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[Spoilers] Hashoosh, Gaz and the crew - The CANZAC Alliance sail the high seas

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[Image: 0desicions.JPG]
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Turn 0:

Part 1: The Unveiling


We opened the save to a interesting puzzle:



Basically there are three possible starts, the plains hill to the north, the plains hill to the south, or settling in place.
The plains hill to the south can be discarded out of hand. Its always a nice idea to provide a option for a fishing start, but honestly it probably needs a fish or lake food and a plains forested hill to compete even if you start with fishing, which we don't. PASS

We knew pretty well all we could about the options for settling in place, so we sent the scout to investigate the north:



Okay, so nothing to help us decide, which is probably the way starts should be set up anyway. So we have two choices:

1) Move 1 north. Gains us a plains hill start (as well as fresh water and slightly more grassland) but loses us our second food resource, a dry plains wheat. Basically trades long term power for a faster start and worker, or
2) Settle In Place.

After much discussion, in which we each changed our mind several times:

Gazglum: We got the save for PBEM. I can't open it for a few hours. If you want to check our start position I can forward itto you.
Sent at 5:31 PM on Thursday
me: Please do. Did we get a picture in the thread?
Gazglum: no. I thought you could post a pic for us to muse over
Sent at 5:38 PM on Thursday
me: Cool, shouldn't be more then 10 mins
Sent at 5:44 PM on Thursday
me: https://dl.dropboxusercontent.com/u/1253...icions.JPG
You up to chat?
I want to move the scout to the northern PH, where I'm considering settling
Gazglum: oh yeah, grain
ok, our techs are road/agriclture?
me: no north
yeah wheel agri
Gazglum: good
is that a peak above the elephant?
me: plains hill
if i read fog correctly
Gazglum: moving norht would open a nice second city for the clams
me: true
Gazglum: and get fresh water
me: and wheat
Gazglum: so I think I agree it looks good
yeah, move the scout
i can see flood plains bleeding away along the river too
me: more river grass. nothing else
where FP?
Gazglum: HMMM
me: desert to the south
Gazglum: north of the top left river tile?
or do all tiles show sand?
maybe they all do
i'm not used to fog propchies
I don't know, a single food capital is not great
me: Nah, I'm not seeing any desert
plains hill 3w of settler, another decent spot
its a question of do we want PH start more then wheat?
obviously we don't want to go south east, crabs<<<<<pigs
but is it worthwhile?
Sent at 5:59 PM on Thursday
me: actually only pick up one extra grass tile to the north
Gazglum: if we settle in place we get to chop the plains hill
and an extra turn
so in the short term
we don't miss out much
me: but slower worker
Gazglum: pigs are 6 food?
me: yeah 601
do you want a second screenie?
Gazglum: yes plz
so pigs would be enough to feed the mines
but it would be slow
and not very whippable after the early game
although I know whippign is nerfed now
me: https://dl.dropboxusercontent.com/u/1253.../0move.JPG
hmm, not bad whipping
though we don't want much
one more grasshill
Gazglum: there's not enough food to sustain all the plains and hills
me: one plains turns into hill
Gazglum: so we would have to be farming the grassland
me: maybe
I'd probably just give away tiles
most plains won
't be worked before the renaissance
what are you in turn order?
Whosit and Yuri founded T1
Gazglum: 3rd
me: ok so no ones moving. we're not miggored are we?
Gazglum: if we settle in place, we can irrifate the wheat from the river SW of it right?
no, not mirrored
me: yeah
so thats one gauranteed farm
hat the desert ot the south and jungle north
what way ware you leaning?
886 land tiles
Gazglum: I'm probably leaning towards settle in place, but I was planning a little more ehsitation first
lol
but
if we move
me: what word is that?
Gazglum: we're almost certainly grabbibg more land
hesitation
we don't want to get boxed in
and we get more cottages
me: err yeah, we want to grab land
(what's your point?)
Gazglum: im just saying it is a point in favour ofm oving
me: true
tech path hunting->pottery->mining?
becayse we might not end up getting to the wheat for ages
Gazglum: hunting allows the pigs in RBMod doesn't it?
me: yup
Gazglum: yeah, thats good
me: AH for the ivory
Gazglum: I like early granaries
me:
i think i'm agreeing though, SIP seems best
In which case, do you want me to do it?
Gazglum: I'll do it
I'll have a look this eve
me: cool
Gazglum: workers are how many hammesr on quick?
me: 40
we save 2 turn (?) settling 1N
Gazglum: so out 2 turns quicker
hmmm, yes
HMMM
ah, the pressures of multi get to me
do you think the freshwater bonues +2 health will come into play?
me: not till t100ish
do you have any unhealth in the duel?
Gazglum: no
so yeah, not an issue really
me: and thats a pimped up cap
we can leave tech unselected for first few turns BTW
Gazglum: just dont forget and have it turn into arhcery!
tech is good
me: ?
Gazglum: I think we can agree on the path there
archery
thats what happened in one of the pitbosses
to someone...
never mind
me: yeah, whats the reference?
ah ok
I'm probably not caught up :/
Gazglum: hey I know
I can SIM it!
mwa ha ha
build a sandbox
like those crazy people
me: You doing that? Because I'll have time tomorrow but not tonight

We have decided to settle in place, barring an executive override on Gazglum's part.

Tech path will be something like hunting -> pottery -> mining but we're leaving it unselected for now.

Build path is worker -> warrior for now, more in depth analysis later.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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And so it was as Q has said, except for the fact that after that discussion the Glum began to brood. It's early days, and Q has more experience than me. It's important to establish my authority early. So to be contrary, I moved to the north plains hill.

Broadly true. I tried making a sandbox, which was a long and unedifying affair, but it did seem to show that the plains hill start was doing better by turn 30. More importantly, it moves us away from the coast and so (hoepfully) claims some more land, and it allows for a less cramped wheat/clam city in the south.

Having now DONE this and sent the save on...I have my doubts again. One food source is a sad thing in a capital. We won't be able to do much whipping there, but we will have a lot of river-grassland to grow cottages onto. I just hope our people like bacon.

Q has put up a screenshot of the scout move, which is good. I did my best to take my own screenshots, and ended up with a screenshot of my gmail screen. It seems Windows 8 likes to screenshot the underlying desktop rather than the program running on top of it. Any lurkers who know how to screenshot civ, advice welcomed.

Yes, that's how we role on Team ANZAC. The captain can't even work his own computer let alone lead Sumeria to victory. It shall be an interesting summer.
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Are you running civ full-screen or windowed? (Options->Graphics->Full-screen Mode). No idea about Windows 8 - given what I've heard I'd probably install XP or 7 over the top of it to see if that solves things. smile

Good captaining by the way. A real leader doesn't waste his time listening to underlings. nono
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Arise the dictator!

bowbowbowbowbow

Honestly, either spot was fine by me. We'll undoubtedly learn whether or not we screwed up only when we open the lurker thread in 6 months time. For now, we merely welcome the monarchy


(July 18th, 2013, 11:40)Krill Wrote: Change from 2.0.3.3: city revolt mission is actually removed this patch; revolt civic and revolt religion missions also removed (as opposed to being available at Future tech)

Quote:Change log 2.0.3.4
Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre, Colloseum, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.

Protective: Free CG1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Organized, Industrious, Philosophical, Spiritual: No change from BtS


Civs:

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Byzantium: Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).

Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

Celts: Dun now gives G2, not G1.

France: Salon +1 free specialist, -1 free artist.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100.

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.

Portugal: Feitoria now costs 120h, from 180h.

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

Police State: Now Medium Cost (down from High).

Vassalage: now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.

Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.


Wonders, Projects:

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

The Internet: now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game


Base unit changes:

Scouts: require no tech. Every player starts with a scout instead of a warrior.

War Elephants: now 7 str, +50% vs. Mounted units.

SAM Infantry: 75% interception chance (up form 40%)

Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Buildings:

Barracks: increased cost to 60 hammers, +1 culture.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.


Technology:

Known Tech Bonus changed to 25 (up from 30), enabled by Map Trading (so there is no Known Tech Bonus until you research Writing).The known tech bonus is multiplied by the number of techs that you have that enable map trading.

Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: enables camps. No longer enables pastures.

Archery: base tech cost decreased by two thirds, from 60 to 40.

Astronomy: requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Alphabet no longer enables tech trading, allows Open Borders.

Writing enables Map trading, no longer enables OB.

Paper enables Map trading, Tech Trading. Requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws.

Corporation enables Map Trading.

Scientific Method enables Map Trading.

Steam Power enables Map Trading.

Electricity enables Map Trading.


Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:
  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%

Espionage:

Switch Civic, Switch Religion, City Revolt,Counter Espionage, and Destroy Production spy missions removed.

Costs of all active spy missions doubled.

Discounts to spy missions due to religious effects removed (owning holy city, religion present in city).

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

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.


Tile Changes:

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.


Game Mechanics:

The Draft: 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).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), 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).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.


Included additional bug fixes:

Lib/Oracle multiple techs (warning, this is the most complex fix and it changes the save file format by adding a value for each player of whether they currently have an unused free tech award. The fix is taken from BTS unofficial patch).

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.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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My current struggles remain with my own technology. After much screenshotting of my desktop, I managed to work the snip tool by running Civ IV in windowed mode.

I dislike Windows 8.

The next challenge was uploading said screenshots to the forum. I've saved them to dropbox and tried inserting as images or screenshots, and all I get is this:

[Image: pbem55a.JPG]

I'm presuming that is blank for the rest of you too. Still, I think I've managed to save them as a link. When Q emerges from his hidey hole, he can perhaps help me get a handle on this new-fangled interwebs stuff.

The important thing is that I will grown and learn, and we shall look back at this halting baby steps and laugh fondly.

Turn 1

Presuming you've taken a look, you will see that we have unveiled bananas and a hut. For a moment I dreamed of moving again and founding one north this turn, adding bananas, but I'd spent enough angst on that question so I settled on the plains hill. City will be renamed with appropriate humour in time.

Hopefully that river continues north and we can get a really good commerce city. Bananaville. In the meantime, I am researching hunting to get those pigs up as fast as possible. They should allow us to grow onto some early cottages and, hopefully, get another two cities out fairly quickly. I'll move the scout to the hut next turn, and probably follow the river.

Demo-wise, we were the only team to not settle in place. Oh dear. But we have average GNP (17), average production (2) and equal best food (5). If nobody else started on a plains hill, we'll be well placed in the super short term. If we can get clamwheat and bananaville up fast, we should be able to get a good amount of early commerce rolling.

PUBLIC FOLDER!

[Image: pbem55a.JPG]
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Given we are charismatic and start with a happy resource, we can (I think) grow our capital to size 8. So my initial thought would be that we try to grow it vertically as quickly as possible, helped by an early granary, and press that advantage. That would mean perhaps using wheatclam as a whipping hub to produce settlers for the northlands.
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Did you make a public folder in dropbox?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(December 13th, 2013, 22:18)Qgqqqqq Wrote: Did you make a public folder in dropbox?

I have now.

Power overwhelming. We can now upload screenshots. Team ANZAC is doubling its efficiency and its only been 2 turns!
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Turn 2: Great Expectations

We pop our first, and hopefully not only, hut this turn. Hoping for a tech, or maybe a scout smile

Result:


bang
Not the worst result, I suppose, at least it is not a map.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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