDN'T capture (IE. All but one of them), then fight through the cavalry ripping all the resources from my empire, and then FINALLY I will be in secure Russian Territory. With about a third of the army I sent -.-), and when I have almost NO resources coming from 4 of my 6 vassals (America, Persia, Russia, and the Vikings don't have any resources left, or rather, they have a couple, but only half of what they had before), and when most of my cities are starving due to an insatable unhealthyness problem caused by a lack of resources, and a wonder that gives 2 unhealthyness per city, and when the ONLY asset I have is production, and I am SURE the Babylonians will declare war on me within 10 turns, and when my mainland defences consist of musketment, Chu-kon-nu and Axemen, and when I have NO NAVY WHATSOEVER (I do have 9 Frigates, but not enough gold to upgrade them all to destroyers), and when I am doing EVERYTHING within my power to suppress the French Rebels from attacking my civilisation (oh, and did I mention that the AMERICANS now have the problems with the French??) ... is there any hope left?? I need a MIRACLE to take these guys down. If the Russian stack (15, mostly injured Cossacks) dies, Russia will fall. When Russia and Persia fall, and later on the Vikings, I will have un-happy problems galore, no resources for my corporations, and no buffers from the ever-increasing size of the Dutch forces...

Save attached.

I will be away for the next 3 days, so... yeah :p
 
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