[C2C] Ramkhamhaeng of the Incas

Don't you find at you rate of teaching that what you research is no longer really an important decision?

No, my technological goals are pretty important. There are still a few points of concentrated awesome that I'm aiming for.
 
Hmm... sure is dusty in here. Let's update!

Computers is my next technology. I lose the Minaret and the University of Sankore. I also lose Academies, which makes Great Scientists at a downside compared to other Great Persons. I've suggested they be allowed to rush Projects the way Engineers can rush buildings.

Spoiler :
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I found the city of Viseu near what used to be Atlanta. I notice there's a Japanese city on the island as well. I wonder how long that will last...

Spoiler :
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Manufacturing unlocks a lot of useful buildings - the Manufacturing Plant, the Food Processing Plant, and the Shopping District.

Spoiler :
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Nasca builds Hollywood. It's pretty much unchanged, except that you have to build a Movie Studio national wonder first.

Spoiler :
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I found Tomar south of Ahhiyawa to use some extra room on an island where I already have a foothold.

Spoiler :
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Semiconductors is another important technological step towards major modern advances.

Spoiler :
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Huamanga gets to build the Sydney Opera House. I'm not trying to specialize my cities too heavily, with a few exceptions.

Spoiler :
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I had to set my science back to 80% to keep my income positive. I have a lot of upgrading coming up. I upgraded 22 Transport ships to Landing Ship Tank, the next transport level. I'm going to upgrade my armies before I go after anyone else.

At this time, I also notice that Alexander has been defeated. Rebel civilizations do not always have an easy time. Some of the more fragmented civilizations have spawned lots of rebels, but not this time.

After Semiconductors comes Computer Networks.

Spoiler :
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The Motor Oil event gives me free unit support. I'd rather have gold per turn than a lump sum.

Spoiler :
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Huaras builds the Pentagon. More XP is always fun.

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I spend my treasury down from 19000 to 8600 by upgrading my first two armies from Infantry and Artillery to Modern Infantry and Mobile Artillery.

Fiber Optics unlocks the Internet.

Spoiler :
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I've been staying away from building wonders in Chuito because I need all of its wonder slots, but Projects are different. Despite being on Marathon speed and Monarch difficulty, Three Gorges Dam will let Chuito blaze through the Internet in 6 turns.

You can also see from this screenshot that Boudica and her Aztecs are gone. She actually just gave up -- it's quite possible for a civilization with only 1-3 cities to surrender its independence to another civilization.

Spoiler :
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Next up in my computerized tech path is Robotics. Not much for buildings, but there are some powerful units there.

Spoiler :
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Mormonism is already founded, but that doesn't stop me from generating Brigham Young as my next Great Prophet.

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In my far northern city of Juli, I build Rock N Roll. I kind of stuck that city on the wonder and forgot about it. It wasn't really in danger of being finished by anyone else.

Spoiler :
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Next on the tech path is Organic Chemistry. There's a few good national wonders here, like the Fertilizer Plant.

Spoiler :
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Dear Montezuma: No one is going to believe your pacifist routine for two reasons:
  1. You keep asking for military technology.
  2. You're MONTEZUMA.

Even so, a technology two eras old is an easy giveaway for me.

Spoiler :
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I need Rocketry next. No ICBMs yet, though.

Spoiler :
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I decide that I have enough Great Prophets stashed away that I will not miss using a couple, so I use up Avicenna to found Baha'i in Machu Picchu and Atisha to build the Shrine of Bab. Baha'i was available once I got to Steam Power, but I didn't see a reason to found it at the time.

Spoiler :
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Naturally, Advanced Rocketry comes right after Rocketry. I really wish there was a better name for this technology, but I can't think of one.

Spoiler :
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Chuito finishes the Internet. It doesn't have the free technologies - that was moved all the way back to Encyclopedia. However, +10% gold, science, and culture in all cities is not something I am going to complain about.

Spoiler :
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Next time: Flying high.
 
This version of C2C must be really out of date by now.
 
So, will this story end with a nuclear finale, or will you keep a few civs alive to destroy in the Galactic Era?
 
This version of C2C must be really out of date by now.

Yes, I played this game using v16. We are now on v22. On the other hand, not much has been done towards the Modern and later eras. Most of the work has been done on the earlier eras. It's a long slog sometimes to get to this point.
 
The ending took a turn that I had really not expected. That's still a long ways off, though.

So... mysterious mega-revolt by flying monkeys?
 
So... mysterious mega-revolt by flying monkeys?

Spot on. Though you forgot the part about that weird green lady and the girl with the red shoes. Oh, and the scarecrow and the tin man and the lion. And don't forget the doggy!
 
I realized at this point that I have held Lisbon for ages and never thought to build the Shamanic shrine there. The Shrine for Shamanism is called Spirits Answer, and I send John Wesley to build it in Lisbon. It doesn't provide gold, only culture, so it wasn't that much of a priority.

Spoiler :
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With the early computer technologies out of the way, the tech path now takes me down some aerial technologies. First up is Satellites, which naturally comes off of Advanced Rocketry. I also spent my treasury down from 21k to 10k gold upgrading the 3rd, 4th, and 5th armies, but I'm making 2k+ gold per turn (science slider still on 80%) and getting overflow production converted to gold as well.

Spoiler :
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Satellites leads right into Composites. This opens up some Modern units, but I'm comfortable with the ones I already have.

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A trip back down the tech tree to the very beginning of the Modern Era grabs Radar.

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Vitcos builds the National Sports League. I've found that this is a tragically under-used building in terms of what could require building it. I've since used it as a launching point for a Hockey Night in Canada wonder and a "He's going to Disneyland!" event. It does have a cool movie.

Spoiler :
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Nasca builds the CN Tower. This slashes War Weariness by 75% in all cities. Of course at this point, I expect my wars to be short and overwhelming.

Spoiler :
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Aviation technology comes next. I've had Flight for a while, but I've been researching other things. Aviation is actually an Industrial-era technology.

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In turn, Aviation leads to Aerodynamics.

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And Aerodynamics leads to Vertical Flight. This gives me helicopter units. It also obsoletes just everything dealing with mounted units.

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Corihuayrachina builds Silicon Valley. This grants me a free Computer Network building in every city. Unfortunately, Computer Networks require power to run, so the cities that don't have power yet get a non-working building.

Spoiler :
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I still think selling off techs from two eras ago is hilarious. I make a nice amount of cash selling Bicycles technology to Kublai.

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Next time: I upgraded my units for a REASON.
 
Do all those flying technologies have a reason? Will you use a lot of aircraft maybe in your next war?
 
Do all those flying technologies have a reason? Will you use a lot of aircraft maybe in your next war?

All the technologies that I have researched since I got Mass Media have been on the path to Fusion. Vertical Flight leads to Astronatutics (also known as Space Flight), and from there to Communication Networks, which is a major gateway technology for the late Modern and early Transhuman eras.
 
Hi Vok. Long time lurker, one of my first times posting.
I just read over all of this thread. Excellent, excellent game you have here. I was wondering a few things:
Way, way back in the Ancient Age: I have troubles with getting my first few cities up to snuff in terms of buildings. They are always lagging way behind. By the time I've built their prehistoric buildings its classical, ancient its Renaissance, etc etc. Between obsoleting and lagging behind my empire simply isn't up to snuff, finical ais just keep on running away with the game. I try using early merchants to rush the buildings but I just couldn't keep up the flow. I saw how you were using the slaves and the new power of slavery and I was wondering, is that how you are setting up your new cities? by using slaves to rushbuy all the important early builds? what would you say are the important early builds for cities? With the absolute massive selection, it makes me squeamish
If you could perhaps break down the first few eras for early builds, that would be great
2. What are the races in terms of techs or wonders that you prioritize through out each era?
3. what would be a reasonable number of cities to have each era?
4. What are your thoughts on the various new traits and trait combinations
5. What map script do you suggest? I've been trying perfectworld2f but I'm sick of all the massive desert continents with slightly habitable areas at the very sides. I tend to get one of those whereas a financial AI or whatever gets a green Pennsylvania and runs away with the game. What map options do you suggest, and what custom game options do you suggest? I usually run minor civ, barb commaders, great commanders, realistic culture spread, and a lot of others i don't remember. advancded diplomacy, advanced economy, multiple pro/research. Would you suggest running unlimited wonders even if your not doing one city challenge? Great prophets is another one I run with, along with realistic corps. I basically run with almost everything.
6. What ARE you doing with all those great prophets. You're not just sleeping them, are you? You have to be doing something with them >_>
7. Has the ai stability issue been fixed in the latest versions of C2C
8. You really value the thief and rogue highly. I never had much of an issue with Netherfals, but I suppose with the slavery civic they take on new value. However, I constantly get absolutely SWARMED with animals. Like 2 animals on every available tile. that's c2c v22.1 I'm playing. It makes early scouting impossible, and I'm reluctant to wait till I grab the tech for rogues since by then I'm looking to found my second and third city.
9. What type of terrain and resources do you value the most? What type of terrain would you take in exchange for giving up a resource or too, and vice versa.
10. How many gatherers do you tend to build per city for new cities and the like. Due to the fact they get used up so much I'm reluctant to build many of them.
11. What types of tile improvements do you usually build on the various tiles
12. I noticed you dislike cottages. Why is that? Would you change if you were playing a finical civ? a scientific civ?
13. There is no number 13. Number 13 is instead an apology for asking so many questions. I wish there was well written documentation on cavemen2cosmos. A beginners guide if you will. I usually play on warlords on mods, and noble on civ4.
If you answer all these questions, a billion :goodjob::goodjob: for you. I'm absolutely clueless when it comes to some of the c2c stuff. It's positively massive. However, I cannot bring myself to go back to civ4 now that I've seen what this is capable of. This is what CIV5 (on a scaled down version to avoid making the game unplayable) should have been!
Thank you so much!
 
I'll take a crack at answering these questions.

Way, way back in the Ancient Age: I have troubles with getting my first few cities up to snuff in terms of buildings. They are always lagging way behind. By the time I've built their prehistoric buildings its classical, ancient its Renaissance, etc etc. Between obsoleting and lagging behind my empire simply isn't up to snuff, finical ais just keep on running away with the game. I try using early merchants to rush the buildings but I just couldn't keep up the flow. I saw how you were using the slaves and the new power of slavery and I was wondering, is that how you are setting up your new cities? by using slaves to rushbuy all the important early builds? what would you say are the important early builds for cities? With the absolute massive selection, it makes me squeamish
If you could perhaps break down the first few eras for early builds, that would be great

I go for the cheapest hammer-producing buildings first, then food buildings. I stay away from buildings that provide instability (like the Crime buildings). I also look for buildings with really high food to cost ratios (Butchery, Fishmonger, Community Garden). After hammers and food, then gold and science. Happiness and health can usually wait.

Also, I usually pick a Science city, an Engineer city, and a Gold city (whichever city founds a religion) and focus Wonders on those. The capital generally tries for Valley of the Kings, but that requires getting both Sphinx and Pyramids.

I am trying out a new strategy of settling all Slaves to create a late-game master military city. This city will have only Wonders that directly impact its ability to produce military units or grant XP to them. So far, my master city has 67 settled slaves, 15 Great Military Instructors from captured warlords, Filling Factory, Heroic Epic, Ironworks, Arc de Triomphe, and West Point.

2. What are the races in terms of techs or wonders that you prioritize through out each era?

The very first priorities for me are Gathering (try to get the extra free Gatherer) and Stone Tools. I want to know where Stone is for early Stone wonders. After that, I go through what I call the "three gates":
1. Ritualism. The important thing here is the timing. Finish Ritualism as closely as possible after finishing the Cave Dwelling wonder. That way, your first Golden Age can cancel the anarchy for switching to Native Language, Folklore, and Oral Tradition civics.
2. Tribalism. You need to get Tribes going.
3. Sedentary Lifestyle. The main choke point for the early Ancient Era.

Monarchy is a big early Classical target for me, although it may lose a little of its necessity now that there is a Road Building technology specifically for Roads.

3. what would be a reasonable number of cities to have each era?

I go for as many cities as I can get until the unhappiness from too many cities with a primitive government becomes an issue. The current versions of C2C have replaced the hard cap with a soft cap of +X unhappy per city over the limit (Anarchism is -3 per city over 3, Republic is -1 per city over 20).

4. What are your thoughts on the various new traits and trait combinations

I haven't looked into this too deeply. I would like to bring in some of the concepts from other mods and see what we can do with that. I will say that Boadica + Mesopotamianism is very powerful.

More to come.
 
5. What map script do you suggest? I've been trying perfectworld2f but I'm sick of all the massive desert continents with slightly habitable areas at the very sides. I tend to get one of those whereas a financial AI or whatever gets a green Pennsylvania and runs away with the game. What map options do you suggest, and what custom game options do you suggest? I usually run minor civ, barb commaders, great commanders, realistic culture spread, and a lot of others i don't remember. advancded diplomacy, advanced economy, multiple pro/research. Would you suggest running unlimited wonders even if your not doing one city challenge? Great prophets is another one I run with, along with realistic corps. I basically run with almost everything.

I've been using the perfectworld2f script myself and I agree it generates a LOT of inhospitable terrain. I'd like it to be a little wetter and not so much desert and rocky. I like the following options:
* Unlimited Leaders
* Limited Religions
* Multiple Production
* Multiple Research
* Usable Mountains (AWESOME!)
* Surround and Destroy
* Barbarian Generals
* Assimiliation (really useful)
* Great Commanders (especially with Barbarian Generals)
* Realistic Culture Spread
* United Nations

I do not run unlimited wonders.

The only thing that I have really deep-seated reservations against is Start as Minor Civilizations, because I've had that option lead to incoming stacks of doom as the AI thinks war means massive stack attack.

6. What ARE you doing with all those great prophets. You're not just sleeping them, are you? You have to be doing something with them >_>

Actually, what I'm doing is badly miscalculating what I think I can do with them. This is some previous C2C experience talking.

7. Has the ai stability issue been fixed in the latest versions of C2C

AI civilizations seem more stable. War causes splintering pretty rapidly though.

8. You really value the thief and rogue highly. I never had much of an issue with Netherfals, but I suppose with the slavery civic they take on new value. However, I constantly get absolutely SWARMED with animals. Like 2 animals on every available tile. that's c2c v22.1 I'm playing. It makes early scouting impossible, and I'm reluctant to wait till I grab the tech for rogues since by then I'm looking to found my second and third city.

The spawning rate of Neanderthals have been really lowered in the newer versions of C2C from what it used to be. One rule that I have set for myself is don't build more than one Wanderer. They simply die too fast. The one Wanderer's job is to grab any goody huts that are spotted in initial exploration.

I prefer to wait until I can train Scouts and build a Hunting Instruction before I do major scouting. Using a subdued animal for a Master Hunter takes priority over just about anything except for a Herd building. Once the Trackers go into action, it's much better. I play with Barbarian Generals on, and a stack of a Stone Axeman, a Tracker, and a Great General converted to a Field Commander really cleans up on XP. I have a Field Commander that actually maxed out its promotions at level 25.

9. What type of terrain and resources do you value the most? What type of terrain would you take in exchange for giving up a resource or too, and vice versa.

I place my cities for coverage more than anything else. I'll mention this below in point 12, but a few Farms can make any city placement manageable. Also, cities can expand to size 3, which will cover a lot of tiles.

10. How many gatherers do you tend to build per city for new cities and the like. Due to the fact they get used up so much I'm reluctant to build many of them.
Not too many, usually enough to grab any resources that show up in the immediate radius, plus one or two to build Paths. Maybe 2-3 per city. I usually don't get Slash and Burn until after Sedentary Lifestyle, so Farm building belongs to Workers. (On my current Giant v22 game, I built 17 Gatherers. Some eventually got upgraded to Workers.)

11. What types of tile improvements do you usually build on the various tiles

Anything that grants a resource takes priority. Farm everything possible. Mines on hills. Barren and rocky base terrain gets Lumberjack/Lumber Mill (even Bamboo and Savannah) or Watermill (on Rivers). Workshop/Factory/Industrial Complex is limited to Tundra squares where I can't build anything else. Deserts get nothing until Windtraps come along -- this is why I hate automated workers because they will build Forts on everything.

12. I noticed you dislike cottages. Why is that? Would you change if you were playing a finical civ? a scientific civ?

Cottages do not get the benefits in C2C that Farms do. A late-game Town will generate +2 food, +6 commerce, and +2 hammers, with maybe an additional +2 commerce from Civics. A late-game Farm will generate +11 food and +3 commerce, easily feeding the population working the square and an additional 3 specialists. Farms get so much benefit that I hate building anything else.

Gold balance is a big C2C issue right now. My current game (v22, Noble-that-worked-its-way-up-to-Emperor through Flexible Difficulty, Boudica) was actually using its science slider and varying between 75% to 85% -- until I built East India Company (which now provides +1 gold per specialist) and floored my science setting to 100%. Throw in Grand Central Station for +3 gold per city and it's even better for me.

13. There is no number 13. Number 13 is instead an apology for asking so many questions. I wish there was well written documentation on cavemen2cosmos. A beginners guide if you will. I usually play on warlords on mods, and noble on civ4.
If you answer all these questions, a billion :goodjob::goodjob: for you. I'm absolutely clueless when it comes to some of the c2c stuff. It's positively massive. However, I cannot bring myself to go back to civ4 now that I've seen what this is capable of. This is what CIV5 (on a scaled down version to avoid making the game unplayable) should have been!
Thank you so much!

I wish there was documentation too, but the problem is that EVERYTHING is changeable, so it goes out of date rapidly. I have a tech tree spreadsheet right now, and I'm looking to start writing up some guides. Maybe. I've been playing C2C myself since v12, so I have some experience now.
 
Especially since it was speedy. I agree that you should try your hands at writing a few guides. Or perhaps, 101 tips for c2c morons. :P (Seriously, tips would be great.)
I agree that farms definitely seem OP
Which would you value more: Using the slaves to rush wonders (I assume this has much more use when you're not playing as an industrious civ) or the super mil civ. Slaves give 3 hammers when settled? or 1 like a regular civilian? Does the beaker bonus from...the c2c equivilant of representations bonus (3 beakers per spec) carry over into that because the military city could also be a minor science city. A city producing 237 beakers is nothing to scough at, especially when you get some of those wonders that offer civ wide beaker bonuses. It won't be as great as your main science city, but perhaps your second or third best city! Tell me how that game pans out with the super military city since it does sound like it would take a while to set that up, and if it is worth it in the long run over rushing wonders.

Do you ever, EVER, whip your pop? I find when I roll a random civ and get an agricult civ plus 1-2 early food resources, my pop is growing back reasonbly quickly that I raise the whip. The overflow is incredible. Get a civ with an early cheap building and the gold overflow is really something too. 1000 gold before turn 200? yes please.

I agree with your farms now that I think about it.
I swear to god I remember there used to being a c2c industrious/philosphecial leader. I suppose I'm thinking of a fall from heaven leader. darn.
I guess philosphecial is the new financial. And by financial I mean original hyuna capac vanilla cheap banks financial.

What are your usual go-to units for garrison? Early war in each era?
Assuming tomahawk throwers aren't available, of course.

and wow, I really didn't mean to ask more questions. Heh. Sorry bout that.


But knowledge* is power.

(*In reality it's land. But land lends to more knowledge. sooo.)
 
Especially since it was speedy. I agree that you should try your hands at writing a few guides. Or perhaps, 101 tips for c2c morons. :P (Seriously, tips would be great.)

Read our forums. We've got a strategy and tips subforum now.

I agree that farms definitely seem OP
Which would you value more: Using the slaves to rush wonders (I assume this has much more use when you're not playing as an industrious civ) or the super mil civ. Slaves give 3 hammers when settled? or 1 like a regular civilian? Does the beaker bonus from...the c2c equivilant of representations bonus (3 beakers per spec) carry over into that because the military city could also be a minor science city. A city producing 237 beakers is nothing to scough at, especially when you get some of those wonders that offer civ wide beaker bonuses. It won't be as great as your main science city, but perhaps your second or third best city! Tell me how that game pans out with the super military city since it does sound like it would take a while to set that up, and if it is worth it in the long run over rushing wonders.

I'm testing that now. What I did in my current game was to use one city as my early military city (I got Assyrian Culture for Ekel Masharti and combined it with Nimrud Palace for awesome melee units) and then I'm building the later military city. It currently can pump out 3 Grenadiers per turn; thanks to Boudica's traits and all the settled XP, they get Combat I, City Raider I-IV, and Pinch I-III. I haven't had a chance to declare war with them yet.

Do you ever, EVER, whip your pop? I find when I roll a random civ and get an agricult civ plus 1-2 early food resources, my pop is growing back reasonbly quickly that I raise the whip. The overflow is incredible. Get a civ with an early cheap building and the gold overflow is really something too. 1000 gold before turn 200? yes please.

I don't like to whip. In the early game, it takes a long time for cities to grow. With city size requirements for buildings, it's hard to lose population that would take you below a size requirement.

I agree with your farms now that I think about it.
I swear to god I remember there used to being a c2c industrious/philosphecial leader. I suppose I'm thinking of a fall from heaven leader. darn.
I guess philosphecial is the new financial. And by financial I mean original hyuna capac vanilla cheap banks financial.

I just checked Fall from Heaven. Cassiel is Ind/Phil. In Legends of Revolution, Pericles gets the Ind/Phil combo as well. There are no Ind/Phil leaders in C2C.

What are your usual go-to units for garrison? Early war in each era?
Assuming tomahawk throwers aren't available, of course.

This is my personal Stack of Doom recipe.
  • 16 Shock Troops: Stone Axeman - Axeman - Swordsman (any type) - Rifleman - Infantry - Modern Infantry - Mech Infantry - Tesla Infantry. Can mix in Grenadier - Modern Grenadier when available. City Raider promotions go here.
  • 6 Siege: Catapult - Trebuchet - Bombard - Heavy Cannon - Artillery - Mobile Artillery. Battering Rams can't get Accuracy, so I skip them.
  • 4 Guards: Explorer, Pikemen-Heavy Pikemen, Crossbowmen, later Machine Guns. Promoted to stop counterattacks.
  • 1 Medic
  • 1 Scout: Hunter-class unit or Adventurer. Key is +X sight range promotions.
  • 1 Mounted (clean-up)
  • 1 Great General Field Commander
  • Any available Warlords or Heroes

Garrison forces tend to start with Slingers, then mix Archers-Longbowmen and Crossbowmen, then pure Arquebus/Musket/Rifle/Infantry, then mix Special Infantry and Tesla Infantry. I don't like Watchmen units due to the extra gold cost.

and wow, I really didn't mean to ask more questions. Heh. Sorry bout that.

But knowledge* is power.

(*In reality it's land. But land lends to more knowledge. sooo.)

I ask lots of questions too, especially when I don't understand why a design is the way it is. I have many posts in the C2C forum.
 
Final question (I promise*):
What would you suggest a new C2C player do to fully learn the game. Like, for their first game. Leader-map choices, what look for, what to look out for, in terms of imminent threat.
Thanksies.


(*Montezuma brand promise. He won't attack your cities. He promises.*)
 
Final question (I promise*):
What would you suggest a new C2C player do to fully learn the game. Like, for their first game. Leader-map choices, what look for, what to look out for, in terms of imminent threat.
Thanksies.


(*Montezuma brand promise. He won't attack your cities. He promises.*)

Leader choices: I would go with an Agricultural leader and farm everything. Huayna Capac (Agro/Ind) or Pacal (Agro/Fin) would be great. If unrestricted leaders, take a European civilization. I think they get the most out of the Culture system right now, and homeland culture is the only thing you get out of your civilization choice.

Map scripts: Continents or Islands (not Archipelago). These seem to be pretty hospitable when starting out. Islands gives you room for a few cities without having to worry about early war.

Most important thing to watch: the AI power on the scoreboard. Use the BUG options (Ctrl-Alt-O) to set the scoreboard to "Rival vs. You". Then watch out for any rival whose power rating goes above 1.0. The only thing to be careful of is if you are using Barbarian Generals, Imperialist civilizations can generate early Great Generals that I think are really overvalued by the power system.

If you really want to learn the game, dial down the number of rivals. With the Mastery victory condition enabled, the game doesn't end until the turn counter runs out. You can play with no rivals, just barbarians, if you really want to learn the game. Barbarians will eventually evolve into minor civilizations and then full civilizations in time (unless you turn that option off).
 
Played a pilot game. Ended up beside...Jean of the Egyptains. I wanted to take her down, so I built up a stack instead of making a tribe. Big mistake. I had dymantic difficulty on so she had archers when I was just finishing up my stack, due to an early power lead causing the difficulty to go up to deity. I was behind in tech, in military, etc. My entire stack got wiped out, and I begged for peace soon after. She took it, stupidly. Didn't declare on me for the rest of the game. Why did she need too? I was finished. I hastily got out 3 more cities before she boxed me in and ran away with the game, after wiping out the two other agressive civs i was beside. I ended up being nuked when I had decided the game was lost and screwed with her, iterally throwing knights at her tanks. lawl.
 
Vcordie, consider turning 'Dynamic difficulty' off. I hate it anyway. I once played on FFH2 as the Bannor and the game decided to put the difficulty all the way up to Deity, causing me to fall behind tremendously and getting hardly anything done at all. I don't know how it works exactly, but it's not very fair :p
 
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