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Other Projects => Other Games => Play With Your Buddies => Topic started by: Boksi on July 29, 2012, 07:23:14 pm

Title: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Boksi on July 29, 2012, 07:23:14 pm
(http://img600.imageshack.us/img600/2636/capture0032907201223072.jpg)

Hello everyone, and welcome to yet another attempt at an LP by yours truly :P

The game I'm going to play, Civilization 4, should be familiar to all of you, and even if you haven't actually played the game you'll no doubt have heard of it. If you want to read an excellent LP of the base game, I highly reccommend Zoolooman's LP (http://lparchive.org/Civilization-4/) in the LP Archive. But this LP is not of the base game, but a mod called Caveman2Cosmos (http://www.moddb.com/mods/caveman2cosmos), an overly ambitious mod that attempts to push the engine to the limits and stuff everything, from discovering fire to transcending the limitations of the physical universe, into one mod.

Mind you, I'm not going to be alone when playing this. I'll be depending on you all to make insane, unreasonable and plain stupid demands of me. Bonus points for having no idea what's going on and making demands anyway. Or you can make sensible ones, those are fine too. But the point is, I will listen to any request, no matter how inane, and attempt to fulfil it. I have three rules in case of mutually contradictory requests:
-Majority vote wins
-If it's a tie between doing something and not doing something, status quo wins
-Else, the senior request gets fulfilled

These are the settings that have been decided upon:
Spoiler (click to show/hide)

And here's a list of civilizations and leaders:
Spoiler (click to show/hide)

We went with the Jivaro Empire, led by Charles de Gaulle.

Table of Contents:

Spoiler: World Map (click to show/hide)

Spoiler: World Leaders (click to show/hide)
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Angel Of Death on July 29, 2012, 07:26:44 pm
Ooh, ooh! Do Unrestricted Leaders!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Aqizzar on July 29, 2012, 07:31:49 pm
Wow, that sounds like a big unwieldy mod.  I like how they used Empire Earth art for the splash page.

I say turn the speed up slightly, because that seems needlessly slow, and Always War off because that's just silly.

For a civilization, I say go with the Jivaro Peoples (one of two I had to look up), because the idea of headhunters in space is awesome.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 29, 2012, 07:41:20 pm
I think we should be the Aztec Empire. Human sacrifice your way to the stars so we can sacrifice even more to them. I mean, if we're going to worship and sacrifice people to something, stars sound like a good target to me.

Show us the full list of victory conditions and explain any that aren't apparent. I'm curious.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 29, 2012, 08:19:54 pm
OK, so:
1 vote FOR Unrestricted Leaders
1 vote FOR higher Marathon speed
1 vote AGAINST Always War
1 vote FOR Jivaro Empire
1 vote FOR Aztec Empire

Also, victory conditions:
Time: Have the highest score by the end of time
Conquest: Conquer every other civ
Domination: Have at least 30% of the world's population in your city and 65% of the world within your borders; tends to ruin conquest games
Cultural: Have three cities with legendary culture
Religious: Your state religion is present in at least 80% of your cities and 75% percent of all cities worldwide, no other religions may be present in your cities and you must have built your state religion's shrine(ie Temple of Solomon for Judaism, Masjid al-Haram for Islam)
Space Race: Build a starship and fly to Alpha Centauri! This requires going well beyond the modern era in terms of technologies researched.
Diplomatic: Build the UN and become elected president of the world.
Scientific: Research some seriously advanced techs and build the Ascension Gate.
Mastery: DISABLES ALL OTHER VICTORY CONDITIONS. Although I suppose if you destroy every other civ you win by default. It's basically Time victory, but with a different method of scoring. Launching a spaceship gives you 100 points for example.

I'd like to note that most of the future tech stuff hasn't been implemented yet. There's plenty of techs that do nothing at all beyond the modern era - it's basically half-baked. It's still perfectly possible to play and the developers are currently working on implementing the colonization of Mars and Luna, which will be on separate maps. Oh, and beyond that they're also intending to implement galactic travel and colonization.

And since we will apparently be using Unrestricted Leaders, does anyone have an opinion on who our leader should be? I can tell you the traits they have, but compiling a list of every leader's traits would be exhausting, so please just ask about individuals.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 29, 2012, 08:24:23 pm
I vote for Mastery to be the only active victory condition.

And actually examining the leaders? Hah. Our leader must be none other than Charles De Gaulle, Undying God-Emperor of the Aztec Empire.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: mcclay on July 29, 2012, 08:30:42 pm
I vote for Greek Empire with MIGHTY STAILN as our leader.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 29, 2012, 09:56:56 pm
Honestly the one thing that STILL bugs me about civilisation that I am astounded doesn't bug anyone else is how you can play some civilisations WAAAAAAY outside of their existance.

It is honestly one of the major things that breaks the entire game for me.

So as a suggestion: NO America... Heck no Canada either (and I am Canadian)
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 12:06:26 am
So it looks like we'll be the Jivaro Empire, led by Charles de Gaulle, at marathon speed, aiming for a Mastery victory. Other settings are as outlined in the OP.

I'll probably wait a bit longer for some more votes. Maybe an hour or so, then I'll generate the world.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Pnx on July 30, 2012, 12:53:00 am
Honestly the one thing that STILL bugs me about civilisation that I am astounded doesn't bug anyone else is how you can play some civilisations WAAAAAAY outside of their existance.

It is honestly one of the major things that breaks the entire game for me.

So as a suggestion: NO America... Heck no Canada either (and I am Canadian)
It doesn't bother me much, nobody said games have to be realistic, and besides how many of today's civilizations were even around 5000 years ago? The only one I can think of is China, and China has undergone so many changes that it's difficult to even call it the same civilization.

If the game had all the empires eventually collapse, and new civilizations cropped up and were consumed by other civilizations all the time, it might be more realistic, but it would also be rather hard to play.

Also, I just thought I'd point out that it's funny that you can play as the Greeks, and the Byzantines. Also the Ottomans and the Arabian Empire. It'd be awkward if those were the only civilizations around... I vote we have a game that includes all those empires together...

Or better yet, have the German Empire, the Hunnic Empire, the Holy Roman Empire... and why not throw in the Gothic Empire as well, they were German too, right?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 12:57:45 am
We can easily have all of those be AI nations, if that's what you want.

Also, supposedly the mod does allow for civs to collapse and splinter, and for barbarian cities to grow into full-fledged civilizations as well. I haven't played enough to see it happen though.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 30, 2012, 01:30:57 am
Quote
besides how many of today's civilizations were even around 5000 years ago?

Some I can forgive because they represent them before they took the form we see today. Sure Britain didn't exist in 2000 BC, but there were people there.

But America cannot use that excuse... AT ALL!

Quote
We can easily have all of those be AI nations, if that's what you want

Naw its ok I am being irrational again.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 01:43:32 am
Oh yeah, I forgot to mention this, but the choice of nation isn't actually that important. You see, in this mod, all nationality does is divide civs along continental lines and restrict leaders, and we're using unrestricted leaders. There are no unique national units or buildings, at least not like vanilla Civ. Since the Jivaro are from America, they get to build the Culture (American), and once they research the proper techs and have a city in the right environment, they can build stuff like Culture (Jivaro), Culture (Apache), Culture (Inuit) and Culture (American). Yes, it's a bit silly, although it's less silly than having Mexicans in a tundra and desert-dwelling Vikings.

Quote
We can easily have all of those be AI nations, if that's what you want

Naw its ok I am being irrational again.
But it's no fun if all I get is rational demands :P

But of course, you're the one who decides what you want.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 02:10:30 am
Alright, I think I've waited long enough already. I'm going to start the game now and I'll see you again once the game's set-up is complete. It takes a long time to start a game with a big map and a big mod, you see.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Sirus on July 30, 2012, 02:13:39 am
Watching this. No votes (and it looks like you're starting already anyway, so whatever), because I don't have BTS or this mod. Looks very interesting though :D
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 02:41:10 am
It is the dawn of the year 50000 BC.

We're in a pretty wet location. You can see muddy, lush and peat bog terrain there, and plenty of very long grass, which is useful early on for making grass huts I guess.

Spoiler (click to show/hide)

While not truly sedentary yet, this band of Homo Sapiens Sapiens must decide what area it will wander.

The game recommends that I settle a tile to the west, but I see little reason to. It'd take an additional turn and we'd lose out on access to bamboo, which gives us cheap armor. From what I can see, it might allow us to grow a bigger capital city with more food, but less production. If nobody objects to it, I'll settle where our settler is.

Spoiler (click to show/hide)

Here's our tech tree. As you can see, we haven't even researched nomadic lifestyle or language. That's pretty primitive. If nobody objects to it, I'll go for nomadic lifestyle and then gathering.

Spoiler (click to show/hide)
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Sirus on July 30, 2012, 02:59:09 am
Can we get a brief run-down on what each of those techs do?

Also, I vote for language. It's basically the first true step to civilization, after all.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 03:14:53 am
Alright, I'll give you the rundown on the techs you can see:

Nomadic Lifestyle: Enables the wanderer, the earliest kind of scout, as well as a couple of promotions. Also the Sioux culture, but I don't think we're in position to build that.
Language: Makes all cities a little happier and enables the native language civiv(yes, language is a kind of civic in this mod).
Gathering: Enables the earliest worker, the gatherer, and the earliest improvements, grain camps and gathering camps. Also reveals various grains, fruits and nuts, as well as enabling several useful early buildings representing early food sources that boost food and production.
Cave Dwelling: Enables the cave dwelling national wonder, which starts a golden age and gives a defense bonus. Might allow us to build Culture (Neanderthal), but we probably don't meet the requirements.
Weaving: Early commerce boost that reveals a couple of resources.
Scavenging: Enables more early food sources, reveals most animal resources and enables the improvement for harvesting them, and enables some early military in the form of thieves and early unique units.
Controlled Fire: Lets us catch fire as a national wonder, which gives a fire pit in each city. Fire pits give +1 culture.
Herbalism: Enables an early food source and reveals tobacco, opium and peyote.
Cooperation: Enables some great general promotions, not very useful early on by itself.

If we're going to research language, we might as well beeline to the tech after Cooperation: Oral Tradition, the first "research tech" of the game.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 30, 2012, 03:26:00 am
There are soo many things wrong with this... but then again Civilisation games were never about logical progressions of techs in any sort of historical way.

But... wow... Nomadic Lifestyle... needs to be researched?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Sirus on July 30, 2012, 03:38:17 am
I stick to my vote of language. It is the foundation of just about every great and not-so-great civilization known to man, and thus it should be the foundation of our own.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 30, 2012, 03:39:44 am
I stick to my vote of language. It is the foundation of just about every great and not-so-great civilization known to man, and thus it should be the foundation of our own.

I agree. Having our people be able to express the evolution we developed several forms ago would be nice.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 04:58:42 am
Alright, I'll get started on the next update now.

EDIT:
Alright, we settle our first 'city', and it's called... Mayapan? Isn't that a Mayan city? Well, I guess the head hunters didn't really build any cities.

Also, if you look at the top right corner you can see the number of turns completed and the total number of turns in the game.

Spoiler (click to show/hide)

It's not a very impressive city I guess. Two things to note here: First, the unhealthiness comes mostly from our civics, which are primitive, but our leader also reduces city health by 1. Second, it takes a really long time for a city to grow early on. Again, this is because of our civics, which greatly increase the amount of food needed for cities to grow.
Spoiler (click to show/hide)

Our explorer finds our first goody hut!
Spoiler (click to show/hide)

They give us a map. I guess not every tribe knows the secrets of nuclear fusion.
Spoiler (click to show/hide)

Later, we develop language. Wait, how did the villagers give us maps if we're this primitive? They couldn't even tell us where stuff was because we couldn't talk! Come to think of it, we can't build huts, either! Damn you, tiny tribal villages! Damn you and your technological superiority!
Spoiler (click to show/hide)

Choices, choices...
Spoiler (click to show/hide)

I'm having some odd problems with a few screenshots. They're coming out oddly and I can't use them. So I can't show you the completion message of Nomadic Lifestyle, but I can show you the completion message of Gathering.
Spoiler (click to show/hide)

Unfortunately, we haven't found any resources. All we have found is a problem.
Spoiler (click to show/hide)

We're stuck on a small swampy island. And yes, I'm building a stick gatherer in Mayapan. It gives a production boost.

Anyway, I picked Cooperation as the next tech to research so we can get Oral Tradition, but you guys can veto that. Especially since a big chunk of the benefits come from the myths it unlocks, which require you to hunt, and it's damn hard to hunt on such a small island. And here I was, hoping to show off the hunting system soon.

Spoiler (click to show/hide)

A quick description of the new techs:
Shelter Building: Production and commerce. Very useful.
Basketry: Commerce.
Persistence Hunting: Hunting.
Tool Making: Warfare and food.
Cooking: Food.
Oral Tradition: Research
Tracking: Hunting and a bit of trade and warfare.
Trapping: Food, commerce and resources.
Hard-Hammer Percussion: Production.
Ground Stone: Food.
Prehistoric Music: Culture and happiness.
Prehistoric Dance: Culture and happiness.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: RulerOfNothing on July 30, 2012, 07:10:29 am
Quote
Later, we develop language. Wait, how did the villagers give us maps if we're this primitive? They couldn't even tell us where stuff was because we couldn't talk! Come to think of it, we can't build huts, either! Damn you, tiny tribal villages! Damn you and your technological superiority!
And this is why I play with No Tribal Villages (or at least one of the reasons). I guess I'll be keeping an eye on this Let's Play as well.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: stabbymcstabstab on July 30, 2012, 09:40:40 am
Spoiler the Screenshots, It should let you scroll them.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Bluerobin on July 30, 2012, 09:41:32 am
I'm gonna vote for Shelter Building to get our people out of the rain and then Oral Tradition so we can tell our children about the... um. I guess so we can tell them about the tiny swampy island we're on and the other land on the horizon to the northwest and northeast.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 04:34:48 pm
So the only demands made while I was a sleep were to spoiler my screenshots and go for shelter building and then oral tradition? I was hoping someone would come up with a better name for the city. It can be renamed, you know.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 30, 2012, 04:36:16 pm
Quote
Later, we develop language. Wait, how did the villagers give us maps if we're this primitive? They couldn't even tell us where stuff was because we couldn't talk! Come to think of it, we can't build huts, either! Damn you, tiny tribal villages! Damn you and your technological superiority!
And this is why I play with No Tribal Villages (or at least one of the reasons). I guess I'll be keeping an eye on this Let's Play as well.

I STRONGLY STRONGLY assume that Language represents a more formalised language.

Given that we had language before Homo Sapien Sapien.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 04:39:55 pm
Quote
Later, we develop language. Wait, how did the villagers give us maps if we're this primitive? They couldn't even tell us where stuff was because we couldn't talk! Come to think of it, we can't build huts, either! Damn you, tiny tribal villages! Damn you and your technological superiority!
And this is why I play with No Tribal Villages (or at least one of the reasons). I guess I'll be keeping an eye on this Let's Play as well.

I STRONGLY STRONGLY assume that Language represents a more formalised language.

Given that we had language before Homo Sapien Sapien.
It probably represents something like the communication of abstract ideas.

I haven't switched to the native language civic yet, by the way. I'd rather get a several changes done in a big revolution, preferably during a golden age but if that's impossible then our leader's trait makes anarchy last a maximum of four turns.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: EuchreJack on July 30, 2012, 04:47:19 pm
There are soo many things wrong with this... but then again Civilisation games were never about logical progressions of techs in any sort of historical way.

But... wow... Nomadic Lifestyle... needs to be researched?

I agree, that was my first question when I saw that.

Since we're on a swampy island, I conclude we are in fact on the site of our history's Jamestown colony (http://en.wikipedia.org/wiki/Jamestown,_Virginia), and thus should develop herbalism so as to export Tobacco post-haste!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Karnewarrior on July 30, 2012, 04:57:14 pm
Oh jegus, we're really back there.

We should focus on expansion first. We need to get a kind of settler, then get some sort of boating ASAP. If we can get a sizable chunk of land under our belts by the time we hit the ancient era we should be good just turtling and researching the living hell out of the tech tree. If we're smarter than the AI, techwise, we can win any war.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 05:26:26 pm
So we're going to research shelter building and then oral tradition. Sounds good to me.
Spoiler (click to show/hide)

Here you can see the effects of realistic culture spread. It only spread over one tile because the rest is covered in forests, hills and marshes.
Spoiler (click to show/hide)

We discover weaving, a decent commerce tech if nothing else.
Spoiler (click to show/hide)

And as it turns out, there's plenty of silk on this island! Also, you can see the barbarian flag to the south of the city, right? It's next to the silk tile. That's a viper, a wild animal. Time to hunt.
Spoiler (click to show/hide)

Our clubman chases down the viper. You can't see it properly, but it's submerged in that swamp to the south of the clubman.
Spoiler (click to show/hide)

It's not much of a battle, since the viper doesn't have any animations right now. Our clubman kills it and brings the spoils back home. Killing wild animals isn't as good as capturing them, though.
Spoiler (click to show/hide)

Meanwhile, a volcano erupts on the coast. Nothing unusual.
Spoiler (click to show/hide)

No seriously. There's very few random events that can happen in the prehistoric era, so volcanoes erupt a lot.
Spoiler (click to show/hide)

Meanwhile, I optimistically send our clubman out to hunt some more.
Spoiler (click to show/hide)

We figure out that those holes in the ground can be used as shelter.
Spoiler (click to show/hide)

Then we figure out how to build our own shelters.
Spoiler (click to show/hide)

Our clubman, meanwhile, has been having no luck. The graphics in this mod function a bit oddly. Sometimes he's holding a club, sometimes an axe. Oftentimes, crocodiles turn into knights, albeit only graphically.
Spoiler (click to show/hide)

But surely we can expand soon, right? To sail away from this shithole, we need raft building, and to build new 'cities', we need tribalism. Those techs can't be that far away, right?
Spoiler (click to show/hide)

Our one advantage is that we don't need to worry about having a good military for quite some time.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Karnewarrior on July 30, 2012, 05:36:08 pm
Well... Shit.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: ivanthe8th on July 30, 2012, 05:40:54 pm
Can we use the volcano for something? (like killing our enemies?)

This is bay12 after all...
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 05:45:48 pm
Well... Shit.
Hey, at least everybody else has to do just as much research as we do.

Except they can find goody huts. And capture animals for their myths. And we're playing on monarch so they get a little boost I believe.

Anyway, I believe we're going to research oral tradition and then herbalism? And then we'll try to find ways to expand, I guess. Research techs are definitely a priority, since we won't get a lot of research bonuses from myths.

Can we use the volcano for something? (like killing our enemies?)

This is bay12 after all...
I think it might give us geothermal power later, maybe.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Sirus on July 30, 2012, 06:28:27 pm
Well, this is a pickle. Keep doing what you're doing, I guess. At least we can communicate more effectively than most cavemen!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: EuchreJack on July 30, 2012, 07:07:21 pm
Yes, but we have nobody new and interesting to talk to, and will likely be talking to ourselves for quite some time.  At least some of those herbs we'll be learning to cultivate can help with that.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 30, 2012, 07:12:47 pm
Well... Shit.
Hey, at least everybody else has to do just as much research as we do.
At least until they start expanding, that is! We're trapped on a tiny island! Do I dare ask how long it will be until our first boat?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 30, 2012, 07:32:53 pm
Thanks to our new technology, we can now build grass huts and lean-tos. They're identical but grass huts replace lean-tos and go obsolete later, so we'll build them.
Spoiler (click to show/hide)

Then we discover friendship.
Spoiler (click to show/hide)

After building the grass huts, we decide to build a cave. No, I don't know how, but we're going to build one.
Spoiler (click to show/hide)

As it turns out, we're the second most cultured civilization in the world!
Spoiler (click to show/hide)

Now that we have language and friendship, we start telling each other stories. Too bad we can't capture any animals to tell stories about, I bet that'd cause our research rate to skyrocket.
Spoiler (click to show/hide)

The volcano goes dormant.
Spoiler (click to show/hide)

Come to think of it, it doesn't have a name. The only thing with a name is Mayapan, and that's a silly name.
Spoiler (click to show/hide)

We build a cave, somehow. It starts a golden age. I probably should have waited until later to build it, but whatever.
Spoiler (click to show/hide)

By the way, the limit is five national wonders per city, not two. Another thing changed by the mod. Anyway, this is the stuff we can build right now. Let's get some science buildings up and running.
Spoiler (click to show/hide)

We research herbalism. Herbalism is pretty good, it significantly increases health and reveals some... interesting resources.
Spoiler (click to show/hide)

These are the tech we can research right now. I set it to scavenging, but you can change that as always.
Spoiler (click to show/hide)

Here's a picture of our island again. Note the complete lack of tobacco and opium. Also peyote, but that's hardly surprising.
Spoiler (click to show/hide)

Hmmmm. Feels like I'm forgetting something.

Oh yeah! Civics! We have two new civics we can implement, and we definitely will.
Spoiler (click to show/hide)

Since we're in a golden age, I could switch our civics without any anarchy. It's kind of a waste to have a golden age so early, but oh well.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 30, 2012, 07:42:22 pm
We research herbalism. Herbalism is pretty good, it significantly increases health and reveals some... interesting resources.
Spoiler (click to show/hide)
Everything about this "technology" is hilarious. I forgive the makers of this mod for all of its faults for this alone.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Frumple on July 30, 2012, 07:47:23 pm
I will vote that Mayapan be renamed to Mayapanponpenpun, to be referred to in passing as MP4. Mayapan is insufficiently silly.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: LordSlowpoke on July 30, 2012, 07:53:26 pm
I will vote that Mayapan be renamed to Mayapanponpenpun, to be referred to in passing as MP4. Mayapan is insufficiently silly.

Have some support. Also, PTW.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Il Palazzo on July 30, 2012, 07:56:34 pm
This mod is insane. I'm lovin' it.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Karnewarrior on July 30, 2012, 08:56:56 pm
And the city, it was declared, was to be named "AZURAN", Lord of the blue waters! And Azuran bestowed upon the city his blessing, which was odd because no-one knew what gods were yet.

And the isle was barren but for the silk worm, and the people wept, at least those who did not partake of the happy mushroom of giant mushy friends.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 30, 2012, 08:57:27 pm
This game makes me wish I got Beyond the Sword with Civ 4... just so much opens up with that one expansion.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Sirus on July 30, 2012, 08:58:24 pm
This game makes me wish I got Beyond the Sword with Civ 4... just so much opens up with that one expansion.
This. So many awesome-looking mods require BTS that I can't stand looking for any :(
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Jarod Cain on July 31, 2012, 12:01:05 am
I think we should name the Volcano Armok. The waters near our city will be called the Sea of 12 Bays, and we should rename our city to Bokslan. We should also master Fire & Cooking, because Armok demands it.
-J-
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 31, 2012, 12:06:53 am
Alright, I suppose I should get on with it and make another update.

Forward the butter!



We have some names now. Unfortunately our city ran afoul of the character limit, but that just makes it sillier.
Spoiler (click to show/hide)

We work on capturing fire and then cooking. Oddly enough, you have to build the captured fire national wonder before you've actually caught any fire.
Spoiler (click to show/hide)

Also, for some reason we are now the City State of Head Hunters. Why? Beats me. We don't even have a proper city.
Spoiler (click to show/hide)

And now we've captured fire. Kinda.
Spoiler (click to show/hide)

Here you can see the status of MP4. Currently our storytellers are coming up with an excuse for why we're stuck here, called a creation myth.
Spoiler (click to show/hide)

Later, we discover cooking. In the previous picture you saw how MP4 had slightly more unhealthiness than healthiness, right? This tech is enough to push us into healthy territory.
Spoiler (click to show/hide)

Now that we've researched cooking without having any fire, I decide on my own to aim for Hard-Hammer Percussion. Stone tools were an important feature of the stone age, after all, and the Stone Tool Maker is the premiere building of the prehistoric era. It starts out weak, requiring a lot of hammers for little gain, but it gets a lot of boosts from various technologies. It also reveals various stone resources; something I neglected to mention before.
Spoiler (click to show/hide)

First we research scavenging. It reveals a bunch of resources, but unfortunately there are none of those on this island.
Spoiler (click to show/hide)

Mt. Armok, dormant for many centuries, has begun to erupt once more.
Spoiler (click to show/hide)

We research tool making, which allows us to build clubmen(we started with a clubman but we couldn't build them).
Spoiler (click to show/hide)

Then we research Hard-Hammer Percussion.
Spoiler (click to show/hide)

And wouldn't you know it, there's a source of very nice rocks right next door! It's not within our borders yet, though, but once it is we can build Culture (Neanderthal), I think. There's also a hawk over there - I'll send our clubman out to hunt it.
Spoiler (click to show/hide)

Here's a bit more of the tech tree. Note that bonuses to the Stone Tool Maker are not listed on the picture, so techs like Chopping and Scraping don't appear as useful as they are. Also, Naturopathy is the first tech to found a religion - Druidism, although we have Choose Religion enabled - and we might be able to get it first.
Spoiler (click to show/hide)
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 31, 2012, 03:35:42 am
Odd I thought Animism was the first religion. Hmmmm... Druids do have time machines... that explains a few things in this LP
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 31, 2012, 03:48:04 am
Technically speaking there was no first religion, just a great many hunter-gatherer bands with lots of myths about the world. That said, there were probably religions before there were modern humans at all, being as some of our immediate ancestors were sapient too.

Civilization, and this mod by extension, are really just an abstraction so we shouldn't worry too much about it. Though I find it odd that this mod starts during the hunter-gatherer phase instead of at the Neolithic Revolution like the games normally do.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: NRDL on July 31, 2012, 04:07:09 am
PTW
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MonkeyHead on July 31, 2012, 04:27:15 am
PTW and get my name on anything bound to take a lot of punishment.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 31, 2012, 04:31:38 am
Technically speaking there was no first religion, just a great many hunter-gatherer bands with lots of myths about the world. That said, there were probably religions before there were modern humans at all, being as some of our immediate ancestors were sapient too.

Civilization, and this mod by extension, are really just an abstraction so we shouldn't worry too much about it. Though I find it odd that this mod starts during the hunter-gatherer phase instead of at the Neolithic Revolution like the games normally do.
A lot of this mod's decisions can be summed up as "ADD MORE STUFF". In fact, ADD MORE STUFF is pretty much the mission objective.

Incidentally, we'll probably found a religion eventually even if we don't go for Naturopathy early on. There's a big list and we have to choose one of them; I'll give you a complete list when I make the next update, probably. But it does include Asatru, Mormonism, Scientology and Tengriism, as well as more traditional fare.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MonkeyHead on July 31, 2012, 04:52:20 am
Well, clearly we will have to go with Scientology and take ourselves back to Xenu's Galactic Confederacy
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 31, 2012, 05:19:35 am
The Jivaro practiced polygamy, so we could end up  Fundamentalist Mormon Native South American Headhunters in Space lead by an Undying Frenchman of questionable sanity and unquestionable badassery. And then we'll conquer the universe.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: ansontan2000 on July 31, 2012, 05:37:47 am
I must PTW this.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Iituem on July 31, 2012, 08:07:03 am
PTW as well.  Bloody hell this is in-depth.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: stabbymcstabstab on July 31, 2012, 09:15:38 am
PTW
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Shades on July 31, 2012, 09:18:37 am
This is a scary-big looking mod.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Pnx on July 31, 2012, 11:15:27 am
So I decided to install the mod and try it a bit myself... You didn't mention that this is the song  (http://www.youtube.com/watch?v=aL6wlTDPiPU)that plays on the main menu?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Bluerobin on July 31, 2012, 11:58:45 am
Ah hah! I knew it was familiar when I heard it in an LP video, but it's been so long since I heard it... Great, now I have to go through and watch all of his new stuff.

Oh, also, a vote for prioritizing getting to the point where you can discover and use water resources.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 31, 2012, 01:09:11 pm
What expansions are required to play this mod?

I am guessing Beyond the Sword... Anything awsome tends to be beyond the sword.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Pnx on July 31, 2012, 01:23:36 pm
Yeah Beyond the Sword, it's pretty much mandatory for any modding because of how much it improves the engine.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 31, 2012, 01:23:57 pm
Yeah Beyond the Sword, it's pretty much mandatory for any modding because of how much it improves the engine.

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGG!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Geen on July 31, 2012, 04:14:13 pm
Watching, and name some shit after me, I don't really care what. Also, we totally should've been Russia led by  Gandhi, but whatever, this works for me. I'd advise to be cautious around AI civs, because in my experience even without aggressive AI on they tend to be xenophobic.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Aqizzar on July 31, 2012, 09:47:32 pm
I am so damn glad that I got in fast enough to suggest the Jivaro peoples, because this LP is going to be hilarious once we're out of the Stone Age.  It's such a pity we got stuck on a little island with no one to wage Stone Age against.

Now that I'm in any hurry to see the brave people of Mayanpanpenponpu (which I guess is the name of the island too for what it matters) move on to a more advanced state.  They're sitting around campfires with mouthfuls of herbs, brofisting and swapping stories about that time Ugglak knocked out a hawk with a stone and the legend of Mapunupunu, first to club a poisonous snake to death and eat it (they are the great men), all smack in the shadow of a live volcano.  I'm sure this stuff is old hat to anyone who plays this mod, but it's just awesome to me.

This generational push towards building boats does an obvious question though.  How the Hell did our people get to this island without remembering how to leave?  Maybe a land bridge collapsed or something, but for now we get to wallow in blissful ignorance before becoming a mighty seafaring peoples.  Seafaring with bamboo boats, of course.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 31, 2012, 09:56:53 pm
I am so damn glad that I got in fast enough to suggest the Jivaro peoples, because this LP is going to be hilarious once we're out of the Stone Age.  It's such a pity we got stuck on a little island with no one to wage Stone Age against.
Man, at least the Aztecs had a relatively long history and empire. This Jivaro don't have any recorded history at all. We could have been Sun worshipers! We could have built spaceships, filed them with slaves, and launched them into Sol for glorious sacrifice, but no, Aqizzar had to suggest we be the dispersed tribal group that never formed a unified government. Hell, we still don't have a unified government! We're going to be anarchists for the next thousand years!
Quote
This generational push towards building boats does an obvious question though.  How the Hell did our people get to this island without remembering how to leave?  Maybe a land bridge collapsed or something, but for now we get to wallow in blissful ignorance before becoming a mighty seafaring peoples.  Seafaring with bamboo boats, of course.
There appears to be another landmass within visual distance of the island. I choose to believe we all swam to Mayanpanpenponpu, being driven by the whip of Charles de Gaulle all the way.

..You know, we never did find out old Charles' traits. It....it is probably a bad sign that none of us asked for that information until now.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Aqizzar on July 31, 2012, 10:11:13 pm
...Aqizzar had to suggest we be the dispersed tribal group that never formed a unified government. Hell, we still don't have a unified government! We're going to be anarchists for the next thousand years!


..You know, we never did find out old Charles' traits. It....it is probably a bad sign that none of us asked for that information until now.

I can't be the only one who finds these two statements together to be pure gold.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Neonivek on July 31, 2012, 10:12:57 pm
There are other things that could have happened too.

For example there could have been an Ice Bridge (Which is how humans got to the Americas if I remember correctly)
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 31, 2012, 10:17:19 pm
...Aqizzar had to suggest we be the dispersed tribal group that never formed a unified government. Hell, we still don't have a unified government! We're going to be anarchists for the next thousand years!


..You know, we never did find out old Charles' traits. It....it is probably a bad sign that none of us asked for that information until now.

I can't be the only one who finds these two statements together to be pure gold.
Obviously he just kills anyone who tries to defy him and calls it a government. It isn't even that far from what the real one did.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Aqizzar on July 31, 2012, 10:39:47 pm
...Aqizzar had to suggest we be the dispersed tribal group that never formed a unified government. Hell, we still don't have a unified government! We're going to be anarchists for the next thousand years!

..You know, we never did find out old Charles' traits. It....it is probably a bad sign that none of us asked for that information until now.

I can't be the only one who finds these two statements together to be pure gold.
Obviously he just kills anyone who tries to defy him and calls it a government. It isn't even that far from what the real one did.

And probably every other tribal chieftain of our historical era.  Charlie is clearly a man of his times, we picked the right guy for the job.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Karlito on July 31, 2012, 10:40:48 pm
Now that I'm in any hurry to see the brave people of Mayanpanpenponpu (which I guess is the name of the island too for what it matters)

And the river as well, I suppose, since five minutes on Wikipedia taught me that the Jivaro named their tribes after the rivers they lived on. Should we name those four Mountains or are they all Mayanpanpenponpu as well?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Frumple on July 31, 2012, 10:44:17 pm
The mountains are named Pan, Pen, Pon, and Pu. The river is simply Maya.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Aqizzar on July 31, 2012, 10:44:57 pm
The river, the mountains, the island, the sea, the rocks and the trees and the sky itself.  All in Mayanpanpenponpu.  And as soon as we unlock out genetic memory of laying on logs and paddling them across narrow straits, everything else will be Mayanpanpenponpu as well.

Boy I hope I'm spelling that right.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: MetalSlimeHunt on July 31, 2012, 10:45:06 pm
Now that I'm in any hurry to see the brave people of Mayanpanpenponpu (which I guess is the name of the island too for what it matters)

And the river as well, I suppose, since five minutes on Wikipedia taught me that the Jivaro named their tribes after the rivers they lived on. Should we name those four Mountains or are they all Mayanpanpenponpu as well?
We are the Jivaro, living in the city of Mayanpanpenponpu, on the island of Mayanpanpenponpu, on planet Mayanpanpenponpu, in the Mayanpanpenponpu System, which is in the Mayanpanpenponpu Arm of the Mayanpanpenponpu Galaxy, in the Mayanpanpenponpu Cluster.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Karlito on July 31, 2012, 10:49:48 pm
I do like the idea that after all that work researching language we really only came up with one thing worth saying.

Mayanpanpenponpu

Mayanpanpenponpu

Mayanpanpenponpu!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Aqizzar on July 31, 2012, 10:54:59 pm
I do like the idea that after all that work researching language we really only came up with one thing worth saying.

We're not just snake-eating, hut-building, mushroom-popping, volcano-dwelling, head-hunting islanders.


We're snake-eating, hut-building, mushroom-popping, volcano-dwelling, head-hunting islander Smurfs.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos
Post by: Boksi on July 31, 2012, 11:02:25 pm
I love you guys.

In other news, I'm working on the next update. It'll include details of Charles de Gaulle's traits and a full list of religions.



Alright, so my research plan here is fairly simple, but expansive. First I'll research some techs that will increase the research output of the Stone Tool Maker and allow us to build the Spiked Clubman - a clubman whose club has spikes on it.Then I'll go for Tracking, which will allow us to build paths, which are the first verions of roads and allow us to connect resources to MP4. After that I'll go for Cultural Identity which allows the building of the Elder Council, which will boost our science output by about 25%. Finally, I'll research Trap Fishing, which will allow us to exploit the sea and reveals various watery resources. After that, who knows? Maybe Counting to boost our science some more.
Spoiler (click to show/hide)

Our clubman fights the hawk we spotted while an eagle flies into view.
Spoiler (click to show/hide)

Our clubman kills the hawk. Any guesses as to what happens next?
Spoiler (click to show/hide)

Did you guess "The clubman dies to the eagle and makes Boksi rage"?
Spoiler (click to show/hide)

I put names above the mountains. I hope this is the right order.
Spoiler (click to show/hide)

We find a Neanderthal! They are barbarians who will try to kill us. In light of this, our injured clubman is renamed "MonkeyHead".
Spoiler (click to show/hide)

You know how I mentioned how the graphics in this mod can be a little glitchy? That's the proper Neanderthal model.
Spoiler (click to show/hide)

Despite being weaker than the Neanderthal, MonkeyHead had a 75% terrain bonus, a 25% defense bonus in bamboo and a 25% bonus against melee units, letting him dispatch the Neanderthal handily.
Spoiler (click to show/hide)

We then research Soft-Hammer Percussion. It lets us build the first capital punishment building, Public Stoning, which will reduce crime a little but also cause unhappiness and unhealthiness. I'll go into more detail about crime sometime, but we don't need to worry about it right now.
Spoiler (click to show/hide)

In other news, we are poor.
Spoiler (click to show/hide)

MonkeyHead heads out to explore and see if he can kill other tasty animals. And lookie what he found!
Spoiler (click to show/hide)

First comes the viper!
Spoiler (click to show/hide)

He wipes out the viper, but next comes the Neanderthal!
Spoiler (click to show/hide)

RIP MonkeyHead, we didn't really care all that much about ya.
Spoiler (click to show/hide)

We can now make spiked clubs! Spiked Clubmen have the same base strength as Neanderthals, and a bonus versus melee units to boot!
Spoiler (click to show/hide)

We name our first Spiked Clubman "Geen".
Spoiler (click to show/hide)

We discover some more ways to use stone.
Spoiler (click to show/hide)

Geen heads out to explore, but then our borders pop and now the stone is within our boundaries. This increase in culture allso allows us to see corn across the sea, somehow.
Spoiler (click to show/hide)

Geen goes to the hill to keep watch over our rocks. We mobilize our gatherer to start gathering them. We actually received a free gatherer as soon as we researched Gathering, but we couldn't do anything with her because everything is covered in trees or very long grass and we need to research Slash And Burn to remove that. Anyway, Gatherers differ from workers in that they work slower and once they construct any improvement other than roads, they are gone.
Spoiler (click to show/hide)

Then we finish researching Scraping.
Spoiler (click to show/hide)

We just got a nice random event!
Spoiler (click to show/hide)

Especially since we can't lose any population. The event can't reduce the population of a city below 1, and the unhappiness is temporary but the health boost is not.
Spoiler (click to show/hide)

We figure out that stuff is much easier to kill if you chase it until it's exhausted first.
Spoiler (click to show/hide)

Also, MP4 has grown! We are now working two tiles!
Spoiler (click to show/hide)

Some crazy guy comes over blabbering about some guy named Chris and how he died for your sins. We let him stay because he's pretty fun to watch when he holds "sermons", whatever those are, and some of his stories are cool even if we can't understand half the words he uses.
Spoiler (click to show/hide)

Apparently someone beelined Naturopathy. I'll bet it was Isabella. As an aside, the AI in this mod is supposedly improved over the BTS AI, and is capable of beelining techs it wants even if they're rather deep in the tech tree.
Spoiler (click to show/hide)

We figure out what those things on the ground are: They're tracks, made by us. And sometimes animals. And when you make lots of tracks you get a path.
Spoiler (click to show/hide)

Our gatherer almost finished improving the stone but I cancelled her job before she finished so she wouldn't be consumed. Now she's assigned to building paths to MP4.
Spoiler (click to show/hide)

And with that, I think it's high time to end this update before it grows too big. But before we finish, the two things I promised.

First of all, de Gaulle's traits. He's got Protective, Politician, Populist.
Protective gives certain units like archery and gunpowder units Drill I and City Defense I for free. It also speeds up the construction of defensive buildings like walls.
Politician makes his people happier and ensures that all revolutions are unusually short. Also, state religion helps him stabilize his empire more than usual. It's basically just a weaker version of Spiritual though.
Populist is a mixed bag. All the leaders in this mod have a third trait that has downsides. Populist causes unhealthiness in cities, increases civic maintenance and reduces trade income. On the other hand it also lets you earn food from trade routes and can increase food production a bit. I honestly don't understand why it does what it does, but it does.

Spoiler: List of Religions (click to show/hide)
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Pnx on August 01, 2012, 02:21:00 am
You know, I really wouldn't worry about the being on an island thing too much. In this mod early expansion isn't as critical since early governments make any city that's not the capital unhappy, which means they can't do much. They're also a drain on the coffers, it seems to actually be better not to do expanding until you've adopted a better government.

Kinda feels like you're a Greek city state early game, it's interesting.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Sirus on August 01, 2012, 02:27:19 am
They need to get some new quotes for the techs. I counted at least four uses of the Einstein "sticks and stones" quote.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: ansontan2000 on August 01, 2012, 02:36:28 am
Embrace Christianity. As of right now, it's the only religion founded, and chances are it'll spread around the known world pretty fast. As such, we can get some early friends.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Boksi on August 01, 2012, 02:42:06 am
Embrace Christianity. As of right now, it's the only religion founded, and chances are it'll spread around the known world pretty fast. As such, we can get some early friends.
We can't. We don't have a civic that supports a state religion. In fact, we haven't even invented religion yet. To us, he's just some funny guy ranting about Chris.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MonkeyHead on August 01, 2012, 03:34:34 am
Not my most glorious death there. Ah well. There is plenty more history to die in if I get another go...

The terrain of the island actually looks quite good - I would imagine you should be able to have a small numberof cities quite densly populating that island to act as a solid industrial base before spreading to that nearby corn bearing continent.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Il Palazzo on August 01, 2012, 05:49:09 am
The glorious Jivaro people should totally embrace the neanderthal culture now that they've found stone.
Then you train as many as the game allows you(12 was it?) and keep them around until the space age as a sort of permanent elder council members.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MonkeyHead on August 01, 2012, 06:03:09 am
This LP has encouraged me to dust of my Civ3, and apply a massive mod called Rise to Rule, which isnt quite as detailed as this one but does add many more thousands of things to the game. Might be tempted to run an LP of it in the near future...
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Glacies on August 01, 2012, 07:47:37 am
Voodoo! We should embrace Voodoo! Regardless of what it does! Also, greatly enjoying the LP.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Svampapa on August 01, 2012, 08:19:45 am
Funny how these Civ IV LP's always seem to pop up just as I think I've shaken off the one more turn syndrome.  :P

I'm in the middle of my second attempt at installing this mod now, let's hope it works this time.

Edit:

Oh, and MonkeyHead: Please do! Civ III is best Civ. Too bad I last saw my disc three or four house moves ago. :(
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MonkeyHead on August 01, 2012, 08:35:01 am
Fair enough, will do then. I will wait for this one to run its course, and avoid playing my newly modded civ3 to make it a nice fun blind LP of overly complex civ3.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: jetex1911 on August 01, 2012, 08:57:04 am
Embrace Hellenism!  Also, could the next scouting unit you make have my name?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 09:17:56 am
Embrace Christianity. As of right now, it's the only religion founded, and chances are it'll spread around the known world pretty fast. As such, we can get some early friends.
We can't. We don't have a civic that supports a state religion. In fact, we haven't even invented religion yet. To us, he's just some funny guy ranting about Chris.

Given the SHEER amount of times this game ranted and raved about Albert Einstien and his fancy new sticks and stones he uses in World War 4... I am half-convinced this game takes place in the aftermath of WW4.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 01, 2012, 09:28:28 am
It doesn't help that they didn't even try to write the quote correctly.  God that's irksome.

But yeah, if religions have different effects, I would be very very curious to what they are.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 09:40:04 am
It doesn't help that they didn't even try to write the quote correctly.  God that's irksome.

But yeah, if religions have different effects, I would be very very curious to what they are.

We are lucky the quote survived WW3, so give them a break.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 09:41:25 am
It doesn't help that they didn't even try to write the quote correctly.  God that's irksome.

But yeah, if religions have different effects, I would be very very curious to what they are.

We are lucky the quote survived WW3, so give them a break.

AHHH I CAN'T STOP REPEATING MYSELF! I'VE BEEN CURSED BY CHRIS!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Boksi on August 01, 2012, 10:50:05 am
But yeah, if religions have different effects, I would be very very curious to what they are.
Eh, I guess I'll try to give very brief summaries:

Andeanism: Religon of the Incas. Increases science and commerce.
Asatru: Religion of the Vikings. Bonus to melee units and reduces war-weariness. Has neat wonders and a neat but limited unit.
Bahá'í: Some oddball religion from Persia. Increases culture. Rather weak.
Buddhism: Vanilla Civ4 religion. Increases culture. Way better than Bahá'í.
Christianity: About some guy named Chris. Increases happiness. Already taken, probably by Isabella.
Confucianism: Increases science.
Druidic Traditions: Increase health and gives bonuses to pre-gunpowder units. Extra benefits from various crops.
Hellenism: Increases culture.
Hinduism: Increases culture.
Islam: Increases happiness. Better wonders than Christianity.
Jainism: Similar to Hinduism. Very undeveloped and bland.
Judaism: Normal buildings weaker than christian ones, but wonders are better.
Kemetism: Religion of ancient Egypt. Increases culture. Has two neat units, but you can only build one of each at a time.
Mesopotamism: Religion of ancient Mesopotamia. Bonuses to pre-gunpowder units. Wonders are freaking awesome.
Mormonism: Buildings remove access to Tobacco, Coffe, Tea and Grapes. Not very impressive.
Naghualism: Religion of the Aztecs, Mayans and other such people. Average buildings, very good wonders, especially when running slavery.
Ngaiism: Religion centered around cows. Gives bonuses to pre-gunpowder units and extra benefits from livestock.
Scientology: Increases commerce by a lot.
Shamanism: Like druidism, but with animals instead of plants.
Shinto: Increases military unit production and reduces war weariness.
Sikhism: Branch of Hinduism. Increases unit experience, but is very undeveloped.
Taoism: Increases culture.
Tengriism: Religion of the mongols. Gives bonuses to mounted units.
Voodoo: Bonuses to commerce and production. Gets "zombies", ie Entranced Workers.
Yoruba: Religion of the Yoruba people. Increases culture.
Zoroastrianism: Religion of ancient Persia. Increases happiness; wonders are pretty swell.

Note that all religions increase culture and happiness, so the ones that I note as doing that do so more than others. And this list is not very accurate, anyway. I haven't played with most of these religions so I can't attest to their effectiveness.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 01, 2012, 11:00:37 am
I get the feeling the Mormonism and Scientology ones were just to fuck with people, because they sound like pretty stupid choices.  Are they like way up the tech tree, so you can only get them in the modern era?

Then again, the Viking one is all about kicking ass and taking names, when actual Nordic religion was mostly about crops and governance, just like every other early-world pantheon.  Except for the whole Valhalla thing, so whatever.

I wonder, if they get around to improving the future stuff, whether they'll throw in some future religions, like computer worshipers or New Age-y mysticism.

So I guess everybody wants Voodoo and that does sound kinda cool, improved Workers aren't a bad thing.  I'd go for Druidic or Naghualism depending on how soon we'll be able to expand, but a zombie is fine too.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 11:04:36 am
Quote
I get the feeling the Mormonism and Scientology ones were just to fuck with people

I have to agree. While I don't like either of those religions (for different reasons), this is Civilisation. I'd expect Satanism to be a legit strategic religion in the game if it was an option.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Karlito on August 01, 2012, 11:07:22 am
I'm in favor of any religion with cool wonders.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 01, 2012, 11:12:42 am
Quote
I get the feeling the Mormonism and Scientology ones were just to fuck with people

I have to agree. While I don't like either of those religions (for different reasons), this is Civilisation. I'd expect Satanism to be a legit strategic religion in the game if it was an option.

It would have to be somewhere up the tech tree after Christianity to make any sense.  And let's be honest, everybody would go for Satanism, no matter how crappy its effects were.

And now I'm kinda wondering why Satanism isn't in this mod.  Sure it was never a "respected" religion, but I bet you there have been more Satan worshipers in history than Mormons or Scientologists.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Boksi on August 01, 2012, 11:18:28 am
Normally, Scientology and Mormonism are way up in the tech tree, yeah, but most of the actual buildings all have the same prerequisites. The temple-equivalents require priesthood, the monastery-equivalents require meditation, the cathedral-equivalents require music. Except for the older religions like Shamanism and Kemetism, those can build their buildings and wonders sooner. Wonders all have their individual requirements. The Asatru ones get unlocked by the same tech that founds the religion normally, for example.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Shades on August 01, 2012, 11:26:33 am
Well as we are stuck on an island we should go with something that will help us get off it sooner, maybe the tech boost ones. Of course it depends how long it is until we get the religion and how much further it is until we have boats.

Or is that way too much like forward thinking for a Bay12 LP? In which case the Aztec one is the most blood for the blood god like, also slaves.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 11:36:35 am
Well as we are stuck on an island we should go with something that will help us get off it sooner, maybe the tech boost ones. Of course it depends how long it is until we get the religion and how much further it is until we have boats.

Or is that way too much like forward thinking for a Bay12 LP? In which case the Aztec one is the most blood for the blood god like, also slaves.

It won't matter until we can build more cities.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 01, 2012, 01:07:10 pm
Do not embrace Chris. I didn't get the Aztecs, but by Sol I plan to get their religion. Embrace Naghualism as soon as possible. Destroy the Neanderthal menace. Don't they know Mayanpanponpenpu belongs to Cro-Magnon?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 01, 2012, 01:13:24 pm
Quote from: Wikipedia
Such a Nagual is believed to use his powers for good or evil according to his personality. Specific beliefs vary, but the general concept of nagualism is pan-Mesoamerican. Nagualism is linked with pre-Columbian shamanistic practices through Preclassic Olmec depictions which are interpreted as humans transforming themselves into animals. The system is linked with the Mesomerican calendrical system, used for divination rituals. The birth date often determines if a person will be a Nagual. Mesoamerican belief in tonalism, wherein all humans have an animal counterpart to which their life force is linked, is also part of the definition of nagualism. In English the word is often translated as "transforming witch", but translations without the negative connotations of the word witch would be "transforming trickster" or "shape shifter".

For an isolated mushroom-eating people on a tropical volcanic island full of vipers, eagles, and invisible Neanderthal tribes, this sounds like a winner to me.  Let's do it!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: EuchreJack on August 01, 2012, 05:47:12 pm
I like how Charlie reduces hygene by being a stinky Frenchman and not bathing.   :P
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 10:07:44 pm
I like how Charlie reduces hygene by being a stinky Frenchman and not bathing.   :P

Which is odd given that historically NO ONE bathed  (sorta). It was just a hold-over in france for a while.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 01, 2012, 10:09:22 pm
I like how Charlie reduces hygene by being a stinky Frenchman and not bathing.   :P

Which is odd given that historically NO ONE bathed  (sorta). It was just a hold-over in france for a while.
Actually, a lot of people bathed throughout history. For example, the Aztecs, Aqizzar.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 10:12:00 pm
I like how Charlie reduces hygene by being a stinky Frenchman and not bathing.   :P

Which is odd given that historically NO ONE bathed  (sorta). It was just a hold-over in france for a while.
Actually, a lot of people bathed throughout history. For example, the Aztecs, Aqizzar.

Sort of
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 01, 2012, 10:12:44 pm
In all seriousness, it was mostly Europe that advocated anti-bathing. No one else really had an issue with it.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Iituem on August 01, 2012, 10:20:57 pm
Filthy washed barbarians.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 01, 2012, 10:21:30 pm
I like how Charlie reduces hygene by being a stinky Frenchman and not bathing.   :P
Which is odd given that historically NO ONE bathed  (sorta). It was just a hold-over in france for a while.
Actually, a lot of people bathed throughout history. For example, the Aztecs, Aqizzar.

And how do you know the Jivaro didn't bathe?  No recorded history, remember?  Hell, they lived on rivers and named themselves after them.  I'm sure everybody at least fell in once in a while.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 01, 2012, 10:28:46 pm
At least they can probably swim. Civilizations who don't know how to swim are disappointing to me, our own most of all.

...For the love of Lord Xenu and all the worlds of the Galactic Confederacy, tell me we don't have to research swimming.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Pnx on August 01, 2012, 10:33:45 pm
Europeans used to bathe quite a lot for a lot of their history, it's only during a few centuries from the late middle ages to the renaissance when they believed bathing would let disease into the body that they generally stopped washing anything that couldn't be seen while clothed. This was probably a miss-connection to the fact that public baths were a great way to spread diseases like polio.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 01, 2012, 10:43:29 pm
I'm not sure about the level of disease spreading that public baths caused. I've always been under the impression that the Romans were as healthy as they were in part because of the public baths.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Bluerobin on August 01, 2012, 11:29:50 pm
...For the love of Lord Xenu and all the worlds of the Galactic Confederacy, tell me we don't have to research swimming.
Don't have to research swimming, but we also can't swim. Well, I guess you can walk across rivers, so that probably counts as swimming.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Neonivek on August 01, 2012, 11:36:52 pm
...For the love of Lord Xenu and all the worlds of the Galactic Confederacy, tell me we don't have to research swimming.
Don't have to research swimming, but we also can't swim. Well, I guess you can walk across rivers, so that probably counts as swimming.

Besides the water tiles represents QUITE a bit more then a short distances... They are sort of miles upon miles of distance.

Not something regular people can traverse.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Pnx on August 01, 2012, 11:52:25 pm
I'm not sure about the level of disease spreading that public baths caused. I've always been under the impression that the Romans were as healthy as they were in part because of the public baths.
I'd say it was probably a combination of sewage systems, clean water from aqueducts, and bathing that made them healthier than most other societies of old. But they also didn't have to contend with a lot of the disease Europeans would later be exposed to.

Of course, I can't really say for sure how much disease public baths caused either.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 01, 2012, 11:55:20 pm
Besides the water tiles represents QUITE a bit more then a short distances... They are sort of miles upon miles of distance.

Not something regular people can traverse.

Multiple humans have swam across the English Channel at Dover.  That's got to be a tile in Civilization terms.  Clearly we just need to fortify our people to Olympian standards of distance paddling.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 02, 2012, 12:02:33 am
Besides the water tiles represents QUITE a bit more then a short distances... They are sort of miles upon miles of distance.

Not something regular people can traverse.

Multiple humans have swam across the English Channel at Dover.  That's got to be a tile in Civilization terms.  Clearly we just need to fortify our people to Olympian standards of distance paddling.
Transhumanism it is, then.


...Is that in this mod? I mean, if you're going to model the future....
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Boksi on August 02, 2012, 12:06:29 am
Besides the water tiles represents QUITE a bit more then a short distances... They are sort of miles upon miles of distance.

Not something regular people can traverse.

Multiple humans have swam across the English Channel at Dover.  That's got to be a tile in Civilization terms.  Clearly we just need to fortify our people to Olympian standards of distance paddling.
Transhumanism it is, then.


...Is that in this mod? I mean, if you're going to model the future....
Yeah, there's genetic enhancement and cybernetics and stuff like that. I'm pretty sure there's stuff like transhuman soldiers and android workers and suchlike in this mod, although I've never played in that era.

But even if normal humans at peak physical condition can swim across the English Channel, could they do it and bring supplies to survive in the wilderness with them? Because that's what'd be required for a scout to swim across.

Come to think of it, look at those reefs on the map. I bet you could swim across that area and just stop once in a while on one of the reefs. Maybe that's the remnant of a land bridge or something.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 02, 2012, 12:22:03 am
Come to think of it, look at those reefs on the map. I bet you could swim across that area and just stop once in a while on one of the reefs. Maybe that's the remnant of a land bridge or something.
We shall name it Mayanpanpenponpu Reef.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Aqizzar on August 02, 2012, 12:24:04 am
But even if normal humans at peak physical condition can swim across the English Channel, could they do it and bring supplies to survive in the wilderness with them? Because that's what'd be required for a scout to swim across.

Come to think of it, look at those reefs on the map. I bet you could swim across that area and just stop once in a while on one of the reefs. Maybe that's the remnant of a land bridge or something.

Supplies?  Our people beat vipers to death with sticks and eat them.  They live in grass huts at the foot of an active volcano.  There is absolutely nothing they're going to need on the other side of the worldsea that they can't make with what they find on the ground, exactly as they do on this side.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Pnx on August 02, 2012, 12:47:29 am
This feels like an SMBC comic or something, we're a council discussing the future of our caveman civilization.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Frumple on August 02, 2012, 01:21:26 am
Well, not so much the future of the civilization as the future of the poor sad bastard heroic explorers we're eventually going to sacrifice to the unknown in an orgy of violence send to expand our knowledge of the world around us.

Deciding the future would involve more rumination on how we're going to ruthlessly rape the land of its virgin resources (and/or virgins, really) respond to what those damn stupid saps brave scouts run into face first carefully investigate and catelog. Wait, I think something went wrong with that last one...

Of course, the only actual decision to make is just how hard we pillage the ever-loving fu- ah. Wait... uh... Is. Something. How we respond, right. And won't really know that 'till we have a target actually learn more. Or something. KILLFRENZYKILLFRENZYKILLFRENZY
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: Boksi on August 02, 2012, 02:00:34 am
Right, I'm gonna take a shower and grab some breakfast, then I'll get another update up.

Damn, my sleep schedule is seriously messed up right now.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: MetalSlimeHunt on August 02, 2012, 03:56:38 am
Just a note, Boksi, please go ahead and double post if you have the last one in the thread when an update is ready. Editing your last post to include the update leaves us with no notification that it happened.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (32267 BC)
Post by: EuchreJack on August 02, 2012, 04:24:15 am
Just a note, Boksi, please go ahead and double post if you have the last one in the thread when an update is ready. Editing your last post to include the update leaves us with no notification that it happened.

Agreed.

Right, I'm gonna take a shower and grab some breakfast, then I'll get another update up.

Damn, my sleep schedule is seriously messed up right now.

How un-DeGaulle of you.  The DeGaulle way of doing things is "Spit at that tub I haven't used since moving in, grab some wine and drink the bottle for breakfast."  :P
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Boksi on August 02, 2012, 05:25:24 am
Alright, here's the update. Didn't intend to take quite this long, especially for this short update, but it's not like I can do anything about it now.

Anyway, we start building a Village Hall, the smallest of the administration building line. It increases the maintenance costs of our city and increases crime as well, but gives a free specialist!
Spoiler (click to show/hide)

Then we develop music.
Spoiler (click to show/hide)

And dance. Now we just need to research Personal Adornment and we can invent disco!
Spoiler (click to show/hide)

The gatherer finishes the first part of the path.
Spoiler (click to show/hide)

We invent ritualism, the first religious tech in the game. We could change our religious civic from Irreligion to Folklore now, but I decide against it.
Spoiler (click to show/hide)

Apparently we're not the second most cultured civilization in the world anymore...
Spoiler (click to show/hide)

We invent cultural identity: There's us and them, and we're better than them so we should kill them and steal their stuff. By the way, the elder council will increase our science output by more than five beakers.
Spoiler (click to show/hide)

The trail is finished. I switched the order of carving and skinning around because we don't have the resources to benefit from skinning.
Spoiler (click to show/hide)

And here we research carving.
Spoiler (click to show/hide)

And here's the finished Special Stone Workshop providing us with stone. In case you're wondering why it took so long after we finished the path, it's definitely not because I misclicked like an idiot. Definitely not.
Spoiler (click to show/hide)

Geen heads out to hunt and spots his first victim.
Spoiler (click to show/hide)

And captures it! That's great, that is! I don't do anything with the bird yet.
Spoiler (click to show/hide)

He then kills another eagle.
Spoiler (click to show/hide)

And then he spots a Neanderthal! No doubt the same one that killed MonkeyHead! The coward retreats rather than face Geen, however.
Spoiler (click to show/hide)

And finally...
Spoiler (click to show/hide)



So the question is, what do we do with the bird? We have several options. We can use him to build the Myth of Birds, which provides +1 beaker of science. We can use him to build the Song of the Sky, which also gives a beaker of science and is a prerequisite for building the Nazca Lines. Or we can use him as a military standard, which increases the experience of most units built in the city. There's also the option of using him for a small food and production boost or a small culture boost, but those options aren't as good.

Right, I'm gonna take a shower and grab some breakfast, then I'll get another update up.

Damn, my sleep schedule is seriously messed up right now.

How un-DeGaulle of you.  The DeGaulle way of doing things is "Spit at that tub I haven't used since moving in, grab some wine and drink the bottle for breakfast."  :P
My ancestors named an entire day after bathing. Of course I'm going to bathe.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Corai on August 02, 2012, 05:29:04 am
All hail the eagle god. I vote myth of the birds.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Iituem on August 02, 2012, 05:30:52 am
Song of the Sky, unless Myth of Birds adds more bonuses or is much sooner.  We might as well get a prereq as well as the one beaker.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MetalSlimeHunt on August 02, 2012, 05:36:45 am
And dance. Now we just need to research Personal Adornment and we can invent disco!
Fund it!
Quote
We invent cultural identity: There's us and them, and we're better than them so we should kill them and steal their stuff.
Truly, we are an enlightened people.
Quote
We can use him to build the Song of the Sky, which also gives a beaker of science and is a prerequisite for building the Nazca Lines.
This, definitely. We need to build the Nazca Lines so that even if we lose, we'll be able to confuse the inferior civilizations that don't die into believing we had the wisdom of aliens or something.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: NRDL on August 02, 2012, 05:41:44 am
All hail the eagle god. I vote myth of the birds.

+1
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MetalSlimeHunt on August 02, 2012, 05:46:34 am
Why in the world do you guys want something that is functionally identical to Song of the Sky, but doesn't give us Nazca Lines?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Jarod Cain on August 02, 2012, 06:24:23 am
I vote for Song of the Sky and Nazca Lines.
-J-
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MonkeyHead on August 02, 2012, 06:34:35 am
Nazca Lines please...
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: kaian-a-coel on August 02, 2012, 07:25:10 am
PTW and nazca lines.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: SoHowAreYou on August 02, 2012, 07:29:12 am
Nazca lines so that way even if we are conquered we can screw with people
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Aqizzar on August 02, 2012, 09:13:52 am
Holy crap, now did we just domesticate eagles?  That's the awesomest thing ever.

We're not really a religious people yet, we're much more animist and living-in-the-moment, so Song of the Sky makes sense anyway.  Then we start covering our island in giant pictures, to beg the sky spirits for an answer to why we're stuck on this rock and a way to get off.


Y'know, these updates have me wondering about something.  It's 27567 BCE.  We've been at this civilization business for more than twelve thousand years, a good half-over-again the length of modern recorded history.  And in that time we've learned how to communicate abstractly, tie stuff to other stuff, not be afraid of fire, and yell in harmony.  I'd ask why Civilization burns through so much time in the primitive age, but this is actually a pretty close reflection of real human history.  Which really makes you wonder what the heck Primitive Man was doing for dozens of thousands of years.  It took a geological eon from the appearance of the frontal cortex until sedentary living, then like ten thousand years tops from sedentary living to space flight.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MetalSlimeHunt on August 02, 2012, 09:23:45 am
Well, it's all because of the exponential growth of knowledge. The more we know, the more we can come to know, not to mention the more we want to know what we cannot. Someone from 1800 and someone from 1900 would be amazed at one another, but still be able to relate much better than someone from 1900 and someone from 2000.

The issue is that we don't know much of anything right about now, so the learning potential is low. Also, we aren't modern humans yet and won't be for about 12,500 years, so we're operating at diminished mental capacity.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Il Palazzo on August 02, 2012, 09:28:02 am
Then we start covering our island in giant pictures, to beg the sky spirits for an answer to why we're stuck on this rock and a way to get off.
This a preposterous notion! The Mayapanponpenpu is all there is, was and will be. There is nothing more beyond the Sea of Twelvebays. The Sky Spirit told me so.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MonkeyHead on August 02, 2012, 09:39:23 am
But where do the sky spirits live? If we can attract them down to us, maybe they will take us up there to show us...
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Il Palazzo on August 02, 2012, 09:45:15 am
Fool! They live on top of Mount Armok, where else?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Shades on August 02, 2012, 09:51:53 am
This a preposterous notion! The Mayapanponpenpu is all there is, was and will be. There is nothing more beyond the Sea of Twelvebays. The Sky Spirit told me so.

How you can you claim such a heresy when the sky spirits themselves show us it is otherwise. You only have to pilgrimage to the great Mount Armok to see other land beyond the Sea of twelve bays. In fact the home of the great sky spirits rose in a direct line towards the new world, they must be telling us to go there.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Boksi on August 02, 2012, 09:55:30 am
Holy crap, now did we just domesticate eagles?  That's the awesomest thing ever.
Actually domesticating them actually comes later. We just knocked him out and captured him without killing him. Unless it's a her, I guess.

Also, if we manage to find and capture a bear sometime, we can have bear cavalry. Just so you know.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MetalSlimeHunt on August 02, 2012, 09:56:51 am
Also, if we manage to find and capture a bear sometime, we can have bear cavalry. Just so you know.
This is now your Number One Priority. If it comes down to winning the game or getting bear cavalry and losing, I expect us to go out in Ursine glory.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Aqizzar on August 02, 2012, 09:57:58 am
Then we start covering our island in giant pictures, to beg the sky spirits for an answer to why we're stuck on this rock and a way to get off.
This a preposterous notion! The Mayapanponpenpu is all there is, was and will be. There is nothing more beyond the Sea of Twelvebays. The Sky Spirit told me so.

Dude, you walk to the farthest tip of Mayanpanpenponpu (get it right) where the Great Light goes at night and you can freakin' see other lands across the worldsea!  All we have to do is get over there, and we'll be masters of two worlds!

Hey Boksi, when you capture an animal, are they just like a point you can use, or do you get an actual unit?  If it's a unit, maybe we should have that eagle we psychically dominated take a quick looksie across the straights there.

Also, if we manage to find and capture a bear sometime, we can have bear cavalry. Just so you know.

Madness!  We already have vipers, I say we start there.  How big do vipers grow, anyway?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MonkeyHead on August 02, 2012, 10:00:04 am
How could having bear cavalry be considered any part of losing?

"Sir, the Russians have overrun our captal! What are your orders sir.... sir?"

"I AM RIDING A BEAR! BLLLLEEEGGGRRREEAAARRGHHH!"
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Iituem on August 02, 2012, 10:02:06 am
"Sir, the Zulus are at the gate!"

"Dispatch the URSINERY!"

A number of moneylenders walk out of the gate and bribe the troops.

"Not what I meant, but it'll do."
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Bluerobin on August 02, 2012, 10:04:53 am
Hey Boksi, when you capture an animal, are they just like a point you can use, or do you get an actual unit?  If it's a unit, maybe we should have that eagle we psychically dominated take a quick looksie across the straights there.
You get an actual unit and that's a pretty good idea. I'm not sure if birds can actually fly over water, though. Also, what's the military strength of the eagle? And can animals level up/get promotions like other military units?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Aqizzar on August 02, 2012, 10:05:50 am
"Sir, the Zulus are at the gate!"

"Dispatch the URSINERY!"

A number of moneylenders walk out of the gate and bribe the troops.

"Not what I meant, but it'll do."

Alright, you win.  Everyone can go home now.

Hey Boksi again, can we get like a complete worldmap with the updates?  Or some links in the OP?  Not necessary, but it'd be cool.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MetalSlimeHunt on August 02, 2012, 10:06:48 am
Madness!  We already have vipers, I say we start there.  How big do vipers grow, anyway?
The largest viper in Mayanpanpenponpu is the Mayanpanpenponpu Viper (http://en.wikipedia.org/wiki/Bitis_gabonica), which sadly only grows to 4 or five feet long and weighs 20 pounds if it has not devoured a small child recently. They aren't very aggressive, but when they do bite...
Quote
In humans, a bite causes rapid and conspicuous swelling, intense pain, severe shock and local blistering. Other symptoms may include uncoordinated movements, defecation, urination, swelling of the tongue and eyelids, convulsions and unconsciousness. Blistering, bruising and necrosis may be extensive. There may be sudden hypotension, heart damage and dyspnoea. The blood may become incoagulable with internal bleeding that may lead to haematuria and haematemesis. Local tissue damage may require surgical excision and possibly amputation. Healing may be slow and fatalities during the recovery period are not uncommon.
With our tech level, if you're bit, you die in an extremely horrific and painful fashion, no questions asked.

I am afraid we will not be able to employ them as mounts until we research genetic engineering.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Boksi on August 02, 2012, 10:08:19 am
Hey Boksi, when you capture an animal, are they just like a point you can use, or do you get an actual unit?  If it's a unit, maybe we should have that eagle we psychically dominated take a quick looksie across the straights there.
You get an actual unit and that's a pretty good idea. I'm not sure if birds can actually fly over water, though. Also, what's the military strength of the eagle? And can animals level up/get promotions like other military units?
I'm 99% sure they can't cross water, but they can cross peaks. They have a strength of 2 and cannot get any promotions as far as I know. This makes them inferior to normal recon units in most situations, really. They'll just get eaten by some other animal, whereas recon and hunting units get enormous bonuses versus animals.

EDIT: Alright, I'm working on another update. Then I'll go update the OP as Aqizzar suggested.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Aqizzar on August 02, 2012, 10:25:07 am
Madness!  We already have vipers, I say we start there.  How big do vipers grow, anyway?
The largest viper in Mayanpanpenponpu is the Mayanpanpenponpu Viper (http://en.wikipedia.org/wiki/Bitis_gabonica), which sadly only grows to 4 or five feet long and weighs 20 pounds if it has not devoured a small child recently. They aren't very aggressive, but when they do bite... (Terror)

I am afraid we will not be able to employ them as mounts until we research genetic engineering.

Or commit to several generations of careful husbandry.  Which literally is genetic engineering, just a really slow way of doing it.  How fast do vipers reproduce anyway?  I think it only took a few centuries to raise original wild horses from donkey-sized to big enough to pull tree stumps.  I'm telling you man, we've got millennia to burn here, let's do something worth remembering.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Il Palazzo on August 02, 2012, 10:28:49 am
Heretics, all of you! The bits of rock that you can see on the horizon when the air is clear are not other worlds but pegs that hold the sky and the sea together. If not for them the sky would fall off and the sea would drain over the edge.
We should under no circumstances go there, least we unhinge the pegs and cause a calamity.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Aqizzar on August 02, 2012, 10:40:04 am
Heretics, all of you! The bits of rock that you can see on the horizon when the air is clear are not other worlds but pegs that hold the sky and the sea together. If not for them the sky would fall off and the sea would drain over the edge.
We should under no circumstances go there, least we unhinge the pegs and cause a calamity.

Its exactly that kind of dogmatic thinking that made the road to the stone pit take three hundred generations to build.  We haven't knocked over the volcano yet, how could we possibly knock over the sky pillars?  Even if the worst should come to pass, I'm sure the five mighty mountains surrounding us will be sufficient to keep the sky up if it falls.  It'll just be a little closer, that's all.  The sea draining wouldn't be so great, but then we'd be able to walk to other lands anyway!

Where would our glorious tribe be if the guys who killed that snake and knocked out that eagle and inspired our entire cultural heritage said, nah, I don't want to rock the boat that we can't conceptualize yet by taking a few risks?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: MetalSlimeHunt on August 02, 2012, 10:41:53 am
If not for them the sky would fall off and the sea would drain over the edge.
The waves would be so extreme....

Have we invented surfing yet never mind I'll figure it out later, time to unhinge those worldpegs.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Glacies on August 02, 2012, 10:53:13 am
Oh, COME ON GUYS. Who cares? The sky spirits do what they do, and we do what we do, and none of it really matters anyways cos' the sky spirits gave us the wild plants.

Now one of you help me milk this viper.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Il Palazzo on August 02, 2012, 11:33:35 am
Hrmph. Them liberal youngsters. Today you want to swim to the edge of the world, even if there is a good probability of destroying the civilisation as a result. What's it going to be tomorrow? You'll want to marry a neanderthal?
The problem is that we've become way too comfortable here. Our kids hang around in the caves and talk too much instead of doing something productive. I mean, get a job. Those sticks won't gather themselves.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Boksi on August 02, 2012, 11:45:48 am
Alright, so we use the Eagle to build the Myth of the Sky, which gives +1 science and a Song of the Sky in every city, and the song is one of the prerequisites for the Nazca lines. I guess I misremembered a little bit, but eh, it's close enough.
Spoiler (click to show/hide)

Meanwhile, Geen gives chase to the Neanderthal.
Spoiler (click to show/hide)

And he chases...
Spoiler (click to show/hide)

And in the middle of the chase we develop Bone Working.
Spoiler (click to show/hide)

The Neanderthal is cornered.
Spoiler (click to show/hide)

He chooses to fight rather than run further...
Spoiler (click to show/hide)

And falls to Geen's spiked club. MonkeyHead's death has been avenged.
Spoiler (click to show/hide)

Meanwhile, we move closer to our goals of TOTAL WORLD DOMINATION by inventing Basketry. Once we invent sports we'll be able to play Underwater Basket Weaving! No wait, that'd be Extreme Sports we'd have to research.
Spoiler (click to show/hide)

We're really blazing through these techs.
Spoiler (click to show/hide)

Here it is! Finally, we can actually catch fish!
Spoiler (click to show/hide)

After a bit of deliberation I decide to just beeline Raft Building, since that's what people want anyway.
Spoiler (click to show/hide)

As it turns out, there's plenty of fish in the sea!
Spoiler (click to show/hide)

Geen takes on yet another viper. No guesses as to how that goes.
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We research Ground Stone. No, not stone that's on the ground, stone that has been ground. As in the verb grind.
Spoiler (click to show/hide)

We also complete Culture (Neanderthal)! Since it's a World Wonder, we get a cool movie too!
Spoiler (click to show/hide)

Not content with marrying Neanderthals, the young people of our tribe invent Natural Pigments so they can dye their eyebrows.
Spoiler (click to show/hide)

There's not much going on beyond research right now. I miss the good old times. All those years Geen spent chasing that Neanderthal...
Spoiler (click to show/hide)

Our borders get bigger again; now there's even fewer places for barbarians and wild animals to spawn. Also, we can't harvest that silk yet.
Spoiler (click to show/hide)

We're the second bigger civilization in the game! Probably because we're so cultured.
Spoiler (click to show/hide)

We continue our quest to get off this island until I decide it's time to put an end to this update.
Spoiler (click to show/hide)

Alright, before I end this update, I'd like to talk a little bit about civics. Namely, Religious and Economic civics.

In regards to religion, we have Irreligion, Folklore, Prophets and Divine Cult. Note that only the first two have been researched yet.Irreligion means a lack of religion, while Folklore is basically a collection of stories with no real unifying theme or pantheon. Prophets means prophets go around being prophety and preach their religion without the government having any kind of control over it, while Divine Cult means the leader of the nation is worshipped as a god, like ancient Egypt or modern-day North Korea.

In economic matters, we have None, Barter and Slavery, if I remember correctly. None just sucks, so we'll want to upgrade from that. Barter and slavery are both pretty self-explanatory.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (27567 BC)
Post by: Aqizzar on August 02, 2012, 11:55:49 am
I'm curious how it is that you can bee-line rafting while researching all these other technologies.  Do you discover two things at a time or something?

For civics, I say at the best opportunity we enable Folklore to reflect our great bullshitting traditions, and Slavery because we're clearly conquering and absorbing the minor population of Neanderthals on Mayanpanpenponpu.

Kinda sucks that sooner or later there won't be any room for wild animals and barbarians to spawn, but the leap from two-tile-wide culture to three is pretty massive.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Boksi on August 02, 2012, 11:59:39 am
I'm curious how it is that you can bee-line rafting while researching all these other technologies.  Do you discover two things at a time or something?

For civics, I say at the best opportunity we enable Folklore to reflect our great bullshitting traditions, and Slavery because we're clearly conquering and absorbing the minor population of Neanderthals on Mayanpanpenponpu.

Kinda sucks that sooner or later there won't be any room for wild animals and barbarians to spawn, but the leap from two-tile-wide culture to three is pretty massive.
I'm beelining ratf building by only researching the prerequisite techs. Of which there are a lot.

Oh yeah, and I forgot to mention that we haven't researched barter or slavery yet.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Frumple on August 02, 2012, 12:22:56 pm
Belated and mostly pointless at this point, but the eagle could have flapped its way over water tiles unless some other mods (namely rife and master of mana) change the behavior of moving over impassible terrain. Only thing is, as the unit tooltip showed, it wouldn't have done anything -- the eagle could only reveal terrain that's within your cultural boundary.

Definitely beeline for rafts, and then maybe sailing after that. There's apparently a random event activated by some tech or another somewhere in there that can net you a free galleon, if the game I'm playing around with is anything to go by.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: MetalSlimeHunt on August 02, 2012, 04:07:25 pm
Divine Cult. Charles de Gaulle has been around for 26,000 years and is both still alive and in charge.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: MonkeyHead on August 02, 2012, 04:38:39 pm
Clearly bathing is bad for your health.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Pnx on August 02, 2012, 06:28:31 pm
So Charles de Gaulle is basically like the Wicked Witch of the West?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Frumple on August 02, 2012, 07:13:50 pm
Only french, male, not a witch, not green, and in possession of neither flying monkeys nor a large population of oppressed midgets. A small population, perhaps, but not a sizable one. Which is roughly to say utterly unlike the Wicked Witch of the West.

Can... can we get flying monkeys? And maybe hurry up with dyes and/or tattoos once we have boats? Then we can tattoo Charles green and everyone else blue, and be closer to what we're aiming for. Islander smurfs under the oppression of the Wicked Frenchman of Ambiguous Direction.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: JacenHanLovesLegos on August 02, 2012, 07:53:17 pm
PTW. Just got Civ IV + Warlords expansion, and cannot believe I didn't play this game earlier.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Thexor on August 02, 2012, 09:21:09 pm
Islander smurfs under the oppression of the Wicked Frenchman of Ambiguous Direction.

I strongly doubt this is possible... but on the faint hope it is, PTW.  :D
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Neonivek on August 02, 2012, 10:22:25 pm
PTW. Just got Civ IV + Warlords expansion, and cannot believe I didn't play this game earlier.

and you still cant...

BEYOND THE SWORD! Honestly it makes almost all the other expansions moot.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Jacob/Lee on August 02, 2012, 11:33:52 pm
Posting to watch. I'd like -someone-, when possible please.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Jarod Cain on August 02, 2012, 11:37:36 pm
I just thought I'd come in and whisper that the Civ IV collection is $9.99 on Steam. Otherwise, thanks to this thread I dug out my old discs of Civ IV and reinstalled on my new system this moring. My Mexican Empire seems to be alone on a huge continent filled with animals and barbarians. I have captured vipers, pidgeons, eagles, and lions. Pretty cool so far.
-J-
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Sirus on August 03, 2012, 12:27:42 am
Quote
I just thought I'd come in and whisper that the Civ IV collection is $9.99 on Steam.
That's a dirty rotten lie, Jarod :(

It's $29.99 for the complete collection. Beyond the Sword by itself is $9.99, but that only works if you have the Steam version of Civ IV installed rather than the disk version.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: NRDL on August 03, 2012, 12:41:24 am
Go for slavery. 
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Jarod Cain on August 03, 2012, 12:42:08 am
That's a dirty rotten lie, Jarod :(
Really? :|

I must have looked at the wrong box then when I looked up Civ IV this morning. >_>
-J-
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Jacob/Lee on August 03, 2012, 12:42:51 am
I actually just bought Civ IV on Steam. I've been meaning to for a bit, but this LP made me do it. I played it before, years ago. Steam has an anti-shiternet cap I think... I can only download 1 thing at a time. If I unpause/unsuspend a different download, it stops the current one and resumes the one I unpaused. Whatever downloads has a 100-300 kb/s speed, better than the 8 kb/s I got at first though...
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Neonivek on August 03, 2012, 01:06:01 am
I tried this mod for myself but I get this error message I cannot get rid of that is REALLY annoying. DANG IT BUG MOD OPTIONS! I know you cannot write init blaw blaw blaw

Apperantly ONLY I get this issue and I cannot get rid of it because there is no option anywhere... AHHH!
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Boksi on August 03, 2012, 09:17:06 am
I really ought to start keeping better track of votes.

Folklore: 1
Divine Cult: 1
Slavery: 2
Beeline Raft Building: 1

Gonna get at least one update up today. Gotta work through as much as I can while I'm still on vacation, you know?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: MetalSlimeHunt on August 03, 2012, 09:20:17 am
I voted for Divine Cult. I wish it to be recorded that I want us to worship God-Emperor Charles I.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Karlito on August 03, 2012, 09:21:15 am
Folklore: 1
Slavery: 2
Beeline Raft Building: 1

Yes, all of these things. Do them.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Bluerobin on August 03, 2012, 09:31:32 am
Oh I'm gonna vote for Divine Cult because it just sounds great.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: ansontan2000 on August 03, 2012, 10:01:16 am
Veto slavery. Having played quite a lot of C2C lately, I can attest to that adopting slavery early on will only cause us problems late game.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Shades on August 03, 2012, 10:05:46 am
How can having armies of slaves to build our rafts be in any way likely to cause us problems?
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: ansontan2000 on August 03, 2012, 11:55:52 am
First of all, adopting slavery at all will make EVERY single civ which doesn't have slavery get a happiness boost, allowing them to develop more effectively. Second, buildings like the slave camp which make us more productive early game will make very heavy unhappiness late gave, if we adopt the majority of late game civics.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (23867 BC)
Post by: Frumple on August 03, 2012, 12:08:50 pm
Also throwing in a veto for divine cult, at least for now. Iirc, and if the desc does what it says on the tin (and in the version I've got, anyway), divine cult freezes your culture boundaries, which sounds like an absolutely terrible thing to inflict on ourselves in the early game/expansion phase. Later... maybe. Maybe.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Boksi on August 03, 2012, 12:37:44 pm
Alrg+ight, let's keep on trucking towards Raft Building, shall we?

The community is devastaded by a powerful hurricane. Certain elements of Jivaro society proclaim that this is the punishment of the sky spirits for the corruption and immorality of our youth.
Spoiler (click to show/hide)

A large amount of housing is damaged. As it turns out, grass huts are not very resistant to hurricane-force winds.
Spoiler (click to show/hide)

We figure out how to make some primitive ropes.
Spoiler (click to show/hide)

Geen kills yet another viper.
Spoiler (click to show/hide)

And then Sikhism is founded. There's no funny old guy arriving to tell us stories this time, though.
Spoiler (click to show/hide)

The next religion-founding tech after Naturopathy is Shamanism, I believe. Have a look at the tech tree.
Spoiler (click to show/hide)

Our youth continues its eternal descent into immorality and depravity. Kids these days...
Spoiler (click to show/hide)

Our woodworking skills increase as we approach the Rafture. The Rafture is one of my favorite stories about Chris.
Spoiler (click to show/hide)

Somebody has built the first wonder of the world, the Lascaux Paints!
Spoiler (click to show/hide)

Whatever. We develop more woodworking - this time, we learn Bark Working.
Spoiler (click to show/hide)

Now we can build bark huts as well as grass huts. However, bark huts actually replace grass huts but have the same stats, so we don't really benefit.
Spoiler (click to show/hide)

More technology...
Spoiler (click to show/hide)

More phlebotomy...
Spoiler (click to show/hide)

Thanks to our recent advances in woodworking and rope-making, we can now combine sticks and stones into one mighty weapon!
Spoiler (click to show/hide)

Geen gets a new toy. Stone Axemen are almost identical to Spiked Clubmen, but they get a 50% bonus vs. melee units instead of 25%.
Spoiler (click to show/hide)

Despite both this and a slow buildup of Neanderthal Warriors, we are not very powerful by international standards.
Spoiler (click to show/hide)

We develop some more woodworking.
Spoiler (click to show/hide)

Turns out there's some nice timber to our south.
Spoiler (click to show/hide)

We're almost there! With Carpentry researched, all that's left is to research Raft Building itself!
Spoiler (click to show/hide)

Oh no! A barbarian Neanderthal!
Spoiler (click to show/hide)

Geen handles him, no problem.
Spoiler (click to show/hide)

In anticipation of our crossing, we build our first scout! We name him Jacob Lee because the game doesn't accept slashes in names.
Spoiler (click to show/hide)

And then, after all our hard work, sweat and tears, we reach it. Rafture.
Spoiler (click to show/hide)

...So where to next?
Spoiler (click to show/hide)

Also, IIRC, Fixed Borders do not freeze your borders in place, they just let you send soldiers to places not inside your borders and say "this is my land now" and claim it.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Bluerobin on August 03, 2012, 02:37:39 pm
Oh, go for Shamanism because it looks like there are some ways to use vipers in there (assuming the snake pit is one of them) and having a religion could be useful.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Karnewarrior on August 03, 2012, 02:49:17 pm
I say bartering. We'll need gold to fuel galactic conquest.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: kaian-a-coel on August 03, 2012, 03:04:14 pm
Oh, go for Shamanism because it looks like there are some ways to use vipers in there (assuming the snake pit is one of them) and having a religion could be useful.
Since I have absolutely no idea of what these tech are doing (I have Civ4, but not BTS nor C2C), I'll go with this because snake pits sounds funny.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Boksi on August 03, 2012, 03:09:42 pm
Oh, go for Shamanism because it looks like there are some ways to use vipers in there (assuming the snake pit is one of them) and having a religion could be useful.
We can do that, sure. Mind you, we need to capture a viper first. And we can't use it to found a religion because somebody else has already researched it and founded Sikhism. Come to think of it, I ought to do a quick writeup of the techs:

Canine Domestication: Lets us train wardogs and start herding animals.
Games: Prerequisite tech that does nothing.
Petroglyphs: Cave paintings.
Counting: Learn basic counting, improves research.
Microlith: Provides a national wonder that boosts military unit production.
Flint Knapping: Revelas several types of stone, building improves military unit production.
Heat Treatment: Prerequisite tech, with one unique unit we can't build.
Tattoos: If we had dye, tattoos would slightly improve our units' strength.
Stone Building: Basic stone huts.
Spear Making: Take a guess.
Sewing: We don't have any kind of cloth though.
Bead Making: Pretty baubles.
Portable Shelters: Benefits from horses or bison.
Spearfishing: Slightly more food.
Warfare: Learn to fight before you can read.
Tanning: We don't have leather, but we do have bamboo! Bamboo armorers require a city population of 6 but give a promotion that gives a +20% bonus against archery units.
Barter: Reveals resources like amber, silver and gold. Improves economy and enables barter economic civic.
Atlatl Making: Enables best prehistoric ranged unit.
Fire making: Increases health and lets us build fire pits. Also obsoletes the stick gatherer.
Hunting Tactics: Lets us build the hunter, an upgrade of the tracker. We can build neither though, because we haven't captured enough animals.
Slavery: Enables the slavery civic, plus fighting pits and crucifixion crosses.
Obsidian Weapons: Enables several unique units.
Arithmetic: Enables two crime-reduction buildings:
Shamanism: First to discover founds a religion. Somebody else has gotten to it first.
Earth Oven: Boosts food.
Tribalism: Lets us settle new cities. Also enables the tribal society civic.
Pictographs: Prerequisite tech.
Ceremonial Burial: Doesn't actually enable that much, you need other techs like masonry to build most of those buildings.
Boat Building: Lets us build canoes.
Chiefdom: A better government civic, a building that increases unit experience, and more uses for captured animals.
Animal Husbandry: Various buildings that require animals.
Mysticism: A couple of myths and reveals incense. Enables divine cult.



Mind you, this is all by memory, since I don't have the game open right now.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: LordSlowpoke on August 03, 2012, 03:16:08 pm
Research games and pictographs. Obviously the best choices.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Frumple on August 03, 2012, 03:20:36 pm
Ah, definitely have tribalism before your raft(s) starts picking up those... island things. If they're in this game, and you actually need the tech before it'll gift you them. Game I'm running with small islands I got five, six tribes from those damn island-things. Got cities latched onto whatever landmass they're nearest simply because th'rafts can't carry more than one tribe >__<

Anyway. Vague waving toward "tribalism before picking up gift island-whatsits, if that's what we need to get free cities."
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Boksi on August 03, 2012, 03:38:36 pm
Ah, definitely have tribalism before your raft(s) starts picking up those... island things. If they're in this game, and you actually need the tech before it'll gift you them. Game I'm running with small islands I got five, six tribes from those damn island-things. Got cities latched onto whatever landmass they're nearest simply because th'rafts can't carry more than one tribe >__<

Anyway. Vague waving toward "tribalism before picking up gift island-whatsits, if that's what we need to get free cities."
Were you playing on Settler difficulty? You don't get free tribes on higher difficulties, I think, but when I played my first game on Settler by accident I got two tribes from huts.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Aqizzar on August 03, 2012, 03:46:07 pm
I was going to say Games just because that sounds great, but if its pointless then we'll entertain ourselves other ways.

Tribalism is probably the best, since we want to found new cities sooner rather than later, even if they stay on our island.

And can I request that the first raft be named for the fellow who's been going c'mon guys lets get across the water the whole damn time?  Me and my mighty banded-log-with-paddle ain't afraid of no hurricanes.  I honor the sky spirits as brothers to we the obviously awesome ground spirits, not as lords, and there's land over there I'm telling you guys I can see it.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: MetalSlimeHunt on August 03, 2012, 04:09:05 pm
Tribalism is definitely most important.

I still support draining the Mayapanponpenpu Sea and just walking across, but if you really want to use the silly rafts...
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Neonivek on August 03, 2012, 04:42:14 pm
Ahh I fixed the game (and rendered my old save useless)

Anyhow we REALLY are in here for the long haul.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Bluerobin on August 03, 2012, 05:46:33 pm
I feel like I remember Tribalism giving a free tribe to either the first person to discover it or to everyone... but that might just be gathering I'm thinking of.

I think Tribalism should have a relatively high priority, but barter and canine domestication could be good too. Also flint knapping could be good so we have a better idea of where to put our next city.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Jacob/Lee on August 03, 2012, 06:53:26 pm
Yeah, I'll roll with Tribalism as well.
Tribalism is definitely most important.

I still support draining the Mayapanponpenpu Sea and just walking across, but if you really want to use the silly rafts...
No, no, if anything, we should walk across the sea like that guy Chris could from the stories.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: MetalSlimeHunt on August 03, 2012, 06:56:06 pm
No, no, if anything, we should walk across the sea like that guy Chris could from the stories.
He probably just tied some fish to his feet.
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Furtuka on August 03, 2012, 09:27:03 pm
Or sea turtles
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: NRDL on August 04, 2012, 12:40:27 am
I say bartering. We'll need gold to fuel galactic conquest.

+1
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Corai on August 04, 2012, 12:53:10 am
I say bartering. We'll need gold to fuel galactic conquest.

+1

+2
Title: Re: Let's Play Civilization IV: Caveman2Cosmos (17967 BC)
Post by: Boksi on August 04, 2012, 02:19:03 am
Alright, it looks like Tribalism has taken the lead, followed by Barter. I'm gonna get started on another update, so any votes cast after this post will not influence the coming update.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi on August 04, 2012, 04:03:01 am
We aim to get off this island, and in order to do more than just send a couple of scouts away on a raft, we need to figure out how to divide ourselves into groups, so that there's Jivaro, but also some other Jivaro, you know what I mean? No? Well, that's why we're researching it.
Spoiler (click to show/hide)

We tie a couple of big sticks together and it floats! Hooray!
Spoiler (click to show/hide)

The raft sails due north with Jacob Lee onboard. There's a lot more animals over there! Nice!
Spoiler (click to show/hide)

Back home we do some more research. We figure out how to use fire and wood together in was other than setting fire to the wood. Certain elements of Jivaro society are scandalized by this new method of "Heat Treatment", calling it an abberration and perversion of the holy fire. Then somebody mentions that we haven't build the Captured Fire national wonder or researched Fire Making and everything gets all awkward.
Spoiler (click to show/hide)

Do your best, Jacob Lee!
Spoiler (click to show/hide)

I decide that it's probaby best to not put every single use of a captured animal to a vote.
Spoiler (click to show/hide)

We're sending out as many rafts as we can. Each one is loaded with a Neanderthal Warrior, since we have a bunch of those and they'll do pretty alright against most animals, especially since we've built the Hunting Instruction building, which gives them all the Hunter I promotion.
Spoiler (click to show/hide)

Jacob Lee keeps fighting the wildlife. You can see another feature added by this mod: Random free promotions after battles. There's a complex formula which determines the probabilities of promotion, but it's essentially random.
Spoiler (click to show/hide)

Oops.
Spoiler (click to show/hide)

You shall be avenged, Jacob Lee!
Spoiler (click to show/hide)

Oh, look at that! Seems like we've found another civilization!
Spoiler (click to show/hide)

Meanwhile, we keep finding more and more nice stuff.
Spoiler (click to show/hide)

Lee Jacob avenges Jacob Lee. He tears the hawk's feathers off and uses them as decoration, sparking the newest fashion fad.
Spoiler (click to show/hide)

Meanwhile, another Neanderthal Warrior heads out and subdues a bison! Soon after it's brought back to the capital, it splits into several smaller bison. Soon we've got a whole herd of them! They don't seem to mind the rain and the mud.
Spoiler (click to show/hide)

The brave Neanderthal then fights off several other animals.
Spoiler (click to show/hide)

Since it seems to work well for him, we decide to invest in some spears as well.
Spoiler (click to show/hide)

Imagine if we could have been getting these myths earlier! We'd have a lot more techs then.
Spoiler (click to show/hide)

We make contact with the Celts! Since we're both minor civilizations, we are automatically at war with each other.
Spoiler (click to show/hide)

Our intelligence agency leaps into action. Finally they have a target to spy on! As it turns out, the Celts are led by a man named Abraham Lincoln.
Spoiler (click to show/hide)

Also, Frumple mentioned islands. This is what he was talking about.
Spoiler (click to show/hide)

Some of these promotions you might not recognize! The upper row is promotions specializing in various terrains - for example, our home island is entirely wetland except for the mountains. There's also the "Barbarian Hunter" and "Animal Hunter" promotions, which allow units to continue gaining experience for fighting those even after the usual cap.
Spoiler (click to show/hide)

We scout the Celts. No wonder they have more people than us!
Spoiler (click to show/hide)

More myths...
Spoiler (click to show/hide)

A target of opportunity!
Spoiler (click to show/hide)

More scouting...
Spoiler (click to show/hide)

Those spears turn out to be pretty useful for catching fish.
Spoiler (click to show/hide)

We build a very important building. The Master Hunter is required to build all hunting units
Spoiler (click to show/hide)

Finally, since I think enough stuff has happened to call this update finished, have an updated world map!
Spoiler (click to show/hide)

So the Celts are nearby. I mean, they're really close. Should we make a concerted effort to destroy them? And if we do, should we recall all those scouting Neanderthals so we can focus all our forces on them? A big stack of Atlatlists and Neanderthal Warriors ought to be able to crush them.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MonkeyHead on August 04, 2012, 04:11:03 am
Well, they arent Jivaro, and I assume they will attack us in some way or form.

Wise men say it is better to kill them all and take thier land than to not kill them all and not take thier land.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Sirus on August 04, 2012, 04:11:30 am
Yes! Crush the Celts and their leader, Lean Con! We can take their cities for ourselves and our mighty civilization will grow!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MetalSlimeHunt on August 04, 2012, 06:05:26 am
So a turn has become a hundred years instead of a thousand. Good, good, we will need the time to learn.

Ignore Lincoln and his people's unintelligible babbling. They're probably just strange human-shaped animals.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi on August 04, 2012, 07:31:46 am
So there's two votes for war and one against. No opinions on whether to recall the scouts to take part in the invasion. I won't start another update just yet though, gonna wait a bit longer.

Fun fact: I'm hoping there's gold near our city. We would seriously benefit from gold.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Frumple on August 04, 2012, 07:44:51 am
War? War!? War is hell. We should not step unto that viciou-- ZA WARUDO *grk*

Mudada. Kill them while they're weak.

Early game pile on, if you can manage it, might be nice. Depends on if the celts city's in a good spot and you've got (or can get) the forces for it.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Aqizzar on August 04, 2012, 08:19:06 am
Quote
You may wonder about the presence of an intelligence agency in prehistoric times. Tell me, have you ever seen a Neanderthal? No? That's how good they are.

I lol'd.

Well, we've encountered our first superpower, and a whole crapload of resources on the mainland.  We're cooking with gas now... metaphorically, since we don't even have fire somehow.  Good to now we'll be able to control this whole inner sea, once there's naval powers to control stuff.

I'm thinking the first target to settle is either that pennisula west of Armok, with the horses, or the fertile inlet northwest of that with the river and corn.  Everything on our island can wait until we have a foothold in the land of many animals.  Then, we prepared for waaar!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: stabbymcstabstab on August 04, 2012, 08:56:25 am
Wipe them out early if we wait they will just get stronger.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: SoHowAreYou on August 04, 2012, 09:27:48 am
If this were were fight club... can't remember the guys name point is attack for the safety of the island
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: JacenHanLovesLegos on August 04, 2012, 09:47:56 am
Recall everybody! Destroy them all!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Il Palazzo on August 04, 2012, 10:11:11 am
Remember that idea some people had a couple dozens of generations ago? The one where you enslave other people? I think we've just found these other people.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: ansontan2000 on August 04, 2012, 10:22:32 am
Fucking-Damn-DESTROY THEM! Veto on slavery, though, again.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MonkeyHead on August 04, 2012, 10:30:55 am
We can not yet build more settlements. Therefore by taking this one we will have twice as many settlements and have a foothold for expansion across the waters. Win win.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi on August 04, 2012, 10:36:49 am
Alright, let's get started on another update. Dunno if it'll feature the destruction of the Celts or merely the buildup to it.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Iituem on August 04, 2012, 11:38:19 am
Yeah, murder time!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: stabbymcstabstab on August 04, 2012, 11:47:30 am
Would it be wrong to enslave this Honest Abe person?
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: kaian-a-coel on August 04, 2012, 11:51:09 am
War? War!? War is hell. We should not step unto that viciou-- ZA WARUDO *grk*

Mudada. Kill them while they're weak.
Just lol.

Also I agree. Mudada![/glow]

*attempt to find good warcry picture*

...

GODDAMMIT google, why u no give the picture I want?
warcry = crapton of crappy rockbands
uruk hai warcry = pictures of arab-spring wars (including H. mubarak. WTF?)
barbarian warcry = 459 pages of diablo 3...
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi on August 04, 2012, 12:20:07 pm
We are currently experiencing technical difficulties, please stand by.

These technical difficulties promise to be very delicious, but it is next to impossible to update while enjoying them, so they are technically difficulties. Thus I am not sure if I'll be able to update today; we'll see if I can.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Glacies on August 04, 2012, 12:27:26 pm
Totally calling the first ambusher, guys. I milked the viper, and now if I put his milk on a big tooth and stab animals with it it'll be like they've been bit by a viper. All we need is a Viper milker's hut and a pit for making more vipers grow. And then I could TOTALLY sneak up on celtic dudes and viper-bite them! If my survival chances are...er, eight stones out of ten stones or more stones. Otherwise I'll just spy on them and beat up animals?

Technique wise, it would be cool to camp an ambusher in the city radius of an enemy civ. When they leave a worker/gatherer undefended, pounce on them. Then disband all captured workers/gatherers cos' if you don't then next turn they'll send a unit in who will attack the ambusher and reclaim the workers. Also watch out for dogs. A lone dog probably can't damage you but if he spots you for a stack of axemen...
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MonkeyHead on August 04, 2012, 12:40:18 pm
MonkeyHead Jr. will willingly strap a viper to each foot in an effort to stealthily approach the Celts through slithering, then try and kick them in the face to poision them.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Karnewarrior on August 04, 2012, 01:05:39 pm
If we march to war, troop buildup is a must, and exploration can wait.

What will be the negatives to conquering another tribe right now?
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Svampapa on August 04, 2012, 01:28:53 pm
*attempt to find good warcry picture*

(http://tem.kontek.net/Pictures/GIF/warface.gif)

Show me your warface!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MonkeyHead on August 04, 2012, 01:30:09 pm
Cant Unsee....!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Jacob/Lee on August 04, 2012, 05:30:35 pm
Ah yes, I beat a giraffe to death with a likely dull stone axe and then get murdered by a hawk. I love it.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Corai on August 04, 2012, 05:33:48 pm
March to victory! Burn the celts!

No slavery though.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Jacob/Lee on August 04, 2012, 05:35:59 pm
Yes, kill the Celts before they create massive stacks of death and fortify them on forested hills *shudder* The city-state of Canada did that on my current game. I can't possibly kill them because they produce soldiers faster than me and have more resources.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: EuchreJack on August 04, 2012, 10:52:34 pm
Death to Celts!

...but all survivors are granted full citizenships as reward for surviving our attack.  The greatest thing about headhunters: You're either their friend or your head is on a spike.  There is no middle ground.

So, that is another veto for slavery.  It's just not the headhunter way.

Also when we get a chance, I'd like us to adopt barter.  I have way too many spears that I'd really like to trade for some food.  Please?  EuchreJack hungry, please take spear for food.  EuchreJack like making spears, but no good at fishing (apparently fish no like EuchreJack smell).
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: NRDL on August 05, 2012, 04:47:41 am
War.  And enslave them, please.  How many units do we have, and how strong are they? 
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi on August 05, 2012, 06:33:40 am
Uuuurrrghhh... Looks like there was a not-so-delicious surprise guest hidden in yesterday's delicious technical difficulties... On the plus side, I can now understand the mindset of the Jivaro a little better, since what with them living on a swampy island I bet a lot of them get horrible diarrhea and shit themselves to death too!

Well, I'm not dead yet, but if I had only the infrastructure and knowledge of the Jivaro, I'd probably die. As it is, I'll live, but I will be incredibly butthurt for a while.

I'd like to make an update nevertheless, but I cannot guarantee anything.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Aqizzar on August 05, 2012, 12:04:49 pm
Hey Boksi, a question for you.  I downloaded Caveman2Cosmos V 25, and I can't get it to run with Steam's Beyond The Sword.  I tried altering every filepath I could find that expected a straight commercial installation, but there's something in system that expects the mod to be found in a folder called "Mods\Caveman2Cosmos " instead of "Mods\Caveman2Cosmos".  Did you have any trouble like that?

Remember that idea some people had a couple dozens of generations ago? The one where you enslave other people? I think we've just found these other people.

I seem to recall hearing that the sky pillars would fall over if anybody put some wood in the sea and got on it.  Yeah, I see how it is.  We find some humans who aren't Mayanpanpenponpu and all of a suddenlike, boy sitting on that wood and kicking water sure was a good idea!

I think somebody owes somebody an apology.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: jetex1911 on August 05, 2012, 01:34:44 pm
In the game's folder, there should be a "Beyondthesword" folder. use THAT one's mod folder, and it should work.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: 10ebbor10 on August 05, 2012, 02:54:16 pm
Since we seem to be asking questions. Is it normal for the game to randomly crash? It only happened once so far, so it won't be that bad.

As for the installation: link (http://www.youtube.com/watch?v=m77OhRj6b74)
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Svampapa on August 05, 2012, 03:42:53 pm
Yeah. I've been crashing a few times.

Turns out I need cities on tundra to build Viking Culture, so there goes my dream of a futurist asatru society. :(
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Sirus on August 05, 2012, 04:32:21 pm
Yeah. I've been crashing a few times.

Turns out I need cities on tundra to build Viking Culture, so there goes my dream of a futurist asatru society. :(
Whaaaaaaat. That sounds like a crappy restriction.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Il Palazzo on August 05, 2012, 07:03:25 pm
Remember that idea some people had a couple dozens of generations ago? The one where you enslave other people? I think we've just found these other people.

I seem to recall hearing that the sky pillars would fall over if anybody put some wood in the sea and got on it.  Yeah, I see how it is.  We find some humans who aren't Mayanpanpenponpu and all of a suddenlike, boy sitting on that wood and kicking water sure was a good idea!

I think somebody owes somebody an apology.
I'm sorry, but that was back when we only had sky spirits to consult with. With modern improvements in technology, like the acquisition of earth spirits, we know more about the world and can predict the outcomes of our actions with near certainty. So yes, it's obvious today that paddling to the Lands of the Others only causes the sky spirits to punish people with grasshut-destroying hurricane. The point is, we did not know that back then, our scientific thought was still flailing blindly about the mysteries of our existence, and we hadn't had enough data to justify putting each and every one of our brothers and sisters at risk.
You may brag about your supposedly good judgement now, but the fact remains that you advocated exploration with reckless abandon, with complete disregard for the safety of your kin, and quite simply without much thought. Don't you realise that you and your henchmen could've killed us all?
I ask you this, are we animals or children(pretty much the same anyway, but I digress) to let ourselves be driven by sudden urges and random fooleries, or are we people?
Think first, then act.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MetalSlimeHunt on August 05, 2012, 07:12:25 pm
I don't know what you all are freaking out about anyway. The Others are just automatons.

Wait....what if....what if you all are automatons! What if I am! What if none of this is even real! We could just be a simulacrum of real people! I can't take this!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Frumple on August 05, 2012, 07:19:59 pm
I'unno, that time Ponpu cut 'imself open while hopped up on snake venom only had a couple rocks stuck inside. Who ever heard of a squishy automaton? It'll make more sense once we start taking these... selltees... apart and seeing how the earth spirits are making them move. Then maybe we can make our own.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: A Spoony Bard on August 05, 2012, 09:50:55 pm
I think we should we should go with slavery, after all, we use those subdued vipers and animals all the time, and these "kill-ticks" make strange noises and are different from us, just like the animals we've used in the past!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: MetalSlimeHunt on August 05, 2012, 10:10:17 pm
I think we should we should go with slavery, after all, we use those subdued vipers and animals all the time, and these "kill-ticks" make strange noises and are different from us, just like the animals we've used in the past!
Agreed, we could definitely use the bonus from Advanced Livestock.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Jarod Cain on August 06, 2012, 02:46:04 am
Quote
You may wonder about the presence of an intelligence agency in prehistoric times. Tell me, have you ever seen a Neanderthal? No? That's how good they are.
They are also quite adept with the law, one spoke on my behalf when I speared Pen a few weeks ago during a fishing trip.

I say we do to these Keltics the same we did to the Neanderthal only on a greater scale. We war with them, take their city and make their people our own.
-J-
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi 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:
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Karnewarrior on August 06, 2012, 11:45:34 am
1 vote barter.

Slavery sounds like a crappy civic.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: ansontan2000 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Neonivek 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!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: 10ebbor10 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: kaian-a-coel on August 06, 2012, 12:50:19 pm
slaves units? I thought it was identical from vanilla... shame on me and SLAVEZZ!!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Boksi 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Solifuge 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Bluerobin 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Iituem 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!
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: EuchreJack 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.
Title: Re: LP Civ4:C2C (16567 BC - First Contact)
Post by: Frumple 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.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Boksi 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.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: kaian-a-coel 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.)
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Frumple on August 06, 2012, 02:50:44 pm
So many delicious resources! Settle all the fancy resources! Ahahahaha!
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Pnx on August 06, 2012, 03:06:50 pm
We obviously need to name them after their river, but what do we name the river?
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: 10ebbor10 on August 06, 2012, 03:11:13 pm
We should also end it with. I think the river should refer to Toads in some way. (Toadanie, Toadier, Toadstream?)

 -PonPan()
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: kaian-a-coel on August 06, 2012, 03:19:38 pm
We should also end it with. I think the river should refer to Toads in some way. (Toadanie, Toadier, Toadstream?)

 -PonPan()

Toadwythïen ("toad's vein").
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: MonkeyHead on August 06, 2012, 03:24:55 pm
Being a Celt, river towns should have Afon-something if they are on the river, or Aber-something if at the mouth of a river...
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: MetalSlimeHunt on August 06, 2012, 03:43:56 pm
There are no more Celts. There are only the Jivaro and Mayapanponpenpu.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Pnx on August 06, 2012, 03:52:46 pm
I am totally in favour of teaching the Celts how to properly do their own culture names.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Karnewarrior on August 06, 2012, 04:26:57 pm
Pumayapan?
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Glacies on August 06, 2012, 06:34:37 pm
Another vote for barter here. And Prophets. Prophets until we get state religion. Druidic tradition is the religion I'm in favor of (cos' it's good for growth.) Slavery is awful. Don't do it, man. And start hunting those vipers! We need a snake-pit!
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: ansontan2000 on August 06, 2012, 06:40:42 pm
Looks like I can't convince you guys. Just don't forget my warning when in the late game you're all having unhappiness problems like crazy from slavery! (Late game civics that make you into a democracy, or a free society, will incur at least -1 happiness from all slave buildings.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Sirus on August 06, 2012, 06:45:23 pm
I gotta say "no" to slavery as well. I've never used it in any of my Civ games, and I'll be damned if we start now.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Karnewarrior on August 06, 2012, 07:12:18 pm
Voting no on slavery.

Long term loss for Short Term Gain.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Iituem on August 06, 2012, 07:19:01 pm
Then just tear down those buildings.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: ansontan2000 on August 06, 2012, 07:35:28 pm
Wait, you can do that?
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Iituem on August 06, 2012, 07:41:56 pm
Presumably.  Can't imagine why you wouldn't be able to just sell the buildings like any other.  Unless they're national wonders and such.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: ansontan2000 on August 06, 2012, 07:55:59 pm
In vanilla civ4+Expansions, nope, not possible. Maybe it was added with this mod, although I doubt it.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: RulerOfNothing on August 06, 2012, 08:02:28 pm
In vanilla civ4+Expansions, nope, not possible. Maybe it was added with this mod, although I doubt it.
They did add it, unless they got rid of it later on (I distinctly remember actually trying this feature).
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: BunnyBob77 on August 06, 2012, 08:07:42 pm
Putting in a vote for barter, divine cult, and voodoo as a future religion.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Frumple on August 06, 2012, 08:11:11 pm
Religion wise, I'm shifting my vote to nargarglelism until we've killed at least three other civs, or are one of the last five remaining, then transition to voodoo. I think slavery'd be fine as long as we just don't use the buildings -- use it primarily to generate slaves, or just sacrifice a specific town (maybe just the new one, if it'd contribute sufficiently just pulling in the special resources) or another to slavery buildings.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Bluerobin on August 06, 2012, 08:19:52 pm
I'm going to vote for nargargleism simply because that pronunciation of it is amazing.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: EuchreJack on August 06, 2012, 11:30:58 pm
Wow, since barter seems to be close to winning over slavery, I'll change my vote back to barter.  I've always prefered tradings stuff to people.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: JacenHanLovesLegos on August 06, 2012, 11:55:07 pm
Voting for barter.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: 10ebbor10 on August 07, 2012, 06:47:58 am
Voting for barter too. Slavery is only usefull when attacking/conquering someone, so it seems.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: stabbymcstabstab on August 07, 2012, 07:10:31 am
add a vote to Barter, it does seem to be worth it in the long run.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: ansontan2000 on August 07, 2012, 07:15:08 am
And Barter overtakes slavery once again! Hooray Liberalism!
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: MetalSlimeHunt on August 07, 2012, 07:15:49 am
We haven't researched Liberalism yet.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: ansontan2000 on August 07, 2012, 07:27:07 am
We haven't researched Liberalism yet.

SHUSH! We mustn't let the developing peoples know of our technology, or the fact that we are guiding their every step!
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Shades on August 07, 2012, 08:29:22 am
And Barter overtakes slavery once again! Hooray Liberalism!

I vote slavery :)
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Il Palazzo on August 07, 2012, 08:30:49 am
Slavery is the only spirits-endorsed way.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: kaian-a-coel on August 07, 2012, 10:13:09 am
I vote for nuclear fusion.  :P
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: MetalSlimeHunt 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.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Karnewarrior 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.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Boksi 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. (http://www.youtube.com/watch?v=e4QYkrp44us)
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Glacies on August 07, 2012, 11:18:09 am
Er, I vote for the Prophet model until we can get state religion.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Shades on August 07, 2012, 11:19:10 am
Can we enslave those who voted for barter then force them to vote slavery?
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Karnewarrior on August 07, 2012, 12:26:33 pm
Folklore.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: kaian-a-coel on August 07, 2012, 12:39:13 pm
folklore.

*clik link*
...
AAAUUUUUGGGHHHHHH!! MY EYES! IT BBUUUUUURRRRNNNNN!!!
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: Karlito 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.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: FritzPL 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.
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: 10ebbor10 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.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Boksi 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.
Spoiler (click to show/hide)

Gotta get more science up.
Spoiler (click to show/hide)

Shinies!
Spoiler (click to show/hide)

Holy fuck! That's a third religion founded. We really gotta get more science up.
Spoiler (click to show/hide)

Look at where the next religion-founding tech is; it'd normally found Tengriism. We probably won't win the race to Sedentary Lifestyle.
Spoiler (click to show/hide)

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!
Spoiler (click to show/hide)

Meanwhile, the Celts are getting unruly.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

We research Barter.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

We try to send out some more scouts, but there's a lot of animals out there.
Spoiler (click to show/hide)

That sure didn't take long.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

Better get some more science going!
Spoiler (click to show/hide)

Uh-oh! A shark! Our raft can't handle that! Let's try to save the embarked horse at least.
Spoiler (click to show/hide)

We research the prerequisite to Chiefdom, but don't have the resources to actually use it.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

This is why you'd want to capture a horse if you have none near your cities. I use him for the myth, though.
Spoiler (click to show/hide)

Sometimes you have nothing better to do with animals than to eat them.
Spoiler (click to show/hide)

Our scouts continue their work.
Spoiler (click to show/hide)

I decide to get Boat Building done before Mysticism so we don't have to worry so much about sea animals.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

We research Chiefdom. Let's not wait any longer to implement new civics!
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

Another of our scouts dies, but our last one finds an unguarded tribal village!
Spoiler (click to show/hide)

One warrior of Bibracte's garrison faces the locust horde.
Spoiler (click to show/hide)

The tribe is ready to leave for drier pastures. Let's get a gatherer to get that gold.
Spoiler (click to show/hide)

I'm proposing two possible ways to settle the north-west.
Spoiler (click to show/hide)

We need to pacify the area before sending out our tribe, though.
Spoiler (click to show/hide)

Also, the chief's hut is a very useful building, although it takes a while to build.
Spoiler (click to show/hide)

More technology!
Spoiler (click to show/hide)

Let's get that gold!
Spoiler (click to show/hide)

We really need that hut to calm down the Celts.
Spoiler (click to show/hide)

Welp.
Spoiler (click to show/hide)

Some animals are more valuable than others.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

Time to build some scouts, right?
Spoiler (click to show/hide)

NOPE. Hunter time.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

Our hunter uppercuts a fucking Cheetah.
Spoiler (click to show/hide)

Oh hey, a list we show up on!
Spoiler (click to show/hide)

We research Boat Building! We need a Canoe Builder's Hut before we can build canoes, though.
Spoiler (click to show/hide)

Hunters are good against animals, but nothing special versus anything else.
Spoiler (click to show/hide)

We do more research! Yay!
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

Also we can just upgrade our rafts into canoes, so I didn't need to delete those rafts earlier. Derp.
Spoiler (click to show/hide)

Zebras count as horses mythwise, but not herdwise.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

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.
Spoiler (click to show/hide)

Obsidian Weapons GET!
Spoiler (click to show/hide)

Also, our settler tribe has arrived. Where shall we settle roam nomadically?
Spoiler (click to show/hide)

No new world map because I am a dumb.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: MetalSlimeHunt 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.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Pnx 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.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Furtuka 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
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Sirus on August 07, 2012, 05:56:31 pm
Teal! Go with teal!
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Pnx on August 07, 2012, 06:30:27 pm
I vote for what I think is spot 3? I don't know what the colors being referenced refer to

I'm proposing two possible ways to settle the north-west.
Spoiler (click to show/hide)
It's easy to see how you'd miss it.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Frumple on August 07, 2012, 07:04:22 pm
Definitely the upper right teal, at least for the first one. Crabapples! I think it gives us more special resources we don't already have at least one of, anyway, which is probably good? I... I've never actually gotten around to figuring out if they stack. I think they do, but...

Anyway. Five shinies as opposed to four or three. Obvious choice is obvious, especially when the two "three" options don't allow for crab jokes.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Aqizzar on August 07, 2012, 07:09:34 pm
I definitely support north-most teal for the first new city here, up by the river.  West-most violet for the second area, riverside hills are always the best places to put cities.

I for one don't think it's so weird that it took three goddamn millennia to fight a war with the Celts.  Sure, it's fun to picture some Neanderthal islanders having a conversation like, "We have always been at war with the Celts. Who are the Celts? The ones we have always been at war with."  But I think of it like the earliest records of 'warfare' which really more like violent migrations.  In the earliest known histories of places like Egypt and Babylon (themselves still worlds more advanced than us), their early historical records don't even have names for who they were fighting and conquered by.  Like the "Sea Peoples" and such, which is probably what the native Celts call us.

More importantly, I am baffled that we're not the most powerful civilization in the world right now, given that we have two cities to probably everyone else's one.  I hate Civilization difficulty.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: MetalSlimeHunt on August 07, 2012, 07:21:56 pm
It didn't take the Aztecs three millennia to conquer people.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Pnx on August 07, 2012, 07:25:54 pm
I definitely support north-most teal for the first new city here, up by the river.  West-most violet for the second area, riverside hills are always the best places to put cities.
Yes, this seems like a pretty good idea to me. Both cities should be near rivers and have good access to resources, and the culture borders should expand to cover the gaps between them.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Furtuka on August 07, 2012, 07:30:17 pm
Ah ok I vote Teal then
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Bluerobin on August 07, 2012, 08:34:33 pm
I like the middle or top location, but how would trade routes work if we settled in the top one? If we settle in the middle or bottom location we get free trade routes because of raft building, but if we settle in the top we can't link that city to our trade network with a REALLY long road. I don't really remember how important that is, though.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Frumple on August 07, 2012, 08:36:51 pm
Eh? All the ones that Pnx quoted (I can't see the ones in the main update due to shitpad not loading about three fourths of the screenshots) have water access, don't they? Diagonals.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: 10ebbor10 on August 08, 2012, 01:43:45 am
I like the middle or top location, but how would trade routes work if we settled in the top one? If we settle in the middle or bottom location we get free trade routes because of raft building, but if we settle in the top we can't link that city to our trade network with a REALLY long road. I don't really remember how important that is, though.
There's a river leading to the sea. Rivers are natural roads
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: FritzPL on August 08, 2012, 02:25:30 am
I definitely support north-most teal for the first new city here, up by the river.  West-most violet for the second area, riverside hills are always the best places to put cities.

I am just gonna trust Aqizzar's suggestion here, as I think we both wish the same thing.
If a city has a diagonal access to the sea, does that still count? Can it still build ships and take benefits from having access to sea?
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: ansontan2000 on August 08, 2012, 03:07:40 am
I definitely support north-most teal for the first new city here, up by the river.  West-most violet for the second area, riverside hills are always the best places to put cities.

I am just gonna trust Aqizzar's suggestion here, as I think we both wish the same thing.
If a city has a diagonal access to the sea, does that still count? Can it still build ships and take benefits from having access to sea?

Yep. Diagonal access is fine, or at least in vanilla civ 4 it is.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: 10ebbor10 on August 08, 2012, 03:19:17 am
I can confirm that it also works in the mod.

Besides, If we have problems with rebellions, we can always try to bribe. One thing I notice about this mod is that you get much more money. At least I do.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Svampapa on August 08, 2012, 08:28:01 am
Resources stack? Really? I've always been trading off anything beyond the first. Or at least trying to... usually ends up in world war anyways... all vs. me. :(
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Boksi on August 08, 2012, 09:32:15 am
Alright, time for another update. A smaller one this time.
Title: Re: LP Civ4:C2C (12254 BC - Jumbo-Sized Update)
Post by: Bluerobin on August 08, 2012, 11:47:48 am
Ah ok, for some reason I didn't think diagonals worked. I vote for apples!
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Boksi on August 08, 2012, 11:50:37 am
Alright, we can build Culture (Zapotec) now, right? Huh? We can't? Weird.
Spoiler (click to show/hide)

We found our third city! We are now the Jivaro Empire! The city is also named Mayapan, until someone invents a better name.
Spoiler (click to show/hide)

Wee need to get this city up and running. The founding of the city forced the barbarian Neanderthal outside our borders and automatically explored the village he was sitting on.
Spoiler (click to show/hide)

Might as well build sometime I've always wanted to build.
Spoiler (click to show/hide)

We upgrade the stone thrower to an Atlatlist and have him guard the new city.
Spoiler (click to show/hide)

We've got a bunch of Gathereres working to improve the surroundings of Bibracte.
Spoiler (click to show/hide)

Another animal that's great to capture when you don't have its associated resource already!
Spoiler (click to show/hide)

Is it just me, or is it really dry up north?
Spoiler (click to show/hide)

Constructing improvements is supposed to consume Gatherers, but in this case it doesn't. Odd.
Spoiler (click to show/hide)

Making our own fire turns out to be fairly simple once we put our minds to it.
Spoiler (click to show/hide)

This is the building that Captured Fire would have given us. It's alright, but I'm building it for the smoke signals.
Spoiler (click to show/hide)

This game does not support divergent evolution. Desert animals can spawn in any desert in the world, for example, and bamboo is found on all continents.
Spoiler (click to show/hide)

We probably won't reach this first, but I still want to try for it. I'm pretty sure it's easier to research techs that are in past eras, too, so it might speed up our tech rate.
Spoiler (click to show/hide)

Smoke Signals!
Spoiler (click to show/hide)

Our canoe engages a hammerhead shark! The canoe wins, by the way.
Spoiler (click to show/hide)

And our hunter proves that while he's nothing special, he can still take on barbarians.
Spoiler (click to show/hide)

We research Petroglyphs. Painting on rocks, basically.
Spoiler (click to show/hide)

Owch. Shark took a pretty big bite out of our canoe.
Spoiler (click to show/hide)

Still, we got something out of the fight.
Spoiler (click to show/hide)

Also, you can use practically any animal for a military standard. Including a pigeon.
Spoiler (click to show/hide)

Oh no, our hunter is surrounded!
Spoiler (click to show/hide)

We also find something interesting. We're pretty damn far south, aren't we?
Spoiler (click to show/hide)

We invent a new sport: Not getting crushed to death by a herd of angry bison. It's fun!
Spoiler (click to show/hide)

We also invent basic arithmetic. We're freaking geniuses!
Spoiler (click to show/hide)

But we had better stop somewhere. The update, that is, not our scientific progress. So here's a world map:

Spoiler: World Map (click to show/hide)
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Frumple on August 08, 2012, 12:00:57 pm
Constructing improvements is supposed to consume Gatherers, but in this case it doesn't. Odd.
I noticed it depends on the improvement! If you've got higher tech stuff (camp instead of scavenger (iirc) camp, ferex), the gatherer can use that instead and not get ate by it. It's only the lower tech stuff that includes a "will consume unit" bit, so it's not something unique to the gatherers but instead the improvements they build.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Karlito on August 08, 2012, 12:05:06 pm
How about Mayapunponpenpa for the newest city?
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Karnewarrior on August 08, 2012, 01:13:54 pm
Pumayapan, definitely.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: LordSlowpoke on August 08, 2012, 01:17:19 pm
Pumayapan, definitely.

Yeah, let's go with this. Could use an additional po though.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Karnewarrior on August 08, 2012, 01:21:04 pm
Pumayapan, definitely.

Yeah, let's go with this. Could use an additional po though.
Popumayapan for our fourth city then.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Boksi on August 08, 2012, 01:21:14 pm
We also haven't renamed Bibracte.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: MonkeyHead on August 08, 2012, 01:28:32 pm
Panapopuma.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Frumple on August 08, 2012, 01:32:49 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.

Yes. This.
Seconded.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Darkmere on August 08, 2012, 01:38:22 pm
Some city at some point should be named Greypuponpanpen. Because I'm easily amused.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Pnx on August 08, 2012, 01:41:58 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: MonkeyHead on August 08, 2012, 01:42:40 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.

Yes. This.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Bluerobin on August 08, 2012, 01:45:55 pm
These names are all completely ridiculous. I approve, especially Greypuponpanpen.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Satarus on August 08, 2012, 02:11:26 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.

Yes. This.
THIS!
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Sirus on August 08, 2012, 02:15:14 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.

Yes. This.
THIS!
NOT THIS!!!
Just kidding, I'm good with this :p
Title: Re: LP Civ4:C2C (13887 BC - Conquest!)
Post by: 10ebbor10 on August 08, 2012, 02:49:53 pm
Toadwythïen ("toad's vein").

That's the river btw

Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: kaian-a-coel on August 08, 2012, 03:05:35 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.

Yes. This.
THIS!
NOT THIS!!!
Just kidding, I'm good with this :p
THIS!!
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Shades on August 08, 2012, 04:18:52 pm
Are you 'this'ing the this or the not this there?
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Iituem on August 08, 2012, 04:24:29 pm
What about Aberpanapopuma?

I thought we were going to show these Celts how do their own city names properly.

and

Pumayapan, definitely.

Yeah, let's go with this. Could use an additional po though.
Popumayapan for our fourth city then.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Pnx on August 08, 2012, 05:51:27 pm
Looks like Aberpanapopuma it is then, hopefully our display of cultural sensitivity will appease the restless Celts.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: FritzPL on August 09, 2012, 12:23:18 pm
Is it just me, or is this let's play's researching slower than normal? It's 4300 BC now, and I am one tech from the third era, ahead of probably every civ out there.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: JacenHanLovesLegos on August 09, 2012, 12:27:39 pm
It probably depends on difficulty level.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Frumple on August 09, 2012, 12:29:48 pm
Is it just me, or is this let's play's researching slower than normal? It's 4300 BC now, and I am one tech from the third era, ahead of probably every civ out there.
Quote from: From the first post
Snail speed(second slowest)
Which is to say, you're probably not on snail. If you are, then the difference is probably just due to tile yields around your starting and later cities.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Boksi on August 09, 2012, 12:38:39 pm
Is it just me, or is this let's play's researching slower than normal? It's 4300 BC now, and I am one tech from the third era, ahead of probably every civ out there.
Quote from: From the first post
Snail speed(second slowest)
Which is to say, you're probably not on snail. If you are, then the difference is probably just due to tile yields around your starting and later cities.
We're on marathon speed, actually. And Monarch difficulty. And we haven't started capturing any animals until fairly recently. I know for a fact that we're rather behind in the tech race.

I'm pretty sure that if you're in the third era by 4300 BC you're way ahead of where you should be.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: FritzPL on August 09, 2012, 01:03:25 pm
Well, yeah. Warlord and Marathon.

Also, how to make the signs stay? They just dissapear after a couple of turns.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Satarus on August 09, 2012, 02:04:28 pm
I have a question about fixed borders.  Do I have to keep my guys on that tile forever or does culture eventually let me move my troops away ?
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Boksi on August 09, 2012, 02:40:15 pm
I have a question about fixed borders.  Do I have to keep my guys on that tile forever or does culture eventually let me move my troops away ?
Your culture will spread there eventually, but I don't think it'll get there any faster. If you're claiming territory outside the radius of any city, you can build a fort to claim the area more permanently, since forts automatically control their tile and all surrounding tiles(you'll want to have units garrisoned there though, or the enemy can just waltz in and claim them). You can do it inside the radius of a city too, but I usually wouldn't recommend it.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Azkul on August 09, 2012, 02:45:05 pm
WELSH =/= CELTS
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Maldevious on August 09, 2012, 06:00:56 pm
Reading through this still, but PTW. I am enthralled.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Boksi on August 09, 2012, 06:13:55 pm
Well, looks like I totally forgot to do an update today :P

I'll try to do two tomorrow then, to make up for it. Gotta make the most of summer vacation while it lasts.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: MonkeyHead on August 10, 2012, 03:30:50 am
WELSH =/= CELTS

Last time I checked we very much had them as a major part in our anscestry, as do the Scots and Irish and Bretons....
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: Azkul on August 10, 2012, 06:20:49 am
WELSH =/= CELTS

Last time I checked we very much had them as a major part in our anscestry, as do the Scots and Irish and Bretons....
What I meant was that the Welsh are Celts but the Celts are not Welsh, if that makes sense.
Title: Re: LP Civ4:C2C (11740 BC - The Jivaro Empire)
Post by: forsaken1111 on August 10, 2012, 06:23:41 am
ptw
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 10, 2012, 10:33:14 am
Alright, first we rename the cities, as requested.
Spoiler (click to show/hide)

We find a stone thrower on an island. We don't want him, so we delete him.
Spoiler (click to show/hide)

Then our canoe fights a killer whale.
Spoiler (click to show/hide)

We encounter the Persians.
Spoiler (click to show/hide)

This is a lot of crocodiles. I'm not sure if it's intended behavior.
Spoiler (click to show/hide)

Freaking Locust Swarms.
Spoiler (click to show/hide)

We found the other edge of the continent!
Spoiler (click to show/hide)

Meanwhile, the canoe that was resting after the orca attack is attacked by another whale.
Spoiler (click to show/hide)

We research Pictographs! Yeah, that's useful.
Spoiler (click to show/hide)

Aggressive scouting of Persian lands. We're automatically at war with everyone, so we can do shit like this.
Spoiler (click to show/hide)

Freaking locust swarms.
Spoiler (click to show/hide)

Also, we got a monkey.
Spoiler (click to show/hide)

Our hunter gets into a knifefight with two Persian Hunters, and wins.
Spoiler (click to show/hide)

Shamanism, the second religion-founding tech of the game! Of course, we're far from the first to get to it.
Spoiler (click to show/hide)

Big booty borders.
Spoiler (click to show/hide)

Further scouting of Persia.
Spoiler (click to show/hide)

We also locate the Aztecs.
Spoiler (click to show/hide)

Border growth, hooray!
Spoiler (click to show/hide)

Our hunter gets into a third knifefight and this time he does not win. Another of our hunters manages to knife a fucking elephant to death, though.
Spoiler (click to show/hide)

Oh look, the Aztecs have some nice stuff.
Spoiler (click to show/hide)

And hey, we can construct Culture (Huron)!
Spoiler (click to show/hide)

Then we finish researching Ceremonial Burial. Most of those buildings require more techs to build though, like Masonry.
Spoiler (click to show/hide)

We find the capital of the Aztecs, while our other hunter moves in from the west.
Spoiler (click to show/hide)

I wasn't kidding when I said the Stone Tool Maker was the premiere building of the stone age.
Spoiler (click to show/hide)

Turns out the Aztecs have a second city!
Spoiler (click to show/hide)

We also encounter the Navajo, who are probably located futher up north.
Spoiler (click to show/hide)

The Culture (Huron) is finished. I'm not sure what their UU is supposed to provide, though.
Spoiler (click to show/hide)

Oh god nine strength this is too much like my japanese animes ruuuun! Or row, since that's a canoe.
Spoiler (click to show/hide)

Capping off the update, we research Mysticism. I don't change to Divine Cult though, because we don't have a proper religion to build a cult around. The only religion in our cities is Christianity.
Spoiler (click to show/hide)

Spoiler: World Map (click to show/hide)
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: LordSlowpoke on August 10, 2012, 10:52:22 am
We can have 6 cities now, correct?

SPAM THE TRIBES

More cities means more growth at a time, and the more growth we have, the more tribes we can pump out, or more other units to improve the cities or simply take over others cities.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: 10ebbor10 on August 10, 2012, 10:53:02 am
We can have 6 cities now, correct?

SPAM THE TRIBES

More cities means more growth at a time, and the more growth we have, the more tribes we can pump out, or more other units to improve the cities or simply take over others cities.
City limit was removed in the later versions of this mod, I think.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 10, 2012, 10:55:04 am
We can have 6 cities now, correct?

SPAM THE TRIBES

More cities means more growth at a time, and the more growth we have, the more tribes we can pump out, or more other units to improve the cities or simply take over others cities.
City limit was removed in the later versions of this mod, I think.
There's still a soft cap in the form of extra unhappiness if you go above a certain number, though.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Pnx on August 10, 2012, 10:59:45 am
Early civics put limits on how many cities you can have before all your cities start growing unhappy.

But yeah, I think at least getting down that second city should be a priority, you may also want to build some more military units, now that you're on the mainland you're going to have to contend with a lot of barbarians invading, and potentially quite a few attacks from other civs.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Karlito on August 10, 2012, 11:00:27 am
If we want more cities we should take the ones the Aztecs built. They have llamas.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: ansontan2000 on August 10, 2012, 11:08:28 am
We can have 6 cities now, correct?

SPAM THE TRIBES

More cities means more growth at a time, and the more growth we have, the more tribes we can pump out, or more other units to improve the cities or simply take over others cities.

No, we have 3 cities Oh. Oopsies. Yeah, having more cities leads to exponential growth. You gotta watch out for maintenance costs, though.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Maldevious on August 10, 2012, 11:25:15 am
Are there good resources between us and the other civs? I vote to expand towards them and build up our military.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Satarus on August 10, 2012, 11:50:04 am
We should expand.   Long live REX.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Karnewarrior on August 10, 2012, 01:32:45 pm
I think there's room on MP4 island for one or even two more cities, IIRC. But settling the mainland takes priority; ot means the Aztecs/persians/other won't get it.

In other news, since we're an empire now can't we end some of these wars, or are city-states perpetually at war for the entire game?
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Neonivek on August 10, 2012, 01:36:30 pm
We can have 6 cities now, correct?

SPAM THE TRIBES

More cities means more growth at a time, and the more growth we have, the more tribes we can pump out, or more other units to improve the cities or simply take over others cities.

No, we have 3 cities Oh. Oopsies. Yeah, having more cities leads to exponential growth. You gotta watch out for maintenance costs, though.

It is almost pathetically easy to keep up with maintenance costs once you got enough hammers since this game has soo many unbelievable amounts buildings that give gold.

In fact it is science that can give you trouble in trying to get some. Gold not so much.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 10, 2012, 01:38:18 pm
I think there's room on MP4 island for one or even two more cities, IIRC. But settling the mainland takes priority; ot means the Aztecs/persians/other won't get it.

In other news, since we're an empire now can't we end some of these wars, or are city-states perpetually at war for the entire game?
We're an empire, but we're still a minor civilization. Silly, I know. We have to research writing to communicate with people, so until we and and our opponents have writing, we can't have peace.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: ed boy on August 10, 2012, 03:08:54 pm
PTW

Also, I say we scout out the military strength of our closest enemy, and if they're weak start attacking them. Also, settle lots of new cities.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Aqizzar on August 10, 2012, 06:14:29 pm
Things:

Feel free to get rid of that "Disembarkation Point" marker any time, unless you just really like commemorating it.

Why aren't all civilization automatically at war with me in my game?  I know you're supposed to be a minor civilization, and I think I am, but I definitely have diplomacy.

Just how good an idea is it to use animals as units?  I've got an elephant and two gorillas subdued, and some Mongols who look like they could use a gorilla fist in the face.  Obviously, I'll need Spiked Clubmen to guard them.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: MetalSlimeHunt on August 10, 2012, 06:16:38 pm
As I recall, there are two different settings for "all minor civs until a certain point" and "all war, all the time until writing".
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: thunderclan on August 10, 2012, 06:49:26 pm
They might just not care enough to attack you yet Aqizzar. I had that happen in my second game, spent a good number of turns just wandering past each other before the fights started...then the Celts came by and destroyed me...

And oddly my first game was lost because of elephants killing everything that left my territory...
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 10, 2012, 06:49:46 pm
Things:

Feel free to get rid of that "Disembarkation Point" marker any time, unless you just really like commemorating it.

Why aren't all civilization automatically at war with me in my game?  I know you're supposed to be a minor civilization, and I think I am, but I definitely have diplomacy.

Just how good an idea is it to use animals as units?  I've got an elephant and two gorillas subdued, and some Mongols who look like they could use a gorilla fist in the face.  Obviously, I'll need Spiked Clubmen to guard them.
I just kept it as a reference point for later world map. Incidentally, feel free to suggest names for landmarks.

I believe you need to go into 'Custom Game' and select the 'Start as Minor Civs' option for that stuff. Unless they changed it in the new version; I know I'm one version behind right now and I don't care to upgrade.

Animals are not very good warriors. They have no promotions and anti-animal promotions are very easy to acquire; almost all our units in this LP have Hunter I, for example, which is a 50% bonus against animals. Still, there's nothing stopping you.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Pnx on August 10, 2012, 06:52:13 pm
Animals also have a malus for attacking cities.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Neonivek on August 10, 2012, 06:55:21 pm
Animals also have a malus for attacking cities.

Plus if you just think about how useful it is to capture tons upon tons of animals and use them for every kind of boost available it is quite sizable.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: MetalSlimeHunt on August 10, 2012, 07:06:07 pm
If Hunter I gives humans a 50% boost over animals, I can only imagine what Hunter III does. Immunity?
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Neonivek on August 10, 2012, 07:10:47 pm
If Hunter I gives humans a 50% boost over animals, I can only imagine what Hunter III does. Immunity?

Hunter 3 is something like 200% advantage on animals.

Hunters, which you can only obtain by having a hunters lodge built which can only be built be some animals, get a free Hunter III
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Karlito on August 10, 2012, 07:11:49 pm
Incidentally, feel free to suggest names for landmarks.

The desert, at the very least, needs a name. How would one go about rendering Big-Unpleasant-Not-Wet-Place into Jivaro?
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: MetalSlimeHunt on August 10, 2012, 07:14:58 pm
If Hunter I gives humans a 50% boost over animals, I can only imagine what Hunter III does. Immunity?
Hunter 3 is something like 200% advantage on animals.
Alright, so we just need a boat with a base strength of 4 or 5 and Hunter III to take on the Giant Squid.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Karnewarrior on August 10, 2012, 07:53:06 pm
Incidentally, feel free to suggest names for landmarks.

The desert, at the very least, needs a name. How would one go about rendering Big-Unpleasant-Not-Wet-Place into Jivaro?
The desert of Papaynu.

Also, I can make some generic names to be placed at your convenience.

The flatlands
Usun's Peak
Jivar Mountains
Briac's Point
Pupanya Penninsula
Pupanya Bay
Aqizzar's Teeth
Jaws of Fate
Jivaro Island
Sandsea
Landfall
The Spines of Pupnaupa
Dares' Lowlands
The Waterdirt fields

+100 more upon request
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: NRDL on August 11, 2012, 04:42:11 am
Destroy dem Persians.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: MetalSlimeHunt on August 11, 2012, 04:55:45 am
Really, we should just aim to kill as many automatons as possible until some hypothetical future date during which we use a system of shapes carved on mutable objects to determine that the automatons are also humans like the Jivaro and the Jivaro-Kelltpanponpenpu, whom upon dissection turned out to also be humans after all.

Then we'll just have to resort to killing them all because of arbitrary genetic differences.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: EuchreJack on August 11, 2012, 05:27:30 am
If that translates to: Kill 'em all until we learn writing, then it has my vote.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Maldevious on August 11, 2012, 05:56:43 am
If that translates to: Kill 'em all until we learn writing, then it has my vote.

Agree
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 11, 2012, 08:11:25 am
I guess we'll attempt to expand both peacefully and by war, then.

I suppose I'll send out another tribe to the other side of the bay, and then build up an army to crush the Persians.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: NRDL on August 11, 2012, 08:13:41 am
Huzzah! 
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: MetalSlimeHunt on August 11, 2012, 08:16:59 am
I guess we'll attempt to expand both peacefully and by war, then.
I don't recall anyone saying anything about peace, you automaton-sympathizing hippie bastard.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 11, 2012, 08:21:08 am
I guess we'll attempt to expand both peacefully and by war, then.
I don't recall anyone saying anything about peace, you automaton-sympathizing hippie bastard.
Taking unclaimed land is not technically war, no matter how badly we rape the land in search of wealth. I'm just being accurate.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: A Spoony Bard on August 11, 2012, 08:56:57 am
I think that we should attack the Persians, since , judging by their score, they appear to be weaker than us. The addition of another city, taken from the Persians, would be helpful even without considering that the city has already been fairly developed population and building wise. Also, they don't speak our language so obviously they are animals. 
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Satarus on August 11, 2012, 10:25:31 am
Yes!  REX and then War!
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Pnx on August 11, 2012, 10:58:27 am
I'm actually worried if we're even going to be able to keep control of the city we already have. I vote that we try exploring to the east more to see if there's any good city spots along the coast there, and try to have cities all along the coast.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Karnewarrior on August 11, 2012, 11:39:12 am
I'm actually worried if we're even going to be able to keep control of the city we already have. I vote that we try exploring to the east more to see if there's any good city spots along the coast there, and try to have cities all along the coast.
Yeah.

I also posit we fence off our permanent borders now with a ring of cities and units to stop any forighn transgressors. Then we turtle until we have a huge advantage.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Karlito on August 11, 2012, 12:37:54 pm
I'm actually worried if we're even going to be able to keep control of the city we already have.
Couldn't we, in theory, attack the Persians, burn their cities to the ground, and then settle their fertile lands with our own tribes?
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Boksi on August 11, 2012, 12:52:42 pm
I'm actually worried if we're even going to be able to keep control of the city we already have.
Couldn't we, in theory, attack the Persians, burn their cities to the ground, and then settle their fertile lands with our own tribes?
Totally possible.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Pnx on August 11, 2012, 01:21:31 pm
Yeah, but then we have to build the city from scratch... I don't want us to lose out on the population hmmm....

I say we explore east, colonise that one spot to the west, and start working on conquering the Persians. We should also make sure our colonies are well defended, there should be at least 2 or 3 alatl's in every single one.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: 10ebbor10 on August 11, 2012, 01:39:06 pm
I'm actually worried if we're even going to be able to keep control of the city we already have.
Couldn't we, in theory, attack the Persians, burn their cities to the ground, and then settle their fertile lands with our own tribes?
Totally possible.
However, distance is also a serious contribution to the problem.

If all fails, we can always bribe. We have enough money for 1-3 max bribes, more if we don't just throw it around.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: EuchreJack on August 12, 2012, 03:25:02 am
As long as we're attacking the Persians, I'm all for it.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: Boksi on August 13, 2012, 09:52:07 am
I finished this update a while ago, but didn't bother to actually type anything up until now. So sorry about that.

We start the update by discovering another civilization. This place is crowded!
Spoiler (click to show/hide)

We also start preparing for a military buildup.
Spoiler (click to show/hide)

The new civilization to the east are the Huns, lead by Zara Yaqob.
Spoiler (click to show/hide)

The NSA(Neanderthal Security Agency) has done an admirable job, but its resources will be strained if we try to spy on all our foes. Let's focus on the Persians and the Huns for now.
Spoiler (click to show/hide)

We're beelining for Sedentary Lifestyle. Here's Animal Husbandry, one of the prerequisites for it.
Spoiler (click to show/hide)

The Persians have a canoe too!
Spoiler (click to show/hide)

A size six city is so much better than a size five, so let's try to promote some growth.
Spoiler (click to show/hide)

We locate the Persian capital. The Persian canoe seems to be heading west, to explore.
Spoiler (click to show/hide)

Our other explorers are busy as well. That's a lot of cotton.
Spoiler (click to show/hide)

I start putting some names up. It'd help if people wanted specific places named, but I suppose even random names are better than nothing.
Spoiler (click to show/hide)

I know the vote was against it, but we had to research Slavery.
Spoiler (click to show/hide)

A size six city can build a lot of nice buildings that smaller cities cannot.
Spoiler (click to show/hide)

We encounter a new civilization, Carthage, and the most bizarre leader/nation combo yet!
Spoiler (click to show/hide)

Hello there, Huns. That's a lot of Atlatlists you've got there.
Spoiler (click to show/hide)

Our canoe follows the Persian canoe west. Although our canoe is slightly more powerful, the difference is so small as to make the outcome of battle uncertain.
Spoiler (click to show/hide)

The Huns have a second city!
Spoiler (click to show/hide)

We start to dream big. We're almost at Sedentary Lifestyle! If you look at the scoreboard, neither the Aztecs nor the Persians have even researched the prerequisites for that, as seen by the techs they're researching(Mysticism and Chiefdom, respectively).
Spoiler (click to show/hide)

We're still preparing for the buildup rather than building up, but I have a very good reason for that.
Spoiler (click to show/hide)

The world's first great prophet has been born, it seems.
Spoiler (click to show/hide)

Hey, where'd the Persian canoe go? Also, you can see the Persians have a second city by the shape of their borders.
Spoiler (click to show/hide)

We find a Carthaginian city. Its not their capital.
Spoiler (click to show/hide)

We've finally started our military buildup. See that bamboo armor promotion? A 20% bonus versus archery units is a great boon.
Spoiler (click to show/hide)

We also found this.
Spoiler (click to show/hide)

I didn't play any further. So the question now is: Persia or Hunnia?
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Shades on August 13, 2012, 10:10:18 am
We should scout out Persia more, but it looks like they are the weaker from a troop standpoint. Could pick them off then use their resources to take on Hunnia afterwards.
Title: Re: LP Civ4:C2C (11040 BC - We Huron Now)
Post by: Satarus on August 13, 2012, 10:22:18 am
I'd go after whoever the power graph says is lower.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: LordSlowpoke on August 13, 2012, 11:08:40 am
Hunnia now, Persia later. They think they're safe with their smug Atlatlists sitting in a city. Pff. Nobody is safe from the Jivaro. Not even the Jivaro themselves.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: Karnewarrior on August 13, 2012, 11:29:33 am
I don't like this plan... But whoever is closer, I suppose.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: 10ebbor10 on August 13, 2012, 11:43:29 am
Also, if you see any barbarian cities. Kill them. Those things turn into civilizations if you leave them alone for long enough.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: Pnx on August 13, 2012, 11:56:00 am
Wow, that is the most bizarre leader/civ combination yet.

Anyway yesss, we're well on our way to the conquest of the persians and the huns... yesss...
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: Glacies on August 13, 2012, 12:43:27 pm
If we are to make war, we should make it upon the Persians. Their land is lush and fertile, and connected to us by the oceans so our great canoes can haul barter goods. There is little between us, and nothing besides them, so we may take what they have and then only have one side to focus on. If we make war upon the Hun, we have to watch a lot more border in the end. The Huns also have many men with Atlatls, and while our bamboo is strong it will take many many men in bamboo to kill their men.

On the peaceful side of things, I say we should find a group to live at the great fields of cotton. This will get us many warm garments for the Jivaro people, and maybe even hats. But north holds nothing for us. Beyond the mountains and into the dry lands the men speak with ashes in their mouths and dance in prayer to gods of death. The Aztec are hollow men and spiritless, and should be driven from our lands should they approach.

Our great hunters, I feel, should seek to subdue the elephant. We should settle families of Elephants in our lands (And one day build a national elephant breeder!) so that we may feast upon them. (Also Elephant workers are only a tiny bit more expensive and work WAY faster than normal workers + gives us strong siege units all the way into late Renaissance.)

Lastly, I speak to the fellow elders of religious matters: We should take up the traditions of Druidism and enjoy the health and bounty of food it will provide. Until the spirits can be coaxed forth (Read: We found voodoo!) we should tend to their vessels.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: sonerohi on August 13, 2012, 11:04:42 pm
Stop everything and subdue a sabretooth tiger. Then get back to the great war against the Persians, led by your feline death avatar.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: 10ebbor10 on August 14, 2012, 02:25:34 am
I believe the choose your religion option is activated, so any tech can activate any religion.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: NRDL on August 14, 2012, 04:10:22 am
Destroy dem Persians.
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: EuchreJack on August 14, 2012, 12:21:55 pm
Persians insulted the great mother spirit, are you going to let them get away with that?  :P
Title: Re: LP Civ4:C2C (10340 BC - Boksi is Lazy)
Post by: Boksi on August 14, 2012, 12:29:41 pm
Alright, I'll have an update up later tonight. Probably won't be up until I've had dinner, though.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Boksi on August 14, 2012, 02:15:59 pm
First off, a slight diversion:
Spoiler (click to show/hide)

We don't have any elephants, but we do have camels.
Spoiler (click to show/hide)

More scouting around Carthage.
Spoiler (click to show/hide)

Apparently, we're fairly powerful, but so are all our neighbours.
Spoiler (click to show/hide)

Although we're building up our military, we can still try to expand our empire peacefully.
Spoiler (click to show/hide)

Looks like the Persians have another city.
Spoiler (click to show/hide)

Since Sedentary Lifestyle obsoletes Culture (Neanderthal), we have to build as many Neanderthals as we can while we still can.
Spoiler (click to show/hide)

We encounter Brazil, led by Hammurabi! Also, those barbarian canoes decide to not attack us, for some reason.
Spoiler (click to show/hide)

Frederick doesn't intend to leave his cities undefended. Also, the Aztecs have started researching Sedentary Lifestyle, as seen on the scoreboard.
Spoiler (click to show/hide)

Unfortunately, our scouts suffer some setbacks.
Spoiler (click to show/hide)

Fucking locust swarms. Why is sending in the military the best way to defeat them, anyway? It doesn't make sense.
Spoiler (click to show/hide)

We continue assembling the army. Having your production center on an island is a pain.
Spoiler (click to show/hide)

I guess our luck with the barbarians didn't last very long. But who cares? It's just a canoe. Although I guess it is a bit significant...
Spoiler (click to show/hide)

After all, that canoe was the last unit to die in the Prehistoric era.
Spoiler (click to show/hide)

Since we got to Sedentary Lifestyle before anyone else, we get a free technology! What tech do I pick?
Spoiler (click to show/hide)

Continuing from that, we can found a religion! Naghualism won the vote by a decent margin.
Spoiler (click to show/hide)

Of course, we can't build Neanderthal Warriors anymore. They're all in the NSA now.
Spoiler (click to show/hide)

We can adopt Divine Cult as our Religious civic now, and Naghualism as our state religion. Or we could go research divination for Prophets. I'd rather not keep Folklore, but we can keep it if you guys really want. That means no state religion, though.
Spoiler (click to show/hide)

Also, here's the tech tree:
Spoiler (click to show/hide)
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Un67 on August 14, 2012, 02:26:37 pm
Just dropping in to say that I am a big fan of this Let's Play and all Let's Plays of this mod, thanks to when quill18 made a series on this mod. This is all in spite of the fact that I have never once played Civ 4 in my life. I just love all of the tedious detail in the mod.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Karnewarrior on August 14, 2012, 03:12:02 pm
I say we go for prophets, Divine Cult looks a little iffy to me. That extra unhappiness just screams rioting.

We need to get to writing ASAP so we don't have to war with everyone everywhere, but it's so far away right now....
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Boksi on August 14, 2012, 03:25:45 pm
I say we go for prophets, Divine Cult looks a little iffy to me. That extra unhappiness just screams rioting.

We need to get to writing ASAP so we don't have to war with everyone everywhere, but it's so far away right now....
What extra unhappiness? The one from non-state religions that won't even spead into our empire? The one we can build inquisitors to remove?

Hang on, I'm gonna start up the game again to make a list of techs for comparison.

EDIT: Alright, here's the civic comparison:
Spoiler (click to show/hide)
To be honest, Divine Cult is the best option here. Naghualism is basically tailored towards slavery and divine cult.

As for the techs?
Most of the prehistoric techs are self-explanatory - Elephant Domestication gives us elephant units, for example. Falconry gives us Trackers, who are improved Hunters. Megafauna Domestication gives us Bear Riders, amongst other things. Boat Fishing reveals pearls and sailing enables lighthouses, galleys and beacons.

Ideograms, Board Games and Oratory are prerequisite techs.
Agriculture lets us build farms, Archery lets us build archers, Caste System enables the Caste society civic, Folk Dance and Folk Music increase culture, Naval Warfare enables War Galleys, Fungiculture enables various mushroom-related buildings, Orchards reveals olives and lets us build orchards, Pottery enables granaries and potters and lets us build cottages, Apiculture enables apiaries, Priesthood lets us build temples, The Wheel gives us better roads, Candle Making speeds up workers, Mining reveals various gemstones and lets us build mines, Fermentation lets us build a bunch of buildings, Ancestor Worship increases culture a bit, Dualism would normally found Zoroastrianism, and Divination enables Prophets and the Oracle.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: ed boy on August 14, 2012, 04:09:37 pm
Megafauna. I want my bear cavalry.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: LordSlowpoke on August 14, 2012, 04:16:01 pm
+1 happiness from a goat farm of all things?

These best be sacrificed.

Also, beeline to whatever's going to give us a library. Isn't that the best SCIENCE! boosting building in the era? I don't even know.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Karlito on August 14, 2012, 04:21:05 pm
I'll change my vote to Divine Cult. Unfortunately, slavery was defeated, but maybe we can have a revote sometime. Are we completely unable to use the sacrifice mechanics without the slavery civic?
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Bluerobin on August 14, 2012, 04:24:27 pm
My votes are for Divine Cult (like always) because it's good for military nations (less war-weariness? yes please) and Megafauna because Megafauna.

Realistically Orchards or something researchy/sciency would probably be better, but I just have a really hard time not suggesting we domesticate what looks like bears, rhinos, and velociraptors (probably actually some sort of big bird) among other things in the icons.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Neonivek on August 14, 2012, 04:25:48 pm
The issue with Megafauna is while it is awsome it becomes outdated sooooooooo fast!
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: MetalSlimeHunt on August 14, 2012, 04:33:01 pm
Caste System. It's time to get some oppression up in here.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Karnewarrior on August 14, 2012, 04:40:00 pm
I like prophets still because Great people and also MONEY!

Holy cities still generate money for every religious city, right?
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Boksi on August 14, 2012, 04:59:50 pm
I like prophets still because Great people and also MONEY!

Holy cities still generate money for every religious city, right?
Yeah. But remember, we can only found one religion. Them's the rules, y'know.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Neonivek on August 14, 2012, 05:06:03 pm
I like prophets still because Great people and also MONEY!

Holy cities still generate money for every religious city, right?
Yeah. But remember, we can only found one religion. Them's the rules, y'know.

Yes because no civilisation has EVER founded more then one major religion EVER!
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Karnewarrior on August 14, 2012, 08:03:00 pm
I like prophets still because Great people and also MONEY!

Holy cities still generate money for every religious city, right?
Yeah. But remember, we can only found one religion. Them's the rules, y'know.

Yes because no civilisation has EVER founded more then one major religion EVER!
Looking at you, Jerusalem.



But anyways, if we spread Naghulism we can get enough money to make economics irrelevant. And we can net some allies, if they get our religion as their state.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: NRDL on August 14, 2012, 11:42:27 pm
Caste system. 
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Satarus on August 15, 2012, 07:33:21 am
I like prophets still because Great people and also MONEY!

Holy cities still generate money for every religious city, right?
Yeah. But remember, we can only found one religion. Them's the rules, y'know.

Yes because no civilisation has EVER founded more then one major religion EVER!
Looking at you, Jerusalem.

They got around that restriction by getting their holy city razed by the Babylonians and then built a brand new city over top the ruins of the old one.  :D
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: 10ebbor10 on August 15, 2012, 11:33:25 am
That's only 2 of 3 religions though. (THough the third one doesn't really count.)

Also, this mod doesn't now it's plurals. (Domuses, Insulas, and quite a lot of others.)
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Karnewarrior on August 15, 2012, 01:49:24 pm
We should have the ability to make multiple holy cities. Maybe you get a Great Prophet, and he can make any city a holy one, but he only lasts for three turns or so?
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Boksi on August 15, 2012, 01:50:41 pm
We should have the ability to make multiple holy cities. Maybe you get a Great Prophet, and he can make any city a holy one, but he only lasts for three turns or so?
You'll have to discuss that with the mod makers, not me. They're still trying to balance religions.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: USEC_OFFICER on August 16, 2012, 11:18:16 am
Can I say that I love you guys and want to have your children? Not your babies though, too high maintance.

Anyways posting to watch.
Title: Re: LP Civ4:C2C (9874 BC - We're more Aztec than the Aztecs)
Post by: Neonivek on August 16, 2012, 11:30:24 am
Can I say that I love you guys and want to have your children? Not your babies though, too high maintance.

Anyways posting to watch.

Dang child stealers
Title: Re: LP Civ4:C2C (9127 BC - Four Cities)
Post by: Boksi on August 18, 2012, 10:28:58 am
Here's a short update way later than it should be. In completely unrelated news, I recently bought Kerbal Space Program.

Anyway, I'm pretty sure Divine Cult is in the lead, so I revolt to that. Also, since we're sedentary now, we can upgrade our gatherers to workers.
Spoiler (click to show/hide)

Once we've established the Divine Cult, we can convert to Naghualism. Wait, shouldn't it be the other way around?
Spoiler (click to show/hide)

We encounter Gilgamesh of the Maori Empire
Spoiler (click to show/hide)

We also research the first technology necessary for Bear Riders: Elephant Domestication. We don't have any elephants, but then again we captured fire without capturing fire.
Spoiler (click to show/hide)

Meanwhile our tribe has made its way to its destination, settling our fourth city. And we can call it a city because we're sedentary now!
Spoiler (click to show/hide)

Aberpanapopuma has huge borders.
Spoiler (click to show/hide)

Aw, not again.
Spoiler (click to show/hide)

We train a Huron Manlet. As far as I can tell, it's a log ram that can defend itself better. Kind of underwhelming as far as unique units go.
Spoiler (click to show/hide)

Aberpanapopuma has grown enough to support a tannery. Soon we'll be building units both MP4 and Aberpanapopuma.
Spoiler (click to show/hide)

And finally, our scouting hunter swoops in and captures an unguarded Brazilian gatherer.
Spoiler (click to show/hide)



This isn't much of an update, but I wanted to reassure people that this isn't dead.
Title: Re: LP Civ4:C2C (9127 BC - Four Cities)
Post by: Bluerobin on August 18, 2012, 07:33:25 pm
We have our fourth city! Well on the way to the sprawling enemy-capturing-and-sacrificing empire we're meant to be! Except that I don't think you can actually capture or sacrifice units... so, yeah.


woohoo!
Title: Re: LP Civ4:C2C (9127 BC - Four Cities)
Post by: Boksi on August 18, 2012, 07:42:57 pm
We have our fourth city! Well on the way to the sprawling enemy-capturing-and-sacrificing empire we're meant to be! Except that I don't think you can actually capture or sacrifice units... so, yeah.


woohoo!
Can't capture or sacrifice units without slavery, and Barter beat Slavery in the vote.
Title: Re: LP Civ4:C2C (9127 BC - Four Cities)
Post by: Karnewarrior on August 18, 2012, 08:36:43 pm
We're going to try for a "good-guy communism" if it works like it does in the vanilla game. But that's obviously off limits right now.

Anyhow, I say we work on expansion almost exclusively, then switch over to fortification, and then start churning out science like there's mo tomorrow. I call it my five-era-plan.
Title: Re: LP Civ4:C2C (9127 BC - Four Cities)
Post by: Bluerobin on August 18, 2012, 10:28:32 pm
Oh I didn't realize you could capture enemy units at all. Huh. But just "sprawling empire" is still a pretty good goal. :P
Title: Re: LP Civ4:C2C (9127 BC - Four Cities)
Post by: Frumple on August 18, 2012, 10:34:26 pm
Huuh... C2C has no non-animal conversion beyond slavery, at all? I know the game can do it -- Masters of Mana has an upgrade path for religious units that grants a chance to convert living enemies, ferex -- but I've... still not bothered to play base Civ4 or BtS, nor C2C for very long. So dunno if there's not like a demagogue or something later on that can get their violent proselytizing on.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Boksi on August 21, 2012, 04:18:56 pm
Our update begins with our scout discovering this: A stack of Hunnic units deep in Brazilian territory, and some city ruins. Gee, I wonder what happened here.
Spoiler (click to show/hide)

Hilariously enough, it appears that the only Hunnic units that survived the attack were some Hunters and a Scout - presumably because they attacked last, since Hunters have a city attack penalty. They all attack our Hunter, and don't even manage to scratch him.
Spoiler (click to show/hide)

A little while later, we discover Equine Domestication.
Spoiler (click to show/hide)

The Brazilians organize what might be a counterattack. I don't plan on sticking around to see if it is.
Spoiler (click to show/hide)

The AI really loves Atlatlists. Nearly all the units in this picture are Atlatlists. It makes sense, since they're Strength 4 when almost every other unit is Strength 3. The Atl-atl is an archery unit, but it's actually part of the "skirmisher" line of archery units, and gains bonuses against other archers. They can upgrade into bowmen, becoming mainline archery units, or they can upgrade into javelinists, who are the next tier of skirmishers.
Spoiler (click to show/hide)

The people of Popumayapan have started building shelters made entirely out of snow. Seems a bit silly to me, shelters are there to keep out snow, plus they'll melt in the summer.
Spoiler (click to show/hide)

And now, the moment we've all been waiting for... Megafauna Domestication!
Spoiler (click to show/hide)

We can build bear riders now, right? Nope, we need to build training buildings first. Those are world wonders, so there can only be one of each.
Spoiler (click to show/hide)

Some centuries later, the Second Violent Migration is ready. It's mostly Neanderthal Warriors and Stone Macemen. Neanderthals have native Str 4 and a free Combat I promotion, while Stone Macemen have a city attack bonus. Hopefully bamboo armor and big bonuses versus cities will be enough to defeat the Persian defenses.
Spoiler (click to show/hide)

Now, the question is, should we attack the lightly-defended Susa, or the valuable Persepolis? Should we attempt to hold Persepolis if we capture it, or burn it to the ground because it'll be too difficult to administrate and defend?
Spoiler (click to show/hide)

Also, here's a comparison of Tribal society and Caste System society.
Spoiler (click to show/hide)

Finally, have the tech tree.
Spoiler (click to show/hide)
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Maldevious on August 21, 2012, 04:28:01 pm
I'd say raze Susa, take and hold (if you can manage it) Persepolis.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Boksi on August 21, 2012, 04:47:42 pm
Oh yeah, a few notes:
-A captured city always loses one population in the sack, regardless of whether you raze it or not. That means a city with one population is automatically razed.
-If you capture a city from another civ, and that civ still exists, it'll drive local instability right up. We didn't suffer that with the Celts because they only had one city.
-Persia has at least three cities.

Still, Persepolis is a big and wealthy city, and a holy city to boot, so capturing it would be worth it. Basically, if we just want to kill Persia, I'd suggest a direct attack on Persepolis, and to raze it to the ground. If we want to capture Persepolis, I'd suggest razing the other Persian cities first and then taking Persepolis.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Sirus on August 21, 2012, 04:52:46 pm
Capture Persepolis, but burn down Susa first. We can deal with the instability if needed.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Frumple on August 21, 2012, 05:07:52 pm
Yeah, wreck the rest of persia then capture the big one. It being by the coast would be a good bonus, too... makes it easier to extend trade up in there. And hey, pre-built city. Is good, yes.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: MetalSlimeHunt on August 21, 2012, 05:15:33 pm
Implement Caste System. It's inequality time up in here.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Jarod Cain on August 21, 2012, 11:47:43 pm
Capture Persepolis, but burn down Susa first. We can deal with the instability if needed.
Pretty much this, it's time to civilize the Persians and place them where they belong. The bottom of our new Caste System. Let our temples run red, so that we may shake the foundations of creation.
-J-
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Karnewarrior on August 22, 2012, 12:14:22 am
This is going 100% contrary to plan.

Let it be known that advisor Karne is certain we shall all fall down in doom and gloom, never to be seen again in history. Let it also be known that he is in favor of Crumpet thursdays and higher pay for wisemen and teachers.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: EuchreJack on August 22, 2012, 12:56:06 am
This is going 100% contrary to plan.

Let it be known that advisor Karne is certain we shall all fall down in doom and gloom, never to be seen again in history. Let it also be known that he is in favor of Crumpet thursdays and higher pay for wisemen and teachers.

So it will follow the Dwarf Fortress Model.  EuchreJack approves!

*EuchreJack also favors fine beer and crude humor.*
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: NRDL on August 22, 2012, 03:58:04 am
Um...could you place units in stacks like that in vanilla Civ 4? 
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Frumple on August 22, 2012, 04:02:51 am
Yes? I think so, anyway. It's certainly been like that in all the mods. Still haven't played vanilla :P

You might be thinking of civ5. I think that changed in that'un.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Aqizzar on August 22, 2012, 07:37:04 am
Um...could you place units in stacks like that in vanilla Civ 4?

In every Civ game, and for that matter pretty much every 4X game ever made, the basic rule of warfare is "how many cheap units can you converge on one tile in an unending blob?"  Civ 5 decided to break away from that model to mixed results depending on who you ask.

Now I'll admit, I've never seen a stack that fucking big in Civ 4, except maybe one time when I found an AI city on a three-tile island.

Anyway, let's burn Susa to the ground and see if we can find that other city.  Make sure to keep sending reinforcements up the coast.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Satarus on August 22, 2012, 07:53:13 am
Attack the weaker cities and burn them to the ground.  Then take the capitol.  If you need more units for the final city assault, you can do it without trying to hold a city that wants to revolt against you.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: MetalSlimeHunt on August 22, 2012, 08:22:37 am
Does Caveman2Cosmos keep the normal Ghandi AI? This will be very important if we run into him and he survives to post-WWII tech.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: 10ebbor10 on August 22, 2012, 01:06:58 pm
To be fair, Caveman to Cosmos gives a pretty nice bonus for surrounding you enemy. (Surrounding on 3 tiles something of 40%, so a complete blockade might be the thing you need.)

Also, when can we build a Hero? Heroes are awesome.
Also, are you playing with cities retain their original culture on? While fun, it can break the game a bit if you conquer lot's of 1 city former barbarian civilizations. (You get lots of different cultures, giving you a serious benefit.)
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Neonivek on August 22, 2012, 01:10:54 pm
To be fair, Caveman to Cosmos gives a pretty nice bonus for surrounding you enemy. (Surrounding on 3 tiles something of 40%, so a complete blockade might be the thing you need.)

Also, when can we build a Hero? Heroes are awesome.
Also, are you playing with cities retain their original culture on? While fun, it can break the game a bit if you conquer lot's of 1 city former barbarian civilizations. (You get lots of different cultures, giving you a serious benefit.)

Nowhere close. The prehistoric Era all leads to the classical era with the first building that was actually in the base game.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Korbac on August 22, 2012, 06:12:08 pm
Um...could you place units in stacks like that in vanilla Civ 4?
In every Civ game, and for that matter pretty much every 4X game ever made, the basic rule of warfare is "how many cheap units can you converge on one tile in an unending blob?"

In theory, this is counterbalanced by the fact that those with many weaker stacks can cover more land, but all that usually results in is the weaker stacks initially taking more ground, and then getting smashed piecemeal by the deathstack, which accrues massive xp bonuses.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: stabbymcstabstab on August 22, 2012, 07:47:03 pm
Its best to lead with a few smaller stacks to take over out lining towns then a fewer larger stacks to  garrison captured towns and capture larger inner towns.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Satarus on August 23, 2012, 07:36:19 am
Yeah, death stacks are a fact of life in Civ 4.  You pretty much gotta take it out with some suicide cats and then finish the job with your death stack.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: 10ebbor10 on August 23, 2012, 07:46:00 am
Things tend to change a tiny bit once you get a hero (Strength:11 unit, and can have a whole lot of usefull upgrades), and start to exploit the surrounding bonus.

Another usefull things is the mechanic of combat promisions, which gives random promotions to units surviving against the odds.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Boksi on August 23, 2012, 11:51:41 am
There won't be an update today, but hopefully there will be tomorrow. School's started, you see.
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Donuts on August 23, 2012, 01:01:52 pm
PTW
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Korbac on August 23, 2012, 06:25:18 pm
when you're playing civilization
history becomes your creation
learn to write before you can read...

ok, I can't remember the rest of the song.

yeah, I got C2C not too long ago. it's a good mod! and the starting screen song is the best.
And build the Taj Mahal right in Cleveland?
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Satarus on August 24, 2012, 01:25:04 pm
Watch out for that prick Montezuma (he's a douchebag)
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: OREOSOME on August 25, 2012, 10:27:40 am
You can change the future alot... see?
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: 10ebbor10 on August 25, 2012, 12:27:41 pm
So this turned into the lyrics thread?
Title: Re: LP Civ4:C2C (8287 BC - The Second Violent Migration Begins)
Post by: Korbac on August 25, 2012, 12:59:55 pm
If it helps an update, I will. >:-D
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Boksi on August 26, 2012, 06:15:04 am
Alright, here's the update at long last.

Now where were we? Oh yeah, we were going to kill some Persians.
Spoiler (click to show/hide)

Meanwhile, the Persians apparently intend to raid our territory with a tiny force.
Spoiler (click to show/hide)

We discover Caste System and switch immediately. It is the just fate of those who are poor and oppressed to be poor and oppressed.
Spoiler (click to show/hide)

Oh look, the Zebra Trainer! We can't actually use it until we discover Chariotry, though.
Spoiler (click to show/hide)

Our forces draw near Susa...
Spoiler (click to show/hide)

The Huron Manlets batter down the enemy's defenses... Somehow.
Spoiler (click to show/hide)

The macemen then spread out while our Neanderthal Warriors prepare to attack. Those Persians don't stand a ghost of a chance!
Spoiler (click to show/hide)

I took quite a lot of screenshots of this battle, but it can be summed up in only two.
Spoiler (click to show/hide)

Suffice to say, we take Susa and raze it to the ground. We didn't have a choice to keep it, since it only had 1 population.
Spoiler (click to show/hide)

We also start a mob of kangaroos. On a cold, swampy island.
Spoiler (click to show/hide)

It turns out I underestimated the Persians a bit, and several macemen die as a result.
Spoiler (click to show/hide)

We finish the Bison Trainer. We need to research Archery to actually use Bison Riders, though.
Spoiler (click to show/hide)

The little Persian raiding party has reached Popumayapan. I have no worries.
Spoiler (click to show/hide)

Although we've sacked Susa, Frederick still reigns from his palace in Persepolis.
Spoiler (click to show/hide)

The Persians attack Popumayapan, like the fools they are.
Spoiler (click to show/hide)

We research Boat Fishing, and can finally acquire those tasty ocean resources!
Spoiler (click to show/hide)

Another list proclaims us as the greatest civilization upon this earth, which is really quite obvious.
Spoiler (click to show/hide)

Our army discovers Pasargardae, a scenic town located near a mountain range, known for its large herds of horses. Will our intrepid band of violent murderhobos be able to defeat the vile Persians and burn it to the ground? Find out next time on "Let's Play Civilization IV: Caveman2Cosmos"!
Spoiler (click to show/hide)


I forgot to take another world map picture, so I drew one for you instead.
Spoiler: World Map (click to show/hide)
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: kaian-a-coel on August 26, 2012, 07:08:24 am
I like this map ^^
Good job for the persians! maybe you should ransack Pasargardae, and then let Fred to rot in the ruins for some time? After making him pay full-price for peace of course.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Boksi on August 26, 2012, 07:27:31 am
I like this map ^^
Good job for the persians! maybe you should ransack Pasargardae, and then let Fred to rot in the ruins for some time? After making him pay full-price for peace of course.
We haven't researched diplomacy yet.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: EuchreJack on August 26, 2012, 08:47:35 am
Raze small persian city, conquer big persian city, throw Freddy to the Bear Riders.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Korbac on August 26, 2012, 10:10:05 am
Goddamm you missing file! Why won't you let me enjoy the game!!! XD
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: 10ebbor10 on August 26, 2012, 10:38:21 am
Goddamm you missing file! Why won't you let me enjoy the game!!! XD
Are you sure you're dumping it in the right mods folder. Also, you need BTS.

Try starting it up, click advanced, click mods, and see if the game recognizes it. If it doesn't, you used the wrong file.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Korbac on August 26, 2012, 10:48:15 am
It does, but it's missing a certain file (I'll find out which now), that causes the game to crash halfway through genning a game.

It says : "Tag TECH_MINDUPLOADING in Info class war incorrect
Current XML file is: modules\MrAzure\Digital Era Buildings\Online Shippping Warehouse\OnlineShipping_CIV4BuildingInfos.xml

Tried editting the spelling of the chief folder incase it was referrenced, trying now. (Nope, didn't work. Also tried editting out the line in question, no error came up, but it still didn't work. :( )

Great lp by the way, amazing stuff! :D
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: 10ebbor10 on August 26, 2012, 12:02:00 pm
Strange. Only thing I can say is maybe trying a reinstall of the mod. Sounds like something got corrupted.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: andrea on August 26, 2012, 12:51:16 pm
I think I got a missing file too, in some native american culture. caused no crash however, so I didn't want to redownload the mod. ( takes 3+hours).

game still crash, but I doubt it is due to the missing file.
once in a while, the game just instantly closes, with no message at all :/
and that is excluding the black/cyan screen bug which forces me to restart the computer ( and which happens to many other game, so not mod's fault) and the several "out of memory" crashes ( which, if I understand correctly, are mod's fault, but can't really be avoided by mod creators).

a little ranting aside, thank you for making me learn of this great mod! I had a lot of fun playing to sedentary life. now it seems to crash more often , so I may have to start a new game ( and with faster speed), but it was still a great game while it lasted. I followed your example of an army of neanderthals :P
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: 10ebbor10 on August 26, 2012, 01:32:27 pm
The random crashing without reason is caused by the mod.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: andrea on August 26, 2012, 01:50:02 pm
any way to avoid it? ( solutions that include buying new parts are good too, since my PC is past his "expiration date")
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: 10ebbor10 on August 26, 2012, 02:00:11 pm
Based on my PC I  think it might have something to do with the Processor overheating, but I'm not sure(My computer is liable to overheat, it's now idling at 50 degrees Celsius, for example). It might also be a programming error.

EDIT:
For the other, the black/ cyan screen might be caused by a failing/overheating graphics card, and the out of memory error is caused by running out of memory. Ie, buy more RAM*.

*Shouldn't be to costly.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: andrea on August 26, 2012, 02:41:27 pm
hehe. ram isn't too costly, but a 64 bit OS may be.
last time I cleaned fans, it reduced the black/cyan screen problem a little, for a day or 2.and that was after removing a ton of stuff ( 4 years without ever cleaning). may be the problem, but I suppose a nearly 5 years old graphic card may be part of the issue.
well, thank you for the advice!
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: 10ebbor10 on August 26, 2012, 02:50:19 pm
You can try looking for and downloading one of the many temperature monitoring programs out there. That'll help you see how bad the problem is.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: andrea on August 28, 2012, 07:53:31 am
hm. GPU seems to get to 68/70 °C.
I'll try cleaning. if you never hear me again, it is because I got lost in the dust, or died from lung obstruction.

meanwhile, how is the turn going? I am curious to see if you defeated and conquered persians.

edit:I am alive! alive!! muhahaha. GPU still idles at 60+ °C however :/
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: FritzPL on August 28, 2012, 09:33:08 am
Getchaself a cooling pad. I got one for approx 3$. It makes some noise, but boy - the temperature limit jumped from 60° to 95° Celsius.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: andrea on August 28, 2012, 09:58:06 am
while a good idea, it wouldn't work as well in a desktop I am afraid :/
a new fan may do the trick. not entirely sure of where I would place it however.

also, maybe I should get my own thread, discussion is getting long :P
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Bluerobin on August 30, 2012, 03:40:12 pm
Hand drawn map is best map. Murderhobos are pretty great too. I always feel bad taking over size 1 cities though, it feels a bit like walking up to a sandcastle and kicking it over.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Boksi on August 30, 2012, 04:13:25 pm
Kicking over sandcastles is great.

However, due to issues involving ISPs and fans(the cooling kind), this LP is currently on hiatus until after the weekend. I should probably have mentioned that sooner, so sorry about that.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Shades on August 31, 2012, 03:31:10 am
edit:I am alive! alive!! muhahaha. GPU still idles at 60+ °C however :/
HOLY SHIT! you'll want that knocking down, else your computer won't last long at all.

I wouldn't worry overly, a few years ago I had a card that idled at over 100c and it's 'green' temperature monitor level went up to 125.
All depends on the card. Don't forget the internal card sensors will be much higher than any heatsink or case sensors because they tend to be on chip.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: Stonecutters on August 31, 2012, 06:35:53 pm
Posting to watch.
Title: Re: LP Civ4:C2C (7867 BC - The Sack of Susa(and crabs))
Post by: andrea on September 01, 2012, 08:49:24 am
from a quick search, it seems that geforce 8800gt is somewhat (in)famous for its heat production.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Boksi on September 05, 2012, 02:59:28 pm
Now where were we? Oh yeah, more Persian-killing.
Spoiler (click to show/hide)

Unfortunately, while we're busy with the Persians, the Huns have begun encroaching upon our territory. We'll have to kill them eventually.
Spoiler (click to show/hide)

We research Sailing and can build Galleys. Unfortunately, we can't upgrade canoes into galleys. I've started researching archery because that's a requirement for Bison Riders.
Spoiler (click to show/hide)

Meanwhile, the Maori convert to Christianity.
Spoiler (click to show/hide)

This Hun decides to hang around in our territory. We can't really take him on without several units thanks to his defense bonus.
Spoiler (click to show/hide)

But on to more pleasant matters: The conquest of the Persians.
Spoiler (click to show/hide)

Pasargadae burns. We salt the city, burn the women and rape the fields.

...Yeah, we're still getting the hang of the whole pillaging thing. Invention ain't easy, you know.
Spoiler (click to show/hide)

Oh look. Now Persia is Christian too. Even though they founded Hellenism.
Spoiler (click to show/hide)

We finally have fish.
Spoiler (click to show/hide)

I put signs on the two ruins. I'm spelling from memory so I might not spell the name correctly, but who cares about Persian names anyway? OK, Persians obviously, but they don't matter.
Spoiler (click to show/hide)

Ooh, we can build a new culture! I wonder what they can do?
Spoiler (click to show/hide)

In any case, this is what I'm actually going to build.
Spoiler (click to show/hide)

Looks like an Aztec hunting party.
Spoiler (click to show/hide)

A diverse diet is a healthy diet.
Spoiler (click to show/hide)

I have a bad feeling about that chunk of Persian culture to the East. It shouldn't be there, unless...
Spoiler (click to show/hide)

We could build galleys now...
Spoiler (click to show/hide)

But let's build this instead.
Spoiler (click to show/hide)

Looks like I was spot on. Damn you, Frederick! The doomstack will have to take a detour!
Spoiler (click to show/hide)

I remember some people wanting to become Ambushers. I can't remember who they were so please post again, or for the first time for that matter, if you want to be named an Ambusher.
Spoiler (click to show/hide)

We captured these two workers during the sack of Pursegaudium and right now they're just following the army, since I don't want to send units to escort them somewhere else.
Spoiler (click to show/hide)

Oh hey, another culture that we can build!
Spoiler (click to show/hide)

We have sight of the new Hunnic city. It's lightly defended, so I'm going to start recruiting a second doomstack in Aberpanapopuma.
Spoiler (click to show/hide)

Also, I'd just like to note that I really like this map. There's fertile land at the south coast, but mountains block most of the wind and thus moisture from the ocean and form a desert to the north of us.
Spoiler (click to show/hide)

Well then, time to take Tarsus.
Spoiler (click to show/hide)

That was easy. Let's end the update here, 7700 BC is a nice number. I also updated the world map! It even includes the path of the second violent migration.

Spoiler: World Map (click to show/hide)
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: MetalSlimeHunt on September 05, 2012, 03:14:03 pm
Sweet Sol, Persia's culture must be like crack if its spread that far from just the capital.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Glacies on September 05, 2012, 05:01:16 pm
I wanted to be the ambusher! I will scout the lands beyond the mountains as a spy who cannot be caught and destroyed! Just, er, don't attack anything I don't have a 90% chance of victory against.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Un67 on September 05, 2012, 06:32:16 pm
Awesome update! Also, could I possibly be another ambusher?
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Jarod Cain on September 06, 2012, 12:54:42 am
I'll take an ambusher, aptly name him Cain.
-J-
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: stabbymcstabstab on September 06, 2012, 09:32:27 pm
I'll take one name him stabs.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: NRDL on September 07, 2012, 01:52:25 am
I'll take one too, please, name him Nix. 
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: MaximumZero on September 07, 2012, 01:57:27 am
If you still want soldiers to name, name anything melee (or up close and personal) MaxZero.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: MetalSlimeHunt on September 23, 2012, 10:02:56 pm
This is MetalSlimeHunt, guilt-tripping you for not updating in 16 days.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Boksi on September 24, 2012, 07:01:26 am
This is MetalSlimeHunt, guilt-tripping you for not updating in 16 days.
Bah. You can't guilt-trip me as badly as I'm guilt-tripping myself. But my free time has really disappeared quickly after school began. If I'm not in school or doing my homwork or studying for some test, I'm busy practicing on my tuba or sleeping.

Well, I've actually got quite a bit of free time even then, but it's spread out in tiny chunks, and I prefer to do updates in one fell swoop, since it takes so long to load the game.

Bah, I'll get it done eventually.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: MaximumZero on September 24, 2012, 05:51:06 pm
Get an SSD? No more load times!
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Zrk2 on September 25, 2012, 10:50:13 am
Huzzah! Glorious Civilization update!
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Boksi on September 30, 2012, 06:57:14 pm
Hey, you know what? I've got an update for you guys!

First off, some ambushers set off for the coast.
Spoiler (click to show/hide)

Meanwhile, the army regroups after the sack of Tarsus, ready to march on Persepolis.
Spoiler (click to show/hide)

And the Huns are busy...
Spoiler (click to show/hide)

That's a lot of atlatlists...
Spoiler (click to show/hide)

And the Persians have sent another raiding party. This one is slightly more threatening.
Spoiler (click to show/hide)

Yet another hunter dies.
Spoiler (click to show/hide)

And we research archery! However, I'm having a lot of trouble with my screenshots. I usually take three screenshots of every event, because a lot of the time there's some error in them. This time, all three shots of the research window are failures!
Spoiler (click to show/hide)

Look at those shiny new archers! We got an archer for free after discovering archery, and we're definitely upgrading our guarding atlatlists into proper archers.
Spoiler (click to show/hide)

The Persian raiding party destroys some roads, but I'm not worried...
Spoiler (click to show/hide)

Because the army has reached Persepolis. Soon, it will be ours.
Spoiler (click to show/hide)

So that's where the Hunnic tribe went, huh?
Spoiler (click to show/hide)

Building a stable in MP4...
Spoiler (click to show/hide)

We've got two new ambushers: stabs and Cain. You'll notice that the Galley there is named Galley 2 - Galley 1 was renamed Aqizzar's Galley and sent out to explore the east, but I don't have any successful screenshots of that.
Spoiler (click to show/hide)

A part of the army stays behind and lays siege to Persepolis while the bulk of it moves to the southeast so they won't have to cross a river when attacking.
Spoiler (click to show/hide)

We research Animal Riding. I decide to head for Agriculture next, we've put it off long enough.
Spoiler (click to show/hide)

Glacies and Un67 reach the shore. Cain and stabs wil get there twice as fast because they're in a galley. I decide to make them handle the Persian raiders. Also, Islam has been founded in a distant land.
Spoiler (click to show/hide)

Before researching Agriculture, we need Slash and Burn. I'm pretty sure we looted most of the research required from a Persian city, so it's hardly surprising that it's already done.
Spoiler (click to show/hide)

Also, we start building Culture (Cheyenne). The game doesn't distinguish between North and South American cultures. So what unique unit do the Cheyenne get?
Spoiler (click to show/hide)

So it's a special horse archer. How does the regular horse archer compare?
Spoiler (click to show/hide)

Enough faffing about. It's time for the main dish. The conquest of Persepolis.
Spoiler (click to show/hide)

I had no choice but to end my turn. The next turn, the stable in MP4 is finished. We can make Bison Riders! Yeah!
Spoiler (click to show/hide)

Alright, back to the action.
Spoiler (click to show/hide)

And so, the once great(for a proto-agricultural civilization) settlement of Persepolis was sacked by the savage Jivaro peoples. The city was looted, the women raped and the food eaten. But they did not destroy the city - they conqured it, appointing themselves the new overlords of Persepolis and of all of Persia.
Spoiler (click to show/hide)

But there was someone missing. Their great chieftain, Frederick, was nowhere to be found...
Spoiler (click to show/hide)

With the conquest of the Persians came knowledge of Agriculture.
Spoiler (click to show/hide)

Cain and stabs have reached the shore; Glacies and Un67 were both injured in their attacks and were sent to Popumayapan to recuperate. Time for them to do what they do best!
Spoiler (click to show/hide)

Also, this asshole is hanging around Aberpanapopuma. I'll let you guys decide what to do with him.
Spoiler (click to show/hide)

There you are, Frederick!
Spoiler (click to show/hide)

The Inuksuk has been built somewhere. It's a wonder - presumably it's the first inuksuk, because an inuksuk is just a kind of artificial landmark as far as I know.
Spoiler (click to show/hide)

Most of the ambushers are injured, but Cain is fine so I send him out to hunt.
Spoiler (click to show/hide)

The army reaches Ecbatran. Although it has far fewer defenders, it's in a much more defensible position because I can't surround it to the extent that I could with Persepolis.
Spoiler (click to show/hide)

Cornered at long last, Frederick had no option but to fight. Outnumbered by de Gaulle's mighty host, he nevertheless fought like a mad beast, desperate to survive, but in the end he was brought low by de Gaulle's mighty axe, cleaving his head from his shoulders. There can be only one!
Spoiler (click to show/hide)



So. Feel free to suggest things to research, what to do with that asshole over in Aberpanapopuma, and generally what to do now. Do we try and crush the Huns? The Aztecs? Or do we try to actually build up our economy for once? I assume you guys want to build some wonders, after all.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: USEC_OFFICER on September 30, 2012, 07:09:20 pm
I hereby decree that Radomir Putnik be renamed "Putnik on the Ritz" and sent against our next enemies so that they can cower at the Jivaro's sophisticated service industries and tap-dancing abilities.

If you can't rename great generals, then just kill him or something. I don't care.
Title: Re: LP Civ4:C2C (7700 BC - Something is dead, and it's not this LP)
Post by: Karlito on September 30, 2012, 07:12:20 pm
Oh my goodness, an update!

So, I figure we can stick the General in an army stack for a bonus, but what else is he good for? The Huns have a city right on our eastern border I see, so we'll probably have to deal with them sooner rather than later. Have we researched the ability to make peace treaties yet?
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: EuchreJack on September 30, 2012, 07:20:44 pm
Peace Treaties?  Nah, we need more war!

But seriously, I think we got a while before we can initiate formal diplomacy.

I'd like to see the General used in fighting, if he can't be used for anything else.

And, Yay Update!
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: MetalSlimeHunt on September 30, 2012, 07:22:56 pm
War it is, then.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Karnewarrior on September 30, 2012, 08:09:44 pm
I say we fortify and regrow our troops before marching on the huns.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Karlito on September 30, 2012, 08:45:04 pm
I say we fortify and regrow our troops before marching on riding bison through the huns.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Un67 on September 30, 2012, 09:22:40 pm
I think you can attach the Great General to one of your units to make them a super-unit and get special promotions. It would be cool to have a super-Stone Axeman lead the assault. USEC_OFFICER's name suggestion also is agreeable to me.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Boksi on September 30, 2012, 09:40:24 pm
Right now, we can do two things with a great general: Attach him to a stack of units which gives them bonus experience and special promotions, or settle him in a city, giving an xp bonus to all units built in that city. I think there was a set-up setting to make non-attached generals give bonuses to nearby units, as well as gain experience and special promotions that increase the bonuses they give, but we didn't select it.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: USEC_OFFICER on September 30, 2012, 10:08:55 pm
Right now we should probably have him settle in a city...

We do have several unnamed cities, right? Or cities with heathen barbarian names. How about we settle him in one of those cities, and rename that city to "The Rtiz". That way we could have Radomir Putnik on The Ritz. Or in The Ritz as the case might be, but then the pun doesn't exactly work.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: FritzPL on October 01, 2012, 10:45:21 am
Wouldya look at that, an update.

I say we dismiss the units or return them for retraining, get resources and then start another war with the Huns, so we can control the entire southern shore, maybe southern hemisphere.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Satarus on October 01, 2012, 11:50:23 am
If great commanders is turned on, then make him a great commander.  Those guys are great if you can get them leveled up for a few promotions.  Otherwise attach him to a single maceman line unit for a super city raider.  Heroic 1 and Leadership are must have promotions. 
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Boksi on October 29, 2012, 03:24:42 pm
It'll get updated eventually. Like, "before Christmas" eventually. In fact, there's probably gonna be a bunch of updates in December. It's on the backburner right now though.
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: Man of Paper on November 03, 2012, 12:11:29 am
Glad you've delayed updating for so long! Gave me time to read through this thread today. When I got a few pages back I realized "Wait, he must not be finished! I'M NOT TOO LATE! YESSSSSSS!"

It was an inexplicably exciting moment in my day. Good luck with school!
Title: Re: LP Civ4:C2C (7484 BC - I ATEN'T DEAD)
Post by: EuchreJack on November 04, 2012, 11:18:06 pm
It'll get updated eventually. Like, "before Christmas" eventually. In fact, there's probably gonna be a bunch of updates in December. It's on the backburner right now though.
Too busy killing me, eh?   :P
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Boksi on December 01, 2012, 06:39:59 pm
I told you there would be updates!

Rights, so where were we?
Spoiler (click to show/hide)

Oh right, we just got done crushing the entire Persian empire beneath our heel.
Spoiler (click to show/hide)

I believe the vote was for us to continue our march of conquest, this time heading east to defeat the Huns. (http://www.youtube.com/watch?v=ZSS5dEeMX64)
Spoiler (click to show/hide)

We begin our march of conquest by discovering the oven.
Spoiler (click to show/hide)

Two of our ambushers, Glacies and un67 I believe, are fully healed up and are sent out to hunt. I can't be arsed to micromanage them so they just get set to auto-hunt.
Spoiler (click to show/hide)

We also start constructing a farm near Persepolis to farm mushrooms. Yum yum.
Spoiler (click to show/hide)

This here is our new Bison Rider. Badass, huh? No, I don't know where the helmet comes from either. I think he was just born with a face like that.
Spoiler (click to show/hide)

One thing to note about farms: We can clear away forests and bamboo and such thanks to having researched Slash and Burn, but we don't get any hammers from clearing them.
Spoiler (click to show/hide)

However, there is a bit of a workaround which I'm not sure is an exploit or not.
Spoiler (click to show/hide)

stabs is ready to head out. He's set to auto-hunt like the others.
Spoiler (click to show/hide)

The Huns have settled down, as evidenced by their building a settler instead of a tribe.
Spoiler (click to show/hide)

Persepolis... Is still worrying me. It's got a lot of factors contributing to its instability.
Spoiler (click to show/hide)

I finally get around to renaming our general. I believe the vote was two for leading a stack and one for settling him, so he's waiting for the army to roll around before marching on the Huns.
Spoiler (click to show/hide)

Meanwhile, the Aztecs built Stonehenge! Damn them! I guess this is what happens when you focus on military to the exclusion of long-term economy.
Spoiler (click to show/hide)

I'm currently just researching the few prehistoric techs that are left.
Spoiler (click to show/hide)

We finally find the Maori!
Spoiler (click to show/hide)

Oh dear, I forgot to build a Riding School in MP4.
Spoiler (click to show/hide)

Meanwhile, Naghualism has spread to all our cities except the Christian Aberpanapopuma. We'll have to re-educate them someday.
Spoiler (click to show/hide)

The big army is ready to head east, but it's going to be a long march. You know, it feels a lot smaller after taking on Persia. Probably because it is smaller. We'll build some more troops while it' marching east.
Spoiler (click to show/hide)

stabs likes his odds and decides to attack a Neanderthal sitting on a village.
Spoiler (click to show/hide)

That's a lot of Atlatlists.
Spoiler (click to show/hide)

We research Falconry, which is an important prerequisite for Aristocracy. Obviously. It also lets us use some of the birds we've been capturing.
Spoiler (click to show/hide)

It also allows us to upgrade our hunters into rangers.
Spoiler (click to show/hide)

Aqizzar's Galley is exploring the east. This is a new Brazilian city. It also spots another city further to the east, but all my screenshots of that one got screwed up.
Spoiler (click to show/hide)

Portable Shelters aren't really notable except as a prerequisite for Trade, a much more useful tech.
Spoiler (click to show/hide)

There's the Maori capital! It's built in a swamp, just like ours! Except ours was on a swampy island and this one is just in a swamp.
Spoiler (click to show/hide)

Aqizzar's Galley continues to head east.
Spoiler (click to show/hide)

It appears there's a barbarian city built on those bison. Wait, did I already note that? It's been so long that I've forgotten.
Spoiler (click to show/hide)

I've been keeping a Hunnic hunter trapped with two archers for a while now. It didn't really serve any purpose, either, I just forgot about them. Now the Huns are trying to save him.
Spoiler (click to show/hide)

You may have noticed that we've somehow encountered the Cherokee Empire this turn. I think it's from Aqizzar's Galley encountering their culture(You can also see the third Brazilian city there).
Spoiler (click to show/hide)

And then we research Harpoon Making. This is the last prehistoric technology in the tech tree. Where will we go from here?
Spoiler (click to show/hide)

By the way, the Cherokee just took that previously barbarian city we found.
Spoiler (click to show/hide)

Anyway, here's the tech tree. What should we research? I can't be arsed to detail everything, but if you're curious about a tech you can ask me what it does.
Spoiler (click to show/hide)

You'll get a new world map in the next update, I promise!
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: MetalSlimeHunt on December 01, 2012, 06:48:36 pm
Work towards fermentation, we'll never be a real civilization without alcohol.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Thexor on December 01, 2012, 06:55:41 pm
Maybe I'm missing something... but is Board Games a useless tech? It doesn't look like it unlocks any buildings/units, nor does it look like a prereq for any other techs...

Also: Yay, this isn't dead!
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: MetalSlimeHunt on December 01, 2012, 07:11:08 pm
It's not useless. We can play Scrabble.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Thexor on December 01, 2012, 07:31:08 pm
Wait, have we researched Alphabet yet? If not, Scrabble's still a no-go.

See, Boksi?! This is what happens when you don't update for months! I don't even know what board games we can play!  :P
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: MetalSlimeHunt on December 01, 2012, 07:42:26 pm
Fine, we'll just play Mesoamerican Head Ball.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: mcclay on December 01, 2012, 07:46:32 pm
Fine, we'll just play Mesoamerican Head Ball.
Only as long as we're using the Incan variant! Base game is too losing-team-gets-sacfriced heavy.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Thexor on December 02, 2012, 01:30:39 am
But if you don't sacrifice the losing team, where are you going to get the head for the next game?

I'd suggest Monopoly, but I doubt we've invented currency, either. How about golf? Do we have sticks, rocks, and holes?
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Shooer on December 02, 2012, 01:46:29 am
I say we research fermentation to further develop our culture.  Then copper working, because what's better than using metals?  Being the first to use metals.

Also sign me up as a ranged unit of some sort.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: stabbymcstabstab on December 02, 2012, 08:19:59 pm
Sweet, also where do you get a working Version of C2C every version i download is missing all the files.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: 10ebbor10 on December 03, 2012, 08:24:13 am
Sweet, also where do you get a working Version of C2C every version i download is missing all the files.
The mainpage of the mod has it. It should work.

Certain you haven't misplaced anything, and that you're using the beyond the sword expansion?
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: stabbymcstabstab on December 03, 2012, 03:42:39 pm
Sweet, also where do you get a working Version of C2C every version i download is missing all the files.
The mainpage of the mod has it. It should work.

Certain you haven't misplaced anything, and that you're using the beyond the sword expansion?

yep to both.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Un67 on December 03, 2012, 06:21:28 pm
Beeline to Masonry for the Valley of the Kings?

Also, good to see you back :)
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Boksi on December 03, 2012, 06:36:35 pm
Beeline to Masonry for the Valley of the Kings?

Also, good to see you back :)
It's good to be back.

I'll hopefully have an update for you guys tomorrow. It seems to be two votes for fermentation, one for copper working and one for masonry. To be honest, copper working synergizes better with our current plan of kicking the Huns' asses so hard they'll eat and shit from the same hole, since it gives us stronger units, while masonry would require us to stop producing units to benefit from it. Although the benefits of masonry should not be underestimated - bricks will unlock a huge amount of new buildings. But we already have plenty of unbuilt buildings anyway, that's the opportunity cost of focusing on the military.

Still, I haven't done the turn yet so you guys have all night to argue.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: mcclay on December 03, 2012, 07:34:32 pm
I think copper might just be the better plan.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Un67 on December 03, 2012, 08:54:36 pm
So, beat the Huns with copper working, maybe, and then go into building mode and beeline towards Masonry? Valley of the Kings is really good, I think, since it gives a free tech, but you need both the Great Pyramid and the Sphinx to build it.
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Jarod Cain on December 04, 2012, 01:09:17 am
So, beat the Huns with copper working, maybe, and then go into building mode and beeline towards Masonry? Valley of the Kings is really good, I think, since it gives a free tech, but you need both the Great Pyramid and the Sphinx to build it.
I agree with all of this.

We really should work on getting some megaliths up, we can't let the backwards Aztecs show us up. Sure they may have pulled some rocks together in a circle to honor their puny gods. But we were the ones who sent a team onboard a rotton log armed little more with slings into a peril that could have torn the sky. Instead they found a new land which we have tamed and conquered two of its great powers and our Great General Putnik on the Ritz is preparing to conquer a third. These deeds must be memorialized and our culture must be allowed to express its greatness. But only after we figure out how to use all these hard rocks that we keep pulling out of my mines.
-J-
Title: Re: LP Civ4:C2C (7234 BC - No longer pining for the fjords)
Post by: Karnewarrior on December 04, 2012, 01:16:32 am
Let's raze the huns to give us some breathing room but don't take any more cities. We need to consolidate the ones we already have so we can expand our own culture instead of subjugating others.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update)
Post by: Boksi on December 04, 2012, 05:45:35 pm
Alright, we'll go for fermentation and then copper working. Lots of prerequisite technologies first, though.
Spoiler (click to show/hide)

Persepolis is getting more stable now. That's good news.
Spoiler (click to show/hide)

Also we built another culture.
Spoiler (click to show/hide)

Hey, is that a barbarian city?
Spoiler (click to show/hide)

Un67 challenges a locust swarm to a knife fight.
Spoiler (click to show/hide)

Meanwhile, another locust swarm shows up and eats our fences and roads. Damn locusts.
Spoiler (click to show/hide)

Aqizzar discovers another barbarian city! Man, we're pretty far to the south aren't we?
Spoiler (click to show/hide)

And here's yet another barbarian city!
Spoiler (click to show/hide)

I'd been leaving this neanderthal alone because he was fortified on a forest and I couldn't be bothered to clear him out when there were whole civilizations to fight.
Spoiler (click to show/hide)

Taste cold flint, locusts!
Spoiler (click to show/hide)

Hey look, they have a penguin! We've gotta get ourselves a penguin too, someday!
Spoiler (click to show/hide)

Also this is a new Aztec town or I am a small, red nut.
Spoiler (click to show/hide)

Seriously far south.
Spoiler (click to show/hide)

Oh hey, we've found some new neighbors! Hello Incans!
Spoiler (click to show/hide)

There's been a lot of barbarian towns popping up lately.
Spoiler (click to show/hide)

Lots of towns in generaly been popping up lately.
Spoiler (click to show/hide)

We finally get this myth.
Spoiler (click to show/hide)

Another wonder built before we could get our grubby mitts on it! Admittedly it's just a culture, but it's a culture we could have gotten! Oh well. I didn't think to get a screenshot of the civilopedia entry for it or its unique unit, so we know nothing about it.
Spoiler (click to show/hide)

The problem with exploring jungles is that you can't see things that are far away because the trees get in the way.
Spoiler (click to show/hide)

Oh hey, another Cherokee town!
Spoiler (click to show/hide)

...And another target.
Spoiler (click to show/hide)

We're the strongest, and everybody knows it!
Spoiler (click to show/hide)

Especially now that we can build beehives and get honey! No mead until fermentation though.
Spoiler (click to show/hide)

Oh dear.
Spoiler (click to show/hide)

Ooh, eggs. Screw hens, let's domesticate emus.
Spoiler (click to show/hide)

I've been training some rangers to use as scouts. This is why:
Spoiler (click to show/hide)

Also, this is just the perfect standoff pose, isn't it?
Spoiler (click to show/hide)

Man, those Huns have a lot of resources near their capital. I count deer, corn, obsidian, bison, horses and clams in workable distance, and there's grapes and fine clay nearby too.
Spoiler (click to show/hide)

Meanwhile, the army has finally assembled in Aberpanapopuma. It's big and mean and it's going to stomp all over the Huns.
Spoiler (click to show/hide)

And from the looks of it, we've got six towns' worth of stomping to do.
Spoiler (click to show/hide)

Meanwhile, I build a tiny bit of infrastructure.
Spoiler (click to show/hide)

Putnik on the Ritz is assigned to lead our stack and especially MaximumZero, who will hopefully turn into a badass city-clearer.
Spoiler (click to show/hide)

Finally, the year 6900 BC dawns. We make three important discoveries. First, the technology of orchards. Our fruit picking improvements will now upgrade into orchards.
Spoiler (click to show/hide)

We also learn of one new city...
Spoiler (click to show/hide)

...And one possible city.
Spoiler (click to show/hide)

Now, I want to make this clear: Our current government civic can support up to six cities. Beyond that, we start racking up 3 unhappiness for each city over the limit. We currently have five cities, so we could take the Hunnic capital without unhappiness penalties. But I'm fairly sure large empires suffer instability penalties. I'm not sure what will happen if we take Szeged. But we will have another big city at least. So do we capture Szeged, or burn it to the ground with the rest of them?

Finally, have a new world map!
Spoiler: World Map (click to show/hide)

Oh, and also a list of world leaders.
Spoiler: World Leaders (click to show/hide)
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: MetalSlimeHunt on December 04, 2012, 06:20:49 pm
Oh look, Fermentation leads to Copper Working. I told you all we needed to get drunk before we made any serious advances as a civilization, but no, nobody listens to MetalSlimeHunt. Once you get Copper Working we need to get rid of the Huns. We deserve their land anyway.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: Boksi on December 04, 2012, 06:29:43 pm
Oh look, Fermentation leads to Copper Working. I told you all we needed to get drunk before we made any serious advances as a civilization, but no, nobody listens to MetalSlimeHunt. Once you get Copper Working we need to get rid of the Huns. We deserve their land anyway.
Actually, if you look closely you can see that the arrow actually goes under Fermentation rather than coming from it. I don't have the Civilopedia open, but it looks like the prerequisites are actually Archery and Mining. Although given how complex this mod is it probably has half a dozen prerequisite technologies.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: MetalSlimeHunt on December 04, 2012, 06:37:23 pm
Don't you contradict me, boi, you just work on getting us all drunk, armed, and murder-happy so we can get rid of the Huns. We will burn their horses, ride their grain, and poison their houses.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: Thexor on December 04, 2012, 07:14:42 pm
Are there any soon-to-come civics that would increase the city cap?

If not, seize the Hunnic capital (holy resources Batman!), and burn everything else. The potential irony of razing the Hun's cities should not be missed!
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: mcclay on December 05, 2012, 12:38:52 am
Seize their captial and burn everything else.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: MetalSlimeHunt on December 05, 2012, 12:41:50 am
It's too bad we can't make vassals yet, because otherwise I'd recommend that fate for the Huns.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: Karlito on December 05, 2012, 12:46:58 am
We probably want to capture the Hunnic capital. There probably isn't a more resource rich spot that we could build our 6th city on, and I'd think it would take less time to integrate the existing capital rather than develop a brand new city up to that level.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: Jarod Cain on December 05, 2012, 02:19:29 am
Vassalage would be nice, but instead we must seize their capitol and raise the rest. Shame as their cities would make a nice consolidated section of territory to call our own. Maybe build a series of forts, a line of magiont maybe eventually staffed with rangers to keep an eye on things and to keep barbarians and others from settling in lands claimed by the mighty Jivaro. Also, at some point in the future we need to take those barbarian's penguin.
-J-
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: Karnewarrior on December 05, 2012, 02:48:49 am
Vassalage would be nice, but instead we must seize their capitol and raise the rest. Shame as their cities would make a nice consolidated section of territory to call our own. Maybe build a series of forts, a line of magiont maybe eventually staffed with rangers to keep an eye on things and to keep barbarians and others from settling in lands claimed by the mighty Jivaro. Also, at some point in the future we need to take those barbarian's penguin.
-J-
The war of the penguin will be swift, feirce, and shrill with the cries of women and non-flying birds.
Title: Re: LP Civ4:C2C (6900 BC - Now with 100% more update!)
Post by: Satarus on December 19, 2012, 11:02:26 am
Yeah IIRC, Copper Working requires Archery + Mining.  I say that we should bee line bronze working and metal casting for the next civic for more cities.  Plus we'll have melee units that can take down archers.  Plus we'll be able to see metal resources to plan our further expansion and be able to build forges for those extra hammers and engineer slot.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Boksi on December 31, 2012, 10:13:43 am
It's time to kill some Huns! They decide to retreat their settler back to their territory rather than try to fight our doomstack.
Spoiler (click to show/hide)

Meanwhile, we explore the territory of the Navajo.
Spoiler (click to show/hide)

And find that last Hunnic city.
Spoiler (click to show/hide)

The Huns continue to retreat south, but we'll catch them eventually.
Spoiler (click to show/hide)

See what I mean? Several of our bison riders have enough movement to attack. I also have one move southeast to give us a flanking bonus.
Spoiler (click to show/hide)

More exploration...
Spoiler (click to show/hide)

That is a lot of animals.
Spoiler (click to show/hide)

The Cherokee appear to have some lingering barbarian troubles.
Spoiler (click to show/hide)

And now it's time to kill some more Huns. I send out the bison riders who fought last turn to do some flanking, then bombard the city, then attack.
Spoiler (click to show/hide)

We all know what happens next, don't we?
Spoiler (click to show/hide)

Glacies shoots at a white rhinoceros with his invisible bow! And he actually subdues the beast, too.
Spoiler (click to show/hide)

Remember that horde of animals I mentioned earlier?
Spoiler (click to show/hide)

You can't use a subdued animal on the same turn that it's captured, so on this turn I have it create the myth of the unicorn. Narwhals can also create this myth. It gives you no science but doesn't go obsolete with writing either.
Spoiler (click to show/hide)

Meanwhile, Aberpanapopuma has become unhappy. I must fix this.
Spoiler (click to show/hide)

Good thing that animal horde was closest to Aberpanapopuma.
Spoiler (click to show/hide)

Oh look, a new Brazilian city!
Spoiler (click to show/hide)

Oh look, a new Cherokee city!
Spoiler (click to show/hide)

There's some Hunnic stragglers at our borders, but they present no threat.
Spoiler (click to show/hide)

We make a huge leap forward in abstract thought.
Spoiler (click to show/hide)

Oh hey, looks like the Carthaginians and the Navajo don't like each other very much.
Spoiler (click to show/hide)

Also, we got a pig.
Spoiler (click to show/hide)

I'm still building more military units. I have a feeling we'll need them to tackle the Huns.
Spoiler (click to show/hide)

I also realize that there is a way to increase stability that I had forgotten! Capital punishment! I'll build it immediately in Persepolis, since that city is in a precarious position stability-wise.
Spoiler (click to show/hide)

The Cherokee are a coastal folk.
Spoiler (click to show/hide)

Glacies tries his luck again.
Spoiler (click to show/hide)

Finally, a picture of the Hunnic empire. This is what we must destroy.
Spoiler (click to show/hide)

With that all said, happy new year! I'll be giving you another update sometime next year.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Karnewarrior on December 31, 2012, 10:47:46 am
Looking at our world map, it looks like we're on a absolutely massive expy of Austrailia, kind of.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Aqizzar on January 01, 2013, 10:25:56 pm
Quote
Somehow making a big pit full of snakes and organizing a boxing match with a kangaroo makes the inhabitants happy.

Man, it would be weird if that didn't make the inhabitants happy.  Mortal man born of god died for our sins?  Lame, c'mon let's go watch a dude get his ass kicked by a wallaby.

And oh isn't that ironic, the Jivaro are the folks actually doing the crucifying.  Doesn't that just make a really uncomfortable sort of sense.  Well, good to see our mighty empire is still kicking the wicked barbarian style into the Mesolithic era.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Karlito on January 02, 2013, 08:46:35 pm
How much time have would you say you've spent playing out to this point (excluding the time it takes to write the updates)? How many turns has it been?
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: JacenHanLovesLegos on January 02, 2013, 09:02:54 pm
518 turns from the last screenshot, at least.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: MetalSlimeHunt on January 02, 2013, 09:18:09 pm
We aren't even to recorded history yet.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: USEC_OFFICER on January 02, 2013, 09:32:27 pm
And yet we're a seventh of the way through the game. This mod is freaking huge and amazing. Kinda makes me want to reinstall Civ4 just to play it.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: 10ebbor10 on January 03, 2013, 04:03:06 am
It's a fun mod, but slow. Like really, bloody slow.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Un67 on January 05, 2013, 06:27:30 pm
Honestly, if I ever get Civ 4 and a computer somewhat better than this ancient hand-me-down laptop, I think I'll just jump straight into C2C. It pushes all the right buttons for me, namely the "build tons of infrastructure" and "accumulate tons of small bonuses over time" ones  :-\
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Satarus on January 08, 2013, 12:57:45 pm
Yeah and if you have a monster production city that can snag those +XP wonders you can easily pump out units that can start with high level promotions.  Then build and attach nobles (like mini GGs) for extra XP and the noble only promotions.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Zrk2 on January 13, 2013, 02:43:54 pm
This isn't dead? Wonderful. Continue the great work.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: TomatoWalrus on January 18, 2013, 01:17:04 pm
Posting to watch.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: MetalSlimeHunt on April 22, 2013, 12:03:23 am
SO HOW ABOUT THEM UPDATES, HUH? WHAT EVER HAPPENED TO SCHEDULES WITH YOU KIDS. BACK IN MY DAY...
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: MaximumZero on April 22, 2013, 12:22:49 am
SO HOW ABOUT THEM UPDATES, HUH? WHAT EVER HAPPENED TO SCHEDULES WITH YOU KIDS. BACK IN MY DAY...
Yeah! Back in MY day...
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Frumple on April 22, 2013, 12:24:19 am
Back in your day, Boksi had already been registered for a couple of years.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: MetalSlimeHunt on April 22, 2013, 12:24:37 am
SO HOW ABOUT THEM UPDATES, HUH? WHAT EVER HAPPENED TO SCHEDULES WITH YOU KIDS. BACK IN MY DAY...
Yeah! Back in MY day...
qɐɔʞ ıu ɯʎ pɐʎ!
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Man of Paper on April 22, 2013, 12:50:21 am
SO HOW ABOUT THEM UPDATES, HUH? WHAT EVER HAPPENED TO SCHEDULES WITH YOU KIDS. BACK IN MY DAY...
Yeah! Back in MY day...
qɐɔʞ ıu ɯʎ pɐʎ!
बचक इन मय दय...

(That's sanskrit for Back in my day. Do I win?)
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Karlito on April 22, 2013, 01:36:09 am
Well, he dropped out of the Dominions game due to time constraints, I believe, so I won't put too much hope into a resumption of updates.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Boksi on April 22, 2013, 05:25:34 am
I actually have a whole update screenshotted and typed up! It's just that my internet is really crappy right now and has been for the last two months. It didn't impact my ability to send in Dominions 3 turns, but I can't upload the 40 mb of screenshots I've taken. Mind you, finals begin this week and continue through the next two, so I'll soon have plenty of time, especially since I have rotten luck when it comes to finding jobs.
Title: Re: LP Civ4:C2C (6750 BC - The last update of the year)
Post by: Jarod Cain on April 23, 2013, 11:24:35 pm
Good luck man.
-J-
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Boksi on May 12, 2013, 01:00:24 pm
Starting off with a new turn, it seems that Hannibal has founded Mesopotamism!
Spoiler (click to show/hide)

Meanwhile, we prepare for the siege of Madara. There's two atlatlists outside the city which we don't want fortifying inside it.
Spoiler (click to show/hide)

Sadly, the Huns have upgraded some of their units to archers. It's going to make taking their cities somewhat harder. We can still do it, I'm sure, but it's slightly more difficult.
Spoiler (click to show/hide)

In other news, our scout reveals a barbarian city.
Spoiler (click to show/hide)

And another one spots a Navajo settler.
Spoiler (click to show/hide)

Damn locusts, I'll cut ya.
Spoiler (click to show/hide)

A quick reminder of the current extent of the Hunnic empire.
Spoiler (click to show/hide)

Persepolis is finally stable, but for some reason our financial situation is bad and that's causing our empire to become unstable. Maybe it's because we don't really have any finances per se. We haven't invented them yet.
Spoiler (click to show/hide)

Anyway, time to raze Madara.
Spoiler (click to show/hide)

Oh, and Carthage has formally converted to Mesopotamism, along with the Maori. Why are the Maori Mesopotamists? Maybe they want to curry favor with Carthage? Or is it because they're led by Gilgamesh?
Spoiler (click to show/hide)

Aqizzar's Galley continues on exploring. We're starting to see improvements in Cherokee lands, so we must be nearing the core of their empire.
Spoiler (click to show/hide)

Meanwhile, Cain takes a risk.
Spoiler (click to show/hide)

Oh, another Hunnic settler! We'll have to kill it sometime.
Spoiler (click to show/hide)

There's a limit to how many bison riders we can train, and we've almost reached it.
Spoiler (click to show/hide)

Yeah, that's the Cherokee capital alright.
Spoiler (click to show/hide)

We finally research pottery! No longer are we limited to porous baskets and crude vessels, we can fashion pots and stuff. This is one of the first techs in vanilla Civilization and we've only just researched it, after more than five hundred turns! This also enables cottages. I haven't really been planning out improvements or specializing towns but I'll probably build some near the capital.
Spoiler (click to show/hide)

You know, it would make sense for the Maori to try to curry favor with Carthage, because they're both neighbors with the Navajo. And the Maori don't look like they have good relations with the Navajo. Isn't Nambé a Maori city name?
Spoiler (click to show/hide)

Meanwhile, there's a Hunnic canoe near our cities. It's an annoyance and therefore it must die.
Spoiler (click to show/hide)

Looks like the Inca have built a second city.
Spoiler (click to show/hide)

Aqizzar fights a bunch of crocodiles, armed with nothing but sticks and stones and his manly chin. Other people take note of these events that are happening on the other side of the continent.
Spoiler (click to show/hide)

Also, we get a dry-land scout to explore Cherokee lands.
Spoiler (click to show/hide)

I didn't really show any of the boring preparation, but we're about to take another Hunnic city. As you can see, they are almost completely surrounded. They have a large stack two tiles to the south-east, but it won't reach the city this turn, and next turn we'll attack and raze the place.
Spoiler (click to show/hide)

More exploration happens. Looks like Mesopotamism spread to the Maori capital. Perhaps through a random event?
Spoiler (click to show/hide)

Alright, time to take Pliska. You know the drill. The Huns move to save their city, but they're too late to do anything.
Spoiler (click to show/hide)

After that, I decide to push onwards and attack the too-slow reinforcements as well. The odds are good, after all.
Spoiler (click to show/hide)

And with that, this update is over. Who knows what will happen next? One thing is certain: This LP will continue.
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Thexor on May 12, 2013, 01:48:40 pm
That second-to-last line implies that there's a situation where you aren't justified in teabagging your opponent.  :P

Also, glad to see this LP is still alive!
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Zrk2 on May 12, 2013, 07:49:34 pm
IT LIVES!!!
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Satarus on May 15, 2013, 12:06:24 pm
Wait, have we gotten tea yet?  How can we teabag when we haven't discovered tea?
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: EuchreJack on May 15, 2013, 02:10:08 pm
We have herbs.  Herbal Tea!
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Un67 on May 15, 2013, 03:41:58 pm
Awesome!  :)

Out of curiosity, though, have you updated to the newest version?
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Boksi on May 15, 2013, 04:27:37 pm
Awesome!  :)

Out of curiosity, though, have you updated to the newest version?
Nope. No updates since this LP began. I dunno if the saves are compatible, and even if they are, I can't be arsed to download such a big file right now, nor figure out all the new mechanics - I still don't understand all the old ones. I wouldn't be surprised if using old saves with the new mechanics would somehow break some of them, anyway. I'll probably update after I finish this LP.
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: kaian-a-coel on May 15, 2013, 04:54:30 pm
We have herbs.  Herbal Tea!
Quick, put these in bags and throw it at your opponent!
That's how you "teabag" someone, right?
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: GreatWyrmGold on May 21, 2013, 06:18:04 am
1. Is the title accurate?

2. Is there anything we watchers need to decide?
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: Boksi on May 21, 2013, 08:36:42 am
1. Is the title accurate?

2. Is there anything we watchers need to decide?
1: Yes. Slow updates are better than no updates at all.

2: Nothing you need to, but if you want to see something feel free to ask for it.
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: CognitiveDissonance on May 21, 2013, 03:33:33 pm
This is awesome! CAught up, thanks for the awesome LP and I hope it keeps going!

Looks like you'll force me to get back into Civ IV... damn you! My sleep schedule weeps.
Title: Re: LP Civ4:C2C (6417 BC - SELASSIIIEEE!!)
Post by: Boksi on May 24, 2013, 06:31:46 pm
SELASSIIIEEE!!
Spoiler (click to show/hide)

Seriously. Why the hell?
Spoiler (click to show/hide)

Meanwhile, our soldiers rest in the ruins of Pliska. It counts as friendly territory and will remain as such as long as we have troops there.
Spoiler (click to show/hide)

Actually catching that hunnic settler would be difficult, but we can at least prevent it from settling anywhere.
Spoiler (click to show/hide)

And we discover fungiculture, the last prerequisite for fermentation. We've almost got booze - it's so close I can taste it. It's an imaginary taste of something we don't even know exists yet, but I can taste it anyway.
Spoiler (click to show/hide)

The Inca have three cities, it seems. Also, they have a unique unit!
Spoiler (click to show/hide)

You can see here how Aqizzar's Galley, badly damaged after his fights with several crocodiles, has claimed a stretch of water. So long as we have a unit stationed there, it will remain ours. It'll speed up his healing quite a bit.
Spoiler (click to show/hide)

I've decided to build some Atlatlists. They'll be deadly against archers.
Spoiler (click to show/hide)

We're still acquiring myths. They'll speed our research up a bit, I guess.
Spoiler (click to show/hide)

Also, have a picture of the Cherokee empire. They're pretty damn big.
Spoiler (click to show/hide)

Remember that Hunnic settler?
Spoiler (click to show/hide)

We can't have that.
Spoiler (click to show/hide)

Fortunately for us, they move.
Spoiler (click to show/hide)

Unfortunately, not all of our soldiers are geared towards killing archers in particular.
Spoiler (click to show/hide)

Well, he managed to scratch that archer at least. I'll send Geen too, if he fails then he'll hopefully have weakened the archer enough for the bison riders to take him out next turn.
Spoiler (click to show/hide)

Meanwhile, we're almost ready to take another Hunnic town. This one's a tough cookie, situated on a hill with plenty of archers. Still, we can take it, I'm sure.
Spoiler (click to show/hide)

One last thing to note: The inhabitants of Aberpanapopuma get religion. Not that stupid Christianity bull, but proper Naghualism, which as we all know is infinitely better.
Spoiler (click to show/hide)

Now, time to take Veliki Preslav.
Spoiler (click to show/hide)

But ultimately, the sack of Veliki Preslav was an unimportant event. Something far more important to the development of our nation is brewing.
Spoiler (click to show/hide)

And as for what happens next? I think we all know what's going to happen next. But that's for the next update.
Spoiler (click to show/hide)
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: MetalSlimeHunt on May 24, 2013, 06:37:16 pm
Now we're a proper civilization!
Title: Re: LP Civ4:C2C (6417 BC - SELASSIIIEEE!!)
Post by: USEC_OFFICER on May 24, 2013, 08:04:38 pm
Quote
Fermenation
Reveals: Sausage
Leads to: Piracy

Best technology ever?
Title: Re: LP Civ4:C2C (6417 BC - SELASSIIIEEE!!)
Post by: Boksi on May 25, 2013, 04:40:48 pm
By the way, do you think Persepolis should stay Persepolis? I think it needs a new name. And so does Szeged, once we capture it.

EDIT: Oh yeah, and should we destroy that Aztec town? On one hand, it's actually causing them unhappiness and it's completely useless. On the other hand, it's really close to our own towns.
Title: Re: LP Civ4:C2C (6417 BC - SELASSIIIEEE!!)
Post by: Un67 on May 25, 2013, 04:59:25 pm
Destroy the Aztec town for the sake of pretty borders!
Title: Re: LP Civ4:C2C (6567 BC - The LP that wouldn't die)
Post by: GreatWyrmGold on May 25, 2013, 05:12:30 pm
1: Yes. Slow updates are better than no updates at all.
They're a bit hard to tell apart at times, though.

Quote
2: Nothing you need to, but if you want to see something feel free to ask for it.
Hm, poorly phrased.

What technologies do we have access to research? Mining's probably good, then we can be proper dwarves or something like that, but I'd like to hear anyway.

By the way, do you think Persepolis should stay Persepolis? I think it needs a new name. And so does Szeged, once we capture it.
Which civilization are we, again?

Quote
EDIT: Oh yeah, and should we destroy that Aztec town? On one hand, it's actually causing them unhappiness and it's completely useless. On the other hand, it's really close to our own towns.
Burn and pillage and all that stuff, just the usual. Just not in that order.
Title: Re: LP Civ4:C2C (6417 BC - SELASSIIIEEE!!)
Post by: Satarus on May 28, 2013, 12:52:29 pm
Looks like we need to get either Dictatorship or Monarchy civics.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: Boksi on June 07, 2013, 08:04:48 pm
We start this update off with the founding of another city. Apparently the Hunnic settler got tired of running away.
Spoiler (click to show/hide)

That just means we've got two small cities to destroy. Easy enough.
Spoiler (click to show/hide)

So how ab- HOLY SHIT THAT IS ALOT OF CROCODILES
Spoiler (click to show/hide)

Uh, so anyway, since we're going to crush the Huns pretty soon, I've decided to switch the efforts of the Neanderthal Security Agency towards Brazil.
Spoiler (click to show/hide)

Alright, we've got a bunch of soldiers near Tlacopan, let's destroy it.
Spoiler (click to show/hide)

The Cherokee are the founders of Christianity. Now, thanks to our scouts, we know what the hell they were smoking when they came up with it.
Spoiler (click to show/hide)

Alright, let's not waste anymore time. Time to kill some Huns.
Spoiler (click to show/hide)

In unrelated news, the Aztecs have pack llamas. They're upgraded workers - we could probably upgrade our workers too, if we had llamas, donkeys or elephants.
Spoiler (click to show/hide)

Oh no. Oh nooooo.
Spoiler (click to show/hide)

Meanwhile, the Navajo and the Maori continue fighting.
Spoiler (click to show/hide)

And MaximumZero levels up. I feel there is only one possible pick.
Spoiler (click to show/hide)

We've got booze!
Spoiler (click to show/hide)

Also I've built a galley in Persepolis to deal with the pesky barbarian canoe hanging about.
Spoiler (click to show/hide)

Looks like the Maori just destroyed Nambé.
Spoiler (click to show/hide)

Anyway, since I have troops in the area, I might as well revisit an old foe.
Spoiler (click to show/hide)

Oh! Look what our scout just spotted! Another Aztec city. Or the borders of one, at any rate.
Spoiler (click to show/hide)

Meanwhile, our soldiers near Sofia have healed up and are ready to assault it. There's only two units guarding it, so I have no worries.
Spoiler (click to show/hide)

And at long last, we discover the art of digging up things that are buried under rocks instead of just dirt.
Spoiler (click to show/hide)

It lets us build a gold mine in our capital. Hooray.
Spoiler (click to show/hide)

However, more importantly, it allows this...
Spoiler (click to show/hide)

So with that said, I think it's time to wrap this update up. First off, have a screenshot of the known world. It's big and full of labels. A far cry from back when we were stuck on a tiny cold swampy island.
Spoiler (click to show/hide)

So what will happen to our interpid band of murderhobos next? Will they take Szeged, or will disaster befall them? Find out in the next action-packed episode of Let's Play Civilization IV: Civilization2Cosmos!
Spoiler (click to show/hide)

Note: I'll be going to Sweden in a few hours and staying there for a week, so don't expect any updates before I get back. Once we crush the Huns once and for all I'll make a special status update post so you people can know what our situation is.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: GreatWyrmGold on June 07, 2013, 10:48:51 pm
Have Swedish fun!

Anyways, are there Miner units? If so, make a few and call them Urist. All of them. Then have them mine or something by Mt. Armok.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: Zrk2 on June 08, 2013, 03:11:03 am
Are we living in Australia?
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: GreatWyrmGold on June 08, 2013, 04:14:59 pm
Are we living in Australia?
IC? It's too wet and volcanic*.
OOC? I dunno, not all of us.

*One of the reasons Australia is so barren is the fact that there hasn't been any volcanic activity there for...a hundred million years at the latest sites, IIRC.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: Aqizzar on June 09, 2013, 06:13:06 pm
Oh no. Oh nooooo.
Spoiler (click to show/hide)

I died doing what I loved.  Wrasslin' sea monsters on a distant shore.  Never 5get my friends.

I love that our post-neanderthal civilization is like halfway to conquering the world before we've even mastered recurve bows or the keystone arch.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: Karlito on June 09, 2013, 06:38:35 pm
I'm sure there's at least another 8000 years worth of opponents to fight.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: FritzPL on June 10, 2013, 10:39:42 am
LP: Civ4:C2C - Providing regular weekly monthly dwarfy episodes since 42 BC.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: MetalSlimeHunt on June 10, 2013, 10:41:57 am
At least after nearly a year we've become modern humans. Maybe by this time in 2014 we'll have reached the industrial revolution.
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: Satarus on June 11, 2013, 10:56:54 am
Do Zapotec or Nootka unlock any neat units or heroes? 
Title: Re: LP Civ4:C2C (6267 BC - 6367 BC nevar 5get ;_;7)
Post by: Boksi on June 17, 2013, 05:44:37 am
Alright, I'm back. I found out that swedish sausages are irredeemably awful and a bird shat in my ear. All in all, a pleasant trip. Update sometime this week, I suppose.

EDIT: Whoops, looks like there won't be an update this week. Might be on next sunday at the earliest.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on July 12, 2013, 07:01:21 am
Well, this took a bit longer than expected, but it's still going! Now, where were we?

Oh yes, we were about to destroy the Hunnic civilization.
Spoiler (click to show/hide)

Meanwhile, the Aztecs continue making a nuisance of themselves.
Spoiler (click to show/hide)

Still, we've got a big army, it's not like we can't crush those little outposts. But should we, or should we let them drain the Aztecs' resources? They won't be productive until the Aztecs get a better government. But more on that later.

We caught a tiger! That's a new type of animal, we haven't gotten the myth of the tiger yet.
Spoiler (click to show/hide)

Let's get down to business.
Spoiler (click to show/hide)

Now that we're done with all this killing, what do we have?
Spoiler (click to show/hide)

And we mustn't forget to take note of the beautiful words that show up near the top of the screen...
Spoiler (click to show/hide)

Finally, we've got this guy. We need to do something with him.
Spoiler (click to show/hide)

This update is a bit of a short one, but we've ended on a good point in my opinion. Tomorrow I will be doing a status update that will cover the situation of our empire and the world as a whole. Please ask any questions you'd like an answer for now.
Do Zapotec or Nootka unlock any neat units or heroes? 
This is a good question, and it's one I'll be answering in the status update.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: MetalSlimeHunt on July 12, 2013, 01:42:17 pm
Aw yeah, Petraeus is going to lead our armies of deadly-radioactive battering rams. (https://en.wikipedia.org/wiki/Cherenkov_radiation)
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on July 13, 2013, 05:11:39 pm
Huh. No questions? Maybe I'll wait until tomorrow to make the update, just to make sure.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Descan on July 14, 2013, 01:34:04 am
Have you thought about movin the capital to the mainland and getting less "OMAHGAWDWE'REACOLONY" instability?

It feels a little... wrong, to do it. But I guess what matters more? Stability or keeping with our awesome island?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: ShoesandHats on July 14, 2013, 05:21:31 am
P to the T to the double-U.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: GreatWyrmGold on July 14, 2013, 10:31:13 am
Log rams have no animations whatsoever. The maceman just walks up to them whacks them a bit, possibly gets hit by their psychic powers or something, and then walks away. They also have no available promotions at start, which is why they're glowing blue.
And here I thought they were glowing blue because of their psychic powers.

Quote
And we mustn't forget to take note of the beautiful words that show up near the top of the screen...
Yup, it's a good thing that our stone maceman got City Raider III.

Have you thought about movin the capital to the mainland and getting less "OMAHGAWDWE'REACOLONY" instability?

It feels a little... wrong, to do it. But I guess what matters more? Stability or keeping with our awesome island?
Sounds like a plan.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on July 14, 2013, 06:35:22 pm
Alright, status update time! First off, let's look at our empire.

Mayapanpenponpu, our glorious capital
Spoiler (click to show/hide)

Aberpanapopuma, once Celtic, now Jivaro.
Spoiler (click to show/hide)

Pumayapan, our holy city!
Spoiler (click to show/hide)

Popumayapan, our smallest city.
Spoiler (click to show/hide)

Persepolis, taken from the Persians, holy city of Hellenism.
Spoiler (click to show/hide)

Szeged, our newest conquest. Has lots of resources.
Spoiler (click to show/hide)

I have no idea why our financial trouble is the chief cause of our empire's instability, seeing as our finances seem just fine to me. Maybe we're having trouble with them because we haven't invented them yet?
Spoiler (click to show/hide)

Anyway, let's consider our targets fellow civilizations targets.
Spoiler (click to show/hide)

The most immediate threat is the Aztecs. Damn those annoying lime green bastards.
Spoiler (click to show/hide)

Our newest neighbors are the Brazilians, led by Hammurabi.
Spoiler (click to show/hide)

Further east are the Cherokee, who seem fairly dangerous, having taken at least one barbarian city already.
Spoiler (click to show/hide)

To the north of the Cherokee are the Inca, led by Julius Caesar. We can pretty much ignore them.
Spoiler (click to show/hide)

To the west of the Inca are the Maori, led by Gilgamesh. They're fighting a lot with the Navajo.
Spoiler (click to show/hide)

Speaking of the Navajo, they're to the northwest of the Maori.
Spoiler (click to show/hide)

And finally, to the west of the Navajo and to the north of the Aztecs, we have the Carthaginians. Amazingly, they're led by Hannibal of Carthage.
Spoiler (click to show/hide)

Next is a quick rundown of our current civics.
Spoiler (click to show/hide)

In case you're wondering what slavery does, it's this.
Spoiler (click to show/hide)

Here's a list of currently constructed world wonders, as well as the top 5 cities of the world.
Spoiler (click to show/hide)

We've built a couple of cultures, so let's see what units they make available. First off, the Caribs.
Spoiler (click to show/hide)

Cheyenne.
Spoiler (click to show/hide)

Huron.
Spoiler (click to show/hide)

And finally, the Zapotec, which we'll finish building soon.
Spoiler (click to show/hide)

Finally, let's have a look at the tech tree.
Spoiler (click to show/hide)

Do Zapotec or Nootka unlock any neat units or heroes? 
You've already seen the Zapotec, but as for the Nootka...
Spoiler (click to show/hide)

Have you thought about movin the capital to the mainland and getting less "OMAHGAWDWE'REACOLONY" instability?

It feels a little... wrong, to do it. But I guess what matters more? Stability or keeping with our awesome island?
It's entirely up to you guys whether we do it or not. I did state right there in the OP that I'd be playing according to your whims. While being a colony does cause instability, it's entirely solvable with a big enough garrison.
Spoiler (click to show/hide)
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Descan on July 14, 2013, 07:25:48 pm
I'd say we turn the Holy City into our Capital. It's fairly central to all our cities, both present and possible future ones (assumin we go north), and ... It's our holy city! :D
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: MetalSlimeHunt on July 14, 2013, 09:18:44 pm
Voting for Stargazing. Not for any tactical reason, I just want us to have stargazing. Look to the skies, people of the Jivaro. Look to the skies and know your destiny.

I say we keep Mayapanpenponpu our capitol. Did the Romans move their capitol because Rome wasn't in the center of the empire? No! Because it was fucking Rome! Mayapanpenponpu shall be the capital for all time, the gem of the world....and eventually, the galaxy.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: LordSlowpoke on July 14, 2013, 10:03:13 pm
I say we keep Mayapanpenponpu our capitol. Did the Romans move their capitol because Rome wasn't in the center of the empire? No! Because it was fucking Rome! Mayapanpenponpu shall be the capital for all time, the gem of the world....and eventually, the galaxy.

we need to make cities on the glacier in order to make our capitol be in the center of the empire

WHO'S WITH MEEEEEEE
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: stabbymcstabstab on July 15, 2013, 12:56:30 pm
I AM!
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Glacies on July 15, 2013, 01:15:02 pm
My vote is for the Holy City. For as long as our religion justifies our authority, we should rule from that seat. The temples must run with the blood of our many sacrifices! Send forth the lightning warriors! Sow chaos and fear amongst our enemies!

Ahem.

Yeah. Stability would be near perfect if we moved the capital there, I reckon. If we plan to completely expand over the entirety of the continent we'll need to put our palace on the mainland. If we're to expand onto a second whole continent we should hold off on building the forbidden palace until we've secured the center of our next continent. I realize this is really far ahead, but it's worth it, I assure you. Also rename Persepolis and Szmegma to something more appropriate. Smepaponpumpu, Perpaponpanpu, Peponpunpanpu?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: USEC_OFFICER on July 15, 2013, 02:44:00 pm
Also rename Persepolis and Szmegma to something more appropriate. Smepaponpumpu, Perpaponpanpu, Peponpunpanpu?

Ponpanpun. Ponpunponpan. Ponpanponpunpon. Ponponponponponponpunandpon.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: CognitiveDissonance on July 15, 2013, 02:56:22 pm
Also rename Persepolis and Szmegma to something more appropriate. Smepaponpumpu, Perpaponpanpu, Peponpunpanpu?

Ponpanpun. Ponpunponpan. Ponpanponpunpon. Ponponponponponponpunandpon.

I do believe it is time to explore the meaning and significance of our ancestral mountains, and then assign names to cities to represent their values and virtues.

Does Pon stand for Honour and Victory? Then a military city, or one where great combat has happened, will be at least PonPon.

What do you think, folks?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: LordSlowpoke on July 15, 2013, 03:58:38 pm
Also rename Persepolis and Szmegma to something more appropriate. Smepaponpumpu, Perpaponpanpu, Peponpunpanpu?

Ponpanpun. Ponpunponpan. Ponpanponpunpon. Ponponponponponponpunandpon.

I do believe it is time to explore the meaning and significance of our ancestral mountains, and then assign names to cities to represent their values and virtues.

Does Pon stand for Honour and Victory? Then a military city, or one where great combat has happened, will be at least PonPon.

What do you think, folks?

pon for honour and victory?

oh boy the implications (http://www.youtube.com/watch?v=yzC4hFK5P3g)
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: CognitiveDissonance on July 15, 2013, 04:10:32 pm
pon for honour and victory?

oh boy the implications (http://www.youtube.com/watch?v=yzC4hFK5P3g)

...what did I just watch o.O
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: LordSlowpoke on July 15, 2013, 04:14:44 pm
pon for honour and victory?

oh boy the implications (http://www.youtube.com/watch?v=yzC4hFK5P3g)

...what did I just watch o.O

the reason pon will not stand for honour and victory

it will stand for "oh god i'm on drugs" instead

objections?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Thexor on July 15, 2013, 04:22:02 pm
pon for honour and victory?

oh boy the implications (http://www.youtube.com/watch?v=yzC4hFK5P3g)

...what did I just watch o.O

the reason pon will not stand for honour and victory

it will stand for "oh god i'm on drugs" instead

objections?

For this civilization? I'm pretty sure we can use the same word for both "honour" and "heavily drugged".
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on July 17, 2013, 12:15:24 pm
2 votes for moving the capital, 3 votes against. 1 vote for researching stargazing.

Well, I'm not gonna call it just yet. Just a reminder, Mayapanpenponpu was named such because the name couldn't be longer.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: stabbymcstabstab on July 19, 2013, 05:04:44 pm
Did I vote for moving it yet? if not lets do it.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Karnewarrior on July 28, 2013, 02:17:45 pm
I say we add some words to our new vocabulary.

PonShen, perhaps. PonpuNez, maybe?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Satarus on August 27, 2013, 12:39:14 pm
I also vote move the capitol to the main land to free up stability and upkeep spent on keeping stable. 

Also get stargazing.  Get those tech buildings early for the long march to monarchy.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: MetalSlimeHunt on August 27, 2013, 12:41:57 pm
Free Boski 2013!
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Toaster on December 03, 2013, 12:31:38 pm
I vote against moving it, for now.


No, this isn't a bump.  Why do you ask?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: MetalSlimeHunt on December 03, 2013, 01:14:12 pm
It's funny, I was just thinking about this thread.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: LordSlowpoke on December 03, 2013, 01:16:01 pm
Why no sir, this is a bump.

/me hammers thread incessantly
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on December 03, 2013, 08:09:47 pm
Why no sir, this is a bump.

/me hammers thread incessantly
Stop it, you'll scratch the paint!

I'll see if I can't get an update out before next year. I had a slight hard drive failure but I'm pretty sure the saves and the mod are still okay. I just haven't bothered to reinstall Civ 4 because of school.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 04, 2013, 09:55:53 am
2 votes for moving the capital, 3 votes against. 1 vote for researching stargazing.

Well, I'm not gonna call it just yet. Just a reminder, Mayapanpenponpu was named such because the name couldn't be longer.

Initiating in-character mode:

---

What are we still discussing this for? We are Jivaro! Conquest is in our blood!
We have brought oblivion to the Celts, the Persians and the Huns alike!
We have expanded from our small poor island beneath the boot of the world to standing atop the throne of dominance!
We have broken the Neanderthals to our will and made them the tip of our spear!

We of course shall move our capital! So what if Rome didn't? Do you want to follow those weaklings? Broken under the weight of their arrogance and fear of expansion.
With change comes stability.
With stability comes surplus garrisons, to conquer our enemies!
With stability comes industrial development, to arm our military!
With stability comes scientific discoveries, to find ever better ways of crushing our enemies
With stability comes cultural advancement, to tell our foes what awaits them so they may know despair!

We will progress ever onward and upward to spread across the world and then turn our attention to the planets above and the stars beyond!
We shall not stop until the heavens burn with the name Jivaro!

So I ask of you, shall we cower from greatness like all others, or shall we make it ours?

What say you?

---

Ending in-character mode:

So put me down for moving the capital please.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 04, 2013, 05:00:18 pm
Oh, and let's go straight to Bronze Working.

As soon as Copper Working is done Metal Casing opens and after that's done Bronze Working opens immediately.

Bronze Working gives us units but more importantly we can upgrade to Despotism.

Limit of 10 cities before getting a penalty and the penalty is 2 unhappiness instead of 3, plus 30% maintenance increase for distance, number and overseas cities instead of 50% maintenance increase for those, plus a 25% bonus to military production.

So yeah...

[Disclaimer: At least on my copy]
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: BishopX on December 04, 2013, 07:50:37 pm
I vote that we move the capital.

Also, you can't have too many free tech wonders.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 04, 2013, 09:21:18 pm
I think now is the time for internal reform.

The Aztecs are far north across deserts and marsh, while the Brazilians are within a daggers throw of the Cherokee heartland. With any luck they'll fight each other with the barbarians attacking the Cherokee constantly.

OK:
1. Move the capital to Aberpanapopuma, it's our largest city and near the center of our empire.
2. Research Bronze Working for Despotism. Massive. massive benefits, little drawbacks.
3. Research Candle Making & Oil Lamps, 25% bonus to workers each.
4. Research The Wheel, now we can make mud paths, 1/2 cost for movement over mud paths and our workers will be building them like lightning. Never, ever underestimate the advantage of internal movement.
5. Research Masonry, lots of buildings is always good.
6. Build Barracks in every city we haven't already, every XP we get at the start is an XP we don't need to fight for.
7. Is the tech for Town Watchmen nearby? If so, grab it as soon as practical, Riot Police I + immediate upgrade to Riot Police II via Barracks + 50% city defense bonus = massive decrease in crime, instability and forces necessary to hold cities against assault.
8. Build Military, Science, Industrial and Commerce buildings in that order. Military is an utter requirement for conquest, Science improves everything, Industrial means it takes less time to build material and Commerce isn't needed at this point with the advantages of moving the capital and implementing Despotism.

So what do you all think?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: USEC_OFFICER on December 04, 2013, 09:52:30 pm
So what do you all think?

I think we could use a couple of updates.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Toaster on December 04, 2013, 09:58:22 pm
I think now is the time for internal reform.

The Aztecs are far north across deserts and marsh, while the Brazilians are within a daggers throw of the Cherokee heartland. With any luck they'll fight each other with the barbarians attacking the Cherokee constantly.

OK:
1. Move the capital to Aberpanapopuma, it's our largest city and near the center of our empire.
2. Research Bronze Working for Despotism. Massive. massive benefits, little drawbacks.
3. Research Candle Making & Oil Lamps, 25% bonus to workers each.
4. Research The Wheel, now we can make mud paths, 1/2 cost for movement over mud paths and our workers will be building them like lightning. Never, ever underestimate the advantage of internal movement.

I agree with everything minus the strikeout.  It is indeed time to consolidate our gains.  I also heartily endorse the last option.  We have a bazillion turns to build roads and a long future to get benefit out of them- there's really no reason for all our cities- even the far-flung ones- not to have roads connecting them.  If you feel brave you could even start running them toward our next conquests.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 04, 2013, 10:04:29 pm
I think now is the time for internal reform.

The Aztecs are far north across deserts and marsh, while the Brazilians are within a daggers throw of the Cherokee heartland. With any luck they'll fight each other with the barbarians attacking the Cherokee constantly.

OK:
1. Move the capital to Aberpanapopuma, it's our largest city and near the center of our empire.
2. Research Bronze Working for Despotism. Massive. massive benefits, little drawbacks.
3. Research Candle Making & Oil Lamps, 25% bonus to workers each.
4. Research The Wheel, now we can make mud paths, 1/2 cost for movement over mud paths and our workers will be building them like lightning. Never, ever underestimate the advantage of internal movement.

I agree with everything minus the strikeout.  It is indeed time to consolidate our gains.  I also heartily endorse the last option.  We have a bazillion turns to build roads and a long future to get benefit out of them- there's really no reason for all our cities- even the far-flung ones- not to have roads connecting them.  If you feel brave you could even start running them toward our next conquests.

Why not move the capital? Big stability and commerce bonus.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Toaster on December 04, 2013, 10:53:40 pm
Because we are allowed/encouraged to make insane and unreasonable demands.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: MetalSlimeHunt on December 04, 2013, 10:55:18 pm
Fucking heretics, the lot of you. Our capital is a holy place, we can't govern from anywhere else.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 04, 2013, 11:09:38 pm
Fucking heretics, the lot of you. Our capital is a holy place, we can't govern from anywhere else.

Our religion is based on human sacrifice and you don't want to move the capital towards the future offerings?

Mixcoatl will not be pleased.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Toaster on December 05, 2013, 09:07:34 am
Fucking heretics, the lot of you. Our capital is a holy place, we can't govern from anywhere else.

Somebody gets it!

Our religion is based on human sacrifice and you don't want to move the capital towards the future offerings?

Mixcoatl will not be pleased.

The gods are HOLY.  We work to bring the sacrifices to the gods.  We do NOT bring the gods to the sacrifices.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 05, 2013, 09:52:56 am
Our religion is based on human sacrifice and you don't want to move the capital towards the future offerings?

Mixcoatl will not be pleased.

The gods are HOLY.  We work to bring the sacrifices to the gods.  We do NOT bring the gods to the sacrifices.

You're claiming the Gods live where we tell them to?

They might start thinking we're hiding something from them...

Which would explain why keeping our capital offshore is causing instability, the Gods are punishing us for our arrogance.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Toaster on December 05, 2013, 01:56:43 pm
No, no.  We are where we are because the gods put us there.  We don't tell them where to live- much the opposite. Moving the centrality of our existence is tantamount to heresy.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 05, 2013, 02:10:08 pm
No, no.  We are where we are because the gods put us there.  We don't tell them where to live- much the opposite. Moving the centrality of our existence is tantamount to heresy.

Then why is moving such a great benefit to stability?

Building a palace for the Gods on the mainland must be the right to do, otherwise why are these omens popping up?

The only thing I can figure out is that they want our capitol on the same continent as our holy city, and what better place then our largest city right next door?
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: EuchreJack on December 10, 2013, 02:48:36 am
In celebration of 2014 (BC?), let's move the capital!  Dunno/dunnutcare where, but change is good!
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Lukeinator on December 17, 2013, 09:40:55 pm
Move the capital.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Sergarr on December 19, 2013, 10:41:12 pm
Move the capital.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: MetalSlimeHunt on December 19, 2013, 10:49:46 pm
The gods are going to be very unhappy with you all if they ever show up and restart the flow of time again. We're going to have to kill like twice as many virgins to appease them at the new capital, I've done all the lay line charts on the matter.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on December 20, 2013, 12:39:59 pm
Alright, here are the votes on the two current issues:

The Capital:
Move Capital: Descan, GreatWyrmGold, Glacies, Satarus, A Real Libertarian, BishopX, EuchreJack, Lukeinator, Sergarr
Don't Move Capital: MetalSlimeHunt, Toaster
Colonize the Arctic to make Capital more centric: LordSlowpoke, stabbymcstabstab
The last one would take a lot of research - as in 'beyond modern-day tech' - and probably wouldn't solve our stability problems anyway, but it is a real option.

Research:
Research Stargazing: MetalSlimeHunt, Satarus
Rush Bronze Working and then some other stuff: A Real Libertarian, Toaster
Since researching stargazing is the senior request it gets the tiebreaker.

If everything goes well, I'll update tomorrow. You have until 12:00 UTC to cast any further votes, as well as suggest new names for Persepolis and Szeged. And remember, the votes of dead people don't count! Not that I'm encouraging you to kill each other or anything, that would be bad~
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on December 20, 2013, 02:27:37 pm
suggest new names for Persepolis and Szeged.

I say keep the names to commemorate our victories!
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Evilsx on December 20, 2013, 04:57:40 pm
Move the Capital and Research Stargazing
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: Boksi on December 21, 2013, 07:06:01 am
Alright, voting has closed. Hopefully we'll have an update later today.
Title: Re: LP Civ4:C2C (6217 BC - Slow and steady kills the Huns)
Post by: A Real Libertarian on January 15, 2014, 07:27:13 am
Alright, voting has closed. Hopefully we'll have an update later today.

Soooooo....

Do you have a time estimate?
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Boksi on August 31, 2014, 06:37:44 am
So this took a little longer than I expected. Just a tiny little bit.

Well, anyway. Where were we?
Spoiler (click to show/hide)

Anyway, research. We'll go for copper working, stargazing and then bronze working.
Spoiler (click to show/hide)

We're also moving our palaxe to Pumayapan.
Spoiler (click to show/hide)

Anyway, it looks like the Brazilians and the Cherokee are getting up in each other's grills. That's good, it means they're not attacking us.
Spoiler (click to show/hide)

Our galley beats up an entire humpback whale, somehow.
Spoiler (click to show/hide)

Everybody knows we're the best. Simply the best.
Spoiler (click to show/hide)

And I decide to showcase merchants. You can use them to conduct little trade missions like a mini-great merchant, or to slightly hurry production like a mini-great engineer, effectively transferring hammers from one city to another.
Spoiler (click to show/hide)

Also isn't this our last neanderthal? I'm pretty sure all the other ones are dead and we can't build any more of them.
Spoiler (click to show/hide)

Our exploring rangers keep getting into fights. One survives. The other does not.
Spoiler (click to show/hide)

But who cares? We've got Lightning Warriors! For comparison, bronze working unlocks units with 5 base strength. Lightning Warriors have 7. Seven. And a city attack bonus like macemen.
Spoiler (click to show/hide)

And normal life resumes in Szeged. Only took sixteen years of anarchy and brutal crackdowns before the Huns got in line! We're getting better at this!
Spoiler (click to show/hide)

Also, here's a merchant. Hello merchant.
Spoiler (click to show/hide)

The Aztecs and the Carthaginians are at each other's throats. The fabled Carthaginian bear cavalry does not avail them, and one of their cities is lost.
Spoiler (click to show/hide)

Anyway, we've got copper working!
Spoiler (click to show/hide)

We still need a source of copper though. Let's take a look at our lands.
Spoiler (click to show/hide)

Meanwhile, the knowledge of the Jivaro continues to expand. Studying the corpse of a beached whale as the locals merrily chopped it up, the wise men of the Jivaro realized that there were significant differences between whales and other fish beyond mere size differences. Most notably the arrangement of their fins are different, especially the tail fin, but also the fact that they have lungs and other fish do not. Furthermore, they also taste differently. Thus, whales and dolphins have been recognized as lungfishes, distinct from other fishes. This was a great revelation.
Spoiler (click to show/hide)

Anyway, I think someone suggested connectin our cities together with roads? Our cities are all connected by coastal routes already, but I suppose roads won't hurt, even if dirt paths don't give any movement bonuses.
Spoiler (click to show/hide)

Anyway, a barbarian city has been left alone long enough to turn into an actual(if minor) civilization!
Spoiler (click to show/hide)

I wonder if this city will also turn into a minor civ?
Spoiler (click to show/hide)

Anyway, since we're at peace, I decide to try for some wonders.
Spoiler (click to show/hide)

We finally get the myth of the tiger.
Spoiler (click to show/hide)

And the merchant arrives at Pumayapan just in time to help out with the palace... Except that he's used up all his movement and the palace will only take this turn and the next to construct.
Spoiler (click to show/hide)

More whale killing.
Spoiler (click to show/hide)

We research Ancestor Worship.
Spoiler (click to show/hide)

And the road between Szeged and Aberpanapopuma is finished. It's kind of hard to see, but it's there.
Spoiler (click to show/hide)

Anyway, I think that's a good enough update to end the hiatus on. Don't you?

Mind you, updates will continue at a fairly slow pace. But they will continue.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Lukeinator on August 31, 2014, 07:04:52 am
Yay! Updates are back!
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: USEC_OFFICER on August 31, 2014, 08:30:11 am
You know, I find the fact that bison calvary and bear cavalry exist but nobody seems to be using horses as mounts to be quite amusing. Well, except for all of the random transforming knights, but they don't count.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Sirus on August 31, 2014, 11:01:51 am
I just downloaded this mod yesterday, so I'm terribly excited for updates to begin again. Probably gonna reread the thread just to pick some tips up :P
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Boksi on August 31, 2014, 12:23:49 pm
I just downloaded this mod yesterday, so I'm terribly excited for updates to begin again. Probably gonna reread the thread just to pick some tips up :P
Ahahahaha, you think I am at all competent? My strategy is: Get all the bonus-granting buildings(like bamboo armorer), make a fucking huge doomstack, surround the enemy and smash polygons into the opponent until I win. I'm just winning this hard because the AI just isn't programmed to handle all of this complexity.

Also, I haven't updated my version of the mod since this LP started. There's probably even more complex stuff in it now.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Thexor on September 01, 2014, 10:14:53 pm
IT'S ALIIIIVE!

I swear, if I had a few weeks off work, I'd happily get a start on this mod. Until then, I guess I'll keep following this LP.  :)
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Duuvian on September 02, 2014, 01:53:44 am
Also isn't this our last neanderthal? I'm pretty sure all the other ones are dead and we can't build any more of them.

This reminds me of one of the Age of Empire games where you could build a fort and cram it full of troops that didn't count against the population limit when inside. I used to put surviving early age units in one of these forts/castles instead of killing them off and then I forgot about them. Once you got to the modern age the forts were obsolete and easy to destroy. A computer opponent raided me with modern infantry with rifles and destroyed my fort of obsolete troops. It looked like a whole circus spilled out with all the cavalry and elephants that were in it.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: IronyOwl on September 02, 2014, 02:31:20 am
Interesting.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Boksi on September 02, 2014, 02:57:47 am
Also isn't this our last neanderthal? I'm pretty sure all the other ones are dead and we can't build any more of them.

This reminds me of one of the Age of Empire games where you could build a fort and cram it full of troops that didn't count against the population limit when inside. I used to put surviving early age units in one of these forts/castles instead of killing them off and then I forgot about them. Once you got to the modern age the forts were obsolete and easy to destroy. A computer opponent raided me with modern infantry with rifles and destroyed my fort of obsolete troops. It looked like a whole circus spilled out with all the cavalry and elephants that were in it.
I don't think any Age of Empires game covers that much of the timeline. You're probably thinking of Empire Earth or Rise of Nations or something.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Therolyn on September 02, 2014, 03:17:01 am
It would most likely be Empire Earth. The forts in Empire Earth unlike most other forts were incapable of firing on targets and where extremely fragile although capable of storing a decent amount of units in it. Rise of Nations castles/redoubts were capable of defending the area against roaming bands of troops that lacked air/missile helicopter support, artillery and lacked boosted supply wagons, although they were best used as a means to push borders further.
Title: Re: LP Civ4:C2C (6050 BC - Slightly delayed)
Post by: Sirus on September 05, 2014, 11:02:17 am
Okay, reading back it definitely looks like a lot of things have changed since you started this LP. Now different dwellings are built automatically as the tech and resources are acquired and there's a bunch of new civics.

Still, no harm in reading over the history of the Jivaro again!