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NewMars
Mar 10, 2013
Emperor of the fading suns was a drat good game that needs a remake and I stand by that.

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Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

kw0134 posted:

Alexander the Great wept, lamenting that there was but one world to conquer. A Caveman2Cosmos dev tapped him on the shoulder and said "yo, check this poo poo out"

Surely you meant, "υο, cηεcκ τηισ σηιτ οθτ"

Grapplejack
Nov 27, 2007

One thing I do think is interesting is that the atmosphere map came up again in beyond earth. I wish the c2c guys weren't stuck in civ4; I bet they could get a lot out of BE's systems.

Super Jay Mann
Nov 6, 2008

C2C Gameplay Chapter 13: This Land Ain't Big Enough For the Two of Us



Ideograms is the topmost tech in the Ancient Tree and has some interesting stuff. Tablets are the first form of writing materials we can get and having them allows us to build Library of Ninevah, a nice wonder that provides 7% science to the city and an additional 2% science in every city.



Oh, uh, that's quite an expensive upgrade there. More than I was expecting. I have about 20 Gatherers that I want to upgrade, which is probably overkill for now but will allow me to improve everything quickly, freeing up labor for improving later cities.




With not much gold though, I'm going to be forced to run 0% science for a while in order to upgrade them as soon as possible. The hit to science stings but we can afford to slow down research for this purpose. 18 turns though...



Ah it feels good to have 2-move Workers again. The lack of mobility from Gatherers was more annoying than you think.



Getting to Ancient Era finally allows our Scavenging Camps to upgrade to the next tier on the following turn. 7/5/1 yields are pretty solid.




And several other improvements also start to upgrade, though since they need to be worked to continue the upgrade process and our cities are pretty small, I'm not going to let most of these improvements upgrade on their own. Not when I eventually have 20 Workers to work with.



My Ambusher finally gets vision on Shanghai, China's second city. I find it interesting how city tiles don't remove features like Marsh and Jungle, that's definitely different from how base Civ 4 does it.



Also new in this version of the mod: Math done for you! The Total defense modifier at the bottom is just all the various combat modifiers on both sides added together, which is welcome given how many of them there are and how misleading some of them can be (the +5% from Attack Modifier for example is green which means is benefits US even though it's under the opponent's list). The final number being 29% rather than 30% as expected seems to be a result of rounding issues with some of the modifiers. Perhaps Surround and Destroy doesn't necessarily evaluate to round numbers?



It occurred to me during this session that the Caves terrain feature may well be the place where Neanderthal barbarians spawn, similar to how normal Homo-Sapien units spawn on Stone or Obsidian or whatnot.



Begrudgingly I decide to hold off on our killer rhinos for a while in the capital, as I want to get our :shittydog: wonder up ASAP. Remember that an unknown AI beat us to Ancient Era and, in fact, this is one of the Ancient Way wonders that has no additional tech requirements besides Sedentary Lifestyle, so I want to make sure I don't get sniped on it.



This thread had a small debate the past couple days on whether all :shittydog:s are good :shittydog:s. Unfortunately, I am inclined to disagree. Don't hate the animal, hate the trainer :(




Carchemish finishes Stonehenge without incident. The free Monument in every city is whatever, but the Tourism and Great Prophet points are a welcome addition to the city. Remember that +10 Tourism grants an instant +10 gold to the city, so that's a bonus we certainly want wherever possible.



China finally decides it has enough defensive units to send out its next Tribe to the wild. Will be closely following where it goes.



Carthage confusingly still doesn't want to send out her settling party for a second city and doesn't do so during this update either despite a couple of false starts like this. Quite annoying if it turns out my immediate neighbor is also the weakest opponent by far but hey, I did my part identifying broken settling AI, and it's not like base Civ 4 AI didn't have its share of baffling lack of expansion.



Our imperial remodeling project begins in earnest, starting with expediting the upgrade of several improvements as mentioned before. +1 food and +1 commerce isn't impressive, but every little bit counts.



Wait what? I don't remember finding a Tribal Village or Unexplored Island, what in the world happened here? :confused:



Ah I see. The borders of the capital grew, so it likely picked up an Unexplored Island sitting in the ocean right on its borders. The extra gold is certainly welcome, and more Worker upgrades come in.



Our General has already gotten the maximum Slave Master promotion, so now I go for Morale. This guy is looking to be a very valuable unit down the line if he can get both Morale V and Slave Master V.



:siren: :siren: OH MY GOD WE CAN BUILD A CULTURE :siren: :siren: :woop:




Culture (Turkmen) was one reason I moved the location of my fifth city, as it picks up the Cotton that allows me to build this Culture. Not that it helps us immediately as its primary unique unit won't come around for a while.




It does give an opportunity to finally introduce what some of these named units we've been seeing in tech descriptions and such are about. These are Hero Units and they're extremely awesome and a very good reason to gain as many Cultures as possible. They can only be built once but they have a bevy of useful effects and flexibility. They can be used as elite combat units that you can attach to other units but can also be used to bolster your economy, either by joining the city as a Super Specialist or building one of the Achievement buildings that provide sweeping improvements to every city in your empire. They even have a unique set of promotions available to no one else!

Sadly neither of these Hero units are even close to being able to be built, but don't worry. We'll get back to this, make no mistake.



Akuwa prepares to build Moai Statues, which is no longer a National Wonder. Has the same effects as always, but again, the Tourism is the most useful part of it right now.



I get a couple more Dances in my capital, most notable Moon Dance. It's not particularly useful on its own but I do need it for a reason.



Carchemish starts building Food merchants to send to my other cities to bolster their growth. We can only have five of them out at a time, so we need to use them as soon as we can if we want to make full use of them.

And our first normal Great Person arrives. Between the Artist, Doctor, and Merchant we end up with *drum roll*



A Great Merchant! And he's Roman British, what a surprise.

Great Merchants, at least right now, have the exact same abilities as their base Civ 4 counterparts. I think using him for a Golden Age or something would be wasteful, so I send him to Carthage for the trade mission.

This does invite some risk though, as civilian units like merchants can be attacked by Criminal or Strike Team units in another nation's borders (until a diplomatic option opens up that prevents this, but we're still not there yet). All I can do is hope I can get into the city without Carthage using any hostile units.



Our Ambusher bringing back prisoners is the first to reach Might II, giving him a base strength of 5, making him quite formidable against even stronger units. I'll be hoping to get Might II on as many of my key units as possible. Including the dogs. :shittydog:



Hey, it turns out Rafts can be useful. This will get the Merchant to Carthage's borders much quicker.



Oh wow, this is uh, kind of awkward. Assyria hasn't settled yet since it's still not in Chiefdom and has stayed on that stone for several turns now. China's settling party is disturbingly close to it. Makes me wonder where China is actually going for its next city.



Oh uh, well. That's unfortunate. Guess this guy isn't getting Might II. Then again, it is on +75% defensive terrain and with the way combat works if it gets a few lucky rolls against this stack he might be able to surv--

(spoilers: he doesn't survive)




Ancient Way of the Wolf finishes and now all of our dogs start with 3 movement points. And ignore terrain costs.

They are all very good boys and girls. :shittydog:



Here's what I needed Moon Dance for. Grand Sky Festival is particularly useful to us since the gold bonus resources are all stuff that I either have or are available to us nearby. Tactics is a nice promotion to have for my combat units to, providing 20% Withdrawal and +5% Capture chance. The 30% defense against Espionage is pretty unimpressive though, especially compared to what the other wonders provide.



Akuwa is prime to build a Grand Festival wonder, but it kind of needs to be a lot bigger to do so. Hopefully food merchants will take care of that, though I'm holding off on using them for a bit for reasons.



Oh, barbarians are getting Archers now. I don't remember exactly how tech progression for barbs work, so this may or may not be an indication that the unknown Ancient Era AI went for Archery first.



Our merchant disembarks, thankfully with no hostile units nearby. Now I just need to hope I can reach the city safely.



Cleopatra's Needle is an interesting wonder. It provides 1 happy and 50% culture to the city, which is good, but it also immediately builds two more copies of the wonder in two of your other cities that have the highest culture. Culture isn't the most important thing in the world but I'd like to squeeze it in somewhere at some point.



Agriculture is a hugely important tech, providing a lot of extra farm buildings and allowing us to build/upgrade to Farms. It also gives us access to an extremely crucial Civic.

And it also highlight a mistake on my part. See, this is the tech I should have gotten first. The logic for going Ideograms was to get Library of Ninevah in the capital ASAP, but as it turns out I went for two rather expensive wonders in my capital first that still aren't done. I do need Tablet Makers first to make the wonder, sure, but there was still no good reason to go that tech now if I wasn't going to go the library immediately. Agriculture on the whole is much better for our empire.

Not much I can do now, just gotta roll with it and hope for the best.




Well this is just weird. Assyria switches to Tribal Warfare (which I thought he was on already?) instead of Chiefdom for some reason, but then he just settles his third city anyway. :confused: Not that I mind, but it's odd the AI after refusing to settle for so long presumably because of the city limit, decides to do so on a whim.



Oh hey, turns out there was another good reason to build Stonehenge, this event. Me being the vain, narcissistic megalomaniac I am doesn't give two hoots about diplomatic relations, and a free Priest in my city forever is quite nice, especially when stacked with the natural GPP generation of the wonder. This is certainly a great option, what are the other ones.




Wow, how unimpressive. :geno:

Free Priest it is.



Somehow I lost track of China's settling party. The damaged stack of barbarians here and on the edge makes me wonder if the settling party got wiped out by some unlucky combat rolls. That'd suck quite a lot, but I've sent units around the area and can't for the life of me see where China could be going.

Unless...



Hold on, I need to check something...



For its part, Assyria didn't settle on the Stone but retreated further South to this spot. Not a bad spot as it has plenty of rivers, Prime Timber, and a Fish tile.

But man though, I thought my city names were hard to remember. Acemhöyük certainly rolls off the tongue, doesn't it. :v:

I'm still struggling for a naming theme for my empire by the way. Ideas are welcome!



My Ambushers finally arrive home and it turns out Neanderthal captives can't be turned into specialized slaves. Only the generic one. Not a bad thing as I always need more generic slaves to gain access to more specialized ones, but I should certainly keep this in mind.

Kanesh finally gets a second production slave by the way, and Kummanni follows shortly after.



One neat feature I can show off now: Scrolling through the tech tree from the very beginning sucks quite a lot, so there's an option here to limit the visible space of the tech tree to a range of eras. This will be quite convenient going forward.



Aha, so China didn't lose its settling party. Germany also managed to settle its third city on the same turn. The fact that China settled though means that my initial suspicion might sadly have been correct.



Oh yes. That happened. :argh:

It's hard to visualize cause the trek is so far on land, but the Southern part of my empire is relatively close to China's land, so much so that Carchemish gave me the option liberate the city to China when it was settled. I suppose I should have expected this, and the city spot is quite strong, but man, getting forward settled like this on the third city is quite an annoyance. Makes me fearful of if Qin wants to get even closer with its later cities.



Oh right, I forgot this was a thing too. I believe this is a holdover from the mod's Rise of Mankind origins. Defeating units in their own territory adds some of your own culture to the tile where the battle took place. This doesn't matter for a barb city nowhere near my borders, but in wars where skirmishers take place on contested borders, successful military engagements are a great way to assert control of key tiles that might be heavily pushed culturally.



Dang, thought I could pull a fast one. New cities like this one are worth jack in Thief Trade Missions. To the capital I go, then.



By contrast, uh. Wow. That is way more gold than I was expecting, even considering the game speed :stare:



I don't think we're going to be suffering from gold problems any time soon. Naturally, I'm going to be running 100% science from here on out. And all but two of my Gatherers are upgraded so I don't even need to waste much of this money on that.



Here we also see another round of obsoletions, this time of certain early food producing buildings that are no longer useful to us. To compensate, we get +1 food to several improvements we have, which in logical terms means we're trading the food from the associated buildings for food from the improvements themselves, which is a nice way to transition from obsoletion.



The Farm buildings, for their part, are either replacements for older buildings as shown here, new buildings using heretofore untouched resources like Cotton or Hemp, or buildings based on more exotic goods that require a combination of resources in range of the city. Farm - Crop (Oat) for example requires a city to have both Wheat and Olives in its range or manufactured.



On the same turn we also finish Grand Sky Festival. One thing I just noticed is that the festival wonders actually remove 2 food from the city which is slightly annoying. But only slightly.



We also have access to Culture (Sumerian) as a result of teching Agriculture. I queue it up now, but it will probably be better to get the Library of Ninevah stuff going since there's a good chance there will be no competition for Middle Eastern cultures. Assuming neither of the unknown AIs are Middle Eastern that is.



And now I can unveil, courtesy of Toffer90's newest update of his interface overhaul, the new Civics screen! More elegant and nicely laid out than the base version of the screen, and doesn't take several seconds to load up like it did before. We even get the current Civic's civlopedia entry when when we click on it.



But the greatest addition is here. Selecting any non-adopted Civic will show both that Civic AND the Civic we're currently adopting at the same time. Someone requested a while ago that I show off which Civics we're switching from to give a better idea of how the Civic swap will change our empire, and now that's an actual part of the improved interface, so less work for me :woop:

Honestly though it is helpful to me too as simply having both Civics shown makes comparing their effects so much less tedious. As for the Civics themselves, Smallholding is a major, major upgrade for our empire, providing an 8% swing in all of our yields, an additional 5% gold on top of that, and, most importantly, reducing the amount of food needed to grow from 50% to 25%, greatly improving our ability to grow in the long run.



Just for reference, here's the city list before the switch. The number under the red bread icon is how many turns the city needs to grow.



And here's our empire after the switch. Pretty impressive, don't you think? Still going to need a lot more food though. This is why I held off on using my food merchants by the way.

I really hope I'm not too late on Library of Ninevah though.

----------------------

NEXT TIME: Food, food, and more food. Also maybe an actual place to live for our citizens for once.

Akratic Method
Mar 9, 2013

It's going to pay off eventually--I'm sure of it.

Any day now.



Oh my god they actually hate the colorblind, don't they.

ssmagus
Apr 2, 2010
Assmagus, LPer ass-traordinaire
Civ 4 has a problem where only certain colors are possible as non-terrain in-game, otherwise it crashes. It's very odd, but you can only take what you can get. It's why ALT+X only has those colors on the panel on the side, it had others before, but they crashed the game.

Thunderclan
Dec 24, 2013
Is that amount of gold as ridiculous as it seems like it would be to get so early? Been a very long time since I last checked out the mod myself so not sure if this is a normal thing to see at this point in a game with C2C or just immense good luck for you.

Super Jay Mann
Nov 6, 2008

Thunderclan posted:

Is that amount of gold as ridiculous as it seems like it would be to get so early? Been a very long time since I last checked out the mod myself so not sure if this is a normal thing to see at this point in a game with C2C or just immense good luck for you.

Gold has been a continual balance issue for the dev team and I'll continue to swim in it if I limit expenses even while running science, but there are costs that add up that can burn through our reserves surprisingly fast if we're not careful. Unit upgrades are the big one as you may have noticed. It took ~1400 gold to upgrade all my Gatherers through the course of this update, for example. Upgrading my combat units and even my Property control units has the potential to be pretty expensive as well.

There's also rushing production with gold a bit later on as that comes a lot sooner than in a normal Civ game, relatively speaking. And of course, don't forget that inflation is a thing that can sneak up on you.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
Yeah, that seems like a fairly ridiculous amount of gold for this point in the game. Eventually it'll be pocket change, but that's not for several eras yet. Seconding SJM on how easy it can be to spend it all once you start getting serious about buildings though.

zetamind2000
Nov 6, 2007

I'm an alien.

Are you using a special version of the interface overhaul mod rather than the one available here, SJM? I installed it and my civics interface screen doesn't look like the one you have. If there is a new version available it doesn't seem to be in that thread.

zetamind2000 fucked around with this message at 16:32 on May 18, 2019

Super Jay Mann
Nov 6, 2008

overmind2000 posted:

Are you using a special version of the interface overhaul mod rather than the one available here, SJM? I installed it and my civics interface screen doesn't look like the one you have. If there is a new version available it doesn't seem to be in that thread.

No, it's definitely that one. Did you perhaps confuse the newest version 6.1.10 with the previous 6.1.1 version?

zetamind2000
Nov 6, 2007

I'm an alien.

Super Jay Mann posted:

No, it's definitely that one. Did you perhaps confuse the newest version 6.1.10 with the previous 6.1.1 version?

edit: It was trying to load the wrong thing during startup, but I fixed it. This is a lot faster than normal C2C, they really should merge it into the base mod.

zetamind2000 fucked around with this message at 22:52 on May 18, 2019

Seraphic Neoman
Jul 19, 2011


So even when we hit post scarcity and begin toying with the fabric of existence and causality we will still use gold to fund projects?

Super Jay Mann
Nov 6, 2008

SSNeoman posted:

So even when we hit post scarcity and begin toying with the fabric of existence and causality we will still use gold to fund projects?

Nah it will all be bitcoin by that point.

Kassad
Nov 12, 2005

It's about time.
Coin-shaped nanomachine dispensers. You literally throw coins at what you want to build.

Kassad fucked around with this message at 08:07 on May 19, 2019

ssmagus
Apr 2, 2010
Assmagus, LPer ass-traordinaire

Kassad posted:

Coin-shaped nanomachine dispensers. You literally throw coins at what you want to build.

So you saying that Caveman 2 Cosmos is the prequel to the Endless series?

Super Jay Mann
Nov 6, 2008

ssmagus posted:

So you saying that Caveman 2 Cosmos is the prequel to the Endless series?

The Broken Lords are the vengeful spirits of players that survived a whole game of C2C

GodspeedSphere
Apr 25, 2008
Can I get an update on my doggo? I feel the need to check in on his welfare

Super Jay Mann
Nov 6, 2008

GodspeedSphere posted:

Can I get an update on my doggo? I feel the need to check in on his welfare

You may have missed it from the empire summary update, but Koda is with 3 other dogs and a Hunter in the area southeast of Carchemish hunting animals for experience. He's safe and has friends with him :)

Super Jay Mann
Nov 6, 2008

C2C Gameplay Chapter 14: It's Not Right For a Civ Player To Read! Soon He Starts Getting Ideas and Thinking...



Pottery is, funnily enough, pretty much the same as it is in base Civ 4. Obviously you have Cultures and some additional Housing options and whatnot, but its primary purpose is still twofold: unlock Cottages and unlock the Granary




We begin the update proper with something that happens more often than I let on: Failing to read! So I prioritized getting Ideograms first at the expense of Agriculture and was set to get the Tablet Maker and then Library of Ninevah going, except that you need two Tablet Makers to make the wonder! And the Tablet Maker itself requires a Size 6 city. How many Size 6 cities do I currently possess?

Here's a hint: It's a number less than two :suicide:



In the meantime, I do go forward with building Culture (Sumerian) in my capital. Seeing as Sumer's exploits line up neatly in this current age, it will likely be the first culture we make use of in this game. Maybe.



In other cities, including Kanesh, I queue up several Early Food Merchants. These Merchants are going to be the backbone of growing my cities going forward given the nerfs to growth in the latest SVN versions. Getting Kanesh to Size 6 is priority number one so it can build its Tablet Maker and allow construction of the Ninevah wonder in my capital.




Oh hey, the French actually caught my Rogue for once. Time to take a bit of gold for my trouble and send it home... except pressing the button does nothing as my Rogue evidently fails the investigation check and is now a sitting duck in Paris. Not to worry though, my Criminal units were being seen by my opponents' dogs and own Criminal units and whatnot and couldn't attack me in the city so it's all good.



Having Agriculture finally gives me access to Farms, which I get started on right away. I could wait for my Seed Camps to upgrade by themselves, except no. :geno:



Oh. So I guess my Rogue was dead to rights after all. :v:



I initially said I would cover all the Investigation stuff in a separate update, but that's probably unnecessary now as you've seen throughout my updates how using Criminal units functions and what they can and can't do, so I'll take this opportunity to cover the last bit of how Crime works. And meanwhile fold it into an introduction to a screen I have yet to show up, the city protection tooltip. Far from merely being modeled by a defense modifier to all units stationed on the city tile as in base Civ 4, in C2C city protection encompasses a lot of different variables and modifiers, some of which will become relevant when I at some point get to a planned dedicated Urban Combat update. For now though, the bottom of this screen is what I'll focus on.

So Investigation and Insidiousness are opposed modifiers, same as Attack and Defense or Pursuit and Withdrawal, etc. Investigation describes how likely every turn it is to discover any criminals hiding in your capital, while Insidiousness modifies this base amount downward. Investigation can be raised somewhat by certain buildings, but the most reliable way is to simply build Law Enforcement units, as each unit adds to this Investigation total, though not linearly. The Law Enforcement unit with the greatest Investigation total is considered the "head" investigator and will contribute its full amount, while any additional units only contribute 1/10th of their amount. Additionally, you can promote these units to add to their Investigation value and even use their Build-up promotion to raise it even further.

Criminal units can do much of these same things, except with Insidiousness. I teased it a bit much earlier in the LP, but one of their Build-Up promotions is dedicated to raising Insidiousness and they have promotions to that effect as well. So it's relatively simple, at least under these game settings. So what happens when a Criminal is caught?

You've seen it happen a few times where my Criminals have ended up being Wanted, but what exactly does this entail? It starts with the caught Criminal unit receiving the Wanted promotion, which makes them completely visible to all other units. Additionally, all Law Enforcement units have the ability to Arrest units, but only if said unit has the Wanted promotion and it's on the same tile as the arresting unit. An Arrest simply initiates a combat against the Criminal, where the Criminal can be killed, captured, or simply escape to thieve another day. Either way, if the Criminal remains alive either by escaping from the city during Arrest or before that, the unit will remain Wanted until their return to the empire of origin. It's also worth noting that this system gets more complicated if you have more advanced invisibility rules on, as being caught and Wanted only makes you visible to certain types of units that have certain promotions dedicated to that type of invisibility. I'm not too familiar with the details of that, as I'm not playing with said rules, but if you end up playing the mod yourself it's something worth exploring.

Incidentally, though not shown here, this tooltip will also tell you how many Criminal units are hiding in your city, so it's not as if you have to be super paranoid that there's a Criminal that you aren't taking into account.



Hattusas doesn't have Sheep in its BFC, but it certainly has it via a Herd, so that was nice.





The Vulture is an Axeman replacement like in Civ 4, though not quite in the same fashion. Axemen with metal weapons that directly correlate with the base game themselves are also 6 strength and have the usual bonus against Melee units, so the Vulture is strictly worse. It's main benefit is being available at Copper Working which is not terribly far away should we choose to go that path. Axemen are available at Bronze Working, which is quite a ways away.

As for the World Units, I know who Enkidu is but am totally blanking on Lugal. Either way, Enkidu comes relatively early at Writing so we'll hopefully be seeing him in action soon enough.



While waiting for Kanesh to grow, I go back to getting some more rhinos out to besiege that barbarian city near us. :getin:



A wandering Atlatlist decides to invade my territory, which forces me to make some Obsidian Axemen from Akuwa and delay Moai. Barbs are becoming more plentiful and powerful, so I need to be wary of empty space around my empire.



10 food from a Corn farm, a +4 improvement from a mere Seed Camp. I said before that tiles aren't quite as important with all the flat building bonuses, but they still quite help a bit.



My other Rogue dies to a doggo I didn't see in Assyria's territory. As I'm no longer running Banditry I can't really replace them, so this will be the end of our State-Sanctioned Crime spree for the time being.



That's... quite an interesting dialect these barbs near France have developed for themselves :eng101:



As far as Cultures go, Culture (Georgian) and Culture (Philistines) are both Middle Eastern. The former can (and will) be built in Akuwa as it only needs Marble in a Coastal city while the latter requires Crab which we don't have.



The Granary is certainly not the powerhouse it was in Civ 4, at least not on its own. Still, every bit of food carryover we can get is helpful, and the Granary is a requirement for several useful later buildings.



Before we make it though we're going to need some Pottery, courtesy of the Potter's Hut. It also is a requirement for several nice buildings.



I start building Cottages in many tiles of my empire though they aren't particularly good right now. They also won't upgrade right now, as Hamlets require a later tech. It's not shown here but another new thing introduced is improvements requiring an upfront cost to build. Each Cottage requires 25 gold to get started. It's not a problem for us given our Great Merchant gold, but assuming properly balanced gold generation it is a hidden expense that can sneak up on you if you're not careful.



Mining, naturally, unlocks Mines, but also unlocks the Early Quarry which we can use to upgrade stuff like Marble and Stone. It also enables a couple more Map resources and a new Civic!



A Slinger shows up out of nowhere on this salt flat tile, which makes me even more confused on what the barbarian spawning rules actually are. My Axeman is nearby and dispatches it to keep my Workers safe.

Said Workers, by the way, are building Trails from Akuwa to Carchemish to make sending merchants and other units between those two distance cities a bit easier.



Missile has the honor of being my first Might II doggo. :shittydog: Such a good boy.



Akuwa finishes Moai Statues. Our water tiles still aren't particularly good compared to our land tiles, but they'll develop nicely as our city grows and we progress through the tech tree.



Not sure if I showed a screenshot like this before but just in case: this is what 5 movement looks like.



An Atlatlist that I had been chasing with my stronger units down south managed some withdrawals and is now in prime position to cause some problems with my workers. Now in hindsight, this was exactly the situation where I could have just used Quick March on a unit and chased it down.



But why pass up another opportunity to get another best friend? :shittydog:



China ends up being the first one of the known civs to go for Tengriism, which we intentionally avoided. So unless one of the two civs across the pond is going for it right now, we'll finally have a religion on this continent.



Did I mention rhinos can make use of merging as well? :getin:



Rocket is bred from Hattusas, immediately given Racing Dog II, and heads out to remove the weakened threat from our borders. She does so with gusto.



Kanesh finally gets to Size 6 next turn after several Food Merchants, and will get a Tablet Maker going once its Granary finishes. We'll get this Library one way or another!



What... What is this?

Dido finally settled a city! :aaaaa: And so did Joan of Arc??? Frederick even gets in on the action by planting his fourth city.



The Log Roller System is a pretty nice National Wonder. I could build it in my capital but it's pretty busy as is, so I don't mind giving Carchemish a piece of the pie.

I'm not entirely sure if the Worker improvement speed applies to my entire empire or simply to the area around the city.



Kummanni gets started on the Great Bath of Mohenjo-daro. The fresh water source is whatever and not at all relevant, but new cities starting with +1 population is VERY good. Considering how much food it takes to grow even a size 1 city, getting that first pop for free in every new city for a while saves a lot of food.



I send my current War Canoe to the barb city Bactrian and start trying to use my Ranged Assault to soften up the defenders. It's at this point that I'm finding myself unsure of what to do with the city. I kind of want the city, but capturing it now will just auto-raze it so I'll have to wait until it hits size 2. Considering how much food even a size 1 city needs to grow this can take a very long time. For the time being, I decide to use this city to farm experience on some units, and especially my naval units, as successful Ranged Assaults do give experience.

Now if only they would hit. :argh:



Cologne is discovered and shown here in relation to Hamburg. Not sure where Germany's fourth city is, I'm sure I'll see it with my Kayak when I swing around.



The Property Watch window in the city overview is quite convenient, as I discovered when putting together the summary update earlier. Having a clear view of what Properties I need to worry about is certainly preferable to scrolling through each city individually. Things look good for now, though Hattusas's Crime rate and Akuwa's Disease is a bit alarming. I end up having to get a few units/buildings out to deal with it periodically.



I don't see Carthage's second city just yet but based on the Cultural borders this is the only spot it can possibly be.

Not exactly a spot I would've chosen for a second city but it's at least something after all this time.




We start seeing some other Cultures fall from the other AIs. Since it appears we don't share Middle Eastern with anyone else, barring potentially the two others, I won't make too much note of what's taken during the updates, though I do want to make sure I have this information for later Era summary updates.



No Cows in Germany's empire though which means it's likely a Cow Herd supplying it. And you can see why I'm confident I'll be able to see Germany's 4th city when you look at that crazy mountain range slicing his peninsula in half.



France already starting on another Tribe, hopefully they'll manage to expand well. France has been pretty behind the whole game, so I imagine they'll be the first to go, either by our hand or someone else's.



This tech also unlocks a bevy of new Quarry buildings that can be built based on metal resources around each city. We also get Hill Worker I, which is a promotion we definitely want on all our Workers.



Lead turns up near Kanesh. You can see just how valuable Mining resources can be, especially in the future. Lead itself isn't particularly useful right now, especially as we have no way to process it...



Wheels provides the next tier of movement improvements (finally) and a couple nice buildings. Also a +1 hammer improvement to our Lumberjacks, though that's not quite as relevant as most of our forests our going to end up being Mines or Cottages (why yes, you can build many improvements on forests in C2C that you couldn't before)



Metals is just a strict upgrade to None in everything. There is absolutely no reason not to take this Civic immediately.



Well actually, that's a pretty good reason. 5 turns of Anarchy isn't terrible, but considering my current goals I'd rather not delay my production any more than necessary.



Hey remember this guy?

Orion is about to become a legend.



And just in time, as the Library of Ninevah starts this turn. Pretty nice yields on those tiles for the next 32 turns.

Also curiously, popping the golden age immediately added what seems to be a thousand food to several cities. But not all cities, just the capital, Akuwa, and Carchemish. I looked through all the buildings and didn't find anything that implied such an effect, but there is one thing that ties those three particular cities together: Their Tourism. So I suspect that having levels of tourism confers a bunch of extra food when golden ages start, but I don't see this particular mechanic explained anywhere in the Civlopedia. Maybe one of the devs can clarify it for me.



As usual, golden ages cancel all anarchy while active, which means we can revolt to Metals without fear.

The Golden Age raises our gold rate from +39 to +41 and our science from +360 to +402, and upon switching to Metals those two rates jump to +62 and +422 respectively. Quite an impressive increase from those two changes.



Well this is uh, something? A barbarian tile populated by several barbarians smack dab in the middle of Germany's culture? Not sure what the meaning of this is. Did Germany lose its fourth city somehow and turn it into a Palisade? :confused:



China settles Nanjing, thankfully nowhere near us it appears.



One of our canoes bombarding Bactrian gets its first Arrow Barrage upgrade. Arrow Barrage I provides a minor upgrade to the effectiveness of Ranged Assaults, though the accuracy is certainly what I'm most interested in.



I gain visibility on Orleans, settled Southeast of Paris. I also immediately get full view of its build queue due to my accrued Espionage points.



Mining unlocked a very important building I held off on mentioning, the Mining Camp. It starts out with a mere +1 hammer and gold, but, as you can see, it can get a lot higher than that, even in the post-future eras. And since it comes so early, it'll be an excellent source of immediate production for new cities we found later in the game when more of those shown techs are researched.



Oh come on :argh:

I had hoped to level up Van Pelt to the point where he could resist Ambusher attacks, but alas, it wasn't meant to be. It seems Master Hunters aren't worth using right now, so any I get from here on out are just gonna end up as Golden Age fodder or settled. Or I could use one to end Slavery when the time comes, that's an option too.



My Kayak circles Germany's territory, though I end up not having enough vision to see whose territory that is in the fog. Guess we're waiting a little bit longer to see what's going on over there.



Sennacherib gets his 4th (or is it 5th?) city out. I'll eventually stop reporting on every settled city individually like this once everyone is more established. Not quite yet though.



Okay, so Germany didn't lose its fourth city, and in fact it's right next to that barbarian tile. Do the barbarians control that tile because they control the Palisade there?

This is definitely worth exploring further.



Oh right, this actually happened a while ago. I failed to notice probably because China never actually converted to Tengriism. I was confused until I realized that, like myself, every AI is still on Folklore, in which you can't actually have a state religion. You'd think they would have switched to Divine Cult by now, as many of them do have the tech for it, but they're holding off for some reason.



We did have Log Rams previously in Prehistoric Era, and this tech enables its immediate upgrade, Battering Rams. Like Log Rams, they can't cause collateral damage but as vital for taking down cities with defensive buildings which, given this is the AI we're talking about, will be literally every single non-barbarian opponent city on the map.

Repair I (Mechanical) is also available, which is exactly what it says on the tin. I just like to stress how much a unit's Sub Combat type matters as functionally identical upgrades for different types are accessed on wildly different parts of the tech tree.



Oh, and Wheels also unlocks another unit, a much stronger version of :shittydog: that I planned to make heavy use of. A 4.7 strength unit with all of the Canine units' innate advantages can be a force to be reckoned with.

And as a fitting bookend to this update, we have here our second major case of failure to read. :sweatdrop:

----------------------

NEXT TIME: Actual mobility, some very ironically named dogs, and what's this? Real diplomacy??

I'm hoping to have the next 3-4 updates up in relatively quick succession as I've played quite a bit ahead to a very obvious stopping point to counteract the fact that turns are taking longer to plan out and play. Thankfully, as playing the game is starting to resemble playing a real Civ game again I'm much more motivated to play longer and with more care. Not that I'm more motivated to get all these updates up and put together but hey, gotta start somewhere :v:

Captainicus
Feb 22, 2013



Real diplomacy? Now that we're getting to that point, I'm curious if it remains fairly vanilla or if there are a hundred more deals and things you can negotiate for.

Regallion
Nov 11, 2012

Remind me, why was tengriism avoided? It's a pretty great early religion, at least in the build i'm playing.

Super Jay Mann
Nov 6, 2008

Regallion posted:

Remind me, why was tengriism avoided? It's a pretty great early religion, at least in the build i'm playing.

I just wanted to get something else, that's all.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Do religions have that many differences, apart from the special buildings?

Regallion
Nov 11, 2012

CommissarMega posted:

Do religions have that many differences, apart from the special buildings?

Unique units too.
Certain wonders can only be built if you have a relevant state religion.
Also, those unique buildings tend to have extra bonuses activated by having a religion as state, so ya gotta thonk hard on what you want to be.

Boksi
Jan 11, 2016
Nahuatl gang Nahuatl gang :ese:

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:
Clearly religion is being picked on the basis of the sound that the priests make upon converting cities, and therefore SJM is waiting for Rodnovera.

SIGSEGV
Nov 4, 2010


Religions and cultures should be chosen according to their ability to enable blood sacrifice, forcing dominion in the rest of the world, cause rains of jaguars and devour the sun.

Kangxi
Nov 12, 2016

"Too paranoid for you?"
"Not me, paranoia's the garlic in life's kitchen, right, you can never have too much."
Are Mormonism or Scientology still included religions in this mod?

zetamind2000
Nov 6, 2007

I'm an alien.

Kangxi posted:

Are Mormonism or Scientology still included religions in this mod?

Yes, but they took out the game mechanics of Mormonism removing your ability to use tobacco, coffee, and alcohol

President Ark
May 16, 2010

:iiam:
Can you post an image of just the map where we can see everything? I'm having trouble picturing where the other nations are relative to you.

Jossar
Apr 2, 2018

Current status: Angry about subs :argh:

President Ark posted:

Can you post an image of just the map where we can see everything? I'm having trouble picturing where the other nations are relative to you.

you do not know what you ask for it is too horrifying to contemplate

(This is not a problem yet, but funnily enough the devs haven't gotten around to fixing Satellites to work with space maps, so once it's researched you gain the ability to see the whole map, including some stuff that is utter nonsense for you being able to see at that point in the game.)

Jossar fucked around with this message at 01:44 on Jun 4, 2019

Super Jay Mann
Nov 6, 2008

President Ark posted:

Can you post an image of just the map where we can see everything? I'm having trouble picturing where the other nations are relative to you.

Ask and ye shall receive



I actually meant to do this during the summary update but it completely slipped my mind.

ssmagus
Apr 2, 2010
Assmagus, LPer ass-traordinaire

Jossar posted:

you do not know what you ask for it is too horrifying to contemplate

(This is not a problem yet, but funnily enough the devs haven't gotten around to fixing Satellites to work with space maps, so once it's researched you gain the ability to see the whole map, including some stuff that is utter nonsense for you being able to see at that point in the game.)

It's very easy to turn off the map reveal with the XML, but looking at that, it's refering to something in the DLL, Which I think just has something like "tech this all tiles are known". so just making it only reveal earth tiles is out of my knowledge.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Super Jay Mann posted:

Ask and ye shall receive



I actually meant to do this during the summary update but it completely slipped my mind.

I love that you're building the Library of Nineveh while Nineveh looks on from the south west, helplessly

CountryMatters
Apr 8, 2009

IT KEEPS HAPPENING
I appreciate that the Wolf Breeding Pair will finally allow you to create a Dog Breader. Fortunate that you unlocked the granary in this update

Regallion
Nov 11, 2012

CountryMatters posted:

I appreciate that the Wolf Breeding Pair will finally allow you to create a Dog Breader. Fortunate that you unlocked the granary in this update

You need Culture:Korean to build a dog breader so we are SoL on that.

General Revil
Sep 30, 2014

by Jeffrey of YOSPOS

Regallion posted:

You need Culture:Korean to build a dog breader so we are SoL on that.

Korean was not the first culture I would have associated with breading dogs. It's nowhere near as common now as it used to be, but it's still going on.

Regallion
Nov 11, 2012

General Revil posted:

Korean was not the first culture I would have associated with breading dogs. It's nowhere near as common now as it used to be, but it's still going on.

We are not in modern era tho.

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Red John
Jul 12, 2018
I enjoy your lp and your commentary. :unsmith:

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