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Adventure 3 - Aliens 'R' Us

Hi, everyone!

OK, introductions are in order. I’ve been playing Civ on an occasional basis ever since it came out, lurked on Realms Beyond reading the reports for similar amounts of time, but haven’t really played baseline Civ BTS when it came out – got into “Fall From Heaven” mod instead. Never the less, I consider myself a reasonable player, even if I am occasionally fond of save-reloading (which got me my first and only win on Emperor).

This adventure (thanks, T-hawk!) piqued my interest, so I decided to give it a go. It was a very pleasurable afternoon spent figuring out the mechanics. How well I did at that is a good question.

***

Ok, so we are aliens. I sit down in front of the computer with a piece of paper, kick off the game, and start writing down my thoughts before building my first city.

So, hammers give me food, bread gives me commerce and coins give me… hammers? I need hammers to eat? Hmm… Puzzling, to say the least.

Long term, what is going to happen? In my Civ late game, commerce is flying freely, as towns in late civics give lots of commerce. Production is a pain for me, generally (but perhaps I just don’t build enough mines?), whilst food… food is king. Food equals people, and people equal power. So my default builder’s approach in this mod will result in lots of production (from towns) and a chunk of commerce (from farms)… except that with very few mines my cities would starve. Not good!

Let’s approach from another direction, then. How am I going to get my food? What are the yields on common tiles that I can see? Ok, so a forest is either 2F 1C (plains) or 1F 2C (grassland). A mined plains hill is 4F (or 4F 1P on a river). That’s actually pretty good – a mined plains hill on a river in early game is better than a standard game’s farmed floodplains (both 4F but 1P beats 1C in early game, I feel).

Water? Water is weird – no food but good production and commerce for us. 2P and 4-5C on a resource is looking pretty, though 2P 2C on a standard water tile is marginal. With Moai Statues that becomes a 1F 2P 2C, though – will keep a look out for a good spot there.

Cottages? Well, these will be good hammers, but they will be food-deficient, plains ones starting at 1F 1P 1C, whilst grassland are 1P 2C. This seems to rule out using lots of them, making Universal Suffrage and Free Speech not a no-brainer.

Beaver to the east is excellent – starts out as 2F 1P 1C and increases production with a camp? Sign me up.

The sheep is interesting – to mine or to pasture? Pasturing gives me commerce, mining gives me food (I went with pasturing, but think I should have mined instead – will be interesting to see what others did).

I can see desert incense in the distance – that is going to be a 5P spot. Woo-hoo! Or is it? Not sure, depends if I will have enough food elsewhere to use this.

So, conclusions so far:
1) Plains hills are my friends (extra nifty when they are riverside). Building on the spot seems reasonable.
2) Mining is the first item on the research menu. Then, bronze working to get a delicious 4F 1P hill one to southwest working.
3) Worker first.

***

I settle, begin my worker, mess around with tile assignment, and notice something interesting – I actually don’t need to research Mining straight away, as it will still take some time before the worker gets done. So, I have a shot at religion (“Spain on a lake” keeps going through my head for some reason). Buddhism or Hinduism? In the screenshot I’ve selected Meditation but in the end went for Polytheism, as an old rule of thumb tells me (of course, the situation where all AI’s went for Meditation rather than Polytheism has been patched away years ago, but the scars remain).

I set out on the Polytheism-Mining-Hunting-Animal Husbandry-Bronze Working path. First two are obvious; Hunting will give me the beavers, which is a nice and guaranteed bonus (knowing that this is a pre-constructed map, I highly doubt that copper will be around the starting spot). Animal Husbandry may have been a mistake, but I decided to pasture the sheep.

Send the warrior exploring. He finds a map locally.

Hmm… Gold is good. Even desert gold is good. Two food and seven production in one spot? That is very, very nice. And ivory? 3F 1H 1C is quite sweet for the early game. Oasis, on the other hand (the invisible square above the corn) is 2P 3C, which is OK, but severely lacking food.

***

Built the worker, then a warrior. Ooh, Stonehenge is available? You know, it’s been years since I’ve managed to build Stonehenge! I give it some thought – well, I’ve already got a religion, so an early prophet will be useful, and the free border pops are a favorite of mine (I normally play Creative leaders just because of that)… Sigh. I went for it. Not sure if this was the correct thing to do – I could have used religion for same effect.

However, such strategizing went out of the window on turn 39, just as I finished researching Bronze Working – as you can see, a lucky mine pop means that I now proudly possess a riverside gems mine at my own starting location. This 2F 7P 1C spot just won me the game! Or at least made my life much easier than intended by the sponsor, I think. With bureaucracy, this will be ten and a half hammers from just one spot.

***

Turn 78
Over the last twenty turns, I built Barcelona to pick up a few hills, some riverside plains, grassland horses (3F 1P 2C is a good tile) and with expansion, the all-mighty desert gold that should turn this place into quite the production power house.

However, before I am able to send a settler into the fertile lands to the east (river, plains hills and floodplains, the last of which give 1P 3C by default, and can be enhanced with cottages for production, or farms for commerce), the barbarians build a city. Reluctantly, I demolish it and rebuild two west in an ideal location – which turns out to be my nearest iron. Aargh! I just lost a five-food plot. The pain is unbearable!

I seriously consider reloading here, but settle for screaming “Aargh!” two or three times more and taking a break.

***

Turn 105

Right, this is embarrassing. I was aiming for a Civil Service slingshot via Oracle. Self-research Code of Laws, time the Oracle to finish at exactly the same time – and Bureaucracy will power the unholy machine of my capital. What can I say? I’ve played lots of the original Civilization, but BTS not so much.

So here I am, researching Code of Laws, and meanwhile building Great Lighthouse. Why am I doing that when I have three cities, only one of which is on the coast. Simple, really – I just discovered that all commerce gets converted to production; not just the commerce from the worked squares, but also the commerce from trade. This is… rather sickening, Any coastal city with GLH will be bringing in three-four production on the spot straight away.

I must have it, I build it super-fast – and I lose it to Elizabeth by three turns!

Aargh!

Take a deep breath, step away from the game. Oh well, at least my unholy bureaucratic empire will soon be up and running… except… except… except didn’t I read in someone’s RB Epics stories that the Bureaucracy slingshot was nerfed in BTS? Check the Civipedia, quickly.

Aargh!

It requires Mathematics, which I don’t have. But I can research it in five turns at full-speed deficit research. Oh well, let’s see – if I lose the Oracle race because of this delay, I… I honestly don’t know what I will do.

What follows is a nail-biting experience of pressing “Enter” five times in a row, and… Success!

In 250 BC, on turn 105, I land Civil Service slingshot! Life is good.

OK, so now what?
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Let’s put my thinking cap on as I go to change my civics. Now that I’ve got bureaucracy, I definitely want to adopt that… ooh, what is this? Caste System? +1 Alien Food for a workshop? Ooh! What is a workshop, oh mighty Civilopedia? Honestly, I don’t think I ever build workshops outside of two-square islands, so I’m not that familiar with their specifics.

+1 Alien Food straight away? +1 with Caste System? And +1 with Guilds, within easy reach? Hell yeah – now any worthless grasslands tile can be turned into a 3F 1C tile. And make that 3F 1P 1C for riverside grass. And as for plains tiles – well, 4F is a sweet tile.

So what sort of economy can I run with lots of food? Why, that would be specialist economy! Alas, Pyramids are long gone, so no easy access to Represenation for me; I will have to get there the long way. But I’m feeling confident – a long time I won a Monarch game with no cottages to convince myself that it was a viable alternative (that was in the early days of SE vs CE argument).

So, really now, I’m a hundred turns in, I’ve just pulled off a massive coup, and the question is “How shall I win?” Now, there is no scoring here, and the optional honorable mentions really require some thinking ahead, which I haven’t been doing so far, so let’s ignore them for now, and aim for something else.

At heart, in all 4X, I am a builder. Waging war is inelegant, and should only be done from a position of clear technological superiority. So, should I aim for a spaceship victory? But I’m not sure how the Specialist Economy performs late game – it would be highly embarrassing to realize 400 turns in that I just cannot get the tech speed necessary for a win. Oh well, wait and see, that’s a decision I don’t need to take now. Though workshops will also give me a +1 Alien Commerce with State Property late game, that’s a nifty bonus.


So, what are my medium-term goals? Well, the English have to go. Nothing against you, dear old chaps, but you have stolen the Great Lighthouse from me, and the map is set up so that you are next – it’s not like I have a choice.

Speaking of map, that’s quite a neat bit of scenario design. Essentially, we live on a horseshoe, with me at the leftmost end, then Elizabeth, then Montezuma, Hannibal and Bismarck. Elizabeth is a target, that’s for sure. She is a small neighbor with no military traits who already did some of my wonder-building for me. Nature, red in tooth and claw, at its finest (OK, OK, alien nature, green in tooth and claw).

Then Montezuma. I love me Montezuma – many a time did I pay him off to go to war with my rival, slowing them down while I sped ahead to industrial age. And if I do beat Elizabeth, I should have enough tech superiority to beat his longbows with riflemen, which is my kind of battle.

So, it is a given. Research towards Construction for catapults, then Machinery for macemen, build axemen (the English are defending with axemen themselves, so swordsmen are useless) in the meantime – if I have enough bodies, then take the outlying cities in the first war using axemen, and finish the job with macemen a few turns later.

So, here is the land. I want Nottingham, but will burn Hastings and rebuild it one to the east, to pick up some coast and its sweet trade routes. Then both armies will converge on London, and if it’s not too heavily defended, take it in the first war. If it is, leave it – with London and York (in the south, not pictured) England will be easy pickings for a second war.

***

Turn 114

So here I am, researching Currency for a +1 Trade Route (+2 P in all cities seems worth it – in retrospect I probably should have went for macemen straight away).

And then Monte declares war on Lizzy.

Well, this could either be good – he takes her spare forces out, or bad – she actually begins building more forces.

It’s the bad – instead of having just two axemen defending each city, she now also adds an archer and a spearman. I need more troops!

***

Turns 122 – 133

The war lasts eleven turns. Or three centuries. The aliens are methodical, not fast.

I lose a fair few units, but each turn a new axeman is sent to the front from the capital, so it’s not really a contest. London brings me the Great Wall, the GLH, Scotland Yard and a settled General. The GLH is the jewel in my crown, but I’ll take everything else as well.

With three new cities, my economy is down to 30%. However, numbers do not tell the whole story, as I do hire a lot of scientists all over the place.

The Great People I get are two prophets, and the rest are scientists. The prophets build the Hindu and Jewish shrines, whilst the scientists will Academize most of my original cities.

Also, notice that the English have founded Buddhism, and I got Confucianism as well earlier on. So I have access to four religions right now, with two of them being money-makers (alas, in different cities).

Regroup and finish going for Machinery.

***

Turn 138

Had a look at English land. What a wonderful place York would be if it were
one tile west – for human food, that is (with lighthouse the freshwater lakes are 3F 2C). For us aliens, the entire land is rather unappealing. Lots of alien commerce, but not enough hills and not enough plains to work them all. Oh well, we’ll keep York where it is.
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Turn 155

A bit of preparation, upgrades to macemen for the best soldiers, a short march to York, and with a loss of a single alien regiment, the English are no more.

Sic transit gloria mundi.

Montezuma can only watch from the hills to the east in astonishment. I’m quite surprised, actually – I would have thought he’d pack more of a punch, perhaps take York before me (he was at war with Elizabeth all this time).

***

Turn 159

I am a very foolish person. Or inattentive. Or something. Anyway, after this city ran out of useful items to produce, I asked it to produce “Research”. And that it did, more than doubling its science output.

This is… interesting. This is… powerful. It means that those cottages that I’ve been building (one or two per city) to give them some production bonii, can also be converted to research in an instant.

Wow, so maybe that’s what the commotion was all about when rules changed from “50% of hammers go to research” to “100% hammers go into research”.

Anyway, here’s my good production city. I’ve got mines and workshops to keep me increasing city size, four cottages for hammer-time, and four scientists already. Later, I will add more desert mines, and put plantations on the incense. This will allow me to easily switch between three scientists, and three 6P plots at any moment. The aliens sure are flexible that way!

Also, I have four religions in my empire (later five, as I got to Philosophy and Taoism). For Hinduism and Judaism, I have shrines, so spreading missionaries around is a no-brainer. In addition, there’s a new wonder (well, new for me, anyway) called Schwe… Schwe… ah, well, it’s one that gives you any Religious civic you want.

Free Religion for the aliens! I have four native +1 happy in each city, and when I need to have another shiny happy person, I just build another temple (takes around 2-3 turns with my production levels, and Spiritual trait). Now, this is way more fun than warfare.

***

Turn 175

Montezuma now has longbows. OK, I did not want to fight you anyway until Cavalry.

***

Turn 181 – 1210 AD

I build a Citadel. In ten turns, I will research Economics, making it obsolete.

For now, I research Nationalism, and then I will pick up Liberalism, and then take Constitution as a free technology. And then… And then, Monty, I shall climb the tree of technology to Rifling and Military Tradition, and you shall tremble before the might of my six-legged Cavalry! No, it’s not that we ride six-legged beasts, it’s that the rider has two legs too.

***

Turn 194

So, what happened? Well, I got distracted.

You know how it happens, right? Start thinking “Get to Rifles, kick Monty’s butt”, end up “Let’s get Economics and Free Market first”. Well, a fat lot of good it did me. Nationalism -> Liberalism -> Constitution -> Banking -> Economics, and just as I was thinking “ooh, I wonder how much an extra trade route will be worth to me?”, Monty declares on me.

This also severs all my trade routes with everyone else. Mercantilism it is, then.

So, am I going to lose London? Fortunately, not. The stack of doom is three units that we can see here, and a couple of chariots to the east of them. My macemen make short work of them.

I get Military Tradition first, start building Cuirassiers (ooh, I never built one of those before) in Madrid and Seville, and sending them to the front. My research is going turbo-super-charged now - we just doubled the output of every scientist, then went ahead and hired a bunch more, so it went up from 404 at 60% to 854 at 50%.

Ten turns later, a couple Cuirassiers at the front together with some City Attack 3 macemen manage to take the first Monte city, at which point the following happens.

Why, Hannibal? Why did you have to do it? I actually was going to let you live and challenge you to a spaceship race. Seriously, I’ve got Hannibal showing up in my last game, and he’s usually ahead of the pack technologically, and not a pushover by any means. He seems to be one of the top dogs of the AI’s, and killing him with Cavalry in 16th century is just unsporting.

Oh well, let’s get Monte killing over with.

***

Turn 215 – 1525 AD

I’m building railroads to speed up Cavalry arrivals (around two per three turns, these days), yet when they come there, they meet people with sticks. It’s like shooting fish in a barrel. More than that, this is the kind of warfare I approve of.

I notice that Monte is a vassal of Hannibal – is that why the latter entered the war? Well, he got his nose bloodied, that’s for sure – he had a reasonable stack of doom a few turns earlier, but two suicide cannons and a dozen cavalry took care of them easily enough.

Oh well, Hannibal, the vassal system is not really working. All the cool civs are adopting Caste System, anyway.

***

Turn 216 – 1530 AD

Monte is dead, and I had enough of the bloodshed. I secure peace with Hannibal.

I have two rivals left. Neither one has Education. Bismarck lacks Printing Press, but is researching Steel. Hannibal is trudging towards Democracy, and will be done in six turns. In three turns, I will have Assembly Line, making Grenadiers useless – not that they have those, either, but that’s where I expect them to be heading next for defense.

I’m producing circa 1,500 research points per turn without much optimization. Between the two of them, I’d expect my rivals to produce a thousand at most.

The game is in the bag. What do I want to do? Rebuild my Cavalry and do a frontal assault?

Or perhaps get myself some destroyers to bombard the coastal defences and waltz into undefended cities? Go the whole hog – transports with marines? Or just tanks, combat railroad engineers and battleships?

Or should I just sit back and launch a space ship whilst Bismarck and Hannibal are left in the dust?

Ah, the choices…
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Maksim Wrote:The game is in the bag. What do I want to do?

It's not clear whether your game is unfinished, or whether you're just taking a break in writing the report. Just want to clarify that if you are still playing to finish, please do so before reading any of the other report threads. Not a big deal in an unscored game, but do be aware of the spoiler situation.

Thanks for the report so far and I'm looking forward to the finish.
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T-hawk Wrote:It's not clear whether your game is unfinished, or whether you're just taking a break in writing the report. Just want to clarify that if you are still playing to finish, please do so before reading any of the other report threads. Not a big deal in an unscored game, but do be aware of the spoiler situation.

Thanks for the report so far and I'm looking forward to the finish.

Alas, I never got around to finishing the game - partly due to time constraints, but also because I thought the endgame would be repetitive: build Cavalry, throw at enemy, achieve victory. At that stage, I could pretty much set all cities to build research, except for a couple, and win the game in 50-100 turns without much thinking.

I really enjoyed the game up until that point, though! Thanks a lot.
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Interesting write up, particularly went yikes at the early capital gem pop.

Got the impression there's meant to be screenshots in the report? Ahh - just read your edit comments.
How did they screw up?
Resolution too large?

Maksim Wrote:Aargh! I just lost a five-food plot. The pain is unbearable!
Maksim Wrote:I land Civil Service slingshot! Life is good.
Maksim Wrote:Well, the English have to go. Nothing against you, dear old chaps,
Maksim Wrote:Sic transit gloria mundi.
Maksim Wrote:Montezuma now has longbows. OK, I did not want to fight you anyway until Cavalry.
Maksim Wrote:It’s like shooting fish in a barrel. More than that, this is the kind of warfare I approve of.
lol

I enjoyed that immensely, more reports from you please. smile
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Maksim Wrote:What follows is a nail-biting experience of pressing “Enter” five times in a row, and… Success!

...

OK, so now what?

I have to laugh. I have this experience all the time in Civ. I get so focused on a short term goal, then achieve it (or not!), and then have to step back and think of another short term goal. I think this is why Civ is so addictive to me.

I echo pocketbeetle's request for more reports in future (or past eve) events.
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Compromise Wrote:I have to laugh. I have this experience all the time in Civ. I get so focused on a short term goal, then achieve it (or not!), and then have to step back and think of another short term goal. I think this is why Civ is so addictive to me.


I do that too, but that's also part of the problem where I play Civ so slowly. While working on a short term goal, every turn I'm also thinking "what ELSE should I be doing now that I'm going to want to have prepared for in 20 turns." Sometimes the answer is nothing, but often it's to have workers or a spy or a naval transport ready for something or other.
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