The Height of Level 9 - Songhai, Asia map, mod Marathon, mod difficulty

maltz

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The Height of Level 9 - Songhai, Asia map, mod Marathon, mod difficulty

Hello,

I am going to slowly document my exploration of Civ 5 modding - modded to suit my taste of both discovering the AI's weaknesses and trying out new, exciting ways to play this game. :)

Spoiler :
songhai_000.jpg

000. The game is on the official Asia map. I bought this map during the 40%-off discount on Steam a while ago because I needed some "official reference" on my own custom map of China. It turned out that I did a much better job than the "official" version. I didn't get any advise from my < 2 USD dollars but self-satisfaction (for which people are usually willing to pay a lot more than $2). But I may as well to play at least one game with it.

The Asia map is a large-sized map (104x64) occupied by a default 10 Civilizations and 20 City States. A Standard map is 80x52 for 8 Civs and 16 CS. A simple math shows that each Civ roughly has 25-30% more of growth space on Large than on Standard. As the AIs enjoys unhindered expansion but the human is always limited by unhappiness, the difficulty will increase a little bit.

But in fact I am already sick of the Deity AIs. As my loyal possessions, the AIs have been exploited too much. They deserve a promotion, a raise in their advantages so the exploitation can be further justified. :p

So I went into:
\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
and looked for which Deity AI advantages are worth a promotion. In principle, I compare the list of Deity advantages with Immortal advantages, and linearly extrapolate the advantage to create a virtual 9th level (replacing the old Deity). For example, the Immortal AI has 1 Settler to begin with. The Deity AI has 2 Settlers. So on the 9th Level AI has 3 Settlers to begin with. The picture below is what I ended up with. Some of the descriptions might be wrong and I will update them with the correct ones later:

Spoiler :
songhai_001.jpg

001. In summary:

(1) One extra settler and worker.
(2) Population growth 33% faster than Deity.
(3) Buildings and units 42% faster and cheaper - both to purchase and to upkeep - than Deity.
(4) Cities supports 6.7% more units before incurring production penalty. This sounds silly, but I have to follow the rule of extrapolation.

But I am breaking the rule of extrapolation in the following items! They remain unchanged.

(1) Barbarians' detection radius on land and sea. Barbarians are annoying. I am not playing the game to annoy myself even more.
(2) AI's worker efficiency. It stays at 200% of human's (Deity, for Immortal it is 175%). I don't believe in Superpowers. 225% is superpower. 200% is a combination of low-oxygen chamber training, blood doping, and undetectable steroid for Olympic Athletes, which is still humanely possible.
(3) AI's unhappiness stays at 60% (Deity). Even on Deity it is already unlimited unhappiness. Already, every time I see the survey of "smile the most" I want to smash my monitor. Why do I want to spend a night every week in Anger Management group? That stays at 60%.
 
This is gonna be insane... And quite entertaining, like your other stories, I'm sure :D
 
Spoiler :
songhai_002.jpg

002. The Civilization of choice is Askia of Songhai. I have grown tired of the Longswordsman rush approach (which is still the most powerful in my knowledge). I want to try something different. So far I have never used a Cavalry Civ including Songhai, which comes with a unique Knight that offers 30% City Siege bonus. The general game plan to get to Chivalry quickly and kick off some serious expansion.

Spoiler :
darius_001.jpg

003. My favorite game speed is Marathon, but I find the speed too easy for military. So I modded the Globledefines.xml file to properly scale Marathon's military to match with the Standard speed, which is 3 times more compressed:

(1) Units' HP is increased from 10 to 30 (3 fold)
(2) City's HP is increased from 25 to 75 (3 fold)
(3) Units' EXP required for promotion is increased by 3 fold
(4) EXP threshold provided by Barbarians is increased by 3 fold

So a city that takes 1 round to take should take 3 rounds to take now... not really! I already had half a game with this mod and found wars to become very exciting. Taking city is no longer easy as the City's own recovery can easily spam 6 rounds or above. Die-hard units lead to wars with far greater scale (easily seen > 20 units involved at the same time). It is the heaven of warmongers - only good warmongers. AIs easily throw away batches of warriors at the lowest possible City State and still fail to capture it. (But Alexander's Hoplite rush is still very effective at capturing cities early.)

Spoiler :
songhai_003.jpg

003. I manually picked several local Civs for this map and left a few open vacancies to randomness. All other settings stay default except for Ancient Ruins. I hate Ancient Ruins. :p
 
I hope you lose for once :P (or just have a really hard time beating the Alpha & Omega AI)
 
LOL the game is just too easy for maltz

Can't say the game is "too easy" for only me. Lots of people are attempting various ways to make the game more challenging by self-inflicted restrictions. Reminds me of those Level-1 walkthrough in Final Fantasy series. Amazing stuff.

In terms of the Civilization series, many would like to push their skill, luck, and arguably hypocrisy to extreme in order to reach an inevitable victory a little faster than others. I am not a very competitive person, and I simply want to do whatever is fun for myself. A game is always the most enjoyable during the first week. So by modding it to essentially becomes a new game, I am having tremendous fun of exploration with it.
 
I hope you lose for once :P (or just have a really hard time beating the Alpha & Omega AI)

When I first got the game I jumped right into Deity and lost game after game. I just chose not to embarrass myself to report how clueless I was at what I was doing. :p
 
Why do all the pros disable ancient ruins? I guess AI do beeline for them, and you have to build a scout.

I leave the Ancient Ruins on whenever the story goes to the Strategy & Tips forum instead of this, so I don't get disqualified for "Oh this is not a standard strategy!". Instead I may still get criticized whenever I get lucky in Ruins - that is left to the personality of the reader.
 
Spoiler :
songhai_004.jpg

004. Since I want to get to Chivalry as soon as possible for Songhai's unique Cavalry, I prefer to have animal (Ivory, Fur) luxurious resources in the capital. This way, I will not be far away from Chivalry after completing Trapping.

After about 7-8 tries, I find a starting location with animal luxrious resource. The birthplace appears hopleess (poor on gold and food) until my starting warrior climbed to a nearby Hill. 4 Ivories! And the River will help alleviate the food problem.

The relative lack of luxurious resources also means that I have to resort to a very early expansion with low-tier units. In a regular game, a warrior rush is possible on Martahon, but under my marathon mod, the City's prolonged HP recovery may prove to be too much for a 4-unit warrior army. I might need 6 or more warriors, but I am reluctant to do it since I want to reserve the cash for more mounted units later.

There are still too much uncertainty at this point. I will have to go on to see what to do.
 
Spoiler :
songhai_005.jpg

005. In my memory, when I first started on Civ5 in January 2011, when a Worker unit was captured, they stayed with its captor.

Some point in the past this was changed - whenever a Worker unit is captured, it is bumped to a nearby square, allowing to be recaptured by a nearby hostile unit and bumped again, and recaptured by the human and bumped again... capturing Workers close to hostile units become much less efficient. Again that has become history.

The most recent patch (.1.275) reverted to the old way. The Worker stays with the unit that captures it. This change (or more of an unchange) makes it again a very viable strategy to capture Workers instead of the good-and-honest way of training one yourself.

So to start the game, I set my Warrior to explore to find an unfortunate and unwilling Worker donor. Iroquois was just to the east. Thanks for the donation, Hiawatha!
 
Spoiler :
songhai_006.jpg


006. Here is Gao's finalized location. I really liked the riverside Wheat tile and riverside Deer (both are 2/1/1 without improvement) and let go of the 4th Ivory in a heart beat. Too bad the Cultural City State took a second riverside Wheat.

A little exploration and map matching revealed that Gao is located right in the middle of the Tibetan Plateau, which has an average elevation of 4500 meters (~15000 feet). Gao is roughly Lhasa, the highest city in the world (hence the title "The Height of the 9th Level"). If I draw the map myself, the region should be covered by Hills and Tundra. And whichever Civ gets born here is doomed. :D Though the 9th level AI might be able to grow a 20-pop metropolitan.

Also, "Gao" means "high" in Chinese. So this is a very fitting name for Songhai's capital, the high city.

Immediately I was visited by a Scout from Siam. I am sure you all have painful memories from Ramkanghaeng, Civ5's ultimate arsehole. Having him as a neighbor always signals early war (against his invasion) - but it is his attitude that makes him my favorite leader. I actually love his aggression.
 
Oh great, maltz, another story! :)

You miss 'h' in picture link post #13 (worker capture)

I hope your computer will be fast enough for you to enjoy the game, I know I'll enjoy the story :D
 
You miss 'h' in picture link post #13 (worker capture)
I hope your computer will be fast enough for you to enjoy the game
Thanks for the correction.
I found that if I spend the end-turn in Hex-mode, things become much better.
 
I think they should really patch the bug where you trade resource for gold then break the deal. It doesn't make much sense that you get to keep the gold. What's more you get to keep doing this to AI. I think it makes more sense if you can only trade resource with gold/turn, and AI should remember if someone breaks a deal. Just to make more sense :) and make it harder :)
 
I think they should really patch the bug where you trade resource for gold then break the deal. It doesn't make much sense that you get to keep the gold. What's more you get to keep doing this to AI. I think it makes more sense if you can only trade resource with gold/turn, and AI should remember if someone breaks a deal. Just to make more sense :) and make it harder :)

Yep I hope this gets fixed. Until then we have to manually raise difficulty to avoid boredom.
 
Some questions :)

Did you mod the Barracks and the Armory to provide +45 EXP?

Units still heal +1HP?

Do you get to deal more than 10dmg or is damage capped at 10?

This combat mod seems really appealing to me, but city taking will have to involve MANY siege units?!
No multiple Crossbowman 1HP nibbling ether :)
 
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