K-Mod Deity game(s)

Fippy

Mycro Junkie
Joined
Mar 17, 2013
Messages
15,017
Time for a new challenge, seeing my inability to finish normal games lately.. ;)

I picked Pangaea, no hiding ~~
Other settings are standard ones, and we first play as Sitting Bully cos dog soldiers guaranteed, the best trait with Philo (imo) and protective can probably be useful here..
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Our start pic:
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1 super food + a good support tile with sheep. Silver, marble, river. Not HoF, but very good :)

Having played a bit already, i must warn you about the stupidity of city governors in K-mod ~~
Check your cities frequently, they will do incredibly silly tile switches and it's not something we can afford here on deity.
 

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placeholder for early game report

Until T36
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Settled on marble, all early advantages are welcome even if it's a good tile later.
Silver (or lake would do as well) was used for 5 turns on worker, slows him down by 1t but times better with AH which would be 15t with no + commerce
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We meet Hammi, usually a nice guy (but here..?) and find a very nice city spot early
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By turn 25, nice progress was made in Cahokia..tasty pigs & sheep, the time until fine silver jewelry was used for growing to size 4 (no negative food tiles, stopping at size 3 already for a settler seemed too early).
Horsies make gold city even better later, yay!
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Mining after AH, then wheel before BW. Other way round would work too, but roads are also good early and with silver it's okay tech speed and bw still comes in time.
My 2 warriors stay in places with resis (especially gold area) and fogbust, and i did already meet all 6 AIs..
not the worst crowd for sure, but also no Gandhis ;)

Turn 36, shortly before BW
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I decide it's better to chop for workboat first, rather than completing the full road or mine gold before that.
Certainly 1 annoying aspect of k-mod: worker actions like half finished roads are not shown on the map :(

Until t57
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Tech path continues with pottery & writing after bw, good decision cos Oracle was built in 2280BC by Wang..
In Cahokia 2 dog soldies were built, supported by 1 chop (river cottage afterwards), and rather than rushing for a 3rd city work continued on granary. Poverty Point started another work boat for Cahokia crabs
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Pic of land north, nothing too great but corn + copper for 3rd city is okay.
In this mod, we need copper even with dogs for spears. Barb city west blocking all resis, and those cows far north are already near Wang's borders.
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South we have not much, scouting around the ice crabs might be useful
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Now something crazy, Pyras built t45 by HC
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By t57 i whipped the settler for city #3, and placed it near copper with corn in 2nd ring.
Barb city left me no choices there :)
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Teching Aest, that part did not change from normal games. AIs seem willing to trade as normal + with marble it's rarely a bad pick. They are also busy starting early wars, being in a corner is certainly nice here.
Sury vs Wang and Willy vs HC.

Now i will need a new post, cannot attach more than 10 pics / saves..
 

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Thanks for sharing. Looking forward to this write-up. Dont know K-mod. Everything in Kaitzillas article "Know your enemy" not relevant in this mod?
 
Until t70
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Where were we..oh yup, AI wars
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Not much love around here, good for me..still have to be careful about Charly thou, he's not too far away and not in a war yet.

By t64 i have settled my 4th city east of Cahokia, settler whip into library and i now urgently want to make use of Phi for an academy GS.
It's nice that i can give silver away for some time, it's not a great city but can share sheep and add some farms around the lake later for unit whipping.
Added a funny log, Pyras city is clearly not stable currently..Willy must have captured it (HC forced into despotism), and then other way round ;)
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I want to move the currently selected warrior into Charly's land, should have done this sooner..scouting for stacks is really important if you have only 2 dog soldiers. I could whip some units in emergency, but that might not be enuf.
South..winter is coming, umm i mean i found 2 icy seafood close to each other. City #5 hopefully
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1 Archer huh, well that's okay..i also finally noticed there's something missing, foreign trade routes. Let's connect those cows
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We all love Phi, do we..?
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..and i wonder what to do with one of my 2 workers (nobody uses less than me..)
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Can also see a barb archer coming from their city, disappointing i thought k-mod AIs have so many units that they will be busy defending their cities ;)
Guess i should chop for CC granary.

Clearly the reason for k-mod archer rushes:
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I reach Aest, and Charly hurries suggesting an alpha trade before i can even do something else oO
Seems a bit unusual, normally you need some beakers in Alpha..so i accept without much thinking.
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More funny stuff, HC still misses writing. Too busy building wonders :)
Think that will be enuf for today, who knows maybe somebody will tell me i walk a thin line here & that i will die horribly soon?
 

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Hey, really cool to see some write-up/game from you, K-Mod or not :) :thumbsup:. Hm, looks a like a decent start.

Spoiler :

Good approach seems to be: Stay out of troubles as long as possible and use the slow tech pace against the AI. Easier said than done though if war can't be avoided.

AI also seems to neglect expansion a lot. Just 5-6 cities and full unit spam. Sometimes you can snag some really nice land because of that.

Early war seems rarely worth it, except for backstabs maybe... Not sure if it's just a rumour, but apparently AI can produce multiple units/turn from a city... something with "overflow finishes another unit immediately". So something like Horse Archer rush becomes a joke/impossible if your opponent has 8 archers everywhere and keeps getting more...

For that reason I also don't like Cuirs. Cannon seem to be a good solution. Because it doesn't matter if they have 5 or 50 units if you get there first :).

Good luck~
 
yikes!

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Sitting Bull no like Hammy ;)
 
Ty Lain
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yep i think it's mostly map dependant, getting into trouble or not..so far it's going well for me here, and i have only 2 dogs on t70 lol. I dislike the lost comfy UI and settings, but like the increased tension. I will def. try Cuirs if i get that far, i like the "elegant" movement of mounted more than siege. And i think it could be fun.

No doubt imo that if AIs pick different targets for early wars, they are actually weaker than regulard deity AIs. Slower teching, all those things you mentioned. But it's worth a lot that you cannot feel safe anymore, even if k-mod imo has plenty weaknesses.
 
Bowman rushes Lymo, i did not even think about that when i met him oO
That would have been something lol, hmm i guess with this good commerce start teching archery would have been an option against them thou.
 
I don't see his

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borders yet after some scouting with a chariot. There's a barb city some tiles E beyond the wine, so I think he is somewhere a bit E of that. Charlie is NE direction. But ha..yeah..a stack of Kmod boosted bowman would suck for our Dogs.

I settled on marble..seemed logical. Crabs nice extra food for city, but can still settle on furs later on. Settled horse/clams first. Might build GLH there..seems some value to it.

Settle N of cap to share pigs and nab copper, but Wang's culture will be a problem.

Barb city just north of that corn, but I settled 5th city just south of that to secure corn and wine later.

4th city was fish/cow with only one unfortunate place to settle. Hoping to nab a religion for pops, but no luck (all other cities have a religion- each different.

AIs are declaring on everyone but me..it's like total war. Possibly our location is helping out some since no border contention.

First to Maths and used it for Alpha trade, but didn't get IW cause only 2 AIs bizarrely have IW at about 800 bc. Wang..who has all my techs, and Charlie who won't trade it. oh well

Currency is in, but not sure where to go for here..maybe straight to CS. Economy has not been an issue.

3 more potential city spots with icy crabs to SW and deer silver way to the E, and then furs just SW, which I probably will only settle if I get GLH...culture will eventually get them anyway.

Crazy thing about all these wars is that AIs keep begging me to join wars..not to mention tech begs with the WE situations. Diplo will be a nightmare. At least Wang is pleased.

edit: oh yeah...MIds went in 2040BC in my game. I assume it was HC.

edit2: Oh..yeah and then there's the barb cities. AIs have been ignoring them entirely except for a suicidal scouting archer here and there. I might nab some of those with chariots. Probably raze the one N of corn though since too close to Wang and not worth it..well spice maybe.
 
Oh..I was able to add back a lot of UI stuff in options, but the real annoying thing is the worker chops. Have to admit I reloaded a couple of times I forgot to cancel the little buggers, especially the turn before Maths. Some of the advisors are annoying and the Military advisor ..ugh.. Plus, you cannot (edit) see EP ratio on the diplo screen or scoreboard.

Some of the options I turned on but the just did not work anyway. I assume the component just was not installed at all.

edit: Ugh! All the options reset when I loaded the game again. Be nice to see a modder take this over an fix all the BUG stuff.
 
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Thanks for sharing. Looking forward to this write-up. Dont know K-mod. Everything in Kaitzillas article "Know your enemy" not relevant in this mod?
Almost missed your post, sorry Tom.
Not sure about this myself yet..diplo still seems important, AIs are aggressive and build more units but they still seem to aim for worst enemies and stuff like that.
Also gives more options for tech trading.
 
Ha.well, the options reset on load is a bit of a turn-off for me, but I may continue later.

Looking over your game some now. That barb city to NE spawned 1E for me so could not settle next to copper like you, although copper not that big a deal for Bull. The tile production good though.

Barbs were not the big of an issue really. I was able to setup spawnbusting pretty well pretty fast, killing a couple of warriors and one archer. I think the AI having so many units roaming around helps a lot, and a couple of the barbs I killed were already injured.
 
Turn 92
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okay, when i stopped we reached Aest and accepted Charlies pleaaaase give me Aest for Alpha offer. Looking at the tech screenie now, we can see really slow AIs as mentioned by Lain and Lymo before, only 1 guy has iron working and no maths or HBR at all at t70 oO
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no poly (for literature) too, geez.

Normally i would really want Lit now, we have marble..but i think in the spirit of k-mod i will tech HBR first.
HAs might help me taking barb cities, and they are better units to build than dogs or spears now. At least that's my idea :)
Academy in 5t hmm..collect gold until then i guess. Archery for writing from HC, needed for HAs.

Speaking of AIs, with no red fists it's important to do this sometimes
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Charly having enuf on his hands right now would certainly ring some alarm bells here.

11 turns later, i wish there was something fun to report but..this tech screen still is rather embarassing for deity
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AIs seem to ignore barb cities? Nicely built up there, in the east..i started my first HA in gold city, am about to settle double seafood (really slow start for this city, but hopefully good later) and Cahokia getting ready for Glib build.
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Charly wants hbr, sure why not..i am sure pleased helps here as well, and i really not want to annoy him ~~ Oh he also has enuf on his hands now, good decision..and time to get some horsies out quickly now.
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Wang has maths, yay..i was about to give up on AI trades and tech myself :)
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I think music now, Cuirs yep please. Our glorious ice city..bad worker management here, should have been in place to chop quicker.
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Some turns later, Charly declares on Sury and then HC on Sury too lol..i get lucky here so far.
City for silver and deer east, hmm not too tempting..but sw of Cahokia i have a settler now for fur & taking those crabs.
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And that's it for this post, some nice progress i think and situation seems under control. Heroic Epic in PP, why not..
 

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I think the AI won't always give the information "We have enough on our hands right now." Only if you have good enough relations to possibly bribe them. When you checked he was cautious, could have been plotting already. After you gave tribute to Charly he probably jumped to "Pleased", so you got that information because of that most likely.

Looking good so far :). HAs are good units to defend imo. Good odds vs everything on flatland and can flank damage catapults. Mobile and cheaper than going for Construction.
 
Oh okay, good to know ~~

Yep and when you plan for Cuirs, they remain useful for upgrades later.
Expensive, but even if it's not affordable to upgrade them all they can still move along with stacks.

Barb cities, not really sure what to do with them lol..even barbs spam archers.
Probably best to use those that come out for training, and leave the cities alone if 6+ archers sit in there.
 
some more
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funny gold gathering activities :)
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Yep i actually have to secure my HA with a dog here, those archers like attacking. Want to go around and plunder everything lol.

Also my workers are busy chopping for fail gold, Cahokia finished Glib and works on NE. 80+ hammers in HE in Mound City so far, will be completed in PP.
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Tech pace picking up a little bit, calendar the first tech i could not trade for now ~~ Added log for more wars..they are going crazy in this mod for sure.
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My plunder duo has to retreat for now lol, got attacked..but very nice gold from hamlets.
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Reached music on t101, and want to go CS then bulb everything towards Cuirs basically.
Will slow down reports probably while doing so, here a little city walk before playing faster:
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Speaks for itself, should provide me with all GS needed for paper, Edu, Lib bulbs (already have 1 GS). Might try fitting in a great merchant in Caste (music artist golden age too).
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HE city, HAs only after stables (or some Jumbos if i get Construction trade and Ivory). Other cities are largely unspectacular so far :)
 

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1AD save, while those AIs have some new tricks (unrest in Cahokia = -8 happy at the end of my golden age lol) i have a hard time imagening they can stop Cuirs. And currently there seems to be not much question that i will get there.

Slow tech pace is very helpful for gathering gold even without great merchants (gave up that plan), as normal they pay for older techs and they also still grant begs.

Good time for /exit, lag will never change no matter what mod -.-
 

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So you won't continue :(? I am playing a map on Immortal right now and was on the verge of losing a few times lol. Really depends on map and if you can tech in peace... but there is a lot of stuff I don't like already. Did you know that cities can just "lose" religions, just like "poof"? You spread Buddhism there and 2 turns later it can randomly disappear ... Message: "Buddhism died out in city xy". And many little annoying changes like that. Interface is also killing me a bit.
 
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