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If it helps a little bit. Astronomy is cheaper to research in this mod. Because of the way I added paper to the prerequisite you get the 1.2 modifier.
July 20th, 2020, 14:29
(This post was last modified: September 4th, 2020, 10:02 by Cornflakes.)
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Fear not, we shall simply demonstrate the overpowered IND/PHI combo by playing a blank civ!
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(July 20th, 2020, 14:16)Charriu Wrote: If it helps a little bit. Astronomy is cheaper to research in this mod. Because of the way I added paper to the prerequisite you get the 1.2 modifier.
In my mod (most recent version) I added a tech after optics to lead into astro that unlocked privateers and gave access to custom houses.
However, adding techs is probably outside of RB-balance-mod philosophy.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
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Horses popped 1S of lake fish, and 1S of the copper @ GREEN dot. This map is nuts! So many resources, so many 5-6 yield tiles. I have 7 pop working an average food-hammer yield of 5.1/pop! Here's an updated screenshot. Notice the disparity between GREEN dot on my side of the western landbridge, and TBS options on the south side.
This is also my first time using the BUG dotmap feature  really a great improvement over hand-editing with paint! Even if I immediately delete the dots after taking a screenshot the effort is much less than paint. However it would be really nice if there was a checkbox to show/hide dotmap
The orange dots represent potential Carthage cities near the landbride. Compare those with GREEN on my side  I get 2 excellent first-ring food + copper + marble. TBS gets dry corn + 2nd ring crabs  Similar with scooter in the east. I get 2 excellent first-ring food, while scooter gets either a single food resource, or move the dot 1SW to pick up 2nd ring fish, or cover a floodplain to also pick up 2nd ring rice and eliminate the filler by whales [Maybe best? as much as it hurts to cover a floodplain].
I'm planning to settle YELLOW ahead of GREEN even though it is a slightly weaker site without copper, because I can have the fish netted upon founding. I've also decided to slip in Sailing ahead of Metal Casting. The extra commerce from IC trade routes will pay back the cost of Sailing quicker than we can reach MC.
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You can hide the dotmap with CTRL+X
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(July 21st, 2020, 10:05)Charriu Wrote: You can hide the dotmap with CTRL+X
Nice, thanks :
Next turn (T22) I whip settler at Utrecht for YELLOW (founding T26). Chop is timed to complete worker #4 with overflow the following turn. Wheel completed this turn, Pottery in 4 if I'm lucky, 5 if I'm a hair short. I need to run a turn of max tax sometime in the next 3 turns. If I do it on the turn after I whip when my commerce will be minimum I will be able to maximize beakers on the other turns and might just squeeze it out. Probably 2-5 beakers short though. After that I save for probably 3 turns and then hit Sailing in 6 or so, depending on how the economy looks after settling Yellow. Yellow should be small net positive working the 2c fish, 1c trade route, and 1c from city center. City 5 for an island (15 turns / T35), cities 6 & 7 hopefully around the same timeframe (20 turns / T40) at GREEN and PINK.
Horses will be connected in about 5 turns and I'll get a pair of chariots to fogbust around PINK and GREEN. Then add a spear/axe pair for PINK. However I'll need to keep an eye on Carthage development and military threat level (AKA HBR)
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Scooter razed one of AT’s cities, size 1, probably a greedy site by AT? I suspect Scooter has a chariot out and caught AT with just a warrior. I have graphs now so I could check but forgot.
That conflict is good news for me in many ways. Scooter now has a very unhappy rival on his other side, who probably has no shot at winning now and therefore looking for revenge. AT was my likely strongest competition for Pyramids but has now been slowed significantly in development. A conflict on Scooter’s east will also likely reduce the chance that I will see a chariot on my east in the near term.
In other news, Carthage has 5 cities already! I’m planting just my 4th in 2 turns. This is probably a result of EXP quick granaries fueling expansion?
July 22nd, 2020, 15:50
(This post was last modified: July 22nd, 2020, 15:53 by Cornflakes.)
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T25 update ...
- 3 cities (1 turn away from 4th)
- 4 workers / 1 settler / 4 warriors / 1 workboat / 1 scout
- See demographics screenshot for food/MFG/GNP, etc.
- Tech tree also included
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T26 ... 4th city is founded, and my first EvilPlot of the game is sketched
Razing TBS's inner-sea city would reduce pressure in that area, increase my safety, and guarantee that I can settle both of the 1-tile hill cities in that sea. TBS pushed a warrior up towards me for fogbusting and has a ton of warning through culture vision on his center spoke connection. Therefore I anticipate light or phantom defense in his city (as is Amsterdam on my side). I'm thinking chariot + axe for my attack. Chariot to have a 50/50 defense if he has a chariot, great odds attack with the chariot if he has an axe, and great odd on a spear with my axe.
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