from the start of the game: a useful building, since Cemeteries no longer go obsolete.
or
.
each, and a fourth offers me maps. (No free technologies: it is Immortal, after all.)
.
Not only does Mehmed get a free technology, he is accumulating Great Prophet points in his capital. I expect him to found Islam any day now. (And maybe even a second religion later.) I don't want to deal with religious tensions so I decide not to adopt Hinduism. If I play nice, Mehmed might spread Islam to me; that will help with diplomacy and with my Culture Victory. (Of course, I still don't know where Mehmed is. My Scout and an exploring Warrior were both killed by barbarian Warriors.)

With four Warriors on defense, Archers won't cut it. And Axemen will take too long to train and reach the city, even assuming I have Copper. Chariots are my only option. I switch research to The Wheel and plant my third city by those Horses near Korea. It won't be much of a city; but what choice do I have?
and savannah/jungle plantations with 2
? I like plantations with slavery (3
) very much, and the ability to sacrifice population is really nice, too.Nice idea
What do you think about the slavery civic? In general, I prefer it to Argrarianism. I suppose you will work some pastures? Where will you get your commerce (before cottages)? Farms along a river with 2and savannah/jungle plantations with 2
? I like plantations with slavery (3
) very much, and the ability to sacrifice population is really nice, too.
with Agrarianism), as well as Forest Camps (2
with Redistribution), Coast tiles (up to 3
with The Colossus), and especially 3
Library Scientists. (I have plenty of food to support specialists since most of my improvements are Farms and Pastures!) I guess it just goes to show how well designed HR is, that two completely different strategies can be equally viable.Anyway, I've decided to abandon my Gandhi game. There isn't much point showcasing a game with buggy Flood Plains and Corporations. I'll roll up another map and start again.
Really? I much prefer Agrarianism. You're right, I build a lot of Pastures, which produce enough hammers that I don't miss the ability to sacrifice population. For commerce, I rely on riverside Farms (2with Agrarianism), as well as Forest Camps (2
with Redistribution), Coast tiles (up to 3
with The Colossus), and especially 3
Library Scientists. (I have plenty of food to support specialists since most of my improvements are Farms and Pastures!) I guess it just goes to show how well designed HR is, that two completely different strategies can be equally viable.
I'm sure both civics can be used very well. Do you build mines for production or just pastures? With slavery, mines are complettely useless (if you've got smokehouse and granary, a simple grassland farm without ressource is stronger...). Only useful for wonders (you only get about half as many hammers by the same amount of slaved population
) or special cases.Sorry about that. I hope you will record your new game for us too. It's a great way to get discussions going and experience gameplay from another perspective.
Azoth, have you thought of maybe publishing the next Annals in the Stories & Tales section and have here just a crosslink to it?
I believe, story subforums are heavily used both on the CFC as on the German forum, and Annals like yours surely help getting people interested, considering there are many once again disappointed by Gods & Kings and in search for something else.
Well, I'm just used to slaving every building I needI'm sure both civics can be used very well. Do you build mines for production or just pastures? With slavery, mines are complettely useless (if you've got smokehouse and granary, a simple grassland farm without ressource is stronger...). Only useful for wonders (you only get about half as many hammers by the same amount of slaved population
) or special cases.
for +50% Worker Speed? I'd rather train 8 extra Workers for 480
.Speaking of which: what do you think of The Pyramids? If you prefer Slavery, you probably research Masonry pretty early. I never build them. 500for +50% Worker Speed? I'd rather train 8 extra Workers for 480
.
The effect, well, it's nice to have if you conquer them. But I have a stone ressource around my capital in the most games. If I connect it to my capital, I have a 150% production bonus (with Monarchy, and as Solomon is easily my favourite leader [I don't like random leaders, I just love Spiritual too much], I adopt Monarchy in the first round). Now I build a building (or just a settler) and slave it with the maximum (or at least a high, needs a little micro management, of course) overflow. I get 30
for one sacrificed population, so I can get about 70
(+the normal production) for the Pyramids. Someone will surely build them, so I get 70
for one population. Even more with Creative Leaders. Wonderful, selling your own people
Speaking of which: what do you think of The Pyramids? If you prefer Slavery, you probably research Masonry pretty early. I never build them. 500for +50% Worker Speed? I'd rather train 8 extra Workers for 480
.
I'd say it's overpriced for its effect in HR. The high cost made good sense in BTS, since it unlocked all the government civics (several of which were quite powerful and otherwise only available after you got pretty far up the tech tree). +50% Worker speed is a *much* weaker benefit, and should probably come with a substantially lower price tag.

Extended Coastlines with Reefs and Culturally Linked Start Locations should probably be enabled by default, both for Custom Games and especially for Quick Starts. New players might not know these options are available (Quick Start sometimes skips right past them) and it's better to offer the full-flavour package by default. Players can choose to turn off these options if they prefer.
Fishing is clearly the weakest starting technology. Carving and Ceremonial Burial unlock buildings while Hunting unlocks an improvement. Fishing simply lets players work water tiles; and 1/0/2 Coast is not particularly attractive at the start of the game. I would reorganize the early naval techs as follows:
FISHING: Can work water tiles, Work Boat, Fishing Boats
SAILING: Harvest Boats, Can trade along rivers
SEAFARING: Galley, Can trade along coast
It makes sense that Fishing Boats are available at Fishing.
Speaking of which: what do you think of The Pyramids? If you prefer Slavery, you probably research Masonry pretty early. I never build them. 500for +50% Worker Speed? I'd rather train 8 extra Workers for 480
.
I'd say it's overpriced for its effect in HR. The high cost made good sense in BTS, since it unlocked all the government civics (several of which were quite powerful and otherwise only available after you got pretty far up the tech tree). +50% Worker speed is a *much* weaker benefit, and should probably come with a substantially lower price tag.
and increase its culture a bit too.It could also get a different effect. Didn't you get a free granary in every city in civ III or so? As you build one in every city, this could be a nice effect, too. Or a free cemetery or anything. I like free buildings![]()
Speaking of which: what do you think of The Pyramids? If you prefer Slavery, you probably research Masonry pretty early. I never build them. 500for +50% Worker Speed? I'd rather train 8 extra Workers for 480
.
cost, you can build 8 more Workers or the Pyramids, for the same worker-turn advantage. If you have more than 16 Workers, the Pyramids are the better thing to have. That said, someone else usually beats me to constructing them, and the chance that their builder is a neighbour close enough to conquer in the early game is slim ...
). It's like Stonehenge. A wonderful effect, yeah. Free cultural expansion, free 30
for every city. But if you build it, you have to neglect your expansion in the beginning. That weakens you, often more than Stonehenge is worth. The same with The Pyramids. Even with Stone, they cost 2,5 settlers. Just too much.I was thinking about it but I wanted to have at least one game under my belt in this subforum first. (I've never written a full game report before.) Well, I guess 60 turns is practice enough: I'll publish the next Annal under Stories & Tales for sure. It would be nice to raise the profile of HR in the general forum. I'll post a link to the new thread here. I suppose that's what you mean by "crosslink"?
Also: do you have any feedback about the report itself? I may have to proceed even slower and explain features in more detail if I'm writing for people unfamiliar with the mod. What do you think of the screenshots? I know I prefer game reports with lots of pictures but they do increase the size and load time of every post. I decided to leave only the most essential screenshots in and put the rest in Spoiler tags. Does that work?
, I mean, a reliable narrator.I think your first Annals conveyed, that the person writing them is having fun with what he's doing pretty much, which is a strong indicator forgive me the overused word of being "authentic", I mean, a reliable narrator.
Don't worry about too many screenshots, because that's in the nature of Civ IV annals and stories, that they're picture heavy. Most readers of such accounts are expecting it and used to it.