Dune Wars : Game 2 - Arrakis. Desert Planet.

Which Civ You'd like to see us playing for in this 2nd game:

  • House Ordos

    Votes: 2 18.2%
  • House Harkonnen

    Votes: 1 9.1%
  • House Ix

    Votes: 1 9.1%
  • Bene Gesserit

    Votes: 0 0.0%
  • Bene Tleilaxu

    Votes: 1 9.1%
  • House Corrino

    Votes: 1 9.1%
  • Fremen

    Votes: 4 36.4%
  • House Ecaz

    Votes: 1 9.1%

  • Total voters
    11
  • Poll closed .
Liet stared out at the assembled Naibs. “The salt pans by Sietch Tabr and elsewhere prove that water used to flow on Arrakis, if we can find the water we will be able to create a paradise on Arrakis. For now I want parties of Fremen to experiment with different plants and animals, ecology is a system, and it is cruciel that we understand it and the consequenses of chanign it. ”

Inherited turn 191:
Where is the settler north of Yasa Pass going without an escort? I path him to our borders and tell to wait.
Move worker North of Yasa Pass to harvest spice. Was working on burro weed, but we have two already.
Change the destination of settler north of Sietch Tabr. Move to Cayan dot for more windtraps

Sietch Taber is about to go unhappy, I switch a windtrap to a desert tile.

On the foreign relations board Vernus will give 2gpt for spice honey. We only have one spice honey but there is lots more around our area and are nowhere near the healthy cap.

Adjust slider to 55%, way of Liet in 11 turns

Turn 192: Start building a bunch of workers
Start Syaydina Monastery in Sietch Tabr (18 turns in GA)

Turn 193: Found Tasmin Sink on Cayan dot
Spoiler :

switch desert tile in Sietch Taber to completed cottage

Turn 195: Golden age ends losing 16gpt at 60%, and 75gpt at 100%. So throttle to 0% and will wait 5 turns to boost treasury before deficit spending.
Fiddle with spy points to get more on Wensica, Feyda and Atani so that we will be able to see their demographics. Will try to remember to switch them back to focus on Feyda and Vernus latter.

Turn 198: A maker shows up in the middle of our territory, so expect to loose some harvesters in the near future.
And Bede completes his compilation of the most powerful
Spoiler :


Turn 202: Sayadina monastery built in far away land, gain 335 gold. Research to 100%
Convert to Arrakis Paradise!

After a long period of experimentation and calculations Liet made a decision about water. “There is water on Arrakis, but the sandtrout keep it isolated. We will have to build basins to hold the water, protect it for our plantations of poverty grass and sword grass.”

“Liet, how long will it take to turn Arrakis green?”

“We don’t want to turn it all green, after all, the spice and the worms are still important. But if we can turn 3% of the surface of Arrakis green, we should have a self-sufficient system. So perhaps 350-500 years.”


Back to settlement phase too!
Spoiler :

Founded Hobers Gap. And detect signs of advancing Corrino...

And our scouts found a smuggler venturing out to the desert unprotected...
Spoiler :

We will take their water!


203: First Catch basin under construction at Sietch Tabr

204: See that Vernus has another 3gpt. Cancel the 2gpt trade to renegotiate, and the gold disappears. Crap.
Also a Crysknife enrout to reinforce polar city gets eaten by a worm :(
Spoiler :

Carelessness is unacceptable in the great desert...


205: I spy with my little eye....
Spoiler :

Some anchor grass! Terraforming has officially started!


209:
Switch Chapterhouse from palace of Carthag to watershipper to destagnate it.

210:
Settle Umbu Sietch
Spoiler :


And its time to hand off.

General notes:
I think we should start thinking about how to take out a city with ShaiHulud so that we can get some spread of the religion for the happy and water.
I’ve started sending out exploring crysknives to find a likely target.

Interestingly Wensica seems to be the only one upset about us trying to terraform the planet. Shouldn't some other leaders be giving us negative vibes?

We are 5 turns away from Cast Systems, at which point I’d suggest switching to mercantilism and Fauferluches. Maybe burning up golden age in process? We have another person coming in from Chapterhouse in 4 turns.

The log:
Spoiler :

Logging by Dune Wars 1.6.5 (BtS 3.19)
------------------------------------------------
Turn 191 (14456 AD) [05-Dec-2009 21:23:39]
Sietch Abbir begins: Worker (3 turns)
Sietch Abbir begins: Tribunal (6 turns)

After End Turn:
Gara Kulon finishes: Crysknife Fighter
Yatsa Pass finishes: Tribunal
Sahnin Pass grows to size 6
Sahnin Pass finishes: Refinery
Azrak Pan grows to size 6
Imperial has spread: Coanua

Turn 192 (14471 AD) [05-Dec-2009 21:34:22]
55% Research: 167 per turn
0% Influence: 122 per turn
0% Espionage: 10 per turn
45% Solaris: 11 per turn, 12 in the bank
Gara Kulon begins: Worker (3 turns)
Yatsa Pass begins: Worker (4 turns)
Sahnin Pass begins: Deathstill (4 turns)
A Cottage was built near Sietch Tabr
A Cottage was built near Sietch Makab

After End Turn:
Sietch Tabr finishes: Tribunal
Sietch Makab finishes: Worker
A Hamlet was built near Yatsa Pass
Fogwood Landing grows to size 5
Fogwood Landing finishes: Theater Hall

Other Player Actions:
Attitude Change: Princess Wensicia (Corrino) towards Roma Atani (Ordos), from 'Cautious' to 'Pleased'

Turn 193 (14486 AD) [05-Dec-2009 21:46:10]
55% Research: 170 per turn
0% Influence: 125 per turn
0% Espionage: 12 per turn
45% Solaris: 11 per turn, 23 in the bank
Sietch Tabr begins: Sayyadina Monastery (18 turns)
Fogwood Landing begins: Tribunal (9 turns)
Tasmin Sink founded
Tasmin Sink begins: Deathstill (11 turns)

After End Turn:
Gara Kulon's borders expand
Coanua grows to size 3
Windgap Sietch's borders expand

Turn 194 (14501 AD) [05-Dec-2009 21:53:04]
60% Research: 192 per turn
0% Influence: 127 per turn
0% Espionage: 12 per turn
40% Solaris: 5 per turn, 25 in the bank
A Shallow Well was built near Windgap Sietch

After End Turn:
Gara Kulon finishes: Worker
Chapterhouse finishes: Tribunal
Yatsa Pass finishes: Worker
Golden Age ends

Other Player Actions:
Attitude Change: Rhombur Vernius (Ix) towards Roma Atani (Ordos), from 'Cautious' to 'Pleased'

Turn 195 (14516 AD) [05-Dec-2009 21:56:28]
60% Research: 151 per turn
0% Influence: 129 per turn
0% Espionage: 14 per turn
40% Solaris: -16 per turn, 30 in the bank
Gara Kulon begins: Master Guardsman (5 turns)
Chapterhouse begins: Master Guardsman (3 turns)
Yatsa Pass begins: Barracks (6 turns)
A Desert Plantation was built near Coanua
A Cottage was built near Gara Kulon
A Cottage was built near Sietch Makab

After End Turn:
Sietch Makab finishes: Settler
Sietch Abbir grows to size 8
Sahnin Pass finishes: Deathstill
Azrak Pan finishes: Refinery
Coanua finishes: Greenhouse
Fogwood Landing grows to size 6
Windgap Sietch finishes: Deathstill

Turn 196 (14531 AD) [05-Dec-2009 22:05:06]
0% Research: 35 per turn
0% Influence: 129 per turn
0% Espionage: 14 per turn
100% Solaris: 81 per turn, 102 in the bank
Sietch Makab begins: Infiltrator (3 turns)
Sietch Makab begins: Infiltrator (3 turns)
Sietch Makab begins: Infiltrator (3 turns)
Sahnin Pass begins: Tribunal (26 turns)
Sahnin Pass begins: Greenhouse (10 turns)
Azrak Pan begins: Tribunal (14 turns)
Coanua begins: Tribunal (20 turns)
Windgap Sietch begins: Greenhouse (30 turns)
A Spice Harvester was built
A Cottage was built near Sietch Makab

After End Turn:
A Village was built near Gara Kulon
Sietch Abbir finishes: Tribunal
Coanua grows to size 4
Windgap Sietch grows to size 2
Imperial has spread: Windgap Sietch

Other Player Actions:
A Spice Harvester was destroyed

Turn 197 (14546 AD) [05-Dec-2009 22:13:19]
0% Research: 40 per turn
0% Influence: 131 per turn
0% Espionage: 16 per turn
100% Solaris: 88 per turn, 186 in the bank
Sietch Abbir begins: Crysknife Fighter (3 turns)
A Cottage was built near Gara Kulon

After End Turn:
Gara Kulon finishes: Master Guardsman
Sietch Makab finishes: Infiltrator
Chapterhouse finishes: Master Guardsman
Azrak Pan grows to size 7

Other Player Actions:
Ordos Spice Firm founded in a distant land
Landsraad has spread: Takim (House Harkonnen)
Civics Change: Feyd-Rautha(Harkonnen) from 'Despotism' to 'Hereditary Rule'

Turn 198 (14561 AD) [05-Dec-2009 22:16:24]
0% Research: 33 per turn
0% Influence: 130 per turn
0% Espionage: 16 per turn
100% Solaris: 90 per turn, 277 in the bank
Gara Kulon begins: Master Guardsman (5 turns)
Chapterhouse begins: Master Guardsman (3 turns)
A Surface Mine was built near Windgap Sietch
A Spice Harvester was built

After End Turn:
Sietch Abbir finishes: Crysknife Fighter

Turn 199 (14576 AD) [05-Dec-2009 22:22:08]
100% Research: 256 per turn
0% Influence: 130 per turn
0% Espionage: 16 per turn
0% Solaris: -78 per turn, 200 in the bank
Sietch Abbir begins: Crysknife Fighter (3 turns)
A Cottage was built near Gara Kulon

After End Turn:
Sietch Tabr's borders expand
A Hamlet was built near Gara Kulon
Sietch Makab's borders expand
Sietch Makab finishes: Infiltrator
Chapterhouse's borders expand

Turn 200 (14591 AD) [05-Dec-2009 22:24:56]
100% Research: 258 per turn
0% Influence: 130 per turn
0% Espionage: 16 per turn
0% Solaris: -79 per turn, 122 in the bank
A Wind Trap was built near Tasmin Sink
A Spice Harvester was built

After End Turn:
Sietch Abbir finishes: Crysknife Fighter
Chapterhouse finishes: Master Guardsman
Yatsa Pass finishes: Barracks
Fogwood Landing grows to size 7
Tasmin Sink's borders expand

Other Player Actions:
Landsraad has spread: Garnatah Ridge (House Ix)

Turn 201 (14606 AD) [05-Dec-2009 22:27:34]
100% Research: 263 per turn
0% Influence: 129 per turn
0% Espionage: 16 per turn
0% Solaris: -85 per turn, 40 in the bank
Diplomacy: Princess Wensicia (Corrino) offers to trade Open Borders to Liet-Kynes (Fremen) for Open Borders
Sietch Abbir begins: Crysknife Fighter (3 turns)
Chapterhouse begins: Weather Scanner (4 turns)
Yatsa Pass begins: Master Guardsman (7 turns)
A Spice Harvester was built
Chapterhouse begins: Settler (5 turns)

After End Turn:
Tech research finished: Way of Liet
Tasmin Sink grows to size 2

Turn 202 (14621 AD) [05-Dec-2009 22:41:38]
60% Research: 174 per turn
0% Influence: 129 per turn
0% Espionage: 16 per turn
40% Solaris: -15 per turn, 24 in the bank
Research begun: Great Houses (3 Turns)
Research begun: Protected Trade (3 Turns)
Research begun: Great Houses (3 Turns)
A Wind Trap was built near Windgap Sietch
A Spice Harvester was built
While attacking in the wild near Cave of Tears, Crysknife Fighter (4.00/4) defeats Arrakeen Worker (Prob Victory: 0.0%)

After End Turn:

Other Player Actions:
A Spice Harvester was destroyed near Tasmin Sink
A Spice Harvester was destroyed
Attitude Change: Princess Wensicia (Corrino) towards Liet-Kynes (Fremen), from 'Cautious' to 'Annoyed'
Civics Change: Liet-Kynes(Fremen) from 'Arrakis Neutral' to 'Arrakis Paradise'

Turn 203 (14636 AD) [05-Dec-2009 22:47:19]
0% Research: 32 per turn
0% Influence: 129 per turn
0% Espionage: 16 per turn
100% Solaris: 78 per turn, 361 in the bank
Sietch Tabr begins: Catchbasin (5 turns)
Hobars Gap founded
Hobars Gap begins: Deathstill (14 turns)

After End Turn:
Gara Kulon finishes: Master Guardsman
Sietch Makab finishes: Infiltrator
Sietch Abbir finishes: Crysknife Fighter
Coanua grows to size 5
Windgap Sietch grows to size 3

Turn 204 (14651 AD) [05-Dec-2009 22:51:40]
100% Research: 272 per turn
0% Influence: 131 per turn
0% Espionage: 16 per turn
0% Solaris: -105 per turn, 259 in the bank
Gara Kulon begins: Master Guardsman (5 turns)
Sietch Makab begins: Catchbasin (6 turns)
Sietch Abbir begins: Crysknife Fighter (3 turns)
A Spice Harvester was built

After End Turn:
Tech research finished: Great Houses
A Hamlet was built near Gara Kulon
Fogwood Landing finishes: Tribunal

Other Player Actions:
While defending on the high seas near Sietch Abbir, Crysknife Fighter loses to Arrakeen Sandworm (20.00/20) (Prob Victory: 0.0%)

Turn 205 (14666 AD) [05-Dec-2009 22:58:44]
100% Research: 277 per turn
0% Influence: 131 per turn
0% Espionage: 18 per turn
0% Solaris: -100 per turn, 153 in the bank
Research begun: Protected Trade (3 Turns)
Fogwood Landing begins: Greenhouse (4 turns)
A Surface Mine was built near Sietch Tabr

After End Turn:
Sahnin Pass finishes: Greenhouse
Imperial has spread: Tasmin Sink
Imperial has spread: Hobars Gap

Other Player Actions:
Attitude Change: Rhombur Vernius (Ix) towards Feyd-Rautha (Harkonnen), from 'Cautious' to 'Pleased'

Turn 206 (14681 AD) [05-Dec-2009 23:05:19]
0% Research: 32 per turn
0% Influence: 135 per turn
0% Espionage: 18 per turn
100% Solaris: 90 per turn, 243 in the bank
Sahnin Pass begins: Tribunal (26 turns)
A Surface Mine was built near Windgap Sietch
A Spice Harvester was built
A Shallow Well was built near Tasmin Sink

After End Turn:
Sietch Abbir finishes: Crysknife Fighter
Chapterhouse finishes: Settler

Other Player Actions:
Attitude Change: Leto II (Atreides) towards Liet-Kynes (Fremen), from 'Cautious' to 'Pleased'

Turn 207 (14696 AD) [05-Dec-2009 23:10:20]
0% Research: 32 per turn
0% Influence: 135 per turn
0% Espionage: 18 per turn
100% Solaris: 91 per turn, 336 in the bank
Sietch Abbir begins: Crysknife Fighter (3 turns)
Chapterhouse begins: Master Guardsman (3 turns)
A Spice Harvester was built near Chapterhouse

After End Turn:
A Spice Harvester was destroyed near Sietch Tabr
A Spice Harvester was destroyed near Sietch Tabr
Sietch Tabr finishes: Catchbasin
Gara Kulon finishes: Master Guardsman
A Hamlet was built near Sietch Makab
A Village was built near Yatsa Pass
Sahnin Pass grows to size 7
Fogwood Landing finishes: Greenhouse
Windgap Sietch grows to size 4
Windgap Sietch finishes: Greenhouse
Tasmin Sink finishes: Deathstill

Other Player Actions:
Harkonnen Spice Firm founded in a distant land
A Spice Harvester was destroyed near Sietch Abbir

Turn 208 (14711 AD) [05-Dec-2009 23:14:30]
100% Research: 270 per turn
0% Influence: 135 per turn
0% Espionage: 18 per turn
0% Solaris: -102 per turn, 236 in the bank
Sietch Tabr begins: Fremen Scout (2 turns)
Gara Kulon begins: Landsraad Outpost (6 turns)
Fogwood Landing begins: House Library (8 turns)
Windgap Sietch begins: Tribunal (17 turns)
Windgap Sietch begins: Refinery (14 turns)
Tasmin Sink begins: Greenhouse (15 turns)
Tasmin Sink begins: Tribunal (45 turns)
Tasmin Sink begins: Refinery (38 turns)
A Spice Harvester was built
A Surface Mine was built near Hobars Gap

After End Turn:
Sietch Tabr finishes: Fremen Scout
A Hamlet was built near Sietch Tabr
Sietch Makab finishes: Catchbasin
Sietch Abbir finishes: Crysknife Fighter
Chapterhouse finishes: Master Guardsman
Yatsa Pass finishes: Master Guardsman
A Village was built near Sahnin Pass
Azrak Pan finishes: Tribunal
Hobars Gap's borders expand

Other Player Actions:
Civics Change: Goya Solidar(Bene Tleilax) from 'Despotism' to 'Hereditary Rule'

Turn 209 (14726 AD) [05-Dec-2009 23:18:42]
100% Research: 276 per turn
0% Influence: 135 per turn
0% Espionage: 20 per turn
0% Solaris: -101 per turn, 133 in the bank
Sietch Tabr begins: Fremen Scout (2 turns)
Sietch Makab begins: Infiltrator (3 turns)
Sietch Abbir begins: Crysknife Fighter (3 turns)
Chapterhouse begins: Palace of Carthag (38 turns)
Yatsa Pass begins: Weather Scanner (10 turns)
Azrak Pan begins: Greenhouse (5 turns)
A Wind Trap was built near Tasmin Sink
A Spice Harvester was built near Tasmin Sink

After End Turn:
Tech research finished: Protected Trade
Sietch Tabr finishes: Fremen Scout
Fogwood Landing grows to size 8
Tasmin Sink grows to size 3

Other Player Actions:
Imperial has spread: Tawalil Rock (House Corrino)

Turn 210 (14741 AD) [05-Dec-2009 23:22:48]
100% Research: 294 per turn
0% Influence: 136 per turn
0% Espionage: 20 per turn
0% Solaris: -107 per turn, 30 in the bank
Research begun: Caste Systems (3 Turns)
Sietch Tabr begins: Water Shipper (8 turns)
Sietch Makab begins: Water Shipper (9 turns)
A Cottage was built near Tasmin Sink
Gara Kulon begins: Water Shipper (11 turns)
Chapterhouse begins: Water Shipper (8 turns)
Yatsa Pass begins: Water Shipper (18 turns)
Umbu Sietch founded
Umbu Sietch begins: Deathstill (21 turns)
 
Woops. Here is the save. :blush:
 

Attachments

  • Liet-Kynes AD-14741.CivBeyondSwordSave
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Well, I was trying to beat the Corrino with the unescorted settler to get a good spot, but now we've got to destroy them since they have a foothold in our land. In general I don't think the AI will capture an empty city that's just been founded (I had troops en route from Chapterhouse) unless you're already at war.
As I said, if I started the monastery during my turnset we could have gotten it, but it's too late.
 
I am bit busy those days - i think i'll skip this time :)
Good job - keep terraforming and growing economic might. We should take some more land soon.
 
Interestingly Wensica seems to be the only one upset about us trying to terraform the planet. Shouldn't some other leaders be giving us negative vibes?

Not until they adopt Arrakis spice civic, which they might not have yet. And the really high penalties come once you start building catchbasins and reservoirs.

Also, on a very minor fluff-note. The 3% isn't a "we only want to change 3% of the planet, because we want to keep the spice", its "if we change 3% of the planet ourselves, then nature will take over and the most of the rest of the planet would change by itself. 3% is a tipping point to make the cycle self-sustaining.
The Fremen never really considered that the terraforming would destroy the spice; they couldn't conceive of those kinds of environmental consequences.
 
All the more reason to kill the Corrino before they become too strong.
I think negyvenketto is next since Slyvnn is busy.
 
Well, I was trying to beat the Corrino with the unescorted settler to get a good spot, but now we've got to destroy them since they have a foothold in our land. In general I don't think the AI will capture an empty city that's just been founded (I had troops en route from Chapterhouse) unless you're already at war.
As I said, if I started the monastery during my turnset we could have gotten it, but it's too late.

Oh Ok. I would still feel nervous about a smuggler jumping our settler. Anyway, putting the :trouble: on Wensica shouldn't be that hard when we want to! Sorry, I missed the part about the monastery being too late, but at least we got some good gold for deficit research.

Not until they adopt Arrakis spice civic, which they might not have yet. And the really high penalties come once you start building catchbasins and reservoirs.


Ahh. ok that would explain it.

Also, on a very minor fluff-note. The 3% isn't a "we only want to change 3% of the planet, because we want to keep the spice", its "if we change 3% of the planet ourselves, then nature will take over and the most of the rest of the planet would change by itself. 3% is a tipping point to make the cycle self-sustaining.
The Fremen never really considered that the terraforming would destroy the spice; they couldn't conceive of those kinds of environmental consequences.

Well I'd have to disagree there, Pardot Kynes certainly understood the consequences, but that is all in the Appendix (I'm kind of an appendix nerd, read all appendices of Dune and Lord of the Rings too). And his whole methodology was to teach Fremen to do research for him and then train up his son, Liet-Kynes, to continue.
Spoiler :

Pardot Kynes in Dune (Appendix I: The Ecology of Dune) said:
"The thing the ecologically illiterate don't understand is that it is a system! ...That's why the highest function of ecology is the understanding of consequences."

He also knew about the connection to the sandworms and wanted to preserve the maker.
Dune (Appendix I: The Ecology of Dune) said:
Even shai-hulud had a place in the charts. He must never be destroyed else spice wealth will end.


So if Slvynn is skipping I guess I'll post a reminder of the roster:

Roster: edit (AnotherPacifist beat me to it :p)
1. Slvynn (skipped)
2. negyvenketto<&#8211; up now
3. Deliverator<&#8211; on deck
4. AnotherPacifist
5. Stochastic

Regarding the next few turns:
0. Where do we want to build more Catchbasins? In every single city?
1. Do we want to revolt to Mercantilism and Faufreluches? (I think so)
1a. If so do we want to enter another Golden age? Is there enough infra/military to build to justify the GA? I don't think so, but then we'll have to suffer ~2 turns anarchy.
2. I think we should probably think about working a bit on offensive military techs now as our crysknives are fairly obsolete for city attack and if we are going to attack Wensica (or defend... a best defense and all that) we'll need more than just guardsmen.
 
Well I'd have to disagree there, Pardot Kynes certainly understood the consequences, but that is all in the Appendix (I'm kind of an appendix nerd, read all appendices of Dune and Lord of the Rings too). And his whole methodology was to teach Fremen to do research for him and then train up his son, Liet-Kynes, to continue.

I've read the appendices too.

Ordinary Fremen didn't really know, and the Kynes who did know *did* intend to cover much/most of the surface, leaving only the deep desert untransformed (for the maker and his spice).

The 3% was not their target total coverage for change for change, it was the tipping point to make the transformation self-sustaining.

And what I meant was, it was never their intention to destroy the spice entirely, as eventually happened over future millenia.

0. Where do we want to build more Catchbasins? In every single city?
Be careful about catchbasins.
They don't don't transform mesa or deserts, and anything adjacent to a well will transform even without a catchbasin.
They do provide a global terraforming chance increase, but that's often not worth the -3 water locally.
 
So does that mean we should exclusively build catchbasins in cities that don't have enough water? E.g. Yatsa Pass is a piss-poor city with no water at all (damn the stupid witches), and it'll never be as productive as the other cities.
 
Unfortunately I can't play this week either. Let's give Deliverator a chance.
It seems to me Shai-Hulud shrine has a very limited effect. Once I found this religion, but it spread only to 1 city naturally, and it was before I built the shrine.
Leto II will give us diplo plus if he adopts Arrakis Paradise as well, it's different from vanilla BtS.
 
So does that mean we should exclusively build catchbasins in cities that don't have enough water?

My best suggestion is to count the number of tiles that can potentially be transformed; of the 8 tiles adjacent to the city, how many of them are:
a) NOT desert waste (or polar desert waste), mesa, or polar [these will never transform]
b) NOT already adjacent to a well [these will transform even without a catchbasin]

The marginal gain in terraformable tiles is this residual (the 8 minus those ruled out by a and b).

Build catchbasins in the cities where it provides the largest marginal increase transformable tiles, and possibly in any cities with really high water incomes, where they can afford to take the -3 water hit in exchange for the +1 happy and the faster global terraforming.

Also, catchbasins are a pre-req for reservoirs eventually, so you might want to build catchbasins elsewhere much later on.

It seems to me Shai-Hulud shrine has a very limited effect. Once I found this religion, but it spread only to 1 city naturally, and it was before I built the shrine.
Shai-Hulad has a low natural spread. If you want to spread it, build missionaries.

Its designed to be a weaker religion, because it comes so early, and to not be spread particularly widely.

In vanilla, early religions are much more powerful because they spread so widely, so quickly.

If you want a religion that spreads rapidly by itself, go for Imperial.
 
Um, it certainly looks like a deserted planet here.
 
Yeah, I thought that Deliverator was up next, but I guess not. AnotherPacifist, do you want to take it?

I'll have a look in to pick out some cities for catchbasins based on flat land and lack of water.
 
I'll play tonight unless Deliverator wants to. I don't think catchbasins are crucial at this time. When we have more land and enough infrastructure, we'll build them.
 
Yes, after reviewing each city I agree.

Sietch Tabr has Catchbasin
Sietch Makab has Catchbasin
Hober’s Gap 7
Umbu Sietch 7
Yasta Pass 6
Fogwood Landing 4
Gara Kulon 4 but would be in starvation by 1
Tasmin Sink 3
Chapter House 3 spice blow soon.
Sietch Abbir 2 but spice
Azrak Pass 1
Windtrap Sietch 1
Coanus 1

So the cities that would benefit most have only just been founded and need other buildings.

Though I think the two Ecaz acquisitions could probably take a catchbasin usefully.
Gara Kulon could also use a catch basin, but it would be in starvation 1. If we time the construction of the catchbasin for when we get desert industry then the one windtrap will deal with that.
 
Small tangent. This game is making good progress. For the next game, I'd like to suggest something different. It isn't really a succession game, I am not sure what to call it. I would like some help play-balancing the civs. You can see some discussion around this post. I can make a few copies of the same map. Each copy will have a different civ at the same start coordinates. Each player would play their own game as a different civ, but from the same map and start coordinate. This may give us some helpful side by side comparison of the strengths of the civs.

Does it sound interesting? Has this been done before? Is there a better way to get this type of evenly distributed play balancing information?
 
Small tangent. This game is making good progress. For the next game, I'd like to suggest something different. It isn't really a succession game, I am not sure what to call it. I would like some help play-balancing the civs. You can see some discussion around this post. I can make a few copies of the same map. Each copy will have a different civ at the same start coordinates. Each player would play their own game as a different civ, but from the same map and start coordinate. This may give us some helpful side by side comparison of the strengths of the civs.

Does it sound interesting? Has this been done before? Is there a better way to get this type of evenly distributed play balancing information?

TheMeInTeam has run a "Pick your leader" series in the CIV4 strategy forums, where he sets up a map where players can select different leaders to use at an identical start site. I think he explains how to set them up in his strategy guide to map modifications:

http://forums.civfanatics.com/showthread.php?t=322396
 
Thanks for the pointer. I haven't been around the vanilla strategy forums much. In the "Pick Your Leader" bullpen, they do discuss the variant I meant. I would create 9 copies of the same map; everybody would start at the same location, but as a different civ. Each player would play the whole game and report their results.

Which forum would be appropriate to post this? I don't see any other mod games in the vanilla strategy forums, for obvious reasons. What I describe isn't a succession game either. Should it go into the parent forum, "Stories and Tales"? What is the most successful way to advertise?
 
0. Set research back up to 45% (castes in 4 moves). Reset some desert tiles which were being worked for no reason (some cottages have already grown and have 2 hammers too).
1-2. Unremarkable moves
3. Imperial spread in Umbu Sietch. I just noticed that the Ordos have become Ix's vassal some time ago.
4. Castes in, chemical explosives next. (We need some more firepower against the smugglers). Another GS born in Chapterhouse, so I use him for the GA to switch to Faufreluches and Mercantilism (we have no foreign trade routes anyway).
5-6. Blah.
7. Founded Bikouros Sietch (the only other peninsula that could be settled by the Corrino close to us). Not a very productive spot, but has 2 waters and some spice.
Spoiler :

8. Chem explosives in, start to build maula mortars. Desert Rovers next (need to transport easier)
9. Suspensor devices next. Great Nobleman born in Yatsa Pass, saved him. Imperial spreads in our new city Bikouros Sietch.
10. Combat Ornithorpters next.
12. Imperialism next (prereq for Desert Trade)
13. Imperial spread in Sabtah Gap (Corrino). Looks like they're gearing up to attack us next:
Spoiler :

14. GA is over, drop research back to 50%. Sabotaged monument in Takim.
15. Aerie done in capital, start vultures (+40% against melee). Founded Cahueit Caves (will be very big city with 3 groundwaters and 4 mesas).
16. Imperialism in, desert industry in 8 moves. Maybe a good idea to switch to Imperialism with our many cities later on.
17. Hagal Palace built somewhere else.
18. Cave of Tears captured by Feyd.
19. We capture Cave of Knives which is not in a very good spot (2E and 1S would encompass more resources) so I burn it.
Spoiler :

20. We then capture Red Pass which is a decent spot, so I keep it. The dejected Harkonnen infantry could just look on jealously.
Spoiler :

To do:
1. Corrino is going to attack us pretty soon. I've fortified Hobars Gap but needs more troops. After the Water shipper from Sietch Abbir is done build more troops.
2. We have a Great Nobleman and a Great Scientist (please don't sleep great people, or at least wake them up at the end of your turn, because I almost forgot about the GS in our capital). Bulbing techs isn't going to be very efficient at this time since our science is probably either 2nd or 3rd behind Ix. I would use them for academies or pacifying captured cities.
3. Air power should be our goal.
4. If we want a vassal after the upcoming war with the Corrino, the Tleilax might be a good choice (they only have 4 cities that we can see).
5. Build a city close to the ruins of Cave of Knives. And raze Tuono (smuggler city SW of capital) for more cash.
Spoiler :
 
Small tangent. This game is making good progress. For the next game, I'd like to suggest something different. It isn't really a succession game, I am not sure what to call it. I would like some help play-balancing the civs. You can see some discussion around this post. I can make a few copies of the same map. Each copy will have a different civ at the same start coordinates. Each player would play their own game as a different civ, but from the same map and start coordinate. This may give us some helpful side by side comparison of the strengths of the civs.

Does it sound interesting? Has this been done before? Is there a better way to get this type of evenly distributed play balancing information?
It is called Many Leaders Game.
FfH: http://forums.civfanatics.com/showthread.php?t=285747
BtS: http://forums.civfanatics.com/showthread.php?t=255654
 
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