Interesting Screenshots

Well I guess they have Feudalism and aren't trying to put Sun Tzu's in their capital, but I still say that Chichen Itza could have 20k possibilities.

And a two turn build on a marketplace? Must be nice. Soooo jealous.
 

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And a two turn build on a marketplace? Must be nice. Soooo jealous.

You don't build marketplaces in two turns? I thought you knew all the tricks.:)
I sometimes build the marketplace in 1 turn, as I don't get around to it in my 20k city until that stretch in the late industrial age when culture builds are non-existent. Of course, 2 turns in 900 BC is a lot nicer than 1 turn in 1650 AD.
 
You don't build marketplaces in two turns?

I think more often than not, in 20k games, it's taken me 3 turns to build a market WHEN I've put one in. Maybe 4 though, as 33 + 1 shields sounds a bit more powerful than I usually have. I generally haven't been happy when doing so. Though, I probably did that in my Sid 20k games, and looking at one of my saves it looks like I put one sometimes in the middle ages. Probably in the early middle ages when I've started researching Monotheism and run out of ancient age builds. I'm not sure if my thinking lie in the market's utility for happiness (but I have a temple, colosseum, a cathedral, and hopefully have The Hanging Gardens, the Museum of Mausollos, and will get The Sistene Chapel and J. S. Bach's Cathedral later) or that I might run of out builds and thus put in a bank and a stock exchange earlier so that I could put in Wall Street earlier.
 
I am surprised that the Celts simply did not take the undefended new city. I have seen the KI doing that, despite escorting a settler.

I have the setting at "least aggressive", with maximum opponents. So, there's that.
 
An unusual bomber landing location...

Spoiler Screenshot 1 :





... must be due to all the quick rebasing (from Kostroma to Voronezh) that I was doing :p

Spoiler Screenshot 2 :





Playing on Maccabee's World Map (great addition to the game) with food and shield increases atop standard improvements (hence the ridiculous populations and low turn requirements for improvements)
 
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An unusual bomber landing location...

... must be due to all the quick rebasing (from Kostroma to Voronezh) that I was doing :p)

That is interesting. Is it a bug or a one-time occurrence. I have not seen that before.

Playing on Maccabee's World Map (great addition to the game) with food and shield increases atop standard improvements (hence the ridiculous populations and low turn requirements for improvements)

Sounds like you boost the game the same way I do, with added food and shields to speed things up.
 
Usually when I see some stack like this, it's one of the AIs, but not this time:

I have seen stacks of Barbarians like that while playing my modded version of Test of Time in Play the World, and also sometimes in Conquests. As my Advanced Barbarians are Cossacks in Conquests, they can be a major problem.
 
Hang on, there's a Tank in that stack, too? How did it get there? Hitch a ride with one of the bombers?
 
Hang on, there's a Tank in that stack, too? How did it get there? Hitch a ride with one of the bombers?

The Russians did experiment with a flying tank before World War 2, but it did not work that well. Maybe the problem was fixed.
 
The Russians did experiment with a flying tank before World War 2, but it did not work that well. Maybe the problem was fixed.

yeah we got the flaws worked out.... lol

:lol: sorry for the confusion, the second screenshot was me right clicking on Amsterdam, not sure why it appeared over the sea-based bomber

That is interesting. Is it a bug or a one-time occurrence. I have not seen that before.

just a one-time occurence -- if you want to get technical it's a "bug" regardless in software albeit one that's hard to encounter - I was quickly rebasing, moved my mouse, and on one of the rebases I missed and instead of hitting Amsterdam, I successfully rebased on a sea tile.

is it too late to open a bug report with the devs? : P

Sounds like you boost the game the same way I do, with added food and shields to speed things up.

best way to play. makes for epic battles with the AI
 
yeah we got the flaws worked out.... lol

:lol: sorry for the confusion, the second screenshot was me right clicking on Amsterdam, not sure why it appeared over the sea-based bomber

just a one-time occurence -- if you want to get technical it's a "bug" regardless in software albeit one that's hard to encounter - I was quickly rebasing, moved my mouse, and on one of the rebases I missed and instead of hitting Amsterdam, I successfully rebased on a sea tile.

is it too late to open a bug report with the devs? : PI

I might try to reproduce it. Then someone could make some of the WW2 seaplane patrol bombers and then base them at sea.

best way to play. makes for epic battles with the AI

Agreed with that, and when I play on Test of Time with boosted Barbarians, some epic fights with them as well. Might you post a ;biq file of how you mod the game so that I can take a look? I have a mod posted under Timerover51 Naval Mod in the Creation and Customization Completed Modpacks Thread.

https://forums.civfanatics.com/threads/timerover51-naval-mod.322522/

I plan on making some changes to it using Pounder's Resource file for added resources like Steel and Ship-Building Timber. I am continually tweaking it.
 
I might try to reproduce it. Then someone could make some of the WW2 seaplane patrol bombers and then base them at sea.

Would love to see that, sounds like a fun game

Agreed with that, and when I play on Test of Time with boosted Barbarians, some epic fights with them as well. Might you post a ;biq file of how you mod the game so that I can take a look? I have a mod posted under Timerover51 Naval Mod in the Creation and Customization Completed Modpacks Thread.

https://forums.civfanatics.com/threads/timerover51-naval-mod.322522/

I plan on making some changes to it using Pounder's Resource file for added resources like Steel and Ship-Building Timber. I am continually tweaking it.

For sure! I'd love to share mine and am always down to explore new mods - naval is one of my weak spots so I'm always looking to improve strategy there!

In a nutshell both the included Maccabee's and Earth (Huge) have
- Tile boosts. Grassland and Plains, irrigated produce +2 food or mined produce +2 shields. Tundra, desert stay the same. Coast, Sea, Ocean get + 2,3 food as well. Makes the game more interesting + more powerful AI to contend with.
- Governments. Since the AI loves to choose Fascism I've made it with minimal corruption & seriously increased unit support. Also modified resistance levels between governments to model real-life resentment (although not 100% on if that's what it does). Makes for epic Commie-Empire and actual Reich building possible. Increased MP for both to 6. Communism also gets increased unit support. Republic gets 2 MP and increased unit support.
- Drafting - can draft 4 units in Reich and Commie mode. Only makes people sad for 4,5 turns instead of 20.
- Movement - roads = 4 movement in Maccabees
- Civ Unique Traits. Since Japan starts in a remote location, I've added many boosting unique traits (don't remember them all but almost all of them are selected). Likewise the Iroquois get set up for early extermination with no unique traits (sorry :p ), but somehow still manage to end up on top...

Huge Earth is also slightly modified for terrain (added arbitrary rivers and land to Japan) just to rebalance the game & again, make things more interesting (higher pop for all capitols)

I think that's it...

Earth, Hitler -- epic Reich, one turn for victory
Macccabees -- Stalin, still in progress
Biqs -- Earth (Huge) and Maccabees with my adjustments
 

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The Fourth Reich (playing on Earth, Huge in the post above with changes outlined)

Spoiler Screenshot 1 :


fourth Reich one.png




Berlin circa 1345 AD in the Golden Age of the People's Republic of Germany. dominance on the world arena (and a sense of righteousness & superiority) but a mediocre amount of land are factors that are soon to drive a full scale revolution to Fascism / Nazism

land & water tiles are *unmodded* w.r.t. commerce

Spoiler Screenshot 2 :


fourth Reich two.png


 
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Ruskiy29, welcome at CFC. :band:[party]

One explanation for the "bomber in the sea" could be, that the bomber was modded and it was forgotten to set the immobile flag to the bomber. In that case the bomber could be rebased by the normal rebase command, but also could be normally drawn over the map without recognizing it (especially when the movement of the bombers was done hastily).
 
Ruskiy29, welcome at CFC. :band:[party]

One explanation for the "bomber in the sea" could be, that the bomber was modded and it was forgotten to set the immobile flag to the bomber. In that case the bomber could be rebased by the normal rebase command, but also could be normally drawn over the map without recognizing it (especially when the movement of the bombers was done hastily).

Thanks : ) : ) long time lurker, feels good to join in finally :thumbsup::)

and entirely possible! I do like to avoid modding units since I prefer classical gameplay in that regard but could have selected it in haste

edit - double checked in the editor. confirmed unchanged...
 

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