Last stand of the humans

I played some turns to check what the conditions can offer to me. I won't put any informations that would spoil your game. Only I want to share with observations on game mechanics.


Spoiler :

* A) Mechanics
1) Barbs start entering our borders before 3000BC, so building Quecha's first
2) We declare war on every civilization we met. I am not sure if it should be that way. Agrressive AI is set, not Permanent war :confused:
3) I went IronWorking after Archery and wanted upgrade my Quecha's to Jags, but I could not. Only Praets were available. And as you know Praets require Iron

* B) Strategy
4) rushed Pyramids could allow us to choose beetwen rushing Great Wall and The Oracle, cause it is only 25 turns to produce Great Engineer
5) having Mids not only allow us to go Representation, but Universal Suffrage as well. You can pump Quechas this way very fast

btw. I wonder if I installed this mod properly, but I believe I did. Many things work fine ...
 
Giuar you are right , I didn't add financial trait. For some reason i thought number of traits was 10 and stopped after the other traits. I added financial now. And you are right about the expanistic bonus not working for fast worker. I dug into the xml files to try to include the bonus for fast worker as well , but couldn't find it. So changed expanistic to the older +3 health. For the Ai though it will have +3 health and bonus on worker nothing we can do about it. Always war was working fine. I played a test start to check it. I don't know why war declarations didn't happen to you automatically.

In the first page , I am hosting the mod again with these changes. For some reason the save is not corresponding to the changes in the mod. So I am hosting a new save as well. This time without any searchings for stone.

Greyfox: I am coming to your idea of using the Engineer for great wall , it spares all those hammers on great wall and fog busters we need. We could instead our imperial trait to quickly occupy choice positions. After our great merchant bulbs Metal casting we can build a forge running an engineer specialist and use the engineer generated for pyramids.


Giuar : Raging barbarians being nasty on deity, i think the amount of quechhas needed for fog-busting not to mention to face Ai archers which will be promoted due to frequent skirmishes with the babas makes it difficult. Instead if our idea works we can attack with praets and cho-ku's . The engineer we generate from great wall+ forge specialist will build pyramids if our oracle gambit to machinery succeeds otherwise he can light bulb machinery for cho-kus.
I don't know how it would work if I assigned more than 1 Ultimate unit to a regular unit. So no Jaguars,gallics only praets . Similarly Immortals, not war chariots. I wrote a detailed post about it in this thread somewhere.

At all : I think it would be better if some of us play a shadow game with different starts and same setting to find out , how realistic our plans are and to get an idea how deity always war might look like.
 
I found also where the bug is with Expansive Trait. Look over tag:

<ProductionTraits> in CivUnitInfos.XML.

Fastworker and Worker have different lines. However changing is risky. Never know if it won't make things worse ... :)

edit: Druidravi: Never played Agressive AI before. Permanent war is default?


These settings make me even more curious of this chalenge ;) ...
 
@ all:

Sorry for the wrong info about the GG giving 1 GA point... ...I think it´s the war academy that gives the 1 GA point (something you can do with a GG gives a GA point...)

My plan of using GP´s is almost similar to giaurs & grey fox:

GS: Build academy
GP: merge to capital to get extra hammers
GM: use to bulb metal casting (here I differ, but I think early metal casting is VERY important for our game (forge=next GE soon)
GM: don´t really care... ...merge or save for music-bulb
GE: Great Wall ASAP (changed my mind here... ...better be save from barbs from turn 0 because of my building order suggested)
GG:settle to get better units (since he doesn´t give any GP´s points)

Overall strat:

Winning conquest then (I still like the idea of lots of warfare with all our special units, ESPECIALLY overseawars:D)
...

Build order:

quech (because of neighbour civs eventually wondering around), worker, quech (protecting worker), worker (we need 2 workers on deity BEFORE 2. settler to keep up somehow (1 worker builds improvements, 1 worker chops)... ...this is REALLY important)), quech, quech, forge, settler, settler

...

Use of second GE:

Build Oracle in 2. town

...

Use of third GE:

Build pyramids in capital (should be possilbe when bulbing metal and building forge ASAP)

...

Research:

bronze, pottery first, in that order... ...we need them to bulb metal casting ASAP (if I remember right, we start with ALL starting techs isn´t it?)... ...no religion, beeline writing, math (hanging gardes for growth and more GE´s, better chopping), then alpa, lit (use 4. GE on GL), CoL (it´s OK to delay CoL a little, when we have 3-4 cottages near capital AND are organized/financial:goodjob:)

...

imporvements & gameplan:

build only 3-4 cottages near capital to fuel early growth and help bureau to full effect, else build only farms, mines only in capital and 1 early production city(whipping is generally more effective, except for building wonders and in superproductive cities) run PURE FE... ...better for pumping out units, emergency drafts/whips etc.

but in detail, we have to see some more of the map to decide exactly what to do with the land and to build...

...

VERY IMPORTANT:

I fully agree with druidravi, that we have to discuss ANY steps and stick to our discussed plans (if a player has to react on sudden changes, please take a break and post & discusse it BEFORE deciding alone what to do) to have at least a small chance in competing here (deity + always war is kind of XXL challange)
 
At ALL : I changed the save and made some modifications to the mod . Download the mod and the save from page 1. Snaaty a GE for oracle would be unnecessary you will know why when you check the save :mischief: . It was a random save not intentional.
 
Well you have to create those folders as described in the path yourself, be careful of the naming. A wrong letter could make the mod not work.
 
@ druidravi:

I pick your actual save and mod and can now start the game (but it isn´t listed as a mod... ...I only can start it by doublecklicking your save)

Some things seem still not to work properly... ...I don´t get a worker-build bonus for example (but I can see losts of special buildings and units:D)

...

Something different:

Since I only can use your save for testing this mod (can´t start it otherwise), I played about 5 turns into the game... ...I don´t think we will be able to handle it with this start (in fact, I´m quite sure of it)... ...no food (not even capital has enough food with only one foodresouce without connection to water)... ...but plenty of dessert, plains and tundra (even spotted some jungle nearby)

My general opinion for a game like this is, that:

1. we need at least a foodstrong capital
2. we should make sure not to start isolated
3. we should hope for decent land around capital to found another 2 good cities
4. silver, gold, diamonds or furr within reach of first 3 cities would help greatly
5. marble/stone I don´t think are important (best not to have in BFC of capital, because it takes away food resources)... ...you get max. 4-5 bonus resources on a deity start, of which 2-3 should be food (so here we have simply not enoug food), because without getting a decent empire running, we will surely loose despite all bonuses (this is still deity...)


Since we only can check 1 without using the world builder, you should let a friend check the start (or check it yourself, I don´t mind as long as you don´t reveal any locations of strat. resources to us) for:

2,3,4 (5 doesen´t matter much, we will have enough GE´s to build our wonders when using the GM->metal casting approach... ...hm, even better not to have stone/marble then on a second thought, because the take away other resources)

...

Without that, I think this game could end up being pretty impossible to win
 
@Snaaty: we are playing with Vanilla version of expansive.

And big yes to good starting position ...

edit: Stone/Marble is even inadvisable. Playing without these resources would force us to sell ex. Philosophy after completing Angkor Wat. Basically I do not say no to these resources, but they are not the basis ...
 
did a short testgame (found out, that by loading your save, then rerolling, I can generate a new map):

Settling GG + GP is OK, but not of huge impact
Settling GA turn 1 is BRUTAL... ...your cultural territory expands like mad... ...no danger anymore from barbs and next cities all are save (simply found at cultural border of capital)

Researched masonry first, GE for instant Great Wall (cool, thanks to huge cultural border)

Income is great due to GA + GP settled (+8 gold per turn)

Academy is great for research (bronze takes like 10 turns)

Then reseach for pottery, bronze (building cottages ASAP)

Trick with bulbing metal casting via GM also works great... ...I managed to get first GE aroung 2100 BC, used it for Oracle in second city... ...next GE for Pyramids (capital), next for Hanging Gardens (capital)

Research:

masonry, pottery, bronze, animal husbandry (had cows), writing, math, meditation, priesthood, alpha, poly, lit

Build:

worker, workboat (had fish), quech, quech, worker, quech, settler, quech, forge (the UU-forge, forgotten the name), quech, quech, settler

We don´t have to worry about money, thanks to GE and GA settled, nor about expansion (our cultureoutput turns crazy pretty soon:D (capital: Great Artist, GW, Pyramids, Hanging Gardens, second city: Oracle: picked machinery at around 2000 BC:crazyeye:...)

It could even be possible, to slip the Pantheon in in the second or third city (wasn´t build in my testgame, when I had quit)

Building 2 cities (=3 including capital) ourselfs leaves us still with a neutral income at 100% research when having 6 quechs

...

When we research iron working BEFOR going for lit (GL), we can have choko`s and praets already around 1800 BC:king:

The first wars should be pretty easy and funny... ...so my advice is to stick to the "get machinery ASAP "strat and try to build 3-4 cities up to that time ourselfs

IMPORTANT:

Maintaining a solid defence of quechs at strat. hills at cultural border... ...AI´s will come pretty soon with chariots (archers for defence are therefore a waist)... ...later replaced with choko´s and praets (but we should be on the advance anyway once we have them
 
So, do we have a consensus on the way forward?

It seems like most agree to:
  • settle GP, GG
  • use GS for academy
  • use GE for Great Wall / Pyramids
  • use GM for Metal Casting
  • there is suggestion of settling GA, and also suggestion of lightbulbing Music


Personally I favor the Pyramids and settling of GA. I think rushing Pyramids first is more optimal, since Pyramids give us immediate boost of 4.5 beakers per superspecialist (with academy) and contribute more GP points than Great Wall (so we will generate the 1st GE faster).

I don't know abt using the first generated GE for Oracle though. For some unknown reason, I never liked the Oracle. Thus, if I were to choose, I would have rushed Pyramids with starting GE, rushed GWall with 1st generated GE, and rushed Oracle with the 2nd generated GE. This also gives us more time to build the settler for the 2nd city to house the Oracle.

Do we have enough players to start the game now? (I counted: Druid, Giaur, Snaaty and myself. Not sure abt Ruff).

--
 
@ GreyFox:

Your consensus looks good to me... ...GA settled is great (better then my initial idea with music I think now, after testing, because of huge culture and money it brings (12 coulture= first borderpop turn 2 and 5 money = 8 gold overflow when research at 100% combined with GP I think)

Building pyramids first is also OK, because with an extremely ealry forge (also tested that, but research then must be:masonry, pottery, bronze, build forge ASAP and set engineer to work) we will get GW and Oracle for sure (so your idea with oracle 3. is even better because we have more time for 2. city)

Is ist agreed then that capital get´s only GE wonders (=oracle in second city)???

...

Still I vote for a reroll before starting, because current start is too heavy (not enough food...)

...

EDIT:

Very important... ...barbs WILL come for us around 3000 BC (lots of barbs... ...and then some more... ...and more)... ...so with pyramids first, we WILL NEED about 2-3 quechs more then with GW first, because first "selfmade" Ge will be only ready around 2600 BC (including forges egineer ASAP)... ...would be an extemely short game if our civ already ends inbetween 3000 and 2600 BC... ...slaughtered by barbs:lol:
 
Do we have enough players to start the game now? (I counted: Druid, Giaur, Snaaty and myself. Not sure abt Ruff).
I'm interested in playing this game. So count me in pls.
 
Ok i've rerolled our start and I don't know fairly how many times I rerolled the start. With medium sea-level I was getting a lot of coastal starts which were tough for our variants because of fishing net protection and galley drops. The once in a while I get a inland start we were on the smaller continent. I got a full regenerate weariness :lol: after .So I changed it to low sea level means more land more chance of good inland start , and alos more babas for the Ai to mess with. This is a fairly good start , we are inland , have food and are on the bigger continent(s).
 
Grey Fox , your consensus sounds good ,couple of ideas

1. GE ( I think majority view is great wall for raging barbarians on deity is horrific and we can't afford a wait to a second engineer ) . With great wall we can build our 2nd , 3rd city peacefully and no need of hiding worker everytime baba archer/axe appears hoping it attacks our fortified units etc.

2. GM ( Metal casting is agreed we need to get ASAP to cho-ku-s to deal with big stacks more than preatorians. Just with 8 exp we can get drill 4 cho-kus .

3. GA ( 2 options , join for +3 gold and fast border expansions and a quick grasp of our area, or music lightbulb giving back our great artist.

4. Gp ( Consensus on joining)

5. Gs ( consensus on academy)

6. GG ( consensus is on joining as instructor, but I got a little alternative idea . We can make a medic 3 immortal with him helping heal our praets and cho-ku's. Capital doesn't need instructor as it's on route for buearacracy + financial+river+academy . We will get our first GG fast due to Imperial + great wall we can attach him in our 2ns,3rd city whichever we decide as our heroic city.

We need to discuss victory goals as well , cultural , conquest , space , (time is not practical)

Our strategy would be to crush 1,2 civ's on our continent with cho=ku's and preats and eliminate the rest in medeival warfare.
I agree with snaaty on building oracle different. Our another SG druid's hideout a single oracle + chicken pizza annoyed the heck out of us producing too many Prophets. We might have lost liberalism in that game due to that. We however don't need Engineer for oracle as we have marble and are industrious. So oracle is 150 / 2.5 = 60 shields for us 3 forest chops :) .

Regarding initial techs bronze working , pottery , masonary , polytheism/meditation , priesthood are needed on our cho-ku rush . My suggestion is since we have to research polytheism early anyways on way to priesthood and later for Glib , why don't we research it first to give more culture for our capital and happiness and later organized relegion ( we are organized so less costly for us). My suggested research polytheism>masonary(great wall , bronze working , pottery , metal casting (bulbed for forge ) , priesthood (oracle ) > machinery >iron working ( for preats and cho-kos > animal husbandry ( for medic 3 warlord)

Build order Quechha> fast worker >quechha (to cover worker and allow growth)> fast worker > great wall (rushed ) , quechha , settler . Later depending on circumstances oracle in second city, Ikhandas in both cities, and depending on BW giving us copper ,axes, phalanxes .

I think we better vote on contervorsial topics

1. Great engineer ( great wall , Pyramids ) a,b
2. Great Artist ( join, lightbulb music ) a,b
3. GG ( early medic 3 warlord or instructor ) a,b
4. Victory conditions ( cultural , conquest , space ) a,b,c [ A bit too early for this]
5. Polytheism research early or late (a,b), If we research it first I think we are guarenteed of hinduism


My votes
1a
2a
3a
4a
5a
 
1. I don't really mind a or b, I just think 1b is more optimal.

2. a => Join

3. b => We don't really need a medic so early, so the GG is better settled to generate beakers and exp for units first IMHO, and use later GG for warlords

4. don't know

5. a++ => Early, but not before masonry. I don't think we should delay masonry, as it means delaying GE generation and everything. Poly right after Masonry is fine.

--
 
@Druidravi: Do not you know that Democracy is invalid system? Your are our leader. Voting is only for public opinion purposes. What happen if voting will give following results:
1) b (mids)
2) b (lightbulbing)
3) a (medic 3)
4) ?
5) ?

We'll have few superspecialists then. Too few to take benefits from Mids ...

A multitude of rulers is not a good thing ...

But ... my votes go for ...
1) b (mids)
2) a (join artist)
3) b (join instructor)
4) b (conquest)
5) i have no opinion since have not seen the save

And I would grab MC from the oracle, if there is marble nearby.
 
@Druidravi: Do not you know that Democracy is invalid system? Your are our leader. Voting is only for public opinion purposes. What happen if voting will give following results:
1) b (mids)
2) b (lightbulbing)
3) a (medic 3)
4) ?
5) ?

We'll have few superspecialists then. Too few to take benefits from Mids ...

A multitude of rulers is not a good thing ...

But ... my votes go for ...
1) b (mids)
2) a (join artist)
3) b (join instructor)
4) b (conquest)
5) i have no opinion since have not seen the save

And I would grab MC from the oracle, if there is marble nearby.

Ok Giaur i'll be the king :king: . Actually voting was to see how the team feels towards different plans. And I know if I play with the voting system results , there is a good chance our game will be like a boat pulled in different directions. So I retain the veto power :mischief: and decide on best course.
Basically this game is complicated with way too many alternatives so I want to hear everyone's suggestions before proceeding .

Btw:
This is my second Sg .:cool:
 
1. Great engineer ( great wall , Pyramids ) a,b
2. Great Artist ( join, lightbulb music ) a,b
3. GG ( early medic 3 warlord or instructor ) a,b
4. Victory conditions ( cultural , conquest , space ) a,b,c [ A bit too early for this]
5. Polytheism research early or late (a,b), If we research it first I think we are guarenteed of hinduism


My votes
1a
2a
3a
4a
5a


I agree with your vote on 1a, 2a,

I differ on

3b (better to get the research bonus and the second promo for our quechs (they have to deal with charriots quite soon...))
4b (stomp the deities)
5b (we shoud head ASAP for masonry and metal casting (need every GE point we can get), we will get CoL first (and Phil) for sure with our early research bonus (= two save religions)

...

And I have a great idea:

When we manage to build the Oracle without a GE, we can use the GE to bulb machinery directly... ...we can then pick Theology from Oracle (= third religion)

...

Will have a look at the startin position tonight and post some comments

EDIT:

WE ALL PRAISE THE KING (if he spares us from whipping)
 
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