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

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Dec 5, 2001
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This is a SG especially for Sirp and me, and some others (I'll have to talk to Sirp about the number.....), where I'll be the novice who gets checked out by Sirp.......... he wants to see what I do to invite massive AI sneak attacks :)


Player order:

Killer
Sirp (up now)
William
SirJethro
 
yes, I'm in :)

Killer, I don't consider you a "novice"; you sound like you know what you're doing, I just want to resolve the rather different games we seem to be playing. I'm using the latest patch btw (whatever number it is - the one just released), so I hope you are too. Anyone who wants to play will have to be.

What civ are we using?
 
Hey Sirp, great! The novice thing was just a joke :lol:

1.29 it is, the latest.... I found that i get far less sneak attacks if I am aggressive - that is stack my meager troops at the border. Strange behaviour of the AI.....

I would say random, see what the 'puter hands us......... OK?
 
ok, so I suggest without further ado, we get this one rolling; I assume the order at the moment is:

Killer
Sirp
William

unless you'd like me to start Killer?
 
You guys still open for players?
 
SirJethro - welcome, I'd say..

Sirp: I'll start early tomorrow morning with a game like those where I had the snaek attacks.
 
Thanks guys.

Lt. 'K' .... can you send me a link to the list of changes in your MOD so I can hone up on them? Do I need to download anything to play or will the savegame include the modifications to the rules?
 
OK, here's the game, I will then post the changes asap. No need to DL anything - just play the game. I recommend battle animation off though.....

We are the Aztrecs, map is standard size, continents with little water, Monarch level, 7 random opponents, culturally linked is off, respawn is off.

IMPORTANT CHANGE: graasland, floodplain, plain give NO defence bonus!!!!!



(1) 4000 BC - start is one tile off the coast near a river. move settler 1 tile inland to no-bonus grassland.

(2) 3950 BC - Tenochtitlan founded, science at 100% --> Pottery (cheapest)

(3)-(7) nohting

(8) 3700 BC - Jag Warrior produced, another ordered, moves to hut and gets Bronze Working

(9) 3650 BC - moves

(10) 3600 BC - hut w barbs

(11) 3550 BC - promotion to elite, wines in the northeast

(12) 3500 BC - another JW, moves

(13) 3450 BC - moves

(14) 3400 BC - moves

(15) 3350 BC - moves

(16) 3300 BC - 3rd JW goes west, 1 more ordeded, then settler.

(17) 3250 BC - Wheel from hut, French (?) are in the norhteast.

(18) 3200 BC - red borders in the south, France gives Alphabet, Masonry and 10 GOld for Wheel, Ceremonial Burial and Warrior Code.

(19) 3150 BC - we find Pottery and go for Mysticism (cheapest) @ 100%. Riding from hut, JW fortified in Tenochtitlan, settler ordered. Rome contacted. They have nothing to offer, we are 5 tech ahead. Budget -1 due to too many units.

(20) 3000 BC - running past Rome, JW withdrawn from French territory.



all for now, here's the save:

http://www.civfanatics.net/uploads/KS1-3100BC.zip
 
if we stick to the playing style that got me sneak attacked all the time in my last games, we should expand at all cost, but not go to war. Be friendly and so on..... :lol:


Looks rather nice once we get out of Despotism, quite a growth potentail in the vincinity of the capital.

KS1.jpg


red dot marks game, blue one Horses (Rome has them, too), green marks wine.

+ is possible city location.
 
Sirp, you are up next.
Getting the horse isn't going to be easy, hope there's iron near by.
 
OK player order: Sirp next, then Wiiam, the SirJethro....

changes:

I based the game on my mod, which has the following changes:

- Ancient tech except Monarchy and Republic + ~1/3 cost.
- Max research time 50 turns.
- Hills can be irrigated
- Tundra gives no food, but 1 tax (so roads ar buildable)
- Desert gives no food, but 1 tax (roads buildable)
- no towns in deserts and Tundras!!!!!
- Resources give more bonus (now it`s worth fighting for them even if they aren`t strategic)
- AI-AI trade is 100% on Regent, 110% on Monarch and so on.
- Bombard changed accordingly.
- 2 new cultural levels, 1 at 5:2, one at 3:2 so rate can be judged better.
- more Uumpfff for battleships (bombard now 1,5 times that of cruisers)
- age bonus (1 to 4 HP) for advanced units,
- better attack for nuke subs and subs,
- changed HP to conscript=4, regular=6, veteran=8, elite=11
- changed bombardment accorgingly,
- added bombardment for all bow-equipped units and all fast units with guns plus tank and Modern armour,
- added free units / town for Republic since now often Monarchy is preferable over Republic because of large Military.
 
yup, I will play shortly. Killer, you didn't tell me about these rules! What's with the insane number of hitpoints? Please list *all* rules changes :)

btw, what graphics mod are you using? It looks nice.

There's some fertile land out towards those frenchies, but I suspect they will get it first. There's still plenty more land to explore where there could be more horses.

oh and I will likely veto the settler in tenoch and get a granary instead; I always get a granary before the first settler on a low food start, and on monarch level (I usually play on emperor or deity) there is even more reason to do so because of the extra content citizen.
 
Sirp: that's all in changes (IIRC).... I said see k2 thread above... :lol: (in the 1st post, before I now edited it)
 
btw, the HP aren't insane, I wanted a stronger punsh for modern units adn for elites - and double +1 for elites is the best I could do. 2,3,4,6 would make elites too strong! The thinking was a catapult in the city doesn't fully negate the advantage an elite troop has - thus more than 1 HP difference for elites from vets
 
killer: yeah sorry I posted before you listed all the changes. Personally, I almost always play the game with the default rules, but very well; we shall play with your rules and I'll see if I like them :-)

btw you still didn't mention what graphics mod you're using! :-)
 
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