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Glowing Red Sign
Oct 26, 2008
Maybe it's an opportunity to see what you can steal from Rameses to help against Hiawatha. If he has any wonders worth stealing.

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Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Part 8 - Ohhhhh nooooooo

Welcome back! Last time, Ramesses fully embraced his role in my life.



Huh, didn't know he was doing that well in science. Considering our buffer courtesy of the Mayan lands I doubt he'll be any actual problem, though.



I uh, guess he's short on them for Agribusinesses?? Sure thing dude, lord knows I'm not using most of those things anymore.



That springs the world into the modern era, meaning the Diplomatic Victory opens up (Global Hegemony is basically a renamed World Leader vote, with the catch that a world ideology has to be in place for it to be available)! I'm still convinced this is a 2-horse race, but Pacal is without question the first runner-up and has a fairly ginormous lead in delegates so we'll keep an eye on him.



Aaaand there it is. Stay safe Pacal, neither of us want that dude getting any more land!



Man, he's even down with our call to bring back Seals. Like someone in the thread said after last update it's kind of a shame we're gonna have to murder him, he's been absurdly chill all game.



Great Scientists are about to start rolling in at a decent pace as well, "thanks" to world science initiative. I'm not sure what CBP does if anything with regards to how the science they give you scales, so let's let him sit for a couple turns and see if the output changes.It's at 5,383 right now, if it increases we'll hang onto him for a while, otherwise there's no real reason not to pop him ASAP.



Aaaand here's the part of the game where the Diplomacy mechanic can get pretty annoying. See, Great Diplomats are loving Everywhere at this point and as a result city-state alliances are kind of a hot potato from here on out unless the current ally has a truly absurd lead, and it can get pretty obnoxious. We're only allied with a couple though and we have enough money to just buy all the diplomats we need, so for our part it should be manageable enough.



JESUS, that took a while. On the flip side of wonders like Chichen Itza and Eiffel Tower, the AI seems to give two shits about that one for whatever reason, even though it's really good! I imagine the geographical requirement is a factor but still, cmon!



Meanwhile, Isabella's crusade against us will not be silenced even if it's reduced to empty insults thrown at us from the other side of the continent. Her tenacity is something to behold, actually.



Biology! We no longer unlock oil from it, but we do get some very handy buildings/units including a Freedom-dependent national wonder (ideologies come with a world AND national wonder now instead of just the former) in International Finance Center which in addition to various growth and gold bonuses gives you an extra delegate for EACH declaration of friendship you have up (!!), plus the final unit in the settler upgrade chain in Colonists, which somewhat confusingly use the same icon Explorers used in the first game we played. Hospitals also give a passive 15 health per turn to any unit stationed in a city one is built in, which has... limited use, but I'm sure it's probably saved someone's life at some point.



Getting there! I wasn't expecting it but looks like we're gonna get our ideology from the Modern Era instead of 3 full policies, not complaining!



Holy poo poo, PERFECT timing. You stay right there friend, I'll have a job for you soon~



Uhhh oh wow, I guess Pacal had an army after all. It's less likely with the improved AI CBP gives, but if they both just beat the poo poo out of eachother around there with no real gains on either side it'd be very, very much appreicated.


(For those who care, Russia/the Maya took Order)

We're waaay late to the party, but ideology time! Ideologies are surprisingly not too wildly changed in CBP; several of the tenets are changed obviously but it's the same basic deal in that Autocracy is primarily for warmongering, Freedom is for specialists/misc infrastructure and Order is for production/science.



For reasons that should be obvious for anyone paying attention thus far, we're definitely going Freedom. We don't get any tenets for it atm due to being late to the party, but we're only like 2 turns away from getting a policy the old-fashioned way so it's no big deal. The fact that we're sharing an ideology with Hiawatha also doesn't hurt.

Most importantly though, this unlocks Statue of Liberty, which is mostly unchanged from vanilla and is going to be the lynchpin of our Specialist Ubermensch strategy. We're 1 policy short of being able to build it, but again we're very close to it!



More world congress, and... aaargh. Repealing Scholars in Residence wouldn't be terrible at this point as we've climbed up the ranks in science a decent bit, but it's still the thing we care about the most of these 3 so I'll throw our lot in against that.



:hfive:

Ideologies are made to matter for relations a bit more in CBP, meaning...



Noooo :( Note that this doesn't mean we're enemies now or anything, we can still have a fine working relationship and all that, he just doesn't want to be seen with us around his comrades.



HAH, suck it (as it's somewhat less clear than the vanilla line, this means we fully influenced her culturally)! Like 150+ turns after Hiawatha did it, but still!



Not bad! We're able to propose a resolution yet again for the next one, and I think enough time has passed that we're gonna take a stab at repealing World Science Initiative.



This seems to piss off everyone except Hiawatha who's super on board with it (despite the fact that he was one who proposed it originally??), and hey, we have 20 votes between us. Fingers crossed!

Hey that reminds me, let's check on our friend the great scientist, still just hanging out jobless in Fort Fuckspain:



Ah, so yeah it does the same thing NQ did in the last game and locks it at the last 8 turns leading up to their spawnng, rather than last 8 turns period. Oh well, pop him!



:toot: In addition to Stock Exchanges and aluminum, Electricity gives you a third option to the Solar Plant vs Nuclear Plant thing in Coal Plants and another new wonder in the Empire State Building. Pretty good! We were just 4 turns away from it too, so thris also springs us halfway to our next tech.



New policy! I'm actually gonna wrap up Rationalism before going for the ideology tenets, as in addition to the base bonus, finishing the tree gives us extra growth, extra great scientist spawn rate, the ability to faith-buy scientists and to build the porcelain tower, which actually hasn't been built yet. Not bad!

Needless to say, I immediately set Ivvavik to work on the Statue Of Liberty and that great engineer chops all but 4 or 5 turns off. Pleeeeaasse don't get sniped.



Uggghhh, the last loving thing this dude needs is incentive to build more defensive buildings. Oh well, cross that bridge when we come to it.



Oh yeah, something that unfortunately hasn't really come up yet: a lot of the diplomatic options from civ 4 are brought over in CBP, including trading techs (as we've seen) and world maps! We still certainly have the horses to spare so we go for it, which reveals...



Oh wow, Literally Just Everything. Not too goddamn bad for one horse. :v:



Oooooh, this is interesting actually. See, another part of city-state diplomacy that I haven't touched on is that you can't just pledge to protect every CS you find for a free 5 influence, if you're not in the top 60% of players in terms of military power they'll just laugh you out the door. Knowing how the AI in this game works, that screenshot means he just got into that club this turn.



Nice work!



We've been neglecting military techs so let's take Dynamite, which gives a handful of very nice units + the eiffel tower instead of just Artillery. Not overly worried about getting attacked right now, but speak softly and carry a big stick and all that.



As an aside, here's [what I could fit in one screencap of] the full new world and haha wow, they were set up perfectly from minute 1 for a showdown. Things seem to have stabilized a bit over there by this point, though.



More free money! :buddy:



Speaking of free money, a small peak at that last big feature I mentioned before! Stay tuned!



YEAHHHHHHHHHHHHHH

Okay, so, now that we have it all set up, let's take a look at our specialists:

Civil servant slots (some of the various diplomatic buildings give you this): +1 Culture/Production, +2 Science, +3 Great Diplomat points, +6 gold
Merchant slots: +1 science, +3 Great Merchant points/production, +8 Gold
Engineer slots: +1 gold, +3 Great Engineer points, +8 production
Science slots: +1 production/gold, +3 great scientist points, +10 Science

And remember that that's for each of those slots. It should be noted that CBP is set up to buff specialists in general, but. We have good ones.



It also gives us a free social policy, so we can get started on tenets! There are obviously some nice ones in the upper tiers but these are the main 3 we're shooting for, all conveniently located in the 1st tier. We're gonna go with Avant Garde first, to help make our great people production off the drat charts.



Plastics unlocked the Order national wonder in Palace Of Culture And Science, which is much the same as international finance center except with different outputs and you get extra votes from defense pacts instead of friendships. There's a really goofy gambit strategy to be found here in building one, switching to the other ideology and building the other and proceeding to bathe in delegates forever.



Our faith never really took off this game, but we do have enough that we can faith-buy great people with decent enough regularity. Being able to faith-buy artists/writers/etc on the spot can be incredibly helpful for theming bonuses, plus you can never have enough scientists.



Hey remember when we researched Archeology? :v: We haven't been able to build any as archeologists need Public Schools to be built in CBP instead of Universities, but they're finally rolling in and we can knock out all those hidden sites! Hidden Sites are largely the same as normal ones except there's a chance they contain a full work of writing and/or a lump sum of culture, and uh, wow, we get both on our first one! I'll take the culture bomb, we want those tenets ASAP.



Good for them! Less good for us in theory, but I still haven't seen a single egyptian unit yet. He tried real hard, guys.



It's probably not ~ideal~ strategically to stockpile money the way I always do, but I like having a lot on hand for emergencies and hey, we're near the top in production so we're not needing to spend much on buildings and stuff.



A couple turns later we unlock the final big feature I keep refrring to, Corporations! Corporations were a Civ 4 concept but this version largely does it's own thing, as it's based primarily around Monopoly resources. See, there are 4 or 5 different corporations you can build and each one requires you to have one of a handful of monopolies (so we'd be building Trader Sid's as it requires a monopoly on any of Salt, Spices, Sugar, Cocoa, Nutmeg, Cloves, Pepper, or Tobacco), and once you build the "HQ" (read: a wonder) you can build franchises in all your cities, which give extra gold for all the associated luxuries. Plus, any trade routes you make with any foreign cities with one of your franchises get +50% gold, and you get +4 gold for each individual franchise you have.

The catch is that they cost a LOT of maitenence (even the wonder) and you can only build as many franchises as you have trade routes, but as the tech mentions if you're willing to invest into them they're extremely powerful. We actually don't have a very good setup for one, but we'll definitely be doing it anyway to show it off.

(Also another explanation courtesy of Gildergun, who clearly knows CBP better than I do:)

Glidergun posted:

Not quite. Once you build the HQ, you can build offices in your cities, which give you the resource and trade route bonuses. You get franchises by sending a trade route from a city with an office to a foreign city, which will automatically build the franchise in the target city when the trade route completes.

Also, those are the bonuses for Trader Sid's only, which is the gold-focused corporation. Every one of the corporations gives you something different: TwoKay Foods gives food (of course), Firaxite Materials gives science, LandSea Extractors (recently renamed to Centaurus Extractors) gives production, Giorgio Armeier gives culture, Hexxon Refineries gives strategic resources, and Civilized Jewelers gives Great People generation.





Meanwhile, MORE ARCHEOLOGY MORE ARTIFACTS



:toot:



The wonders of economic strongarming! I literally just bought like 4 diplomats in fort fuckspain in consecutive turns, this system is designed primarily to make the diplomatic victory not essentially "who can buy off the most city states", but with enough money anything is possible!



Progress! :dance: As much as I've talked up murdering Hiawatha we WILL need to actually influence people at some point or another, and this is a good sign that we're starting to pick up steam.



We unlock another tenet, and this instantly shoots our culture up by ~50. "Culture buildings that can hold great works" is wonderfully vague when you have 8 cities.



Jesus Christ I KNOW, can we pl-



... Well that's less expected :(

(I actually am not sure what brought this about, we were BFFs ten minutes ago and I meant it when I said it's still possible to get along fine with differing ideologies)



It's okay, we don't need him anyway! Look at this jerk, trying to muscle his religion onto everyone!



Ahhh, that explains it. Fair enough, actually! I promise to give you Hiawtha's head as a gift, will that make it better?



Not Terrible! Not being able to ally with Panama anymore is obnoxious, but it's a trade I'll happily take for getting our great people avalanche going.



:shrug:



Taking another quick peek at demographics to gauge our progress, we're actually doing extremely well! Our army and happiness are in the tubes, but that literacy is way better than I thought we were at this point and as sai-



... Well that's unexpected.



How appropriate. See you next time.

Monicro fucked around with this message at 00:22 on Jun 19, 2016

Xelkelvos
Dec 19, 2012
Ideologies tend to do that in regards to pulling 180s on how well the AI likes you. I do wish CBP would show numbers involved in disposition like with war score. I imagine that the differing ideology numbers are fairly huge so having that happen is a bit jarring and unfortunate.

In regards to Corporations, the bonuses they give are related to their type so Trader Cid's is Food. Other Corps give different bonuses in different resources. You can also only start one Corporation.

Every ideology also has their own UU which Monicro will presumably show off once the fighting starts.

64bitrobot
Apr 20, 2009

Likes to Lurk
I'm not sure if it's just my version or a bug in general, but when I was playing Colonists seemed completely bugged, and the city didn't start with anything extra. Needless to say, I was unhappy about that.

Also, looking forward to more, it's pretty great seeing such a close game.

David Corbett
Feb 6, 2008

Courage, my friends; 'tis not too late to build a better world.
Wow, this one's a real nail-biter! I'm used to the game basically being over at this point, but - for lack of a better term - it seems like things are just getting started.

Glidergun
Mar 4, 2007

Monicro posted:




Hey remember when we researched Archeology? :v: We haven't been able to build any as archeologists need Public Schools to be built in CBP instead of Universities, but they're finally rolling in and we can knock out all those hidden sites! Hidden Sites are largely the same as normal ones except there's a chance they contain a full work of writing and/or a lump sum of culture, and uh, wow, we get both on our first one! I'll take the culture bomb, we want those tenets ASAP.

The work of writing and lump sum of culture always occur at the same time, it basically replaces the archaeology pseudo-artist with a pseudo-writer.

Monicro posted:



A couple turns later we unlock the final big feature I keep refrring to, Corporations! Corporations were a Civ 4 concept but this version largely does it's own thing, as it's based primarily around Monopoly resources. See, there are 4 or 5 different corporations you can build and each one requires you to have one of a handful of monopolies (so we'd be building Trader Sid's as it requires a monopoly on any of Salt, Spices, Sugar, Cocoa, Nutmeg, Cloves, Pepper, or Tobacco), and once you build the "HQ" (read: a wonder) you can build franchises in all your cities, which give extra gold for all the associated luxuries. Plus, any trade routes you make with any foreign cities with one of your franchises get +50% gold, and you get +4 gold for each individual franchise you have.

The catch is that they cost a LOT of maitenence (even the wonder) and you can only build as many franchises as you have trade routes, but as the tech mentions if you're willing to invest into them they're extremely powerful. We actually don't have a very good setup for one, but we'll definitely be doing it anyway to show it off.


Not quite. Once you build the HQ, you can build offices in your cities, which give you the resource and trade route bonuses. You get franchises by sending a trade route from a city with an office to a foreign city, which will automatically build the franchise in the target city when the trade route completes.

Also, those are the bonuses for Trader Sid's only, which is the gold-focused corporation. Every one of the corporations gives you something different: TwoKay Foods gives food (of course), Firaxite Materials gives science, LandSea Extractors (recently renamed to Centaurus Extractors) gives production, Giorgio Armeier gives culture, Hexxon Refineries gives strategic resources, and Civilized Jewelers gives Great People generation.

Xelkelvos posted:

Ideologies tend to do that in regards to pulling 180s on how well the AI likes you. I do wish CBP would show numbers involved in disposition like with war score. I imagine that the differing ideology numbers are fairly huge so having that happen is a bit jarring and unfortunate.

Good news! The most recent version of CBP has a worldgen option that does in fact let you see the exact numbers the game uses.

By the way, it came out three or four days ago.

Glidergun fucked around with this message at 15:25 on Jun 19, 2016

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Thanks, added it to the post!

Grapplejack
Nov 27, 2007

Glidergun posted:

Firaxite Materials gives science

I love that this mod did this, all the corporation names are wonderful.

And yeah CBP seems actually really, really good considering the changes. It looks a lot more fun and interesting to play than vanilla.

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Part 9 - OHHHHH NOOOOOOO


Welcome back! Last time...



Yeah.

Okay, real quick before we hop in, flashback time!

Monicro, circa Part 7 posted:

I'm not exactly overly suspicious of Pacal or anything, but since we have the money to throw around we'll keep what's left of our army on standby over here. What I really really like about our position on this map is this is the ONLY place we can be attacked by land, and while we're considerably more vulnerable by sea the way the cities are spread out on either side (especially on our west coast) should be helpful for that as well. Now that we've dug our heels in and got rid of the one person who definitely, undoubtedly wants us dead, we're in a really solid position defensively.




HAH, suck it! They were a bit outdated and upgrading them all to contemporary weaponry is 1-2 turns wasn't cheap, but considering how effortlessly Pacal counter-attacked Hiawatha earlier having a pre-built front line is very relieving. Plus...



Artillery in CBP aren't quite as broken anymore as cities also get 3-range around the same time they become available, but boy oh boy Pacal's front line cities fold like paper against ours. His cities closer to the heart of his empire are obviously much beefier, but we don't care about those. Well, most of them. See, if all goes well, here's what I'm thinking:



Here are the cities I'd REALLY like to take off Pacal's hands (I'd like Elephantine if we can reach that far but one has to imagine our army would be pretty worn out by then so I won't count on it), with Tikal being the only particularly tough nut to crack. It won't be easy obviously, he has a big ol army coming for us, his capital is relatively close by, and he apparently has goddamn Great War Infantry already, but yet again having a front-line ready and waiting is huge: I'm willing to wager that if we can capture Tulum and Akhetaten quickly enough, it'd be enough of a reversal to propel us forward into his lands, assuming we can keep the units coming. The reason I want these cities is, as you might guess:



More planning for The Showdown, as this would put us in a pretty exceptional position partially surrounding him and allow us to force him to split his army, between defending against a land army harassing his weaker/more removed cities to the south and our main force attacking his heartland by sea. Not to mention Flight is right around the corner, and we'd have airbases All Goddamn Over, especially if we were to capture Lh-



... Oh. Okay or that.



:frogsiren::derp::froggonk:



:kheldragar:



OH THATS REALLY NICE OF YOU THANKS


~*~*~*~*~


Okay, okay, I've been in less winnable spots (which I lost, but that's beside the point). Let's take a look at what we're dealing with here. So, you know that 2-pronged attack thing I was just talking about? They're doing that to us all of a sudden, right down to the land/naval split. Plus this means I never got the chance to wean our economy away from trades with the Iroquois, meaning our income instantly gets absolutely loving torched to the tune of going from +111 to -17. Plus we must've had a handful of luxury deals going with him as well, as my happiness also plummets.

I've hyped up battles before in this LP for the sake of suspence, but this. This is an issue.



If there's any immediate silver lining, Hiawatha doesn't seem to have an enormous contemporary navy stalking just outside our view or anything (well, yet), and the frigates I quietly built a little while ago just in case are holding them back admirably.



Meanwhile on land, our artillery continues kicking the tar out of Pacal's frontmost cities, but I guess I was panicking just a tick at this point as I distinctly remember spending a solid minute rubbing a ranged unit up against the city (Cuirassiers are another rank in the Skirmisher line and operate similarly) before I remember the basic rules of the game and send a rifleman up to capture it.



They're doing a number on our land army though, and our front on the south side of that mountain splitting Tulum and Akhetaten is suddenly looking unnervingly brittle. Normally we'd be able to bolster it with endless unit-buying, but...



Again. This was not prepared for.



Take it!



Big, BIG win, goddamn. Not sure how long we'll be able to hold it depending how many Mayan units are waiting in the wings, but it being inland and thus unable to just be instantly retaken by Hiawatha's navy is a big plus. On the other hand our economy and happiness are now a complete disaster, but hey, take what you can get.




Speaking of their navy, that ironclad is stronger than anything we have in the water minus the one or two Cruisers (a new ranged ship in between frigates and battleships), but through the magic of focus fire we manage to sink it in one turn. If they keep coming piecemeal like this we may be alright?



I could set our cities way up north to start pumping out units like the rest of them, but considering how removed they are I'm gonna have them make trade ships in an attempt to salve our income a bit. It won't get us back in the black singlehandedly, but every little bit helps.

As an aside, this is a good time to point out something I haven't mentioned thus far: I really, really, really don't like the Inuit's wartime music. I'm not sure if it's new or lifted from a vanilla civ I've never played as or what, but it's this frantic string music with the vocals being entirely this haggard, animalistic, vaguely sexual breathing. It's incredibly uncomfortable to listen to.



Welp, so much for that! Thanks you two!




:shepicide:



The good news here is that our navy can help by firing on the Iroquois land forces with impunity, and Florence is *relatively* unguarded. One of our frigates sends off a volley to test the waters...



... With negligible results. I'm pumping out cruisers as fast as I can, hopefully we'll be able to band those together and put a more proper assault on the former city-state together.

Hey, remember that interlude a couple updates ago?



We're still fighting him! I still haven't seen a single one of his units! Say, friend, I know your love of making other leaders miserable mainly centers on me, but hows about widening your portfolio?




drat. Worth a shot!



Uh, forgot I was researching that and not a military tech, whoops! Well what's done is done, get started on military science.

(That new building you see there is what I believe to be the final Diplomatic building in Foreign Buraeus. They work the same way as all the others. :confuoot:)



Thank GOD, get down there!

It won't be showed here for obvious reasons, but that airlift icon you can see there is a new Great Admiral ability courtesy of CBP to help make them less of objectively the worst great person: Voyage Of Discovery, which expends it in order to give you 2 copies of a luxury not otherwise available on the map. Really good!



Our occupying forces in Akhetaten continue to just hold on with the help of the navy and some well-timed incompetence on the AI's part but I'm not sure how much longer it'll last. Also worth noting in this screenshot is our current tally on the top left, as uh, yeah our infrastructure ain't doing too hot.



What I want to do on the Mayan front is what I do goddamn best, as some of you may have noticed throughout this LP: Fight him to an ugly, grinding standstill, until he gives up and accepts a peace deal. CBP is thankfully much more straightforward and informative about peace deals as I talked about much earlier with Spain, and that 14 means the thought of throwing in the towel has at least crossed his mind. It'll go down if/when he manages to take back Akhetaten, but I'm pretty sure we can hold him off one way or another long enough.



More morbidly appropriate artwork!




Our friends have noticeably shrunken in number but we still have a few pals, thus letting us make use of the definitely-foolproof strategy of Just loving Sell Everything. That second deal may look absurd but if the AI response to be believed I actually let that paper go for cheaper than I could've, oops.



Our navy slowly begins it's attack on Florence, and it's health is chipped away even slower. Thankfully they don't have much of a force on the ground that can actually fire back!



One of our frigates sneak closer to the coastline, but immediately get ambushed as a platoon of horse-mounted riflemen doggy-paddle to the ship, climb up to the deck and slaughter the crew, before quickly doggy-paddling back. What a strange culture.

(CBP changes a couple of the early gunpowder units such as cavalry and musketmen to be ranged instead of melee. I don't like it very much for a few reasons, but whaddaya gonna do)



No words.



More voting! Not sure why Pacal wants to Sanction his tag team partner, but we'll certainly throw all our votes at it nonetheless.



Translation: Holy poo poo we're actually back in the black. I wasn't sure it was gonna happen at all, but we pulled it off! Even if it's a pittance, just having a positive income again is huuuuuge.



gently caress OFF



Aaaaaand he's somehow still knockin' out wonders. He doesn't even have that many cities! We have more than him and lord knows I can't build any loving wonders right now!



Aaaand there it goes. C'est la vie.

As predicted this knocks our war score with him back down a bit, but at least we can consolidate our front line a bit more efficiently against him now. Pretty decent chokepoint we're forcing him to attack through, too!



The seige on Florence continues as Hiawatha beefs up his army, and our navy continues to do surprisingly well! Our land force is barely keeping it together, which is the complete opposite of the power split I was expecting when this started, but hey.

... Hey, wait, what?



That trade route shouldn't be anywwhre near him! Unless, wait. WAIT



poo poo

(Thankfully despite all our cities having poo poo-tier defense this isn't much of an issue, it's only a couple ships and the artillery we've been building nearby will make short work of them)



Biiiig gamble here and honestly probably not the greatest idea, but I don't wanna let up the pressure on Florence and this is only our first great admiral, so I'm gonna use him up to repair the fleet. Give 'em hell :patriot:



Not sure what I'm gonna use you for, but still appreciated! Go chill in Ivvavik for now.



More good news! It's obviously not the situation we were hoping for but hey, all the pieces are suddenly in place.



Man, I have no idea how long Florence is gonna last once we liberate it with that ground force. Still, cross that bridge when we come to it.



... gently caress it, sure. Don't make me regret this, nukes are right around the corner.

A couple turns later...



Finally! Go!



Liberate that poo poo!

That reminds me, hey Pacal, bored enough yet?



Even better news. And then there were two.




Well, didn't get there quite the way we were hoping, but heeeeere we go. See you next time.

AlphaKretin
Dec 25, 2014

A vase to face encounter.

...Vase to meet you?

...

GARVASE DAY!

Hahahaha wow. Congrats on surviving.

Grapplejack
Nov 27, 2007

Hiawatha is scum, nuke him back to the stone age.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
The war music is probably throat singing. It does sound quite strange to anyone who's never heard it before.

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Part 10 - Anticlimax

Welcome back! Well, let's get right to it.



Well, with Pacal out of the picture, here's what we're looking at. We have the upper hand at sea so far which is extremely promising (especially considering Hiawatha and Pacal's relationship seems to be noticeable tenser than it once was, meaning likely no ground units coming in from the Maya front), but boy oh boy are those cities tough. Florence is huge here, if we can hold it having a way to sneak ground units onto the mainland would be enormous, but again our navy is what we're gonna live or die o-



Hrm.



Thankfully our cruisers take a good chunk out of those riflemen with every hit, but uh, not sure how long Florence is gonna last here. Still, we don't need it to be a good city; I'm perfectly happy with ping-ponging it down to 1 population as long as they're letting us roll artillery through it.



Now THAT'S some good loving news! Bears repeating that this is Goliath here, his army is several orders of magnitude larger than ours here, Brazil's army is nothing special but any pressure at all he takes away from us is so, so helpful.



Still no seige units! Silver linings!!!!

Hey, wait a minute, what are those Mayan units doi-... oohhhhhhhhh. poo poo.



You see, some of you may have noticed this last update, but for... some reason or another, making peace with City-State allies didn't automatically get slapped into our peace deal with Pacal the way it normally does, meaning that since I liberated Florence moments beforehand... yeah. Needless to say this makes the situation Considerably More Complicated, as I can't shoot at his units at the moment and as such letting him capture the city would be disastrous. With that in mind, let's try, um, something of a gambit.



Hooray! This obviously means we have to take it back again (a significantly tougher job than it is for him due to Himeji Castle), BUT Pacal no longer cares about it, and his troops get shoved back to his own territory for good measure.



Bombardment of Florence re-commences, as one of our Artillery tries to sneak onto land and gets instantly torched by their land force. Hopefully that'll go better once they no longer have the Himeji Castle buff to wrestle with, but oof.



Screencapping this just in case anyone thought I was exaggerating when I said his army is several times bigger than ours. Our army and Brazil's combined only make a little over 2/3rds the size of his. This will be a climb.



Hey, at least we get that last tenet we really wanted! :buddy:



Everyone still wants to diplomacy eachother to death! No sanctions please, thank you.



Thankfully Hiawatha doesn't actually back his motion to sanction us, plus we get 6 nays from... Ramesses?

Weirdo.




:confuoot:



Great. Perfect. Awesome. Love it.



Please save us, Replaceable Parts. Great War Infantry are (almost) as big a bump as ever, plus the new Order world wonder in The Motherland Calls and Foreign Legion, which you now unlock properly by getting the Volunteer Army freedom tenet instead of the game just barfing 6 of them on you. Maybe we'll be able to get it??



The next turn, despite it being under Hiawatha's control we FINALLY manage to force a handful of land units onto the mainland!! One hopes we can use them to push the Iroquois troops back juuuust a bit, just enough to keep Florence from getting ping-ponged as much.



Or they can roll up 3 brand-new unites the next turn, that works.



We're gonna need it.



Hiawatha's troops counter-attack HARD, and just a few turns later the land force is all but toast and a couple cruisers come out of the woodwork to harass our navy. He's using his lead in production to use our tried-and-true "Just outnumber them by an absurd amount and keep units coming" strategy against us, and its working.

Alright, so, we could regroup, but let's face it: This line of attack isn't working. It's not working at all. Grabbing a foothold in a weaker part of their empire was a good idea, but it didn't work out and sometimes, in this game, just going right for the throat is the better option.



gently caress it.



Our cruisers meet some resistance in their bay as they approach, but we can make short work of them pretty quickly. Here's my rationale here: Between Florence and their battle with Pedro in the west, I can't imagine this city is particularly well guarded thus letting us get a few free swings in (and maybe even a land presense if we're lucky!), plus one has to imagine a decent amount of his mountain of wonders are in Osininka, which would be huuuge if we could take any off his hands. Plus, I mean, we don't exactly have a whole hell of a lot of options right now.



Uh. Jeez, Monaco :stare: Good thing I remembered to make peace with them when I did, literally all of our army is off fighting Hiawatha, if Monaco mobilized them correctly they 100% could've swiped a city or two off of us.



As long as you keep fighting Hiawatha we'll get along just fine, bud!



Our navy is getting into position pretty easily while picking off the token Osininka defense, though I'm not sure how well it's gonna go once we approach. Let's test the waters (no pun intended), shall we?



Seige units, cruisers are not. Still, with 3 or 4 firing per turn plus hopefully an artillery or two we should start whittling it down a bit.



Before that however, Hiawatha apparently has the tech that gives cities 3 range in CBP and is taking potshots at our fleet before they're even in position. The Plantm would've involved battleships for what is becoming extremely obvious reasons, but yanno ¯\_(ツ)_/¯



"gently caress you I don't need great engineers, I need admirals" was not a sentence I ever thought I'd be thinking to myself in this game, but here we are.



Finally, begin fire! The first volley is, um, underwhelming, but I was right that there's close to nobody around to defend the city! We can still do this!



YES, get the gently caress over there!



Complete aside and just a minor inconvenience, but I have absolutely no idea how this cruiser got behind us here unnoticed. I have a full blockade on Osininka going and visual on basically the entire sea atm :psyduck:



Our cruisers aren't holding up very well against even the land force, but we have more on the way plus the admiral and a landing party making it's way over. This is doable. Ish.



Oh. Well then. Kids, Say hello to Travel Ban, CBP's giant unabashed middle finger to Tourism victories. It reduces ALL tourism by ALL civs by 50%, and with his absurd lead on delegates he'll almost certainly force it through. Pacal is definitely no longer our friend, and even if we manage to wipe Hiawatha off the map we're suddenly gonna have a hell of a time actually properly winning this thing.



Aaaand we took long enough that Hiawatha managed to rush a few more land units over to Osininka, meaning our units are once again getting torched the second they touch ground. Cool.



Heeey, this seems like a big advantage for us, right? Well even if we had unlocked oil with which to build them yet (we don't, and it's another 9 turns for that tech, and none of our remaining friends will even consider giving up even 1 of theirs), none of our cities are remotely in range of theirs, and carriers aren't unlocked until loving Computers in CBP, ie another sixty-four turns away.

But hey, Marines, right?



And there's Travel Ban. Neato.



But hey, we got an artillery on the beach and guarded! It's doing 28 whole damage, maybe we can pull this out someh-







Oh, they have troops on our completely defenseless mainland. Interesting.



Aaaand a mere turn after making peace, the troops presumably out west all start pouring into Osininka.


Well, we can't outnumber him, we can't outgun him, we can't outproduction him, we can't outscience him, and we certainly can't outtourism him, and he's about to wipe out quite literally our entire army next turn. I. I think I'm gonna call it there. Peace.



What went wrong:

So anyone remember back in like, Part 2 of this game when I said he might become a problem if he keeps spamming wonders without getting challenged? This was pretty much the perfect example of a wonder-spam strategy that works: the risk of doing it is it kills your infrastructure in the short-term and that combined with, yknow, all the wonders you're nabbing makes you a reaaallly juicy target in the early-midgame. Unfortunately Pacal and Pedro were his only neighbors and were both too nice to capitalize on that, thus letting him coast right to the unstoppable endgame that that strategy grants you. I think we still could've taken him down if things went according to The Plan, but The Plan involved bombers and battleships and rocket artillery and all sorts of things we didn't have yet when they both attacked us.

And hell, by the end of that even if we played the long game and made peace, came back 50 turns later with nukes and battleships and somehow destroyed him, it wouldn't have mattered; the combination of the two of us beating the poo poo out of eachother for so long and Travel Ban going through actually gave Pacal a pretty solid spot in 1st place, and while I suppose we could've attacked him afterward I highly doubt we'd be able to beat him before he either got to space or elected himself leader. It wasn't a bad game on our part or anything, sometimes things like this Just Happen and it's hard to overcome.


Next Time!

A bonus! (not the one you're thinking of, we'll get to that!) And then the final game!

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Im surprised you lasted as long as you did, frankly.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Yeah, between your utterly insane and/or backstabbing neighbours and the mad scientist cheerfully building Wonders all game, it's impressive that you managed to turn that into a heroic defeat instead of just getting totally bulldozed (well, sooner than you did, anyway).

OfChristandMen
Feb 14, 2006

GENERIC CANDY AVATAR #2
Yes, echoing the bravado here on your part. It's not like every game of Civ everyone plays actually FINISHES, and having your back up against the wall like that becomes "fun" for only so long. Excited for the next game!

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Fun fact: way back in like the early industrial era Hiawatha actually declared war on me by himself and I got loving Demolished within like <15 turns (I quietly reloaded a save since it didn't make for very good theater or CBP showcasing, I was originally going to put together an update of that "timeline" as an epilogue of sorts but I think the main game wound up mostly covering that :v:). The Plantm never properly saw the light of day, but all the prep we did for it gave us a fighting chance at the end!

Monicro fucked around with this message at 23:10 on Jul 15, 2016

tithin
Nov 14, 2003


[Grandmaster Tactician]



You did extremely well. I'd probably have surrendered too, the war was winnable if you put everything you had into it, but I don't think the game was.

Cassa
Jan 29, 2009
You did much, much better than reasonably expected.

What could you have done differently, do you think? Other than preparing for the inevitable betrayls better.

Speedball
Apr 15, 2008

There's no shame in admitting defeat. I remember when half of my giant LP was me fending off an unstoppable Napoleon whose armies couldn't even be NUKED to oblivion, and another one with Austria effing devouring the planet.

Archenteron
Nov 3, 2006

:marc:
I'm still dissapointed that that game did not end with Isabella sending one guy with a hatchet to whack at a wall of one of your cities. Foreverwar :black101:

Solumin
Jan 11, 2013
I just finished binging this LP. Monicro, you're doing fantastic job with this LP! I'm really enjoying your writing style and how you translate the game into a screenshot LP.

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician

Cassa posted:

You did much, much better than reasonably expected.

What could you have done differently, do you think? Other than preparing for the inevitable betrayls better.

Other than that? Not sure honestly, at the risk of coming off as too full of myself I can't think of a lot of things beyond "have things go better for us in general", with "not having to constantly fight off Isabella for literally half the game" being at the forefront. Like I/people in the thread have said, sometimes poo poo happens in this game :shrug:

Solumin posted:

I just finished binging this LP. Monicro, you're doing fantastic job with this LP! I'm really enjoying your writing style and how you translate the game into a screenshot LP.

Thanks! :3:

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Sorry for the sparse updates lately gang, I've been up to other stuff and trying to fit in playing/writing where I can. Update now though!

BONUS GAME

Welcome back! Time for a little detour as we go between games, as today I'm gonna show off the Prehistoric Era mod! That uh, may seem a little weird as it's one of the mods I kinda call out for being bad in the OP of this thread, but it certainly does a lot of stuff and is well worth taking a 1 or 2-update glance at regardless.



Nothing new prior to starting the game this time around (well except for France I guess, whose civ bonus is changed in this mod for... reasons), and all civs are created equal for this mod as none of them get any Prehistoric era goodies. Random it is!



We spawn as the Dutch in 6000 BC, with a settler and a new unit in an Autochthon, which are even weaker and more of a dumb caveman than Warriors (they do get a combat bonus in forests however).

So, this may or may not be as impressively trash a start as it looks. See, the way Prehistoric Era rolls (and one of the primary reasons I dislike it) is you have to get techs to reveal EVERY resource instead of just strategic ones. There are a few exceptions such as Stone and Cocoa, but looks like we're flying blind for now.



Ah, the 8,000-year old city of Amsterdam. Already we have a bunch of new options, so let's go down the list: Laborers are a shittier version of Workers that can build Outposts and Foraging Sites on various resources the same way as mines, camps etc. They and those sites will be replaced eventually, but for now it's what we got. Lean-to shelters are cheap and give 1 happiness, but become obselete (ie stop functioning) when Masonry is researched. Theopetra Cave one of the various new wonders and you can actually start building it on Turn 0, and gives +1 food plus +1 production/gold for each stone tile in the city it's built in.

Over on the right there, Tree of Life gives +2 gold and will function as our palace in terms of marking a city as the capital until we build our Palace proper. Yes, you read that right.



Here's our tech tree! As you can see there's a bunch of new units/buildings/wonders/resources introduced, and we need to get every tech before we can go into the Ancient Era so hopefully we'll be able to touch on all of it. Let's go for Gathering first, that reveals some stuff and unlocks Gathering sites so that's nice.



Our autochthon scouts out east of Amsterdam, and in addition to 2 ruins finds :siren: A RESOURCE :siren: in Bison. Seems like this could be a decent expansion spot but we'll have to see???



Hey, neat! There's literally 0 things that give science in the Prehistoric Era besides the Palace, which makes sense thematically but any help we get from ruins is much appreciated as a result. The 2 buildings as you can see there are Middens which give +1 food until Architecture, and another new wonder in Wonderwek Cave, which gives out +1 production/gold from mined resources. We have access to 2 wonders by turn 5, but we have no idea if either are good for us yet so I guess let's just leave them be.



Thankfully, despite the fact that Sheep are invisible for the next 5,000 years, our Autochthon can still take one look at this lake and realize that yes, this is a particularly good lake.



And he wasn't the only one to make that observation either, it seems.



More ruins, more possibly good settling spots!



Another really good thing to get from ruins in this mod! We won't have any culture income either for a little while so almost all money we get will go into tile-buying, which becomes quite important for cities due to the blind-fire-y nature of settling cities in this era.



Our autochthon meets it's first civilized sign of life in Ragusa, which comes with it's own caveman! They upgrade from Autochthons and have 2 more strength but are actually sometimes worse depending on the terrain as they don't get the forest bonus (which Ragusa seems to be surrounded by :v:)



Some uneventful turns later Complex Tools finishes up, which gives us two extra resources in Flint and Obsidian (both of which give +1 production when you plop an outpost on them), another building in Causeways which give various tile bonuses for things like Marshes, Sugar, Truffles etc, and a very weird unit in Primitive Archers, which I'll show off in a bit.



Our laborer is completed, aaaand... there's nothing around for him to improve. Welp, take a load off for a while!



:coffeepal:



Hey, our first neighbor! I believe those are the colors of... of. Oh god.



Well, good news and bad news. The good news is that both of his unique units are safely still in the ancient era, meaning that his entire gimmick basically gets kinda ruined by this mod and we're reasonably safe. The bad news is that this is making me lose my goddamn mind just on principle based on what our nearest neighbor made us deal with last game.



R.I.P. that literally 1 guy, you shall be missed.



Deer! We still can't do anything with that laborer right now but there does actually seem to be some deer around our general area, including Lake Victoria :dance:



Our replacement Autochthon scouts the mountains to the west revealing the first proper ranged unit (again, more on primitive archers in a bit) in a Shaman. Shamans (Shamen?) only have 1 range and crumple to pieces in a stiff breeze, but still, it's the first proper ranged unit so take what you can get. Plus their method of attack is just straight up throwing torches at people, which is baller as hell.



Further west we f-OH GODDAMMIT



A couple deep beaths later we discover fire, which I think the tech tree should really set up to be more pivotal the way Civil Service and Industrialization do for ~thematic~ purposes but that's really nitpicky so whatever. This unlocks building Shaman and Cavemen which we've gone over, plus Campfires, which never go obselete and give +1 happiness/gold. Note: outside of the Palace, this is the only gold building in the entire era. This will become a problem.



We literally won't know what Salt is for the next 6,000 years, but I'll keep it in mind.



I suppose literally all of them got tons of Tech ruins? That's actually my best guess on how there's more than 1 tech difference between first and last at the moment.



Fire pits are the first building that cost maitenance, but give +1 food for the trouble until Metal Casting. Hey, notice how we seem to be getting techs so quickly? It's a lot less that and a lot more because there's simply not a lot going on in this era, and lots of turns are coming and going in <10 seconds. We're at turn 51, yo.



Sup Darius, hows it hangin? I don't have as bad a history with him as I do with Ramesses or anything, but he's always been a bit of a nuisance for whatever reason and I'm suddenly glad we're only playing 1 era :v:



Our one Autochthon is waaaay too far from home (and you can see on the map) to fend off these barbarians, but thanks to the prehistoric era we don't actually have anything for them to pillage yet!



Chieftan's Hut is the first National Wonder with PE, and gives +1 happiness/production until Masonry. Not exactly great as far as wonders go but we'll wind up having to build everything (more on that too in a bit) so y'know.



Heeey, another guy whose gimmick gets completely screwed by this mod! Neat!



:buddy:



Settler #2 is finished! We still don't have a ton of stuff revealed (and still 0 luxuries besides the 2 or 3 you don't need to unlock) but that won't completely happen until turn ~150 on normal speed which is waaaay too long to wait for a second city. Let's put him over on the coast near Lake Victoria and hope for the best.



Plenty of money to buy up to that tile with, too. Again, with no culture for a while conserving money for tile buying is huge in this era.



A couple turns later Rotterdam is founded, and our laborer can actually make himself useful now! This obsidian is a bonus resource, and if we spend 15 turns building an outpost on it we'll get... +1 production for our troubles. It's something!



Okay, NOW we're loving cooking. The Palace is PRECISELY as ridiculous a building as you would think, and while we won't suddenly be running circles around the other civs it's gonna get us in gear real, real quick.



D'aww, sure thing pal :glomp:



Even more techs!!!!! This unlocks another wonder in Skara Brae which gives +1 food for each fish and sheep tile worked, plus a bunch of sea resources that we can't do anything with besides the raw tile outputs since fishing boats aren't unlocked until the next era. Fun!



... Oh my god, could it be? A Civ whose gimmick is based around being friendly and working together and behaves as such, in THIS thread?

The Dutch people will remember you when the mongolian hordes are running rampant through your capital by turn 200, friend.



On an unrelated note, look what I built! Primitive Archers are... extremely weird, in that they're clearly marked as ranged units but act as melee ones, in that they take damage when attacking. They aren't very good by this point either with only 3 strength, but nevertheless let's send him over to take care of that barb camp that keeps sending jerks over.




There's no fancy wonder picture for building the palace as it's a national wonder so conveying that we built it is weird, but here's a quick look at how Just About Everything enjoys a nice little spike when it's completed. Culture is a thing that exists now! :toot:



This is actually a really good deal for us to get, as there's a good chance money becomes real scarce real fast for us now that we've exhausted 100% of the gold-giving things in this era. Are you starting to see why I referred to this mod as poorly thought out in the OP?



Another tech that's... actually barely worth mentioning, but I'm showing it off regardless! Food storages give +1 food until Pottery with no other properties, hooray??



... Aaaaand here's where the prehistoric era mod really starts to fall apart, at least in my eyes. We'll be getting a handful more buildings, but, um, yeah. Let's build a Shaman!



:v:

Language is pretty self-explanatory thanks to the text as all it does is let you establish embassies, and Warfare gives you the new first defensive building in Palisades and actually the new first Seige unit in Savages, which are melee but for this early on are actually pretty solid. Onward!



Well, I was gonna show off that primitive archer but he got himself killed before even getting himself into position for screencap purposes. Whoops!



In better news however, our shaman is ready! This is actually a neat little use of resources imo; the city-seiging animation for units is used as shamans' normal attacking animation, because they literally just throw fire you see :science:



Like primitve archers however, their use is... unfortunately limited.



.....

...

Nah.



Okay, these barbs are officially becoming a nuisance even with nothing for them to actually do. It does give us plenty of cannon fodder for the new units though!



Our first culture building! Plus we unlock Scouts at a time that's way too late for scouts to be very useful since you've probably explored a good chunk of your starting continent with Autochthons by now, but yanno.



Hey look, here's another pretty enormous tech jump: Those techs let us research either idols, which unlocks Shrines and a new wonder that gives +1 faith and gives ALL land units additional healing outside friendly territory, and Archery which gives exactly what it does in vanilla. It is a Step Goddamn Up.



A 7th player on this continent, somehow! Exhibit B in Man I'm Glad We're Not Completing This Game, as I for one am not exactly up for another "one player is left completely alone and goes ham" game.



A mere 118 turns later, our first social policy is available! Nothing here is changed, and it shouldn't be (mods that don't know how to stay in their lane is my biggest pet peeve); We'll pick up Tradition cause whatever.



:toot:



Our autochthon is still running around by the way, as he discovers Old Faithful right outside Arabia with this worryingly far from home Singaporean archer. This is roughly as interesting as this era gets by this point.



Yeah that's about what I expected actually, our growth is chugging along quite well with Lake Victoria and we have like 2 happiness building with which to offset it, not much we can do either way!



Haha, well uh, hi there Atilla. We're not long for this world, so have fun with that!



:catstare: Okay, I've said this before in this LP but I have absolutely, truly no idea how a religion got taken this quickly. If it was the Celts or something I could see it, but I'm at a complete loss here.



Finally, proper Warriors! And that means, drumroll...



We made it! Agriculture awaits!



... At the same time as Rotterdam enters no-building hell. Still!

As a side note to this: Have you noticed our GPT the last couple turns? This is just a thing that happens in this mod, (at least in my experience) you wind up running out of money AND buildings at the same time. In one game I played with this mod I got forced into a loop where I was just building units and then immediately deleting them because there was nothing else I could do. In my capital.



Hopefully this terrible city will salve our money troubles for a bit. Hopefully there's a luxury somewhere!

A turn later...



Agriculture! :yum: We've officially made it all the way through the Ancient Era! However...



Friends, bear witness to the terrible secret of the prehistoric era mod. Even though we've been through an entire era and are 135 turns in now, we have still barely revealed anything, and our happiness is still effectively an enormous question mark until the Classical Era. Not only that, but as you can see they've added a handful new techs to the Ancient Era to make it even longer for good measure. So, as much as I'm sure you're all waiting with bated breath for me to stumble through 75-100 more turns unlocking things bit by bit, I think we're gonna call this game here.


Next Time!

Well, that was something alright. Tune in next time for our :pcgaming:Third And Final:pcgaming: proper game!

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Will this one have lightsabres? :allears:

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

Why were cooperation and language buried so deep in the prehistoric tree?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Hmm. looks like it's updated a bit from the one I had. Well, it's been about a year or two, so what a surprise, right? Like, the Campfire used to give +10 Gold to tide you over till things were easier.

And the weird 'female' variants of units were removed. A little less strength but a -strength aura.

And the early religion units-diplomats or some such?

All probably for the better.

EDIT: Oh. There's two major mods called 'prehistoric'. I see. Hmm. I guess i took the worse one.

Bloodly fucked around with this message at 06:14 on Jul 29, 2016

Aerdan
Apr 14, 2012

Not Dennis NEDry

Bobbin Threadbare posted:

Why were cooperation and language buried so deep in the prehistoric tree?

Probably because it was developed by someone who doesn't actually know poo poo about prehistory? Although that seems to be par for the course for mods that add a prehistoric era, for some reason.

Super Jay Mann
Nov 6, 2008

Persia more than likely had one of Uluru/Kaliash/Sinai in a city which would easily explain the early religion.

Caustic Soda
Nov 1, 2010
So the modmaker(s) took the Prehistoric Era from Caveman 2 Cosmos and managed to make it even more boring/aggravating? Wow.

lenoon
Jan 7, 2010

Bobbin Threadbare posted:

Why were cooperation and language buried so deep in the prehistoric tree?

Fire, complex tools, hunting, fish exploitation all pre-date the likely origin point for complex language.

Bobbin Threadbare
Jan 2, 2009

I'm looking for a flock of urbanmechs.

lenoon posted:

Fire, complex tools, hunting, fish exploitation all pre-date the likely origin point for complex language.

They also kind of predate the modern human species and 6000 BC since we're bringing that up. I just figure it could use that qualifier "complex" to make any sense at all. Plus "cooperation" would probably make more sense as "specialization."

lenoon
Jan 7, 2010

The timing makes no sense, but the order slightly does. Itd be better to have it starting at about 1mya, or at Out of Africa 2: this time it's personal, but burying complex language in the tree isn't that weird. You'd even then be able to research species - ok gang we're going to research Homo ergaster, should give us a significant boost to science, but culture tech is going to take us another million years...

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
It's also worth noting that you accepted your first embassy before discovering language. The Logistics of that exchange must have been amazing to see.

sincx
Jul 13, 2012

furiously masturbating to anime titties
Well after all Civ is supposed a history-themed board game, not a anthropology simulator. Some creative liberties/lazy simplifications are probably fine.

Monicro
Oct 21, 2010

And you could feel his features in the air
A wide smile and perfect hair
He had complete control of the rising tides
And a medicine bag hanging at his side

In the flowing blue world of the death-dealing physician
Game 3, Part 0 - Choose Your Hooefully Not Literal Nazi

Hi! Quick callback real fast, to the end of the first game:

Monicro posted:

So, first game done! I think I'll take a week break between games in the interest of not burning out (and also to get Stellaris out of my system :v:), so next update will be next Monday! It will be something, um, VERY different.

That obviously turned out to be Community Balance Patch, and I think it lived up to this, don't you? Well, I think we can get weirder.

How's about a full-conversion World War 2 RTS?



Yeah.


So, I'll get more into it when we start the game proper but long story short this is a mod that lets you go through the entirety of world war 2, letting you control almost any of the big players involved (the US and Japan aren't included for map size reasons). So let's leave it to another vote then, shall we?


Your options are:

Greece (Ioannis Metaxas)
Unique Ability: Heroes Fight Like Greeks - Land Units receive the Discipline promotion (+15% conbat strength when adjacent to a friendly unit)..

Germany (Adolf Hitler)
Unique Ability: Blitzkreig - All Armor units start with the Blitz promotion.
(Note: Okay I know that ability sounds like fun you guys, but like, don't make me play as actual straight-up nazis. C'mon.)

U.K. (Winston Churchill)
Unique Ability: We Shall Never Surrender - +25% combat strength for units fighting in UK territory.

Charles De Gaulle (France)
Unique Ability: French Resistance - +50% chance of partisan units spawning on territory lost to the enemy.

Italy (Benito Mussolini)
Unique Ability: Mare Nostrum - Sea units require 33% less maintenance and start with the Supply promotion (ability to heal out of friendly territory).

U.S.S.R. (Joseph Stalin)
Unique Ability: Great Patriotic War - Doubles the rate of personnel (a psuedo-resource unique to this mod, needless to say it's very important) recruited in Soviet cities.


Keep in mind that the mod is set up to have war declarations and stuff occur at accurate historical times, so who we pick will decide how quickly we get into the thick of things. Vote!

Monicro fucked around with this message at 03:12 on Aug 3, 2016

Super Jay Mann
Nov 6, 2008

Italy did almost everything wrong in WW2, so its your duty to make sure they do everything right this time.

Donkringel
Apr 22, 2008

Super Jay Mann posted:

Italy did almost everything wrong in WW2, so its your duty to make sure they do everything right this time.

I second this.

Senerio
Oct 19, 2009

Roëmænce is ælive!

Super Jay Mann posted:

Italy did almost everything wrong in WW2, so its your duty to make sure they do everything right this time.

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AlphaKretin
Dec 25, 2014

A vase to face encounter.

...Vase to meet you?

...

GARVASE DAY!

Super Jay Mann posted:

Italy did almost everything wrong in WW2, so its your duty to make sure they do everything right this time.

Sure, why not.

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