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Author Topic: LP Civ4:C2C (6050 BC - Slightly delayed)  (Read 146240 times)

MetalSlimeHunt

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #285 on: August 07, 2012, 10:15:02 am »

I vote for nuclear fusion.  :P
We can't see uranium yet. It is invisible to our ignorant tribal senses.

Radiation isn't even going to exist until 1870.
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Karnewarrior

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #286 on: August 07, 2012, 10:37:53 am »

I vote for nuclear fusion.  :P
We can't see uranium yet. It is invisible to our ignorant tribal senses.

Radiation isn't even going to exist until 1870.
We have noticed the yellow rocks are poison though.
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Boksi

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #287 on: August 07, 2012, 10:42:37 am »

Just so you know, I'm counting votes against slavery as votes for barter as this is pretty much a binary choice. Unless you specify that you want neither, for whatever reason.

Economic civic:
Slavery: NRDL, Il Palazzo, A Spoony Bard, Metal Slime Hunt, Aqizzar, Karlito?, kaian-a-coel, Iituem, Shades
Barter: ansontan2000, Corai, Karnewarrior, Bluerobin, Glacies, Sirus, BunnyBob77, EuchreJack, JacenHanLovesLegos, 10ebbor10, stabbymcstabstab

Barter is in the lead.

Religious civic:
Divine Cult: MetalSlimeHunt, Bluerobin, BunnyBob77
Not Divine Cult: Frumple
Folklore: Aqizzar, Karlito?
Prophets:

Divine Cult is in the lead.

And now, this.
« Last Edit: August 07, 2012, 10:44:40 am by Boksi »
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Glacies

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #288 on: August 07, 2012, 11:18:09 am »

Er, I vote for the Prophet model until we can get state religion.

Shades

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #289 on: August 07, 2012, 11:19:10 am »

Can we enslave those who voted for barter then force them to vote slavery?
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Karnewarrior

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #290 on: August 07, 2012, 12:26:33 pm »

Folklore.
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kaian-a-coel

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #291 on: August 07, 2012, 12:39:13 pm »

folklore.

*clik link*
...
AAAUUUUUGGGHHHHHH!! MY EYES! IT BBUUUUUURRRRNNNNN!!!
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Karlito

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #292 on: August 07, 2012, 02:02:03 pm »

You've got my votes right, unless you just like spelling my name with a question mark for some reason.
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FritzPL

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #293 on: August 07, 2012, 02:10:50 pm »

I vote for Folklore and Barter.

Also, when are Jivaro going to get settler type units? As in, leave their mudstone huts and set up a new place to build huts in?
I mean, the bay north-west of Mt. Armok looks very promising.

10ebbor10

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Re: LP Civ4:C2C (13887 BC - Conquest!)
« Reply #294 on: August 07, 2012, 03:48:57 pm »

I vote for Folklore and Barter.

Also, when are Jivaro going to get settler type units? As in, leave their mudstone huts and set up a new place to build huts in?
I mean, the bay north-west of Mt. Armok looks very promising.
You get settlers when you research sedentary. (This is the beginning of the first Civ era.) Quite a long way of currently.

Though we can make tribes now, which are essentially the same.
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Boksi

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Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
« Reply #295 on: August 07, 2012, 03:50:35 pm »

Alright, this update wound up being way bigger than I intended. Oh well.

First of all, thanks for the tip!
Spoiler (click to show/hide)

Thanks to Raft Building, Bibracte is connected to our trade network. There didn't seem to be any kind of consensus on a new name, so I refrained from renaming it.
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Gotta get more science up.
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Shinies!
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Holy fuck! That's a third religion founded. We really gotta get more science up.
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Look at where the next religion-founding tech is; it'd normally found Tengriism. We probably won't win the race to Sedentary Lifestyle.
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Time to get a new tribe going! Let's make our own city! With blackjack! And hookers! In fact, forget the city, we haven't invented cities yet anyway!
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Meanwhile, the Celts are getting unruly.
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We also subdue a horse. This is the first time it's happened to me, and of course we have plenty of horses near our cities now so we didn't need to capture it anyway.
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We research Barter.
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Now we're researching Canine Domestication. We actually pillaged most of that tech from the Celts, so we only need to do a little research by ourselves. Oh, and we found gold near MP4, which is a really really good thing for us. I'll go into the why later.
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We try to send out some more scouts, but there's a lot of animals out there.
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That sure didn't take long.
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Alright, we'll go for Chiefdom for the Chiefdom civic, and then Mysticism for the Divine Cult civic, which is winning the race at this point in time.
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Better get some more science going!
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Uh-oh! A shark! Our raft can't handle that! Let's try to save the embarked horse at least.
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We research the prerequisite to Chiefdom, but don't have the resources to actually use it.
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Since our rafts won't be able to handle anything but the puniest of sea animals, I decide to disband them once they reach their destination.
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I also build the Myth of the Earth, the other Myth required to build the Nazca Lines. It doesn't need a palace like most myths, so we can build it in Bibracte just fine.
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Our warrior faces off against a fierce and terrifying beast. Also, you can see how it has a tiny chance of becoming a permanent resource rather than just dying or being captured.
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This is why you'd want to capture a horse if you have none near your cities. I use him for the myth, though.
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Sometimes you have nothing better to do with animals than to eat them.
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Our scouts continue their work.
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I decide to get Boat Building done before Mysticism so we don't have to worry so much about sea animals.
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Some things to note about crocodiles in this mod: They often turn into knights, graphically, and they like to laze around in the same spot. Sometimes forever, or at least until killed.
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I suddenly realize that having gold won't do us any good if we don't have the necessary technology! I think these pictures speak for themselves.
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We research Chiefdom. Let's not wait any longer to implement new civics!
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For a few seconds I though we were being attacked by mindworms or something. But it turned out to just be reused graphics from an AC remake mod.
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Another of our scouts dies, but our last one finds an unguarded tribal village!
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One warrior of Bibracte's garrison faces the locust horde.
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The tribe is ready to leave for drier pastures. Let's get a gatherer to get that gold.
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I'm proposing two possible ways to settle the north-west.
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We need to pacify the area before sending out our tribe, though.
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Also, the chief's hut is a very useful building, although it takes a while to build.
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More technology!
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Let's get that gold!
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We really need that hut to calm down the Celts.
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Welp.
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Some animals are more valuable than others.
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We discover the reason why we're paler than the people up north. Oh wait, no we don't, that's another kind of Tanning.
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Time to build some scouts, right?
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NOPE. Hunter time.
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Here you can see how unstable Bibracte is in numerical terms. That red Che face represents instability. High instability causes revolts, which are bad for you.
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Our hunter uppercuts a fucking Cheetah.
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Oh hey, a list we show up on!
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We research Boat Building! We need a Canoe Builder's Hut before we can build canoes, though.
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Hunters are good against animals, but nothing special versus anything else.
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We do more research! Yay!
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Canoes are twice as strong as rafts and have an innate 50% bonus versus animals. This stacks with the free Hunter I promotion from our Hunting Instruction.
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Also we can just upgrade our rafts into canoes, so I didn't need to delete those rafts earlier. Derp.
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Zebras count as horses mythwise, but not herdwise.
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I should have used it to build Governor's Pets, though. Even the Chieftain's Hut hasn't completely stabilized Bibracte. A bit of hunting is all it takes to get the governor a whole menagerie, though.
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At some point, the Aztecs contacted us, but I didn't notice because we don't get a popup greeting like in vanilla Civ4, on account of being minor civilizations who cannot conduct diplomacy.
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Obsidian Weapons GET!
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Also, our settler tribe has arrived. Where shall we settle roam nomadically?
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No new world map because I am a dumb.
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MetalSlimeHunt

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Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
« Reply #296 on: August 07, 2012, 04:12:05 pm »

Oh. Would you look at that. The Aztecs. I wonder what feats of prehistoric wonder they are contemplating at this very moment. I bet the Aztecs have Nazca Lines. We don't have any Nazca Lines.


I support Settlement Plan Teal. The culture spread will go to waste under Settlement Plan Violet because of proximity to Mayanpanponpenpu.
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Pnx

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Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
« Reply #297 on: August 07, 2012, 05:01:57 pm »

Yeah, go with the teal one. We want dem apples man.

It's not surprising that you're behind on tech, tech in the early stages depends heavily on how many animals you can get for myths.
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Furtuka

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Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
« Reply #298 on: August 07, 2012, 05:34:19 pm »

I vote for what I think is spot 3? I don't know what the colors being referenced refer to
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Sirus

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Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
« Reply #299 on: August 07, 2012, 05:56:31 pm »

Teal! Go with teal!
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