This will be a long-running series. Playing each of the races on Medium/Impossible/5 races until there’s a victory – there’s a chance that Large is harder than Medium under Kyrub’s patch, but I definitely won’t be finishing that many Large games, since this is at least 10 games and more likely to be 15-20 (although it's possible the reporting will make me play more carefully & your advice is always welcome). No variants, other than the usual exploit list.
First one? Klackons. I think the Klackons are way better than the Psilons, because early game expansion is so important and the Psilons can’t keep up with that.
This will be Klackons -> Psilons -> Meklar, and then we’ll see where it goes from there. Darloks and Mrrshans will definitely be the hardest (mostly because of Diplomatic issues). Silicoids are powerful, but they’re so different that I don’t know when I’ll want to tackle them. Sakkra are also pretty good because of their potent early game. Humans are so good, although the exploit rules limit some of their abuses. Alkari and Bulrathi bonuses are pretty weak, but at least they don’t quite have the atrocious diplomatic issues of the Darloks and Mrrshans.
EDIT: Status:
Klackons: Victory (Tries required: 1). Method: Extermination in 2492.
Psilons: Victory (Tries required: 1). Method: Diplomatic Victory in 2525 (32/52 votes from myself)
Meklar: One defeat.
Humans:
Silicoids:
Sakkra:
Alkari:
Bulrathi:
Darlok:
Mrrshan:
Impossible Klackon 01 (I really hope I don’t have to do double digits for any of the races; Mrrshans may be a real challenge).
Starting map:
There’s 3 worlds within range (Purple, red @ 2 parsecs, and red @ 3 parsecs). This looks really good. This NE corner of the map should pretty trivially be ours. That’s 12 stars we could potentially colonize, depending on habitability/existence.
The blue world to the SW is 6 parsecs from Kholdan01 looks like a really important choke point. I’m going to behave as though there is an AI in the yellow stars that are due south – if neither of those two are occupied, then this game just got much easier. Meklar and Silicoids are unfortunate opponents – Meklar because they can be tech powerhouses with only a few worlds, and Silicoids for obvious reasons.
So opening turn:
1) Definitely sending the colony ship with a scout escort because The Guardian has a 2% chance of just ending the game if I don’t.
2) Going with the THREE parsec red star – that way I’ll know where to send the Colony Ship if it turns out to be uninhabitable.
3) I really want to be the first person to get to that blue star to the SW. So that’s the second scout’s destination. It’s a 7t mission because of the nebula, and it’s definitely inside the nebula, so holding it is going to be difficult.
4) see three additional high-priority scouting missions: Purple and 2nd red star, and the green one to the south.
5) The Red, White, and Green stars all to the west are each at 7 parsecs from Kholdan. So they won’t be getting scouts for a while.
6) If I’m going to hold at 6 scouts before getting my 3rd colony, I need to start sending the 6th scout out now so I’m making informed decisions. So that means building 4 scouts on turn 1. Klackons can handle this.
2302:
Uxmai is a size-55 poor world.
But we guessed correctly: Anraq is a size 95 Terran
Send Anraq’s scout to the red world to the south, and Uxmai’s to the green world to the east, who will then head to the white world after that. I send 7M to Anraq – I’m going to keep Kholdan at size 40 until there’s enough pop at Anraq for it to end up at 1/3. About the time I do that, I will go above 6 scouts and make a bunch more in anticipation of forward deployment when we get Range 4 or 5. Getting a scout screen deployed as far and fast as possible is the most important early-game action you can do to secure space against MOO AIs – I’ve found that trying to build fleets to contest worlds I can’t just send a colony ship to rarely works (either the AI sends no guns or absolutely way too many of them most of the time). And that trying to pinch pennies by holding out on full scout deployment tends to lead to pound-foolish decisions and/or lost worlds that could have easily been ours.
Scouting reports start coming in (here’s the map at 2306):
2306: Darloks are spotted. Pretty sure that’s only possible if they’re in the yellow star that’s circled. That’s a little unfortunate, I was hoping to have a little more flexibility, but they’re not the Silicoids and they’ve got an Inferno and a Dead world in the way, so I’m not under any direct pressure from them.
2308:
Dilemma on starting tech. I went with Range 5 but think this was a mistake I should have known better about at the time – while I knew Cygni was 5 parsecs away (Size 65 to the north), I forgot to check whether Hyades (Size 45 to the NE) was 4 or 5 parsecs away from Cygni, and it was 4. So I could’ve started with Range 4 and still gotten every currently known world (and unlocked the most important worlds to the west to scout). Anraq is spending 2 turns on seeding the tech, and then it will start trickle research. I’ve shut off transports at this point.
2309:
Order up a round of 9 scouts so they can make sure I’m pre-deploying scouts for when Range 5 comes in, and can ensure there’s no surprises from a Darlok scout getting somewhere they shouldn’t early. This is also because I’m going to be building colony ships very soon, and it’s not possible to switch from those to Scouts if the need arises.
2310: SUCCESS! Paladia is an Artifacts world, and I’ll happily take IIT9 for free, that’s going to jumpstart production nicely.
Here’s the worldview with the first round of scouting complete:
2312: I start a Colony ship for Uxmai (6t build). I’m trickling in a few factories while finishing it in 6 turns. I want to have 3 colony ships ready to go when Range 5 comes in, but we’ll see how that holds up. I'll probably get to 120-140 factories (especially with the discounts!) and start a Huge Prebuild while research is ongoing. Poor worlds are so much better for the Klackons since we'll be skipping factories here through at a minimum the discovery of Range 5. I do tend to build factories in Poor worlds, but they're not a top priority here.
I’m going to stop here for the moment. That’s enough for one post.
Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW
Changelog version 1.2
Tile Yields and Improvements
Lumbermills: Available at Machinery, +1 commerce, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
Game Mechanics
Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
Inflation: Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
War Weariness: War weariness declines faster after the war ended
Religion spread: Spreading religions via missionaries to your own cities never fails
Global warming: Removed
Espionage: Active missions removed
Espionage: 'No espionage' option fixed, see bugfix section for more details
Techs
Agriculture: Cost 40 instead of 60
Mysticism: Cost 60 instead of 50
Fishing: Cost 50 instead of 40
Metal Casting: Cost 300 instead of 450
Alphabet: Cost 250 instead of 300
Mysticism: Now adds +1 commerce to Palace
Astronomy: Add Paper as another prerequisite
Refrigeration: lose +1 sea movement
Buildings
Castle: Obsoletes at Corporation instead of Economics
Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
National Wonders
Red Cross: Cost 200 instead of 600
West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
Wonders
Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
Great Lighthouse: +1 trade route in coastal cities instead of +2
Statue of Zeus: Obsolete at Gunpowder
Unit mechanics
Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
Land units
Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting)
Swordsman: +20% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
War elephant: Strength 7 instead of 8
Airship: Cannot see submarines
ICBM: Cost 1500 instead of 500
Tactical Nuke: Cost 750 instead of 250
Nukes: Nukes never create fallout on tiles containing strategic resources.
Naval units
Work Boat: no longer require any tech (still require Fishing to work water tiles).
Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
Submarine and Attack Submarine: Flanking vs Transports
Corporations
Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
Civics
Serfdom: +1 hammer on Farms and Watermills, +1 commerce on Windmills
Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
State Property: Lose +10% Hammer in all cities
Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
Vassalage: Medium cost instead of High
Traits
Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce, +100% production of bank
Expansive: Remove Worker bonus, add +100% production of Aqueduct
Creative: Reduce Library bonus from 100% to 50%, Remove production bonus for Colosseum
Charismatic: +100% production of Monument, +100% production of Colosseum
Imperialistic: +100% production of Stable
Aggressive: +1 happiness on Barracks and +100% production of Jails
No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP
BUG integration
BUG fully integrated
New BUG feature "Grid for graphs"
New BUG feature improved Active advisor screen
Cosmetic changes
Adjusted placement of techs in the tech tree, so that the Paper requirement for Astronomy looks nicer
Additional bug fixes
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.
Workboats no longer count as military units for upkeep. They're also no longer considered a military unit so a War Academy will not speed their production.
Trade route turn order bug.
Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).
Build culture double production.
Build wealth/research/culture + production automation double production.
Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).
Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).
Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.
Maximum player number increased to 52
Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here
CvCity::init - Building a city on floodplains no longer removes floodplains, they'll still be there if city is destroyed (from Mongoose SDK)
CvCity::getProductionModifier (three versions of this function) - Changed to allow mods to create negative production modifiers (thanks NotSoGood)
CvCity::setBuildingHealthChange - Fixed several copy/paste and logic bugs affecting bonus building health from events, especially after city conquest (thanks Emperor Fool)
CvCity::setBuildingHappyChange - Fixed several logic bugs affecting bonus building health from events, especially after city conquest
CvCity - Added function getNumActiveWorldWonders()
CvCity::PopOrder - Fixed issue introduced by prior attempt to fix handling of buildings with player limits. Building classes which set iMaxPlayerInstances should now work correctly regardless of what iExtraPlayerInstances is set to. (thanks ztjal)
CvCityAI::AI_yieldValue - Fixed issue causing city governor and AI to heavily weight food when building gold or any other form of commerce. Produced unexpected and poor results for human player, did not help AI either.
CvCityAI::AI_doHurry - Fixed several bugs where AI would incorrectly think it was getting a great deal on a pop/gold rush when it was actually doing the other kind of rush. (thanks Pep)
CvPlayerAI::AI_isFinancialTrouble, CvCityAI::AI_updateBestBuild, and CvPlayerAI::AI_getMinFoundValue - Fixed bug in calculating expenses when AI has negative gold per turn
CvCityAI::AI_cityThreat - Fixed bug when AI is running crush strategy, wrong int was divided
CvCityAI::AI_neededDefenders - Improved efficiency and minor tweaks
CvCityAI::AI_chooseProduction - Fixed bug reducing AI production of workers, and a similar issue for barb players producing too many
CvDLLButtonPopup::launchFreeColonyPopup - Removed cities whose liberation player you are at war with from popup.
CvPlayer and CvDLLWidgetData - Fixed bug where you could acquire unlimited free techs from Oracle or Liberalism (thanks Emperor Fool)
isPotentialEnemy in CvGameCoreUtils - Fixed bug leading to AI launching invasions when unable to declare war, troops eventually got bounced when war was declared
CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display of exposing spies text for buildings which lower espionage defense (thanks Afforess)
CvGameTextMgr (many places) - Fixed issues where unhappiness and unhealthiness from civics or buildings would incorrectly show up as -(unhappy face) instead of +(unhappy face) in several circumstances. (Thanks EmporerFool, Grave, Afforess)
CvGameTextMgr - Game will now properly display info for buildings which generate unhappiness in an area or globally, or produce state religion unhappiness (should these ever come up in mods)
CvPlayer::canFound - Changed handling of founding on water tiles so that Python callback has final say if it is turned on
CvPlayer::removeBuildingClass - Fixed issue with removing buildings when building class was maxed out for some mods (thanks EF)
CvPlayer::canTradeItem - You can now ask AI members of your own team to change religion or civics (thanks denev)
CvPlayerAI::AI_civicValue - Fixed crash bug in multi-player simultaneous turns games created by necessary re-timing of AI_doSplit (thanks to TheOnlyDJCat for debugging help)
CvPlayerAI::AI_conquerCity - Fixed bug where cityAcquiredAndKept event reported wrong player in some circumstances (thanks Maniac)
CvPlayerAI::AI_targetGold - Fixed bug causing AI to not bother with budgeting for expenses for first 40 turns of scenarios and advanced start games
CvPlayerAI::AI_foundValue - Added missing division for iClaimThrehsold (thanks denev)
CvPlayerAI::AI_unitValue - Stealth boats do not make good escorts since they often don't defend, so AI is now very unlikely to use them as escorts for transports.
CvPlayerAI::AI_getHealthWeight - Fixed bug for mods where civics with negative iExtraHealth were evaluated incorrectly (thanks phungus420)
CvPlayerAI::AI_getHappinessWeight - Fixed bug for mods where civics with negative happiness effects from troops, largest cities, or war weariness were evaluated incorrectly
CvPlayerAI::AI_bestPlotEspionage - relevant weights are 0, +- 50, +- 100, so comparison for Agg AI should be < 51 instead of < 50
CvPlayerAI::AI_changePeacetimeTradeValue and CvPlayerAI::AI_changePeacetimeGrantValue - AIs you haven't met yet will no longer get angry at you for trading with their worst enemy (thanks Sephi)
CvPlayerAI::AI_doDiplo - Fixed issue where team is sneak attack ready but hasn't declared war, AI would still demand tribute. If other team accepted, it blocked war declaration for 10 turns but AI still launched invasion and was then bounced when it could eventually declare.
CvPlayerAI::AI_getStrategyHash - Fixed incorrect counting of destroyers as mobile anti-air
CvPlayerAI::AI_getTotalFloatingDefendersNeeded - Fixed poor decision by AI if it has captured one or two cities on someone else's continent, it would minimally defend its new cities
CvPlayerAI::AI_getStrategyHash - Fixed several bugs where player ID was used where team ID was intended
CvPlayerAI::AI_targetCityValue - Fixed issues with valuation of cities with inactive world wonders, multi-holy-cities
CvPlayerAI::AI_commerceWeight - Improved valuation of generating culture in human player cities when culture bar is > 50% (ie, player probably going for cultural victory)
CvPlayerAI::AI_bestTech - Fixed potential rare crash bug in mods where units with no transport capacity can upgrade to units with transport capacity (thanks Afforess)
CvPlayerAI::AI_missionaryValue - Fixed copy and past bug causing overvaluation of missionaries for AIs going for cultural victory early in the game.
CvPlayerAI::AI_unitValue - Fixed potential crash bug in looking up AI_unitValue for UNITAI_MISSIONARY units without passing a valid CvArea*
CvSelectionGroup::continueMission - Fixed issue causing units with multiple orders to forget their later orders under certain circumstances. (thanks Pep)
CvTeam::doTurn - Added barbarian passive tech fix from Mongoose SDK
CvTeam::shareCounters - Fixed bug causing inappropriate overflow research and effectively free techs when forming a Permanent Alliance
CvTeam::addTeam - Fixed bug where, if civs A and B join in a permanent alliance, they get the max of A and B's espionage points against C but C just keeps its point against A and loses its points to B if that's higher
CvTeam::shareCounters - Fixed bug in permanent alliances when No Tech Brokering is turned on, where a civ would often become unable to trade a tech they had researched after entering a permanent alliance.
CvTeamAI::AI_doWar - use bFinancesProLimitedWar for limited war calc instead of max war version
CvTeamAI::AI_calculateAreaAIType - Fixed incorrect index usage (thanks cephalo)
CvUnit::convert - Fixed potential issue in mods where units with transport capacity might upgrade to units without (from Mongoose SDK)
CvUnit::shouldLoadOnMove - Fixed issue with all terrain land units moving onto water tiles with transports in them (from Mongoose SDK)
CvUnit::canMoveInto - Removed strange behavior where setting a unit to be unable to enter a terrain type would be overridden by features (forrest, fallout) (thanks TC01)
CvUnit::isIntruding - Kept 3.17 unofficial patch feature that vassal spies are never caught in master's territory
CvUnit::canAirDefend - Land units which are on transports can no longer defend against air attacks (from Mongoose SDK)
CvUnit::collateralCombat - Kept 3.17 unofficial patch feature which allows mods to enables barrage promotions for collateral damage units
CvUnit::canSpread - Moved Python cannot spread callback to end of function where it belongs, will speed up those mods which use this callback a little
CvUnit::canRangeStrikeAt - Added check for whether target plot is visible (thanks God-Emperor)
CvUnitAI::AI_spreadReligionAirlift and CvUnitAI::AI_spreadCorporationAirlift - AI will no longer airlift multiple of the same kind of missionary or executive to the same target spread city on the same turn
CvUnitAI::AI_paradrop - fixed bug with valuation of terrain bonuses causing paradrops to avoid bonuses in some circumstances when intention is clearly to encourage landing on bonuses and pillaging
CvUnitAI::AI_settleMove - fixed bug when settler cannot reach a city site in an area (blocked by mountains, other player). Caused settler to wait infinitely in city instead of loading into transport.
CvUnitAI::AI_assaultSeaMove - Fixed bug where unit type was used when unit AI type was intended
CvUnitAI::AI_specialSeaTransportMissionary - Fixed minor bug in valuation for executives
Knowledgebase For Modders
All of these are additions for balancing the game
GlobalDefines.xml
CIRCUMNAVIGATE_MIN_WATER_PERCENT = The Circumnavigation bonus is only active if the map has more then X per cent of water tiles
TECH_COST_CIV_COUNT_HARD_CAP = Upper limit civs giving known tech bonus. 0 is disabled
TECH_COST_CIV_COUNT_HARD_CAP_LOWER = Lower limit civs giving known tech bonus. 0 is disabled
TECH_COST_MODIFIER_PER_ERA_MULTIPLIER = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_MAXIMUM_ERA_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_EARLY_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
TECH_COST_TOTAL_MODIFIER_ADVANCED_CAP = Use highest era (possibly capped) and multiply with the fraction of contacts knowing the tech, TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER, and TECH_COST_MODIFIER_PER_ERA_MULTIPLIER
SLAVERY_NERF_ENABLED = Whips generate now 30/20/20/.. hammers for the 1/2/3/.. whip
CIRCUM_FOR_EVERYBODY = Every player receives the circumnavigation bonus
ENABLE_EXECUTIVE_SPAWNS_FOR_STRAGGLERS = An corp executive is spawn for players discovering this late after the HQ was settled, might be broken
ENABLE_FINANCIAL_RIVERSIDE_PENALTY = Financial bonus does not apply on river tiles
ENABLE_TREAT_TOROIDAL_MAINTENANCE_AS_CYLINDRICAL = Toroidal maps have the same maintenance cost as cylindrical
ENABLE_NO_ESPIONAGE_FIX = Does what it says
OWN_CITY_FAIL_GOLD_MULTIPLIER = You no longer generate fail gold for multiple same national wonders etc.
ENABLE_PITBOSS_PAUSE_FIX = Does what it says
PEACE_TREATY_NEGOTIATIONS = Works with the disabled "Immediate peace treaty negotiations" game option. Defines when peace treaty negotiations can start
TECH_COST_SCALING_ALGORITHM = Enable the tech cost scaling from SevenSpirits Tides of War mod
ENABLE_ALWAYS_SUCCESSFUL_DOMESTIC_RELIGION_SPREAD = Missionaries always succed spreading religions to your own cities
ENABLE_RIVER_SIDE_YIELD_ALSO_ON_CORNER = River bonus (Lumbermill and Forest Preserve) also applies to the corner tiles
ENABLE_NON_WORKABLE_TILES_DUE_TO_COASTAL_BLOCKADE = If a tile is blocked by a coastal blockade the adjacent cities can no longer work this tile
CIRCUMNAVIGATE_FREE_TRADE_ROUTE = Gives +X Trade routes on circumnavigation
ENABLE_INFLATION_TECH_ALTERNATIVE = Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
CIV4BuildingInfos.xml
DirectProductionTraits = This gives a straight hammer reduction to the building. e.G. a Granary with value 10 would cost 10 hammers less.
bAddsFreshWater = makes the city act as a source of water
CIV4TraitInfos.xml
iCityUpkeepModifier = The upkeep per city is reduced by a per cent value
ExtraYieldLandThresholds = works just like ExtraYieldThresholds, but only on land tiles
ExtraYieldWaterThresholds = works just like ExtraYieldThresholds, but only on water tiles
iTradeRouteModifiers = gives a per cent bonus to trade route income similar to the harbor
CIV4TechInfos.xml
FreeUnitEverybodyClass = Gives everybody, who discovers the tech a free unit
CIV4ImprovementInfos.xml
bPermanent = was changed so that it no longer controls if an improvement can be pillaged, everything else still applies
bNotPillage = now this controls if an improvement can be pillaged
CIV4BonusInfos.xml
bNukeImmune = makes the tile on which this bonus resides immune to fallout, so improvements on it won't be destroyed by nukes
CIV4UnitInfos.xml
DirectProductionTraits = This gives a straight hammer reduction to the unit. e.G. a Worker with value 10 would cost 10 hammers less.
I have Window 7 and I'm trying to use different launchers for different MP games, in order to avoid typing the IP address each time.
I tried to add the "ini=myinifile" in the destiny of the Desktop Icon for starting the game, and create one ini file for every game. The command for launch looks something like: "c:\intallation path....\Civ4BeyondSword.exe" mod=mymod ini=myinifile
But it doesn't work. It does not recognize myinifile
Should I made a bat file for launching instead of using the Desktop Icon? Or are there any other option than creating different ini files?
Any hints?
I can win on advanced consistently and some of the time on expert with all the other schools of magic, but I get nowhere with death magic.
I just can't even seem to create undead enough to make it worthwhile trying. Ghouls don't damage much in nodes and just get destroyed easily (sprites are so much better for this).
They aren't very good at attacking other wizards as they get picked off by ranged before you can cast darkness and use them.
Drain life seems to do almost no damage at all for me, maybe one or 2 HP and then I have to kill units in other ways, so they don't get raised as undead.
I tried a build with two life books for heavenly light and guardian to allow ghouls to pick off any enemies that attack my cities, but nothing attacked me for most of that game.
There aren't many unit or city enchantments to help in other ways.
Often when I play a game, I've already consolidated power before beating the Guardian is possible.
What is the earliest in a game you have managed to beat him? What was your strategy?
I've never done it without a Zyro shield at minimum. Automated repair is helpful but ships still get trashed without the missile def.
I think it would make the game more interesting if winning was contingent on taking Orion, and not something to do for an overpowered victory lap.
I started a new game where Orion was right next door to my home planet. I've basically conquered the large map, but am still amassing a fleet to see if I can beat the Guardian by the skin of my teeth.
I like huge ships, high energy focus, and all the frickin laser beams.