C2C - Tips and Tricks

Or reduced. One turn per Storyteller Great Work, all turns for Great Bard (if it's possible to code it like that).

Cheers
 
Both Great Bard and Storyteller use the Great Work mechanic. That mechanic is specifically coded to set the occuptation/disorder timer to 0. The AI does not seem to consider that at all. It only uses cultural pressure to determine where to use it which is fine for Great Bard but Storyteller usage is somewhat different.

So I wonder if effect of disorder ending should be removed from the mechanic.

The celebrity unit also does this. There used to be a bard and entertainer unit also but they were removed because the AI did not use this trick.

I don't care which way it goes - either the AI gets changed so it uses this trick or the disorder timer is not set to zero.

Either way the AI does need to realise that it can improve culture to the first level in cities by using such a unit rather than sitting on build culture for awhile. IE it should learn to take however many story tellers or other units with a settler so that when they make a city they can instantly up its level so it gets to use the fat cross.
 
The celebrity unit also does this. There used to be a bard and entertainer unit also but they were removed because the AI did not use this trick.

I don't care which way it goes - either the AI gets changed so it uses this trick or the disorder timer is not set to zero.
Even without AI consideration I think it is a too powerful effect for such rather cheap units. For the great bard it is ok but even without it culture bombing can be powerful.
The easiest change is to remove the effect and keep the artist line of units to provide culture only (so you can also readd the other artist units).

Either way the AI does need to realise that it can improve culture to the first level in cities by using such a unit rather than sitting on build culture for awhile. IE it should learn to take however many story tellers or other units with a settler so that when they make a city they can instantly up its level so it gets to use the fat cross.
Definitely sounds like a feature that needs to be added to the AI.
 
Either way the AI does need to realize that it can improve culture to the first level in cities by using such a unit rather than sitting on build culture for awhile. IE it should learn to take however many story tellers or other units with a settler so that when they make a city they can instantly up its level so it gets to use the fat cross.

I completely agree with this.;)
 
It's not really feasible in normal setup games to bring Story Tellers along to get the BFC due to Realistic Culture spread. To get the second ring requires advancing up to three culture levels. Bringing enough Storytellers to get the first advancement is feasible. For the next two culture advancements it's not.

If one plays without the realistic culture then it is probably possible to get there with Story Tellers. The question then is SHOULD it be that easy to get to the BFC with a new city?

Cheers
 
It's not really feasible in normal setup games to bring Story Tellers along to get the BFC due to Realistic Culture spread. To get the second ring requires advancing up to three culture levels. Bringing enough Storytellers to get the first advancement is feasible. For the next two culture advancements it's not.

If one plays without the realistic culture then it is probably possible to get there with Story Tellers. The question then is SHOULD it be that easy to get to the BFC with a new city?

Cheers

I play with realistic culture on too. I just regard it as part of the challange that getting to the BFC can be hard. I don't really see a problem with this. I'd never even considered using story tellers in newly founded cities BTW. Good tip.
 
Depends on how much the other artistic units would give in culture with their great work. The Storyteller is alright with it's benefit. Others shouldn't give too much though. BFC is reached with Prominent (4500 Eternity), the third step, regardless of what's around the city though more often with Developing (1800 Eternity). Should probably need at least 10 great works units (apart from Great Bard) to reach Prominent so a maximum of +450 culture per unit. That's what I think anyway.

The discussion though was about great work removing Disorder in a city. How much should depend on the amount of culture set, and scaled by game speed, of course.
Not even sure disorder turns are scaled by speed. If not they probably should be.

Cheers
 
I forgot who posted it originally (once I remember his name I'll add it to give Proper Credit) but getting to Sed Life 1st requires a series of set tech paths. By using it you can usually get there 1st And cover the important early techs.

This is the path: Cave Dwelling->Oral trad.->Tracking->Cult. ID.-> Tribalism( build 2nd city asap)->Hunting->Petroglyphs->Barter->Chiefdom->Sed. Life.

You can add a few other important techs along the way If you cluster your Civic changes. I generally add Gatherer tech before CD.

JosEPh
 
I forgot who posted it originally (once I remember his name I'll add it to give Proper Credit) but getting to Sed Life 1st requires a series of set tech paths. By using it you can usually get there 1st And cover the important early techs.

This is the path: Cave Dwelling->Oral trad.->Tracking->Cult. ID.-> Tribalism( build 2nd city asap)->Hunting->Petroglyphs->Barter->Chiefdom->Sed. Life.

You can add a few other important techs along the way If you cluster your Civic changes. I generally add Gatherer tech before CD.

JosEPh

I just tried it with the NEW SVN and still its a no go:sad: They got Sed Life and i just started Slavery:mad:

I did exactly what you have and even moved to the fastest research + and - slider, to NO avail:crazyeye:
 
I just tried it with the NEW SVN and still its a no go:sad: They got Sed Life and i just started Slavery:mad:

I did exactly what you have and even moved to the fastest research + and - slider, to NO avail:crazyeye:

Tough! Realistically there is no way you are EVER going to beat the AI to techs that are early enough in the tree for their AI-plays-as-Noble advantage not to overwhlem you if you are playing on a harder level. There just isn't time enough early in the tree for superior strategy and tactics to pull back their difficulty-level-speed advantage.
 
Tough! Realistically there is no way you are EVER going to beat the AI to techs that are early enough in the tree for their AI-plays-as-Noble advantage not to overwhlem you if you are playing on a harder level. There just isn't time enough early in the tree for superior strategy and tactics to pull back their difficulty-level-speed advantage.

ahahaa no thats fine with me, i was jj (just joking):p
 
Well, a few tips I gathered, it might not apply to all games. I play with barb world, barb civs, on huge maps with 16 AI or Giant with 20, I start on Immortal but immediately switch to Deity. I also play on eternity and start at prehistoric. Ow yeah, start as minor.

Since you are so small and the world so big and hostile survival is the priority, not growth, not expansion, not technological advancement. If I die, I can obviously not grow, or research or settle new tribes/cities.

Defend yourself, everything you build, everything you research must help you defend yourself.

So pump out 8 units (- the two you get) for permanent defense, at that time stone throwers are the only thing available it will make your slider drop to about 50~30 depending on your econ, if you got a goody hut maybe you can sustain that for a while.

Then I make a small stack of 3 wanderers, they will be the ones getting food and shields for the tribe.

Once clubmen are available I recycle 3 of the stone throwers for cash and replace the remaining ones with clubmen, usually by building the clubmen and immediately deleting the stonethrowers.

Once your city is safe then you can start researching somethings towards growth. But beware cause the age of the Neanderthal is upon us and those uglies are strong as hell, they easily summon a stack and can actually destroy yours so the best is to go for stone axes.

If you live through that you will have some +1 :gold: buildings that will allow you to support more units, should also have slingers and the town garrison promotion. 3 of them seem like a nice investment.

So since your slingers are 'protecting' your tribe you have an excess axemen and that barb city with 3 pop over there looks nice. So take it. And take the next one.

Once you're in ancient era you have an empire with a few cities (not tribes anymore) and this is where the expansion game begins. Because you have survived the neanderthals but you will soon have to face rival empires that are ahead of you in tech. The only thing that will let you close that gap is the combined beaker yield from all your cities. And the more cities you get and the more you develop them the faster your research rate will be.

By Classical Mid classical you should already be in the league.

Espionage is big help in war times. Do not just take the slider for granted. If have a hunch that ragnar is going to try to conquer your lands for the remainder of the game put that slider on 10 and focus on him and only him. You might get to steal some techs, you will know when he is moving his troops, getting ready for DOW. And might even sabotage some production, destroy roads. Or even cities. Etc.

That is all I have at the moment.
 
This is more or less a cheat, but it might help some playing with Rev On: After about 25 times figuring stuff out about Rev, going back and forth, doing this doing that, i found a way to STOP the city from Revolting, WELL at least for a turn or so, so its not a completely workaround, like i usually can figure out.

1. This is the most important part, make sure you have your Config.ini set to autosave each and EVERY turn ie: 1.

2. When you get the pop-up say that one or more of your cities are going to revolt, let it happen. (Use reject)

3. The next pop-up should say you are going "To WAR." let it.

4. Then when the Revolt happens, it takes over your city:mad:, its ok really, let the turn end.

5. OK the revolt, the enemy has taken over your city, now this is important to do, go back the the 2nd autosaved game listed , NOT the top one, the 2nd one. Go to "load saved game" from the autosaved area.

6. Once that game is loaded, you will notice that the Revolt is NO longer there.

7. This is ONLY temporary, and will last maybe at best 2 turns before it happens again. But like i said if you keep doing this, you get unlimited time withOUT a revolution, it is kind of tedious, but again, its more or less a cheat then a tip, you can take it either way, i guess :cringe::twitch:

Remember as i always say "Just Have Fun";)
 
Found a cool thing with Cobra animal, because it can withdraw from combat.
When you found one, dont kill it, let it attack you multiple times and withdraw, and your unit will get free promotions everytime cobra withdraws (tested on Deity difficulty, idk how's on others), depending in terrain. I usually get combat I-VI and woodsman I-III when defending in forest.

Made 3 ultimate terminators from stone axemen that way (3 cobras used, because they eventually die anyway when attacking), which conquested 3 neighbor civs (well with some help of healer).
 
This is more or less a cheat, but it might help some playing with Rev On: After about 25 times figuring stuff out about Rev, going back and forth, doing this doing that, i found a way to STOP the city from Revolting, WELL at least for a turn or so, so its not a completely workaround, like i usually can figure out.

1. This is the most important part, make sure you have your Config.ini set to autosave each and EVERY turn ie: 1.

2. When you get the pop-up say that one or more of your cities are going to revolt, let it happen. (Use reject)

3. The next pop-up should say you are going "To WAR." let it.

4. Then when the Revolt happens, it takes over your city:mad:, its ok really, let the turn end.

5. OK the revolt, the enemy has taken over your city, now this is important to do, go back the the 2nd autosaved game listed , NOT the top one, the 2nd one. Go to "load saved game" from the autosaved area.

6. Once that game is loaded, you will notice that the Revolt is NO longer there.

7. This is ONLY temporary, and will last maybe at best 2 turns before it happens again. But like i said if you keep doing this, you get unlimited time withOUT a revolution, it is kind of tedious, but again, its more or less a cheat then a tip, you can take it either way, i guess :cringe::twitch:

Remember as i always say "Just Have Fun";)

Lol. This tip is equivalent to the tip: 'loose an importanmt battle? No problem - just reload a play things in a slightly different order'

Better tip would be to watch your city's stability indicator earlier on, and as soon as it starts to tip towards unsafe take serious action as TOP priority (rush build stability/culture, build culture there directly, use story tellers, make VERY sure it has no unhappyness, switch civics if you have to, use the culture slider if you have to). Never build instability causing buildings far from your capital is also a good tip. The supress revolt promotion on certain units is also useful.
 
Lol. This tip is equivalent to the tip: 'loose an important battle? No problem - just reload a play things in a slightly different order'

Better tip would be to watch your city's stability indicator earlier on, and as soon as it starts to tip towards unsafe take serious action as TOP priority (rush build stability/culture, build culture there directly, use story tellers, make VERY sure it has no unhappiness, switch civics if you have to, use the culture slider if you have to). Never build instability causing buildings far from your capital is also a good tip. The suppress revolt promotion on certain units is also useful.

ahaha good points, but like i said a cheat, besides i haven't even made it to the area to build Story Tellers yet, heck i just entered the Ancient Era.:p
 
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