r_rolo1
King of myself
Welcome to the 20th edition of the Lonely Hearts Club for BTS. In the Lonely Hearts Club we explore strategies to cope with one of the most dreaded situations in Civ IV ( possibly the main reason for reloads after the military collapse one
): starting in isolation....
For the 20th game in BTS the choosed leader was Qin Shi Huang of the Chinese:
And the saga of the Pro leaders continue.... This is a personal chalenge. I said once in here that IMHO QSH is a leader that is hard to leverage properly, given his UU, UB and traits push to diferent directions and making dificult to make a coherent plan: his superb UU ( that is beefed by pro ) can wreack havoc easily, the Ind trait screaming for wonderspamming, the UB calling for cultural wins.... there is always something that does not fit properly
This also means that you can have a backup plan with QSH if one of them goes byebye, and that kind of flexibility is sometimes a huge asset......
His UU.
One of the strongest UU in game most surely.... the Chu-no-ku ( like all the Chinese related stuff in this game, horribly misspelled ) is a beefed xbow that , besides the extra first strikes ( that would be good already ), can deal collateral damage. this means that a Chu-no-ku stack can take cities with ease, not needing the ubiquotous catapults baggage that most of Civ IV armies of that time have to carry. Of course that in isolation, as most of the pre-rifle UU, they will be mostly useless
His UB.
Ok, a theatre that is also a culture multiplier... the pavillion is a huge asset for a culture win. Not much to say in here: if you are pursuing a cultural win you'll want them most surely ( like I said elsewhere I'm not too fond of culture wins, but i must reckon that a cheap culture multiplier that also gives
is a good asset to have, even without pursuing a culture win )
The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
A riverside gold plains hill
a little bit food poor site, but at least is is not one of those all forest starts ( that would not be that bad with a Ind civ, BTW .... ). It has a a FP, a lake and a rice, some hills... not a subpar start, but not a eye popping one 8 and given that the SE looks desert.... )
Again I made a functional scenario ( In that regard I must say a thing: free techs for both AI and humans are not kicking in, and that makes that AI in higher levels starts with warrior/scouts instead of archers ( with the correct numbers. Settlers/workers are working well ) . That is not a issue of my scenarios , but of the way the game is coded... the game atributes the free techs before choosing the leaders.... if the leaders are already chosen it simply moves on . And as the handicap file does not specify archers as free units , but simply "defensive units" ( if you give Rifling and Robotics to a AI, it will start with Mechs
) if the AI does not have archery they will get warriors/scouts ( depends on hunting ) instead. In isolation that is a minor issue ( you can't rush
), so I took the decison of letting things to stay this way, because the correction would need to change the game code, a thing that is not exactly my objective with this games ) ).... All the speeds are working well ( no more games ending in 1900 ) The save is zipped... you only have to unzip this to the worldbuilder saves or for the PublicMaps folder ( either one will do ) and load it from the scenarios.
Any problem PM me...
Again a small request ( not mandatory
) :
We ask the participants to do, if possible, a write-up with the victory save and a description of your game ( strategies, techs researched, wars,...). All the info should be in spoiler tags ( to not disturb other people's games ). If you want ( we would like to
) post reports at this moments of the game:
Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.
Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.
Checkpoint 3 - when we are committed to a victory condition (or at least think we are).
Checkpoint 4 - Victory (or defeat).
The last words are to wish good luck to all
. And let the games begin!
P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy

For the 20th game in BTS the choosed leader was Qin Shi Huang of the Chinese:
Spoiler :


And the saga of the Pro leaders continue.... This is a personal chalenge. I said once in here that IMHO QSH is a leader that is hard to leverage properly, given his UU, UB and traits push to diferent directions and making dificult to make a coherent plan: his superb UU ( that is beefed by pro ) can wreack havoc easily, the Ind trait screaming for wonderspamming, the UB calling for cultural wins.... there is always something that does not fit properly

This also means that you can have a backup plan with QSH if one of them goes byebye, and that kind of flexibility is sometimes a huge asset......
His UU.
Spoiler :

One of the strongest UU in game most surely.... the Chu-no-ku ( like all the Chinese related stuff in this game, horribly misspelled ) is a beefed xbow that , besides the extra first strikes ( that would be good already ), can deal collateral damage. this means that a Chu-no-ku stack can take cities with ease, not needing the ubiquotous catapults baggage that most of Civ IV armies of that time have to carry. Of course that in isolation, as most of the pre-rifle UU, they will be mostly useless

His UB.
Spoiler :

Ok, a theatre that is also a culture multiplier... the pavillion is a huge asset for a culture win. Not much to say in here: if you are pursuing a cultural win you'll want them most surely ( like I said elsewhere I'm not too fond of culture wins, but i must reckon that a cheap culture multiplier that also gives

The start (for reasons that I'll explain below, the warrior may not be exactly in that spot in your game ):
Spoiler :

A riverside gold plains hill

Again I made a functional scenario ( In that regard I must say a thing: free techs for both AI and humans are not kicking in, and that makes that AI in higher levels starts with warrior/scouts instead of archers ( with the correct numbers. Settlers/workers are working well ) . That is not a issue of my scenarios , but of the way the game is coded... the game atributes the free techs before choosing the leaders.... if the leaders are already chosen it simply moves on . And as the handicap file does not specify archers as free units , but simply "defensive units" ( if you give Rifling and Robotics to a AI, it will start with Mechs


Any problem PM me...
Again a small request ( not mandatory

We ask the participants to do, if possible, a write-up with the victory save and a description of your game ( strategies, techs researched, wars,...). All the info should be in spoiler tags ( to not disturb other people's games ). If you want ( we would like to

Checkpoint 1 - when we have explored the island and are aware of what resources it has. Its not so important when this is, but this is a time to discuss city sites etc. Don't look into a checkpoint 1 spoiler until you have reached this point yourself.
Checkpoint 2 - first contact - when we have met all the other AIs. At this point we can discuss our strategy to get to this point and our plans for dealing with them.
Checkpoint 3 - when we are committed to a victory condition (or at least think we are).
Checkpoint 4 - Victory (or defeat).
The last words are to wish good luck to all

P.S We don't have any kind of problem with defeats and reruns. Just play and enjoy
