First Steps in this mod

vissar2g

Chieftain
Joined
Feb 20, 2016
Messages
28
From my gameplay of this mod, I think one area in which it lacks is actually making sure that the player does well enough to see all of the features (such as buildings/units/promotions) of this mod. Here are the first steps that I found to work best to see as much as possible. If you start out the civ right, it really gets to almost like watching a movie at later stages. Feel free to add extra suggestions!


1) Choose vertical solar map

2) Use settings attached in image (https://photos.app.goo.gl/PqrZRCT3saBMVbeT9). I also think that turning on AI from the settings menu leaves to better automated choices.

3) Research Nomadic Lifestyle-Gathering-Cave Dwelling. Afterward, I just research suggested techs because it’s easier.

4) Set all military units to quick march while you’re getting to tribal villages

5) Start by building khasies river caves, then alpha male, then stick gatherer, then Meadowcroft shelter once you get the tech.

6) Send first tribe toward turkey and split it into three around eastern Italy

7) Sent one tribe toward hut around aral sea, another to hut around western Africa, and another to hut toward turkey.

8) Once near huts, hold until research is 1 past cave dwelling.

9) Best outcome is to get a hunter, ok to get other military units (If you really want hunter you can either save/reload to be “honest” or use world builder to copy same hunter unit you get from one of tribal villages). It’s normal to get all huts on your continent.

10) Sent hunter from turkey to hut in former Yugoslavia, then to Denmark. Send first tribe to hut in iran/Kazakhstan. Send hunter from aral sea to hut in Russia and first tribe from aral sea to china’s hut. Send hunter from western Africa to hut in e Africa and first tribe to hut in se Africa. Send hunter from western hut of those to s Africa.

11) Send hunter from iran/Kazakhstan to hut india. Sent hunter from Russia to hut in Norway. Reunite your first tribe as soon as they get to their huts.

12) Prioritize hunter 1-4 promotions, get woodsman/might if you can. You can keep all hunters at quick march for more promotions, but you will die a lot, so would have to save/reload for optimal outcome.

13) Build captured fire as soon as you can and the +1 pop from the sculpting wonder. Use your first great tracker as tracker and second for gold age. I think the doubled up gold age can get you to caste system if you play it right.

14) Use subdued animals for hammer/food buildings first and research second. Leave one animal in city in case new buildings pop up from new techs. Save any upgradeable military animals except canines.

15) You should get enough gatherers from attacking barbs and a huge army (I think I had like 50 deer riders) once you get to animal domestication. I don’t train a single military unit/defense building (beside very important law enforcement ones)– just keep a military unit close to my city. Once you get to animal domestication, wait until other civs get to pop 2 and then take them over for free cities.

16) For developing leaders, pick scientific-industrious-agricultural.

17) Crime is the only thing that has brought down my civ – immediately get law enforcement units if you see it going up. It really starts becoming a problem after you get to the despotism tech.

18) Next gold age opportunity is pyramids/sphinx.
 
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I have to disagree about the following settings:
  • New Random Seed: This is strongly discouraged, in fact, you have to use hidden settings to switch it on. If you do, you cannot get help with your game here if you encounter a bug. Really bad because you play at Eternity speed, so you have to invest a lot of time to get to the later stages.
  • Realistic Corporations: This replaces a few strong strategic choices with a dice, and you lose influence over your own civ. I'm not really sure if this setting is more realistic, and the AI also might have problems with it.
  • Religion Decay: You have no real control over this, and you lose out on a lot of options (religions are really different from each other in C2C). Changing a state religion becomes much more difficult.
  • Divine Prophets: IMO this option is broken. It's also not very immersive that you can found a religion that belongs in a completely different (and usually later) era. On top of that, it's harder to see if a religion tech still offers the prophet. And it can aggravate the steamroll effect because the tech leader can simply research all of the religion techs and use the prophet for something other than founding a religion, making it much harder for other players to found a new religion.
 
I have to disagree about the following settings:
  • New Random Seed: This is strongly discouraged, in fact, you have to use hidden settings to switch it on. If you do, you cannot get help with your game here if you encounter a bug. Really bad because you play at Eternity speed, so you have to invest a lot of time to get to the later stages.
  • Realistic Corporations: This replaces a few strong strategic choices with a dice, and you lose influence over your own civ. I'm not really sure if this setting is more realistic, and the AI also might have problems with it.
  • Religion Decay: You have no real control over this, and you lose out on a lot of options (religions are really different from each other in C2C). Changing a state religion becomes much more difficult.
  • Divine Prophets: IMO this option is broken. It's also not very immersive that you can found a religion that belongs in a completely different (and usually later) era. On top of that, it's harder to see if a religion tech still offers the prophet. And it can aggravate the steamroll effect because the tech leader can simply research all of the religion techs and use the prophet for something other than founding a religion, making it much harder for other players to found a new religion.

I think you're right about the New Random Seed - I was just testing it to see which outcomes the villages can give.
I guess I can see total how control of corporations would make it easier for a new player, though it's also possible that one could miss the strategic decisions completely without sufficient guidance.
I think religion decay is really more realistic and you never lose the religion completely if you own the holy city (which can be ensured with the divine prophets).
I think it's the better setting if the divine prophets are played honestly. Non-capital holy cities can become a big instability problem later on, and I like to get as many religions as possible to experience all of the content of the mod and ensure my neighbors don't have a reason to hate me for having a different religion.
 
It's also not very immersive that you can found a religion that belongs in a completely different (and usually later) era.
ONLY possible if you have also turned on Choose Religions.

And it can aggravate the steamroll effect because the tech leader can simply research all of the religion techs and use the prophet for something other than founding a religion, making it much harder for other players to found a new religion.
There's really no better decision than to found a religion unless you need a shrine with that prophet. A free tech is ok now and then if you are quickly spawning prophets otherwise so you can get the religion you researched.


Otherwise I agree with the rest of your statements on the other options.
 
ensure my neighbors don't have a reason to hate me for having a different religion.
Oh, they will hate you. If you have their religion and don't switch it on ... they don't like that.

There's really no better decision than to found a religion unless you need a shrine with that prophet.
Even that already accounts for half of your prophets. And if you can deny your opponents access to a religion that has a very strong effect.
 
Even that already accounts for half of your prophets. And if you can deny your opponents access to a religion that has a very strong effect.
I just wait for normal prophet (generated from GP points) to build shrines.
 
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