RB7 - Winter Wonderland

Borisio said:
IMHO the answer is having a sea animal unit like you have lions and bears on land. But too make it possible to safely travel in galley it could be it sea equivilent of a Wolf.

Sea serpents, which go away once you are advanced enough to stop believing in them.
 
Or you could go with the historically accurate sea squalls that actually did impede exploration. Use a little storm cloud for the icon.
 
VoiceOfUnreason said:
Sea serpents, which go away once you are advanced enough to stop believing in them.

No need for anything that off-the-wall. Just add pirates!

And note that historically, pirates weren't always the swashbuckling kinda guys you saw in the Pirates! game. Early ones were just poor guys from "uncivilized" areas in small boats who figured that an unarmed merchant ship carried more wealth than they'd see in a lifetime in any other career.

So, adding a simple 1-strength naval unit that can't enter cultural borders makes perfect sense, which means coding it as an "animal". A single one wouldn't be enough to take down a galley, but you wouldn't be able to explore very far before you ran into another one and died, and it'd rule out work boat exploration entirely.
 
Spatzimaus said:
No need for anything that off-the-wall. Just add pirates!

And note that historically, pirates weren't always the swashbuckling kinda guys you saw in the Pirates! game. Early ones were just poor guys from "uncivilized" areas in small boats who figured that an unarmed merchant ship carried more wealth than they'd see in a lifetime in any other career.

So, adding a simple 1-strength naval unit that can't enter cultural borders makes perfect sense, which means coding it as an "animal". A single one wouldn't be enough to take down a galley, but you wouldn't be able to explore very far before you ran into another one and died, and it'd rule out work boat exploration entirely.


That sounds pretty good. It's about what I had in mind, but would have required its own art assets, unit designations, XML entries, AI code, etc. I hope we can persuade the powers that be that such a thing is worth doing for the expansion. :)


- Sirian
 
Apologies for being late, here. 10 hour shifts at work kind of did me in. We'll make sure that doesn't happen anymore, one way or the other.

[0] 700 AD - Two priorities. Founding more cities, and making money. We have good spots in the SE and perhaps to the SW. I think Khan or Fred will beat us to the SE spots, but we can at least try. We have a better chance at the SW spots. We'll see about markets when we get there.

Assorted units can be moved, so I do so.

[1] 720 AD - Walata Lighthouse->Confucian Temple.

Suddenly, I realize that I'm trying to load our guys into Khan's galley. :crazyeyes:

[2] 740 AD - Galleys sure aren't the Cutty Sark, here.

IBT - Great Library is FIDAL.

[3] 760 AD - Djenne Rax->'duct.

I sure am enjoying running our scout around Fred's base, here.

[4] 780 AD - We sure are running out of stuff for our workers to do, here.

[5] 800 AD - Timbuktu Settler->Settler, Kumbi Aqueduct->Harbor.

It would appear that Fred, Qin, and Pete are all on some kind of super continent.

IBT - Thucydides tells us that we are the 4th most advanced civ in the world, following Beth, Pete, and Khan, but ahead of Fred, Qin, and JC.

Presumably this triggers JC wanting to trade us Calander + 50 gold for Theology, which I decline. I do note that he has Fuedalism, though. We'll come back to that in a second.

[6] 820 AD - Gao Lighthouse->Forge.

Now, about that tech thing: (* = won't trade)

Qin: Up Calander/Construction/Fuedalism*, Down Monotheism(!)/Code of Laws/Compass
Khan: Up Literature/Calander/HBR/Construction, Down Theology/Compass
JC: Up Fuedalism/Calander, Down Code of Laws/Theology/Metal Casting/Compass
Pete: Up Lit/Calander/HBR/Construction, Down CoL/Theology
Beth: Up Lit/Calander/HBR/Construction/Drama*, Down Theology/Compass
Fred: Up Lit/Calander/Construction, Down CoL/Theology/Currency/Compass

We have a Theology monopoly on the world, and CoL on most of the world.

Well, let's see what we can do with this.

Dial up Fred. Currency won't get us Construction, and I'm not giving him money besides.

Dial up Qin. CoL for Construction? He's down.

Dial up JC. When did he get Construction? Argh. Metal Casting + CoL won't get us Fuedalism? Oi. Gotta think about this. I COULD break our Theology monopoly, or I could break our Compass almost monopoly. Is Fuedalism worth that? It gets us to Civil Service, and we do need that sooner rather than later. There's not a whole lot JC can trade it for, either.

It's all irrelevant, because Metal Casting, Compass, and 30 gold isn't enough. Oh well.

I hate it when I try to be reasonable, and compy isn't having any of it.

[7] 840 AD - Walata Confucian Temple->Granary.

IBT - Taoism is FIDAL.

[8] 860 AD - Our galleys close in.

[9] 880 AD - Timbuktu Settler->Jewish Monastary, Kumbi Harbor->Market.

Awdaghost founded on SW Island. Starts a lighthouse.

[10] 900 AD - Timbuktu Jewish Monastary->Buddhist Monastary, Niani Lighthouse->Granary.

Tadmekka founded in the far SE, giving us access to Clams, Marble, and Iron. Starts a Lighthouse.


And some pretty pictures:

Us in 900 AD -

RB7-dwip-Mali900AD.jpg


SW Isle. Note the location of the skirm where we might put a city -

RB7-dwip-SW900AD.jpg


And Tadmekka in the SE. If we want, there's that fishing island there, too -

RB7-dwip-Tadmekka.jpg
 
My Redskins play tomorrow, and I have RB6 turn to report. Could be Sunday before I'm back with the results for this one. Seems to be "steady as she goes", though. (We have colonies!) :)


- Sirian
 
That sounds pretty good. It's about what I had in mind,

Cough cough. Simple answer: Allow barbarian fishing boats to spawn (work boats). Additionally, but not as necessary, allow fishing boats strength of 1 to attack and possibly gain xp for promotions. They are already in the game, and have a strength of one. You could create a 'combat' fishing boat by giving it a different unit script, and set it uniquely to spawn for barbs. How difficult would it be to simply clone fishing boats for barbarians, give the cloned boat an attack script, and add it to the barb spawn list? I cannot recall offhand if civ fishing boats are currently allowed to attack, but if they are... all the better. If they cannot be allowed to enter combat, they still provide a roadblock to civ fishing boats (but not galleys) in medium sea to high sea levels when coasts are one space wide.

This way, you need no new assets, and you accomplish the same goals. All fear the barbarian mer-pirates! They want your fish booty!

I can do most of this within 2 minutes manually in the world builder, except giving workboats 1 strength--I thought workboats already had that. Barbarian workboats still blockade civ workboats and can be assigned the UNITAI_ATTACK_SEA script.
 
I played the round. Some satisfying results, overall, but won't have the report up until probably tomorrow.

- Sirian
 
Sirian said:
My Redskins play tomorrow, and I have RB6 turn to report. Could be Sunday before I'm back with the results for this one. Seems to be "steady as she goes", though. (We have colonies!) :)


- Sirian
Haaaail to the Redskins!
Haaaail vic-to-ry!
Braaaaves on the warpath!
FIGHT for old DC!

Seattle better watch out, 'cause they got some Redskins coming to town! :D
 
IT 900BC: Wow, lot of tech trades on the table.

We no longer have any exclusive monopolies left, either.
First order of business, assess the diplomatic blocs.

OK, so we're sitting in Buddhism but only three of our cities have that faith.
Three AIs have Judaism, only one has Buddhism.

REVOLUTION. :eek: Shalom! We are the sons of Abraham, returning to our roots in the faith. :worship:

OK, so we can trade away Code of Laws and Currency on the cheap to Germany?
That will be the first move.
Before I pull the trigger, I set us up with Obelisk projects in all new colonies.
Also going to build a Lisk at Kumbi, since it is in a border fight with Khan's second city.
Plus I need to build a Jewish Missionary out of the capital and convert Kumbi, to get the Theocracy XP bonus.
So that seemed like a good fit to slip that Lisk in there.

OK, here we go.

rb7-sirian-36.jpg


I avoided trading both of our newer techs to Julius. This deal seemed like a good one:

rb7-sirian-37.jpg


This was a cleanup opportunity:

rb7-sirian-38.jpg


The main reason for all the trading was that different AIs had broken our monopolies.
I feared they might start to engage some trading, and cut us out of the loop.
We advanced ourselves quite a bit without greatly enriching any particular neighbor.


REVOLUTION. I swapped our Civics, adopting Vassalage and Theocracy.

This means only Judaism will spread to our cities who have no religion.
That's a mixed bag. However, the main reason for switching is MILITARY.
We still have cardboard cutouts. I'm going to focus on beefing our military.

Since we are Spiritual, we should swap around as suits our emphasis.

Run Vassalage and Theocracy when focusing on military. (Great for shipbuilding, too!)
Run Bureaucracy when building a wonder in the capital, or when focusing on buildings.
Once we get to it, run PACIFISM for the low maintenance cost.
Once we get Judaism spread around widely enough (to our cities) Organized Religion may pay off.

Clearly Judaism and Buddhism will be our first two "Hydra Heads".
Hinduism would be the third but is lagging badly.
We need to get some Prophets going before like 1900AD, too.
Might need to build some temples in the capital, build National Epic there, and run two or three Priests for a while.


OK there really wasn't much to do during the round.

* Explore. (Did that.)
* Use the settler I inherited. (Did that.)
* Beef our Military (Working on that. Barracks in some towns, units in capital and Kumbi).
* Set up Jaffa to attack the Barbarians. (Did that.)
* Grab a second site in the southeast. (Did that.)

Russia adopted Judaism (which is really good news. Hope we can keep them in the loop!)

rb7-sirian-39.jpg


England founded Taoism at the end of Dwip's round and adopted it here.
Rome founded Islam and adopted that.
Germany (a Jewish state) asked us to cancel deals with China and I did.

So if we can hold the four Jewish states together, it's the Jews vs Everybody Else:

Us
Khan
Fred
Peter

vs

Lizzie
Caesar
Qinky


Ideally, we could get some more Jewish missionaries to Russia to solidify them.
Realisticly, we have only two Jewish cities ourselves!
... and that's after I built a Missionary from Tim and converted Kumbi!

rb7-sirian-44.jpg


We badly need to spread Judaism through our core by the end of Griselda's round.
Religious Civics don't help out in cities without the state religion!

I did -not- get our military to a "safe" level, but I did get us out of the critical range.
 
We should probably stay in Vassalage and Theocracy for most of Jaffa's round.
Continue to build constant military out of Kumbi and Tim.
Then when Civil Service comes in, switch to Bureaucracy and Organized Religion and go on a mad Missionary push?

Other needs may press, and the enemy gets a vote, but those are my thoughts.


I believe we should do some intense forest preservation from here forward.

In the southwest, all red-dots are forest I believe we should NOT CHOP.

rb7-sirian-40.jpg


Awdaghost was a brilliant settlement, by the way. I love that site! :D
(I'm a crabby kind of guy, you know!) :lol:

OK, so green arrows are the irrigation paths. Need Civil Service but that is coming!
Yellow dots for windmills. Watermill at orange dot. Green dot should become a farm!

Absolutely DO NOT CHOP the two forests on the plains hills at Walata.
That is a poor food site that will be limping along until Biology.
It would also make an ideal Forbidden Palace location, in my view.

Tekedda I settled on my round.
Initially I did not like the site as a low-food, no-resource site...
...but the chance for irrigated farms changed my mind.



With the help of two forest chops, I built a settler out of the capital.
I settled the fishing village of Awlil, completing our settlements in the south.
I don't think we'll be able to reach much farther than this.

rb7-sirian-43.jpg


Tadmekka needs to whip its Obelisk next turn! Don't forget the whip!

We could also stand to build some Fishing Boats for these towns.
Maybe out of the capital? Try and slip them in there between missionaries?
After training more military first, pre-Bureaucracy?

Arrgh. So many needs, so few production centers!


The only two remaining sites that are definitely worth getting are these:

rb7-sirian-41.jpg


Not sure when we should go for them. Lots of other stuff we need to do.
(Who built the mine on the orange dot? :smoke: and WHY?)

We need to get that Incense hooked up and soon.
Red dots are forests we should preserve.
Green Arrow is an irrigation line (and two forest chops) we can make.


I set Jaffa up to take down Apache first thing.

rb7-sirian-45.jpg


Rome is now Annoyed with us, though, and cancelled open borders.
I'm not sure if Apache is worth keeping!
Recommend to scout past it first, then decide before attacking.

rb7-sirian-42.jpg


If there are no food bonuses in range of it, might be best just to 532 the cruddy thing. :devil:

If we do burn it, I wonder if a site a couple of tiles north of that would be good?
I leave all of this to the capable hands of my teammates.


Finally... we've got a couple of LOVE BIRDS making out behind the Colossus!

rb7-sirian-46.jpg


(Somebody needs to tell them that not even the Colossus is big enough to mask their amorous adventures!)


Sirian
Jaffa --- UP NOW!
Griselda - On Deck
Dwip

* afpunk (Thanks for filling in! Stay tuned, may still need an alternate at some point.)


- Sirian
 
0) 1050AD the monkeys return!

IT: Timbuktu: Longbowman -> hmmm .. military? We don't need no stinkin' military! (Well, actually we do, but ..) the monkeys want to build the Hanging Gardens.

1) 1060AD switch to Organized Religion for the production boost, Hanging Gardens in 11. Or in 10, after I put Timbuktu on a starvation diet. Switching to a commerce emphasis in a couple of other cities gives us +ve cashflow, and Civil Service in 5 turns.

Tadmekka whips Obelisk, as per instructions handed down from previous ruler.

IT: Gao: Barracks -> Longbowman.
Tadmekka: Obelisk -> Lighthouse.
Kumbi: Longbowman -> there was a Market in queue, but I cancel this and start another Longbowman instead.

2) 1070AD our troops land beside the barbarian city of Apache.

IT: Great Merchant Hanno is born in Timbuktu! We could use him to discover Paper .. but I think I'll park him and we can use him to start a Golden Age later.

3) 1080AD at Apache our troops find spices.

c12.jpg


Forest chop at completes at Timbuktu, Hanging Gardens in 7.

IT: nada.

4) 1090AD The Battle of Apache!

c13.jpg


We capture a worker! (Barbarians have workers?!!) The monkeys decide to keep the city rather than waiting on building a settler somewhere (and risking losing the area to the Romans).

IT: Awdaghost: Obelisk -> Granary (already in queue).

5) 1100AD another forest chopped at Timbuktu, Hanging Gardens in 3.

I note our income has dropped to -2/turn. Maybe because we now have an extra city?

IT: Research: Civil Service -> Guilds (looking at going for Banking, seeing all our high-commerce tiles).
Kumbi: Longbowman -> War Elephant.
Walata: Barracks -> Longbowman.

Confucianism has spread in Apache.

6) 1110AD Revolution! The monkeys construct a byzantine Bureaucracy!

IT: Gao: Longbowman -> Longbowman.
Apache: (nothing) -> Theatre.

Islam has spread in Tekedda.

7) 1120AD time passes.

IT: Rome offers Open Borders, we accept.

Timbuktu completes Hanging Gardens! [party] Starts Jewish Missionary.

8) 1130AD all the extra citizens that turned up to celebrate the building of the Hanging Gardens are put to work in the fields instead :whipped: The party in the Gardens is a private party for monkeys only. Sorry!

Look at the score :)

c14.jpg


IT: Djenne: Harbor -> Longbowman.
Kumbi: War Elephant -> War Elephant.

9) 1140AD time passes.

IT: Timbuktu: Jewish Missionary -> Jewish Missionary.

10) 1150AD first Missionary dispatched towards Apache.

Apache should whip theatre as soon as possible. How much construction does a whipping generate?
 

Attachments

Each pop point whipped is worth 30s, affected by game speed and applicable production modifiers. Cities with multiple food bonuses should try to whip multiple pop points at a time, since the happiness penalty is flat rate without regard to how many died. Also, regrowth of pop points costs LESS when the city size is smaller, so you pretty much want to be whipping as many pop points at a time as you are allowed to do, UNLESS the city is low food, in which case you shouldn't whip at all.

Nice job on the wonder! :hammer:


Griselda is UP NOW! :whipped:


- Sirian
 
Sirian said:
Each pop point whipped is worth 30s, affected by game speed and applicable production modifiers. Cities with multiple food bonuses should try to whip multiple pop points at a time, since the happiness penalty is flat rate without regard to how many died. Also, regrowth of pop points costs LESS when the city size is smaller, so you pretty much want to be whipping as many pop points at a time as you are allowed to do, UNLESS the city is low food, in which case you shouldn't whip at all.

- Sirian

Just on this subject, is there a Civ-3 like cost modifier for whipping a project from start to finish in 1 turn? My experience of whipping in Civ 4 is limited, but I think I've noticed it seems to cost more to try to whip something in full, eg, if you try to whip an archer from start to finish it costs 2 pop, but if you wait a turn for shields to be invested, it then just costs 1 pop. Is this correct?
 
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