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need girl for friend? |
Posted by: Nadejd890 - September 20th, 2006, 12:13 - Forum: Off Topic
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I'm single girl my email: nadennkaass@gmail,comand i search single man, I'm 25 years old. If you search woman for pen pal and more write to me and i can send to you more information about me and send to you my new pic My Name Nadejda i am single woman i newer be mearid but now I search man to love. I don't have credit card and i use it forum to dating with man, write to me and wee start our relationship my e-mail: nadennkaass@gmail,com. I waiting your letters in my mail box.Write to me and we will start our relationship.Nadejda.
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Adventure 11 - Zeviz's Report |
Posted by: Zeviz - September 20th, 2006, 01:50 - Forum: Civ4 Event Reports
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I am sorry about posting the report at the last possible second. I was going to post just a summary earlier, but these things tend to grow and I ended up spending the whole evening to turn it into a complete, although mostly brief, report.
This game was the closest space race I've had in a while and featured losing a city to barbarians, a backstub by Alex and space race that ... well, let's talk about things in order.
Pre-game Thoughts
My initial assumption was that a team of 2 AIs is similar to a single AI with double production and research output, which would make this game harder than Deity. I later realized that more accurate comparison would be to a single AI that starts with 2 settlers and has significantly lower maintenance costs. However, it eventually turned out that we were faced with a team of 3 Financial AIs (luckily they didn't have much cottagable land on their continent), and a team of 4 Industrious AIs. So my initial assumption that the game would be "very hard" turned out to be correct after all.
I thought there would be two ways to approach this scenario:
1) A military campaign with a beeline to Astronomy to get to the AIs on the other continents before you have to fight infantry with Maces.
2) A space race.
I am sure some people have successfully tried the military approach, but I've had enough warfare in Epics 4 and 6, and fighting is my weak point, so I chose the space race.
My assumption that game difficulty would be comparable to Deity, combined with prohibition against attacking neighbors, caused me to ignore early wonders and religions and focus entirely on expansion and super-economy (and diplomacy) beeline of Writing (Library and OB) -> Math -> Currency (trade routes and $ deals) -> CoL -> CS (stronger capital) -> Paper -> Education (Universities) -> Liberalism, or Printing Press (more income). After that, I was going to either try for a Permanent Alliance, or continue space race on my own, but my initial plans didnât extend that far.
Initial Expansion
My initial build order was Warrior (letting city grow to size 2) -> Worker -> Warrior (interrupted with 1 turn left when city hits size 3) -> Settler
My strategy was to expand as quickly as possible to claim good city spots before AIs got there. I did a lot of scouting with the first 2 warriors, taking the risk that the capital would be able to finish its partially built 3rd warrior if a human barb was spotted. Later, I used chariots for Barb-control, because Iâve had good experience with them in Adv. 4, and Copper was too far away. Unfortunately, Adv. 4 was played with Egypt, whose War Chariots have strength 5 vs. strength 4 for normal chariots. This caused my losses to be much higher than expected and forced me to spend more time building military. However, the greatest advantage of chariots is that they can move 4 squares per turn along the roads, allowing me to always have at least 2 units in a threatened city, with 1 or 2 more nearby. My decision not to research hunting and archery might have been a mistake, but more on that later. I wanted to research only techs I absolutely needed and Chariotsâ main advantage was that they required no extra techs to research.
Technologically, I got Fishing from the hut east of Mecca, but got just cash and experience from 3 other huts Iâve popped. The regular research went into
Agriculture -> Animal Husbandry (pasture and horses) -> Pottery (cottages) -> Mining -> Bronze Working (reveal metals) When I saw how far from capital Copper was, I decided to stick with chariots instead of taking the risk of researching IW. Next I started the primary economic path:
Writing (Libraries) -> Sailing (2nd city was coastal, so this enabled foreign trade with both Alex and Cat around 1500BC, letting me start working on those diplomatic bonuses from âyears supplied with resourcesâ and âfair tradeâ) -> Math -> Currency (letting me get some gpt for resources I was donating, and doubling number of trade routes)
Meanwhile, Medina was founded 5 tiles west of the capital in 2520BC. It had tons of food from a couple resources, and lighhouse-on-a-lake, a couple hills for production, and lots of grassland and plains for cottages. Happiness was the only limit, but I was going to build the Globe Theatre there, planning to research Alphabet and Drama just for that (and Theatres would be useful for culture wars and would provide extra happiness with dyes.)
I see Russian border in the south in 1800BC. This causes me to panic, because Cat is about to get all those floodplains. I rush a settler down there and found 3rd city NW of Gold in 1560BC. The city has no food bonus aside from 2 floodplains, but with floodplains cottaged and gold mined, it becomes a research powerhouse right away. Replacing all grassland forests with cottages allows the city to maintain its research contribution later, despite never growing past size 10 or 11 due to lack of food.
Alex founded Hinduism in 2600BC, so it was very possible for the player to get it, but I didnât know it at the time and, expecting Deity research rates, preferred not to risk it. The religion spreads to Medina while I am researching Currency, so after Currency I take a detour to Meditation -> Priesthood to be able to fully benefit from it. I also adapted Hinduism almost right away, getting both AIs up to Pleased due to shared religion bonus.
After the Priesthood detour, I research Metal Casting (Forges will give happiness bonus), with an interruption for IW. After that, I return to the main line researching CoL -> CS.
Final Expansion
![[Image: arabia1adnorthfc9.th.jpg]](http://img227.imageshack.us/img227/6791/arabia1adnorthfc9.th.jpg)
![[Image: arabia1adsouthrr3.th.jpg]](http://img205.imageshack.us/img205/193/arabia1adsouthrr3.th.jpg)
Here you see the Arabian Empire in 1AD. Narjan was founded east of Mecca to start developing the good land there. Baghdad in the south locked in Cat, letting me settle the jungle site in far south at my leisure. The lands around Baghdad arenât very good, but the city controls 4 resources, including extra horses and marble. Finally, Kufah was founded in the north to get Iron, 2 Deer, and more Marble, and set the border with Greece, hopefully denying some resources to Alex.
The barb axe near Kufah shows one of the most serious dangers my cities had been in. The road is still being built, so second chariot canât get to the city in time. However, that city was saved by Alexâs Horse Archers, whom you see west of the city.
In 75AD, a Barbarian Swordsman approaches Narjan, resting in a cornfield. There are 3 shock chariots in the city, and while 2 of them are slightly wounded, I am not too worried about the outcome. First chariot attacks at 33% and loses. This isnât unexpected and second chariot attacks at 56%. It loses again. This is a significant setback and in some circumstances could cause me to lose a city. However, I still have a 3rd chariot left. It attacks at over 95% odds ... and also loses. I whip out an archer, but the sword gains so much experience from his unlikely wins, that he heals by promotions and captures the city on the interturn. I canât even recapture the city, because itâs now down to size 1 because of whipping and capture, and I donât want to have to train another settler.
So I have to wait until connecting Iron around 275AD and training a couple axemen, before I can recapture the city in 375 with the help of same 2 HAs from Alex, who saved Kufah earlier.
I later founded 4 more cities:
- A production center west of Kufah, which generated little commerce, but became a production powerhouse when all forests were lumbermilled.
- A research center in the southern jungle, getting 2 Dyes, 2 food resources, 2 mines, some cottages, and lots of coastal tiles. Due to liberal application of the whip (I had +5 anger from it at some point), this late city finished its infrastructure faster than most others, including some early ones.
- A fishing village in the north to grab 2 Silvers (this city was able to work both silvers and still grow due to crabs and lighthouse-on-a-lake). It eventually even built a spaceship casing for me.
- A city on the site of Apache in the east on the picture below to grab last good location on the continent.
![[Image: arabia1000adsa5.th.jpg]](http://img206.imageshack.us/img206/1264/arabia1000adsa5.th.jpg)
I limited myself to these 10 cities, because by that time only tundra locations were left and while these locations would eventually become profitable, I preferred to save RL time and run my research at 80-90% by having only 10 cities. This allowed me to build only science boosting buildings and ignore Markets and Banks.
Meanwhile, Philosophical trait proved to be more useful than expected. I wasnât prioritizing great people very heavily, but my first Great Scientist still appeared early enough to construct Academy in Mecca in 200BC. Second GS appeared in 300AD and at that time heâd do the most good by settling in Mecca. Later I got enough Great Scientists to construct Academies in 5 more cities, ending up with Academies in 6 out of 10 cities.
One thing that helped my GP generation is that I adapted Pacifism right after discovering Philosophy and stayed in it during all times I wasnât running Free Religion. With my entire military consisting of 1 warrior/chariot per city (and 3 barb watchers), Pacifism was the cheapest civic to use.
Meanwhile, after discovering CS in 250AD (and revolting to Beurocracy right away), I researched Monarchy (Hereditary Rule is useful even if I have only 1 unit per city and gives diplomatic bonuses with both Cat and Alex). After that I resumed Liberalism beeline with Paper->Education, interrupted for Masonry (connecting Marble) and Calendar (Connecting Dyes). After discovering Education in 880, I take the time to research Alphabet->Drama, because Theatres would give extra happiness, I want Globe Theatre in Medina (should have built it in southern city instead), and Drama will make Philosophy cheaper.
Around this time I notice that Victory Screen shows only 4 rivals, implying that we are faced with teams of 3 and 4 AIs. This means PA is a must, so I go on a direct beeline towards it. I actually meet the other teams shortly afterwards, encountering Financial team in 900AD, and Industrious team shortly afterwards. Surprisingly, they are not as far ahead as I expected. Financial team didnât even have Feudalism when I met them.
Securing a Permanent Alliance
My research decisions at this time became very simple. After being the second person to discover Philosophy (Cat founded Taoism earlier, but wasnât a contender in Liberalism race due to low GNP), I researched Liberalism in 1090, taking Nationalism as the free tech. After that I researched Military Tradition for Defensive Pacts and went on a straight beeline to Communism. First I go for Machinery->Printing Press, discovering Printing Press before any AIs. Then I go for Compass->Optics->Astronomy->Scientific Method... When Optics is discovered in 1320, I realize that nobody knows Astronomy. They are up by a bunch of other techs, but Iâd expect large teams to be much further ahead at this point.
The main difficulty at the time comes from the diplomatic situation. The major teams are barely cautious with me due to religious differences and trading with the enemy. Going into free religion would solve this problem but would drop my allies down to net +10, which means that any negative would drop them down into Pleased (can attack without warning) territory. I immediately started resource-for-gpt deals with the 2 AIs I had a trade route with (due to galley crossing from Vickyâs culture into Catâs culture), but that will take a long time to have an effect.
So when Vicky and HC go up to cautious in 1190, I take advantage of Spiritual Trait by switching to Free Religion for 5 turns. In 1240 I open borders with everybody, return to Pacifism (getting back +6 shared religion modifiers with Alex and Cat), and sign Defensive Pacts with Cat and Alex. I was able to sign these pacts a couple turns earlier, but was waiting to switch out of free religion first to make sure the pacts wouldnât be broken if Alex made a demand I couldnât meet.
I generally agreed to all demands aside from breaking trade deals. With tech trading disabled, AIs could demand only cash and maps anyway.
I was delaying Taj Mahal to complete Oxford University first, because I felt confident about tech lead on the Nationalism branch. So Taj Mahal was completed only in 1380. This was the first wonder Iâve even tried building in this game.
While the diplomatic situation was causing a lot of worries (Vicky cancelled OB at some point, but never refused resource-for-gpt deals), research was proceeding at a good rate. After Scientific Method we discover Physics (for a free Scientist) and discover Communism in 1525. However, we still need some more turns of Defensive Pacts before Permanent Alliance becomes an option. I donât want to duplicate existing research that Iâll get by signing Permanent Alliance, so I continue the beeline up from Physics, checking whether PA is available every turn. Electricity is discovered in 1565, and Radio some time later. We even start researching Computers before Permanent Alliance finally becomes available in 1620. The picture below is the perfect illustration of my research strategy for this game. How often do you reach Modern Age without knowing Construction, Feudalism, Polytheism, or Gunpowder?
[img] http://img221.imageshack.us/img221/4623/beelineut6.jpg[/img]
Space Race
Alex doesnât like me enough to sign Permanent Alliance despite a +18 overall modifier. However, Cat does want a PA and she has stronger economy anyway. It turns out that you can only have a PA with a single AI, so it was a choice between Cat and Alex. I guess Alex is the PA partner for warmongers and Cat is here for builders.
Allying with Cat gives me all techs up to Rifling, Chemistry, and Theology, as well as most of research into Constitution, because we are able to discover it in 2 turns after taking just a turn to research Economics. After that, Catâs research capacity seems to be about 50-70% of mine, and becomes even lower near the end of the game.
After discovering Economics, I swap to Free Religion (primarily for diplomatic reasons), Free Market, Free Speech (I finally have enough towns to make it worthwile), and Serfdom (Slavery is no longer useful and I have some lumbermills to build).
After that we discover Corporation and go on to Steam Power -> Assembly Line. When that finishes in 1680, Vicky switches to Emancipation, causing a detour to Democracy. However I wait until researching Steam Power -> Railroads and building Rails for most Lumbermills and Mines before switching From Serfdom and Hereditary Rule to Emancipation and Representation in 1735. (Representation switch should have been done earlier, but I forgot about it.)
There was recently a discussion about value of gpt deals. At this point in the game, I was getting 83gpt in foreign income, giving away only surplus health resources. This covered most of my 149gpt expenses and allowed me to run 100% research most of the time, which mean I didnât have to build Banks or Markets.
The insanely early research into Radio and Communism allowed me to start several wonders early on and we get Rock'n'Roll in 1770, Broadway in 1775, and Kremlin in 1780. Cat completes Eiffel Tower in 1785.
The research proceeds towards Plastics (3 Gorges Dam) -> Robotics (Space Elevator) before I will start the primary spaceships research of Artillery->Rocketry->Satellites, Fusion->Fiber Optics->Fission, Biology->Medicine->Genetics->Ecology. That is my standard space research order, letting my start Genetics spaceship part in top production city and Ecology part in second city, while third city is finishing up Fusion part.
The endgame proceeded according to plan with a single interruption... (Following passages are taken directly from my notes for higher dramatic effect. )
In 1802 relations with Alex dropped down to Cautious after I refused his demand to adapt Hereditary Rule. I'd be more worried if he wasn't defending his cities with Rifles while we are about to discover Tanks. This reminds me: for some reason Cat has only 4 workers, so she isn't connecting her resources very quickly.
In 1804 Alex attacks! I guess I should have paid more attention to diplomacy, instead of going on auto-pilot for the last hour. My cities are still defended by Warriors, and I don't even have a cash reserve! It looks like I will lose Kurfan in the north, because 2 Knights and a Canon are threatening the city which is protected by a single Chariot. Everybody else is Pleased with me, but begging gets me only about 100gp total, so I also sell my map and ask cat for 40$, which allows me to upgrade the chariot to Cav. I also shuffle all spare units (the 3 units that had been doing Barb watch for a millennium and are now in Catâs territory) to the front, so I can use railroad to send another warrior up to Kurfan without leaving any city empty. I also drop research down to 0, so I'll be able to upgrade a couple units next turn. I start training units only in 2 cities, because I am still not taking this war seriously enough. As long as I don't lose any cities in the first Blitz, Cat should slaughter Alex for me. We aren't allowed to capture any cities of AIs that start on the same continent, but I wonder what the rules will say about our Permanent Ally capturing cities of neighbor who "chose unwisely". Just to be on the safe side, I'll make peace as soon as I can anyway.
There are several large stacks heading towards Kurfan, so I'll definitely lose the city. I use Spiritual trait to switch to Universal Suffrage and Nationhood. I Draft in Kurfan and Medina, upgrade a couple outdated units, Rush-buy Marine started in Mecca last turn using Cat's money, and prepare to rush-buy several Marines next turn. I also get a Great Engineer in Basra. This will be very useful if I have trouble finishing 3-Gorges Dam or Space Elevator in time.
Next turn Mecca starts work in the 3 Gorges Dam anyway, even thought my research is still stalled to finance military purchases. At Kurfan I just hide in the city, while at Mecca I counter-attack, destroying 2 pillaging Knights. I also ask Cat to attack Argos in far north, hoping that this will encourage her troops to leave their cities.
Defenders at Kurfan easily slaughter attacking knights. It's possible to win with knights and Rifles against Marines, but throwing a few units a turn at them isn't the way to do it. At Medina, I counter-attack again, killing even more pillagers.
In winter of 1812 I suffer a first loss: an Infantry dies defending Kurfan, while I destroy over half a dozen attackers there. Cat's small stack heading for Argos helps clean up the attackers. Pillagers at Medina have been completely cleared, and I am thinking of ending the military builds.
Cat somehow managed to lose a mainland city to Alex's landing party! I don't understand AI's stupidity. How can you lose a city in the middle of your empire when you have plenty of troops nearby?! The city was razed and she rebuilt it right away, but a newly built city isn't a good replacement for an original powerhouse.
In 1818 I switch back to Representation and Free Speech. This significantly hurts my production, but I don't really need to build anything at the moment.
In 1824 we discover Robotics and start research on Artillery->Rocketry. Only my 2 southernmost cities are eligible to build the Space Elevator, so I start it in Basra, the "fishing village" with 3 Engineers, 2 mines and some towns. It's scheduled to take 43 turns, but this will decrease when 3 Gorges Dam comes online.
Meanwhile, the pointless war with Alex continues. Apparently he already suicided all his spare forces, so now I am beginning to advance west from Medina, pillaging as I go to recover at least some costs of the war. Cat might actually capture Argos, so I tell her to attack Athens on the other side of Greece instead. Hopefully that will divert her stack. If not, there is not much I can do about it. After all, rules don't say that our AI ally isn't allowed to capture any cities on our continent. 
Financial team discovers Artillery in 1828, just a turn ahead of us. So the space race is heating up again. Meanwhile, the war with Alex has practically stalled. Cat listened to my request and held her stack in place just 1 step away from Argos. So I am pillaging west of Medina, while Cat is getting her nets pillaged by Frigates while her Sub watches on, doing nothing.
1838 is a very important year for the Arab Empire. First, we discover Rocketry and start researching Satellites. After that we will go for Fission->Fiber Optics->Fusion, with the traditional finishers of Genetics and Ecology. We also start Apollo Program due in 12 turns.
Second, this year our progress on 3 Gorges Dam becomes significant enough to allow a Great Engineer to completely finish its construction.
Finally, Alex is willing to talk and offers 1250$, 10gpt, and his map for peace. This is as much as he can give in a tech trading disabled game where I am not allowed to capture cities. So I accept this deal to get Cat out of her war mode and end this 34 year war. The only good thing about this war was that it made the space race exciting again.
Production will probably be much larger bottleneck than research, so I switch to Universal Suffrage. However, this doesn't help my main production city building Apollo Program, because that city has no towns.
Apollo Program completes in 1862 and I assign as many ship parts as I can, to avoid Cat starting them in weak cities. That year we are ranked second most advanced team, but the industrious team is still researching Satellites, so we probably don't have to worry about space race.
Cat started a single Casing in Moscow, but aside from that I am able to schedule all the parts.
Gandhi completes UN in 1866. I wonder what this will lead to. In 1872 the Industrious team elects themselves Secretary General with Cat voting for Financial team and me and Alex abstaining.
That year we discover Fusion, but Cat is the one who finishes research, so she gets the Great Engineer. This doesn't matter, because Space Elevator has only 9 turns left.
Industrious Team completes Apollo Program in 1880. They are still researching Robotics. Financial team just researched Radio and started on Fission, so they are unlikely to be in the running.
UN Passes Free Religion and Free Speech. Meanwhile, our research is nearing completion. With just 1 turn left on Genetics, I switch to Ecology to let Cat discover the tech, so that I would get first shot at starting the part. This delays Genetics by a turn, but it's better than risking Cat starting it in one of her cities.
Space Elevator is Complete in 1890, when I am about to start construction of final parts.
Cat started Stasis Chamber herself right after discovering Genetics. So I guess the tech's discoverer is the one who gets a chance to start the corresponding Project/Wonder. Luckily, Moscow is a production powerhouse with base production 39, as opposed to 36 in my best city.
UN passes Free Trade in 1896, just as I start the final part.
Financial team completes its Apollo Program in 1908, while Industrious team is finishing several parts per turn. Unfortunately for them, my final part is about to complete.
Space Race victory in 1910!
EDIT: It's obviously 1910. I hope nobody was confused by the typo.
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Production overflow |
Posted by: theGrimm - September 19th, 2006, 02:40 - Forum: Civilization General Discussion
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Does production overflow stack? In other words, what happens if a city producing 80 hammers per turn builds units worth 40 hammers per turn?
Using the same example, if the unit is built using the heroic epic, what happens to the overflow if it's then applied to a building?
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Adventure 11 - Playshogi's report. |
Posted by: playshogi - September 19th, 2006, 01:48 - Forum: Civ4 Event Reports
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Adventure 11
Opening goals: 1) found Hinduism and convert the AIs on my continent
2) build pyramids to accelerate research using science specialists
3) expand quickly, since no war can be fought on my continent, or rather no cities can be captured.
4000 BC Our game creator has founded our capital and suggested research on Polytheism which I had already figured out. Build a warrior first is a good idea because our worker can build only roads at the moment and polytheism doesn't help the worker. It's important to scout the area for good city sites and find out who my continental mates are.
3920BC I pop fishing from a hut.
3800BC Buddhism is founded. That's fast isn't it? Must be what happens when AI are put in teams. Long term, I think I'll have to ally with an AI and try to win by culture.
3520BC I successfully establish Hinduism in Mecca. Start research on Masonry which finishes in 3120BC. I end up building 3 warriors before starting a worker, but only 1 survives. I made a careless move with 1 and the other died after popping hostile villagers.
3400BC I met Cathy in 3600BC and Alex this turn. I can see Alex to my east and Cathy to the south.
3000BC I finish hunting and start animal husbandry which completes in 2560BC.
2360BC I finish building the quarry and discover archery. In 2 turns I finish my 1st settler. I start research on mining.
2160BC I establish Medina 2 squares diagonally from Mecca where it is on a river and so is connected to Mecca. It has access to the gold and shares the sheep with Mecca. This will be my production center and my first build there is pyramids. Hinduism spreads there immediately. Mining is researched and I start on bronze working next.
2000BC Cathy offers open borders which I accept since I hope to spread my religion there, but it also means she has discovered writing. In between building archers and settlers, Mecca completes stonehenge on this turn.
1720BC - Bronze working completes and I revolt to slavery. I have no copper.
1360BC - Writing is researched.
1280BC - Damascus is founded 4 squares due west of Mecca. When borders expand, the entire eastern part of the continent is sealed off from the AI. I have open borders, but plan to cancel if I see settlers moving across my land. Around this time, barb activity begins to accelerate, but Mecca can pump out archers quickly. I also make Hinduism the state religion so that my cities can grow. Alex and Cathy are still undeclared.
1240BC - Cathy and Alex declare Judaism their state religion which means there must be another AI on this continent or else the other continents are very closeby. But the key factor here is: I DID NOT NOTICE THIS UNTIL 700BC!!
1200BC - Pottery is researched.
1040BC - A key moment in the game. Medina is just 6 turns from completing pyramids, when a barb archer threatens my quarry from a forest, hill to the NW. I keep 1 archer due west of the quarry and move another archer onto the quarry. The barb archer defeats the quarry archer, but is wounded and my backup archer has a greater than 90% chance of saving the quarry, but it FAILS and my quarry is destroyed.
1040BC - I finish researching agriculture and now I think I make a mistake by researching mathematics. I hope to build Hanging Gardens in Mecca, but the barbs are relentless. I should have researched the religious techs so that I could pop Theology with my Great Prophet born next turn.
1000BC - A great prophet builds the Hindu shrine. What a waste, it earns all of 2 gold.
900BC - My gold hill is also pillaged while my worker feverishly chops forest in a desperate attempt to complete pyramids without the benefit of stone.
700BC - Pyramids finally completes in Medina.
END SESSION 1.
My notes are scarce for the last 300 years. I underestimated the barb threat and built another worker and tried to build a library, but now, I'm in all archers all the time mode. Maybe, I can pop rush that library. The first order of business is to abandon the state religion and revolt into hereditary rule, to offset the happiness hit. Hereditary rule, is Cathy's and Alex's favorite civic. I also stop researching mathematics and plan to research meditation, priesthood and monotheism. All these are due in 21 turns and my next great prophet is due in 22 turns, (how convenient). No sooner do I press next turn than what do you think happens? Catherine declares war.
625BC - I lose a 53.4% chance, but I win the next one 99.9% chance.
575BC - 2 barb axemen appear in the north, but now I can build chariots oops! This isn't warlords!
450BC - The 2 barbs approach Mecca, by way of the masonry road, pillaging as they go. I don't know how to deal with it. I moved 3 archers onto the forested hill and both axes died. Archers get 25% bonus on hills, and 75% on forested hill, so they were like strength 6 units.
375BC - I miss founding Christianity by 1 turn, with my Great Prophet, worse Catherine founds it. I settle my GP in Medina, which might be a mistake, but the 5 extra gold enables me to keep research at 100%. Now researching iron working.
325BC - I lose another 92.7% chance against the barbs. My chariot dies after pillaging Cathy's quarry. I also pillage a pasture.
275BC - Alex joins the fun and declares war (on me). I sacrifice my exploring chariot and pillage Alex's copper mine.
225BC - Alex loses 1 archer.
200BC - My chariot loses 73.4% chance vs Alex. Another chariot (73.4%) also loses to barb archer. A chariot I sent south to explore finds a nice city site on a peninsula with access to corn, pig, horses, and marble.
END SESSION 2
I pick this up again after several days.
150BC - I sacrifice 1 warrior and 1 archer to defeat Cathy's swordsman. I take an 18% chance against Alex's Horse Archer and win! This action saves my corn farm.
125BC - I complete iron working and I see no iron. Looks like I'll have to grab that copper to the east.
75BC - Alex's attack stack of 2 swords and 1 horse archer is destroyed while killing 2 of my archers at Damascus. I pop a settler out of Mecca at the cost of 2/10, rather than wait 4 more turns and I rebuild the gold mine. I've discovered mathematics, and research construction to build cats.
25AD - Baghdad is established near the copper. Meanwhile, Alex has brought 3 horse archers to bear upon Damascus.
50AD - Alex kills 2 archers. No counterattack from me and the corn farm is pillaged. Cathy, still wants Medina for peace, but there has been no action on that front since I killed the sword back in 150BC.
75AD - Alex loses 2 horse archers attacking Damascus while killing 1 archer and I kill the remaining horse archer on my turn.
125AD - I connect the copper, so I can build spears and axes, but a barb axe shows up ready to destroy it.
150AD - Cathy's sword dies after a amphibious landing near Damascus, the axe moves on to attempt pillaging the horses. My chariot withdraws, but damages the axe, and my archer kills Cathy's axe. Both Cathy and Alex are willing to talk, but are demanding a city for peace, maybe next I should research Currency. Maybe, they'll take cash then, not that I have much of that either. The Hanging Gardens was built in a faraway land.
200AD - The Great Library was built in a faraway land and I exchange archer for sword with Cathy at Medina.
225AD - My spear lost to Alex HA. Cathy has the biggest stack yet headed for Medina, 3 sword, 2 axe, 1 spear, and 1 archer. I've gathered 6 archers, 1 axe, 1 chariot behind city walls to meet the threat, but my gold mine will probably be pillaged again. Is this supposed to be always war?
300AD - Taoism is founded in a distant land. I finally remember I have the pyramids and revolt to representation, this improves my science rate considerably with just 1 science specialist and the settled great
prophet. It shaves 3 turns off learning currency. Cathy's stack is almost gone.
325AD - 2 more Russians bite the dust.
350AD - Alex loses 2 more HA, but the road to Damascus is cut.
425AD - Cathy's assault fails.
500AD - A Great Prophet is born and I settle him in Medina, rather than learn theology. I miss a barb warrior and he pillages the corn farm near Baghdad. 5 worker turns wasted.
560AD - I learned currency, but my AI opponents are still demanding cities for peace.
END SESSION 3. END OF GAME. I still can't figure out how to upload screenshots. I know I've done it before, so I don't know what's wrong.
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Mod Approval Process -- Bold Info Graph Lines |
Posted by: T-hawk - September 19th, 2006, 01:16 - Forum: Civilization General Discussion
- Replies (1)
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This mod increases the width of the lines on the F9 info graph screens, making them more bold and legible to stand out better. With the thin default lines, the color can be hard to pick out quickly, especially under JPEG compression as used for most game reports. I think this will be a plus for game reporting screenshots.
This is done by editing the single file CvInfoScreen.py (in Civ4\Assets\Python\Screens ) as follows, by adding the bolded lines here after the first line which is already present. Basically we draw a second line along with the first thin line, offset by one pixel. We can add a third line as well for a super bold line weight.
Quote:self.drawLine(screen, self.GRAPH_CANVAS_ID, oldX, oldY, x, y, color)
self.drawLine(screen, self.GRAPH_CANVAS_ID, oldX + 1, oldY + 1, x + 1, y + 1, color)
self.drawLine(screen, self.GRAPH_CANVAS_ID, oldX + 2, oldY + 2, x + 2, y + 2, color)
An example of the original when under high JPEG compression settings. You can see the problems with color contrast, especially that orange line for Catherine which is almost invisible.
![[Image: boldgraph1.jpg]](http://www.dos486.com/civ4/mods/boldgraph1.jpg)
Adding that first line of code gives us bolder lines:
![[Image: boldgraph2.jpg]](http://www.dos486.com/civ4/mods/boldgraph2.jpg)
Adding that second line of code gives us another version with super bold lines:
![[Image: boldgraph3.jpg]](http://www.dos486.com/civ4/mods/boldgraph3.jpg)
Attached is a zip file with edited versions of the file for both bold and super bold. To use, unzip to Civ4\Assets\Python\Screens, rename or delete the original CvInfoScreen.py, and rename one of these by removing the ".bold" or ".superbold" extension.
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Adventure 11 - sooooo's report |
Posted by: sooooo - September 18th, 2006, 18:31 - Forum: Civ4 Event Reports
- Replies (11)
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This will be a summary for now, I will write a slightly more detailed report later this week.
I retired in 1952 AD due to War Weariness . The highlights:
Built no wonders, instead lots of settlers and successfully poached Alex's and Cathy's sites and blocked them in.
Early HBR to fend off barb axes.
Went to literature for GL, but it was built before I got the tech.
Formed a confucian alliance with those on my landmass, getting both to friendly.
Financials delared on Catherine, when she asked me to join I agreed.
Bee-lined to Communism, signed a PA with Catherine, picked up about 15 techs from that. After going to state property, I'm the GNP leader!
No iron so I skipped frigates and researched to combustion. I built destroyers and sunk the financial navy. Then got flight/assembly line to build carriers and fighters, drafted a bucketload of infantry and conquered England. Tanks and bombers were ready for Incan lands and they were captured too. I left Mansa alone, he couldn't research because I had left I english and 1 incan city.
Then for the industrials. I razed nearly all of their continent's coastal cities with amphibious tanks/modern armour/marines with carrier backup. I captured 5 little islands around the continent which served as platforms for my steath bombers.
But then a UN resolution passed for universal suffrage, stopping my Police State civic. As you can see in the next screenshot, I only has enough money for 60% culture (no science!), and my cities were still desperately starving without the reduction. And that's with jails, theatres, colleseums and 3 temples per city. My opponent's cities were crippled from WW too. I had bombed most of the improvements around the inland cities. It was a complete stalemate. However, I still needed a couple of techs for the spaceship while the industrial civs were onto the future techs. If I got peace, the industrials will just build the only piece left they need, the engine. If I stayed at war, no one could build anything and I'd lose a time victory. There's no way I'm playing out 98 turns for that!
Still, it was a very enjoyable game up until I fought the industrials. I actually thought I was going to win at that point, but did not consider people voting for universal suffrage. Crazy!
![[Image: 1952mycitiesty9.jpg]](http://img145.imageshack.us/img145/9950/1952mycitiesty9.jpg)
I'll detail my start tomorrow because I think it was quite succesful. Forget oracle/pyramids, settlers were the way to go here IMO. I guess cultural was the best way to win, but I wanted to use some modern armour for a change.
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Adventure 11: Scowler gets slapped! |
Posted by: Scowler - September 18th, 2006, 17:01 - Forum: Civ4 Event Reports
- Replies (7)
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Ow - my cheeks are still raw from the blows of the Russian minx...
First time reporting at RB ... and as for being an "extreme" adventure ... yes, I can confirm that it did just what is said on the packet...
I took the hint and founded Hinduism, and then went on to build Stonehenge with the intention of grabbing a Prophet and using the shrine to unite the continent under one religion. Unfortunately, I was sluggish doing so. Catherine switched to Buddhism just before the Prophet was born, and although she switched to Hinduism for a while later she went on to found Taoism and stayed with that until Free Religion.
Alex was more obstinate: he never liked me enough to consider changing to Hinduism even after I spammed all his cities with missionaries. I guess this was because he grabbed Confucianism and converted in 675BC, but even then Greece seemed more Hindu than Confused until fairly late in the game.
Vicky/HC/Mansa made themselves known in 1040BC, and although they never bothered me they declared war on Cathy in 550BC.
Unfortunately, I made a mistake and refused to aid her when she asked; she held it against me for such a long time. We eventually kissed and made up, signing a defense pact, but by that time the game had long since been lost.
There was more drama to come. Alex then decided I was weak and declared war on me in 150AD. He was able to take a newly founded border town, but otherwise got nowhere. If that wasn't enough, Cathy wanted in on the action and also attacked in 640AD. I was able to hold them both off, but virtually all my improvements were pillaged, fatally stunting my nation's growth.
Cathy eventually gave up and signed a peace treaty in 860AD. Since her losses had exceeded mine she paid 130g for the privilege. Alex took a bit longer to see sense, but he too agreed to peace in 1070AD and also paid me war reparations.
By this time it was clear I would never regain the ground I had lost, especially with the relations soured with my neighbours. I decided to continue anyway, just to see what would happen.
Alex declared war a second time in 1535AD, attacking with crossbows, cats, and maces, but again made no headway. He was forced to withdraw once more in 1610AD, after paying around 300g for peace.
There was a brief period of calm afterwards. Nappy & Co. had assaulted Vicky & Co. but I saw nothing of what went on between them...
Finally, the inevitable happened and Nappy declared war on me in 1700AD - and he was bringing cannons and cavalry!
At that point I had only maces and spearmen for defense so I quickly lost Basra and Najra before buying Gandhi off with Damascus (which included our only copper resource).
Knowing it would only be a matter of time before they came back for more I did my best to beeline for chemistry. I didn't quite make it: time ran out in 1832. I got Chemistry in 1844, a couple of turns after Nappy & Co. had finished Apollo. By the time the war was over I was down to my last city, but I packed it full of grens. I was also able to sign a defense pact with Cathy and so was relatively safe at last.
From then on it was largely a matter of just pressing turn. Somebody build the UN and Nappy & Co. were voted into office and enacted various resolutions, although never having enough to win victory outright of course.
The French team launched in 1937.
Even though the game was clearly lost at a quite early stage it was sufficiently thrilling for me to want to play through to the finish. Thanks Sirian for such a fun scenario!
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