Refar
Deity
- Joined
- Apr 10, 2005
- Messages
- 4,608
A new version is there to be tried out, so time for another game
I can say in advance, that the new version has some major improvements over the previous one.
The AAR is itended rather as kind of introduction to players new to the Mod.
Some notes and suggestions on the gameplay are in the second post, if you prefer to skip the details.
In my second game i want to try a different path, to explore the features i missed (or booked as useless ) in the previous game.
- Try and use some different Units - i.e. the UTE but also some Crossbows.
- Be more carefull with the economy.
- The goal is to achieve the new Vision victory of 0.6.
So overall i will pursure a somewhat more peacefull path and prioritize techs accordingly.
The Settings
Played version 0.6 of the mod on BTS 3.17
Standard Map, 10 Random Civilizations (Us and 9 AI)
Prince Difficultie
All Victories Enabled
City Flipping after Conquest
Choose Religions
We drew Keith of the New Republicans and will be playing in Amreican Blue.
We are Creative and Protective.
The Start Location looks not bad. Some Grassland, Brahmin, Copper and Gold. What striles me is the abundance of Gold and Silver. Not that i mind.
Opening:
Research Ariculutre while building a Worker.
I do need Construction for mining and Administration for Buerocracy.
Will move for Machinery->Radio or maybe Combustion->Refining after that, to try and found a Vision. Not a what one would call a beline, but from my expreience in my last game, the AI did not moved for the Vision-Techs too soon.
Enter the Survivor-Village seen in screenshot on turn 0 and pop Agriculture. move on to tech Construction.
See a Spider on Turn 1 and the Aquarian Civiliztion is Destroyed by wild animals at Turn 2.
After the Worker was done, i built a Survivor. Then Barracks, and then Chainbuilt quite a few Survivor Warriors. Did not do a lot of exploring untill those promoted Survivors came out - even with a promotion they die quite easily to animals.
Still used a part of a highway connected to my city, to make a few runs ind take a look at the very close neighbourhood. Met Victor, Brandy, Shiro and Ironhead.
Turn 32:Brandy offers to become my Vassal State. Apparently 3 Survivor Warriors are a power to be reconed with right now. Well why not.
But BTW. HOW ?!? I am looong way from Feudalism/Vassalage. Apparently peaceful/voluntary Vassalization is not bound to Feudalism/Vassalge.
Those Animals seem more scary than before. Next time i might even concider not building a Worker first
Got a group of refugees form a Village around turn 40. Quite interesting twist getting those so far from home. Mademe really think how to get them back safe. Had a few more Survivors in the vicinity. Was able to bring the refugees back home, loosing one of 3 escorting survivors (Two were close by right away, the third i sent from the capital to meet them half-way).
Pick up Machinery on the way to Radio and start fielding Crossbowmen, which are a bit better than Survivors. With the new Crossbowmen on defense duty, send out my last Survivors to scout. Try to keep them in Pairs, as on many accasions there are two or more animal attacks in one turn.
Turn 48: Achieve my first objective by founding Plutocracy with Radio (Choose Religions). Immediately switch to state vision.
Also in Picture: A Deathclaw. Uhhh. Scary.
Midgame. After founding Plutocracy moved for other vision techs, to gain controll over the spreading (or not spreading in this case) of as many other visions as possible. Also started some expnasion trying to cut the AI from expanding past me. Was indeed able to secure a bit of land.
Also observed some AI on refuelling. But they do refuel and use Gasoline based units now.
Got 2 Hospital Trucks and a Refugee from City ruins, having 8 or 9 ruins under my controll.
Also sent out a few small waves of Advocates and converted 2 of my neighbours to Plutocracy.
Civics i went State Property and Buerocracy again - there is no real alternative to it right now.
However adopted Serfdom rather than Slavery this time. While i missed the ability to whip on a few occasions, with the maps beeing very food challenged Serfdom is a real alternative now.
Actually lost a more or less mature city to Barbarians. A real Horde of wild animals and Punks (Those unfortunately do stack...) Attacked in two consecutive turns and owewhelmed the Defenders (2 Crossbos and one Guardian) before reinforcements could arrive.
Was able to retake the city one turn later with the reinforcements however.
Turn 128: With Education done i was able to gain controll of 4 Visions. Lost one on Automatic Weapons and one on Currency (by 2 turns ), showing that some of the AI went a deep path in the techtree as well.
Both "rogue visions" did not pose a threat to our victory however.
Endgame: With the "Race to Visions" done i was less afraid to overtax my economy (Was running with 6 cities at ~80% slider so far), so i planed to settle my backyard to get more Plutocratic population and backfill the tech tree.
Picked up Fertilization from Computers to boost my Farms and my Plutocratic Population.
Turn 132: A glance on the Victory Screen around revealed that i was really close to the Vision Victory so i switched most of my cities to build Advocates and sent those to my neighbours.
Some population growth in my own cities, two more cities founded and converted and a few Advocates sent to my neighbours brought victory at Turn 150.
The Victory felt a bit easy, but i had some luck along the way too.
I can say in advance, that the new version has some major improvements over the previous one.
The AAR is itended rather as kind of introduction to players new to the Mod.
Some notes and suggestions on the gameplay are in the second post, if you prefer to skip the details.
In my second game i want to try a different path, to explore the features i missed (or booked as useless ) in the previous game.
- Try and use some different Units - i.e. the UTE but also some Crossbows.
- Be more carefull with the economy.
- The goal is to achieve the new Vision victory of 0.6.
So overall i will pursure a somewhat more peacefull path and prioritize techs accordingly.
The Settings
Played version 0.6 of the mod on BTS 3.17
Standard Map, 10 Random Civilizations (Us and 9 AI)
Prince Difficultie
All Victories Enabled
City Flipping after Conquest
Choose Religions
We drew Keith of the New Republicans and will be playing in Amreican Blue.
We are Creative and Protective.
The Start Location looks not bad. Some Grassland, Brahmin, Copper and Gold. What striles me is the abundance of Gold and Silver. Not that i mind.
Opening:
I do need Construction for mining and Administration for Buerocracy.
Will move for Machinery->Radio or maybe Combustion->Refining after that, to try and found a Vision. Not a what one would call a beline, but from my expreience in my last game, the AI did not moved for the Vision-Techs too soon.
Enter the Survivor-Village seen in screenshot on turn 0 and pop Agriculture. move on to tech Construction.
See a Spider on Turn 1 and the Aquarian Civiliztion is Destroyed by wild animals at Turn 2.
After the Worker was done, i built a Survivor. Then Barracks, and then Chainbuilt quite a few Survivor Warriors. Did not do a lot of exploring untill those promoted Survivors came out - even with a promotion they die quite easily to animals.
Still used a part of a highway connected to my city, to make a few runs ind take a look at the very close neighbourhood. Met Victor, Brandy, Shiro and Ironhead.
Turn 32:Brandy offers to become my Vassal State. Apparently 3 Survivor Warriors are a power to be reconed with right now. Well why not.
But BTW. HOW ?!? I am looong way from Feudalism/Vassalage. Apparently peaceful/voluntary Vassalization is not bound to Feudalism/Vassalge.
Those Animals seem more scary than before. Next time i might even concider not building a Worker first
Got a group of refugees form a Village around turn 40. Quite interesting twist getting those so far from home. Mademe really think how to get them back safe. Had a few more Survivors in the vicinity. Was able to bring the refugees back home, loosing one of 3 escorting survivors (Two were close by right away, the third i sent from the capital to meet them half-way).
Pick up Machinery on the way to Radio and start fielding Crossbowmen, which are a bit better than Survivors. With the new Crossbowmen on defense duty, send out my last Survivors to scout. Try to keep them in Pairs, as on many accasions there are two or more animal attacks in one turn.
Turn 48: Achieve my first objective by founding Plutocracy with Radio (Choose Religions). Immediately switch to state vision.
Also in Picture: A Deathclaw. Uhhh. Scary.
Midgame. After founding Plutocracy moved for other vision techs, to gain controll over the spreading (or not spreading in this case) of as many other visions as possible. Also started some expnasion trying to cut the AI from expanding past me. Was indeed able to secure a bit of land.
Also observed some AI on refuelling. But they do refuel and use Gasoline based units now.
Got 2 Hospital Trucks and a Refugee from City ruins, having 8 or 9 ruins under my controll.
Also sent out a few small waves of Advocates and converted 2 of my neighbours to Plutocracy.
Civics i went State Property and Buerocracy again - there is no real alternative to it right now.
However adopted Serfdom rather than Slavery this time. While i missed the ability to whip on a few occasions, with the maps beeing very food challenged Serfdom is a real alternative now.
Actually lost a more or less mature city to Barbarians. A real Horde of wild animals and Punks (Those unfortunately do stack...) Attacked in two consecutive turns and owewhelmed the Defenders (2 Crossbos and one Guardian) before reinforcements could arrive.
Was able to retake the city one turn later with the reinforcements however.
Turn 128: With Education done i was able to gain controll of 4 Visions. Lost one on Automatic Weapons and one on Currency (by 2 turns ), showing that some of the AI went a deep path in the techtree as well.
Both "rogue visions" did not pose a threat to our victory however.
Endgame: With the "Race to Visions" done i was less afraid to overtax my economy (Was running with 6 cities at ~80% slider so far), so i planed to settle my backyard to get more Plutocratic population and backfill the tech tree.
Picked up Fertilization from Computers to boost my Farms and my Plutocratic Population.
Turn 132: A glance on the Victory Screen around revealed that i was really close to the Vision Victory so i switched most of my cities to build Advocates and sent those to my neighbours.
Some population growth in my own cities, two more cities founded and converted and a few Advocates sent to my neighbours brought victory at Turn 150.
The Victory felt a bit easy, but i had some luck along the way too.