GOTM - 01: A New Beginning. Pre-Game Discussion

I've been just dealing with it for SG's but for this I prolly won't keep a log. At the end I might try to glean highlights out of the ctrl-tab log that civ4 creates. I wonder if there is a way to export that.

Has anyone seen an explanation of the format of the save. It's prolly in there somewhere...

btw, love the avvie gram :)
 
thanks tubs :)

i definitely need to log my moves, as I want to achieve better optimization, and it helps for game reports.

I think I'll try windowed mode tonight to see if the alt-tabbing is better. however, I'm not sure I'll like it as it won't have that "immersive" feel. perhaps there's a way to use the in-game log file? is there a way to dump the log file to a text document that can then be accessed by word or whatever?
 
grahamiam said:
is there a way to dump the log file to a text document that can then be accessed by word or whatever?

http://forums.civfanatics.com/showthread.php?t=141164

This mod was inspired by a post I made. I haven't tried it yet, but it's supposed to log more info and allow you to type in your log as you go in-game. (Perfect for SGs and other turnlog-style publishing.) I'm not sure how to export the log yet.
 
thanks!

@ eotinb and methos: have you guys used this yet in an sg? if so, which one (didn't see it in eo1, and eo2's screenshots from 11/16 don't show up)?
 
grahamiam said:
thanks tubs :)

i definitely need to log my moves, as I want to achieve better optimization, and it helps for game reports.

I think I'll try windowed mode tonight to see if the alt-tabbing is better. however, I'm not sure I'll like it as it won't have that "immersive" feel. perhaps there's a way to use the in-game log file? is there a way to dump the log file to a text document that can then be accessed by word or whatever?
I will write a small program to dump the events to a text file later today since several people seems to want something like that
 
Is there something somewhere that will give us info to extract info out of the saves to get a CivAssist type program together? Or is that info strictly private and only the mods are privy to?
 
Tubby Rower said:
Is there something somewhere that will give us info to extract info out of the saves to get a CivAssist type program together? Or is that info strictly private and only the mods are privy to?
I presume an external program will be unnecessary. A python mod should be able to replicate CivAssist's equivalent functions in-game. As I deduce it, the logic of keeping spoiler info away from the player won't need to be coded by the mod.

I think there are going to be some killer (and all non-spoiler) mods after a while. Somebody already did a great job of improving the F1 city screen.
 
FWIW, eotinb has a good start on an auto-logger (something that was dreamed about and drooled over in [c3c]). I'd suggest that everyone who plays for QSC or SG's check it out.
 
Just want to throw something different for everyone to think over while we wait for the patch and game. I hear lots about military strats, but I think we can take good advantage of our civ traits in other ways...


What about a run on religions? Oh yeah, I know we're playing Rome. Which means we start with fishing and mining. Anyone remember what mined gems get you? 2 food, 1 shield, and six commerce. That's seis for you spanish speakers and six for the frenchies out there. ;)

So first of all, settle one tile east. (One tile south has been mentioned a lot in this thread, and I think that may be the better over-all starting position. But I'm playing with hypotheticals here, so don't deny me my fun yet! :lol: ) Settling one tile east keeps us on the river to help us with trade routes, and it also puts us right beside the mines. This is important as it saves us a turn in getting the gems mined.

First tech to research is mysticism. Of course. We want religions here. What it also will do is show us where the other civs start. If we see hinduism fall while we research, we know there probably is 1-2 spiritual civs out there. If we see both hinduism and buddhism fall early :eek: ... well, time to find a new strat.

First unit to produce is a worker. This I haven't even tested, but I've crunched some numbers on. Of course we want to push that worker out as fast as possible, and the silks on forested grassland by a river will give us 3 food-shields towards production with even a nice +1 commerce bonus. The worker will take 15 turns. By this time we should have Mysticism researched and be well into our next tech. Since we're playing hypotheticals here, let's assume we're going for all three and have picked up Meditation next.

Once the worker is out, have it immediately mine the gems. During the four turns that the worker is mining the gems, work the corn for the extra food. After the mine is finished, switch over to the gems for the +6 commerce for the next 5 turns until city growth. Upon growth the new citizen should work the corn and subsequent new citizens can work the dye tiles for their commerce. The bonus is that your city will have addition growth potential, as the gems are already hooked up! Benefits of the river. Who needs roads? :cool:

Running this will net you right about 400 beakers by turn 35.

With random opponents we have 5 out of 20 possible opposing leaders starting with Mysticism. I'm okay with math, but probability kills me, yet I know enough to figure the odds are good (over half) there will be at least one. So don't expect to monopolize the religions. I sure wouldn't.

If anything, I hope this gives people different ideas than the expand-and-dominate-with-praetorians approach. Who knows? Maybe when the save is out I'll feel nutty enough to try it myself :crazyeye:
 
The problem with dominating all 7 religions (besides getting them!) is you can't possibly use them all. The biggest benefits of a religion - happiness, good relations, religion civics, line of sight - only work for one religion at a time.

You can still build temples and get shrine income from multiple religions, but the missionary failure rate prevents you from having 7 in every city.
 
this may have been said in the first 9 pages but i see edges of nasty desert to the South and South East
 
oh, there's plenty of reasons not to do it. I was just thinking of other strategies with what we are given. I wouldn't want all 7 religions anyway. Or maybe I would for a perverse culture win... :lol:
 
pindicator said:
Anyone remember what mined gems get you? 2 food, 1 shield, and six commerce. That's seis for you spanish speakers and six for the frenchies out there. ;)

I wonder how much that would be in dutch? :hmm:
 
@grahamiam: I used the older version of my log mod twice in SGs: In LK108 (where the screenshot of the in-game event log is almost impossible to read) and eo2 (better, but still sub-optimal).

FYI, now I've got a new version (link in sig) that creates a text file log as you go. I'd prefer to dump the log from the save file, but one of the problems with that is TMI. Early in the game, it makes sense to document all combat results and city builds, but later on that just gets annoying. I tried to get around this by allowing the user to turn on and off which events are logged in the text file, and I'm not sure you could do the same thing with a save file dump (I guess you could filter the entries somehow, but that may be tricky). Anyway, the current version is a decent start, but it still has a way to go. I figured better to get something out and get some feedback than wait for perfection.

@Puppeteer: One of the things I tried very hard to do was preent spoilers. The way the events are set up in CvEventManager.py, I found it harder to hide spoilers than to show them. Everything that gets logged in my mod could be shown to the player for every AI (cities founded, city builds, techs researched, etc.). But you are right that there will be killer mods out there. You're also right that a lot of the CAII functionality can be implemented right in the game via mods. For example, it wouldn't be very hard to warn you when a city is about to become unhappy or unhealthy, or to alert you when there is a new trade opportunity. Those two, in fact, are my next project(s) once this autolog thing is closer to really done.
 
I'm probably missing something obvious, but ... how can we have a savegame and a screenshot already when we plan to start the GOTM after (and with) the patch? Isn't this presupposing that the patch will preserve savegame compatibility - which we can't really be sure of? *scratches head*
 
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