LK26 - World Map

@D9phoenix - welcome aboard - you are the FINAL player. This game is locked, and not accepting any more players. 6 players will already cause it to be long between player turns.

@Chieftess - please read the above quote.

@Ziggy - Thanks, we have enough names. Now we need some leaders, and me to test...
 
well sorry i couldn't get back on the civ tree, but i was at work. Thanks for the invite and i can't wait to get going.

As for the leader names, i really don't know austrailian history that well at all, but ill rumage through the net tonight and look for some. Maybe as a joke ?? Crocidille Dundee ??

But i do like getting ride of England.
 
Captain James Cook- First Eruopean explorer to chart australia's coast line. 1770

Captain Arthur Phillip - Decided to found what is now day Sydney 26 January 1788

resource used
http://www.acn.net.au/articles/1999/01/australia.htm

In 1898 C.J. Dashwood, then the Territory's foremost judge

resource used
http://www.koori.iisds.com/impacts.htm

Just acouple of names that i found in searches before i got tired of browsing the web. Im sure there are better ones out there, i'll try and get ahold of someone i know who lives in austrialia tomorrow/today and see if they have any suggestions.
 
hey.....i haven't figured out how to link to it...but on the mods forum theres an australian mod :lol: who woulda thunk it...anyways its got city names and leader names...and an ANZAC UU as well! (great minds think alike eh?)...just thought u might want to know
 
Read over the Australia thread you suggested....seems that there have been a couple of people who have had problems with it. I for one don't want to have us needing a restart on a bad mod. Plus, the civ traits are wrong for what we wanted.
 
Well it solved my problem -
We have leader names.
The game will start after I finish a quick test with rifleman to ANZAC doesn't have a problem.

I set science to very fast - as soon as I get get to Nationalism, and build an ANZAC I will start the real game. I spent a little time last night, before LK25 came up, and I am almost into the middle ages in the mid BC time frame ;)
 
Status update -
City list is 100%
Leader list is 100%
The ANZAC has been created.

I am trying to fix the problem of not being able to upgrade to Anzac. When that is fixed, the game will start ;)
 
LK...i remember reading somewhere about that...i THINK (and i may be wrong)...that you have to make it so that the civ can NOT build the replaced unit (in this case riflemen)...and then you have to put the ANZAC in the upgrade queue
hope that helps...if not its on the boards somewhere...i think it was in the discussion of what the new patch editor did...not sure but it was about that time i read it (ie when 1.21 came out)
 
I have posted a question under the customization thread.
I addition, I have one more idea to try.

It may be a perverse way to get there.
Sam upgrade to WE which upgrade to Cavalry.

However, I never get the option to to upgrade Sam to WE.
I may need to make a convulted upgrade path of to musketman to anzac to rifleman. I will test that idea tonight.

Sorry this is taking so long, but being a programmer, I know to test everything. I would hate to play to the industrial age and find I !#%#% up

I will also need to make sure ANZAC upgrade to infantry.

Lee
 
(0) 4000 BC - The beginning of our empire.
LAK-071.jpg


I founded city #1. I started research on writing.


Summary - I have been playing around in Australia to much -
playing the first 20 doesn't make sense.

Goals - Packed cities, OVERLAP is REQUIRED or we are screwed.
We don't have a lot of good city sites.
We need a lot of coastal cities, as we will have to build a large navy.
First goal - build the coastal cities.

I don't expect first contact before it gets back to me.



LKendter (skipping first round)
meldor (currently playing)
ChrTh (on deck)
Jersey Joe
Dark Sheer
D9phoenix

First round ONLY - 20 turns each.
I will decide when this drops to 10 turn rounds.
24 hours for got it.
48 hours total time to complete turn


IMPORTANT INSTRUCTIONS
The game will crash went the ANZAC appears, if you don't do the below.
Under the directory
C:\PROGRAM FILES\INFO...\CIV...\ART\UNITS
Make a copy of the rifleman directory.
Name that copy ANZAC.
Go into the directory ANZAC.
Rename rifleman.ini to ANZAC.ini.



http://www.civfanatics.net/uploads/LK26-4000BC.zip
 
You know, I have NO idea.
I did make the name all caps in the Civ mod.
 
cases dont USUALLY matter for file names...but id be safe and do it in caps if LKendter did it in caps

congrats on the new unit btw LK.you are now officially a modder :)
 
Preturn) 4000 BC The gods have decreed that we shall settle in Canberra and start research on writing. Not having any problem with this meldor lets it go. The science slider is moved down to 20% as we can only do it in 40 turns and better +2gpt than +1gpt. Warrior is kept, scout has already moved. The gods have directed the worker to move on to a shielded grassland and we are happy.
I) Lots of things happen, we have just no idea what.

1) 3950 BC Scout moves along coast, finds that there is a cow near the wheat.....Worker begins to mine.
I)More exciting things we have no idea happened.

2) 3900 BC Scout finds fish off the coast near the cow and a river down coast.
I) More of the same.

3) 3850 BC Scout finds whale off of coast and wheat on other side of river.
I) What do you want me to say, we are falling farther behind all the time....the rest are founding their second city by now.

4) 3800 BC Scout continues down the mountain chain, one step off, one step on....hums a tune, "plains to the left of me, coast the the right, here I am, stuck in the mountians with you....". Ok, he is no Elvis.....
I) Warrior finishes at Cantberra, fortify him and start second scout.

5) 3750 BC Scout finds two cows and one whale.....
I) Back to the same old stuff

6) 3700 BC Scout pops first goodie hut and we get.....25 stinking gold.....
I) you know the drill...The Germans are probably giving it to Joanie about now.....

7) 3650 BC Worker finishes mine, starts road. Scout back in the hills.
I) As if you didn't know.....

8) 3600 Scout finds second river to the south and more food.....
I) Second scout finishes, start warrior.

9) 3550 BC Second scouts starts west skirting the jungle.
I) Get first border expansion

10) 3500 BC Worker finishes road, moves to second shielded grass. Scouts scout.
I) You know the drill.....

11) 3450 BC Worker starts mine, scouts scout.
I) Warrior finishes, finally can start settler...growth in eight settler in eight.

12) 3400 BC Warrior moves north to reveal peninsula. Scouts scout. Two goodie huts spoted.
I) More fun than a barrel of monkeys.

13) 3350 BC First goodie hut gives us maps....I thought expansionist civs wee supposed to get good things...so far we get bubkas....
I) These interturns are getting noticible longer.....lots of mysterious stuff happening.

14) 3300 BC Second goodie hut gives us Cerimonial burrial....would have been nice if one of the three could have given us a settler.....
I) Oh, go away already....

15) 3250 BC Worker working, scout scouting, warrior....walking.
I) SOS

16) 3200 BC Peninsula turns out to be peninsula....film at 11:00
I) If we could only find out....

17) 3150 BC Western scout finds barbs, wets himself. Will now start first marathon. I was wondering were those blokes were at. Worker starts road. MM to not waste shield. Gain a couple extra gold instead.
I) Barb chases scout...

18) 3100 BC Scout does end around and heads towards warrior....hopes he doesn't find barb camp.
I) Barb is getting left in dust....

19) 3050 BC Scout moves north, warrior moving south.
I) Settler finished, start warrior.

20) 3000 BC Settler moves towards spot between cow and wheat that will allow city to use whale when it expands. Might be good idea with first settler out to switch warrior build to granery. Scout closest to home is one chased by barb. Most of Australia uncovered. Settle down coast, jungle is low priority. The gems would be nice as well, they appear to be our only native lux.

Lee may want to work a little dot map magic here.....
LK26 3000 BC Save Game
 
Sorry, no dot map magic here. I know the exact spot to build a city to get Iron wokrks.

However, I will say this -
1) Tons of plains - we will need more workers quickly.
2) Get the coastal cities going first.
3) Between cow and wheat :)
Heading down the right path. Getting the needed overlap.
4) We want one culture building in each town, so that be the time we find the rest of the world borders are locked.
5) Take a look at the map - 2 visiable islands already. Want to know why we need galleys?
6) IRRAGATION is nasty hear - watch very carefully, we need to irragate grasslands under depotism!

LKendter
meldor
ChrTh (currently playing)
Jersey Joe (on deck)
Dark Sheer
D9phoenix
 
Some random thoughts....

We need to MM cities so that we lget as much extra cash as we can. Once the first galley races to get contact we will need to buy two things from the people we meet. First, contact with evey civ they know, this will drop the prices on tech to teh lowest we will get. Second, we will need to buy every tech they have from for the lowest price we can. We are not going for a diplo win so we need to get absolute bottom price and the most for our few gold we can.

We will probably miss out on all of teh early wonders. We want someone (preferably China or India) to build Sun Tzu's on the Euro/Asian/African land mass so we can take it from them. We must, if possibe, prevent Japan from building it.

We need to be the first to get contact with the New World. After the first galley makes contact with India/China/Japan, it will probably need to race to get to the New World. This is worth a ton of money and may be what allows us to catchup and pass the AIs. The longer we can broler techs and luxs between the Old/New world the better we we be. A foreknowledga of the map and locations of the other civs is the only big advantage we will have, lets maximize it.

At some point we may need to move our capital to a different area. It depends on how much production we get out of the islands to the north.

As for the dot maps Lee, I assume that yo did not modify the locations of the resources for the origianl map? Most of us have played several games on this map and so we all have a given amount of foreknowledge. That is one of the things you get playing over on the same map. Personally, my games on this map rarely colonize this part of the world until close to the end. Therefore I am not as knowledgable about Australia as some may be. How much of this we use is really up to you. I am comfortable with it either way. If you think it is too much of a leg up then I will except that. I am not a big dot map person. Maybe someone else will jump in and give it a go.

We have discussed putting our FP in SE Asia, there is one more gambit that we could try. We could keep the settler/spear on the first galley and head as fast as possible for South America. Putting the FP up as far into the jungel as we dared and then using the FP as a late game boost. When all those resources come into play. As I said it would be more in the gambit arena.
 
I did tweak Australia a little:
1 - The Gems was NOT in the original Marla map - Having zero natural luxuries was a bit absurd.
2 - I removed a barb camp that would have been nasty with my starting point.
3 - I couple of tweaks to improve the land.

I suspect the FP will have to come from a leader, but we shall see. The FP will really need to be in a good spot - Australia by itself will be to small of a production base.

Since most of the map is revealed - You can see much of it is plains. This area will be VERY strong with rails and irrigation. However, it will take a long time to get that going. We need to get one city as a worker factory to do well.

Our city placement - 3 squares, not the typical 4, will work much better. Many of our cities will be water heavy toward revenue.


The capitial it's current position covered to the South of Australia with decent production. It should cover a decent amount of West Australia and northern islands. The key for the islands - HARBORS - being connected to the capitial reduces corruption - and by sea counts.

We have to early goals -
1 - Find Asia, and get early contact - TRADE ONLY ON OUR TURN!
2 - Settler the islands, even the junk ones. Domination is # of squares.
3 - Many of the islands have silks, spices, and dyes?. Not to mention rubber. A key to us doing well will be luxury trading.

The question for the others - do you want to know the Iron works city? If you don't mind that knowledge, I can do a dot map tonight.
 
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