Realism Invictus - Play-N-Learn

That's right. Sometimes (as with Robert) negative trait will take away some of the perks added by positive.

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Just fogbust the coastal south. Leave the rest so that the barbs slow down the AIs and you put your bigger GG emergence to profit (yes, I expect you to not follow the advice).
Reason for Northern fog buster is protection of horses and lightly defended Vienne, however i might follow Tachy's suggestion regarding unit wall, assuming it still works in RI

Persia will probably attack you. Its unlikely for you to get open borders. You're already guaranteed to be behind in tech in comparison with other continents just because of this.
No Persia yet... Shhh :cool:

Land sucks, why no resources in the middle? No health, jungle, floodpains and swamps (what's the deal with the swamps near the only next health resource, the fish? I mean, seriously?)
Yeah, this land is pretty crappy, and if there are no hidden resources we are in a big mess.

I dislike your opening mentality. Settler should be faster, stronger units are needed. If the opps don't trade with you, you need to choke them.
Cities cost money in RI and will cripple your economy (read Science) unless you found them on lactation that pays for itself. On Emperor and above i will only go with early settler when: a) Need to grab strong resource before AI, b) Need to block strategic location (narrow passage for example) to prevent AI expanding in this direction
In this game, there was no point for early settler as we don't have any rivals nearby and no resources to worry much about. Same goes for stronger units: no doubt we will need them eventually, it's all about timing. At higher levels it's very easy to completely ruin your economy by chasing after cities and units.

Next 200 turns or 300 turns will show if you can win or not.
There's a problem for the casual player in this game with realistic speed. Small early mistakes compound in ways that only reveal themselves clearly much later on, but making the game irrecoverable by then despite not even half of the it having been played.
You cannot win each and every game, sometimes you loose and need to learn from defeat. The point of this thread is to learn and hopefully showcase RI to people that never played this mod before. If we loose this, will just pick another CIV (will probably make a poll on that) and start over.
 
T105:
Writing will be discovered on next turn allowing us to switch to Despotism: Government civic which will give us +1HAP for Walls and also cut down city distance taxes (-25%). Next order of research would be Bronze Working just to give our cities extra time to build barracks (which are not cheap – 150) before our UU becomes available with Weapon Smithing. After that we will have three paths to choose:
  1. Fishing->Agriculture->Weaving (unlocks Dyes, Cotton, and Silk)->Sailing (Galleys) – this path will connect our cities with coastal trade routes, will allow us to recon the seaboard, and will show whether we have any hidden resources nearby. Will also give us access to farming
  • Weapon Smithing – strong melee units (Axemen and Gaesatae) as well as Huntsmen (strong recon unit with 2 moves and +60% melee attack bonus)
  • Storytelling->Mysticism (unlocks Tobacco and Hemp (Yay) also enables Nemeton)->Sculpture (Monuments) – this IMHO is the weakest path, however it does allow us to build monuments (+1HAP) which we desperately need in order to grow our cities.

As always would be glad to hear your comments on this.

Worker will be trained in Bibracte next turn and I have decided to build a scout. I want to get more intel on what Ismail is up to and what kind of resources he has. It bothers me that he knows where we live and we don’t.

Northern outpost is moving to Vienne and together with city defender will block the narrows (Tachy, I hope your unit wall works) which should ideally route barbarians south around the lake and towards our capitol where we will be waiting with our promoted archers.
Spoiler :
T105.png



Just wanted to mention something real quick: among all other improvements RI adds something called "Slush and Burn farm" what this does is add +1 food to any forested tile for 9 turns. You can only build it once on any given tile but it can be very helpful boost early on. Oh, and it's available right at the start of the game and only takes 2 turns. I will actually build 2 of these on our Coffee tiles to bank some food in case we need to run deficit
Spoiler :
slash-and-burn.png
 
I can't help much for today since I screwed up my RI folders while using Tortoise (along 8 GB lost), but I recommend you to save your game and make a small test game. A first glance of the fixes from the SVN, I saw that one of the five RI producers rewrote the barb code. That means the rules might be slightly different. It is said to speed up the game, but we never know.
 
I can't help much for today since I screwed up my RI folders while using Tortoise (along 8 GB lost), but I recommend you to save your game and make a small test game. A first glance of the fixes from the SVN, I saw that one of the five RI producers rewrote the barb code. That means the rules might be slightly different. It is said to speed up the game, but we never know.

No worries man, fix your game. Out of curiosity, what happened with Tortoise? I usually just create separate folder somewhere and download SVN repo there, after that i move it to BTS mods and create a link to start it directly.
 
T109:
Hinduism has been founded and there are Mongols out there as young Genghis was just born
hindu.png


T110:
Doctrine – War of Attrition was founded (99% by young Genghis Khan born on previous turn). This is powerful Doctrine which becomes available with Horseback Riding. What is does is allowing your cavalry to be promoted three time with special promotions, giving you a total bonus of: +50% vs. Melee, +30% withdrawal chance, 1 extra first strike, 1 extra first strike chance, and ability to attach multiple times per turn). As you can see this makes your cavalry unstoppable against melee units. Can only be founded by GG.
My best wishes to neighbors of Mongol civilization, along with condolences
 
No worries man, fix your game. Out of curiosity, what happened with Tortoise? I usually just create separate folder somewhere and download SVN repo there, after that i move it to BTS mods and create a link to start it directly.

I did stupid stuff like not reading a tuto first. So I did drag and drops, messing the folders. In fact, it seems Export was the thing to do.
 
T166:
And we finally met another CIV – Persia, which is led by Militaristic, Charismatic megalomaniac Nader Shah Afshar.
Spoiler :
persia.png

nader.png


Can’t say that I am ecstatic about this neighbor… We need to ensure that Ismail and Nader will never become friends, otherwise we are doomed. Currently Nader is Cautious towards Ismail and Ismail is Pleased (damn it).

Nader has Despotism, Nobility and Slavery as his civics which means he is much more advanced than we are.

I am sure you all know Persia’s UU so there is no point in describing it here :eek:

How can we survive with this neighbor? Two options:
1. Make Ismail and Nader fight long, drawn out, stalemate type wars​
2. Attack Nader with Axemen and Gaesatae and burn his major cities. Basically the idea is simple, cripple him to the point where he cannot recover.​
Just as FYI – both options are highly unrealistic :lol:

There is a third option: convert to Islam, but i am pretty sure that we will not be around for that if we fail with options 1 or 2

OK. Here is the plan:

Persia has to go, there is no way both of us can live this close, so:

  • Intel. I don’t think there is a point of diverting spy efforts towards Nader as we won’t have time to benefit from it. So scouts only
  • Research: Bronze Working->Weapon Smithing
  • Build: Walls->Barracks->Bronze Smith
  • Train: Chariots for collateral, Axemen and Gaesatae for city busting
 
T118
Revolution has began for Despotism and Nobility (boost to military production and lower unit costs)
And our first GG has finally emerged. Great destiny awaits young Owain. I will save him for now.
Spoiler :
GG.png


Just for fun, look at Persian lands:
Spoiler :
persian-land1.png


T121
Our scout dies near Persian lands. Building another one in Bib, we need that intel

T123
Taoism has been founded somewhere in the world
 
Won't happen because I just screwed my files again with Tortoise. Now that it costed me over 3GB of download, not sure I want to screw my bandwidth limit in the process.

I can't help much for today since I screwed up my RI folders while using Tortoise (along 8 GB lost), but I recommend you to save your game and make a small test game. A first glance of the fixes from the SVN, I saw that one of the five RI producers rewrote the barb code. That means the rules might be slightly different. It is said to speed up the game, but we never know.

Time to change ISP! Plenty of alternatives in Montréal.

~~~

Great posting details Joker. I'll read more thoroughly when I get some time.
 
Why do you build scouts to explore if they're just gonna die from barbs? If you have to build two or three scouts wouldn't it just be better to build one slow archer that lives? I do agree exploration is paramount because you wanna find out where their resources are.

Damn Shelbyvillians, stole your Lemon Trees.
 
If scouts were as good as it was in TAM, that is having free Sentry Promotion, I would build some of them. Especially knowing with such promotion, I can zig-zag around the barbs more easily.
 
Why do you build scouts to explore if they're just gonna die from barbs? If you have to build two or three scouts wouldn't it just be better to build one slow archer that lives? I do agree exploration is paramount because you wanna find out where their resources are.
Simple answer - no idea. One of those nights when you get tired and do something that causes you to question yourself the next day "why on earth would i do that" :)

Damn Shelbyvillians, stole your Lemon Trees.
And my Gold!

Great posting details Joker. I'll read more thoroughly when I get some time.
Thanks. Looking forward to your comments
 
T147:
OK. Now that I had some time to cool off, let’s take a step back and re-think our situation. Yes, we do have two very aggressive leaders as our neighbors (looking at XML stats, I suspect Nader is Hitler’s great grandfather). However, they are both reasonably far from my borders (closest Persian border is 8 tiles away) and there is nothing of interest (so far at least) in between us to suggest that they will want to immediately settle nearby.
Also, Ismail is no longer pleased with Nader and his borders are much closer to Persia (north of “Gold” city).
Given all of the above, and a fact that war with Persia will completely drain our economy and research for a long time without really achieving anything other than “maybe” crippling Nader, I have decided to postpone the invasion and continue developing our lands and cities.

Our GG will travel to Vienne to found a Melee tradition which will give us a nice boost of +10% strength for every melee unit (in all cities) as well as +1:culture: to for border pop.

Workers: one will travel back to stone mines to complete the road which will bring stone to our cities (I had to pull them back in a hurry to connect cooper), second one will continue on and finish the road connecting Bibs with Vienne.

Vienne will pre-build a chariot until 1 turn left and will start working on barracks. Bibs run deficit food which will allow us to work the cooper and complete Bronze Smith in 15 turns. Those “Slash and Burn” farms really helped us stock enough food for this trick. After that we will complete Dun (should be much faster with stone connected) and start training some Gaesatae for better defence.

Our chariot will remain down south in open plains and will help defending stone quarries. I will also need to send either archer or one of Gaesatae on recon mission soon.

Mining should be complete in 18 turns (running negative income) and will give our mines a production bonus as well as access to slave markets (+10%:gold:, +1:commerce: to quarry, +1:hammers: to mine, +1:food: to slave farm). Normally I am not a fan of slavery but I’ve decided to give it a shot. After Mining we will probably continue on with either Fishing->Agriculture->Weaving->Sailing or Storytelling->Mysticism (Nemeton) paths.

Spoiler :
T147.jpg


BTW, i was taking notes of GG names (in RI they are actually accurate for each civ) and looks like we live in a dangerous world. We have:

1. Zulu - very bad
2. Mongols - very bad
3. France - depends on a leader
4. Poland (maybe) - ok
5. Persia - very bad
6. Tanzanian - bad
7. ???
8. ???
9. ???
10. Celts
 
T164
Mining has been discovered and we have entered Classical era bringing 1:yuck: to our cities. Everything else is according to plan:
1. Bronze Smith done. Dun will be complete next turn
2. Melee tradition founded
3. Workers are ready to start building Slave Farms for extra food
4. Agriculture will be researched in 7 turn to offset +2 epidemic of slave markets

T174
Ismail is getting ready for war. Hopefully against Persia...
Spoiler :
T174.jpg


T178
While chasing barb savages, our chariot found another Transoxian border just north of Vienne. Not really sure why he didn't settle 1 tile SE and grabbed the cooper, but that's his problem
Spoiler :
T178.jpg


T184
THIS IS GOOD!!! Hopefully Nader's army crosses Ismail's border on the next turn (and get's destroyed). :thumbsup: Nader!
Spoiler :
persia-in-position.jpg
 
I like focusing on economy as long as you're not defenseless. You should be able to spy on the nearest AI city and see if they're massing troops there; hopefully they fight each other and you can reap the benefits.

I favour the naval tech path so you can open some trade routes and figure out the scope of the land mass you're on. The thing I don't like is that the AI seem to be well ahead of you in cities, and land = power.
 
T186
We have discovered Weaving and there are some Dyes and Cotton nearby (both are luxury resources also giving some :gold: boost with plantations). And Nader stays true to his nature, his army have crossed the border making him worst enemy of Ismail. I can't help but smile :lol::goodjob:
Spoiler :
T186.jpg


T187
Nader scored some victory against Ismail (score drop) and is asking us to help him. Not sure if i want to though... Any thoughts from CIV experts? I tend to lean toward declining. Helping Nader won't mean squat to him and our +1 to diplomacy trait will balance out -1 drop to our relations (not the we have any to begin with)
Spoiler :
nader-ask-help.jpg


First barbarian horsemen showed up near Bibs. Should be an easy kill for our archers
 
The thing I don't like is that the AI seem to be well ahead of you in cities, and land = power
The problem with cities in RI is that they cost crazy amounts of cash to maintain, and without some research help from open borders, i simply can not afford more cities at this point. I do agree with you that we need them so maybe after we get off-shore contacts
 
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