[GEM] Kaitzilla vs. The World

Turnset 109 (T346)

T346 - Poland offerend 570:gold: for Feudalism indicating Mieszko almost has it finished. Trade accepted!
Spoiler :

Bactra expanded borders again.
Lingapura came out of revolt and set down borders.

Hungary is no longer plotting war.

The Yue fleet left their capital and vanished to the east.
Note that the last 3 major Yue cities on the main continent are all building expensive (120:hammers:) and useless Inquisitors. :thanx:
This new game feature is really hurting the Deity AI.
Spoiler :

My Spy in Cheng'an has a 94% chance to revolt the city for 403:espionage:
..
.....
Success!
Cheng'an's defenses reduced to 0% for 1 turn.
The flatland city surrounded by rivers (+25% defense) is defended by 3 Axes and 1 Spear, so I should be able to get some good injured Chariot action if I can knock off that Spear.
Catapult won against Axe in Cheng'an at 77.1% odds.
War Elephant lost against Spear in Cheng'an at 53.2% odds. (bah)
Chariot lost against Spear in Cheng'an at 81.8% odds. (GRrr)
Chariot won against Axe in Cheng'an at 90.9% odds.
Axe won against Axe in Cheng'an at 50.7% odds.
Axe won against Axe in Cheng'an at 99.9% odds.
Axe won against Spear in Cheng'an at 50.7% odds.
Cheng'an, the City of Infinite :food:™, captured!
The city yielded 208:gold:, 14 population, and a Granary+Forge+Courthouse.
Spoiler :



















Army Group North merged with Army Group Center and advanced towards the Yue capital of Huiji.
Huiji defenses reduced to 49%.
Spoiler :











My fleet continued southwards moving units towards the Yue islands.
Spoiler :





The Babylon gift city in on track to settle 3N3W of Persepolis on T350 and will hopefully boost my Liberated City bonus from +1 to +3.
African scout reports that Zulu has a huge army garrisoning Ondini.
Spoiler :


 
Turnset 110 (T346 to T347)

T346 Continued - Army Group South continued to advance towards Guangzhou.

My Super Medic Axe + War Elephant escort moved into centrally located Ying and will finally do some work in the Yue war.
Spoiler :















Army Group West continued to advance south for the islands.
Spoiler :



Garrison units moved to protect injured units near Cheng'an from retaliation from Huiji.
Spoiler :



Scouts report Chinese cities have between 3 and 4 units garrisoning each city. :hmm:
No sign of China's main army.
Japan is marching 8 units 2W of Lizni east towards Yue's 2 mainland cities, but will be too late to attack anything.
Spoiler :





Hinduism spread into Jayendranagari using Hindu Missionary.
Biskek completed Hindu Temple.
Hindu Monastery 2-pop whipped in Biskek. (Overflow into University of Sankore for fail gold)
Hindu Monastery 2-pop whipped in Lahore. (Overflow into Hindu Missionary)
Hindu Monastery 2-pop whipped in Varanasi. (Overflow into Horse Archer)
Forge 1-pop whipped in Sardis. (Will build Wealth to store chops and overflow for Notre Dame which Engineering unlocks)
Courthouse 2-pop whipped in Yasodharapura. (Overflow into War Elephant)

Science Slider set to 80% on Paper.
Want my next tech to be Engineering and I need to save money.

T347 - Paper discovered! finally :dance:
Spoiler :

Inquisition purged all non-Hindu religions in Yericho again. (Israel)

Banteay Kdei came out of revolt and put down borders.

England is plotting war.

Huiji defenses reduced to 27%.
Army Group North+Center crossed the river to 1E of Huiji and will capture the Yue capital on T348 Sid willing.
Spoiler :











Army Group South finished its advance towards Guangzhou and will crush the city next turn.
Spoiler :





Army Group West continued moving south and was joined by healed units from Ying.
Spoiler :




 
Turnset 111 (T347 Continued)

T347 Continued - My fleet has reached southern Khmer.

I've got 3 War Elephants with 10xp that haven't promoted yet.
It might be time to unleash the Ultimate Weapon.
Combat II + Amphibious War Elephants are truly the terror of Classical Naval War! :eek:
They can attack from Galleys without any penalties, stay on the Galley if victorious (unless they captured the city), and heal while the Galley sails to the next city. (Works best with Super Medic Galley, but 5xp Combat I + Medic Galley works ok also)
Now, you might be wondering how to avoid having your Galley full of Elephant sunk to the bottom of the sea?
It's simple.
In Civ 4, any ships in the fleet stack that aren't carrying units will always perform combat over the ships carrying units.
Say a 0.1hp Trireme and the Full hp Galley with 2 War Elephants gets attacked by an enemy Trireme?
The 0.1hp Trireme battles the enemy Trireme and promptly gets sunk, and the full hp Galley is safe. :)
So for naval combat, try not to get swarmed, only carry troops when you must on the sea, and if you embrace Amphibious Elephants always escort the Galleys with a ship or two that don't have any units.
Spoiler :









Scouts report that China's hilltop capital is protected by 2 Axes and a Swordsman.
The temptation to invade China after Yue is rising. :mischief:
Spoiler :

Let's not kid ourselves, Inquisitors (Theology) are like poison to the power of Deity AI's.
Still, I want to be paid for it.
Traded Theology to China for 460:gold: + World Map + Switch to Organized Religion.
Traded Theology to France for 350:gold: + World Map.
Traded Literature to Zulu Zulu for 400:gold: + World Map.
Traded 20:gold: to Spain for World Map.
Traded World Map to Rome for World Map + 290:gold:
Traded World Map to Ethiopia for World Map + 345:gold:
Trade World Map to Poland for World Map + 183:gold:

Phew!
7 World Maps should reveal most of the known world, but the lack of Japan, Yue, and Khmer maps means my southeast island knowledge will probably be a bit outdated.

..
That last Khmer city, where is it?! :mad:
.........
Oh!
A hint?
The city was founded only a few turns ago, but I see a tiny corner when zoomed out in the culture window.
That means a Chinese/French/Zulu/Spanish/Roman/Ethiopian/Polish Workboat spotted it anyway!
Looks like Khmer's final city is 7E2S of Pre Rup. ^_^
Spoiler :



For the rest of the world, the only surprise was that Scandinavia is connected to Denmark by a land bridge.
The Netherlands simply crushed Ragnar.
They even own Ireland. :lol:
Spain has a 1 tile island city off the west coast of Africa, and the Yue have one to the southeast of their capital.
Spoiler :











Hinduism spread into Banteay Kdei using Hindu Missionary.
Forest chopped into Sardis. (City is building Wealth, so the chop will be saved for Notre Dame)
Hindu Missionary 1-pop whipped in Banteay Kdei. (Just enough to prevent starvation and spread Hinduism to nearby Isvarapura quickly)
Forest chopped into Gems City for Jewish Missionary. (Will spread Judaism to Biskek for another Temple)
Hindu Monastery 2-pop whipped in Angkor Wat. (Overflow into Courthouse)
Hindu Monastery 2-pop whipped in Jayendranagari.
Hindu Monastery 2-pop whipped in Angkor Thom.
Market 3-pop whipped in Delhi. (Overflow into Hindu Monastery)

Science slider set to 0% on Education.
Espionage switched back to Yue for a few turns so I can revolt an island city with no waiting bonus. (about 650:espionage:)
Babylon will have Machinery in 11 turns.
Wonder if I can get them to Friendly somehow, hmm.
 
Turnset 112 (T348)

T348 - Great Scientist born in France.

Saladin Peace Vassaled to Netherlands. :eek:

Inquisition removed all foreign religions in Linkoping. (???)
Inquisition removed all non-Hindu religions in Yerushalayim. (Israel capital)

Moved my Workboat into Lingapura.
Looking around, the Yue navy is still very much alive, so improving the Lingapura seafood is just begging for it to be pillaged.
Spoiler :

Yue's hilltop capital Huiji is defended by 2 well promoted Swordsmen, 1 Axe, 1 War Elephant, and 1 Archer.
The Inquisitor and 5 Workers are just gravy. :yumyum:
Huiji's defenses reduced to 12%.
Catapult lost against Sword in Huiji at 7.8% odds.
Catapult lost against Sword in Huiji at 14% odds.
Catapult lost against Sword in Huiji at 46.9% odds.
Axe lost against War Elephant in Huiji at 84.9% odds.
War Elephant won against Axe in Huiji at 89.4% odds.
War Elephant lost against Sword in Huiji at 87.4% odds. (Come on!)
Sword won against Archer in Huiji at 95.3% odds.
Sword won against Sword in Huiji at 90.9% odds.
Sword won against War Elephant in Huiji at 99.5% odds.
Sword won against Sword in Huiji at 99.9% odds.
Huiji captured!
Inquisitor killed.
5 Workers captured.
The city yielded 201:gold:, 13 population, 2 settled Great Generals :D, and a Granary+Academy!
I can make 10xp naval units in this city while running Vassalage. :devil:
Spoiler :

























Guangzhou is a flatland city guarded by 2 Axes and 1 Archer.
Easy as cake.
Guangzhou's defenses reduced to 0%.
Catapult won against Archer in Guangzhou at 95.6% odds.
War Elephant won against Axe in Guangzhou at 89.1% odds.
Sword won against Archer in Guangzhou at 100% odds.
Guangzhou captured!
Inquisitor killed.
The city yielded 229:gold:, 14 population, and a Granary+Lighthouse+Harbor.
Spoiler :











All the main Yue cities are now mine! :woohoo:
Spoiler :

For an explanation on how much gold a captured city gives, read this:
I recently did a code dive to figure this out, so enjoy. Here is the formula for cash earned when you capture a city. (It's variously called pillage gold or conquer gold; the code calls it capture gold.)

(20 + 10 × pop + rand(1..50) + rand(1..50)) × TurnsOwned/50

The first part of the formula is the full value. Then multiply it by X/50 where X is the number of turns the current owner has controlled the city, max 50. So you get full value after 50 turns, or proportionally less before that, which comes to -2% for each turn less than 50.

It does not appear to scale for game speed...

I'm not sure why the game does 2 random rolls from 1 to 50 instead of 1 roll from 1 to 100.
20 +10*Citypopulation + Random roll (1 to 100) is real easy to understand.
2% of the total each turn and then the full total after 50 turns of ownership is also good to know.
So a Size 1 city owned from the start of the game and captured on Turn 50 will give between 30 and 130:gold: :scan:
 
Turnset 113 (T348 Continued)

T348 Continued - Studying Japan with my newly revealed maps, the 18 pop city Kyoto with The Great Lighthouse stands out.

Japan has firm control of Korea, so any sneak attack would trigger a violent naval response as well as a mainland war.
Spoiler :



The naval invasion of Yue's 8 island cities (of which I can see 6) begins!
Ningbo will get clobbered by 3 strong units on T349, and the Archer in Baoding will face 2 Amphibious War Elephants.
Also, the Khmer sighting has been confirmed with blue borders now touching Baoding.
Spoiler :









Pulling back and doing some counting, it appears I don't have enough naval assets to support the flood of troops heading south. :hmm:
Also, the Spies heading for the Yue islands aren't really needed, as the 6 cities I can see all have 20% defenses.

War with China?
In a game without 6:strength: Longbows, not much can stop the Elepult!

China just sent 4 Chariots through my territory to attack Germany to the west.
I'm Friendly with Qin who has neither Feudalism, Machinery, nor Civil Service.
I'll need a few turns to harden my borders and heal up my main Yue army.
Japan won't attack me as long as he has the Yue to focus on.
I've got 100 War weariness with Yue and 212 with Khmer, so it won't be a problem letting the last Yue city live for a while as long as I finish Khmer.

**Edit**
..
.....
Ok, mobilizing for war with China. :hammer:
Archers are going to be a pain because Qin is a Protective civ, but better Archers now than Longbows later.

100% Espionage Slider on Qin of China!
Let's try to find any big stacks of units.
City Garrison III Archer in Bactra upgraded to Longbow for 134:gold:
Spoiler :



Light scouting of China's borders revealed a hilltop Gold fort 4N of Chang'an defended by 2Archer, 2Axes, and a Sword.
For the purposes of defense, Forts count as a city, so all those City Garrison promotions on the Archers count. :sad:
Attacking it would be painful, so I'll just have to guard Cheng'an + Xuzhou until the units leave the fort so I can attack them.
Just south of the fort, Qin has a Settler ready to try and steal some of my Cheng'an food by founding a city.
It's not a bad spot for another city.
I'll have to make a note to let it grow to Size 2 so I can capture it without it autorazing.
Spoiler :

Designating a small force of 2 Catapults, 2 War Elephants, 1 Axe, and 1 Sword for the island hopping campaign.
Spoiler :











Everything else will head to Ying to heal, and then onwards to Xuzhou to build up 1 Grand Army to invade China's largest cities. :devil:
4 Spies will reach China's 4 largest cities in roughly 5 turns.
Spoiler :









Hinduism spread into Isvarapura using Missionary.
Granary 1-pop whipped in Pre Rup.
Market 2-pop whipped in Invincible City. (Overflow into Longbow)
Courthouse 2-pop whipped in Angkor Wat. (Overflow into Forbidden Palace)
Forge 3-pop whipped in Ecbatana. (Overflow into Hindu Missionary)

Delhi changed to University of Sankore. (Will chop complete later)
Lahore changed to War Elephant.
Varanasi changed to War Elephant.
Angkor Thom changed to Longbow.
Biskek changed to Longbow.
Gems City changed to Jewish Missionary to help spread to Persepolis (for Monastery culture to steal food from Babylon) and Biskek (for Temple Priest specialist)

Traded Spices to Zulu for 2:gold: per turn.
The traded maps have finally unfogged all of Africa.
Shaka has a lot of Gems.
Moving African scout Axe east to Ethiopia, then north to Egypt.
Spoiler :


 
Turnset 114 (T349)

T349 - Yue Galley spotted near Pre Rup! :eek:
Spoiler :

It will definitely pillage my Pre Rup clams.
Will send a Trireme up from Ningbo to deal with it.
Pre Rup can whip a Galley to help, then use the Galley to put Workers on Lingapura's island.
Will also move a War Elephant into Pre Rup in case the Yue Galley has a military unit aboard.

Great Scientist born in Ethiopia.
Great General born in the Yue city of Kunming. (1-tile island city southeast of Huiji)
Inspecting the city reveals the GG was settled.
Spoiler :

Inquisition purged all non-Islamic religions from Nara. (Japan)

Isvarapura came out of revolt and put down borders.
Nagara Jayasri popped borders. (My 1st Khmer city to do so)
Hariharalaya popped borders too!

I have an interesting promotion choice for my War Elephant that is about to attack flatland Ningbo with 20% defenses.
Spoiler :

The city is guarded by a Combat I + Shock Axe and an Archer with no promotions.
The Axe with city bonuses has +55% defense total, while the Archer has +95% defense total.
That is 7.75 strength and 5.85 strength respectively.
If I promote my Combat II War Elephant to Shock, it should lower the defense of the Axe to 30%.
That means it should have 6.5 strength and still be fighting my Shock Elephant over the weaker Archer.
..
.....
Curses! [pissed]
I promoted the War Elephant to Shock and immediately I'm facing the Archer and not the Axe.
Perhaps my shock promotion increased the strength of my Elephant vs. the Axe +25% instead of lowering the defense of the Axe -25%?
I'm not really sure how the +1 First Strike on the Archer calculated.
Tldr; again, don't promote War Elephants with Shock unless you are killing melee units outside cities.

Shock Elephant won against Archer in Ningbo at 94.6% odds.
Unloaded Chariot 1E of Ningbo.
Will capture Ningbo next turn with Chariot + Shock Elephant attacking the Axe.
Spoiler :
Didn't attack, just checking odds.




Trireme won against Galley 2N2E of Ningbo at 83.2% odds.
Baoding is protected by 1 Archer and a Trireme, so this is the perfect city to attack with an Amphibious Assault War Elephant.
If I take the city while the Trireme is inside, then the Trireme is destroyed for free. ^_^
Careful to not raze Size 1 cities, I inspected Baoding and the Granary+Lighthouse indicates the city grew to Size 2 in the past and whipped.
Amphibious Elephant won against Archer in Baoding at 94.6% odds.
Baoding captured!
Trireme destroyed.
The city yielded 93:gold:, 1 population, and a Granary.
Squinting at the map, I saw more Orange to the southeast of Ningbo, so I sent 2 Axes down to harass the 7th of the 8 Yue island cities.
Spoiler :











Gathered up more units from the mainland to drop on Ningbo's island.
The Trireme will protect the Galley this turn, and if Ningbo doesn't whip a Trireme and attack, then it will head north to avenge Pre Rup next turn.
Spoiler :





My efforts to settle a city southeast of Bactra even with a China war looming continues.
A few units from Northern India and my original cities will try to assemble in Bactra for an attack on Macau.
Macau has 8 Workers doing improvements! $_$
Spotted Hammurabi's army east of Bactra at 1N of China's city Macau.
Genghis Khan is going to be annihilated when they get up there.
Spoiler :





The Grand Army continues to heal in Ying and assemble in Xuzhou.
The captured Yue cities of Cheng'an, Huiji, and Guangzhou will all be protected by an Axe + War Elephant until the threat of coastal invasion by Yue passes.
This will weaken the China attack, but at least my right flank will be secure.
Spoiler :









The massive Espionage Spending has revealed every Chinese City and all their defenders. (I've marked them with signs)
No Stack of Doom detected, so unless Qin has one outside his borders the invasion is moving foward.
Screenshots of China + Yue:
Spoiler :







Forest chopped into Sardis Wealth for Notre Dame.
Market 3-pop whipped in Dhaka. (Overflow Trireme)
Market 3-pop whipped in Tashkent. (Overflow Catapult)
Hindu Monastery 2-pop whipped in Khotan. (Overflow Galley)
Hindu Monastery 2-pop whipped in Yasodharapura. (Overflow War Elephant)
Hindu Monastery 2-pop whipped in Banteay Kdei. (Overflow Granary)
Courthouse 1-pop whipped in Jayendranagari.
 
It is now 1AD :egypt::bday::jesus:

I'll go ahead and upload the game now (start of the turn) in case any Lurkers want to take a peek. :wavey:

Approaching a massive 2MB file size, I can't do this too often since Civ Fanatics only gives an account so much space.


The whole concept of AD and BC was invented in the year 525AD by Dionysius the Humble and backdated accordingly.
A.D. stands for Anno Domini and B.C. stands for Before Christ.
There is no 0AD or 0BC.
The calendar goes straight from 1B.C. to 1A.D.
https://en.wikipedia.org/wiki/Anno_Domini
 

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I'm not sure why the game does 2 random rolls from 1 to 50 instead of 1 roll from 1 to 100.

Nice progress and update, as usual! :king::goodjob:
And also I am happy to see some random rare informtation form the game. :cool:

About 2х50 instead of 100, I think this was done for the sake of making average values (near 50) more common. For example, if you take two dice from 1 to 6. Then you never get 1, but you gen one time 2 (1+1), three time 3 (1+2 and 2+1), four times 4 (1+3, 2+2, 3+1) and so on (which mean that is much easier to get number near 7 than number near 2). But if you take one dice from 1 to 12 then you get each number only once. So, the distribution for probablities are different)
 
Nice progress and update, as usual! :king::goodjob:
And also I am happy to see some random rare informtation form the game. :cool:

About 2х50 instead of 100, I think this was done for the sake of making average values (near 50) more common. For example, if you take two dice from 1 to 6. Then you never get 1, but you gen one time 2 (1+1), three time 3 (1+2 and 2+1), four times 4 (1+3, 2+2, 3+1) and so on (which mean that is much easier to get number near 7 than number near 2). But if you take one dice from 1 to 12 then you get each number only once. So, the distribution for probablities are different)

Oh!
That's genius RedkirrHelper :goodjob:

Yes, there are 50 combinations that add up to 51 for two 50 sided dice.
(1+50, 2+49, 3+48, 4+47, etc.)

But there is only 1 combination that gives 100.
(50+50)

So 51:gold: would be quite common to roll, but 2:gold: or 100:gold: would be very rare.
 
Anyhow, just my casual drop by to say that the easy formula is calibrated to Normal Speed. Since changing speed to Marathon doubles production costs, you need to add a factor of 2 in your calculations.

Speed factor*(Sabotage Production / Influence Civics) * 100
2* (6660/1392) * 100 = ~957 Hammers

^
Influence civic missions are twice as expensive on marathon speed. (iAnarchyPercent=200 on marathon, iAnarchyPercent=100 on normal speed). That's where the speed factor in kossin's formula comes from.


The better formula is:

Hammers = (Sabotage Production / City Revolt) * (650/6)

It works for all game speeds. Plus, City Revolt cost is always visible in the espionage screen.

oops!
 
just found your play through, I am enjoying it very much as its one of my favourite mods but have never attempted it on deity.
I am still back on your 'barbarian spears state of emergency' but should soon catch up

a good story style, that reads well and unlocks some interesting strategies' keep it up :goodjob:
 
just found your play through, I am enjoying it very much as its one of my favourite mods but have never attempted it on deity.
I am still back on your 'barbarian spears state of emergency' but should soon catch up

a good story style, that reads well and unlocks some interesting strategies' keep it up :goodjob:

Thanks! :D

I'm planning on restarting the story past 1AD as soon as I get done with G-Major 144.
The highest score in Civ 4 history was too much for me to pass up. :blush:

Also, reporting the odds and every unit's activities with 1000's of screenshots is becoming burdensome on such a giant map.
Might have to scale back a bit, and highlight strategies and points of interest instead of every little thing. :hmm:
 
scale back a bit
But... But... Awe.
I look forward to this restarting, it's so fascinating watching how you play the system and the game at the same time.
 
After all the similar Dawn of Civilization stories - of which many have screenshots of a rather bad quality, even - this is a nicely different story. It reminds me of the King of the World series. I like it - and it's nicely educative, too!
 
This thread has been an entertaining and educational read. Even with the promise of less detail, I'm still looking forward to the next update.
 
Damn, that was a wild ride @Kaitzilla . I've read hours of this several days in a row now, in between all the compulsory schoolwork deadlines. Great story. So surprised you managed to pull through the Barbarian state of emergency with the crashing economy.
 
Damn, that was a wild ride @Kaitzilla . I've read hours of this several days in a row now, in between all the compulsory schoolwork deadlines. Great story. So surprised you managed to pull through the Barbarian state of emergency with the crashing economy.

Glad you liked it ManUnited4Ever! :D

If there hadn't been a lull in the barbs attacking, I would have perished for sure.
It would have been Indian cities only after all my northern cities got captured.
Then without any Bronze to make Axes (only available in the north), Cyrus of Persia would have steamrolled me later with his stack of doom.
Spoiler :

Even if I survived that somehow, Khmer would have done me in eventually.
I wasn't confident against Cyrus even with Axes, and the T274 Poland war bribe that drew Cyrus' stack of doom out of position wouldn't have been possible without teching T273 Aesthetics at the last possible moment. (hold down Ctrl to open links in a new browser tab)
It is possible that Cyrus' target was beyond my empire and our lack of open borders caused the stack of doom to form naturally.
But the "Annoyed" relations and the long shared border triggering "Land Target" status meant that I would have been DoW'd eventually.
If you look at Line 16 of DanF's guide to AI DoW's, I would have needed a power ratio of 1.5 * Darius' maxnearPR (iMaxWarNearbyPowerRatio), which is 100.
So I'd need a power ratio of 1.500 or higher for the Darius AI to consider me too strong to wage total war against. (Aggressive AI settings make the AI feel 4/3rds stronger, so the 1.500 would need to be 2.000 on AGG AI game settings)
I was at 1.307
The most violent AI have a rating of 130, so to be safe you'd need to be 1.5*130 = 1.950 Power Rating or higher against all AI to be safe against all AI war declarations. (If I read that post right)
But if you know the numbers, you can calculate it for each and every AI which tends to be lower. :)

If you are weak and the AI start plotting war against you and you surge your power rating above the safety threshold, I'm not sure if that is enough to make them stop their war.
I seem to recall it both working and not working at times.




**Edit**
I see the Fall of 2016 server migration to the new and improved forums messed up some of my links. :confused:
Once finished, I will name it Fury Road™ ^.^

Also, the stuff that I quote gets shrunk down and has to be clicked on to see all of it now. :sad:

And I can't unbold things I bold in my posts by clicking bold again, I have to use the "Remove Formatting (Tx)" button in the top right.
At least there is a "Use BB Code Editor" button I can click on to get into the nuts and bolts of my posts.

You will either see a victory screen or a defeat screen at the end.

I'll jump back in eventually.
Fell into fastest Space Race after that Highest Score game.
 
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I read the complete first Page and I/Me liked all of your posts. That's what you get from me for writing this well-done easy to read writeup with nicely added pictures :goodjob: .

As I once won with/against @Kaitzilla I' m free in my choice of words, so I'll also try out a more difficult Earth 18 scenario, as Kai took one of the easier CIVs I' ll take the Germans and try to be faster :mischief: . I' ll continue reading now, this is what I ment with a guide on your research @Kaitzilla . If only something like this existed on GM-144, maybe My turn when trying out for 15M?

Thanks for sharing this @Kaitzilla :king: .

Your friend Seraiel.
 
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I read Page 2, again liked all of @Kaitzilla 's posts, and I need to write some critique.

First, Kai, it seems that you aren' t aware of the strategy called fog-busting. Look it up in the forums, it' ll tremendously help when playing against barbs, moreso with fast spawning barbs on Deity. You need to fortify those Warriors you build outside your borders on favourable locations and defend them, it doesn' t matter that you get less XP, what happens is that you gain Worker turns, would have been able to put war on an AI earlier and with fog-busting, Barbs can even help you because barbs always wander towards the nearest borders, if you fog-bust enough, all barbs will wander towards the AI :D .

And then there is your city-placement which needs to be improved:

Invincible city is in a perfect location, you don't have to mind about the horses except being on a choked map, "BFC strategic resources are only important on choked maps" , this map has land, so getting a 2nd city is easier and more powerful.

But: Your 2nd city:

1st, you should leave the SW towards Babur, because he might found an (almost free) city for you on it. The Priority for a 2nd are BFC-Horses, so while the placement of your (3rd) city is good, it simply should have been the 2nd city to pump out chariors a lot earlier. Ideal placement in this case, with AH from a Hut would have been on the Horses because the city would have taken another FP instead of the Tundra-Oasis gaining instant-improved Horses for an even earlier rush while still being able to share the silver and the Sheep would have been available soon later because of Palace :culture: .
Then, I' m arguing against the order of your city-foundings mainly but also against the placing, 3rd city imo. should have been on the NE wheat or on the NE Gold, depending whether the higher maintenance truely are a problem. NE on the Wheat is a very favourable location because it' s a strong city capturing many tiles, however, you researched Masonry, and Pyramids with 3 cities are already a risk so the 3rd city should have been made dependant on whether you 'd like a serious chance at Mids or not, Mids would require to settle on the Gold for a strong city capturing BFC-Stone.

And: Your Path of research is somehow weird. You find AH in a hut, you should have directly switched towards Pottery -> Writing -> Alphabet imho, All that' s needed on Deity is to get a military tech to deal with Barbs/AI and then beeline Alphabet is stronger. This would have partly prevented you from running out of builds, also, you recognized the more difficult economy on Giant Earth Mod so building :science: is necessary.

I' ll read Page 3 now.

What I find very good about this story is that it has many pictures that are well put into Spoilers and that sum up the CIV4 strategies including (S)GOTM / HOF competetive gaming. I hope I may read a story of yours on GM-144, would be amazing.

Kind regards,

Philip Christopher Seraiel Plöger.
 
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