KS-1 - sneak attacks???????

oh, snoopys mod I think. always forget the name... :blush:

I am so used to the mod now I never mention it anymore :lol: the entire DS and K sries are based on it......... I'll have to check on naval movements, they are upped a little, too I think.... gimme a sec (am at work and can't start games and so on right now as long as my boss is in the room.....)
 
Yep, ship moves are changed, too ( :blush: ). I am using too many different mods atm, trying out too much stuff...

all moves are doubled, carriers have two more moves now than transports and battleships and so on (realism question here).

Galley 6
Caravel 6
Frigate 8
Galleon 8
Ironclad 8
Transport 10
Carrier 12
normal sub 9
Nuke Sub 10
Destroyer 10
Aegis Cruiser 10
Man-o-War 8


I hope you do not feel forced to play with this now :blush:...... this is the mod that got me the infamous attacks....
 
This should be a interesting game, I usually play by standard rules as well.
I agree with you, the carrier is a bit too fast.
 
Well modern carriers can outrun any other ship afaik..... i once saw a TV thing about the Washington, and they had those easy to read instruments. Current spped was shown as a dugutal readout (showed 32 knots!!!) and also as filling in a triangle. It was about half full!!!!!

AFAIK no other ship can go that fast, and Carriers CAN go faster but hardly ever will... So I wouldn't leave a Carrier unprotected, but if the escorts are fought down it should be able to run like hell.....
 
Killer: it's ok :) unless there's a bug in the game, I couldn't imagine that the changes would affect diplomacy etc. The main problem I could see with them is a fear of the AI not being able to handle them properly and thus being at a disadvantage. Anyhow, I am happy to play with them. I might even like them, we'll see :)

Others can make up their own minds. I'll be doing my turns real soon now.
 
ok I wasn't sure how many turns we're meant to go for...so I decided to go for the upper limit and picked 20 :)

I think we should have 10-20 turns, at the player's discretion. Maybe 20 turns in the ancient age; slow to 15 in the medieval age, and then 10 once we hit the industrial age (although at monarch level, I hope to have this one over before that even eventuates :) at the player's discretion, of course.

PRETURN - veto settler in favour of a granary.

3050BC (1) - jag near France rests, Jag by Rome moves out of Roman territory and explores west

3000BC (2) - ok, there is an abudant source (4 lots) of gems to our south-west; but in the middle of jungle. Gee it takes a long time for an elite warrior to recover with this mod.

2950BC (3) - I flirt with sending the jag on exploring without recovering fully, but decide he should be at full strength. Tenochtitlan grows to size 3. The second mine near tenoch is completed.

2900BC (4) - I send the elite jag exploring even though he's 1 hp short of being fully healed.

2850BC (5) - Dark red borders sighted in the far south. This river near France is pretty long; we should be able to sieze at least some of it before they do. We can make contact with the Japanese. We have a huge lead in technology, and no-one has a second city yet.

2800BC (6) - Our jag near japan enters a village and is surrounded by evil barbarians. He's on mountains though, should survive. Road complete near tenochtitlan.

2750BC (7) - the jag defends against the barbarians and is now elite. Course that means a period of convalescence. Another goody hut sighted near Rome.

2710BC (8) - the French found the town of Orleans, west of Paris, in the fertile region. I meet with the Japanese, and they have two cities now as well; as do the Romans. Now the Japanese have a worker to sell. We don't have enough money to buy it, but we have techs. I decide to sell him warrior code for the worker and 10 gold. Warrior code because it's the cheapest tech everyone else has but he doesn't. The extra worker will help nicely, and really slow the Japanese down.

2670BC (9) - the new worker is now helping build mines near tenoch. Spices sighted just outside of the Japanese border.

2630BC (10) - Tenoch has finished building the granary, and I set it to building a settler.

2590BC (11) - We get maps from a village to the east, which shows some land on the other side of a sea gap. The land is on the same continent as us, but on the other side of the French. It contains at least 3 sources of spice.

2550BC (12) - Brown borders sighted near Japan. English maybe?

2510BC (13) - Tenoch grows to size 4; turn luxury slider up to avoid disorder. Mine near tenochtitlan is finished. We contact the English, who are behind us Masonry, The Wheel, Warrior Code, and Ceremonial Burial. They do have three cities to our one.

2470BC (14) - More exploring, sending Jag to patrol region south-west of the french, ready to plant a city there.

2430BC (15) - Settler complete. Set to build a jag then will build another settler. Settler is sent to build city, with tenoch's jag as escort. We are paying 2 gold unit costs until this city is founded; luxuries taken down, but so is research.

2390BC (16) - continue moving to city location

2350BC (17) - Jag in tenoch complete; set to building a settler. Ugh, we spot a barb encampment on a mountain a few squares away from our planned city site. Jag will stay back for defensive purposes, until the city is founded, then attack.

2310BC (18) - Settler one move away from second city location.

2270BC (19) - Settler on city location. Barb encampment in the south reached before the english could get to it; 25 gold. Science turned back up. Workers move to build a road to the new city.

2230BC (20) - The Aztec people recognize the prosperity of the Killer-Sirp dynasty, and our brilliant strategies to protect against surprise attacks so much that they offer to extend our palace! Our second city is founded. We attack the barb encampment and win, just; promote to veteran.

The french now have 3 cities, as well as the English. The Japanese and the Romans still now only have two. Horses seem to be a little rare; I found no more sources of them. We now have a good basis in tenochtitlan for building more settlers, and I suggest we make an aggressive push for the Orleans area.
 
Here is the screenshot with a primitive dotmap. The five dots show crucial city sites. They are all important, and I'm not sure how to best prioritise them. I would say that the blue and purple dots are the two most important, the blue dot gets us horses, and the purple dot is in a valuable strategic location to deny French expansion, as well as being on damn fertile land, of course.

The red and green dots are also important, being next to resources. One could argue that Teotihuacan should have been in range of the gems, but I wanted it in range of the game and near the capital. The green dot is near to Teotihuacan as to not waste an enriched grassland, and so it has access to fresh water. The black dot (a bit hard to see, just south and west a little of the purple one), is a further city site that is lower priority but still good. There's lots of jungle for long-term expansion, of course.

The game forest near Teotihuacan should be cut down, to produce grassland which should be irrigated. This will make Teotihuacan into a settler/worker factory that doesn't need a granary for a while, if at all. Production in Teothuican could be changed, since the jag to its south could be moved back as its garrison.
 

Attachments

  • sk2300bc.jpg
    sk2300bc.jpg
    160.8 KB · Views: 175
be carefull cutting the forest, I modded them up (see above!)

I toally agree on all the dots, also like Teoti where it is :D expansion is more important than gems right now.
 
Killer: I don't see any modification to forest listed. Please let us know what the forest stats are now, and please don't tell me they are good enough so that we will be sending workers around planting forests all game long :)

though...that'd be good for a Lord of the Rings mod or something though, if you could have different civs treating terrain differently. The elves would be much more productive in forest than in grassland, and would spend the game planting forests everywhere :) the dwarves would be much more productive in mountains than anyone else, but um....they wouldn't be able to build mountains of course :)

So William, you're up!
 
killer: it says resources modded up, forests are not a resource. Please let us know the changes to forests, as well as all resources :)

honestly though killer, I think bonus resources are already important enough to fight over. Increasing their strength just makes it even more frustrating if you are in a resource-sparse area, and makes the importance of starting near good resources even more crucial. Anyone who starts next to cattle or wheat already has enough of an advantage without increasing it!
 
OK game has a food bonus of 3 now.
Gold commerce +5
Wheat food +3
Cattle food +3 prod +1
Fish food +3 commerce +1
Whales food +2 prod +1 commerce +3
Gems +0+1+4
Silks +0+0+4
Ivory +0+0+3
Spices +0+0+3
Incense +0+0+2 (must have forgotten to up that one)
Dyes +0+0+2
Furs +0+1+2
Wines +1+0+2
Uraniuzm +0+1+1
Aluminium (Aluminum to Illiterate Americans ;)) +0+2+1
Rubber +0+0+3
Oil +0+0+2
Coal +0+3+1
Saltpeter +0+1+1
Iron +0+2+0
Horses +0+1+1
 
Sirp: i find that aside from the start, the AI often plant cities so the res are in unused spaces in between. Since I modded them up, the AI places cities a lot better - and is a lot mroe competitive about good spots. Just a feeling, can't be prooved, but tiu looks a lot better now how they go about it.

Also, a bonus of 1 so often is negated in despotism that it gets really frustrating, becasue stupid cover-it-all placing is often more effective than smart placing....
 
Killer: ok thanks for posting that, but have you changed the stats for forests? Because if you haven't my advice to cut the forest still stands, with game having a bonus of 3, my advice stands even more so; once converted to grassland and irrigated, that will be giving off 5 food per turn under despotism! Remember, game does not disappear when you cut down the forest it's on; it just stays on the resulting grassland or plains, thus early in the game you should almost always cut down gamed forests, to make a bonus food resource. Bonus food resources are incredibly valuable early on, and are even more so now that getting to monarchy/republic will take longer!
 
btw, it gets very challenging if you start res-poor, but since I tend to play with many civs, it usually hits me or doesn't matter since the weak civ isn't in early contact with me.
 
Killer: yes that's what I was thinking, and we are fairly resource poor! The game is the only decent bonus resource near us! :-/

ohhh btw, good call on the aluminium thing, and Americans who can't spell :)
 
Killer....interesting Mod. This is the first time I will have played on non-standard rules, so it should be interesting. I have a couple questions:

- Healing: do units still only heal one per turn? If so, the add'l hitpoints practically doubles the value of SunTsu's AoW.

- What was the AI trade rate for Monarchy before your mod (are the more or less aggresive now)?

- Irrigate hills?? More of a comment than a question...not as big a fan of this one. Does the AI use it?

- Age bonus: age of unit or age that unit type applies to?? Does this mean elite tank gets 15hp...or a 5,000 year old Spearman gets 15hp?

- Do the units that you added bombard to give bombard damage at the same level as the artillery unit of that age (cannon, art., etc.)? I would imagine it is less, but wanted to verify.

Thanks.
 
actually, just a thought, wrt the unit bombardment, I would imagine the AI does *not* use this effectively, or even at all, since the AI is very bad at using artillery.
 
Back
Top Bottom