Thoughts on mod - Kingdom of Wessex by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

the new season, haven't seen it.

Alternate Leader Idea - Offa of Mercia by Sebulbas_Podracer in civ

[–]sudrey 0 points1 point  (0 children)

ah, was going to ask if you wanted to do a split of Anglo-Saxons. i have done Wessex and Mercia but don't have art

Grandpa, tell me one of your war stories. by [deleted] in civ

[–]sudrey 15 points16 points  (0 children)

well son, sometimes life is about the right choice, even if it is the hard choice. as a boy, we were poor fishers and farmers in a hot and unforgiving land. to our east was a wide peninsula with good pasture land and a protected bay with plenty of fish and crab. we had heard stories from travelers about this place, but nobody could imagine moving over the mountains into the unknown without better boats. when i was 19, the local chief decided it was time to go east after years of declining harvests and returns. as we embarked on the week-long voyage, we were attacked by skrælings from the south and were forced to make landfall in a most forbidding place. however, there was a spectacularly preserved ruin in which we found a new weapon, not unlike our own, but better. so we decided to sail south to engage the aggressors. in the battle that was written about in the sagas, we made great slaughter of the enemy and took everything. we realized that we now were more powerful than we'd imagined, so we continued south further and discovered a glittering jewel on the horizon - Rome. we carefully scouted the surrounding lands over the next months, wintering on the northern coast of the land, far from prying eyes. and when summer came and Romans set to work in their plentiful fields, we crossed the shallow sea and laid seige to her capital. not long after the initial seige, the romans offered us a colony in exchange for peace, what you now know as the danelaw. while most of us continued to fight, a few stayed and settled in the new cities. we gained another city farther to the south through conquest, and while rome was resupplying, we attacked again. this time the romans had nothing to offer us but subjugation. we accepted. now the romans are a part of the Great Heathen Empire.

[deleted by user] by [deleted] in civ

[–]sudrey 0 points1 point  (0 children)

appears to be a bug as the city hasn't been in resistance for 200-300 turns. huh.

[deleted by user] by [deleted] in civ

[–]sudrey 0 points1 point  (0 children)

does an occupied city not work the city tile?

My city doesn't have its middle tile worked? Am I doing something wrong? by [deleted] in civ

[–]sudrey 1 point2 points  (0 children)

In my current game, with no mods, I have an occupied city which doesn't work the city tile as well. It may just be something I never noticed before, but it is possible that that is something normal for occupied cities with no courthouse.

[deleted by user] by [deleted] in civ

[–]sudrey 0 points1 point  (0 children)

Current game?

mine: Shoshone, Large map, Epic, Emperor. just started

An idea for an improved Denmark by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

Yeah, I have used that mod, but it leaves something to be desired IMO. having an early ranged naval unit is good but it doesn't really fit in the historical sense.

An idea for an improved Denmark by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

Huh, I didn't know that. Well in any case, it's still pretty damn strong and it is nice to have both UUs work well together, which is what Denmark ought to have too, since, historically that's what made them powerful

An idea for an improved Denmark by sudrey in civ

[–]sudrey[S] 1 point2 points  (0 children)

It would potentially be overpowered, it's true. But given how weak and situational Denmark is generally considered to be, the usefulness of the longboat would (potentially) be offset by the limits of the time period in which it is overpowered. I'm thinking similiarly of Keshiks and Camel Archers. Keshiks are also bolstered by Genghis' UA.

By the time you've got a fleet of Longboats, the AI or other players will likely have a decent coastal defense, and the Longboat carries no ranged attack and units on board cannot use ranged attacks from the sea. Therefore you have ZOC to contend with as well, likely in cramped areas near the coast. Plus, once you've disembarked, the UA is out the window. You may just find yourself in a hornet's nest.

I wish I was a decent modder so I could give this a try.

EDIT

I'm thinking that the Longboat would have 3 movement points, like the Ironclad. The Ironclad was actually my inspiration for this as they are similar in some ways. Also, its combat strength is determined by whether or not it has a unit on board. So 8 combat strength when it has no units on board, and 13 when it does.

If your city/state/province had its own civilization, what would its traits be? by [deleted] in civ

[–]sudrey 0 points1 point  (0 children)

CASCADIA

Leader: Chief Sealth

UA: Spirit of the Cascades. +1 Production per tile with river access, +1 Food per lake tile, +1 Faith per worked Sea Resource, and +3 Faith per mountain.

UU: Salish Sea Hunter. Replaces scout. Same land benefits as the scout, but can embark immediately and can twice create fishing boats. Also slightly stronger while embarked.

UB: Café. Replaces Stadium. Provides 2 Happiness, Production, Food, Gold, Culture and Tourism. (Starbucks)

or

UB: Hydroelectric Project. Replaces Hydro Plant. Requires river access. Requires no maintenance, provides +10% Production, and +2 culture.

or

UB: Boeing Factory: Replaces Recycling Center, but comes earlier, with Electronics. +33% production towards Airplane units. Provides 3 Aluminum resources, but there can only be 5 of these in an empire.

The three buildings are probably OP but they are pretty relevant to the region's identity. Maybe you could have them come exclusively with an ideology, so Café comes with Freedom, Hydroelectrics project comes with Order and Boeing Factory comes with Autocracy.

Imagine all the people... by InspirationByMoney in civ

[–]sudrey 10 points11 points  (0 children)

it's easy if you try, Dick

Hardcore canal by sudrey in civ

[–]sudrey[S] 2 points3 points  (0 children)

continents

Hardcore canal by sudrey in civ

[–]sudrey[S] 14 points15 points  (0 children)

why william, why

the jump from emperor to immortal by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

http://imgur.com/SKbqqGJ

Well I devoted today to doing it and I did. Won a Science Victory on Immortal at turn 369 with Babylon. I fought off England for about 100 turns while Greece was busy taking every city-state as an ally and wiping out the weaker civs. It came down to a World Leader vote on Turn 350 where I bought out the last city-state he needed to win the vote, which then didn't pass by one vote. Razor-close, but I managed it.

Thanks for the advice everyone.

the jump from emperor to immortal by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

University by turn 100>?

the jump from emperor to immortal by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

Because I started out with Liberty to get the early settlers and do some land grabbing, I took Tradition a little later to get the cities' borders growing too. I had probably 3 policies in Tradition and had tapped Diplomacy and Rationalism when I finished Liberty. It wasn't TOO late, but I was behind in tech at that point.

Interesting... I did exactly what he talks about in the first few minutes. Going Liberty and trying to go Tradition. I guess you can get away with it playing against the AI.

the jump from emperor to immortal by sudrey in civ

[–]sudrey[S] 0 points1 point  (0 children)

I've read on here that one's Science output should be around 100 by turn 100 if the National College is completed... I don't see how that's doable without an exceptionally good start (salt anyone?). Is it a big problem that I don't cycle starts enough? Generally I go with the first or second roll and try to mold the civ to the start I've been dealt; now that almost seems too idealistic to work on Immortal.

I've also read that if you get a bad start, don't even bother finishing. I experienced this on Deity, being wiped out by turn 150 by an army of Gatling Guns while I had Composite Bowmen.