Lonely Hearts Club, BtS Edition, Chapter LVI : Zara Yaqob ( take 2 )

r_rolo1

King of myself
Joined
May 19, 2006
Messages
13,818
Location
Lisbon, Portugal
Welcome to the 56th 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 56th game in BTS the chosen leader was again Zara Yaqob ( not Yacob, as I wrote in the first time :p ) of the Ethiopian:
Spoiler :



I wrote in the first time we played Zara in the LHC that he was probably the one of the leaders that people liked more to play and at the same time one of the leaders that people hated more to see in the hands of the AI :D That opinion of mine had not changed much: indeed Zara has as trait combo Cre/Org, that are traits that give both discounts to important buildings ( like libraries and courthouses, things that you will build in most cities ), but also traits that give direct bonuses that are pretty straightforward to use ( Cre culture and Org reduction of fees ). That , in a hand of a AI that is not too much fanatical of anything in particular, can give easily some monster empires ( a similar thing happens with Gilgamesh IMHO ), and to say the truth, it is the same in the hands of a human that knows what he/she is doing....

Anyway, Zara trait combo is pretty decent and the Ethiopian UU is arguably the best musket UU of the game. The UB, well .... it is definitely a case of a UB that gives too little, too soon and that obsoletes with a particularly inconvenient tech, atleast for some of the strategies needed for a cultural win ( read using Corporations )

P.S It would be kind of Firaxis not call a leader King in a paragraph and Emperor in the next ;) Well, if we can survive to Ballista Elephants being a powerful melee unit, I guess this is bearable as well :D

His UU
Spoiler :

A real monster in non isolated starts, due to the possiblity of having drill IV musket units with 5 XP ( even barbs fights will do :eek: ). I believe that even wtih a isolated start this unit will have a nice place in the show, giving us the possiblility of fending a renaiscence outside attack with some easy, and maybe even some action overseas :devil:
Well, since then there was a lot of internet ink running about the Oromo ... a musket UU immune to first strikes ( thus negating a lot of the defensive potential of longbows ) and that comes with 2 free promos, Drill I and II . Free promotions are always a big thing in a UU, because they will keep them when upgrades, unlike the other features of the UU ( would you not love that the Keshik ability could be kept by it's upgrades? ;) Or the extra 2 first strikes of Samurai? ), and unlike any other UU, the oromo get 2 of them, so they have a significant boost.... And like I said before, that means that the pretty good ( to say the least ) Drill IV promo is 5 XP ( 4, if you use a Cha leader ) away.

In here? Well, I definitely not expect to see much of Oromo powered invasions, but given the oromo free promos, it might be a good idea to make/draft a good number of them for later upgrade

His UB
Spoiler :

A building made for the culture lovers. A cheap, early culture multiplier... too bad it obsoletes with Astro. That poses a problem to to the player that wants a culture victory in this kind of starts: playing without astro in isolation is a high-risk move, but +25% is not neglectable..... Let's see if someone tries it ;)
Well, I still dislike the Stele :p No, it is not because of the "I have a Creative leader, so I don't need monument culture to pop borders" line of reasoning ( I don't agree with that line of reasoning, but that would make a thread of it's own ), but because it is a culture multiplier that obsoletes with Astronomy. Astronomy is one of the optional prereqs for Sci Met ( thus it is the way for Biology and Medicine ( read Sushi ) ) and it is necessary for Physics... without Physics, you don't have access to Electricity, Radio, Mass Media , thus no acess the Eifell, Broadcast towers and the Hits wonders. Also no acesss to the other 3 culture corps. This means that this UB is useless for a culture win that it isn't in the old way of go to Music, make cathedrals, make sistine, run 100% culture and mass artists and pray that no one attack you, and this suposing you can live without Astronomy ( read pangea, most of the times ). This suposing OFC you want to go to culture ... if you want to go any other path, most of the times the Observatories of Astro alone make it worth obsoleting the Stele :(

In here is even worse, given that Astro is a pretty vital tech for the economy and defense of empire that starts in a isolated island....

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 :

Marble in the BFC ... not that common ;) Well, besides that, nothing extraordinary. Non-riverside corn, some forest, 3 grass hills, riverside plains mostly ... well, i expect some other food resource in the shadows ( given that this isn't that forested ), but it isn't more that decent to poor start IMHO. Anyway, I think that moving the scout to a hill in the east ( either north or south ) is pretty much needed before deciding settling on the spot or somewhere else ( maybe 1 W :dunno: ? )

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 LVI ( Zara Yaqob ).zip
    52.3 KB · Views: 239
I don't like his traits for cultural victories. With Culture I can generally run a small empire (with the low cost Free Speach civic, at that) and Philo or Ind get to shine more as traits than creative.

I'll see what I can do, though, since marble and isolation could both allow for easier cultural roads. If Isabella is lurking in the shadows, however...its going to be hard to grab wonders and religions...

Anyway, I am off to play and see if I can manage a win this time.
 
He is much more a warmonger that a culture vulture. Stonehenge to get a free stele everywhere, for super-fast borders, and then WTFPWN everyone with unit of choice. With ORG you can't go wrong.
 
Stonehenge to get a free stele everywhere, for super-fast borders, and then WTFPWN everyone with unit of choice. With ORG you can't go wrong.

Isn't the cost of stonehenge a little high ? I mean, using early prod of popping border in 4 turn instead of 5 seem really costly.
 
The biggest waste in that is to tech Mysticism early enough to get it. If you pop it from a hut then it has some merit (never would do it though).
 
Depends if you go (IMO, I'm only Monarch-Prince so disregard if you wish) early rush or Oromopwn. If the latter, I would build Stonehenge.
 
Checkpoint 1 (Noble, Marathon)

Spoiler :
I moved my scout on the top of the hill south of my settler and saw...a big fat nothing!? Bah. Certainly there are some hidden resources there, but looking at just my first city, I thought a move of one west would at least save the forest and give me a bit more river to work with. So I settle. And then I see I will be missing cows in my cross. BAH! Huts were boring. Got a scout, which was nice, and 99 gold.

Out island is nice and big. Due to the size and that second scout, I found out everything around the area before my first tech, Agriculture, was done.

Not much to make anyone happy, but no calander resources, either. At least ivory is an early game happy resource.

Now for my new toy...last time, I rushed and took no pictures. Before that, I had no mods. This time, dot mapping!



Overall, this is a very nice island.
 
Meh...

Spoiler :
ONE happy resource? Annoying. This will turn out to be very much like LHC LIII.
.
 
Checkpoint 2/3 (Noble, Marathon)

Spoiler :
Since last time...

Two religions fell pretty fast. That's worrying, if I do plan to do some culture. Seeing as I know I am isolated, I make a mad grab for Monotheism...and I get there first. I also got the Oracle, which I used to get Theology (the most expensive tech around, still) first. I somehow managed to get CoL first, even!

I thought that put me in pretty good shape to go for culture. I probably pushed too much for it, as I realized when I was building the SoZ without IW or AH yet.

Hey, I was a total wonder hog. Unfortunately, I missed out on the Great Lighthouse and Colosus...both of those would have been nice with all my cities, on coasts.

I also missed the GW (on accident) and SH (on purpose...I don't believe monument/stele culture ever doubles with SH).

I missed out on the lib race, but outside of those few wonders, I think I took them all except the AP, because I was not going to run a state religion before I got the Sistine Chapel.

Brenus found me first, then Qin and his vassel, Bismark (when Brennus frendly vasselled to Qin...and Brennus is killing everyone else in tech right now, too...) Sury was next in line. Gilgamesh found me with a galleon! Bringing up the rear was Alex, one turn before I researched Constitution (and right after I got back home too...he makes me write up a report after I looked forward to some playing!)

I played out another couple of turns, and all hell broke loose. Sury declared on me, Qin and Brennus went after Alex (Bismark had broken free of his vassel status somewhere along the way), and in all likelyhood, Gilgamesh will end up fighting at least one war very soon, considering how he loves to fight.

I just hope I can survive. The rest of the world found me only very recently, so my military is pitiful. I expected to have more time before they got Astro, after discovering me. I was likely saved by the whip (I whipped in a lot of cities to rush out some units, though it was supposed to be for happiness, not defense...but one of those happy troops was sitting on a city that previously had just a warrior and was attacked by Sury.)

My major culture cities need more defense, but if I can get some more defenders out there, I should be able to hold my little island until my culture dominates the world.

Current map (notice how I only know my little island...I want world maps, but, obviously, most people aren't willing to give me...):

 
Checkpoint 4 (Noble/Marathon)

Spoiler :
I survived the war. And, in fact, I survived several wars. Sury and Alex hated me. I could see why...but why they were the only ones to hate me...that is another story. I didn't get another wonder the whole game, unfortunately. I only wanted a few more. I avoided economics for a long time. I was avoiding Astronomy anyway, so no trade with anyone else, and even castles give 1 culture per turn. Anything to make it a slightly faster trip.

Finally, I started going for some culture with my money. Then I poped a nice great engineer. Why waste him? There were no more wonders to be had, and even if it meant the castles had to go, and this island wasn't too good, Creative Constructions would speed up the game a bit. I teched to Combustion, then to Corperation, and made the new business. I paid though the nose for iron, including giving up my only coal. Even with the unfair trades, I found it somewhat hard to keep my allies giving me the resources.

Sury and Alex just kept taking turns going to war, but their attacks were useless against my newly aquired machine guns. Wave after wave after wave after wave (I have never been in so many usless little wars) of small SoD's suicided on my cities.

Enter, enter, enter...



Hey, look! Still no knowledge of what is past my little island. The sad fact is that I never even got Optics...or Compass for that matter. Heck, I didn't even research CALANDER!

And my ranking

Kinda sad...my lowest for a win...ever, I think.

The game had the real possibility of being an exciting on but for the fact there was only a single war where I stood to lose anything. After that scare, I whipped out a decent sized army, and it was all but over. In fact, this game was certainly decided by 1800.

Just a couple comments. You CAN certainly get Creative Constuctions without Astro. For culture, I think its probably generally better to avoid killing 3 wonders (that have probably doubled culture output, 2 that help GP production, if you count the great library) and monostaries (in this game, 6 culture per turn for me) than have Sushi. However, there are two of the culture producing corps you can get without Astro. Also, it really hurts when a mine in a culture city decides to spawn gems. Normally, it would be great, but when you need every hammer for wonders and then building culture... Finally, Zara is just too beastly. Something I just discovered with his UU this game is that he can easily use his drill promotions to kill horses, even Cavalry fall to the might of a drill IV/Formation Oromo Warrior, which are terribly easy to get if you are fighting any at all.

Thanks for the game. I am looking forward to the next one!


I will try to attach my final save, but its my first time trying. I am using the BUG mod to play, and that's it.
 

Attachments

  • Lonely Zara Yaqob AD-1907-July.CivBeyondSwordSave
    511.1 KB · Views: 169
@Rooftrellen When a wonder obsoletes, it keeps it culture and GPP, so don't be afraid to obsolete them based on that. Small pseudo-exception is TOA and GL which make you lose the specialists which in turn makes you lose some of the GPP. In a LHC you generally do not want to avoid astronomy as astronomy gives you intercontinental trade routes, which will boost your commerce by a LOT. Grats on the win though.
 
@Rooftrellen When a wonder obsoletes, it keeps it culture and GPP, so don't be afraid to obsolete them based on that. Small pseudo-exception is TOA and GL which make you lose the specialists which in turn makes you lose some of the GPP. In a LHC you generally do not want to avoid astronomy as astronomy gives you intercontinental trade routes, which will boost your commerce by a LOT. Grats on the win though.

Astro make him loose 25% culture per city. I would not have tried my luck to win without astro though. Privater, commerce from intercontinental trade, and the cheer fear of being too technologically backward. Heck, what would had happen if anyone got nuke ?
 
The 10-11 commerce international trade routes from Astro would be close to making up culture individually in the big 3, and the fact that they are empire-wide would probably allow him to raise the culture slider
 
Signing in for this game after i finish the monarch student Napoleon game. First time I'm playing LHC, but long time lurker.
 
Zara isn't particularly suited for a cultural VC. Not IND, not SPI, not even PHI. Being isolated makes it harder as well, since either you claim some of the later religions, which is certainly doable, and then increase chances of a religous lovefest elsewhere, or you have to wait until Astro for them spreading, which is pretty late.

With this UU, a slow buildup of musketmen after gunpowder with an upgrade to rifles combined with cannon is always a favourite of mine. Vassalage or theocracy will give you Drill IV muskets and, after upgrading, D4 rifles, the perfect forces to combine with cannon collateral.

I might try just that, although I've been busy playing some standard-random maps to improve my game to make the next jump in difficulty.
 
'Even Phi'? Phi is nearly the BEST cutural victory trait.
 
well, that's funny. I just plaied ljc3 with this guy and now I can take him out for another spin. the only question is do I move it up a notch to emperor or play it safe at monarch.
 
IMM/Normal

Checkpoint I/II

Spoiler :


Settled in place. Opened AG---->AH---->masonry----->wheel--->poly. Took a run for ToA, then more worker techs/writing, then toward literature. Missed parth by 2 turns (prompting me to deficit research currency), but got TGL so I had a LOT of GPP in capitol. Moved palace to nearby river city and cottaged the hell out of that. Everything else just ran scientists until I could push the :) cap a bit with monarchy and whip infra instead. My tech rate wasn't very pretty but some AI oracle'd philosophy in 1400 BC or so (before someone founded judaism!) and there was quite a bit of religious distribution in this game ultimately.

Note: as this is a small island, it is very, VERY easy to keep barbs away using warriors:















Not doing too badly after a few rounds of tech trading. Only Qin is pissed over worst enemy trades. What's better, I'm not behind in tech at all really. I'm mulling between going for MT + rifling for cavalry landing on the non-jewish continent vs going straight for democracy and swapping to emancipation cottages. I'm thinking if I can go jewish though I can hold everyone on that continent happy while I smack the other continent one after another. That will probably be more fun than trying something peaceful with limited land (though I have 3 religions already now so culture wouldn't be impossible either I guess, not in the mood for that).

 
Top Bottom