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[SPOILERS]Boudica of Rome and Gawdzak ask: "Raise your what?"

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Hello everyone,as you can see I'm new and this will be my first game here. I played a fair bit of single player in Civ 4,but never played a multiplayer game before,so don't be surprised if I make a lot of mistakes in this game.

Lurkers,feel free to ask any question and offer advices. I will do my best to be receptive to your opinions.

Oh and this is not a smurf in case anyone's wondering.

Tides of War v1.21 notes

Traits
FIN: +1c on tiles with 3c or more
EXP: Double speed granaries, +2 health (no harbor or worker bonuses)
CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)
SPI: unchanged
ORG: unchanged
IND: unchanged
PHI: +150% gpp, double speed universities
IMP: +100% GG points, +50% settler production, and double speed markets and banks
CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)
AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more
PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production

Civilizations
Inca: Terrace loses culture, requires Agriculture instead of Pottery.
India: Fast Workers cost 75h, not 60.
Egypt: War Chariot is a chariot replacement with 2 first strikes.
Mali: Skirmisher is a 4 strength archer replacement with zero first strikes.
Sumeria: Starting techs changed from Agriculture/Wheel to Agriculture/Mysticism.
Zulu: Impi is a spear replacement with 50% withdraw chance.
America: UB is the Frontier Post, a Grocer replacement with 1 free merchant.
Germany: UU is now the Riesengarde, a Grenadier replacement with 14 strength.
Russia: UB is the Research Institute, now a university replacement with 1 free scientist.

Techs
Agriculture & Hunting cost 40.
Mining & Fishing cost 50.
Mysticism & Wheel cost 60.
(Previously, Fishing was 40, Mysticism was 50, and Agriculture was 60.)
Metal Casting Cost reduced to cost of Alphabet (from 450 down to 300).

Units
War Elephants reduced to 7 strength.
Swordsmen gain the Combat 1 promotion instead of +10% city attack. Praetorian is now just a 7-strength swordsman.
Scouts require no tech (so all players start with one) and have 1 move. They gain +1 movement point at Hunting.
Workboats require no tech. (You still need fishing to work water tiles.)

Wonders
Great Lighthouse: only +1 trade route per coastal city, not +2.
Colossus: +2c to water tiles only in that city.

Buildings
New building: Wharf. Requires Compass. Costs 80h. +3xp for naval units, +1c from water tiles.

Wonder/Building Resource Doublers
All wonders/buildings that had +100% production with a specific resource now only have +50% production with that resource.

Corporations
Sid’s Sushi food per resource reduced from 0.5 to 0.2, and culture per resource reduced from 2 to 1, and maintenance per resource reduced by half.

Nukes
ICBM cost increased from 500 to 1500.
Tactical Nuke cost increased from 250 to 750.
Nukes never create fallout on tiles containing strategic resources.

Naval Mechanics
Blockade range reduced to 1.
Circumnavigation mechanic is removed.
“Naval Initiative” mechanic: Naval units that attack with their first movement point from a water tile get +15% attack.
New Naval Promo: Vigilance I. +20% defense.
New Naval Promo: Vigilance II. Req. Vig I. +20% defense.

Espionage
Active missions removed.
Great Spy bomb value reduced by half: 3000 to 1500.
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So what trait and civ do I want here?Let's take a look at some of the changes:

FIN: +1c on tiles with 3c or more

Financial got nerfed very hard here,it is now pretty much crap in the early game unless you are on a river,even then it's not that strong compare to the other traits. This nerf also takes away the commerce boost on coast until compass which is a pretty big deal imo. FIN is now pretty much a late game trait and I feel it's almost like organized except without the cheap buildings.So I dont want to pick it here.

EXP: Double speed granaries, +2 health (no harbor or worker bonuses)

nerfed still good.

CRE: only +1 culture in all cities (still +100% production of library, theater and colosseum)

nerfed,but still keeps the free border pops and cheap libraries although no longer to dominate border with neighbours early.

PHI: +150% gpp, double speed universities

slight buff,nothing too interesting here.

IMP: +100% GG points, +50% settler production, and double speed markets and banks

new cheap buildings,make both buildings a good investment early. I'm not sure how strong this trait is.

CHA: +3 happy in all cities, -25% XP requirements (no happiness from monuments or broadcast towers)

3 happiness,that's quite a lot in the early game,which means you can pretty much whip like crazy in the early game provided you have the food. Speaking of food....

AGG: Removed, replaced with AGRICULTURAL (AGR): +1f on tiles with 4f or more

Food is king in Civ 4 and more food is definitely good provided you can do something with it.

PRO: Removed, replaced with PRODUCTIVE (PRO): +1h on tiles with 4h or more, +50% worker production, +50% workboat production

the hammer boost is pretty trivial here,early game it makes plain hill mines 5h, which means they are actually worth working now. The worker boost seems pretty significant here. If I'm not mistaken you can double whip a worker,overflow 30 hammers and if you put the overflow into another working you get 45 hammer into a second worker. So it's basically 2 pop for 2 workers?That seemed very strong to me.

Boudica (CHM/AGR) is probably the strongest leader here in this mod.More food for more whips early game while having 3 extra happiness to work with. CHM being the only real military trait now,you do not want to mess with boudica early game,because she can whip out a massive army and crush you. So I will definitely pick Boudica if I can. If not I think I will look to pick one of either CHM,AGR or PRO traits. Not that I think they are the best traits (I think organized might be the best trait) but I really want to try them out.

Regarding civs,many of the stronger unique units are nerfed. The only exception here is Byzanzium,which retain the powerful cataphracts. Byzantium is not like by many because of the bad starting techs (Wheel/Mysticism),however I don't think those techs are as bad they once was. Wheel and Mysticism are now tied for the most expensive starting techs (60 beakers),and due to agriculture(40 beakers) being dirt cheap now,you are only 5 turns behind agriculture/wheel civs. So we might look to pick Byzantium.

Mali might actually have the best starting tech now, having 2 useful starting techs (Mining/wheel),you will be up 10 beakers on Agriculture/wheel civs and up 20 beakers on Agriculture/Mining.

Overall this mod is less punishing for civs with bad starting techs.

The other civ I'm interested in playing is India.Fast workers are nerfed,now 75 hammers. This might seem a lot and it is. So if I want to play India,i would definitely pair it with PRO,that seems worth it for me. Too bad there is no PRO/ORG leader.

This is a list of my preferences:

Leaders:

Boudica AGR/CHM
Tokugawa AGR/PRO
Hammerabi AGR/ORG
Gilgamesh PRO/CRE
Washington EXP/CHM
Ragnar FIN/AGR
Alexander PHI/AGR
Qin Shi Huang IND/PRO
Montyzuma AGR/SPI

Civs:

Mali
India (only with PRO)
Agriculture/Wheel civs:France=Ottoman>Egypt=Babylon (Any leader) Sumeria now has Agriculture/Mysticism.
Byzantium
Aztec
Rome
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Gawdzak

[Image: Gawdzak.JPG]
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Map Details:

Torusworld
Huge map
44% seas, Inland Ocean
100 tiles wide by 36 tiles tall
1 random improvement per 20 tiles

Pitboss, normal speed.
Monarch difficulty
Barbarians on.
No Tech Trading
No vassal States
No tribal Villages
No Random Events
Unrestricted leaders
Tech cost Scaling
Medium Distance Maintenance

With those settings in mind, here are the tech costs for the Ancient Era:


[list[*]]Agriculture 46
[*]Hunting 46
[*]Fishing 60
[*]Mining 60
[*]The Wheel 75
[*]Mysticism 75
[*]Archery 75
[*]Priesthood 75
[*]Pottery 107
[*]Meditation 107
[*]Masonry 107
[*]Polytheism 140
[*]Animal Husbandry 140
[*]Sailing 140
[*]Bronze Working 174
[*]Writing 174
[*]Monotheism 174[/list]
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Some thoughts on the start:

honestly this looks like a really slow start here.Not only do I need fishing,I also need AH for the cow.This means starting techs here will be critical.

The scout is at an awkward spot,where it cant reveal anything useful (1move unless you have hunting).I pretty have to settle in place here.

The good news is that I do have a forested plains hill,which means if I SIP and go work boat first,I can get out a 5t workboat with PRO(7hpt),overflow 7h into a worker.Work 6f fish,and get a 6t worker(9 food hammers pt with PRO) just in time for AH to finish and improve the cow.That doesnt sound too bad.

So I pretty much need to pick a hunting/fishing or agri/fish civ here and a Productive leader with the above plan.
The laked fish is acutally lighthousable(this is not a word),so it will be 7 food and 8 food with AGR if I'm not mistaken.

Netherlands:yuck
Native America:yuck
America:even more yuck
Vikings:good pick considering this map has decent amount of water.and I can actually scout with my scout.Moving 1N,1NW.

So I might actually consider first picking the Vikings here..

Meh just my initial thoughts gonna go sandbox abit.While I dream about a wet corn 2E of the cow
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Math is wrong. 7 turn worker. The overflow from the wb is only 5 hammers which is rounded down to 3 hammers, which will then give 4 hammers into a worker.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Generally, looking at getting up a lake (!) fish, I'd be looking at "Not Productive" because that's such a huge chunk of your worker hammers coming from food.

Lake fish, plains hill, PHF next door does mean Fishing is pretty much 100% a given. wink But might want to consider Potugal/England/Rome/Carthage/Japan as well. Or Spain if you just want beakers. tongue
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(April 21st, 2014, 12:41)Krill Wrote: Math is wrong. 7 turn worker. The overflow from the wb is only 5 hammers which is rounded down to 3 hammers, which will then give 4 hammers into a worker.

thanks for noticing,the rounding and whole overflow from multipliers thing really confuses me.

(April 21st, 2014, 12:45)Commodore Wrote: Generally, looking at getting up a lake (!) fish, I'd be looking at "Not Productive" because that's such a huge chunk of your worker hammers coming from food.

Lake fish, plains hill, PHF next door does mean Fishing is pretty much 100% a given. wink But might want to consider Potugal/England/Rome/Carthage/Japan as well. Or Spain if you just want beakers. tongue

That's a good point,fish/mining gains me total beakers but will be slower to AH.Not sure if we can get to AH in time for the worker to improve the cow in time with the commerce from the fish.Not good at tracking the beakers in my head with the pre-requites.
But i will definitely try this out as well. and yes Spain would be pretty disastrous with this start.

or we could always role-play the barbs for a few turns.lol
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GermanJojo
Kuro/Wetbandit
Gawdzak
Douglas Quaid
slowcheetah
Gavagai
SevenSpirits
Mackoti
Haram
HitAnyKey
Lord Parkin
Lord Parkin
HitAnyKey
Haram
Mackoti
SevenSpirits
Gavagai
slowcheetah
Douglas Quaid
Gawdzak
Kuro/Wetbandit
GermanJojo

We are 3rd pick,pretty good.
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