Caveman2Cosmos Let's Play - AstralPhaser/12padams

you know units heal faster in your borders than out, right? I'm not sure if you knew, but heal speed goes as follows, from slowest to fastest...

Enemy territory, neutral, your own, in one of your cities.
OMG never knew that... that will help so much so thanks :)
 
Oh, and one final thing.

The whole, "1.0 but not fully healed" thing is a result of rounding. He's higher than 9.5, but not quite 1, so it displays it as 1.0. It's not a bug.
 
Oh, and one final thing.

The whole, "1.0 but not fully healed" thing is a result of rounding. He's higher than 9.5, but not quite 1, so it displays it as 1.0. It's not a bug.

Ah ok thanks for telling me because I was really confused about that...
 
I really hope the Team here is watching this. It just might get them to rethink in some areas and point out some areas of improvement too. Seeing a newcomer play and learn helps broaden the perspective on direction and goals.

Keep playing young Grasshopper! ;) :lol:

JosEPh :)
 
You are learning the hard way, but you ARE learning! :) Also, that map have so many ugly features (tundra, ice, barren...) You have to make sure your second city occupies a great location, because your starting city sure does not. :) You can build a new city with the Tribe unit, which unlocks at Tribalism (which is still a far way off in the tech tree).

Some other thoughts on the tech tree:

Shelter Building, Piercing and Cultural identity are all great techs that will help you a lot, I think.

Shelter Building unlocks a huge list of buildings, some of which gives you :hammers: and :science:.

Piercing lets you build Spiked Clubman, which have a base Strength of 3 and +25% vs. Melee. You need these guys to battle the Neanderthals (and please learn how to pronounce that!). They will soon be :hammer: on your door, and the CAN enter your cultural borders!

Cultural identity unlocks a building that gives the city +1 :science: and +25% :science:. This will boost research by 3-4 :science: per turn in total. Also, this tech lets you run Matriarchy, which lets you grow your city faster.
 
Cultural identity unlocks a building that gives the city +1 and +25% . This will boost research by 3-4 per turn in total. Also, this tech lets you run Matriarchy, which lets you grow your city faster.

Omg... That will be my first priority then! Followed by spiked club mans... And shelter building. Boy that was good advice lol, thanks :)

You have to make sure your second city occupies a great location, because your starting city sure does not. You can build a new city with the Tribe unit, which unlocks at Tribalism (which is still a far way off in the tech tree).
In whatever episode I make a tribe I will end the episode there to get some comments on where I should put it.

I really hope the Team here is watching this. It just might get them to rethink in some areas and point out some areas of improvement too. Seeing a newcomer play and learn helps broaden the perspective on direction and goals.
If you could point out things from this lets play to them what would those things be?
 
Episode 4: http://youtu.be/sLmMWZVtqrg
The good luck streak with our wanderer finally ends to we decided to upgrade to a scout. While exploring with our scout we come across a few neanderthals. At first it's no problem but eventually our scout gets into a sticky situation it just can't escape. But hey... its not too bad because now we have some "prehistoric background music".


Yep... episode 4 but if you've got advice I wont implement it in the next episode because today I am recording 3 episodes since it is my day off.

I've downloaded and installed Preatyre's era background music expansion so be sure to comment on what you think of his work. Does the background music throughout this episode seem prehistoric to you? More info here: http://forums.civfanatics.com/showthread.php?t=477380
 
@12padams

Nice episode. I am sorry but it was kind of funny when you got impatient and went 2 tiles rather than one at a time to be more careful.

To answer the Cockroach thing. Since you already got the building before its requirements were changed you still get the building in your city. If you start a brand new game it should not give you the building. Just one of the down sides to playing different versions with the same saved game. Normally getting a building early is a good thing. But not with those types.

On the bright side your video was on of the motivations for moving it to Sedentary Lifestyle and size city 6.
 
I'm (and it's pronounced pray-tear, by the way) sorry to say that part 4 didn't really showcase my soundtrack well; for starters, the music that plays when you are zoomed into your city is not altered in any way, and is far more Medieval than classical (in either the era or genre sense), and none of my new tracks made an appearance. Further, the music was far too quiet to truly be heard well, especially for some of the softer tracks in my pack; turning the music up wouldn't have hurt. Note that you can instantly switch tracks (at least in the eras with no time delay between tracks) by pressing mute and then unmute for the music slider, and some of my Prehistoric tracks are very short, so you might not get the best impression of my pack playing that era alone.

I've no other complaints, though; you seem to be doing well and I hope you have a fun time with your game of C2C, and might gain that much more thrill from it hearing the tunes I've compiled throughout your journey into human history.
 
I'm (and it's pronounced pray-tear, by the way) sorry to say that part 4 didn't really showcase my soundtrack well
Sorry about that :(

the music that plays when you are zoomed into your city is not altered in any way, and is far more Medieval than classical (in either the era or genre sense)
Can you modify that?

and none of my new tracks made an appearance.
Is that just bad luck or did it not install correctly?

I've no other complaints, though; you seem to be doing well and I hope you have a fun time with your game of C2C, and might gain that much more thrill from it hearing the tunes I've compiled throughout your journey into human history.
Definitely... More of anything makes me enjoy anything more (I'm sure that could be used against me somehow lol).

I am sorry but it was kind of funny when you got impatient and went 2 tiles rather than one at a time to be more careful.
Pft... It would just be my luck that the one turn I move 2 tiles is the one turn that leads to my death :(

To answer the Cockroach thing. Since you already got the building before its requirements were changed you still get the building in your city.
TY for explaining :)
 
Can you modify that?

Theoretically, yes, but I'd need a good track to replace it; it'd be boring to listen to nothing but the war theme every time you zoomed in during Prehistoric.

Is that just bad luck or did it not install correctly?

Try muting and unmuting, and see if you hear any music that sounds more ethereal or is only half a minute long. That'd be a good test.
 
Episode 5: http://youtu.be/i7xZdJ3Jnh4
Well... two things are now obvious... Spiked clubman are not great vs neanderthals and neanderthals run away when you approach them with spiked clubmen. Just as I thought we were safe to use our spiked clubman to explore I realized I was dead wrong. I'd had enough of making more fighting units... it was time to prepare for our first freedom marker... Rafts.


Try muting and unmuting, and see if you hear any music that sounds more ethereal or is only half a minute long. That's be a good test.
The music files are in the game directory... there's heaps there... I'll do this in episode 7 though.
 
@12padams

Poison comes from special buildings such as Curare, Belladonna and Death Cap Mushroom. Which require resources to be in the city vicinity. You can also get poison from subdued animals such as the Snake Pit and Amphibian Enclosure I do not think you have any resources nearby but if your lucky enough to subdue a snake or frog you could build those.
 
About the Spiked Clubman. The way I use them is for tile defense. Like, I want to protect my improvements from getting attacked, and I stick a Spiked Clubman on each of them to prevent Neanderthals from attacking and destroying them. However, in your game, you have no such problems, so you don't seem to need such protection.

Also, great idea to get rafts! Let's just hope the Islands contain something useful, because in ShenPlays' videos all he got was enemy canoes...
 
Also, great idea to get rafts! Let's just hope the Islands contain something useful, because in ShenPlays' videos all he got was enemy canoes...
Well... I've recorded episode 6 and I didn't see any enemy canoes I just need to edit it but I don't have time until tomorrow night so next episode will be up in 23 hours and it ends with a big question...

Oh and just for the info... Over 20 minutes of ai turn time was removed from episode 5 mainly because we were just waiting for techs to complete.

Btw... Do you agree removing ai turn time from the videos in this lets play enhances it? I believe it's a good way to speed up the general speed of the game while keeping more action packed without missing chunks of the game (like in shens lets play where he didn't record a whole era or something).
 
Off course it enhances it :goodjob:

It would be great if all lets plays had ai turn time removed... Sadly nobody but me seems to have the patience to do it. If only some automatic start stop recording feature was programmed into the game which automatically activates and deactivates at the end and start of turns. Removing ai turn time is quite a massive chore unfortunately... Still it's worth it :)

Just imagine when I get to medieval or modern and beyond... Those turn times will be nightmarish and most lets players will stop by that time... ever seen a lets play go beyond midieval? I promise that my lets play will only end for the following reasons:

1. I win! (Take over all cities on the map)
2. I am defeated (my cities destroyed)
3. Major bug (a future revision causes my game to be unplayable)

Still... When turn times do get ridiculously long I won't be uploading as many epsiodes each week since it will take longer for me to record them. Also later episodes may get shorter since fraps records at 80 gig per hour which I compress to 500 meg per hour however I can only do that once the episode is edited... Oh and youtube compresses it even more but sadly makes it blurrier.

But the point is that on the drive I record on I only have 150 gig free so I can't record for more than and hour and 50 minutes or so total. If 1 hour is ai turn time then the episode itself may only be 20 minutes after ai turn time is edited out. Ill try to clean out old files on my computer by that point anyway because I am sure I have 200 gig of old junk on there.

Anyway it will be interesting to see how far I make it in this lets play. Hopefully I'll get to go past medieval to see if the game truly is unbalanced beyond that point like everyone seems to state.

There is one thing that really confuses me though... Why is there over 1,000 views for this thread yet only about 150 views combined for the 5 episodes uploaded so far? Either everyone keeps refreshing to see if I've uploaded another episode or I have presented this lets play really badly and 80% of people are so put off by the way this topic looks that they don't actually watch the videos. Which do you think it could be lol?
 
Yes, I think it's because people keep refreshing. Though, I'm not 100% sure.

I can't believe you've gone so far into the prehistoric era and have only gotten one animal. Just think, all the hundreds of turns you spent just pressing enter, if only you had positioned a few scouts around your city borders, animals would have tried to attack them, and you would've killed them. So many hammers and food, and potentially science lost....(from the myths).

It's still not too late. Build a couple scouts, fortify them on a nice, non damaging forested hill, and you may still get a few.

Did you notice how neaderthals are not as stupid as they seeem? They won't attack a spiked clubman in a forest. They know they'll lose. Spiked clubmen are for deterring them from entering your territory and wreaking havoc. That's what makes them useful. However, you've gotten a bit lucky in that the damaging terrain forms a nice shield around your city, and thusly, you haven't seen many of them polking near your borders.

I cannot iterate enough how important it is to just station a few scouts on a forest, and let the animals throw themselves at them. You get so, so much. The time has not yet passed, though the peak probably has.

The Egyptians are fairly strong. They are also your nearest neighbor. Not good. Get tribalism, and EXPAND. Take up that good terrain to the southeast along the coast BEFORE THEY DO. Snatching up that good terrain, and leaving them to the crappy ones is highly advisable, expecially considering the fact that you basically have no penalties for expansion, no REV, no unhappiness, nada. Expansion should be paramount.

Don't forget to build lots of gatherers to improve your tiles, and make your paths to your new cities.

Finally....try your damned hardest to get to sedentary lifestyle first.
 
I like reading what's said here but don't have any time with 'sound on' to watch videos online. So I'm mostly poking about to see what kind of strategy references are being given.
 
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