Welcome to Penny Arcade's Fifth Civilization 4 Succession Game: Warlords Modified!
In order to play, you will need the following:
Civilizstion 4 (WinXP)
Civilization 4: Warlords (WinXP) patched to Version 2.08
Autolog - If you want, this will generate a log of your save turns. Full instructions for it can be found
here.
Autolog Batch File - This is a batch file to make the above easier to use.
Penny Arcade SG5 Mod - Necessary. Follow the installation instructions below.
Updated links for the above files:
PA SG5 Mod Critical. Follow the installation instructions.
Autologger Useful, but not necessary.
Autologger Batch File Should make running the Autologger more user friendly.
Follow the instructions below to correctly install this file.
Installation
This mod should be placed in (civ install directory)\Warlords\Mods\Revolution\. Any other path may cause the game to be unable to find the Revolution.ini file, and then any changes you make to Revolution.ini will not appear in the game.
Clear out your cache! Delete folder Documents and Settings\(username)\Application Data\My Games\Warlords\cache. (Make sure you can see hidden folders to find this)What the Mod does:
The PA SG mod combines the following for your entertainment:
Jdog5000's Revolution component - This allows Barbarians to form real civilizations and unhappy citizens to break from their parent country to form new nations.
Blake's Better AI - This updates the ingame AI to better understand how to improve its tiles, defend its cities, and mount successful offensive wars.
"Real World" Flags - Updates the ingame flags to more closely match real world counterparts. Where no real world counterparts exist, an extrapolation has been made.
Ethnically Diverse Cities - Your Mesoamericans will look Mesoamerican while your Middle Easterners look Middle Eastern. Also included are Africans and Norse along with the stock European, Asian, and Hellenistic.
Updated mapscript - Tectonics will create new geographically realistic worlds for Penny Arcade to conquer.
24 Man games - Now all of the Civs included in Warlords can be in the same game.
Credits go to:
jdog5000 - Revolution
Blake - Better AI
Bad Ronald, Odinbrood, Firaxis - Flags
LDiCesare - Tectonics Map Script
GeoModder, Chamaedrys - Ethnically Diverse Cities
Just to show a little of what I'm talking about:
Note: Ctrl+Shift+W opens the above pop up. We will need to pay attention to this.
Civilization:
Elizabeth - England (Fin, Phi)
Difficulty: Prince
Map: Tectonics, Random
Size: Huge
Era: Ancient
Speed: Epic
Victory Conditions: ALL
Opponents: 12
The above is subject to change if players want it to.
Round Acknowledgement:
24 Hours to post
Round Deadline:
48 Hours to play
Round Total:
15 Turns Per Player
The current player list so far:
1. Doronron
2. LogicReason
3. DevoutlyApathetic
4. Disco Bandit
5. Sharp101
6. Sledneck
7. ???
8. ???
Come in and get your Civ on!
Posts
Hmm.. how do I use this eventlog thing anyway?
LogicReason: The log program is optional, so you don't need to use it if you don't want to. Full instructions for it can be found here.
Duki: Warlords adds enough useful content for me that I haven't run vanilla Civ4 since the last SG we had.
By the way, Aro: gameplay is largely unchanged. The actual stats for everything are left alone. You just have to face a beefed up AI (which will be the new AI in the expansion pack), and pay more attention to the happiness of your citizens.
As for a civilization, I'd really like someone financial. I know some say it's kind of an "easy" mode, but since these mods are kind of unfamiliar to most of us, I think it would help. Maybe Elizabeth? Recoats are useful as well.
Elizabeth is a good choice. I think that would give us Philosophical and Financial - Double Great People birth rate and extra commerce. That might edge out Huayna Capac's Industrious/Financial traits, too...
Adding your name to the list and Elizabeth as the leader.
Note common rule of thumb with Better AI is that whatever level you play currently, drop it by one and that'll be what level you play with the new AI.
Or Vikings. Aggressive isn't so hot but I love their trading posts and BERZERKERS!
Damn, I vote Viking for Great Glory!
We've got five on board with a potential for eight total. Any other takers?
Our list of possible Leaders are:
Elizabeth (Fin, Phi) - England
Huayna Capac (Fin, Ind) - Inca
Ragnar (Fin, Agg) - Viking
I think we're all agreed on Financial as one of our traits.
Philosophical - Double Great Person growth rate.
Industrious - Double Wonder production rate.
Aggressive - Free Combat I promotion to all Melee and Gunpowder units, double Drydocks and Barracks production rate.
Looking at what we've got, I think I agree with Disco...
I say we keep this thread open for new members until Saturday night or so then we start the game. We can always add the extra three spots in mid-game if we want.
Has everyone who's said they're playing had any troubles installing the SG mod?
Suds, you'll do fine. Team Pink was my first SG.
Also, Easter weekend is next week and I'll be out of town for four days. I imagine it might be a similar situation for others. We should probably extend the regular times for saying you have the file and taking your turns over that weekend.
The mod install shouldn't be an issue, the only stumbling block might be cleaning out the cache. You have to tell WinXP to show all hidden folders (Application Data is one). Once that's done, you should be good.
OK.
I am rolling our start tonight -- 5 hours from now. Devout, are you happy with Elizabeth or do you really prefer Ragnar? What do the others say?
I was curious why there was no ocean nearby, so I did a quick check. Apparently the Tectonics script got suck on Great Plains.
I regenerated the start as below:
Leader: Elizabeth (Phi, Fin)
Map: Custom Continents, Random, Huge
Era: Ancient
Speed: Epic
Difficulty: Prince
Opponents: 11, Random
Above is our sane start...
What next? I'd simply research pottery next as you already should have fishing and fishing + agriculture -> pottery UNLESS you got cattle nearby. If you got any pigs, cows or sheep simply research animal husbandry first. If not, pottery. Why? Cottaging those river grassland tiles means you get instant 2F3C tiles that will grow into 4C after 10 turns. Bronze-working afterwards and try to get bronze hooked up as fast as ya can and if not - find some horses so you can at least build chariots to keep barbarian axe-men at bay.
As a philosophical leader, you should also get writing pretty soon after. Chop chop a library whenever you can and assign two scientists to London. You should have the food to do this. You'll get 12 points a turn and you need 100 for a great scientist. Use this guy to build an academy in London and use others to lightbulb important techs.
You're philosophical and financial meaning that you should focus on commerce and GPS. Simply go for scientists as that will boost research tremendously and if you can, get the pyramids for representation. 3 extra research per specialist makes me happy in my pants
Is it possibly because I'm on Vista, I wonder?
Hmm, I R Dum.. seems I haven't patched the game. Doing that now, hope it fixes it.
Also.. yeah.. we'll see how I do. Never really played much on Prince difficulty.
The scout goes north.
Turn 2 (3970 BC) - Science. I choose THe Wheel. Scouts continue north. The reach the end of a small peninsula. Warriors go north east. Probably another small peninsula.
Turn 3 (3940 BC) - I was right. Another peninsula. The scouts go south.
Turn 4 (3910 BC) - I let the Warriors check the northern coast. The scouts move towards the ice.
Turn 5 (3880 BC) - Same as Turn 4.
Turn 6 (3850 BC) - Tundra and icepack to the south. Our next tech needs to be sailing.
Turn 7 (3820 BC) - The scout turns east along the southern coast.
Turn 8 (3790 BC) - Same as turn 7, and we are locked in. We will get two cities off of this island, perhaps three. Boats are especially important, now.
Cancelling the warrior build for workboat.
Turn 9 (3760 BC) - London culture expands. The scout goes west. The warrior moves towards London.
Turn 10 (3730 BC) - Same as Turn 9.
Turn 11 (3700 BC) - Scout goes north. Warrior garrisons London.
Turn 12 (3670 BC) - Warrior Fortifies. Scout moves.
Turn 13 (3640 BC) - Wheel in one.
Turn 14 (3610 BC) - Wheel discovered. Sailing chosen as next - 21 turns.
Turn 15 (3580 BC) - Buddhism founded in a distant land.
So we get kind of a rough spot. Small antarctic island. A number of similar islands surrounding us. I'm thinking we workboat our coast and send a couple of settlers off quickly.
Save can be found Here.
Suds is up. I've PM'd the details on where to get the save and how to upload his.
Did you use the auto-logger to make your post?
I did not use the autologger. I windowed the game and typed out turn by turn on a text editor.
Sorry guys.