How to have a fun early game? (a.k.a. Neanderthals are rough.)

quill18

Warlord
Joined
Nov 15, 2005
Messages
156
Location
Sudbury, Ontario
Heya Folks,

Since I messed up the era selection for my LP, I've been planning on having a redo of the B.C. era at some point to show off the great content there. Now, I haven't played v19 yet so I don't know how the balance is, but in my previous tests I was always running into the problem where there were just too many Neanderthals to safely be able to leave my borders, even if I made units constantly.

I've found that the best strategy is simply to turtle up and cease any attempt to leave my borders after the first X turns. This also reduces the number of civs that I get into wars with as Minor Civs. 1-2 are fine, but it sucks if your whole continent is at war because even after getting the required techs it can be tough to get back to peace.

But if I'm going to make an interesting video, it would really be much better if it was more manageable to leave my borders. I especially love the hunting/subduing mechanics of C2C and I'd like to show that off properly.

So what's the solution here? Is there something I'm failing to do strategically? Fogbusting seems to also fogbust animals, which is no good. Is there a setting I should change to make the Neanderthals more manageable?

Thanks for your help!

-- quill18
 
One important thing: The first post in the patch thread is not updated yet but for V19 to avoid a nasty CTD that could happen quite often use the DLL linked here:
http://forums.civfanatics.com/showpost.php?p=11129359&postcount=94

In some versions we had (way) too many Neanderthals but I think I have not seen a complaint about them in V19 yet (though some about too many animals :) ). Someone correct me if I am wrong as I mod far more than I play (so I will also leave gameplay or options advice to others).
The spawning system has changed quite a lot and animals are allowed to spawn in sight now (and there are plenty more).

In general I hope you will enjoy all the things that have been added/altered in the last half year (around 1k revisions on the SVN).
An advice if the game takes place over a longer time frame: Unlike other Civ mods C2C has savegames that are not broken by changes and extensions in the XML or DLL so it is possible to update continuously and still continue the same game.
 
Some people say there are too many animals and a few others say there are too few. I think they are about right for me but I play with Neanderthals off.

There are two variables in Assets/XML/A_New_Dawn_GlobalDefines.xml that can be used to adjust the spawn rate of each. NEANDERTHAL_SPAWN_MODIFIER and ANIMAL_SPAWN_MODIFIER.
 
Neanderthals are manageable in v19. And since they stop spawning around 5000BC you don't get landmasses totally filled up by them. Animals right now will fill up lands not discovered. But "harvest" the right ones to take back to your cities to produce buildings and Herds. The rest are for .... xp/ food /hammers?

JosEPh
 
Hey Quill! Just make sure you use these settings for your next "Let's Play" game. Note this is nothing more than my own personal request to play the game with my favorite settings ...

--Main---

Leader/Civ: Totally up to you
Difficulty: Also Up to you. I personally use Monarch, but you may be more skilled than me.

--Custom Game Settings--

Map: C2C_PerfectWorldf
Size: As large as you feel you computer can handle.
Climate: Temperate
Sea Level: Medium
Era: Prehistoric (THIS IS IMPORTANT)
Speed: Snail (Also important to get the most out of the era)
New World Rules: Start in Old World (So you can have early contact)
Pangaea Rules: Up to you to choose
Wrap Option: Cylindrical

--Winning--

- Mastery (Because its all of them in one)

--Options-- (Naming only ones that are checked off)

- Start As Minor Civ (Important)
- Multiple Production
- Multiple Research
- Usable Mountains (Important)
- Surround and Destroy
- Advanced Diplomacy
- Barbarian Generals
- Assimilation (Important)
- Great Commanders
- Culturally Linked Starts
- Advanced Economy
- Realistic Culture Spread
- Religion Decay
- Barbarian Always Raze (Optional)
- United Nations
- Advanced espionage
- Guilds
- Modern Corporations
- Advanced Nukes

--BUG Menu-- (After the Game is loaded)
These are the non-default setting that you should check off.

- Resource Depletion
- Multiple Region Spread
- Terrain Damage (VERY IMPORTANT)
 
Heya Folks,

Since I messed up the era selection for my LP, I've been planning on having a redo of the B.C. era at some point to show off the great content there. Now, I haven't played v19 yet so I don't know how the balance is, but in my previous tests I was always running into the problem where there were just too many Neanderthals to safely be able to leave my borders, even if I made units constantly.

First off v19 is much more balanced with the amount of Neanderthals. Plus I would really like you to show off the newest version of our mod when doing your lets play. It has so many new features that it would be silly to pick an older version when playing a new "Lets Play".

I've found that the best strategy is simply to turtle up and cease any attempt to leave my borders after the first X turns. This also reduces the number of civs that I get into wars with as Minor Civs. 1-2 are fine, but it sucks if your whole continent is at war because even after getting the required techs it can be tough to get back to peace.

But if I'm going to make an interesting video, it would really be much better if it was more manageable to leave my borders. I especially love the hunting/subduing mechanics of C2C and I'd like to show that off properly.

So what's the solution here? Is there something I'm failing to do strategically? Fogbusting seems to also fogbust animals, which is no good. Is there a setting I should change to make the Neanderthals more manageable?

I recommend using Rogues or Thieves to hunt Neanderthals. They cannot see them and you can put them in the best terrain spot (ex. Hill + Forest) and then ambush them with the best results. Over time they will get stronger and stronger (if they don't die). However being invisible to animals and neanderthals means they can heal up and fight again.
 
First off v19 is much more balanced with the amount of Neanderthals. Plus I would really like you to show off the newest version of our mod when doing your lets play. It has so many new features that it would be silly to pick an older version when playing a new "Lets Play".

Oh, certainly. No worries there.
 
Heya Folks,

Since I messed up the era selection for my LP, I've been planning on having a redo of the B.C. era at some point to show off the great content there. Now, I haven't played v19 yet so I don't know how the balance is, but in my previous tests I was always running into the problem where there were just too many Neanderthals to safely be able to leave my borders, even if I made units constantly.

I've found that the best strategy is simply to turtle up and cease any attempt to leave my borders after the first X turns. This also reduces the number of civs that I get into wars with as Minor Civs. 1-2 are fine, but it sucks if your whole continent is at war because even after getting the required techs it can be tough to get back to peace.

But if I'm going to make an interesting video, it would really be much better if it was more manageable to leave my borders. I especially love the hunting/subduing mechanics of C2C and I'd like to show that off properly.

So what's the solution here? Is there something I'm failing to do strategically? Fogbusting seems to also fogbust animals, which is no good. Is there a setting I should change to make the Neanderthals more manageable?

Thanks for your help!

-- quill18

The Neanderthal spawn is WAY toned down from the earlier releases. I was the one who made the adjustments and spent a bit of time running through several Auto Plays to ensure the numbers were manageable. The spawning variables AIAndy and Koshling implemented in the code formed the foundation of all that.

Having said that, the large number of animals MAY be limiting the number of Neanderthals, so we'll have to keep an eye on things once DH or someone else starts to tone down the animal spawns.
 
Make sure to use the 'great commanders' option too - it adds a lot of tactical depth to military gameplay.
 
BTW, for Mastery victory -- do I leave ALL the checkboxes on, or only Mastery?

Only Mastery since if you leave the others on they will end your game by winning those victories, while leaving only mastery means you can keep playing after you have achieved one or more of those other victory conditions.

So are you going to be posting the C2C lets play soon? I cannot wait to see it! :D

Doesn't matter once mastery is checked the others are ignored, ;)
 
Began watching your newer series and just wanted to answer one of your questions. As the creator of Advanced Nukes, I can assure you that nothing has actually changed from your previous play-through since the mod-mod was finished before C2C even got started. Despite this, you did miss the nuke bi-plane, all the evasion-capable nukes (which are shorter range until the very late game) and of course the game ended before you got into the fusion, bio and mental nukes.
 
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