Forgot How Much Fun This Was.

JaredPWagner

Chieftain
Joined
Jul 8, 2009
Messages
46
So I had a little time and started up another deity game.
I forgot how much fun mod was. I can't believe how little activity there is on this
forum. This mod truly is an underappreciated gem. In my opinion the absolute peak of civilization to date.

This time I am playing a custom game as the Carthagenians with the following settings:

Marathon speed, standard map, raging barbarians, agressive IV, revolutions on, range bombard off, and tech diffusion off, Carthage.

I have a nice start so far and am well positioned. I am going to try for a conquest victory. Not at all sure if I can pull this off on Diety. Honestly I will probably go down in flames but it should be fun. I did the space race thing and want to try something new.

Only big balance issue with the mod as I mentioned before is the Pyramids.
These need to be beaten up with the nerf stick.
They were overpowered in vanilla BTS, but in LOR they are just godly.
They are so good that there is basically no optimal gameplan that does not include building them.

Pyramids are overpowered for the following reasons.

1) Allows you to completly skip the early rush to monarchy.
Without pyramids a beeline to monarchy is required to avoid revolutions early on. However, Monarchy is a crappy line and there are much better things to research.
The ability to delay researching monarchy is a huge plus.

2) Turns revolutions off for the player while leaving them on for the AI.
For the critical early game representation provides enough stability that revolutions won't happen except under extreme situations. However the still happen all the time for the AI. This is a huge advantage to the player.

3) Allows founding of distant cities to grab resources or wall off opposing civilizations from expanding.
Again not possible without representation due to the propensity for distant cities to revolt especially when not connected to the capital.

4) Allows running high expenses which enables rapid expansion to grab optimal city locations.
Without representation expanding too rapidly pushes your research rates around too low and leads to the dreaded financial instability. With pyramids having a research rate of 10% after expenses can be done and managed.

5) Unlocks representation which in and of itself is a little overpowered.
Unlike Democracy which won't help you much in the early game, Representaiton provides huge benefits if gotten ealry. Between 3+ happiness in all of your big cities, and +3 science per specialists it is a bit too good. Its not well balanced with the other options. I typically switch to representation as soon as its available and never change again.

6) Significantly shortens the time needed for your first great person.
Comes long before writing and library and gives great engineers too.

I think pyramids need a significant change. Consider looking at what the pyramids did in other versions of CIV, maybe CIV 3 or CIV 5. The ability to unlock all civics has to go unless you want a game where there is only one optimal way to play.
 
After playing around with a game where I do not build the pyramids. I have changed my mind. I think they are ok as is.
 
I dont like like revolutions on because then I lose a bunch cities
 
Revolutions are nasty so the trick is to never have one. It can be done, it just takes a bit of practice.
 
You can expand a lot, but just be sure not to push it too far, and connect up all your cities. My worst enemy for causing revolutions is having non-state religions present. Now I just don't have a state religion at all unless I have theocracy.
 
you should try rageing barbs, barb world, aggresive ai, no tech trading and no wonders so you cant gat the great wall
 
Just found this thread...

After playing around with a game where I do not build the pyramids. I have changed my mind. I think they are ok as is.

Really, you absolutely changed your mind?
I agree with almost everything you wrote in your first post here
Pyramids are overpowered with revolutions in my opinion too
 
I dont like like revolutions on because then I lose a bunch cities

Hmm, interesting opinion
In my eyes, revolutions are the essence of this mod
 
Just found this thread...
Really, you absolutely changed your mind?
I agree with almost everything you wrote in your first post here
Pyramids are overpowered with revolutions in my opinion too

I did change my mind. Came as a bit of a surprise to me too.
After much tinkering around, however, I now believe that representation
is inferior to monarchy with optimal play. This greatly reduces the need for the pyramids.

Monarchy pulls far ahead of representaiton when the following strategy is employed.

Happy Warrior Strategy
1) Convert to Monarchy
2) Trade away your metal, or if not possible destroy your mine.
3) Trade your happiness resources for health reasources
4) Build lots of warriors to push your happiness in each of your cities to their optimal levels (Happiness of 20 in an ideal city where all tiles are workable)
5) Get your metal back.
6) Enjoy massive city and economy growth

This strategy cheaply solves both happiness and stability problems while maximizing growth. Warriors initial hammer cost is almost neglegable. They allow all of your cities to expand to their maximum size without happiness concerns.

As the game progresses you will gain more happiness through techs and resources which will free up warriors. These can then be used as a mobile cheap garrison allowing you move a large stack of warriors into newly conqured cities without tying down your real army. If you use a peaceful strategy they can be used to keep colony cities in line.

I still believe the pyramids are an excellent wonder, but as monarchy is available early I no longer believe building them is required for optimal play.
 
Awesome straregy :)
Btw, why is it this important to trade away (or destroy) your metals?
Does it mean that much unstability and unhealth?
 
There is a limited window when this stragegy can be employed.

You can't do it too early as you first need to expand to critical city locations and build a strong enough of an army to defend against attack. Also the warriors cost 1gp each in maintence. So you have to estabilish enough of an economy to support them. (The extra revenue they allow you to generate far exceeds their cost but you take an initial hit.)

You cannot wait to long to build them, however, it has to be done before Fedualism.
Once you get fedualism you can no longer build warriors (they are replaced with longbowmen). You need to trade away your metal because if you have metal you can only build axemen or spearmen. Warriors hammer cost is much less then any other military unit.

If you use this stragegy it helps to review how garrison stability works. You can get a maximum of 8 stability points per city from military units. This is reduced to 5 if you don't have a cultural majority in that city. The number of military units required to achive this level of stability is listed below.

8 points = 23 units (absolute cap)
7 points = 19 units
6 points = 15 units
5 points = 11 units (max if foreign city)
4 points = 8 units
3 points = 6 units
2 points = 3 units
1 points = 2 units

Thus in a newly conqured city the maximum stability you can get from the military is obtained by stationing 11 units in the city. (There are also bonuses with walls and castles allowing you to achive stability points with fewer military units. However, these bonuses go away with the discovery of the liberalism tech making them largley irrelevant for long term planning.)
 
Oh yeah
I realized since that getting rid of your metals was needed to be able to train warriors
 
Top Bottom