Fallout: Tame The Wastes

Just one more game!

You asked for a save game in the other thread, so here are a set of saves from a different one.
One .7z archive, about 1 Mb. Link dies in a month or so.
http://www.sendspace.com/file/o3ti3r

Commentary:
Spoiler :
(Save) Turn 0: Prince difficulty, Pangaea, Large size, Epic Speed
Aggressive AI, No Brokering, No Villages, Multiple Production

I move my starting Super Mutants a little North and a Vault a little West. I give every Civ's starting position an Urban Wasteland Hill, a little river if they don't have one, and a Pre-War Tech (Richardson has a second).

The map has 1: Canned Food; 0: Advanced Munitions, Pre-War Booze, Nuka-Cola, Combat Drugs, Jet, Books.

I observe that even though I'm at one higher difficulty, I have 4 more happiness in my starting city than last game.

The following are notes as I go along.

I have built 3 Gardens. I could put another on the Pre-War Tech but will save up for a Scavenger Camp instead.

A Skavenger "upgrades" to a Thief which has the same stats and abilities, lacks the Operative promotion and costs more. Am I missing something?

(Save) Turn 292: Local Business discovered. Next up is Slavery, then New Frontiers for Settlers, then something so I can make Safety/Culture and use the rest of my BFCs (current Safety: 0). I am 4th of 8; Tribes are first (3 cities), NCR last.

Improvement cost increases aren't scaling with game speed.

Turn 330: In the wait while I grind out Search Parties->Authority->Safe Haven I have decided to spam Settlers. Build a Settler -> <- Grow to size 12.
Turning Raging off didn't give Barbs* (and made Animals scarce), so I don't even need to make garrisons for quite a while. [*My mistake - see T346.]
I was thinking: when you get Barbarians working it might be a good idea to give them a factional city capture promo to deter this exploit.
I note that the Mutant Settler icon looks like a Warrior. Ghoul Settlers last game used the expected Settler icon.

I'm running an Infantry around killing off everything but Deathclaws. Survivalist (Mutant) + Leech + Silent Death (15% heal); it can heal faster than it can move. It kills Deathclaws on Radweed.

(Save) Turn 342: Merchant specialists popped the borders last turn, so I am busy making Scavenger Camps and Gardens.

Turn 346: "Militia gourged (sic) on the flesh off (?) Crossbow Armed Survivor!" Yes! -Turning off "Raging Barbarians" (or something) worked and we have Barbs to enslave. Just as soon as I can figure out how.
>>Kill Barb with Militia. Move militia to city. Click "Sell Slave" icon, get new Slave unit. Next turn, click "Join City (Enslaved Worker)" icon. (And it seems you get to keep them if you switch out of the Slavery civic.)

10% Safety gives .10 per turn, which will pop my small cities in 150 turns. Let's not.

It turns out enslaved worker specialists die every few turns, which makes them of considerably less use than I first thought.

Build a Settler -> <- Grow to size 17.

Just realized you can't build the National Slave Auction if you're a Vault Civ.

Turn 371 (or so): First!

Why can't I see anybody else on the F9 chart? It worked last game. Maybe it's the 5 espionage per turn? [Probably that - it slowly added the others.]

Turn 380: 13 cities = -59 coins per turn when I'm not building Wealth.

Ghouls are 3rd. F4 says Harold has met only me, even though the 2nd- (Tribes) and 4th- (Families) ranked Civs are just 4 land tiles away from him.

(Save) Turn 392: Hospitality discovered.
Civics: Wealth/Gang/Slavery/Bottle Caps/Scientific Study.

Odd. Redemption Point has a Slave Processing Facility but won't let me add a Slave. [Adds it when I remember to check at size 3 ...dies next turn.]
Also: 14 cities, -95 coins/turn; better not make more for a bit.

Turn 395: Two of my little cities have expanded (via specialists).
Turn 398: Adam Smith. I decided I needed a settled specialist more than Bob's Bites.
Turn 401: #6! I have passed Maxson and Richardson in Safety.
Turn 415: I incorporate Vinnie's, realize it costs me 15 needed coins to get 1 coin and 1 research. Reload and send the GS off to make an Academy instead.
Turn 437: Great Elder declares war upon extortion failure. Since I'd have to go through another player to get him, he's safe.

(Save) Turn 450: Not much happening. 18 cities, 2 Vaults next to Barb cities, 1 near the Enclave that I'm leaving for Richardson, 2 on islands that can't be got to (AFAIK). Saving up 247 coins/turn with the capitol making Wealth.

Turn 461: Built a Silver Mine for 5400 bottle caps (coins). That's the last resource near my capitol. Roads should be next.
Turn 468: The Vault I left for the Enclave got covered by my territory, so - what the heck - I sent a Settler.
Turn 480: I think the National Capitol founds your civil religion. If that's right, it should say so somewhere.
Turn 488: Conquest researched. From the description, I should be able to build the second Super Mutant Machine Gunner, but I can't. [Maybe you can only get one by upgrading your starting Unarmed unit?] So I either need to connect up the nearest Junk (at 2000 coins per road segment, quite a ways away) or research Pre-War Armour.
Turn 498: The Family built a city which is currently pushing my borders in on our frontier. On a tile with Pre-War Clothing which is 2 tiles from my city and 3 from theirs, they have two workers. One is building a Watchtower and the other a Garden. Just wasting money.
Turn 501: Pre-War Armour. I can finally build that Combat Armor Soldier with city capture to get those two Vaults, and then an Armoury, which is its own little corporation; it adds 1 Pre-War Tech & produces stuff per Pre-War Tech.
Turn 504: The Barb city of Bulgar flips to me. I flop it to the Enclave, which has also just vassalized Tandi.

(Save) Turn 511: Democratic Leadership; I waste a bunch of Slavery buildings.
Civics: Wealth/Robotic Armies/Citizenship/Bottle Caps/Computer Simulation.

F5: I can't click on a unit or units to see where they are. Corp Screen similarly.

Turn 523: I have connected two cities by road.
Turn 525: My religion is now in all my cities; +120% building production, yow!
Turn 551: Killed 4 spies this turn. Also, I'm #1 in Power despite having only a Combat Armor, a Militia and my starting mutant.

(Save) Turn 553: My score passed everybody else's together, so I'm turning it in. Lark 5350, Elder 1065, Maxson 884, Rich 803, (his vassal) Tandi 521, Bishop 778, Harold 737, Ironhead 509.

The score chart has two inflection points - one about turn 300 (Wealth + Settlers) and the other about turn 500 (religion).

The game in brief: Wealth lets you spam Settlers, which the AI won't - it's wrongly afraid of losing cities. Nothing can take your cities for sufficiently long that by the time something can you've grown too large to tangle with.
I don't think a braver AI is the answer - it would let an AI turn a lead into certain victory. Perhaps making the #ofcities maintenance go up faster or making Settlers cost increasing population points. (With bravery.)
 
First up, Noble difficulty is the only one that is balanced, in Prince you will actually have an 'easier' time of it than Noble, as Barbs have not been set properly for other difficulties among other things like health and happiness.

Hmmm I don't know why so many of those resources are so rare.. I think it must be because I made ruins more rare (as people were saying there were too many) and these resources only exist in ruins I think (I will need to double check this..)

hmm.. I have clearly done a typo with the thief I think... oh no wait! One thing the thief should have over the skav is invisibility! The missing operative is a typo though..

Vaults have (intentionally) a lower production of both Culture(Safety) and espionage, this is compensated by the fact their buildings are better and you can have more specialists.

I don't know why imp. costs do not scale with game speed... as far as I know I haven't changed these from vanilla settings, I will need to take a look..

Specialists and Corps: need balancing to be more in line with the new 'economic' values. I will also be adding special building chains for corps to again increase their value.

Slaves: do not use food (benefit) but can die (negative) again they need balancing to be in keeping with economy, there is also a ratio of how many slaves you can have to population (I forget what it is, something close to half I think) At the moment the AI for slavers and slavery does not seem to work very well.. (most of these settings can be tweaked somewhere if I remember, so I will look into that at some point)

Islands are unusable (eventually I want a map script that will maximise land and get rid of islands.)

I think I need to give the AI some basic happy and health bonus over player as the player currently has methods to overcome this that the AI can't exploit.

Ideology/Religion Founding message: I think I have code for that to happen I think I have left it commented out... need to go and find it and switch it back on! :D

Barb Spawning: I think right now the big issue with barbs is I think there is some sort of 'limit' to how many barbs can be on map at once. So I think killing animals makes space for human barbs. Not entirely sure yet though.

Slavery: You can use slavers to enter faction territory and take their units, to use slavery you only need a unit with the slavery promo in an attacking 'stack' so you can use a stronger attacker and still get slaves.

Also eventually the Slave Auction is only going to be available to the Raiders & Slavers faction, as a distinct element of their faction.

If you want more info on Slavery, go to the first page and follow the link to the slave modcomp, that will tell you how it all works.

The Super Mutants: are a bit buggy right now, as I started doing some things with them and then got distracted by other things. The basic Premise for Super mutants was because they are so much stronger, they needed something to limit how many could be made, right now that is they need slaves(although as I said the AI does not do very well with slavery at the moment even though it has AI code..) Some units may not be properly 'connected' to upgrades, so you should be able to upgrade to a conquest variant, but I may have missed the appropriate link..

Displays: I rarely use these, don't know what is wrong with them, it may be i broke something somewhere unintentionally.. I honestly don't know as I have not put any time into this part of the game code..

Settlers and Dangers: I still haven't got the 'threat' level of the wastes up to snuff yet, I need the player to feel far more besieged and generally battered so that they are forced to maintain patrols and garissons just to stay alive and keep their economy and improvements functioning. I am hoping that if I can gets civs closer together that they will start doing a lot more 'pecking' at each other. I think I also need to make a collection of 'barb' units that can do things like capture cities from the get go to again increase the level of threat you are under as a player..

Barb cities: I am wondering if I could make an event that looks for cities without a certain building (village) and then adds it, and this happens 100% of the time.. I don't know if I can set a trigger condition like that..

Some good feedback in there, thanks! The AI seems to make a lot of really weird decisions at the moment that I can find no reason for in the code.. anyway we keep chip chipping away!
 
There weren't too many ruins, it was that the 'scavenger camp' improvement that could only be built on them was vastly better than all the other improvements. Now that there are other good improvements that shouldn't be a problem.
 
Prince - oops.

Improvement cost increases: I made a flat statement there where I should have said that it felt costs were increasing faster at Epic speed.
Spoiler :
Let's say speed B has twice as many turns as speed A and a road in A costs 1000 Bottle Caps. If it costs 5 more every turn in A, it doubles in 200 turns.
If it costs 2000 to start and 5 more every turn in B, it doubles in 400 turns. This is what you want, because that's the same point in the game.
On the other hand, if it goes up 0.5% every turn in both situations, costs in A will double in 200 turns but costs in B will go up twice as much and thus triple in 400.

Islands with the Pangaea map script are ornamental. A nuclear exchange wouldn't destroy them, it would just leave a lot of nasty stuff in the water. Godzillas.

Corporations: I would just suggest no resource overlap with the mini-corporation buildings like the Armoury that both produce and use a resource.

Barbs: a limit in Barbs per unclaimed land tile might explain it. In my "Raging" game I didn't kill any animals and the borders first pushed them back and then overran them. I must have had 20 animals inside, but they didn't attack and I didn't have the money to use their tiles, so I left them. Add another 30+ locked unmoving 1-per-tile outside and I would have been over the limit. In the second game where I did kill animals, the Barbs showed up, but they were late, weak, few, and almost never moved from their spawn tile.

Slavery: I somehow missed the HN. This despite preferring a Civ with HN units (Archos Spiders) when I play FfH mod*mods. (I only use them semi-defensively, though; if the AI sends units too close I eat them, but I don't harass their cities.)
Well, it's not like the AI is using slavers either.

Mutants: I thought Slave upgrading to Super Mutant Unarmed was a bug! And I even noticed the latter could be upgraded (very late in the game) and didn't put 2 and 2 together. :( That's an interesting and appropriate mechanic and ought to be in the Civ description. (Maybe it is and I didn't read it.)

Brainstorming threats:
Spoiler :
1.) Some Civs should go to war, some should use hidden war (Slavers) and some should try to set up defence and trade networks.
//leaderheads?
//AI??
//need techs to allow treaties
//need pre-war road segments or make roads cheaper
2a.) Make the Barbs show up earlier, stronger, in numbers, and willing to attack. Include a variety of units.
2b.) Every few turns, spawn one Barb stack inside one players' territory. (Maybe sequentially, not on a pillageable tile, strength appropriate to era...)

.
.
.
I have been fiddling with terrain files trying to get resources, failing miserably and then, well, succeeding miserably.

This link contains the three fiddled files mentioned below:
http://www.sendspace.com/file/6xgp2u


Added more ruins, removed competing ruin use from resources that also used ruins, shuffled placement order to put ruin-based resources first...

...\Mods\Fallout Tame The Waste\Assets\xml\Terrain\
CIV4FeatureInfos.xml
Set iAppearance>3000< for Ruins (from 1300)

//possible further changes:
Spoiler :
//?add roads? In FfH mod*mods, Ancient Ruins come with Roads (but I don't see how).
//more ruins (4000) and spread out more ->
//-> add possibility of ruins on Tundra/Decayed Urban Wasteland
//more vaults 1000->1200 (prefer farther apart instead, but don't see how)
//less rad waste 10000->8000

CIV4BonusInfos.xml
I kept notes for a while, but I changed so many things with no result that I stopped bothering ...and then it started working. I still don't understand how iConstAppearance and iPlayer work, and never even got to iTiles.

Spoiler :
[Combat Drugs/Jet/Books look like Wheat on the map; I don't know how to replace or override that.]

//[Should Geckos and Iguanas clump up like Fire Geckos and Golden Geckos do?]

//Is there a resource that would be appropriate for Rad Waste tiles?

CIV4ImprovementInfos.xml
I added Combat Drugs and Jet to Winery.
I added Books to Scavenger Camp/Scavenger Base/Prospector Site.
I set discovery chance for Moonshine, Building Materials, Scrap Metal and Junk to 1/2500.
I set chance for all others in Winery, Scav series and Mine to 1/5000.
I added a discovery chance to the Garden improvements of 1/10000 for Cabbage, Corn, Wild Herbs, Brahmin, Big Horner and Horse. (You will need to build a Farmstead or Pasture over the discovering Garden to obtain the benefits.)

[For comparison, Ffh mod*mods have a base 1/2500 discovery or spread chance (increasing with resources such as Earth Mana) while standard Civ is 1/10000.]


Was this useful? I would be happy to keep fiddling, but I don't understand very much and the wikis were only partly helpful. Things didn't change where they led me to believe they should.

Back up and replace the files, generate a few maps... I usually get every resource, but suspect I will have to look at iTiles if you want more or fewer of anything. If you're a player, this is your chance to make suggestions while I still have my nose in this; when I go on to something else I really will forget it all.
 
Yeah I plan to go over the terrain again, like I said, from last version to this version, I made everything much more viscious and sparse, I felt at the time I had probably been too harsh, so I shall soften my approach in my next pass.

Like you I am still figuring out how to get the best from tiles/resources/etc.

Really the final solution to all this is the creation of a custom map script, that builds the kind of layout needed, everything else is going to be a temporary fix, and like i said I don't have the coding skill to build a mapscript properly.

Combat drugs, jet, and books aren't really in game yet, as you can probably tell they replace music theatre and film, which are only available (in bts) from the world wonders. Really some of these tihngs I have plans for, but haven't got to the point of implementing those plans.

With Corporations, there will be no way of avoiding conflict with buildings, as all buildings now use resources, but all buildings are available to all (minus Vault/Village ones obviously) Corporations will eventually have much bigger bonuses than buildings and will only be available to one party, making them once again an economic coup. for the 'winning' faction.

Clumping resources are another thing I don't really understand. Chances are I will just go through and make then all non-adjacent, unless people like the success of being the one to grab a clump?

Hidden Nationality: Many units go beyond simply haveing HN(took me ages to figure out what the hell HN was!!) most operative units are actually invisible to all but security personel, meaning that if you want to catch the shadows in your empire you need a strong Police force patrolling your lands (at least this will be the eventual goal, when pillaging and everything becomes much bigger and more lucrative, which includes the need for getting out factions smushed together.)
 
Ok, hopefully I will have fixed the bonus resource issue, I have added back in more terrain for ruins to be available on.

I also just upscaled pillaging gold, and reduced the cost of some improvements. (I still need to play with things like commerce yields from pillaging I thought it could do yields as well as commerce but it appears not to be so..)
 
The most overpriced improvement right now is roads. I understand that maintaining a road network in the fallout world should be tough and expensive but $1000 for something you need so many of just to connect your resources is to much.

I suggest either knocking roads down to $250, or better yet make them $500 but add a new improvement "Caravan Route" for $100 that connects resources like a road but doesn't speed up movement.

There also needs to be a way to connect cities that don't share cultural borders. perhaps a Trailblazer upgrade of the Wanderer than can build Caravan Routes and Outposts?
 
Yeah, I have planned to do something with roads, I think I have already knocked the price down and I plan to add some more road variants.

The other thing I plan to do is make tech upgrades (I may have already done this) that auto allow connections across land tile types. Also adding in an airport style building (am I right in thinking airports connect to capital trade routes?) I am too sleepy to remember right now :)
 
A suggestion, in three parts:
1.) Move Moonshine (Wine) art to Pre-War Booze.
2.) Move Books (Movies) art to Moonshine.
3a.) Move Pre-War Booze (Spices) art to Books.
3b.) Copy the usual Ruins requirements there too.

Results:
1.) Pre-War Booze has apt art.
2.) All three building-made resources are off the map.
3.) Books are found in Ruins.

Also:
4.) Winery is left in the air. I think its production is Pre-War Booze, not Moonshine.
5.) Possible Families unique buildings (higher-$ replacements for regular bldgs):
__a) Still -> Moonshine (early, better production with Corn, Cabbage)
__b) Vat -> Jet (mid-game, better (or only?) with Brahma dung) [Families-only?]
__c) ? -> Combat Drugs [maybe this belongs with BoS]


Also, yet more game commentary from the last version.
Spoiler :
I played a game with 6 Custom Continents and gave every Civ a Great Merchant. It worked surprisingly well; when I discovered Scavenging I had enough money to build a Scavenger Camp (and not enough for two).

More improvements meant that this time I noticed Ghouls could build Ghoul Farms on Rad Waste.

[Also, by endgame all the Civs had expanded except Enclave, which only had the starting Vault on its continent.]

Multiple Production seems to be on even when the option is off.

Turn 288: My continent doesn't have Junk, Munitions, Advanced Munitions or Fusion Cells. I recently connected up Wild Herbs and was thus able to make Medics (strength 8), which can clear out Bears and Scorpions. And I do have a source of Pre-War Tech, which means that with my discovery of Power Weapons this turn, I can make Battlers (strength 38) and remove the Spiders and Deathclaws too. But without those resources my strongest unit would still be a Sheriff (strength 5). The Vault Civs can make Gun Lockers (giving Munitions), Advanced Gun Lockers (Advanced Munitions) and Armouries (Pre-War Tech) much earlier. If they are aggressive, their non-Vault neighbors are toast.

Nuka Co. membership doesn't display on the Domestic and Corporate advisor pages. It does show up on the city pages.

Turn 333: I discover Munitions at a Scavenger Base to go with the Big Horner I got from a Garden earlier. [That's two for the entire game.]

Turn ~350: I can't build Stonehenge.

Islands: The Derigible (sic) Convoy seems able to settle them. Though you'd have to wait a long time, since it can't leave your territory.

You might put bridge-building back in. Unless those tanks and armored suits go underwater. -Maybe they're sealed tin cans.

Turn 369: Safety Victory. Only just realized how fast running Safety sends it up. Legendary status comes quickly with FTTW production.
 
The first one available shows as 1/60 mp, I haven't tested to anything like that long but it's definitely more than nothing.
 
This is what I have in the code so I have no idea how it could be anything else...

Spoiler :
Code:
<RouteInfo>
			<Type>ROUTE_ROAD</Type>
			<Description>TXT_KEY_ROUTE_ROAD</Description>
			<iValue>1</iValue>
			<iAdvancedStartCost>12</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			[COLOR="Red"]<iMovement>0</iMovement>
			<iFlatMovement>0</iFlatMovement>[/COLOR]
			<BonusType>NONE</BonusType>
			<PrereqOrBonuses/>
			<Yields>
				<iYield>-1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</Yields>
			<TechMovementChanges>
				<TechMovementChange>
					<PrereqTech>TECH_ORGANISATION</PrereqTech>
					<iMovementChange>-10</iMovementChange>
				</TechMovementChange>
			</TechMovementChanges>
			<Button>Art/Interface/Buttons/Builds/BuildRoad.dds</Button>
		</RouteInfo>
 
Because you can't have zero there as a value: both are used in divisions in the dll.

When they are set at zero in the xml, their values are changed in the dll to the value of the MOVE_DENOMINATOR which is defined as 60 in the GlobalDefines.xml (BtS).

If I'm not mistaken, this should result in a move equivalent to the iMoves set in the units file (in other words, road = no route, unless it is changed by a tech).

As far as I know, the formula takes the higher value of these two calculations (Roundup, Integer):

1) MOVE_DENOMINATOR (60) * iMoves (unit) / iMovement (route)

2) MOVE_DENOMINATOR (60) / iFlatMovement (route)

I did some extensive testings on this some time ago...
 
True, it's not the clearest concept in Civ4!
 
Game notes, bug reports, bug fixes:
Spoiler :
Turn 200: I plant city #5 and find an Armed Survivor two tiles away. End turn; he does nothing. I go into WB and give him the Intrepid promo. End turn; he moves into my territory. I've finally gotten a Barb to attack! Does this mean that you need to give Barbarians that promotion as a Civ trait?
I see Bears and Scorpions already have Intrepid but behave the same as Spiders and 'Claws, which don't.

[Further on Barbs: 2.) Less Safety would leave more room.
1.) Normally, Animal Barbs disappear when Human Barbs show up; yours don't; somebody wanted to keep Deathclaws around. So, making lemonade: ~Turn 100 give all Barb Bears Attack AI instead of Animal AI, ~Turn 200 ditto for Scorpions, etc.. This will make Animals useful while opening slots for Humans.]

[More: 3.) I think there is a file (not HandicapsInfo) that sets the Barb level relative to everybody else. Am I thinking of BARBARIAN_HANDICAP and BARBARIAN_FREE_TECH_PERCENT in GlobalDefines?]


Civilopedia, Improvements category, Effects section: where you have an item that gets pillaging results - please precede that line with one that looks up the cost to build.

Turn 238: Richardson discovered me, traded me Missile Weapons and then declared war. He has Militias (str 8); my strongest units are Town Watches (str 4). I might just be screwed. OTOH, this might be what you want the AIs to do. OTOOH, as "good" Civs, shouldn't we be naturally friendly?

Turn 242: Somebody gets a GA. Safe Haven would have been ~60 turns away for me.

The Forester Team and Scavenger Team events aren't checking that there's no improvement already there. I probably wasted some money before I caught on. I think you need this in the corresponding event trigger:
<ImprovementsRequired>
<ImprovementType>NONE</ImprovementType>
</ImprovementsRequired>
The event pop-up is titled TXT_KEY_EVENT_TRIGGER_SCAVENGER_TEAM_1.
The first choice is TXT_KEY_EVENT_SCAVENGER_TEAM_1.
The Event Log lists TXT_KEY_EVENTTRIGGER_SCAVENGER_TEAM. (<-typo?)

Turn 316: Advanced Munitions pops from one of my event-built Scavenger Camps. 13 techs from now I'll have both Pre-War Armour and Conquest, and I can start killing something tougher than Rad Bears. Until then, I can't expand.

The icon for the Slave Catcher series in the WB is not the same as in cities. Battler and others, too.

Turn 322: The Enclave parks a Mortar next to one of my border cities. Will it attack? Tune in next turn for the next exciting episode of FTTW.

Turn 361: Oops. I discover Pre-War Armour, look in Necropolis and see a whole bunch of new units I can't make. 1 needs Wild Herbs and 17 need Munitions. Best available offensive unit is still Slavecatcher (str 7). The Enclave has Heavy Machine Guns and RPGs (str 17). Let's see if I can get Plasma and Power Weapons before they get Pre-War Armour.

Turn 384: Move stack next to Navarro, Navarro gets opportunity fire, no more stack. The closest they've come to an active attack was trying to chase a Worker (plus Thief and Spy attacks) and now that I have better units - albeit mostly employed cleaning out animals - I doubt they'll start. So I need to root them out somehow.

Turn 390: Underworld has -2 population. Man, I wish Multiple Production would stop at the end of the queue.

Turn 393: I used a Dirigible to settle an island. I wouldn't do it over. I see no way to move religious or corporate units there. It can build standard Civ buildings (Forge, Library) but not FTTW ones (Workshop, Book Depository). It has a Barb Armed Survivor nearby but the Event Log has it that the island city isn't seeing an enemy; the next city over is. Also, the Barb city I captured next turn couldn't build anything until I used the WB to add a Village to its buildings.

Turn 394: I have about 60% of the score and the micro is getting annoying, so I'm stopping here. I'll leave solving Navarro for another game. Also, next time (next patch?) I'll give everybody a starting GM; only Tribes and NCR expanded this game and I'd like to see if it regularly helps with that.

Back in a week or so, probably.
 
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