Babylon Tech Order?

Akbarthegreat

Angel of Junil
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Sep 23, 2010
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Playing Babylon UHV on monarch. The important dates I noted were:
1. Turn 50: Greek spawn; must have arithmetic (and writing) by then
2. Turn 54: Indian spawn; must have calendar by then
3. Turn 55-60 (In the three games I played): Chinese get construction. Should get construction before turn 55 to be safe.

My order was Mining-->(Masonry)-->Mythology-->(Property)-->Ceremony-->(Writing)-->Sailing-->(Divination)-->Leverage-->Calendar&Arithmetic bulbed by Oracle-->Tanning-->Smelting-->Construction

But this is no good; China gets construction while I'm still researching Smelting. Even switching around the order to prioritise construction doesn't work: there's a pretty tight time limit on arithmetic and calendar as well. Is there some trick I'm missing? Using a great person or wonder somehow? Or is this UHV just heavily dependant on luck?
 
I still plan to address that. Issues with the mod proper are currently backlogged while I am working on the VD module, please be patient.
 
Honestly just change UHV. After 5th attempt and still a failure (during those attempt you learn you actually can lose when a new civ spawns) makes me ask why to waste time on this? This is not fun, it is not challenging, it is writing down a pattern how to tech and how to avoid insta failure.
 
How about 'generate X amount of science before year Y'? It's the same idea, but it offers you flexibility.
 
I'd suggest build the Hanging Gardens and Ishtar Gate by X year. It'd require a little tweaking with AI flavors to make them more contested, but I notice that they fall on the two techs that are the hardest for Babylon to get first. By lowering the requirement to first to build instead of first to tech, it requires Babylon to not just focus on science but also production. This also means that grabbing Oracle would be discouraged because they'd have to build one of the two other wonders in a second city.
 
I have been playing around with an idea of new Babylonian UHV:

First Empire:

Control 2 cities in Mesopotamia, 2 in Levant and 1 in Egypt on turn x.
(This would ideally present Assyrin Empire on its peak.)

First Metropol:

Have most wonders, culture, GP and population on turn x in Babylonia.

First civilization:

Have most researched techs on turn x.
(Instead of ridicilous research 5 techs first.)

This would make rather passive research based game more interactive and challenging.
 
Well, ARI, WRI and CAL are doable.
The weak point is CONSTRUCTIONS.
I suggest to substitute CONSTRUCTIONS with LAW
 
Honestly, Babylonian UHV would be paradoxial easier if you make it more difficult.

Having more keytechs would give more hints to player in which order he should go, thus increasing number of techs would reduce number of reattempts.

Just scarp the whole goal, it is way too brutal and frustrating.
 
Who exactly are you arguing with?
I still plan to address that. Issues with the mod proper are currently backlogged while I am working on the VD module, please be patient.
 
Not really, the issue already had my attention, which is why I wrote the above quoted post. It's mostly irritating if you subsequently act as if I am ignoring the problem. Constructive discussion of the best solution is fine but that was not the perceived tone of your posts.
 
Well, ARI, WRI and CAL are doable.
The weak point is CONSTRUCTIONS.
I suggest to substitute CONSTRUCTIONS with LAW

So, i tried to modify victory.py. I removed iConstructions from UHV techs of Babylon, and i achived goal.

I also got LAW before other civs in turn 96.

What about?
 
I'd rather you remove Arithmetics instead of Construction. Removing Construction makes it WAY too easy.
 
Invaded by barbs at turn 47. :cry:

But it seems doable without Arithmetic.
Turn 9: MYT + PRO
Turn 18: SAIL + CER
Turn 30: DIV + WRI
Turn 37 MIN + CAL
Turn 43 TAN
I was going to MAS with Oracle in progress.
I would have got LEV+SME from Oracle by turn 50.
In a flat game without any micromanagement.

If anybody would like to try to play Babylons without Aritmetic,
make a copy of file victory.py
edit file victory.py, line 195

comment original line and rewrite it without iArithmetics.

#iBabylonia: (0, [iConstruction, iArithmetics, iWriting, iCalendar, iContract]),
iBabylonia: (0, [iConstruction, iWriting, iCalendar, iContract]),

Do not mind F8 screen: it shows Arithmetics anyway but it does not count.
 
Just wanted to say that I just won the UHV on Regent/Normal. It was on turn 63 that I got Construction, so I assume I got lucky that the Chinese hadn't discovered it by then. So, doable, but should probably be changed anyway.

For the record, my tech order was:
Mythology
Ceremony (free)
Property
Writing (free)
Leverage
Arithmetic (free)
Sailing
Divination (free)
Calendar
Mining
Tanning
Smelting (oracle)
Masonry (oracle)
Construction
Contract

I ran Republic to be able to have two scientists in Babylon after I built the Edubba.
 
Confirming that Steb's tech order + Republic works for Babylon UHV. I got construction turn 63, and if i was microing more carefully I might have been able to shave off a turn or two with cottages. While it was fun figuring out the Babylon UHV, I look forward to when it gets reworked.
 
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