I tried this in my last UHV attempt on 3000bc monarch standard, with limited success for two main reasons. One, your vassals will eventually stop wanting to trade techs. I had peacefully vassalized them so I couldn’t make a demand backed by war, and the message was “we don’t want to start...
Yeah, the free unit support is deceptively powerful because unit support costs can vary from what it used to be in vanilla BTS. China typically wants a lot of workers and a big standing army, and the expenses really do add up in the early/mid-game. The extra happiness and farm commerce are a...
First, what start date, difficulty, and game speed are you playing on? Are you on the latest version of the mod?
This is hard to answer in a vacuum without knowing how the game went, but in general there are two sets of civics that I’ve liked in my 3000 BC/Monarch/Normal games. The first is...
China's unit costs can rise surprisingly quickly if you're coming from vanilla BTS, so there's a dangerous spiral if you rely on Monarchy to grow tall with military police happiness where your marginal population points don't actually contribute net income. Early Taixues feel somewhat essential...
Thanks for posting this guide, the URV looks like a fun set of goals. Out of curiosity, do you remember how many golden ages you had, and roughly when?
Keeping things simple and more within the scope of existing systems:
0. Use the three existing war-vassal scores (land/army/pop) to calculate a “we want to be independent” score. Could also be affected by vassal and master stability and diplo attitudes. I’ll refer to this as the independence...
I find that while there's no specific benefit from having a high overall stability rating, the value is in being able to trade off high stability in one category against a planned low stability in another. Common examples I see in my games are using +2 per vassal while running Tributary in order...
I think this is a neat idea, but it may be tricky to hit the right balance of role play and gameplay considerations. For example, I like TsarAndreas’ idea of revolution points that can be accrued in different (somewhat unpredictable, like with the Boston Tea Party event example) ways, so there’s...
My last 3000BC Monarch/Standard Japan game ended in a bit of a trainwreck in the late game, so I decided to start a new one with a simple premise: what if we ignore the UHV entirely, specifically UHV1? UHV1 (high average culture without losing any cities by 1600 AD / t300) in particular requires...
One thing I noticed in my last game as 3000 BC Monarch/Standard China.
When the Mongols spawned, I was shown the prompt about giving them Shenyang (at its usual location) or else risking troop defections. Previously I had always chosen to try and keep the city, but this time I picked the other...
I continued teching to Sociology for Egalitarianism's extra 2 beakers per specialist, and researched it on turn 310. Feel free to guess how much output that Civic yielded (over Manorialism, which was great for its time but is pretty badly outdone at this point).
Onward to Labour Unions...
So I opened up the save in Worldbuilder, and as far as I can tell, no one actually has it.
This is the interface I'm scrolling through:
And here's where it says I've failed the goal:
Looks like it might be time for a trip to the Bug Report thread :/
EDIT: I went back to the save from turn...
I played a test game through turn 205 (Monarch/Standard, so around 850 BC) and was overall quite pleased with the opening. I went into Despotism to whip out one round of workers while teching Writing, then let the cities grow back to whip the Taixue ASAP in all 3 cities, at which point I swapped...
Fewer worker turns are needed because you only need to improve the resource tiles for those cities (and one mine for Shanghai/Hangzhou so it can get anything at all built), but you don't need to spend any turns on non-resource farms or cottages. I usually favor a Monarchy/Vassalage/Manorialism...
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