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Author Topic: LP Civ4:C2C (6050 BC - Slightly delayed)  (Read 145923 times)

Boksi

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #240 on: August 06, 2012, 11:38:39 am »

Alright, I'll definitely get an update up today. Definitely!

Also, votes:
Economic civic:
Slavery: NRDL, Il Palazzo, A Spoony Bard, Metal Slime Hunt, Aqizzar, Karlito?
Barter: EuchreJack, ansontan2000, Corai

Religious civic:
Divine Cult: MetalSlimeHunt, Bluerobin
Not Divine Cult: Frumple
Folklore: Aqizzar, Karlito?
Prophets:
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Karnewarrior

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #241 on: August 06, 2012, 11:45:34 am »

1 vote barter.

Slavery sounds like a crappy civic.
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ansontan2000

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #242 on: August 06, 2012, 11:53:43 am »

1 vote barter.

Slavery sounds like a crappy civic.

I'll tell you right now, yeah, it is.
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Neonivek

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #243 on: August 06, 2012, 11:57:09 am »

1 vote barter.

Slavery sounds like a crappy civic.

I'll tell you right now, yeah, it is.

Yeah if I have to attribute a major flaw to this game it is the sheer number of "What am I insane? Why would I want to research or build that?" you get (actually mine would be the sheer content loading it does >_<)

I don't want to build impliments of torture, pain, and destruction. Why would I? For a lower crime rate? I have no crime!
« Last Edit: August 06, 2012, 11:58:49 am by Neonivek »
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Boksi

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #244 on: August 06, 2012, 12:28:59 pm »

Slavery is a warmonger's civic. It lets you sacrifice population to rush construction like in vanilla Civ4, but it also has the unlisted benefit of allowing you to take slaves from combat. As in, you fight somebody and win, you get a slave unit. Slaves can be sacrificed for quicker production, and they can also be settled as slave 'specialists' for extra production in a city. And if you capture a city you get a lot of slaves, so even when your civics make you unable to support more cities, you can still benefit from aggressive warmongering.

Naghualism has wonderful synergy with slavery since several of its wonders completely eliminate unrest from sacrificing population.
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10ebbor10

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #245 on: August 06, 2012, 12:46:25 pm »

In that case, I vote switching to slavery just before we attack the celts, using the slaves and then switching back.
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kaian-a-coel

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #246 on: August 06, 2012, 12:50:19 pm »

slaves units? I thought it was identical from vanilla... shame on me and SLAVEZZ!!
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Boksi

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #247 on: August 06, 2012, 01:00:42 pm »

I'd also like to note that we haven't unlocked slavery yet. Or barter or prophets or divine cult, for that matter. I'm still in the middle of playing, though.
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Solifuge

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #248 on: August 06, 2012, 01:28:07 pm »

If it's like BtS and such, you can still rename your leader in-game by clicking on the blue monitor icon in the top right (next to the civilopedia). There's an option for renaming everything about your Civilization.

Also, following.
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Bluerobin

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #249 on: August 06, 2012, 01:36:18 pm »

Yeah, Slavery actually looks much more useful in this mod than in base Civ 4 (there seem to be a lot more actually useful choices in general, from what I've poked around at), buuuuut I'm going to vote Barter just because.


Edit:actuallyactuallyactuallyactuallyactually. Hopefully that gets it out of my system for a while.
« Last Edit: August 06, 2012, 01:48:42 pm by Bluerobin »
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Iituem

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #250 on: August 06, 2012, 01:52:18 pm »

I was initially against it, but it sounds like such a cool system to explore we might as well go for slavery.  Push for vicious conquest and capture!
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EuchreJack

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #251 on: August 06, 2012, 02:26:56 pm »

I must admit, synergy is always good.  And, I guess if we're the Aztec Headhunters, then slavery does make sense.

Ok, I'll change my vote to slavery for now.  We can always become civilized and start trading for stuff later.

Frumple

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Re: LP Civ4:C2C (16567 BC - First Contact)
« Reply #252 on: August 06, 2012, 02:30:42 pm »

What... what happens to the slave specialists if/when you change to a non-slavery civic? Because if they like emancipate and convert directly to population that might be kinda' awesome.
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Boksi

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #253 on: August 06, 2012, 02:34:26 pm »

Alright, it's taken a while, but here's the biggest update yet!

First, we begin recalling the various Neanderthal Warriors sent out to explore. This takes a long while because both the Neanderthals and the ships can only move one tile per turn. As it turns out, travel delay is probably the most significant factor in this war.
Spoiler (click to show/hide)

Two of our Neanderthals had been sent to explore the east, so they simply go north and scout out the Celts. Man, they have a lot of resources.
Spoiler (click to show/hide)

Lee Jacob is unique in that I'm going to have him try to go to Bibracte by land rather than sea.
Spoiler (click to show/hide)

We research some more stuff on our way to tribalism. Atlatlists are actually very powerful. They're strength 4 archery units and have a bonus when defending cities.
Spoiler (click to show/hide)

Meanwhile, Lee Jacob fights off a hippopotamus.
Spoiler (click to show/hide)

Alright, my plan is to disembark the Neanderthals at the Disembarkation Point, and then march them in the safe and defensible hills towards the city.
Spoiler (click to show/hide)

The immorality and laziness of our youth reaches new depths of depravity.
Spoiler (click to show/hide)

Lee Jacob versus angry wildlife! What a haul! That's three more myths to our growing collection.
Spoiler (click to show/hide)

Unfortunately, overconfidence of the player and the RNG conspire against him.
Spoiler (click to show/hide)

Fighting is not unknown to the Jivaro, but this is not a mere brawl. This is war.
Spoiler (click to show/hide)

And we're going to need all the help we can get to defeat the Celts on their home turf.
Spoiler (click to show/hide)

At this point, I come to a realization: It's quicker to just delete the rafts and build new ones. Early boats, ie rafts and canoes, are limited in number, so you have to lose some before you can make more of them. The first victim of this new policy is, sadly, Aqizzar's Raft. Don't worry, we'll build you a much nicer boat someday!
Spoiler (click to show/hide)

This... Is not good. We don't even show up on the list.
Spoiler (click to show/hide)

Oh, and by the way, our intelligence agency has infiltrated Celt society to the point where we can see what they're researching. Right now, they're researching boat building.
Spoiler (click to show/hide)

Caveman2Cosmos: A work in progress.
Spoiler (click to show/hide)

I decide to build a healer. This fight may last longer than a single turn, after all, and he might be useful.
Spoiler (click to show/hide)

Oh look at that. The Celts had stationed two units on the hill north of Bibracte to block our progress. Last turn, there was a barbarian Neanderthal on the hill to the north of the north hill.
Spoiler (click to show/hide)

Alright, let's try to get rid of this annoying hill garrison. The Neanderthals move south, next to Bibracte.
Spoiler (click to show/hide)

Predictably, the Celts pull everything back to protect their sole city. Who's king of the hill now, bitch?
Spoiler (click to show/hide)

We keep sending more and more troops to the siege. Bibracte is gonna be a tough nut to crack.
Spoiler (click to show/hide)

Meanwhile, we figure stone makes for excellent hut material.
Spoiler (click to show/hide)

Looks like the Celts are researching Atlatl making, since they've finished boat building. Hopefully they won't build a navy and sink all our ships. I doubt they will, they're probably too preoccupied with building more land units to defend the city from our army. Plus they don't know we're stuck on an island; they don't know where we're from period.
Spoiler (click to show/hide)

The wind spirits show they favor us!
Spoiler (click to show/hide)

We've brought our log ram to bear to batter down their defenses. Since they don't have any defenses built, we simply use it to make insinuations about the size of certain organs and how the Celts cannot pleasure their wives.
Spoiler (click to show/hide)

And finally, after all that hard thinking, we develop Tribalism. Sweet.
Spoiler (click to show/hide)

We still haven't killed the Celts though. I decide to tech towards slavery, since it's currently winning the vote. And if it loses to barter, well, barter is the prerequisite tech to slavery anyway.
Spoiler (click to show/hide)

Another feature of this mod: Surround and Destroy gives you bonuses for surrounding the enemy. I'm not exactly sure how they work, so here I just put a Neanderthal Warrior in each tile around the city. I did check whether ships would help the bonus, and it turned out it didn't. At least, not for rafts. I wonder if it'd have been better to have more units in the surrounding tiles?
Spoiler (click to show/hide)

A long and epic struggle ensues. In fact, I'm so absorbed into it that I forget to take pictures. Well, it's just two dudes whacking each other with their weapons until one of them falls down, anyway. This update is big enough already, it doesn't need even more pictures.
Spoiler (click to show/hide)

The necessity of counting how many mens you have left and how many mens your opponent has leads to the discovery of, well, counting.
Spoiler (click to show/hide)

After that big fight, it's clear that we have the advantage. It's just a matter of mopping up now.
Spoiler (click to show/hide)

We stop just short of killing all of them. Not out of any kind of mercy, but because we didn't have any more units to attack with. We only had four surviving Neanderthal Warriors after that big fight. Incidentally, you can see how that Log Ram has enough experience to level up, but it can't be promoted because we haven't unlocked any promotions it could get.
Spoiler (click to show/hide)

Well, we can just kill them on the next turn. And we do.
Spoiler (click to show/hide)

However, when we stormed the city, there was one last warrior who opposed us. His name was Abraham Lincoln, and he towered over all of our troops. His skill with the axe was incredible, and he cut down many of our troops. It seemed he would turn the tide of the battle by himself, when something unexpected happened! De Gaulle himself arrived, screaming "There can only be one!". Their fight was fierce, and none of our troops dared intervene, for they could barely see the axes the two wielded, such was their speed. Eventually, de Gaulle broke Lincoln's axe, and with a mighty swing he clove Lincoln's head clean off his shoulders. But Lincoln's power was such that even in his death, he struck down many of the dumbstruck warriors who had simply been watching the fight. Still, that was the last of Lincoln, and as such it was also the last of the Celts. Bibracte was ours.
Spoiler (click to show/hide)

Finally, have an updated world map:
Spoiler (click to show/hide)

Only took us a little under three millenia.
« Last Edit: August 06, 2012, 02:36:50 pm by Boksi »
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kaian-a-coel

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #254 on: August 06, 2012, 02:49:15 pm »

actually it took a little under a hundred millenia to homo sapiens to go from fire-making to city-building. So cheer, you're quick!

also PLUNDER!! death! and pillage! yesss

shame, we couldn't make slaves of them yet.
Oh well, I'm technically a celt, so good enough. I call dibs on some science-related job in bibracte (rename it! but I cant think of a fitting name. "City of spillt blood" would be nice, if you guys find some traduction in our imaginary language.)
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