AKSG-01 First Try at Prince

How do you guys get such detailed reports?
"Suleiman has 50 gold available for trade."
"Lahore will grow to size 7 on the next turn."

My event log has many of those omitted. I do
get some reports in the ctrl-tab screen, such
as great people being born and golden ages
being started, but I don't get all of them.
What's the secret?
 
It's the Bug mod.. basic unchanged gameplay or some such.

Basically it's a grouping of various mods, none of which alter basic intended game play. Lot of various tools like a detailed log report and unit filters as well as a few things you actively set like self timers for silvers that forget civic changes.

http://forums.civfanatics.com/forumdisplay.php?f=268

One thing to note though is that the use of bug 2.3+ is mandatory since the older version have a bug (oh the irony) which destroys the game log.

Great for understanding details including whip info etc.

Cheers!
-Liq
 
sorry about the delay, v busy week this one

im having major problems upgrading to 3.17 AND my civ cd isnt working, corrupted or summing-- anyone know how to fix that? seems that ive scratched it somehow

will try borrow a friends to play ASAP, will notify when able
 
I'll try to get a turn in tonight, but I just got home from work and I want to play around with the bug mod a bit first. I imagine that could make the game a little nicer.
 
take your time mate... everyone is out of the loop besides you and me so we can afford to stall.

Anyway in retrospect... understand how a golden age for one gp now is a WORLD of difference now rather than before?:)

Golden ages are just like mid game light bulbs... best to pick and choose when they happen.

Cheers!
-Liq
 
Alright. I haven't figured everything out in bug, but it seems to be working. (Is there a manual somewhere that explains what all the buttons at the bottoms do? I figured out the unit filters. What's with the four buttons on the left? The ones that look like snapshots of a Tetris game going increasingly awry?)

Anyway, I've loaded up the save and I just re-read the advice Liq posted at the end of his last turn. And I have a question.
It sounds like Liq wants to finish the mausoleum in Delhi (3 turns) and start in on Oxford there (9 turns?) thereafter, but then switch to SoL when we get Democracy.

My question is this: won't we lose the production we put into Oxford if SoL takes a long time? It looks like SoL will take about 20 turns to build.

And now I think my question might be academic, since we won't get our sixth (Oxford-enabling) university for 6 turns (1 turn before Democracy) anyway. I'll just put the production into something else for one turn, probably.

But still, I'd like to know how it works. Do we lose hammers we invest into a project if that project gets put on the back burner for a while? Like 20 turns?

Edit: It'll be longer than 20 when we lose the hammers from the Golden Age...
 
take your time mate... everyone is out of the loop besides you and me so we can afford to stall.

Anyway in retrospect... understand how a golden age for one gp now is a WORLD of difference now rather than before?:)

Golden ages are just like mid game light bulbs... best to pick and choose when they happen.

Cheers!
-Liq

Ok. I'll take my time. Be prepared for some questions while I play. (I've already asked the first in another post.)

I do appreciate the magnitude of my Golden Blunder. But you and Silver needed a tougher challenge, anyway. I'll probably find a few more ways of ratcheting up the difficulty for you before we're done. :)

Here's another question about bug: Can I use bug in multiplayer (direct IP connection) with a human opponent or ally who does not have bug? Or can only identical mods play each other that way?
 
well Demo isn;t really in 7 years... it's in 7 golden years haha.

Don;t have to start oxford just slot it so it auto picks up after SOL. Abuse hammers as you see fit.:goodjob:

The Happytime jail is an amazing UB, for 120 hammers one gets 2x the spy points of a courthouse and 2 happies. The -25% WW + spy focus of a normal jail is like a bonus.:D

Spam the happy time jail in every town feasible... it's up there with granary and courthouse.

Worker wise, the BIG BOARD item for the turnset are lumbermills, roughly 35ish of them!!! :lol: that's a ton of worker activity there hah. Keep in mind though that there's other work to be done, Like I never got around to plunking a plantation down on that farmed sugar south of agra hehe and maduri in the SW can use alot of worker/workboat love haha.

Guessing time to go Astrology after demo finishes, that tech makes monuments unbuildable so might want to rush a few of those in.

Btw in case it's not explicitly clear, scientific method is a big dent in our gp count hehe.

I'll edit in a post to illustrate how to put off obsoleting the phart and library....
akk01techlist.png


Ok now we can go two basic ways after astrology -> chemistry. (we need privateers up and running to harass England)

Gear up to attack and colonize Suiman and peaceful expansion into infantry land.

S.ilver just brought up a an interesting point about suiman having a musket as his UU...
akk01janny.jpg


Well nothing special in regards to rifles haha though Cav aren;t going to be running roughshod over them. That entire deal is going to be an ugly on our finances such that I'd prefer to do that with tanks hahahaha.

For the peaceful path, note the blue techs in the list above.

The path terminating in Fascism are all critical techs as well as combustion but there's no straight and narrow tech path haha..

Steam Power reveals coal and speeds workers (now hehe) supercharges Delhi with a free hammer for each of those river tiles with a levee. Need steam power to advance railroads.

Corporation adds a trade route and lets us start a corp like sid's sushi kinda a give and take there ahaha needed for advancing past steam into INFANTRY LAND (assembly line)

Ok so assembly line is what.. infantry to draft wheee. Factories are a huge boost to hammers but best to have everything railroaded up before taking the health hit. Allows for a warmonger's A list wonder, pentagon so nice tech.

Fascism is a nice tech in that it allows for a great general if we beeline it and enables the twin WW hammers of the Police State Civic and the Mount Rushmore National Wonder overall (another good wonder for Calcutta!), beelining is not a bad option.

Military tradition is a dead end for us in that it gives a crap wooden ship a nice use of a GG and well grens hehe. If we get a GG from fascism, getting this tech to get the +50% military production building in Agra is worth it.

Steel is on the way to railroads. We are sorely lacking a hammer heavy town to plunk Iron works into and canon not needed if we stall on combat. Getting dry docks setup in bombay and patty (and that SW town) is good tho for spamming privateers, so a definite possibility.

Railroads (needs steam) are the bomb. Machine guns are nice city garrisons especially since they added intercept but the real attraction are the rail lines! All mines, lumbermills and quarries are +1 hammer when railed, that's +35ish base hammers just from lumbermills! As roads they eat 1/10th of a movement point.

The last hurrah is combustion. That allows us to access the oil we need scientific method to see hahaha.


Keep in mind we cannot hold off on Scientific Method for all those tecfhs but there's a lot for us to get to work on to prolong the phart.

Cheers!
-Liq
 
My question is this: won't we lose the production we put into Oxford if SoL takes a long time? It looks like SoL will take about 20 turns to build.

IIRC you dont loose hamers from wonders and national wonders, just buildings and units who loose hamers over time? can anyone clarify?
 
best to world builder that or ask in strats. My civ details info is back from the vanilla days hehe.

BTW bug doesn;t change game play so it's mp SG etc safe.

edited what appears to be a book up there again.:crazyeye:

ooo purty pitchures


BTW for explicit tech path
Astronomy -> Chemistry -> Steel -> Steam -> Rifling -> Railroad
works hehe

Obviously trades are good here.

Cheers!
-Liq
 
Hi Liq,

I'm in the middle of my set now. We just got Democracy, and Delhi is starting SoL. We got a Great Engineer born on the same turn. Lucky. I have three questions:

1. Just to be sure, it's ok if I use the engineer to hurry the wonder, right? He'll provide 760 hammers out of the 1500 needed. Actually, I'll probably save him for a few turns for flexibility, until we get to about a turn short of 740/1500, and then use him. And actually, that will probably be in someone else's turnset.

2. Is it ok if I fire scientists from Delhi to work the lumbermills until SoL is in?

3. Is it ok if Delhi runs a food deficit for a few turns to work the lumbermills? I've had it stagnated one turn before growth because it was at its healthy cap already, so there's a big cushion in the granary to run a deficit for longer than it would take to finish SoL (with the GE's help, that is).
 
I'm in the middle of my set now. We just got Democracy, and Delhi is starting SoL. We got a Great Engineer born on the same turn. Lucky. I have three questions:


:banana::bounce::dance::woohoo:

And uh any other smilies I might have missed.

Spot on regarding how to abuse that Great eng. Save him til it's a turn away and blammo.

Honestly perfect timing to finally nail the mid's eng. That much faster to get those specs cooking and that much faster to get to work on oxford. Now lets just hope Rome isn;t running demo as well....

And yes work max hammers period, think of it this way... each turn SOL is up we are getting 14 free specs....

Oh and btw... lumber mills are almost the same hammers as mines with added food. That we have so many forests left is a great thing.


btw play out the turns til we land (or lose) the SOL

Stopping on an artificial 10 is a joke.


Cheers!
-Liq
 
Turn 232 [inherited turn] AD1610

Lahore is at its happy cap and will grow in 5 turns,
but it's producing a colloseum in 2 turns, so it should
be ok. I queue up the mausoleum to start when the
colloseum finishes for the +2 happy.

I ask about Delhi's production queue, go to bed, and
read Liq's response in the morning. I won't put hammers
into Oxford until after SoL completes.

The sun rises behind me, and I hit enter.

Turn 233

Washington recaptures Seattle from Gilgamesh.

Vara finishes a workboat and begins the univ. that is
in its queue. It is two under its happy cap and three under
its healthy cap. I fire a merchant and work a 1food/4hammer
tile that will cause it to grow in 2 turns. Firing the merchant
takes us from -10gpt to -13gpt (at 40% research), but we
have 490 gold stockpiled, so we should be ok. I insert
a mausoleum in its queue before the university.

Madras grows to size 4 and is stagnant. No allocation of
worked tiles provides more than a 1 food surplus (and very
slow growth). Madras is 4 under its happy cap and 6 under
its healthy cap, and it has a bevy of 2 food tiles that it could
grow into. I take Bombay off the wheat tile it shares with
Madras to allow Madras to grow more quickly. I work a
coastal tile (2food/3commerce) in Bombay instead, I
fire a merchant to work a second coastal tile, and Bombay's
growth is stagnated. But Bombay is bigger, nearer its caps,
and growing very slowly, anyway. It can get the wheat tile back
once Madras is a little bigger. We are now at -14gpt, and
Democracy is still 6 turns away.

Tenoch. grows to size 7 and will grow to size 8 on the very next turn.
Ay caramba!
Its surplus food is 10/turn. It is 2 under its happy cap and 10 under
its healthy cap, so I don't reign it in just yet.

I direct several workers towards Delhi to start lumbermilling
the forests there.

The sun is now decidedly up, and I hit enter.

Turn 234

Four cities grow.

Vara to size 8. It is one under its happy cap with growth again
in 3 turns and the mausoleum due in 4.

Calcutta grows to size 12 and has unhealthiness of -1. It has 1 excess
food, still, and will grow again in 23 turns. I add a harbor to its queue
after the bank and the forbidden palace. When we come out of the
golden age, I'll check the build times and possibly push the harbor up,
although I think even -2 unhealthiness in one city is probably a fair
trade-off for getting the forbidden palace built and helping all the cities
around it.

Bangalore grows to size 3. It finishes its theater and I start it on a
lighthouse.

Tenoch. grows to size 8 and will grow again in 2 turns. It is still one
under its happy cap and looks to be 2 under soon when the whippings
are forgotten, so I let it go. It will clearly need some
reigning in soon, though.

Bombay finishes the bank. I set it building a market. Recall that it's
temporarily stagnated.

Madurai finishes a granary. I set it on a lighthouse. It has clams to work,
but it needs a boat. We could also use a boat for the fish by our island
city. I'll queue up a couple workboats in Patty, after its bank.

Our economy has improved to -6gpt at 40% research. Demo
is 5 golden turns away.

Turn 235

I fortify the longbow in Kohlapur. I disband the spearman
that was there, at Liq's suggestion, and not without some
remorse.

Delhi would grow into unhealthiness next turn. I move off the rice and
onto a watermill. That stagnates our growth.

Turn 236

Our golden age ends.

Tenoch grows to size 9. It is one below the happy cap and will
grow again in 2 turns. Theater is due in 4 turns. I let it go for
one more quick growth.

VJ finishes the mausoleum. It's at its healthy cap, and I set it on a
grocer, which should finish (9 turns) before VJ grows again (17 turns).

Madras finishes its forge and I set it on a temple.

Four cities are set to grow next turn. Of those, Vara and Lahore will
grow to their happy cap and will need some attention.

Because the Golden Age ended, we're at -44gpt at 40%, with 3 turns
to Democracy. I can shorten that to 2 turns at 100% with -197gpt,
but I don't. I set the slider to 20%, which still gives us 3 turns for
Democracy, at +7gpt.

Delhi's bank is due in 4 turns. I move off a farmed floodplain and fire an
engineer, and work a watermill and a lumbermill instead. We're still
stagnant, the bank is now due in 3 turns, which is good timing to start
the SoL when we get Democracy.

Checking in on the -1 unhealthy Calcutta after the GA ended...
Bank in 2, then FP in 12, then harbor in 5 = 19 turns.
Growth in 21 turns. So we'll get the harbor for +2 health (fish, clam)
before we grow again, and that growth will put us back at our healthy
cap. We'll be at our happy cap after that growth, too.

Turn 237

Civ crashes and I have to start again?? Waaaah.
I can only blame the bug mod. Or maybe it's the new patch. I had
absolutely 0 stability issues before bug and 3.17. I did use version 2.3 of
bug, but not the svn version because that seemed
trickier to install.
Waaaah.
Then again, I did leave the game running, minimized, all night while I slept.
Ok...it's not that bad. I have an autosave from turn 236. Phew.
I will manually save after each turn from here on out, though.

Turn 236 Redux

As above, with one improvement. I notice that I can work two watermills
rather than a watermill and a lumbermill in Delhi, for extra one commerce.
So I do.

Turn 237

Fingers crossed...

Two pop-ups at the start of the turn. (Maybe that figured into the
crash before?)

1. Churchill asks us to join him in war against Sumer. I decline.
We take a -1 relations hit.

2. We catch a fugitive from justice. Our choices are...
a) extradite him (+1 with Churchill, 50% of -1 with AC)
b) interrogate him (500 spy points vs Churchill, 50% of -1 with him)
c) release him (no effect)

I choose option a. We lose the coin toss, and AC likes us a little
less now.

Turn 238

Gilgamesh gets a great general.

Ahmedabad finishes its courthouse. I start it on a lighthouse.

Tenoch. grew again, to size 10. It's at its happy cap, and I move off fish
and clams to cottages to slow its growth. Next growth is in 18 turns.
Hopefully, we'll get it a happy by then.

Turn 239

Democracy comes in.

Delhi finishes its bank and starts SoL. After consulting with Liq,
I fire several scientists and move off the floodplains in order to work
every possible hammer. Delhi is running a -3 food deficit with 44 food in
the granary. We'll get the SoL finished before we lose population, I
think, because...

We get a Great Engineer! He can contribute 760/1500 hammers towards
SoL. We will save him until we are one turn short of 740/1500 ourselves,
and then use him.

I set research to Astro at 40%, which will take 7 turns (after firing the
scientists in Delhi). We are at -9gpt.

Agra grows to size 11 and is still under its caps. It finishes the mausoleum
and I start it on a grocer because I think it will hit the health cap first.

Bombay (still stagnated so that Madras can grow) finishes a market and
starts the mausoleum.

Turn 240

Churchill takes Uzbek from AC.
AC gets a great general and a great artist.

SoL has 110/1500 hammers, and hammers are flowing in at 101/turn. We
need 630 more hammers to reach 740, and that's 7 more turns. In fact, we
could reallocate worked tiles so that we get 90hammers/turn and still reach
in 7 more turns. I play around and see that we could get 93/turn and have
stagnated growth (no longer starving). I consider doing so, but then decide
to stay at full hammers and let the overflow go into Oxford, which I've added
to the queue.

Tlat. grows to size 8 and is at its happy cap. I hire a merchant to slow the
growth a little. Growth is now in 17 turns, which is probably before it will
finish a happy building since it has so few hammers. Tlat will need some
tending.

Tenoch. finishes the theater and starts a mausoleum. It's at its happy cap,
but it will finish the mausoleum before it grows.

Bangalore finishes lighthouse and starts mausoleum.

Hyder. finishes univ. and starts mausoleum.

Turn 241

Pop up: Gilly demands that we stop trading with the English. I refuse. We
suffer -1 relations. He is now furious with us.

Patty finish workboat and starts another. WB heads to the fish by Kohlapur.

Madras finishes temple and starts a grocer.

Vara grows to size 10. It is 1 under its happy cap and at its healthy cap. It
has tons of excess food and will grow again in 3 turns.

Kohlapur grows to size 2.

Turn 242 AD1660

Pop up: Washington offers 90 gold for Constitution. I refuse. He is still
pleased towards us.

Madras grows to size 6.
Bangalore grows to size 4.

Going Forward

I turn the reins over to the next player...

Akk patch issues
Liq up next?
Grover just played
Silver out of town?
Corneh technical difficulties

Here are the three big action items:

1. Vara and Tlat are growing fast and need to be watched. Vara is at its
healthy cap and one under its happy cap. Tlat is at its happy cap and still
growing. I've slowed but not stagnated the growth there. I think maybe
swapping the clam tile for the cow tile with Tenoch would be a good thing
for Tlat.

2. I've ferried a worker to our island city. He can disembark and road and
mill the forest tile before heading back to the mainland.

3. Delhi is at 312/1500 hammers for SoL. Next turn will be 413, then 514,
then 615, then 716. When it gets to 716, spend the GE. We should get the
SoL on the next turn, and the overflow will go into Oxford, which is already
queued up.
 
ok I'm not at a pc that can load civ but two things

one, SOL is your baby, take her on home mate :) Play the next 5 or so turns :lol:

two as part of liq's multiple edits to keep his post count to managable levels 3 ring binder... you can edit a post then go advanced mode and add uploads to the post. No need to add another post.

Anyway will read the report when I can sit for longer than 5 mins... I wanna see a SOL screen when I get home! :goodjob:


Cheers!
-Liq
 
Turn 242 [continued turn] AD1660

I was really hoping Vara and Tlat would become somebody else's
problems, but I guess they're still mine for a few turns.

I hire a merchant in Vara. It'll still grow into unhealthiness in
two turns, but with all that excess food, that's probably not
such a big deal. I do add a harbor to its queue.

I leave Tlat as it is. I think when Tenoch finishes its courthouse
I'll swap the clam and cow tiles between the cities to get some
more hammers for Tlat, and then stagnate Tlat's growth. The
mausoleum in Tenoch. should finish before Tlat grows again.

Turn 243

Delhi is at 413/1500 for SoL.

Patty finishes a workboat (for those southern clams) and I start
it on a mausoleum. It has room under both caps, so I
de-stagnate it.

Lahore finishes a mausoleum. I start it on a harbor. I hire a
merchant so that it won't grow before the harbor comes in. I think
two turns of that merchant should do it, and I'll send him back
out to the tiles if I remember in two turns.

Turn 244

Pop up: Suleiman demands cows. I refuse.

Churchill and Washington make peace with AC and Gilly. Awww.

Churchill and Washington will trade rifling.
Churchill only needs Constitution from us, and that's not
enough for him to part with rifling.
Washington would trade us rifling for Democracy, and maybe
we should do that after SoL is complete.

Delhi: 514/1500.

Bombay finishes mausoleum. I start it on a stable, I guess.

Vara grows to size 11 and into unhealthiness. It finishes its
university and starts a harbor. It's also at its happy cap.

Turn 245

Agra grows to size 12 and finishes a grocer. I start a colloseum.

VJ finishes a grocer. I start it on an aqueduct.

I stagnate Vara. Note that it will emerge from stagnation in
four turns when it finishes its harbor, and it is at its happy cap.

Delhi: 615/1500.

Turn 246

Astro comes in. I set research for chemistry in 4 turns at 40%.

Washington and Churchill will trade Divine Right.

Hide-a-bed grows to size 7.

Tlat finishes its courthoues and starts the Maoi statues. It really
needs those hammers.

Delhi: 716/1500. I burn the great engineer, and we're up to
1476/1500. SoL next turn!

Turn 247

Churchill, Washington, and Sully all get Great Prophets.

Madurai grows to size 4.

Bombay completes stable and starts observatory.

I finally remember about firing the merchant in Lahore. Harbor is
now in 2 turns and growth in 3. (Darn, missed by a turn.)

And...

Spoiler :
attachment.php



28 base overflow hammers *1.75 will become 49 actual hammers for
Oxford in Delhi. The free specialist brings Delhi out of
starvation, at least temporarily.


Going Forward

a) Bombay hasn't put any hammers into the observatory yet if you
want to change it to something else.

b) I think that when Tenoch finishes its mausoleum next turn, Tenoch
and Tlat should swap the cow tile and the clam tile. If Tlat had the cow
tile, it'd be easier to get it to an even number of food, and easier to
stagnate it. Plus, it really needs the hammers more.

c) We have a new specialist in every city. I made no attempt to
optimize them. They may all be artists, for all I know. So Liq or
whoever goes next should make sure they're set ok.

d) Delhi has come out of starvation. [Edit: That is, it's food
flow is positive again. We never actually lost population due
to starvation there.] It's also running only two
specialists, I think. Maybe we should hire some more scientists
there? Or should we leave it as it is until Oxford finishes?
Anyway, please have a look.

e) There are techs out there to be traded for: rifling, divine right.
 
yay!! SOL is just so major for us.

Great turns mate. Isn't juggling all that food akin to herding cats? :lol:

Silver is still around such that he can play before taking off for the week.

Good wonder management there and when I said abuse hammers as you see fit in dehli, not like there was a lack of worthy buildings to select from was there? haha.

Well Washington has con so might as well trade it to england for divine right... notice Versailles hasn;t been bult yet and is a 17 turn agra build hehe.

Doubled hammers with marble, worth some cash at the least.

oh yeah marble town has never hooked up it's fish... good thing Bombay can push a workboat in one turn haha

Cheers!
-Liq
 
Good turns Grover! I am indeed still around until Wednesday night, and can spare a few hours to run 10 turns or so. Then you and Liq can play catch with this game until the others reappear.
 
Thanks. Bug makes it soo much easier to pay attention to every little thing, but it also makes each turn take three times as long. :)
 
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