r_rolo1
King of myself
Welcome to the 62nd 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
): starting in isolation....
For the 62nd game in BTS the chosen leader was again Tokugawa of the Japanese:
Recently I've seen some threads about who is the worst leader in BtS ( I find those kind of threads somewhat ... well, how do I say it? ... more revealing of how the posters in there play and in what conditions than anything about the strenghts or weaknesses of the thing discussed . But I digress ... ) and one of the names that rolled there insistently. Well, toku has a completely military set of traits ( Agg/Pro ) and that explains a little of that adversion, but I guess that most of it is simply because the Toku AI is basically a dumb guy that does not go along with anyone and that techs poorly ( I'm pretty sure that people would see Toku in other light if the AI tech traded like mansa AI, but retaining all else ).
Well, Tokugawa of Japan is clearly a military combo: Agg/Pro and a superb UU, a devastating combo for late medieval wars ( if you get gunpowder soon, even better ) and the best rifle draftees you can get without going unrestricted ( except maybe Churchill of England ones ). The more dificult part isto get those units in tech parity , given that neither of the traits give a help in the economical part of the equation. The UB is also a very handy addition, especially if you don't have acess to coal . So, IMHO, as long as you can keep up techwise ( that is the hard part, but just because you are playing with this LH, you aren't forced to play like the AI does
) Toku of Japan has the potential to trump almost everyone military wise from the days of maceman until tanks come out.
His UU
This is IMHO one of the best UU of the game
The Samurai is a beefed maceman that has a wide range of bonuses in top of the regular mace, especially the 2-3 off the box first strikes ( 2 from the UU itself and 1 FS chance of drill I ). This makes it the more powerful maceman in the field of the game ( especially with combat I of toku traits in top ) and a very dificult to stop unit ( the only time I seen it in dificulties while in tech parity was attacking against Charlie UU )... in isolation it loses some of it's shine though: most of the times maces are outdated in the first wars and it is not worth to stockpile Samurai just because of the drill I promo, that toku gunpowder units get from free anyway 
His UB
The shale plant is a beefed Coal plant that does not need coal to give power (
) and that gives a 10% boost to production. Well, the bonus in production gets diluted fast even if you don't have more than a factory and a shale plant in the city, but in isolation I guess the biggest bonus is not needing coal to get power. Coal is never assured OFC, but in isolation the problem is more accute and the AI is seriously stingy on trading it for a minimally fair price. So getting power without coal, besides being good for the health, also gives a nice assurance that you can power your factories.
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
):
Coastal start with no seafood and with two plains sheep as food resources
. Well, it has hills and some riverside grassland, so it is not as bad as the other toku start in the LHC , I guess
Hopefully there is something better in the fog, but IMHO there is no reason to move the settler elsewhere unless someone find something very shiny.
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
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
) :
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
) 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
. And let the games begin!
P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy

For the 62nd game in BTS the chosen leader was again Tokugawa of the Japanese:
Spoiler :


Recently I've seen some threads about who is the worst leader in BtS ( I find those kind of threads somewhat ... well, how do I say it? ... more revealing of how the posters in there play and in what conditions than anything about the strenghts or weaknesses of the thing discussed . But I digress ... ) and one of the names that rolled there insistently. Well, toku has a completely military set of traits ( Agg/Pro ) and that explains a little of that adversion, but I guess that most of it is simply because the Toku AI is basically a dumb guy that does not go along with anyone and that techs poorly ( I'm pretty sure that people would see Toku in other light if the AI tech traded like mansa AI, but retaining all else ).
Well, Tokugawa of Japan is clearly a military combo: Agg/Pro and a superb UU, a devastating combo for late medieval wars ( if you get gunpowder soon, even better ) and the best rifle draftees you can get without going unrestricted ( except maybe Churchill of England ones ). The more dificult part isto get those units in tech parity , given that neither of the traits give a help in the economical part of the equation. The UB is also a very handy addition, especially if you don't have acess to coal . So, IMHO, as long as you can keep up techwise ( that is the hard part, but just because you are playing with this LH, you aren't forced to play like the AI does

His UU
Spoiler :

This is IMHO one of the best UU of the game


His UB
Spoiler :

The shale plant is a beefed Coal plant that does not need coal to give power (

The start (Thanks to DanF for the solution of the unit change of place


Spoiler :

Coastal start with no seafood and with two plains sheep as food resources


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

Again a small request ( not mandatory

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

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

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