Lonely Hearts Club, BtS Edition, Chapter XXXIV : Frederick

r_rolo1

King of myself
Joined
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Welcome to the 34th edition of the Lonely Hearts Club for BTS. In the Lonely Hearts Club we explore strategies to cope with one of the most dreaded situations in Civ IV ( possibly the main reason for reloads after the military collapse one :p ): starting in isolation....

For the 34th game in BTS the choosed leader was Frederick of the Germans:
Spoiler :
Civ4ScreenShot0246.jpg


Civ4ScreenShot0247.jpg

Well, we're back to the Iron cross civ, this time with the Phi leader ( Frederick was probably one of the vanilla leaders that deserved being Cha, but anyway..... )

Fred is Phi/Org, a combo that properly used can be huge ( that accounted for Fred being one of the most loved Phi leaders until Pericles came around :p ). Having a late UU/UB combo does not help in a game where small early game advantages can become huge late game diferences ( if the game gets there :( ), but the germans are the kings of tank warfare and one of the best late-game hammer productors. Given that LHC normally don't end before factories, being a Phi german leader certainly is interesting as a chalenge.

His UU
Spoiler :
Civ4ScreenShot0088.jpg

There is nothing in this game like seeing a huge modern age battle with both sides fielding loads of tanks, planes, gunships . And that is clearly the scenario for the German UU ( too bad that we rarely get the oportunity of making a battle like that with a AI :( )

The Panzer is a beefed Tank that has a 50% bonus vs armored units. My opinion is that it got a little beefed with BtS, because gunships got pushed to a later tech.... Anyway it is a very strong unit by it self and it even has nice odds vs Modern Armor ( in fact the only units that put Panzer at bad odds are mechs and gunships ( and a odd Anti tank, but they can't outmove a Panzer ) and you can get Panzers earlier than this two. In spite of this unit not being better than a normal tank except vs other tanks, the fact that LHC normally push decisions to later makes conditions for the profitable use of this machines that shine in post-Industrialism wars

His UB
Spoiler :
Civ4ScreenShot0089.jpg

Assembly plants are a factory that can hire 4 engineers instead of 2. The bonus is not big, but given that they are designed for a post biology world ( where suposedely the food is not scarce, thus making relatively easy to hire 4 specialists ), it surely helps to transform food in hammers when slavery is dated and there are no more mines/workshops/watermills/lumbermills to work. And in late eras hammers are power, given that most late ways of win are very hammer-heavy .........

As you can imagine, given the more prolonged nature of the LHC games, this UB will probably shine more here than in a normal game.

The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Spoiler :
Civ4ScreenShot0248.jpg

Hum... Fred on a lake, with coast, oasis, 2 seafood, a unforested deer and a pig 1 tile away. All of that packaged in what seems to be a all-forest start ( I don't expect more than 1 other food resource here ). It surely can be used to chop Mids and run a GP farm.... and starting with hunting means that there is something for a worker to do ASAP. Too bad that Fred doesn't start with fishing......

Regarding the saves: given some complaints about the efects of the AI starting without archery in high levels ( giving a unfair advantage to AI that have early UU and/or have early warmongering tendencies ), I decided to make 3 WB saves ( all in the same zip file ). The WB saves are equal except for the fact that one of them ( labeled Monarch ) has all of the AI with archery as starting tech ( corresponding to a game started in Monarch ), one ( labeled Immortal ) has all of the AI with archery,hunting and agriculture as starting tech ( corresponding to a game started in Immortal ) while the last is the corresponding to a game starting in Noble ( labeled Noble ). All WB saves are playable in all levels, but ( for a example ) if you use the Monarch one the AI will start with archery ( and archers ) in any level. This has only a slight effect in the human directly ( mainly via the garrisons of barb cities ), but has a huge effect on the AI gaming in the outer lands ( avoiding scenarios like Pacal, Shaka or Sitting Bull to take all the barb cities and becoming moguls ). I strongly recommend the usage of the Monarch save if you want to play in Monarch+ and the Immortal at Immortal/Deity.... All the speeds are working well ( no more games ending in 1900 ) The saves are zipped... you only have to unzip this to the worldbuilder saves or for the PublicMaps folder ( either one will do ) and load it from the scenarios.
Any problem PM me...

And about the fact that the starting unit not being always on the same spot: the WB saves that I give only state startings spots for the settlers ( it is the only way of getting the number of AI units to scale correctly with the dificulty level ... otherwise the game will only put the units stated in the WB save , not putting the extra units given by dificulty ). After that the mechanisms are the same than in a normal game: the game will read the XML, decide how many defensive units and extra settlers the player ( Human or AI ) will receive by their handicap and if it is a human the game randomly picks a spot in the starting BFC to place the defensive units ( in case of the human , warrior or scout, depending of having hunting or not ).

This ( as the free techs because of the dificulty level issue ) unfortunately can only be solved with modding and that goes against the philosophy that I've been trying to maintain here, that is "a map for everyone and you choose the dificulty you want"

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

Again a small request ( not mandatory :p ) :

We ask the participants to do, if possible, a write-up with the victory save and a description of your game ( strategies, techs researched, wars,...). All the info should be in spoiler tags ( to not disturb other people's games ). If you want ( we would like to :p ) post reports at this moments of the game:

Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.

Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.

Checkpoint 3 - when we are committed to a victory condition (or at least think we are).

Checkpoint 4 - Victory (or defeat).


The last words are to wish good luck to all :goodjob: . And let the games begin!



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

Attachments

Starting on fredericks face is a bit different for sure!
 
I would not mind starting save either.
Sorry, but i do not have mod which allows to pick isolation on start:lol:
 
The start is still on fredricks face though...
 
Some people are so ungreatful!! ;)

Good work again Rolo, i shall try to post a report, i'ver been slack recently with my reporting.


EDIT

Checkpoint 1

Spoiler :

My scout started in the NE, i headed north, settled in place. for the first time in 6 months i build sothing other than a worker first. A scout. Huts for gold,experience,map. i have a level 4 scout, is that the HE unlocked??

Land.

check10000.jpg


marked few sites for intial expansion.

planning oracle for CoL, religion and bulb oppertunies for Phil. Will settle stone 3rd and have crack at Mids. Might try to head for MCast for forges. tempted to bulb the path to Optics, meet the world then REX the rest of the island.

Annoyed i can't work both the fish in the north, bah!
 
1E for the extra pig seems like it might be good with a philo leader... loses a hill though. tech path something like fishing -> ah -> bw going worker -> workboat -> workboat -> warrior's -> settlers/workers or something.
 
r_rolo1 said:
And about the fact that the starting unit not being always on the same spot: the WB saves that I give only state startings spots for the settlers ( it is the only way of getting the number of AI units to scale correctly with the dificulty level ... otherwise the game will only put the units stated in the WB save , not putting the extra units given by dificulty ). After that the mechanisms are the same than in a normal game: the game will read the XML, decide how many defensive units and extra settlers the player ( Human or AI ) will receive by their handicap and if it is a human the game randomly picks a spot in the starting BFC to place the defensive units ( in case of the human , warrior or scout, depending of having hunting or not ).
I think this issue and the spoiler :mad:s it might evoke can be avoided by deleting the AI's units only and keeping the human Settler and the Scout/Warrior in the WB-file. The game will only add the AI's units according to the difficulty level during CvGame::initFreeUnits() and will do nothing when handling the human player. Since the playable civs are limited to just 1 slot and the human starts with the same 2 units on all difficulty levels it should work.
 
Thanks, Dan... will try next time, as there are already ppl playing this one

@KingMorgan
Spoiler :
It was the RNG that placed the fish like that :D

And no BW yet, with so much woods to chop? Would help you with the Oracle :p
 
Immortal/Epic (Yes, finally being brave in public games, let's see if this is a beating or not...)

No writeup yet ----> I'm around checkpoints 2/3 and pretty far back in tech, despite having nearly 1k beakers/turn sustainable :(. I have some screenies so when I feel like it later tonight I'll post a few.

Not being able to trade early sucks, but on the other hand it's hard to get as many cities near immortal AIs as you would in isolation. I haven't decided on a VC yet but there are probably a couple that are *possible*.
 
Is it just me or do anyone else have a flashback of this start. It feels like I recognise that startposition, but I might just be imagining it.

Anyway, I'll probably give this one a go as well, Fred is one of my favs (IE one with Phil trait...), a speedy lighthouse from org isn't too bad either for the GLH race. If nothing else appears I'll likely settle 1E of start to get the piggies and riverside.
 
Round 1 (4000 BC - 2590 BC, Prince/Epic)
Spoiler :
Okay, since my computer died while I was playing my online first Prince game (I ended up getting a new one, but all my saves are gone. ;_;), this is my first Prince game. And (gasp!) I'm isolated. Fun. Anyway, settled in place.

Tech path was Fishing -> Agriculture -> Animal Husbandry -> Bronze Working -> The Wheel (partially researched). Build path went Warrior -> worker -> workboat -> Settler (partially built)

Maps/dotmaps:
The Frozen North
Picture1-1.jpg


The Wet 'n' Wild South
Picture2-1.jpg


Thoughts for the future:
Meh. The north sucks, but the south is awesome. It's gonna take me forever to get some cities down there, so I'm planning on REXing as fast as I can. I'm betting that I'll be at a severe tech disadvantage by the time I break out of my shell, so I want the majority of my commerce cities to evolve into science cities. My GP farms will produce nothing but scientists until late game. I bet I could bulb up the Liberalism path with Philo. I'm also gonna shoot for the pyramids so I can get a hybrid economy going. This island is really food poor, so I won't be able to pull off a full on specialist economy. Rep is gonna help regardless.

I'm still on a mac, so still no BtS, so I still had to replace the leaders. I replaced...
Spoiler Leaders :
Hammy with Cyrus, Charlie with Saladin and Sury with Hannibal (Don't ask why.)


Thoughts?
 
Joining in, I must say, I really look forward to there....I feel like somethings missing once I finish.

Posted my round 3 for ECB, Meh round, most will be better.

Marathon, Monarch. Should be fun.

Oh yeah, Thanks Rolo for your efforts..
 
Checkpoint 1: Continent Explored; dotmap contains copper & horse spoilers.

Spoiler super ginormous dotmap :
1228615497.jpg


It's a tight layout with some overlap but only wastes a single land tile (flat grass) plus one of the tundra fishies, and the food resources are decently distributed. Note that the wheel is a placeholder right now; BW just came in and I haven't decided the next tech direction yet.

I'm thinking northern red to be a reasonable 2nd or third city. It can work the two plains forest shared with Berlin for early production thanks to the 2 food resources. If I want to make a run at the mids then either lt blue or black is an potential early choice to get the stone online. Northern green could move 1E to allow black to be 1E so that it has a little more potential as an early city instead of the late game filler it's currently tasked for. Another option is moving lt blue 1W to exchange desert for coast but that means I have to settle black early if I want the stone; at least the oasis can farm the grass plot to help work the stone/hills but it's still pretty bad with all that desert and without food.

Also Southern blue is pretty awful and could be moved NE to get some of the sugar... but it's also currently set to be a late-game filler so I'm not too bothered if I wind up settling the dots there. Lots of commerce potential in the South so my general approach might be N Red & Stone then work southward while looking towards IW & Calendar to help exploit that region.
 
Contains copper spoiler.

Spoiler :
Explored the Island, Holly desert batman....who do we get a drink.

NorthofCrapland0000.jpg


Some sea food and I popped 2 free tech's the first being;

1stfreetech0000.jpg


Oh yeah, No need to rush bronze working, or that's what I thought...then

2ndfreetech0000.jpg


Mangled be dangled...

by then I'd reached the south, survived 3 lion attacks and this is what I find.

JungleinSouth0000.jpg


Looks like my cottage city is going down by the sugar. Daddy want's some sugar baby. Done a preliminary city map out...subject to whims and change.

Moai looks like it on the ice in north, 1 ice tile but good production/food. Lots of Fish, all 3 sea food, sheep, deer, pigs, gems.

Southern 1/3 will be levied/cottaged, Proberally move capital to stone in desert to get it off coast. Looking at a space race win, can't be bothered with conquest.

Subject to change and whims.
 
@ Dresden
What are you using for that dotmap display? It looks great.
 
I gave up...bad luck and fortune

Spoiler :
I get the health event for -2 and get the +2 health, ok..fair enough.

BUT THEN BARB AXEMAN start spawning left and right...I whip a archer in my 2nd city by the stone, and a barb Axeman wins at 17.1%...:mad: ok bound to happen.

More axeman, I take out the 1st winner, after they've pillaged my quarry and mine on hill, 2nd barb axeman attacks, at 20.1 % and WINS...Holly crap, both had Garrison 1 for defence and both lost to barb axeman at low odds, no wins.

City is raised and they move to my capital, I rush whip a barracks and archer. Now I've got 101 turns of unrest, 2 pop and virtually no growth/production.

I resign, moving capital was a bad decision, as it was it took 2 moves as I messed 1st up.

Restarting, settle in place, for 3 hills, still doing the same.

 
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