Rise of the Pasha [K-Mod]

Cam_H

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Rise of the Pasha [K-Mod]​


”Contrary to the claims of many who mistakenly believe that all Muhammad Ali's reforms revolved around a single axis -- the army -- in fact all the activities of the pasha, including his military projects, revolved around an entirely different axis, which was to build the nation.” – Mohamed Fouad Shukri

Mods:

Note: This game is played using the K-Mod Version 1.35 that must be installed for the game to be loaded. Update: Games from Turn 138 / 560AD will run on K-Mod Version 1.36 (same link).​

Leader:

Muhammad Ali of Egypt (Suleiman re-cast)

Imperialistic: +100% Great General emergence, 50% faster Settler production.
Philosophical: +100%:gp:, +100%:hammers: for University construction.
War Chariot: Chariot replacement with 5:strength: and immune to First Strikes.
Obelisk: Monument that also allows for two Priest specialist slots.
Agriculture and The Wheel.

“Muhammad Ali Pasha al-Mas'ud ibn Agha was an Albanian commander in the Ottoman army, who became Wāli, and self-declared Khedive of Egypt and Sudan. Though not a modern nationalist, he is regarded as the founder of modern Egypt because of the dramatic reforms in the military, economic and cultural spheres that he instituted. He also ruled Levantine territories outside Egypt. The dynasty that he established would rule Egypt and Sudan until the Egyptian Revolution of 1952.” – Wikipedia

Victory:

All victory conditions are enabled.​

Variants:

The Age of Enlightenment

Egypt must initiate at least six Golden Ages before securing victory. Two or more Golden Ages run continuously count as multiples rather than one extended Golden Age.​

l'Institut d'Égypte

Must, at some point during the game, have France adopting a ‘Friendly’ diplomatic stance toward Egypt.​

Game Set-Up:



Rivals:

Bouboulina of Greece (Catherine re-cast)
Mehmed II of the Ottoman Empire
Napoleon of France
Saladin of Arabia
Victoria of England
Zara Yaqob of Ethiopia​

Roster:

vranasm
lymond
Killroyan (left game, CPU issues)
.Imhotep.
Cam
astre​

10 to 15 turns per turnset depending upon game conditions. Players are expected to complete their turnsets within three days of completion of the preceding player's unless advising the roster otherwise. Swaps and skips are allowed. Players may be removed from the roster. Players may not 'play ahead' until the game is completed.​

Start:


Blurb:

This is my first game with the K-Mod, which includes several reported enhancements to the AI's behaviours and edits to the rules. As noted by one CivFanatic, they felt that they needed to drop from their usual Immortal difficulty level to Emperor to accommodate for these changes ... the same therefore has been done here. Karadoc, the author of the mod, has made 'a host' of additional tweaks in a multitude of areas. Installation of the mod seemed straightforward, however the BUG-like user interface will require Ctrl-Alt-O to get up.

In terms of the theme, there was room to 'really go to town' on a variety of aspects in this Nineteenth Century modernisation of Egypt; the oppressive tax structure, the management of the cotton trade, and the widespread use of forced labour to name but a few. In light of the installation of K-Mod however, the variants have been reduced to just a couple.​
 

Attachments

  • Muhammad Ali BC-4000.CivBeyondSwordSave
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hmm count me in...

think that the planned early game turnsets are a bit too long... especially if we meet new (and improved AI) and some balance changes...

SIP seems like no brainer

will check this evening if I get it to reasonably run and not give me headache ;-)
 
Lurker mode: 6 GA's, wow. That sounds like a lot of finger crossing to get the right GP's even with specialisation on. Are events on? There is at least 1 event that gives a Golden age. Taj Mahal will give one too. So normally you would need at least 15 gp's with 5 different ones for the last one or even 6 if you miss out on the Taj. Late game techs like communism and Fusion will become enormously important with some bad luck :) If you are running short on people, then count me in but life will get busy the coming months with my job. Good luck.
 
I'm in. Gotta update my Kmod version

I'm inclined to settle 1W for more production
 
Too clever for me, I shall lurk and admire.
 
vran' and lymond,

Thanks. :)

pigswill and 'roy',

C'mon!​

Other points;
  • 'Yes' - events are on.
  • I'm fine with the opening turns being shorter if the players want.
  • I have seen the map (briefly), so can't comment too much on the settling position, but both SIP and 1E have merits.
 
Ok ok, what the heck. Lets try and play this mod. Lets see if it runs properly on my comp first.
 
Whoa, sorry! I meant my other east. 1W
 
just for some idea I fired today Monarch game (ironically with Ramessess - was random leader :-D) in K-Mod...

1) I have some serious issues with the way things are presented, miss some crucial aspects of BUG mod. Not sure why... for example I don't see number of cities settled by AI's, the governor seems to be worse then before :-(

2) AI's are better... like 1800 BC Alphabet?? And wonder dates seemed more like Emperor+

3) they really spam units... I even have suspicion that at 2 points of warfare AI got 2 archers/turn... but I guess they maybe reinforced or something... (well in one case it was really really suspicious since I blocked both ways and out of 1 archer next turn it was 3 and dunno how come the injured one was magically full health)

4) they rex... 4 cities Asoka at 1500 BC on Monarch!

well I expect with slow playing our results will be surely better ;-)

As for start...I wouldn't move from those flood plains or cow.
 
@vranasm:

I have not had a detailed look into the Mod, but I guess it has the Multiple Production Mod in it. I merged it to my personal mod as well as it's quite an easy SDK merge. The mod allows the completion of multiple items if you have enough prod per turn. Very handy for carving out an army quickly if you have the prod...
 
·Imhotep·;11720364 said:
@vranasm:

I have not had a detailed look into the Mod, but I guess it has the Multiple Production Mod in it. I merged it to my personal mod as well as it's quite an easy SDK merge. The mod allows the completion of multiple items if you have enough prod per turn. Very handy for carving out an army quickly if you have the prod...

well I didn't suppose so...but worth checking maybe? just for safety... from me it's more like anecdotal evidence since I usually play very quickly
 
I was correct, sort of. But it's a trimmed down effect.

"Lost production" for units is now assigned to another unit of the same type (previously, it was converted into gold). With this change, it is possible to build more than one unit per turn. (Note: this does not affect normal production overflow. It only affects the production beyond the overflow limit.)
 
Yeah, I played a couple of quick games on kmod not long ago and found it that X difficulty plays about 1 difficulty higher (more depending on your experience). So Emperor should be a reasonable challenge.

I too was a bit baffled by some of the missing elements of the BUG mod, but at least it is there in some form.
 
You have to check most of the BUG options before they are available in game. In the main menu there is a tab called "BUG options" though which brings up the usual BUG customizing screens. I'm set now :) .
 
Btw, another tip to those of you who play with BlueMarble installed in their CustomAssets - it doesn't show up unless you open the K-Mod ini file and set the NoCustomAssets value from 1 to 0.
 
I propose going 1S to get more hills. We lose 1 dye and a couple of grasslands but that can be picked up by another city. We gain 1 desert - and 2 hills. SIP seems rather short on hammers. Warrior 1S to reveal what's down there I guess...
 
·Imhotep·;11721223 said:
You have to check most of the BUG options before they are available in game. In the main menu there is a tab called "BUG options" though which brings up the usual BUG customizing screens. I'm set now :) .

I did click almost everything and yet i still miss some crucial things that are obvious at first sight with BUG... that count of cities is really missing...

another disturbing thing is that couple of buttons have somehow other colors/shadows and confuse me... :)
 
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