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:
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.)
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.)