G-Major 20

Great, had another crash. Luckily I set the HOF mod to save at the end of turn, and it crashed when I alt-tabbed to Windows (because since I got dial up my computer has decided it should ring the internet every so often because of Google toolbar notification, so I wanted to disconnect, exited the internet - computer locks up).

Luckily it crashed at the beginning of the turn. I'd better check what I need to do on the HOF site before I carry on with this game - it's taken forever already.

EDIT: Yikes, looking at my "AutoSaveInterval" in CivilizationIV.ini, it is still set to 4, I hope the HOF mod "save at end of turn" overrides that. I really don't want to have to start this all over again...
 
I don't have the game in front of me but I think I'm in the 1600-1700's. I'm at about turn 350/750 but the future techs are coming pretty slow (2 turns per right now). I'm hoping to speed that up.
 
I've been playing this forever, better not mess up now with an accidental win.

Year 1873, I've got Future Tech 47 done, also have 5 more to go back and do. But I am getting over 1 Future Tech per turn now, so it looks like I should get over 300. I have noticed when I went back to get some older techs that I seem to waste beakers, I discovered a tech, had enough beaker over flow to discover another tech, but it seems that the over flow is capped. Is it possible to discover more than one tech per turn? (through research of course, not trades or goodie huts).

I have killed off five of my opponents, only three are left. I just trimmed Sitting Bull down to three cities. Plan to leave him there occasionally declaring war if necessary to trim him back down to three. He is unfriendly with Monty and his three cities will keep Monty pinned. I'm planning a sea raid deep into Monty's territory to take and keep his capital only, as it has the Buddist Shrine. I'll leave the rest of his cities alone to help limit the territory of the one I take.

The only other AI in the Game is Gandhi, who I also may have to occasionally declare war on to keep him in check. If things look bad, I am on pretty good terms with Gandhi, as I never razed one of his cities, so I'll be able to gift him a city.

I know that if you go over the domination territory limit on the last turn, you get a Time Victory anyway. Does anyone know if I can eliminate all opponents on the last turn and get a Time as opposed to a Conquest?

I love it when I trade Aluminum or Oil to the AI's for gold/resources. They aren't advanced enough to use them :lol:

Right now I have almost 90% of the population and 50% of the territory.

I also noticed when I got a great spy and used him to build Scotland Yard it didn't seem to get me any more points. I guess I should have settled him and gotten the beakers. Never did build a Spy.
 
Year 1873, I've got Future Tech 47 done, also have 5 more to go back and do. But I am getting over 1 Future Tech per turn now, so it looks like I should get over 300. I have noticed when I went back to get some older techs that I seem to waste beakers, I discovered a tech, had enough beaker over flow to discover another tech, but it seems that the over flow is capped. Is it possible to discover more than one tech per turn? (through research of course, not trades or goodie huts).

Can you get more than one tech per turn in research?

Are future techs an exception and you can get more than one future tech per turn?
 
Can you get more than one tech per turn in research?

Are future techs an exception and you can get more than one future tech per turn?

I need to know now, as it will change the way I play the last turns.. just a little. I see a solid green Tech bar every turn now. I don't know how far into the next bar I'm going, and if I'll ever get two techs in one turn.
 
You can't discover more than 1 tech per turn. If I recall, bulbing GP will not work around this limitation either. So it's all about how fast you can get to the 1 future tech/turn limit.

I have a question for people who've finished their games. If you trigger domination and time at the same time (i.e., settler spam on the next to last turn), do you still trigger both victory conditions or does domination take precedence?

I'm at 1830 in my game... it's going very slow now though as I'm trimming the other AI down using modern armor. They're not putting up much resistance but I'm pillaging their countryside down to nothing in the process. The English did manage to take out one of my gunships using airships... then I switched to an all modern armor army instead of mixing gunships for faster pillaging.
 
I have a question for people who've finished their games. If you trigger domination and time at the same time (i.e., settler spam on the next to last turn), do you still trigger both victory conditions or does domination take precedence?

Time takes precedence over domination - look at the logs from the deity Time HOF games. The dual map ones have like 98% of the land and are still time victories.
 
This was definitely true in vanilla/warlords. However BTS changed around the VC check order. In the earlier versions of BTS, you could no longer do a dual dom/space victory. I wanted to know if this applied against the time victory for BTS 3.13 as well. I guess I could always roll up a future quick duel game to test.
 
You can't discover more than 1 tech per turn. If I recall, bulbing GP will not work around this limitation either. So it's all about how fast you can get to the 1 future tech/turn limit.
From what I've seen, you can't indeed research more than 1 tech / turn, but you can use great scientists to get a second one once in a while (vanilla, may not be true for warlords or BtS because overflow works differently).
 
From what I've seen, you can't indeed research more than 1 tech / turn, but you can use great scientists to get a second one once in a while (vanilla, may not be true for warlords or BtS because overflow works differently).

Yes on vanilla the GS can bulb it (or any other tech) the same turn you research one. But with a Future Tech that makes no sense unless it's on the last turn since you would be wasting beakers.
 
Yes on vanilla the GS can bulb it (or any other tech) the same turn you research one. But with a Future Tech that makes no sense unless it's on the last turn since you would be wasting beakers.
:confused:
Why so?
example of the way I think it works in vanilla (maybe I'm wrong but I was pretty sure)

turn 600 : you research Future tech N,
turn 601 : you start researching FT N+1 with most of it already done from overflow. You lightbulb it, get it right away, and start researching N+2 and get it because you have more beaker power than a full FT.
turn 602 : you start researching FT N+3
 
:confused:
Why so?
example of the way I think it works in vanilla (maybe I'm wrong but I was pretty sure)

turn 600 : you research Future tech N,
turn 601 : you start researching FT N+1 with most of it already done from overflow. You lightbulb it, get it right away, and start researching N+2 and get it because you have more beaker power than a full FT.
turn 602 : you start researching FT N+3

I misunderstood your situation - I agree you should bulb if you are generating more beakers/turn than a FT costs. In that case each GS is representing an additional FT because the limiting factor is turns, not beakers. In this case it also would not matter when you bulbed, as long as there were never more stockpiled GS's than turns remaining.

If the limiting factor is beakers (i.e. you are generating less than a FT/turn), then you would be better off waiting until the GS adds the full amount of beakers, since they are the limiting factor. Unless of course, you have more stockpiled GS waiting for a low enough overflow than turns remaining, in which case turns have now become the limiting factor.
 
Turn 350 and your getting Future Techs?! I only just hit future tech 2 after turn 450, and at 1 every 5 turns. :eek:

Note to self, keep expectations lower.
I'm in the same boat, but in my first attempt it was more like what shyhue gave out.
Now in this one, I didn't do quite as good but I certainly want to finish one, whatever the score.
 
I'm at about 1840 and am on my fifth FT (getting them every 3 turns or so, at 90% tech rate) with a few regular techs to go back and get.

The biggest annoyance has been corporation spread - I decided to leave Charlemagne in place so I could put CerealMills in all his cities. But in trying to get a spy to do it, I realized he was in Mercantilism (which is his preferred economic civic :mad: ), so I built the UN and passed a Free Trade resolution. I only realized once it didn't take for Charlie that the resolution doesn't apply to people that don't have the necessary tech. :blush: So now I've gifted him Education and Economics... and apparently the resolution doesn't get enforced retroactively? Anyway, now I'll put a spy in there and do it that way, but it's been a good 20 turns of delay in dorking around with it. At least it's given me time to station CM execs in every one of his cities - when I finally do budge him off mercantilism it's going to be interesting. :lol: At which point I'll probably declare on him and moonscape his real estate (leaving only the cities themselves) so as to keep him from advancing any farther.

And I've still got a couple privateers making things miserable for Ramses, who seems to be focusing on a caravel-based economy. :dunno:
 
In my game it's around 1950 and I've just gotten flight and radio. I'll probably be lucky to get a dozen future techs by 2050. But then this is a typical game for me as I usually run Epic games and end up typically winning via Space colony.

Stalin has been a major pain in the rear and I declared war on him on purpose to take a heavily fortified city on my border but also to try to knock his army down. Man the hoards of Cossaks the raged across the border was amazing. He took 2 heavily fortified cities but he really paid for it. And then my tanks started rolling off the line and I devastated his army to the point where he went from first place and double my power to 4th place.

I'm now steady 2nd place score with Stalin still about 2 hundred ahead. My plan now is to declare peace and build up an invasion fleet and drop 16 or so tanks and a dozen or so bombers on carriers to just raze a few of his core cities and that outta lower his score good. :)

All in all I normally play up at Noble and Prince level but this Warlord game has turned out to be one of the more challenging games I've ever played of Civ. I think it's due to having to win via a certain victory option as I normally would have turtled at this point and just launched up the space ship. Now I have to be agressive and get that point lead. Good stuff indeed.
 
Back to my (already crashed once) game next. Only danger is accidentally winning domination. Just getting a large enough force to wipe out Brennus in 1 or 2 turns. Saladin and Hannibal are safe from my wrath until the last turn ;)

Still over 200 turns to go though. Only wonder not in my possession is Versailles (Brennus, soon to be mine), building Kremlin before I obsolete it (immediately), need to build the UN, space elevator, red cross, wall street. I still haven't got 2 shrines, I don't think I will get the necessary great prophets.

Not quite at future tech yet. Nearly there. I have some cities I can give away to Hannibal if it looks like I will win domination accidentally.
 
:mad: I crashed my game as well. I wonder where my last autosave is... Time to go look up the procedure for game crashes :( Stupid memory allocation error!
 
This game has had many firsts for me.

- First CS Slingshot in BTS
- First massive switch of civics very early before 1000BC I switched to Representation, Bureaucracy, Caste System and Organized Religion all in one fell swoop. Having stone on a plains hill next to the capital helped :)
- First planned use of the AP war vote. Voting for a religious war, then making peace, taking all that I could in the peace deal. Then a turn or two later "Sorry Vicky, I know I promised 10 turns of peace, but you see, it's a religious thing"
- First time I've maxed out my research getting one Future Tech / turn
- and now the first time I'll probably be in an almost continual state of war but having no war weariness problems because of all the Future Techs

I was lucky in the timing of this game in that I had just finished three Noble difficulty Time games for HOF and learned much from them.

shyuhe, if you do a "quick" settler duel game to check out domination/conquest versus Time victory I would be interested in the results. If you don't, I'll have to do it. I've put too much time into this game to mess it up now.

Don't have too much time to play today, hope to check out the tech per turn limit, to see if I can get more than one tech per turn by bulbing. Also need to plan how to maximize my points now that the points for tech are pretty well determined.

Oh and as far as Coporations, I decided to go Cereal Mills/ Creative Constructions/ Aluminum Co/ Civilized Jewelers mainly because Aluminum Co was the only one that game a direct :science: bonus. But then Mining Inc. probably generates enough extra :hammers: that when the city is changed to research it may be better. For what it's worth, here are the corps and what they are giving me now. A few cities have all four.

Creative Constructions: +12 :hammers: +72 :culture:
Cereal Mills: + 11 :food: (used to be more but lost food trades in the wars)
Aluminum Co: +14 :science:
Civilized Jewelers: +10 :gold: + 39 :culture:

All that culture was a worry, but all my calculations still say that while I'll have many Influential cities at the end of the game, I'll only have two Legendary. I hope. First game I've done so many culture calculations :)
 
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