Mod Test III: Double the Trouble

Oh... gawd. I TOTALLY forgot about culture... that would be INSANE... double the building culture :P

I can't post an update ATM, as I am at uni, and thus, I am downloading huge amounts of pictures ATM, so I can't upload ATM... sorry!!

But I will play another hour... and the war against the Incans has practically ended... and I plan to play this game at 100% science for the entire game ^.^
 
This kind of setup wouldn't have much balance, and I don't think the AI could handle the changes at all.

Try it -- the AI does some astonishing things when it can build double science buildings and gets an innate science bonus.
 
Oh... gawd. I TOTALLY forgot about culture... that would be INSANE... double the building culture :P

Add in the "no espionage" bonus to culture,and it gets interesting. This mod is a lot of fun

as for balance, I got beaten on noble because Churchil doubled up his barracks and defended with nasty archers. It took me a while to check his promotions and see why I was losing so bad.
 
OK, I will be back soon...

But just a note... double walls are unbeatable -.-

Seriously... before gunpowder, they ARE unbeatable...

I had to try and overwhelm one... guarded by 4 units. It killed *16* of my units, and I was left with just 4 axes, a couple of cats that 'tried' to bombard it, and a chariot that withdrew. Of course I won due to me having an insanely large number of troops nearby... but still!! Thats just insane :P

The Incan war: The conclusion
0AD - 860​


175: Look at this cities granary. Due in part to an insane food surplus... it now has 139/63 food!! However, it isn't as bad as that, due in part to the confusing double granary rules.

* If a granary exceeds the food requirements after food is added/subtracted, it grows.
* If the city is starving, the new food level is equal to the old food cap (in this case 63), minus the food that it is starving at.
* If the city is stagnant, or growing, the new food level is equal to the old food VALUE (in this case, 139), plus the surplus food.

So it doesn't take 100 turns to stop growth... the next city growth causes the city to starve, and eventually, it shrinks.


310: The Indians declare peace with the Inca... and not even a single soldier was killed in that battle. A GG was born, but I have no idea HOW (on account of India only having 1 troop move through my borders, and that was a spearmen with Combat II, who survived the war, and is currently patrolling the northern most reaches of my empire...


430: I sabotage a road. This means that I can stop the reinforcements (who never were... they were just defending the capital!! and capture the holy city with ease (I lose 1 troop)


460: The holy city falls (it later undergoes a revolt, but capturing the capital fixes that.


520: Trade CoL for Construction and some gold. Its quite a nice deal, as I REALLY need Cats...


595: A rare event... my Axemen gets 1 extra XP... nothing special, except for the fact that I never NORMALLY get this event :P


775: The Incans whip a wall. A SECOND wall! >.< In addition, that city I am bombarding will get 2 quecha and 2 archers next turn, and then after that, I will destroy the defenders with collateral, and capture that city with no losses. (Aside from 4 cats)


850: I move ASAP to that city, I don't want it to get 1000000 archers like the other city (OK... so it had 8 archers and 4 quecha... big whoop. Its still huge!). I try bombarding just to try my luck... and no dice. I 'reduce' it to 100% -.- That said, I do raze that city (I want to move 1 NW to get the coast), and then the Incans are extinct!



850: An OK deal, but I couldn't do any better (I remember Asoka was researching Currency before the war, so I think that is why it is quite cheap). The important thing is that some of my war cities (AKA... practically all cities except the gems city (science), the city on the hill (GPF / Globe Theatre place ;) ), and the holy city (gold, and lots of it). Will now get stables quite nicely! 10 EXP (+2 from GGs), here I come.

The other continent seems to be peaceful, while on the subject of GG's, as none have popped up except for my 2, and the Incan one...


860: Build the Maoi statues... 3 food, 1 hammer, 2 commerce? Oh yeah!!

Things to do: Astronomy, meet the locals on the planet, and capture some cities of the weakest player (after beelining gunpowder... followed closely by steel (O.o) to bombard some double walls)
 
love to play with holland on an archipelago. imagine all those hammers...

Ieep, coast tiles with 3/2/3 are really mean (ocean 3/2/1), that corresponds to financial SP-powered grassland watermills :eek: . Though this is well past the time where this mod is insane (with the granaries and courthouses)..

but, whats with the possibly negative maintenance? Do 2 Rathäuser or 2 Courthouses and 2 Ikhandas let the city produce money instead of losing it for maintenance?
 
Alas, I tried to do the -150% city maintanance thing... but it wouldn't work...

So the answer to the double rahtheus thing is still this: I don't know. Try it and see (play as either Zulu, or Holy Rome ^.^)
 
This looks pretty fun. Is there a way to make it an actual MOD that you can load without altering files? I think I want to try some of this craziness, especially with some of the "broken" unrestricted leader combos.
 
I did it by copying that file into its own Mod Folder with the appropriate file path, and changing it there.
 
To play this 'mod' its simple, and I won't bore you by asking you to download a mod, as it is rather simple.

Open ...\Firaxis Games\Sid Meier's Civilization 4\Beyond The Sword\Assets\XML. On my computer, the ... is C:\Program Files, but it may differ depending on where you install.

Be careful, there is a very simaler folder (...\Beyond the Sword\assets (again, the ... may differ, for me it is C:\Users\Digit\Documents\My Games) with a small a. This is NOT the folder you want. Go find the other one.

Drag GlobalDefines.xml onto your desktop
Right click it, and select "Open with...", and select Notepad (or simaler)
Push Ctrl-F (or click Find)
Type in:
<CITY_MAX_NUM_BUILDINGS>1</CITY_MAX_NUM_BUILDINGS> (or a small section of that)

Replace the number 1 with the number 2 (or for more buildings (warning: Will be more buggy than this game... even 2 granaries give unexpected growth chances...) Save the file.
Close the file.
Drag the file from the desktop to the XML folder it came from

Voila! Your first XML change... and it wasn't too hard, and it was faster than downloading it too :P

Anyway...

Peace
860 - 1250​

This is one of the more boring parts... in order to save my weak economy, I decided against building military units... I am saving that for janissaries... and LOTS of them ^.^ I am going down the guilds path to gunpowder, as that will allow me to pay for the troops with grocers (as per usual... I rarely use the other route... as universities are something I build REALLY late game.) and build tons of markets and courthouses.


910: Wow... thats something you don't normally see in a section entitled peace... 2 generals from the other continent. In the same turn. By the looks of it, over the last nearly-5-millenia, the other 4 civs have been building up HUGE forces in an insane arms race, and now they have been unleashed on each other. I hope that 1 civ doesn't vassalise the rest of the civs...


990: Construct the Kong Meao. 5 extra GPT... wow -.- That is TOTALLY anti-climatic. That said, with +50% from markets, +50% from grocers, +100% from banks, and +100% from wall street... that is ... umm... 15 GPT already, not including the spread of confusism!!


1000: Make this deal. Its hardly adequate, but I couldn't do any better. Fuedalism gives me a much needed 15 GPT, and Org Religion accelerates my build times, so its all good...


1030: Find copper. Goody!! My Globe theatre city REALLY needs the production (otherwise it would get only 5 hammers >.<)
In addition, ANOTHER GG on the other continent. That war is getting VICIOUS.


1060: Apparently I have the best science in the world... thats a good sign. And this prolonged peace (in which I build MUCH more infrastructure) will also help me out ALOT.


1130: I will whip the Collosus. As I will be aiming for astronomy AFTER steel (the AI did astronomy AFTER steam power before >.< Iron clads and galleys, who would have thought?), the Collosus will have a very VERY long life. That, and in that city, all the tiles are 3/1/3 or 3/1/2!!


1140: I am lucky... I would have aimed for the GL and failed if I had tried it... so at least this way, I didn't miss out on a wonder!


1150: Trade sheep for gems. Although it isn't a GREAT trade... its better than nothing, and I really need the healthiness, even if I can't increase it.


1180: A major decade in the life on the Turkish Island... firstly, construction begins on the globe theatre. Whip cost is 23, which is a LITTLE high. However, eventually, that city will be UNBEATABLE. MWAHAHAHAHAHA. Its just gonna take (alot of) time.


That smarmy Indian leader doesn't know that I am the best thing to happen with him. Yet ANOTHER uneven trade (slightly), but beurocracy is an INSANE civic in the case where my capital is both the highest production AND the highest gold producer in the country!! I adopt buerocracy the next turn.


1210: A snap shot of the capital. It is HUGE. 5.7 MILLION people (and in a game where the average biggest city in the modern era is something like 7.5 million, that is like having a city with 10 million people. In the medieval era!)


1250: Research something which will FINALLY tell us who is currently fighting over on the 'other' land, and whether we will be able to launch our army of rifles and cannons against them (apparently, cannons require rifling, which means our Janissaries are next to useless... when put up against +100% defence bonuses which are undefeatable...)


1250: And Konya, our Globe Theatre invin-city. Construction on the Globe Theatre is accelerated by chopping down the forests, but the next bit of construction will be done MOSTLY by an army of at least 4 engineers. Which will be all good :D 4 engineers + copper + 2 forges = 19 :hammers:... which doesn't sound like much, until we WHIP IT.
 
Bleys , unpack this if you have winrar . Then just put it in
Beyond the sword/mods.

If it doesn't work, you get the general idea
 

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Thanks mice, and you too BT, that works perfect. I am trying the following combination first:

Bismark of Carthage at Prince level on a M&S islands mixed in map.

Heh, if you know my play-style at all, you know where THIS one is going, LOL. (normally, I am a Monarch-Emp player, but I know BT is a solid player and him losing on Prince scares me, LOL, already met Freddy the Aztec, LOL)

Heres the save, if anyone wants to try it with me, we can do reports here. I think this MOD has a lot of potential for some of those "total blast that I cant stop myself from hitting that red button again and again", and after all, isnt that why we ALL play? Heck, I will play 20 starts just to find that "cant stop hitting that button" game.

Heck, if I enjoy this enough, I may just start another club (ok, you can all stop groaning, I am kidding . . . sorta, heh)
 

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LOL this is mad fun, Bismark is so perfect for this format, I built the Mids, but I think I have to go into HR instead of Rep so I can grow my cities to 20 before Lib, LOL, even the crappy ones, just pop 2 lighthouses up and the whole coastal-REX-GLH concept is insane. Cant wait to start building double-Cothons!
 
I will update after lunch, but it is quite nice... I have met everyone, and it is surprising!!

I thought that the mids would be worthless, as rep (in this game) is worthless without calander resources, and even with them, its tough to maintain a good happiness thing...

Rep only becomes feasible around the time of techs like Music, and Constitution. Thus why I didn't go for the mids... (But I did aim at Monarchy quite quickly)

International Diplomacy
1250 - 1350​


1270: The Anckor Wat is built... and I still haven't researched Philosophy... someone has beelined philosophy... for a Liberilism rush?? I wonder...


1300: The first AP vote ever. The AP was built in 1295, and I just scrape in, by only 4 votes.



1310: I meet the first man on the other continent. I just love this guys intro message... I ALWAYS have a double-take on the second part.
Anyway, trade the world map, for a large sum of gold. This is the topology of the 'new world'

* Four civs, Celtica, Rome, France, and Sumeria
* There are 3 main religions, Judaism, Hinduism, and, more recently, Taoism. Taking looks at the religious spread, it seems it is two on two, with Rome and Celts being Hindu, and France and Sumeria being Jewish. (This is wrong, the Romans are also Jewish)
* There seems to be a northern and southern pass through the ice (unfortunately, there is only a southern pass, unlike our continent, where there is only a northern pass)


1320: I give in to the Sumerian wishes, as that tech is a worthless tech anyway... if he wants to get +50% worker speed, so be it. It obsoletes before railroads anyway :P


1320: Meet the Celts. They are at war with the Sumerians, and as I have traded with them twice already, they are annoyed.


1320: The Sumerians take a Celtic city. It looks like they are being pummeled.


1325: Rush build the Globe Theatre. Its not as good as I thought during the game, but that is partially because it takes AN ENTIRE TURN to grow... that means 3 turn Janissaries...


1325: Meet Rome. I don't know WHERE I see them, but I do, anyway. I seem to be popular, people are flocking to meet me!! :P




1350: Meet France, the last of the civs. From this info, I find out how powerful I am.. and my whip tactic has REALLY payed off. I am first in tech (by a long shot), unfortunately, I can't get engenerring for a price cheaper than 3 times its cost (as my techs are HUGE in beaker cost, and engenerring is relatively small)

Continued next post...
 
Wonder Whoring
1350 - 1510​



1360-1365: I build two wonders. Sankore is much more worthwhile than the GL, but both are useful. There were much better sites for the GL, but since it came with Literature (which civs normally beeline for), I decided to grab it quickly.


1370: Boudica capitulates to Giglamesh. This is not good.

However, interesting note: ALL the civs on that continent are pleased or above... its rather nasty...


1375: FINALLY the Indians give a GOOD deal. I love this one, I ripped them off SO BAD!!


1390: The Sistene Chapel. Again, so nice. With specilists being so important in this economy, who can pass up +2 culture? Also, with practically every buddist building being built for its extra hammers, extra beakers is also good.
I won't go for the Spiral Minaret, as it is not needed. I am running 80% tech for crying out loud, why do I need money??


1405: I am the most technologically advanced civ. No surprise there. However, now I know the order of civs!


1410: I circumnavigate the globe! Sweet.


1415: Wait... give an absurdly powerful tech to a civilisation who needs gold, for free? To a civ who can't POSSIBLY hurt me, nor whom I am trying to impress? No thanks.


1420: A very good deal. Rome gives us engenerring for a surprisingly cheap cost.


1425: So... 100% immune to bombardment defences aren't good for you, ey? EY!!?? Fine... do what the French do... get 200% defences, where the stones from trebs and cats stick to the walls and INCREASE the defencive bonus (unconfirmed effect). 150% bombardment reduction, 2 free trade routes, +100% esp, +4 culture, +200% defence. Nasty. But all that goes at economics :P LULZ!!


1465: Liberilism. Is this fast?? Its probably faster than my regular games, slightly. I get Constitution to it, and switch to Rep/Nationhood/Beurocracy/Slavery/OR, but only Rep and Nationhood change in the revolution.


1490: Nationhood for 35 gold. He would get it next turn anyway, so I might as well score some free gold. After all, I have 6 turns before the Taj Mahal finishes, and SURELY he won't get it THAT quickly, surely...


1495: The VERY NEXT TURN, he pops a Great Engineer, and makes the Taj Mahal in one turn. DANNABIT!!! I missed the Taj Mahal... that was one cheap trick. But the Roman +50% GPP is nasty work...


1510: The save point. Steel is within my grasp. And soon, the 5 western-most Indian cities will be MINE! Buddist holy shrine, Christian Holy City... 4 wonders... oh yeah. The Great Wall will be a welcome help, and it will help living in the AP that I will be voted into time after time... (Its the same city as the buddist holy city... DANG!!)

The French will die next, after India becomes my vassal. Or I could win a cheap religious victory (Sumeria and Rome already have buddist (and confusist) cities :P)

Finally, I need to start up my war machine. I need at least 10 cannon, and 15 Janissaries before I can do anything... luckily the Indians are in Caste System ;)

Anyway, I won't cheat and go to the Retire screen to find the history of the continent. But this is my theory:

The AI is rather happy with each other (no religious nutters in that lot), and so they generally just got along rather nicely. The Romans started out Hindu, got mad at the French (who doesn't?) and attacked. The war started out nicely, built prets and attacked. He captured a central city, however, the prets were no match to the double walls the French empire, and without bombardment, the war entered a stalemate. The heavy losses of Prets vs. Archers / Axes meant that the Romans were the ones that asked for peace, and had to adopt Judaism in order for peace. The Romans adopted Judaism happily, and now they get along with everyone.

Then, just before I made landfall on Terra Maximus (the contienent with 4 civs on, compared to Terra Minimus), the Sumerians declared war on the weak Celts, who rapidly lost many cities. Eventually, they got down to just 2 (double walled) cities, and peace was declared through capitulation.

Just a theory... and I am probably wrong :P
 
LOL your reports are as much fun as playing (the stones stick to the walls, reinforcing them further, ROFLMAO!).

You have to try an Unrestricted combo next game. Its mad fun! Does anyone know if Unrestricted leaders keep their "normal" personalities or the personality of the civ? For example, would "Monty of India" be a nutjob or a wussy? I got Freddy the Aztec in my game, and I am not sure whether to trust him or be worried about a backstab, heh.
 
Just a heads up:

The AI builds two of EVERY building (mostly. Occasionally they don't, but that is only if circumstances change). They are also lenient with the whip (One celtic city has 93 turns of whip :mad:), and they LOVE two courthouses. Add in the Aztecs, and you have one unstoppable AI... so I will kill him ASAP... as you will NEVER keep up with his army.

And I MIGHT come back to this... but maybe not... maybe as Mod Test V (as I would like to see Next War Revolutions again.

If the Revolutions mod isn't fixed by the time I finish EVP II, then I will do your suggestion. Otherwise, I will do the Lost Empire of Alantis... just for some variety :P
 
No worries mate, I just wanted to let you know how much I was enjoying this idea. You're right, its no cake-walk, I think its a LOT tougher than people think it is, it almost makes the AIs stupidity work to its advantage. Who builds 2 walls on their inner core of cities? Every AI in the game, thats who! LOL.
 
I've found that the AIs on the other continent are sometimes so busy building that they don't have time to go to war, with the effect of really increasing their tech rate.

And if you really want the double Lighthouse fun, try Darius. :)
 
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