Brittish Isles Succession Game - The Saxon Menace

1: 850 AD
Some changes in some cities gave us one faster turn research, what I did was to change citizens that worked on Tiles that generates extra shields, not needed or extra food not needed, to become scientists or work on a coastal tile which generates 2 Gold. If we would have raised the Science level by 10% our income would be -30 per turn, and we would get the next tech in 5 turns. My tweaking does the same thing as that, but with only a loss of 1 per turn. So instead of making 3 Gold per turn and getting Theology in 6 Turns, we get the tech in 5 turns and we loose 1 G/Turn.

860-880 AD
Worker management, and some installations of improvement. (And some tweaking, of course...)

5: 890 AD
Our Scienists learn Theology and we switch the production Sistine Chapel if we can in the city producing palace... Or capital is used to produce settlers to settle the vast desert in the hopes of generating some unit upkeep... And I also made it possible for the city northwest of our capital to work on two of the cows London was working on, as they wasn't needed.

6: 900 AD
Sistine Chapel built. Our galley was lost in the eastern oceans.

9: 930 AD
Another Galley is lost down south.

11: 950 AD
Built the town of Borehamwood close to Hatfield, in the desert.
Our two settler factories, stops for the moment, 'cus our economy suffered severely by the people transfer. The city Greyhamwood is founded close to Enfield and the capital.

12: 970
Greypool is founded, close to the other cow city, in the northeast.

15: The Palace is expanded, the emperor laughs as he realize the people has built a strange looking palace for him...

A palace is being built in Loisis and is supposed to be switched to University when we get Education in 2 turns, and the same thing goes for Hrypis who is building F.Palace (22 Turns left, could be a good place to put it... down south there is only desert citys, that are only good for pop-rushing berzerkers at a medium speed...), my thought was that we should switch that to university when it becomes available, but to me it seems like a good position for the F.P...


I'll start on some of the improvement-graphics right away.

And by the way, Berzerkers will surely last trough out the hole this era and a little longer...

together with a pikeman or musketman it will be quite effective...
 
Grey Fox,

One of the changes in the new patch is removing bonus resources from the prerequisites. I'm not sure if they mean just units or both units and improvements. If you start working on these now, hold off on the ones dependent upon bonus resources (gold, wheat, cows, etc.)
 
Grey Fox

Feel free to do any of the improvements, even bonus resources. If necessary, I'll be turning bonus res into lux or strat res so they can be used. I was going to avoid this because it would add too many trading elements but it was pointed out to me that these are so plentiful that they wouldn't generally be traded at all.

Also, someone had a better idea for the "gold" improvement. That will be changed to a mint instead of a jeweler and we'll move jeweler to "gems" to replace the gem cutter. Also, "wheat" will change from grist mill to brewery :beer:

Xrang

You're up bud. Are you taking the game?

All
Making little progress with fitting our game to V9. There is a crash that is likely a UU problem with one of the changed units between V7 and V9. I'll keep working on it.

Palace bug found! It's not a problem with the mod at all. The flexible cost structure of the palace is 3 times to high. Base cost set in the editor is 40 (equals 400 shields). Flex cost is multiplying this by 3 when you have 2 cities and increasing as you get more cities. This makes the minimum cost of the palace 1200 shields. This can't be represented in the city display, therefore the display error with only one column showing.

Could someone please verify this for me in a non-mod game? Just start up a game, build a second city and see what the shield cost of the palace will be. It should be 1200 if I'm right.
 
Originally posted by Shaitan
Grey Fox

Feel free to do any of the improvements, even bonus resources. If necessary, I'll be turning bonus res into lux or strat res so they can be used. I was going to avoid this because it would add too many trading elements but it was pointed out to me that these are so plentiful that they wouldn't generally be traded at all.

Also, someone had a better idea for the "gold" improvement. That will be changed to a mint instead of a jeweler and we'll move jeweler to "gems" to replace the gem cutter. Also, "wheat" will change from grist mill to brewery :beer:

We should probably change version on the next game, if everyone feels like playing a new game after this one.

A question: What is mint, or a Gold Mint? Do you mean mine?
 
I'm thinking the same thing about the versions. It looks like I'll have to get rid of most of the changes in V9 in order to get this game to work so not too much benefit in doing it.

A mint is where they make currency (coins).
 
I'm taking the game, do i use the new patch, V9? whats a'haps?
please tell me before i play... :p :mad:
 
Originally posted by Grey Fox
I didn't...
does that pertain to me? I don't think so...:rolleyes:
 
i sent you a pm...
 
i'm playing bi v6.2 and the new patch :D
 
Xrang, it's been way over 24 hours since you picked up the game. If you played, please post. If not we need to pass you to keep this thing in motion.

Charis, please go next. I'm heading to Tennessee for the day tomorrow so won't be able to play. If Xrang has posted his game by the time you read this then take it. If he hasn't, please take your turn with the last save posted by Grey Fox. The palace bug was indeed my fault. Base cost for the palace was supposed to go to 10 in the 1.16 patch but I missed it. It's fixed in V10 which updates to the 1.17 patch (should be posted on Monday).

Grey Fox, the resource specific improvements will have to be small wonders as the flag to force resources in the city radius is only available for wonders. This just means we'll need wonder splash graphics as well as the normal improvement graphics. If Charis posts his game any time tomorrow then feel free to take it as I won't be able to play until Monday morning.
 
My ISP goes down tonight at midnight. It's (cough) supposed (cough) to be up at noon tomorrow, but... we'll see.

I'll check back in when I'm back online, but hope xrang can finish his turn and post before then.

Good luck! ;)
Charis
 
I was playing last night and in the middle of the game my pc crashed (It isn't the BEST!). Sorry I couldn't do it. At least I attempted. Grey Fox could you pick up the slack. Again, I'm very SORRY!:o :cry:
 
I don't think it should be me playing again... I think I will wait until you all (or at least 2 of you) can play.
 
Sorry for any inconvenience. I found a sliver of time to play. I hope you didn’t get too nervous. I played a full 15 Turn game so I didn’t waste your time. Thanks!

Turn 1, 1010 AD
Heafuddene completed Marketplace, production changed to Cathedral. Bradeford completed Cathedral production changed to Wealth (nothing improvement-wise to do...). Cultural influence expanding...Worker management. London completes Settler, it is sent to Welingum(?). More Worker management. 2 Spearmen Fortify in Dearthington..

Turn 2, 1020 AD
We’ve discovered Education, we are trying to learn Astronomy. Cultural influence expanded, again. Worker management. Dearthington built Galley, production changed to University (?). What should I do with the Galley? I make it ‘explore’. Worker management.

Turn 3, 1030 AD
Watford built Temple, production changed to Library. Worker managment.. Settler joins Welingum.

Turn 4, 1040 AD
Southanptom completes Courthouse, production is set to University. Stanstead Abbots produced Aqueduct, we’re working on Marketplace. More Worker management. Galley ‘exploration’.

Turn 5, 1050 AD
More Worker management. Galley movement. Unit movement.

Turn 6, 1060 AD
THE EAST ANGLICAN HAVE BEEN DESTROYED?! WHOA! Worker management.

Turn 7, 1070 AD
We have information that the Briton city of Brest has completed a great project, Leonardo’s Workshop! Worker management (that line is getting old). Dorsetshire completed Courthouse, producing University. Astronomy in 7 turns, +4 gold p/t. Some city micromanagement (not Grey Fox quality but...).

Turn 8, 1080 AD
Dunemowe produced Aqueduct, now Library. We love the King day celebrated in Trafalgar Fishing Villa (must be doing something right...). Worker management....

Turn 9, 1090 AD
Astronomy in 6 TURNS! Trafalgar Fishing Villa finished Aqueduct, now Library. Management of Workers (that has a nice ring to it lol).

Turn 10, 1100 AD
Hatfield produced Colosseum, now University. Greyhamwood completed Temple, now Marketplace. Weligum Granary, now Harbor. Some civil disorder in Geypool (!), took care of it though. London completed University, now Wealth.

Turn 11, 1030 AD
Enfield created University, Wealth. Welwyn Cathedral, University. Unit movement, worker you know what.

Turn 12, 1140 AD
Galley movement, unit movement. Nothing interesting.

Turn 13, 1150 AD
ASTRONOMY!!!!! WE’RE OFF TO THE BRAVE NEW WORLD(great book btw, get it today!). Researching now Navigation. Hempstead production changed to Caravel. Same Colneceastre. And the same for Welingum.

Turn 14, 1160 AD
Worker management. Galley movement (should I abandon it?). That’s it!

Turn 15, 1170 AD
Worker stuff. THAT’S ALL FOLKS!! :goodjob:
 
Saitan, I just got back online just before bed here, so I won't beat you to it for tomorrow night. Go ahead and keep the order, I'll go after you.

In our rbd games, Xrang, we got so tired of saying More Movement/Management of Workers that it got abbreviated...

MMOW ;)

good luck,
Charis
 
ic, thanx for the heads ^(;) right back at u):lol:
 
Don't forget the East Anglicans have been destroyed...doesn't that mean there must be a more (undoubtedly) powerful Civ out there?lol nrn...:lol:
 
Back
Top Bottom