[C2C] Ramkhamhaeng of the Incas

Well, 4 beakers in Prehistoric isn't all that bad.

That's true. I just thought it was funny because the number was so small.

Another event that I treat differently is the Forest Fire. A couple of times, I actually chose NOT to replant the Forest, because it's the only way to clear land (until Slash & Burn, which is very late Prehistoric).
 
4 Beakers is 10% of the tech cost! :P

On another note, Wanderers are great early on for scouting but they'll get ripped to shreds later on by Bears, Rhinos, and Elephants. :)
 
4 Beakers is 10% of the tech cost! :P

On another note, Wanderers are great early on for scouting but they'll get ripped to shreds later on by Bears, Rhinos, and Elephants. :)

That first Wanderer just died to a Hyena. Since I can build Scouts now, it's not a huge loss.
 
I have only played C2C on blitz so it should be good to see how the game actually plays :D
 
Subbed. :D
 
I make first contact with another civilization.

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Ramesses of the Vikings. Naturally, I sign a peace treaty.

I discover Oral Tradition and head towards Ritualism.

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I get the Herbalism event and go for the maximum result. I figure the health is permanent, but the unhappiness will wear off.

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I discover Prehistoric Music (one of the prerequisites for Ritualism) and go after Prehistoric Dance.

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I've accumulated enough Espionage Points to see where Ramesses' power level is on the scoreboard. I actually flip the scoreboard so it shows Rival vs. You—Ramesses' power is 1.3 times mine right now. It's still too early for wars, but I should probably get around to building some military units soon. I have a Stone Thrower at this point.

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I hit turn 51 as I discover Prehistoric Dance (the other prerequisite for Ritualism) and find I'm not in the top 8 of power. This is a Huge world, so there are probably 10 civs out there and there hasn't been time for either revolts or barbarian cities to spring up and incorporate as civilizations. I don't worry. I find Mastery encourages conquest, but also encourages you to take your time and do it right.

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Prehistoric Dance discovered, and I go towards Ritualism.

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I finish the Cave Dwelling before discovering Ritualism. A Golden Age starts and my difficulty goes up to Prince. I build a Hunting Instruction for free Hunter I promotions and then start a Scout.

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With Ritualism finished and no other civics on the immediate horizon, I now use my free revolution.

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There are many more civic categories in C2C than BTS: Government, Power, Society, Economy, Military, Welfare, Religion, Garbage, Immigration, Education, and Language. Yes, you can set your civ's garbage policy. There used to be more; version 15 had GST (Goods & Services Tax) and DefCon civics. You could go to DefCon 1 if you needed to.

The baseline civics for C2C are even more primitive than BTS:
Government: Anarchism.
Power: Junta.
Society: Primitive.
Economy: Communalism.
Military: Banditry.
Religion: Irreligion.
Welfare: Survival.
Garbage: Garbage Anywhere.
Immigration: No Borders.
Education: Ignorance.
Language: No Language.

I have three options at this point, so I switch to Religion/Folklore, Education/Oral Tradition, and Language/Native Language.

Spoiler :
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Spoiler :
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I am now the City State of Inca instead of the Incan Tribe. Dynamic Civ Names is on, so civilizations will be named according to their state of development. Tribes become City States when they reach size 3 in the capital or make any civic changes.

Spoiler :
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Coming next: the City State of Inca marches on.
 
Great update.
 
You'll see the proto-Settler, the Tribe, in a few updates. The real Settler doesn't appear until the Ancient Era, along with the real Worker.

Note: Because he's using the Anarchism Civic, he's limited to three cities. Once he changes to Chiefdom, he can have seven cities.
 
Note: Because he's using the Anarchism Civic, he's limited to three cities. Once he changes to Chiefdom, he can have seven cities.

Definitely, although the expense of Tribe units makes it hard to build a lot of cities early on. Once I've gotten Agriculture and Archery, Monarchy is my goal.
 
Limiting cities in the early game is useful in preventing certain AIs as well as humans from ICSing.

And it means that it's possibly it could take well into Industrial before the map is completely claimed. Especially since on Gigantic, Tribes cost ~1300 hammers.
 
Nice, i'm getting the feeling that i'm gonna be GETTING C2C soon. That is, if i can get it to download :mad:
 
Subbed! Good Update!
 
This is great! I'm actually considering getting rid of Rom:AND and installing C2C ;)
 
Love this story. :D
 
I go for Weaving next, then Shelter Building. Weaving allows me to build Slingers (along with Tool Making, which I got early on). Shelter Building is a prerequisite for a large number of early buildings that are actually BUILDINGS, and not just things you find like the Berry Bushes or Root Tubers.

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With a Scout done, I start building Grass Huts. Housing is another big part of C2C. Various huts and houses give health and a small amount of hammers and gold.

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I go for Flint Knapping, then Herbalism.

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My Scout subdues a Cave Bear and escorts him back to Cuzco. You don't always get a subdued animal, but the Hunter line of promotions makes it easier.

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There are four things I could do with the Bear (there are other things I could do later).
* Myth of the Bear. +1 beaker per turn until Writing.
* Master Hunter: Can build hunter-class units. Tracker, Hunter, and Ranger are strong anti-animal units.
* Military Standard: Bonus XP for new units.
* Governor's Pets. +1 happiness, +1 culture, +2 stability per turn.
I use the bear for a Master Hunter. I can now build Trackers.

Spoiler :
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I get Fine-Edged Tools next (another replay to get this screenshot), then Natural Pigments. Natural Pigments gives me the Clay Pit, which I really like as a first or second build in a new city. 1 hammer may not be much, but it's something to do while the city starts growing.

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Next up is Cultural Identity. This gives me the Elder Council, but I won't build one for a while.

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Basketry next, then Carving. I build a few little things, and eventually I start on a Bandit's Hideout.

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The crime buildings are another part of C2C that I think are pretty cool but are dangerous to the AI. AI civs like to revolt and I think the crime buildings may be playing a factor. Crime buildings include Bandit's Hideout, Mercenary Camp, Assassin's Den, Chop Shop, Mob Storefront, Poacher's Camp, and Drug Lord's Mansion. They provide a lot of gold (bribes) but cost you espionage (would-be spies do crime instead) and cost you instability. I try to build only one or two, at least so far. A very well-run empire may be able to build more.

Crime buildings are also required to train the Thief class of unit, including Thief, Rogue, and Assassin. These units are INVISIBLE to most other units, except others of their type, trained animals, and certain very high-tech units. We may see this later. I plan on abusing Thieves and Rogues to their limits. Most of these units are also National Units; Thief and Rogue are limited to 2, and Assassin to 3, so I don't see as much a need to build more than 1 or 2 of the building.

Here's what my empire looks like on turn 100. You can see Cuzco building the Bandit's Hideout.

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Here's the world as I know it. There are Vikings out there somewhere, but everything else is a complete mystery. I'm up against the ocean, though, and that makes me somewhat comfortable because I know which directions to expand in.

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This concludes the first 100 turns. I've actually played out 400 turns, just to make sure that we wouldn't have a total early collapse. The second century (turns 101-200) will be fairly short (I'm guessing about 3 posts). The real fun begins with turn 201.
 
Great update.
 
Good update :thumbsup: The real fun comes once you reach Sedentary Lifestyle, and then the real real fun comes when you reach Galactic. But Galactic is... *counts* the 9th era of C2C, and your still on the 1st one.

I once tried taking screens of the entire C2C tech tree, and it took me at least 30 screenshots. I think it was actually more that that.
 
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