SirJethro's DyP II - "The Emperor's New Mod"

"A Concise History of the Reign of Sir Jethro II"

975 (Inherited Turn) - I see. We are vewy vewy weak. There will be no early war under my reign....what with the bonus units and better production for the AI. We'd be slaughtered. We are going to sit on our horseys and Iron until we have some overwhelming force. Anyway, we could be on this island for a while, and especially with the Great Library, we want some decent civs with us. No worries though, their fates are ultimately sealed. hehehe

Anyway...first major gamble: I'm taking the warrior out of Kal-el (increase lux slider to keep it from rioting), and use the warrior to keep the Tibetian crew from moving north. I think I can hold them off for a long time. Its a gamble leaving Kal-el undefended, but I don't think they will attack with a settler defender. I'm not going to order them to leave, though.

Other changes: SirJethro Stables, Quokkaton, and Dyed Pretty changed to Spearmen. We shouldn't be building warriors anymore. Spears for defense and horseys for offense.

Dnyasticism delayed for one turn. Kal-el: Clan>Spear(10).

950 BC - Clan sent towards yellow dot. I stop playing with the Tibetian settler, but now he has no hope of settling up north. Now using our city, one warrior and the scout, we should be able to block the land route to the tip of the island. hehe. Anouther Sioux clan looks to be entering. We are at the declare war stage, so I'm gonna be nice. We may lose the orange dot, but we shouldn't lose the light blue one.

925 BC - Dynasticism discovered...we revolt. Literature is next. Advisor says 2 turns of Anarchy.

875 BC - We enter Dynasty. New town is formed: Iron Mountain. Building a warrior since I need it defended very quickly (because of the blockade I'm building). Literature in 16, -1gpt, 118 treasury. We are even with the AI on tech. We need to pick a city for Great Library so we can prebuild a library. I think it should be Kalel, because of the pigs, crabs and hills. Change production from spearman to forge.

850 - Okay, looks like Tibet has gotten the hint and is heading east (towards undefended Quokkaton or orange dot). I change Quokkaton back to warrior (1 turn), just to make sure it is defended. One of the Sioux settlers did a U turn back south, and I'm not sure what the other is doing. I think if I keep turning my northern blockade on and off, but moving the warrior in and out of the city, I might get the settlers to start "looping".

Dyes are hooked up!!!

825 - Quokkaton: warrior>spearman. Tuskany: Wiseman>Taxman. Sending workers to connect sugar. Iron can wait. Adjust lux slider to 0% for now since it isn't necessary.

800 - Tibet heading for orange dot. Sioux heading up towards Iron Mountain, but we'll be fully defended and blockaded before he gets there. He has a champion though, so I'm a wee scared.

775 - Iron Mountain: Warrior>Spear. Sioux have arrived, but I have them blocked. Tibet definately about to take orange dot. Lit in 7 turns. Move lux slider back up for Kalel's growth.

750 - zz

730 - Interesting...Tibet is abandoning the orange dot. I may have them looped out by opening and closing this route to the north.

710 - Quokkaton: Spear>Pioneer. Sending Quokkaton warrior north to complete the Iron Mountain blockade. Tibet establishes an embassy in our capital. Can't be good news.

690 - I think I've got the settlers in our territory freaked out enough that I am going to be able to take the orange dot with the Quokkaton Pioneer, and I've changed Iron Mountain to build a hardy pioneer that I will settle the north with directly. This is fun.

670 - zzz

650 - SirJethro Stables: Spear>Monument; Dyed Pretty: Spear>Worker; Sioux are building Great Lighthouse; Sending Dyed Pretty's warrior to sit on Orange dot. Sending SirJethro Stable's warrior to Kalel as MP.

630 - Literature completed. Construction ordered (mining). 22 turns. Tuskany: Taxman>Monument.

610 - Other Civs both have Polytheism, but not Literature. Switch Kalel to Library.

590 - zzz

570 - Kalel: Library>Great Library(90 turns...that will improve). Dyed Pretty: Worker>Monument

550 - Quokkaton: Pioneer (to orange dot)>Forge

530 - zzz. All AI settlers are now leaving our territory. Success!!!! Polynesia completed the Colossus.

510 - Settler moved onto Orange dot. I think it should be named: Golden Blubber.

Note: Obviously, when Iron Mountain finishes its hardy pioneer, send it to the light blue dot. The challenge for the next person is going to be managing Kalel to maximize production. Send workers there immediately to mine once sugar is hooked and Construction is researched.

HERE IS THE SAVE.

SJDyPii510BC.jpg
 
Guys...our expansion phase should be considered a resounding success! Each of the two other civs on our island founded a total of 5 cities. When our final two cities are founded, we will have 7. For an Emperor game, that's an amazing success. (of course, i'm sure the jungle helped).
 
Nice work, Sir Jethro. Of course, you realize that having more land than the AI means they're gonna come after us. :saiyan:

By the way, it would be quite helpful for those of us without access to the game as we browse the thread instead of working ;) to put a few notes on buildings or units that are new. I don't mean every single one, but ones that have changed since the last build. What does monument do?

I wish I could take it from here, but it looks like I'll be out of action until Monday. :(
 
Cromagnon, monument is simply an obelisk with a new name. That is, a cheap 1-culture improvement.
 
Nice job on the 'Settler shuffle'.

I got it.

I'll have it back in about 2-3 hours so someone stateside can pick it up bright and early saturday morning.
 
I played another 20 as the others are iffy about when they can, plus its getting more interesting.
Isak are you going to strut your stuff and show us whats what?

Inherited Turn
We have out expanded the AI on Emperor with a low food start! I like this game better than the last already. Now lets have a look at things.
Change Kal-el to Shrine and whip it. It will grow again in 2 turns and we can drop Lux to 20% and avoid more unhappiness when it grows.
Change Tuskany from Monument to Barracks
Change Sir Jethro’s Stables from Monument to Harbor
Change Dyed Pretty from Monument to Worker
Our scouts are costing us 2gpt so I am moving them towards cities to disband.

I Sioux build Stonehenge (free Granaries) in Bear Butte. No known cascades.
Sioux start Temple of Zeus in Oglala

490 Found Golden Blubber =>Wiseman
Kal-el Shrine =>Forge
Whip Barracks in Tuskany. It had 0 growth and will still pull 2 spt.
Tibet(91g) and the Sioux(99g) both have Construction this turn but we will have it in 9 turns.

470 Dyed Pretty Worker=>Worker
Tuskany Barracks=>Monument. Disband N’Djeama and whip monument. Chamdo has expanded so we need some culture here earlier than I thought.

450 Sugars online. Move Joe & Sons to connect Elephants
Tuskany Monument=>Spear

430 Golden Blubber Wiseman=>Tax Collector
Trade Tibet: 52g for Construction. We would have it in 5 but there is a Worker ready to mine the Pigs that would just have to wait until then.
Researching Slavery in 5 at 0gpt. I know Slavery is optional but the AI never researches it and it was a gold mine for us last game.

I The Tibetans start the Pyramids(free Monument) in Leh
The Sioux start the Sphinx(free Barracks) in Bear Butte

410 Disband Zinder in Quokkaton.

390 …. The Tibetan Clan is finally out of our borders. The Tibetans also have Serfs dutifully clearing the Jungle. We are connected to Gartokh thru the Sugars but not to Lhasa yet. The Sioux have no known roads anywhere but do have Harbors in Hunkpapa and Wounded Knee, which is building the Great Lighthouse. I think we should wait awhile before we attack either Civ. Hopefully they will build some more Wonders for us. Bear Butte and Lhasa are especially good sites. We already have Stonehenge for the future. I’m going to research Sailing next to see if we can’t get some contacts from that other island before the Tibetans do.

I The Chinese build the Pyramids in Xianyang. No cascades.

370 Elephants online. Joe & Sons head north to help improve Kal-el.

350 Slavery discovered. Researching Sailing in 6 at 0gpt
SJ Stables Harbor=>Port (Maybe change to Courthouse later?)
Dyed Pretty Worker=>Worker
Trade Tibet: Slavery for Code of Laws + 1g
Trade Sioux: Slavery for 29g
Not as great as last time but this is Emperor and we still got a more expensive req tech + 30g

330 Golden Blubber Tax Collector=>Harbor (pre-build for Trade Ship)

310 Tibet and the Sioux both have Tactics now. We’ll eventually need it for Knights but not now. We can’t afford it anyway.

290 ……

270 Neither Tibet or the Sioux have started on Literature yet, its still the same value as when I started.

250 Kal-el Forge=>Great Library in 45 turns.
Iron Mountain Hardy Pioneer=>Wiseman
I move the Pioneer north and break up the blockade to be sent south as MPs.

230 Sailing discovered. Researching Philosophy in 5 at +1gpt
Quokkaton Forge=>Shrine
Change GB from Harbor to Trade Ship (30 shields, 0.1.3, Cap 3, Upg: Caravel, Sinks in Ocean).
Trade Ships are better than Galleys (20 shields, 0.1.2, Cap 2, Upg: Caravel, Sinks in Sea & Ocean, Wheeled)
I am not very interested in selling Sailing just yet, it’s the most expensive tech out there and we could get Tactics + Polytheism + Gold for it. This may cause some trouble with Tibet and the Sioux.
The Sioux also look like they are building a road through Tibet to Hunkpapa they have some Workers roading Jungle near Gartokh.

210 Tuskany Spear=>Spear
Dyed Pretty Worker=>Monument
The stupid AI has sent more Settlers north now that the blockade is open again. Our Pioneer is in place to settle next turn.

190 Iron Mountain Wiseman=>Tax Collector
Found Darwin=>Wiseman
Damn the Sioux are researching Sailing and will have it soon. I can still trade at full price to Tibet so here we go
Trade Tibet: Sailing for Polytheism + 68g
Trade Sioux: Sailing for 15g

170 GB Trade Ship=>Scout
I’m going to have a look about for a few turns to see if there is any sign of another continent up north then put the Scout on the Trader and head south.
Tibet and the Sioux have Aristocracy. We’ll swap them Philosophy for it in 2.

150……

130 Philosophy discovered. Researching Riding in 4 at 0gpt
Trade Tibet: Philosophy for Polytheism + 46g
Trade Sioux: Philosophy for 56g
Good news. We have Tea near Quokkaton that can be online very quickly.
We are also connected to Lhasa and Bear Butte for trade purposes.

I Our people want to build the Forbidden Palace

110 GB Scout=>Monument. Whales ahoy
Zinder II boards the Trade Ship and off to the south they go

Notes
Kal-el is kicking arse. It’s the Superman of cities or dare I say the Daddy of Supermen cities. Its at 11spt and the Great Library in 28. If we mine 2 more Plains it will max out at size 8 until we get irrigation up there, or size 7 if we mine another Hill.
Neither Civ on our island made any headway on literature, its still at full value so I think we have it in the bag.
Tech wise we are only down Tactics in exchange for Literature but we’ll get that from the GL. We can safely sell Riding to the others as they don’t have any Horses. I think we should then head up the Mathematics>Trade>Currency tree to get some commerce buildings so we can make bank when we turn off research and enjoy some quiet reading in the GL. They are cheap to learn and the AI’s are researching the heavy stuff at the right of the screen for us. We’ll need to make more contacts so maybe a few more Traders with Scouts. We can also learn Egalitarianism and switch to Democracy. We are only small so the anarchy should be short. It’d mean a lot more gold from the 0 research.
We are pretty safe from attack. Only the Tibetans if they get Elephant Riding can build any units that can threaten us.
We on the other hand can already build Swords and in 3 turns Horsemen. After riding we will also be close to our Heavy Horseman UU, which brings up when we want our Golden Age.
This depends on the contacts we make and what they are likely to give us via the GL. If we make a lot of new contacts shortly and they are more advanced than us then I say we aim to have our GA as soon as we can after we get Stirrup and change to Democracy. The best defence Tibet or the Sioux could have is Spearmen and the best offence is the Archer. It’ll be a quick war, no need to worry about WW.
If they are backwards then I say we wait until early Middle Ages, but definitely before Flintlock and Muskets.

Save

and the Empire of Mali

Mali110bc.JPG


I settled Darwin 1SW of where it was on the dotmap. This site actually has acces to more coastal tiles and doesn't waste a BG by settling on it.
The Sioux have a Clan/Tribal Guardian just sitting where marked. Check again later and be sure to include in any sneak attack plans.
The AI has cleared Jungle from the 4 tiles marked but they are actively clearing more as indicated by the Workers near Hunkpapa. That's better than they did last time.
Tuskany is building a Spear, I don't know why its shows Worker
 
May I suggest to make some changes in the Editor to fix some bugs; as long as you didn't discover the Techs, you still can edit the unit stats and continue:

1) Fix the Swordsman upgrade: The Piktish Swordsman should upgrade to MI, not Eastern MI.

2) Fix the Samurai: They should be only an Asian flavor unit to Knights, but still have the 'Start's GA' flag checked. This is most likely only an issue for Japan itself, since the Mongols and Chinese have their UUs instead, while Siam, Tibet and Korea have UUs earlier in the game. Polynesia, see 4)

3) An the other hand, the intended Japanese UU Kensai doesn't start a GA so far.

4) Though this was intended, it's a bit hard that the Polynesians have no real UU (they have the Outrigger, but even if it would have the 'Starts GA', how should a 0/1/2 ship ever win a battle?). Incidentially, thanx to the Samurai bug, they can start a GA...

5) The most important thing: Transports carry only Foot Units. This was also originally intended by Kal-el, but it makes the late game nearly unplayable, especially on island maps (and yours looks like small continents) so you should be informed about it that you cannot board any ships post Clippers with Tanks, Artillery or early Settler units.
(Tanks/ Ari can be airlifted, but you cannot build an Airfield in enemy territory, and Air Transports are far away, even Flight itself takes about 50 years from Mass Prod.)
It's up to you if you fix this, but don't say you weren't told about it
;)
 
It can't be done, I'm afraid Doc. Once the game has been created, the BIX file isn't used by the game anymore, as it stores the BIX inside the SAV file - so the only way to change it is to edit the savegame using a combination of Gramphos' Multitool and a hex-editor. :(
 
Originally posted by Doc Tsiolkovski
I'm not totally sure about that; I thought I've managed to do it...but of course you cannot change any stats of units already built.
I'm absolutely 100% positive that it can't be done :) That's also the reason why, if you upgrade to a new DyP version, you will have to start a new game for changes to take effect.
 
Hey Isak the CDGroup Forums are kaput for me. I can view some threads but most are either gobbledegook or are in notepad widescreen format or both.
I can't post either, and get kicked out to the login if I try.
Anyone else having problems there? Its the only site that is doing it and my machine reads clean of virus'.
 
@Quokka:

Weird - I can access it right now without problems. Has the problem been fixed for you too?
 
Kal-el is kicking arse. It’s the Superman of cities
Like, duh! :D

This is my got it.
 
Everything looks good, I don't change anything.

[1] 90BC: Quokkaton shrine -> worker. Iron Mountain Taxman -> worker. Darwin wiseman -> tax collector. Workers mine hills near Kal-el.

[2] 70BC: Riding in 1, slider adjusted.

[3] 50BC: Riding discovered, Vassalage in 19 (Middleastern Infantry). Quokkaton worker -> library. Worker to road tea.

[4] 30BC: Zinder II makes landfall on the SE island.
IBT: Siam builds the Great Wall.

[5] 10BC: Kal-el is now at 15 minus 2 spt.

[6] 10AD: Tuskany Spearman -> worker. Iron Mountain worker -> monument. Island appears to be deserted.
IBT: Tibet starts Great Lighthouse. Sioux start Sun Tzu's and complete Sphinx in Bear Butte.

[7] 30AD: Darwin tax collector -> monument. Tea hooked up. Luxuries down to 10%, Vassalage now in 11. Our trading ship sees another shore, while Zinder comes up empty-handed.

[8] 50AD: Dyed Pretty monument -> library. Golden Blubber monument -> harbor.

[9] 70AD: Nothing.

[10] 90AD: Quokkaton library -> African Spearman. Darwin gets an entertainer for the time being.

[11] 110AD: Tuskany worker -> Courthouse. Trading ship finds another deserted island, and heads for possibly a third.
IBT: Sioux establish embassy with us.

[12] 130AD: I hate archipelago. :p Both our adversaries now have Tactics and Vassalage, due in 3 for us. :p

[13] 150AD: SJ Stables port -> Worker. Price of Lit is stable. Oddly enough, They now offer MORE money & tech for Riding than last turn. :crazyeye:

[14] 170AD: Quokkaton Spear -> Spear. Trading ship turns around.

[15] 190AD: Vassalage -> Monotheism in 9 (basilica).

Kal-el will build GL in 9 (maybe less as it grows in 4). The enemy has only Tactics up on us, we have Lit & Riding. Price for Lit is stable, but Sioux offer 10 less gold than Tibet for Riding, so we may have to sell that off soon.

330+0gpt, Monotheism due in 9. We have 9 workers in the field, but not evenly distributed (sorry). Three workers build a road in 1 turn.

Finally, we should think about settling the island to the SE. It has horses and 3 Iron, which we'd like to deny the others (don't know if we can). We can at least nab the horses (settle right on it?) so they can't build knights & such. Thus, we may want to have Quokkaton build a Clan once our trading ship is closer to home.

Here's the save

SJSS10.jpg


SJisle.jpg
 
I can play first thing in the morning. More settling is #1 priority for me.
 
Yes lets settle the island, its almost as big as the land we have now.

island.JPG


Here's what I think about settling the island. Horses are a bonus food tile so I wouldn't want to settle directly on them unless we have to.
Order of settling: Red, Blue, Yellow
These will lock up all 3 Iron and the Horses. I think its especially important to get the Horses.
It would be great if we could grab the whole island and keep it for ourselves. The small islands would be good too because they will probably end up being the only source of Uranium or Aluminium if we don't get them.

Techs
We can't build Basilica's until we have Temples, which we need Incense for, and the only source is in Sioux lands.

What about getting Mathematics and then Trade then Currency. Once the Gold is hooked up by Golden Blubber we can build Toll Houses. In my test games the AI doesn't research this path until late but they do the Monotheism>Polytheism first, so we'll get them from the Great Library soon. Mathematics can be done in 2.

It doesn't matter about Lit getting cheaper now, don't forget to sell it the turn before the GL finishes for a nice below the belt whack to their treasuries. :lol:
 
Got it.

Couple things:
- I would be shocked if we can take the whole island given that (1) we know the AI can "see" the map, and (2) we know the AI has settlers sitting around left over from the expansion phase. They should just need boats. The fact that they aren't there already shows defeciencies in the AI, IMO.

- For those interested in learning more about our great civilization of Mali, there is something on the National Geographic channel about them today at 7pm.
 
SJ: The AI can 'see the map,' only if it's given to them. They won't settle somewhere unless they know it exists. :crazyeye: I'm having trouble explaining this well. Once the AI sees a map, whether bought, or explored by themselves, they will know which spots will have resources 4000 years from now. Therefore, it's in our interest not to trade maps with them (which we can't now); but if they send a ship to the island, they'll know about it and will send settlers very quickly. So yes, I'd be surprised if we can nab all those spots.

Quokka: Thanks for the tech update. I didn't realize Tollhouses and temples now had those restrictions applied to them. I also agree that the AI tends not to go the top route.
 
@cromagnon - You are on target with the map and a common misperception. The AI knows all details about a square it can see (resources, barbs, troops, etc). However, it doesn't know all the territory on the map.

I proved it conclusively in a game that I had some open area south of me. The AI was ignoring it letting me filling it in. After selling my maps I saw multiple galleys with settlers and settler / escort pairs coming from the north.
 
I've got time, so I'm gonna play 20 turns....

Inherited Turn (190AD) - I'm a bit surprised that nothing has been done yet to prepare for our expansion. I'm gonna make some changes here. Golden Blubber chanegd from Harbor to Trading Ship. Quokkaton changed from spear to Pioneer and whipped (1). MM Kal-el to get GL in 8 instead of 9 at 0 growth. Research changed to Egalitarianism, due in 10. MM Dyed Pretty, which was stuck at 0 growth with 2 pop. Darwin and Iron Mountain changed from Monument to Library.

Trading:
Tibet: Literature for 170gp; Riding for 125gp
Sioux: Literature for 70gp; Riding for 55gp
Tibet has Cotton, but I'm not going to trade for it yet.

210 AD - Quokkaton: pioneer>granary(8); SJ Stables: worker>library; Dyed Pretty: library>hardy pioneer; Golden Blubber: Trading Ship>Hardy Pioneer

230 AD - zzz...moving Pioneer towards big island. will take a while.

250 AD - zzz

260 AD - zzz...moving ships and workers...Ethopia completes Itza.

270 AD - zzz

280 AD - Incans complete The Great Lighthouse. Trading Ship reaches tip of island...looks like we'll get spot #1 uncontested.

290 AD - Pioneer & Warrior land at Red dot. Trading Ship turns around. Original Trading Ship is on the same tile, so we have a 2 ship convoy now. In OT...Sioux request an audience. They want 160gp for Tactics. HAHAHA...the Great Library will be finished on only days. We deny the offer. BUT...I notice that they have Egalitarianism now, so I move our science slider to 0 for the turn.

300 AD - Kalel: The Great Library>Pioneer(3). Iron Mountain: Library>Granary; Darwin: Library>Pioneer. New city formed: Ironhorse Oyster Bay (IOB). Library ordered. Researching Mathematics. I'm not going to switch to Democracy until our expansion race is over.

310 AD - We learn: Egalitarianism and Tactics. Quokkaton: Granary>Horseman. Iron has been hooked up near dyed pretty. Tibetian Trading Ship spotted. It looks like they are travelling in Sea tiles instead of Coast tiles for some reason. I think they are going for the yellow dot.

320 AD - zzz

330 - Kal-el:Pioneer>Trading Ship; Golden Blubber: Hardy Pioneer>Spear. Incans finish The Hanging Gardens. Chinese finish Circus Maximum. I'm building the ship in Kalel because I just noticed what looks like the bare edge of some costal tiles due west of SirJethro Stables.

340 - zzz

350 - We learn: The Republic. Sir Jethro Stables: Library>Pioneer. Sioux complete Temple of Zeus.

360 - Kal-el: Trading Ship>Granary; Trading Ship with 2 Pioneers and 1 warrior set off for big island. Tibet settles right between yellow and white dot (there was incense on the white dot...they are taking both).

370 - We learn Math from Tibetians. Set research to Trade (18 turns...we are researching at only 20%). Tibetian canoe spotted near IOB. Yes...there is land to the west. Pioneers in Darwin, SirJethro Stables and Dyed Pretty will probably head that way.

380 - Quokkaton: Horse>Academy; Sioux completes SunTzu's.

390 - Kal-el: Granary>Barracks; Dyed Pretty: Hardy Pioneer>Granary; Golden Blubber: Spear>Harbor. Sending Hardy Pioneer to SJ Stables.

400 - We learn Trade from the Tibetians. Set to research Seafaring. Increase slider to 30% (20 turns). SJ Stables: Pioneer>Granary; Darwin: Pioneer>Toll House. Quokkaton changed from Academy to Toll House. Trading Ship heads west with 2 Pioneers and 1 Spear. Settlers land on big island. Send one settler towards blue dot (unescorted). Second Settler and warrior stay in ship and head for Orange dot.

410 - zzz

420 - We learn Currency, Monotheism. Hardy Pioneer lands on a small jungle island to the west. Borders of another Civ are spotted. I'm going to play a few turns extra to complete settling these cities.

430 - I contact the Incas. They sucks, completely backwards, but have 1564 in gold. Let's trade! I give them Currency, Literature, Polytheism, The Republic, and Slavery for 1100gp, then Monotheism for 375gp.

440 - Kalel: Barracks>Tollhouse; Town Formed: Jungle Island: Spearman. New Town Formed: North Big Island: Library. New Town Formed: SirJethro Farms>Spearman.

450 - Oops, I let IOB fall into disorder. My bad....let them eat cake. New Town Formed: New Jethrovia: Library.

Notes....I'll put most of my notes on the screenshots. The next player needs to consider governments. I didn't change to democracy because I wanted to keep producing settlers, but that has slowed now (except for new potential land to the West). I decided to leave it to the next person.

Interesting Discovery: I built New Jethrovia right on top of some Iron, because it gave us a canal through the island/continent/whateveritis. Take a look at our production on that tile: we keep the Iron bonus. Is that something they changed in PTW, or is this just in DyP? There is still a settler floating around, and I think more should be ordered by the next leader if that land to the west is as plentiful as it appears it may be.

HERE IS THE SAVE

SJDyPii450AD1.jpg


SJDyPii450AD2.jpg
 
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