Lonely Hearts Club, BtS Edition, Chapter LIII: Sid Meier

r_rolo1

King of myself
Joined
May 19, 2006
Messages
13,818
Location
Lisbon, Portugal
Welcome to the 53nd 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 53nd game in BTS the chosen leader was Sid of the Minors , the less played leader of BtS :D :
Spoiler :

Don't care about those bunch of techs.... they aren't for you :p ( those are the techs that Minor Civs get by default, probably to compensate the fact that they can't do any diplo ). You, by executive decision of the ( evil :devil: ) mapmaker, only get Agriculture and Mining ( and a far more cool flag too :D )

Well, I'll be honest: I don't recall ever playing with Sid or against Sid . I bet most of you haven't played with him either ( if you had played some games by TMIT or had some (un)luck with colony leaders you probably already had seen his face in game ). But having a leader with no traits and a civ with no UU and no UB looks like a interesting proposition, right?

---This was where the nice pics of the UU and UB should be in a normal LHC ---​

The start (Thanks to DanF for the solution of the unit change of place ;) .... The warrior/scout should appear always in the same place from now on, really :p ):
Spoiler :

Pretty dry, no? And only one food resource in sight :( ( most likely there is atleast other in the BFC.... ) and not much of hills in the BFC ( more hills and some desert to the south .... ) Not much of forests either. Not that promissing at first sight....

Regarding the saves ( if you're using DanF change to the WB files load, skip this ): 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...


P.S WB saves are crosscompatible between 3.13 ( and earlier ) and 3.17 ( and later ) if they don't have No Espionage ticked. No problem with the patches here :p And as WB saves are no more than text files and Vanilla and Warlords WB are almost equal, you can play this if you exchange the non-Vanilla ( or non-warlords ) stuff ( in here it will be only leaders and civs eventually )

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

  • LHC LIII ( Sid ).zip
    52.7 KB · Views: 266
Looks like an awesome time to showcase the strategies that utilize the traits and unique buildings and units of this lesser-used Civ to their full potential.
 
At least he has a cool flag. I probably won't have time to play this one (too many unfinished games to finish :lol:).
 
At least he has a cool flag. I probably won't have time to play this one (too many unfinished games to finish :lol:).
You might want to use this :lol: As he already has BtS, I'm sure he can extend that service to BtS as well :D

The flag is not really of the Minors. It is from the Brotherhood ( Next War mod , right? I'm not sure... Or it is from Broken Star? :dunno: ), but in black and white.
 
^
|
:sarcasm:

Just in case someone thinks you are talking seriously :D

I thought about putting that smiley in my signature, but it might be a bit counterproductive in a situation where I'm giving advice to someone :D

As for the game...

Immortal / Marathon

Checkpoint 1:
Spoiler :

Well looks like the main characteristics of our happy little island are:
1. Next to no happy resources
2. Next to no rivers or grassland
3. Tons of resource food

Looks like the island's tailor made for an early game 'Mids SE economy. Easy to fog bust too (though when my bustage had just 1 nonbusted tile, a barb came and killed my buster, argh!). Dotmap:





Checkpoint 2:

Spoiler :

So slow-ish expansion, producing 3 settlers before 'Mids and crawling towards Writing with 6 bpt. After 'Mids and Libraries are done, bpt rate skyrockets, and I start going towards Parthenon and TGL, which would be nice to have. I get both, Parthenon by building in capital (to not pollute any of the scientist cities) and TGL by rushing with GE. RNG gods had some mood swings; setbacks:



and windfalls:



Empire at 1AD:



I go CoL->CS->Philo(bulb)->Optics, and meet the others. Could be worse, seems like the best techers are HC and Pacal, the latter of which is Boudica's vassal. After the techfrenzy I'm not sure whether to go Education, Nationalism or Astronomy. Would have been a no-brainer to go for Lib right away, but my carefully timed Edu bulber turned out to be a 3% NatEpic artist, argh^2!






 
No acknowledgement to me for suggesting this one?
 
Well, ok, ...

CHEESE! sugested this ( among others ;) ).

Now you can go edit the NC you launched that states I made most of the maps for NC... IIRC I only made 9 :D
 
Decided to try to play this on Quick. I have way less time this semester so I can't play solely on my dear Marathon anymore. (Be nice to me, this is my first serious game on Quick. If you want to have a couple of laughs, follow this, especially after I meet the AIs). In case anyone's used to playing on Quick, I'd really appreciate some input because I'm totally lost, the timing is very different.


Quick / Emperor - Checkpoint 1
Spoiler :

Settled in place. Research went: AH, The Wheel, Pottery, BW, Writing, Fishing, Mysticism, Meditation, PH, Monarchy, Masonry, Code of Laws (ended founding Confucianism), Polytheism, Monotheism (haven't switched to OR yet), Mathematics and am in the middle of Currency.

Tell you what, Quick barbs are a joke. The only spawnbust I made was where I wanted my cities and I only saw 3 barb warriors and 3 animals in the whole game. Not one of the pesky barb galleys. (Hmm... Think I'll play more games on Quick.)

I already had a scientist that built an Academy in the capital and another one that I still haven't decided what to do with yet. I'm between waiting until after Alphabet to bulb Philosophy or building an Academy in my GP farm (Teoihuacan). I think I'll have another Gscientist before I've finished Alphabet so I'm leaning towards building the second Academy. Any suggestions?

Land:





PS. If my game is unable to load this one too, I'll freak out.
Edit: Uploaded the save because I realized my report was not very informative. Removed them all. No point in keeping them after the game's over.
 
I made a ******ed error, one that changed the course of my empire:

Spoiler :
I REX'd, settling the primary 6 cities by 500 BC; the other four were slow in settling due to their relative lesser worth. I built the Pyramids because I could, and forgot that I had. Instead of pushing towards CoL or Currency, I made a poor decision and headed for Monarchy - and only realized I had all the Government Civics available two turns after I was done. I switched into HR, and spammed warriors to cover the ends. My land and empire was mature, but the centuries of anger had left me with a massive tech deficit: Cyrus showed up in 550 AD with a horsehockyload of techs on me. Which reminds me, my 'Can't Trade' window is broken, since he clearly had Optics, I had no prereqs for it, and it didn't show in that window! At any rate, I headed for Alphabet (bulbed to speed Currency) -> Currency -> Code of Laws -> Civil Service -> Philosophy -> Nationalism, then traded Nat'lism around for a moderate tech deficit (namely, Machinery/Optics, Education, Lit, Drama, and Theo). I'm currently researching Constitution to trade for Liberalism (hopefully), seeing as I have no shot at it due to a lack of Great Scientists. If I had gone into HR from the start, I wouldn't have had so many problems!
 
Immortal normal to 1 AD - at a big crossroads as to next steps:

Spoiler :

Settled in place, AH to get the pigs online as fast as possible – great early tile. Then BW/Masonry/Wheel. Figure mids with the stone is a good choice, especially isolated. Use warriors to fogbust early on.

City 2 here - takes over pigs and gets stone:



City 1 is pumping out some workers and settlers. Meanwhile, this was like 2 chops:



I know settled spies aren’t great lonely, but with mids, they’re 6 beakers. More cities:





Mids came quickly thereafter:



Another city and headed up the aesthetics line. A little late as I wanted sailing for the trade routes, but great library should be a fast build.

Oh, and apparently we left RANDOM EVENTS ON!!!!



That’s the third one – I lost the pasture, a road, and now this. I hate random events more than anything – I need to remember to use the custom scenario feature. Sure, it’s only a monument, but it sure sucks before the borders pop. At least this guy popped on 25% odds:



I’ll be saving him a few turns for a wonder. Specifically, this wonder:



That helps tech. Settle a couple more cities, and cut off at 1 AD. Not sure about next steps – I’m 1 turn from Parthenon and 3 turns from statue of zeus. Part of me wants to try to get philosophy for pacifism, but it’s 16 turns of tech – if I fail, that’s a huge blow. And it’ll be at least 15 turns before I get another scientist popped, so really not sure if I should take the risk. COL is pretty important too at this point. Pacifism with a religion would be huge with all the specialists I’m running – no idea what best course is here.



Think I'm going to switch to another game for a bit as I ponder next steps on this one. Any thoughts would be appreciated - I think I'd hit philo in about 250 AD - possibly first (but not certain) on immortal. Guess it depends if there's a techer like wang or mansa somewhere.

 
You might want to use this :lol: As he already has BtS, I'm sure he can extend that service to BtS as well :D

The flag is not really of the Minors. It is from the Brotherhood ( Next War mod , right? I'm not sure... Or it is from Broken Star? :dunno: ), but in black and white.

:eek: :eek: :eek:

It's from Final Frontier, you ignorant!!! :mad:

How dare you not knowing exaclty everything about that wonderful mod?!? :mad:

:mischief:

Now more seriously, as punishment your next LHC should be in the FF mod... :lol:
 
Quick / Emperor - Checkpoint 2 (and 3?)

Spoiler :

I'm not really sure how to feel about my situation. I'm a little backwards, but still have a monopoly of Biology. I've reached the WFYABTA limit with Pacal and Huayna (the tech leaders). Things go differently on this speed. My situation is not so hot because Pacal and HC are bigger than me. My GNP is competitive and the MFG goods situation will improve after Factories. On Marathon, this would be the moment I'd go bashing some heads, but I don't think it's doable here, unless I had a solid tech lead, which I don't. Oh, I was also first to Liberalism and took Nationalism because HC or Pacal would get there anytime. One less free tech for them.

I'll try to win Space, but the way things are going, I think the game will be over before anyone is ready to launch. Let's see.

Liberalism:


Land:


Tech situation and my beeline (I'll change it if the Emancipation unhappiness gets too severe):




Demographics:

 
Great game, I'm playing on Noble but I might restart since I thought the relations with other civs would be different and I messed up repeatedly

Spoiler :
I went wonder crazy seeing the stone and the tech advantage, built the GW bc it was only 16 turns and I liked the irony. I made a couple mistakes early on(forgetting to switch civics after building pyramids and getting COL, moving my capital from the starting position was a bad idea also), and I assumed the other nations were going to treat me like barbarians, I was surprised to see cyrus ready to trade techs with me and open borders... That's what you get when you assume... The tech lead and Great Prophets from the wonders allowed me to found 4 religions(which worked great for trading techs) so I'll probably finish culturally but my tech advantage is pretty much gone and I'm very, very underdefended.
 
The tale of Seditious Sid, the Barbaric



Seditious Sid, having been abandoned by all other nations, was exiled to this island home, he would now have to fight to gain acceptance within the Nations of the world.


Spoiler :
I settle in place, begin researching animal Husbandry 1st.


Spoiler :



Initial techs are Hunting, animal husbandry, and bronze working, 1st build is a worker, then barracks, warriors to size 5.


Initial island is explored, I've gotten my 1st settler out, and started to fog bust the Island mass.


Resources are; stone and marble both, covered by one planned city. Wheat, pigs, cows, fish, clams, crabs, so plenty of health, spices for happy, no gold, silver,gems found, so happy is going to be a problem.

Spoiler :



Not a big Island mass, I've planned a few cities about, it would seem we are in the North part of the maop, as we have ice flows to the north of the island.


Spoiler :



Fog busting out the galley's will be needed, though, how do barbs react to us, do we all fight, or are we all brothers in arms??


onwards we go.





The lands seem abundant for growth, but the peoples spirit will not be contained here, restless are they, and longing for the embrace of the so called 'fellow civilizations, we yearn.
 
Emporer/normal.

unspectacular culture victory 1816AD.

Spoiler :

decided to give culture a go with marble, stone, and copper all available. Missed Theology by one turn due to poor planning on my part. Was only able to found Conf and Tao and no other religions spread to my island, which slowed me considerably. Also did not create a good GP farm, so I only had about 6-7 GArtists total in the game.

Used diplo to get everyone pleased...combination of civics, tech trades, OB, resources. Unfortunately, Egypt and Rome both decided to DoW on me late in the game anyway. :rolleyes: Luckily, Egypt only brought 4 unprotected galleons and I was able to keep them circling my island by emptying a city of troops the galleons couldn't reach. Hurried some frigates and eventually sunk all 4 galleons without them offloading 1 troop on my land. :lol: The AI is so dumb. I had 3 warriors and 3 rifles total when he DoW'd. If Egypt landed, the game was probably over for me.

Eventually I was able to bribe both Egypt and Rome to peace using a little gold.

Civ4ScreenShot0011.JPG



All in all, fun game.

cas
 
Quick / Emperor - Checkpoint 3

Spoiler :

I don't think Space is an option here. Pacal has completed the Internet and Huayna Capac is both advanced and getting close to a Culture Victory. This was an exciting round. Ramesses was getting really close to winning Culture and I couldn't allow that. So I took action:








I'd usually think that would solve my little problem, but would it?





I think Nukes are the way to this game. I really don't know if there's enough time because it's almost 1900 and I still have to build the Manhattan Project (still have to research Fission to be frank). I've just created Mining Inc. and will focus on the military from now on. I suppose I'll send a conventional stack to deal with HC and a strategic one to deal with Pacal. I don't think I can win this one, but I'll lose fighting. We're the barbs, for God's sake!

Techs:




Land:





Demographics and Victory Conditions:






In the end of the day, Quick is a pretty cool speed to play.
 
Quick / Emperor - Checkpoint 4. Defeat.

Spoiler :

HC completed the Manhattan Project. I gladly started to build my nukes to stop him from winning culture and sent my Vandals to burn their cities. The problem is that, somewhere along the way, he completed the SDI. I was about to destroy his SOD, but he intercepted my last two ICBMs and I fell in a hopeless situation. I wouldn't win anyway because there were only 99 turns left. Well, it was a fun ride and I really got into Quick speed. It's not as pleasant as Marathon, but it's fun and it's indeed quick. I'd be around checkpoint 2 if I were playing Marathon. Screenies:









 
Top Bottom