K-Mod Deity Quick Writeup !

Can't wait for the final update, good job on building up the story! :goodjob: :popcorn:

This is also very interesting for me because I don't know squat about nukes. You know I'm not much of a brutish nuke-your-poor-neighbour kinda guy, I prefer the delicacy of tanks and artillery :D (no seriously I need to learn how to use these 'cause obviously in some cases you don't have any other choice...)
 
Can't wait for the final update, good job on building up the story! :goodjob: :popcorn:
Yeah I'm cheering for the peaceful and enlightened Dutch as opposed to the brutal & barbaric Mali that are gonna take the world into a nuclear winter to win the game. Go Spaceship Go!

: P

:popcorn:
 
A bunch of screenshots to follow so

TLDR Version:

Me: :nuke::nuke::nuke::nuke::nuke::nuke::nuke::nuke:

Dutch: :nuke::nuke::nuke::nuke::nuke::nuke:

Monty and Izzy: :suicide:

Hammurabi: :sheep: :deadhorse: :sheep:

Long Version:

Spoiler :


My attack on Izzy and Monty went on as planned, Izzy being wiped out the first turn. I was able to pull another sub down from Spain to nuke Cordoba, and with some luck was able to wipe Cordoba AND Haarlem

I attacked Amsterdam and 2/3 of my nukes exploded successfully. I moved the main force forward and one backup sub closer. I did not nuke the 6 dests, so I ended the turn praying something was left to hit Amsterdam with after the end turn :please:

At first I waited eagerly for the next turn, but then the screen started shaking and I realized the dutch were going to go through all their nukes. Time to take a 10 minute break. And when I returned...



The stack survived :whew: but the backup sub had been taken out. I had three nukes left, and I had to make at least two of them count. Meanwhile let's see what's left of the world after the first turn of nuclear warfare:



Spoiler :















He actually spared my core four cities from the nuclear holocaust. Although I guess from his perspective, these were the smallest cities in the world :p



Here are the demographics after just the first turn of the war:

Spoiler :


Nearly half of the world simply gone after one turn :evil:

 

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Time for the moment of truth, I had three nukes left to fire at Amsterdam.

The first one hits!

The second misses!

And the THIRD??

Spoiler :


:woohoo: There are no survivors!



BURN IT TO THE GROUND! The Dutch capital is no more!! His space race is over!



Spoiler :


After the second turn the Dutch empire is weakened significantly: Amsterdam, Nijmegen, and Madrid have all been razed.



Meanwhile the Aztec conquest continues, and the few infantry Monty can produce are immediately nuked into the ground.

His naval force seems small and disoriented. The destroyers are content with guarding the oil, and the only battleships I saw were in Amsterdam, which is now no more. He is mopping up my subs/transports but only slowly and with attack subs. Here's one harassing my reinforcements:



Oh no! I have no Navy stronger than subs, and those get destroyed by attack subs! Whatever will I do?





Ah, right :D




Meanwhile he manages to threaten the Babylon border town, with a puny squad of one Mech Inf and M.Arm. Even though all my team's units are obsolete, two units is hardly a threat. Oh wait... where's Babylon's garrison... where's my garrison. EeGADS nuked!!! I got one cavalry that's able to move into the town this turn.... Babylon I hope you got some reinforcements coming :shifty:

He did, Mari is safe for now. Meanwhile after the next turn the Aztecs have been wiped!




The Dutch also look in dire straits, I was able to raze Middelburg and Santiago to the ground, and the culture borders have started to retreat.



 

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This is incredible now nuke equalizes the game. I did not expect this to turn out so well, but I suspected it. Most of the time, people post writeup of games that is won.

BTW, read all the thread including your rant in K-mod section. :)
 
Come to think! Dude, this is Quick Speed K-mod Deity game. Dude! Duuuude! This is sick. I am envious. But I dislike quick speed.
 
Spoiler :


The war continues, and more Dutch cities fall.



He looks to be finally mobilizing a counter attack, but it is too little too late.



Spoiler :


All the nukes seem to have taken a toll on Dutch morale. He seems to hold a grudge now for some reason. Sure I've pissed off some AIs before, but this guy is at -146 :mischief:




The Dutch are ready to discuss terms. We have won the war :)


But it was not without a high cost.... the world will never be the same...

Spoiler :


Spoiler :


Meh, who cares. Look!



WE got the win!!!! Go Mali! All Hail Mansa Musa!!

:bounce::banana::dance::beer::rotfl:[party]:band::rotfl::beer::dance::banana::bounce:




I hope everyone enjoyed the write-up!
 

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If you disregard the long-winded culture ravings it was a pretty good write up. Congrats on the win. At least we can hope those Dutch that made it off the planet in the spaceship end up in a better place than your radioactive Pangea.
: P

Will you be going back to plain BTS now drewisfat?
 
Greatly enjoyed your write up of your Deity K-mod Quick Domination Victory, drewisfat!

I enjoy playing Quick speed Diety Domination games too. Except, I'm quite happy to play with the BUFFY mod as required for official CFC Civ IV competitions. It is challenging enough for me, though I might try K-Mod just to see first hand how much more difficult it would be to play.

In K-Mod the leverage points seem to be fewer and in different places as opposed to unmodded play. For example, isolated starts would make surviving the early Eras much easier; that may be the only option for Player Civs with defensively weak traits or later unique units. This may make naval wars dominant in K-Mod play.

Sun Tzu Wu
 
I noez, STW also wants to start playing K-mod!

RIP HoF :cry: .

@ drewisfat: Thx for the writeup, enjoyed reading it. I know that the views here differ, but I'd only call it a win, if it were played without reloading. This doesn't say anything about if your game was a great achievement though, I only know very little about K-mod, but from what I've heard and seen I understand that the AIs are a lot stronger in it, so congratiulations from me here.
 
Idk what I'm going to play next, this was my proudest game and I'm going to take a break for a while :p

The biggest impetus to me playing kmod again are the culture changes, which I've already explained why I dislike at length. I think it's also important to look at the keys to victory. In most games getting a strong start is important, but here I had a very weak start and a terrible capital, seriously sheep, deer, stone and a one tile river? But the geography of my position was really good, I only bordered two ais, and I was able to cut off some land and secure that I can get to 9 cities.
Normally I would greatly prefer Babylon's starting position, but if I was Babylon here in KMOD I don't think a win would be possible. I would have faced four ais possibly DOWing on me, and could never have secured enough cities for a breakout.

The other important thing is not getting DOWed on. I had only one early war, which I started on my terms, and I actually think helped my victory. If Carthage had attacked me instead of dogpiling Hammurabi, this would have been a much different game. On one hand, this makes diplomacy important, trying to get AIs to pleased and begging is crucial, but on the other hand it's still very luck dependent, and the AIs are willing to go to war immediately, before you can really take diplomatic actions.

And then there's a question of building a defense or not. I ran a large amount of skirms this game early, and it did slow my economy down quite a bit. I was preparing for a possible Carthaginian invasion, but I suspect I would have still lost the game if he attacked me. Even if I survived my economy would have been too far behind. So it begs the question, is it even worth building an early defense or just rolling the dice?? If you think you can win the game 80% of the time, you're likely to play a lot more cautiously, but if you suspect 3/4 of the games are going to be unwinnable, you might just gamble and try for the best economy possible and hope for the best.

I'm also not even sure if it's possible to win offensive wars early on (except through dogpiling luck, and sneaking a city after an AI softens them). On one hand this nerfs some of the OP UUs like war chariots and praets, and takes them from being instant winning units to good early defenders. On the other hand, what do you do if you're stuck to < 6 cities? It looks to me like the answer is you lose.

Still I really did relish the challenge in this game, and it added a lot of excitement that I haven't had since I first beat deity in BTS. I'm just worried that it didn't only improve the AI and buff super weak things, but also buffed things that didn't need buffing. (I made a point in kmod forums about how silly it is to think Musketeers need a buff, when they're definitely one of the best UUs in kmod already.)

I'm also not sure about espionage. The AI using espionage in the way it does actually makes the game easier for the human, because you can more easily get demographics/tech view. But since it's much harder in other ways, I can live with this because it gives me more espionage play and strategic moves than I would have in BTS.

I didn't mention it in the write-up but every turn for a while a bunch of messages came up about global warming striking. Since most of my cities were in the northern region this was actually a good thing, as it turned tundra to grasslands. Global warming was also changed to reflect pollution not nuclear wars, which I don't really like. For starters, the game started talking about global warming in the 18th century I think, when only the Dutch had the ability to build even basic factories. And even with global warming, it's not like I'm not going to build factories. It also hurts the real world application when you tie it this way. Not that I deny climate change lol, but I think it's hard to argue that even now in 2013, which would be a few turns into future tech, it has had such a significant impact already as to turning tundras into farmlands and farmlands into deserts. But when global warming was tied to nuke wars, it made sense, because a nuclear winter really would be a world changing event, although the title global warming maybe doesn't make quite as much sense.

I think though I will definitely give KMOD some more tries in the future, with some different civs or maybe on fractal (although I really much prefer pangaea to all the other scripts). Who knows, maybe if I build enough confidence I'll try to play a "live" game instead of a write-up after the fact :p

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I also played this game in quick speed. I might be the only person who plays quick speed regularly, so I'll try to advocate for it :cool: It nerfs many of the things that the human is much, much better at then the AI, like whipping, chopping, and overall attacking. In this game for the record, I never ran slavery civic.

I said this in another post and people looked at me weird, as if I didn't know that growth rates and unhappiness from whipping were scaled for the game speed. Still by no means is slavery just as effective. Any type of rushing is less impacting when the total turns it would take to get it normally is decreased. The difference here is smaller between quick and normal, but if you try playing marathon a few times you will definitely see what I'm talking about.
Also on quick it becomes harder to whip units efficiently. On normal it's usually not difficult to put one turn of a few hammers into a unit, and then do a 2-pop whip to get it the next turn. On quick, if you're building the unit in 2-3 turns, you're often faced with the consequence that building the unit for one turn might finish 30% of it, and it would be a one pop whip. Microing it to put in only a couple hammers usually means working much more inefficient tiles, that would offset the gains whipping could make in general. Also attacking is much harder, so the benefits of whipping units into the ground are much less. It's still the best way to get infrastructure if you have enough food.

Lastly there's the point that switching to slavery will still take one full turn of revolt, and it comes early enough that you usually can't couple this with another civic change. With fewer turns in quick, a full turn of revolt is a much bigger penalty to pay to unlock it.

Chopping is also the victim of the worst rounding error in history, and it takes as many turns to chop in normal as it does on quick :crazyeye:

Another difference in quick speed is even pangaea games are much more likely to end in modern wars. I've had a decent amount of experience starting nuke fights, so I was pretty confident I could pull it off if I had enough time to prepare. The AI doesn't handle naval invasions well on pangaea script -- it underbuilds its navy and rarely tries its own naval invasion. In many ways this is a good thing, as usually you can ignore the navy and just push through the mainland, and you wouldn't want the computer wasting precious resources on a useless navy. However, when most of your cities are coastal, and I've got nukes, you can really make the computer look stupid.

I don't know what I'm talking about anymore. Anyways I would suggest giving both quick speed and kmod a try. They may have faults, but if you're getting bored of BTS they will mix the game up a little bit and give you a different challenge.
 
Interesting. I see Karadoc didn't modify the balances seen in gamespeed, to say the chop time, I suppose the diplomacy, the unit decay and plenty of other stuff.

I am not sure, but I think the 3 turns chop was implemented for MP because quick speed is best for MP.
 
Thanks for the report, I enjoyed it. I also prefer quick speed when I do play BTS, whether or not it is optimal.
What civics were you predominantly in (in the place of slavery), and why?
 
In the early game I stayed in tribalism (might as well save 1-2g in maintenance if I'm never going to use it). Slavery is no one's favorite civic, and I had NO cities with more than like 2 food surplus for a long time. My capital = had sheep, deer, stone and hills. My 2nd and 3rd cities had a river and gold/silver mines to work = no food. Gao took forever to secure its workboats and then had to run artists. My southern city had no excess food. Ligurian couldn't work the pigs in babylonian territory. Only Niani, my Moai City had excess food, and it didn't come online early.

In the mid game I switched to caste system and never switched out (Seriously why would I get emancipation, I never had slavery to begin with!) It let me run artists in gao, push some specialists for the GPs i needed for the two GAs, and most importantly it buffed workshops, which I used to power the cuir army and onwards.

I thought about incorporating serfdom, which in kmod in addition to worker speed gives farms +1 gold but towns -1. Still I don't know how to incorporate this real well, as I still think I'm going to want to run slavery or caste system all the time. Maybe it would work in a situation with a lot of rivers but no food resources, where I go with farms/mines and a production economy. But it comes so late that I usually want to get caste system up to get a couple extra specialists in.

I guess more play Quick than I thought, you and SunTzuWu!
 
Well written. Well played too, but the well written impresses me more since I didn't take on this thread out of some desire to improve my play. I read it to be entertained.

That said I do have some observations. As I am completely unqualified feel free to ignore me from here on.

First, I suspect that the real 'improved difficulty' of K-mod may just be lack of familiarity. Drew Is Fat, among others, has developed a level of mastery over the familiar issues of standard BtS and it was interesting to see how he adapted to changed circumstances so quickly...but the adaptation was still pretty much 'standard' BtS strategy, yes? Just made more difficult by larger opposing forces.

Second, the great culture border issue. That might be creating a decision tree that went unnoticed, or maybe I only thought it was there and it's actually just hopelessly dumb so DiF ignored it. Is a possible response to the culture issue a serious 'Sherman's march to the sea' approach...forcing a real decision of razing into early conquests. It's early in the game, I take a good city, I'm gonna keep it and enjoy a lot of advantages from having it...but with this culture business I have to consider just burning my neighbors to the ground even if I don't have the capacity to resettle or they have 'built wonders for me' that I really want.
 
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