COTM84 - First Spoiler

civ_steve

Deity
GOTM Staff
Retired Moderator
Joined
Mar 25, 2002
Messages
3,866
Location
formerly Santa Clarita, California

COTM 84 First Spoiler - India, the Ancient Age!



Reading Requirements
  1. You must be able to research a Middle Age technology.

Posting Restrictions
  • Please be discreet about AI locations; however, feel free to discuss contacts and trades.
  • No discussions of the middle ages (or later)
  • No screenshots of any middle-age (or later) resources.
  • Absolutely NO discussion of any other currently active 'X'OTM!

Deity level game - I thought the opening spot was decent; did you move or found in place? How did your initial contacts go? Did you take advantage of the geography to establish a secure corner for yourself, or did the AI spoil any plans you had to do this? Are you holding your own or have 1 or more of the AI really taken off?
 
I didn't expect roaming barbarians to be that aggressive. They swarmed from two directions, kept my workers from doing their job, blocked tiles and pillaged before I even had warrior code or bronze working. My warriors lost about 9 battles out of ten. Because of the barbs, probably, I missed the republic sling shot. What's more, when I learned Philosophy I traded all my cash and most of my available gpt for Code of Laws. The next turn I met the Iroquois and saw that they had Philosophy. That was my last turn in this game. Sorry, Memento.
 
I managed to suffer two riots within the first 10 or so turns. Practically I gave up then. My concentration currently simply does not allow an XOTM game. That is a pity, because Deity is my favourite level.
Just to see what was coming, I replayed, because I felt I had quite a good plan for a "partly build-partly rush"-strategy for the early game.

My barbs were much nicer than Megalou´s, however, my AIs were MUCH faster than yours also: by the time I knew writing, Philo+CoL were already known, and soon after Literature as well! :eek:

Then I sank a trillion ships and ran out of the very limited time frame I allowed myself to peek into this.

templar_x
 
Hi T_x! Perhaps for you the Iroqouis popped huts differently.
 
Hi Megalou! :wavey: That is possible. Did you directly go the Alpha route, or start on Pot first?

The reason why I once tried the combined rush/build approach (I think it was not necessary in the cap though), was the abundence of luxes. I was able to grab a lot of land with 4 luxes very early, which is unreached in a Deity game of mine I believe.

I think this game could now have been won build-style or militarily without bigger problems, but winning overwhelmingly was out of reach already. Not surviving at sea was part of that problem, getting a government quite late another one.

templar_x
 
I played my game opening very straight-forward. I built Worker, Warrior, Worker, Settler, Curragh and then had a six-turn combo factory without Granary. Researched Writing, Philosophy and got Code of Laws (I think) for free. Traded for tech parity with the locals, which I met with my Curragh. Discovered The Republic and traded myself into the Middle Ages in 900 BC (I think).

The Barbarians were hard but fair. I lost a Worker after an optmistic move towards the fog. Had a bit of luck killing more Barbarians with my Warriors than they killed mine, then placed Warriors around to enlighten the place before settling.

My goal is Domination, but most likely I will run out of time to finish the game.
 
Some numbers:

Discover Philosophy and Code of Laws in 1750 BC.

Meet Iroquois and Rome using Curragh in 1700 BC, trade to tech parity including Map Making.

Connect Horses in 1150 BC, Rome discovers The Republic. Meet Sumeria, again trade to tech parity including Construction.

Meet France in 1075 BC.

Discover The Republic in 900 BC, trade for Currency, enter Middle Ages, meet Hittites, establish Embassies with all.
 
Hi Megalou! :wavey: That is possible. Did you directly go the Alpha route, or start on Pot first?
Writing first, which took about 38 turns. I traded Pottery from Rome, giving up some of the cash that I had gotten from selling Writing to the Vikings.

@Più, Fair or not, horsemen barbs appeared ridiculously early in my game. I think that was my main problem. Usually HB is not an early AI tech.
 
Fair or not, horsemen barbs appeared ridiculously early in my game. I think that was my main problem. Usually HB is not an early AI tech.

I had them, too, and I agree about HBR. Of course, I don't know just how early yours were, it was probably a Goody Hut pop. In any case, mine surprised me too. I had some pillaging in first-ring towns and lost some cash. These towns were all just building Warriors. Soon enough, the Barbarians were contained, since our peninsula was fairly narrow.

In this game, I placed Warriors all over the place to keep away Barbarians, something I wouldn't usually do.
 
I may have complained enough already in this thread, Più, but I'm pretty sure that I had no other towns but Delhi when horse appeared. Having to build warriors all the time messed up the Delhi build orders and I now recall I lost ~30 shields meant for granary.
 
I thought barb horses arise when Wheel is known, just as pirates arise when Alpha is known?
I didn't have so many troubles with the barbs, but they did keep me out of the isthmus area long enough for Ragnar to claim the horse/furs spot.

Settled in place and ran Delhi as a six-turner, as I skipped Pots in favour of a minimum run on Writing. I was beaten to Philosophy by 3 turns (at least by the local civs), though Laws was available for trading at the time, so with better science / happy / clown management the slinghshot would have been on.
Bombay went amongst the bgs around the northwestern river and tried to prebuild Zeus, but was beaten to this by many turns by an unmet civ. Had I snagged both Zeus and Glib, I would probably have gone for 20k... might still keep the option in the bag. Anyway, I did rearch Literature well before anyone else, and after the wonder cascade from Artemis ended, Glib was easily mine for the taking. It brought me into the medieval in 370bc - of the local civs, only the Quois are researching well, but I now have other contacts thanks to successful oceanfaring.
 
Sorry, yes, I meant Writing, i.e. in both cases, the barbs get their unit (horses / galleys) one tech before the 'civilized' peoples.
 
I settled in place, did a minimum run on writing, then max on philosophy. I also lost out by 3 turns to the locals; all of them had it before I learned it. I then went literature, which I traded for stuff I was missing, and then republic. By the time I learned it, everyone else had it.

I had pretty good luck with barbs at first. It was balanced out later, but by then it didn't matter as much. I lost a lot of curraghs before making a crossing.

I hit the middle ages in 130 AD, by a lot of self-research, which was a lot cheaper than trading. I'm way behind, now, but close to the stragglers, so I have some hope of catching up.

Scandinavia got into an early war with the Iroquois and they aren't doing so well. I hope to take advantage of this soon.
 
Local Contacts
I settle in place and first send out a curragh. Research is a minimum run on Writing; skip Pots in favour of a granary-free settler factory in this extra high food spot. Heading clockwise, the curragh meets a small contingent of Vikings headed my way over the isthmus to the south. I also meet a Roman axe in the vicinity of the Viking capital, and then once the curragh circulates as far as Rome, it finds an Iroquois unit hanging around. So these are my neighbours.

World's Maximum City
In the grasslands northwest of Delhi I find a location as powerful as any I've seen in a long time. I start to seriously consider trying for 20k, and playing as India, there's only one city you could consider making the most magnificent in the world. Bombay is founded at RCP6, between the moo and game, in 2590bc. The region is a bit barb-infested, but the axes that surveyed the area hang around for protection. The fledgling town escapes damage, although getting workers up there and improving the terrain is a slow business.

Expansion, Directed
Eventually, Delhi gets into a routine pumping out settlers every six turns or so. They generally have to go north, for two reasons: to protect Bombay from more barbarians springing up in the north, and to escape barbarian activity in the southeast. Ideally, I want to get a town at least far enough south to claim the furs and horse, although Ragnar has already founded a town beyond the chokepoint. But he isn't straining himself to deal with the local barbs horses, so I dare not send settlers on long hikes in that direction. Eventually, Ragnar gets the spot, blissfully untroubled by the barbs, as usual.

Sling Shut
After the min run on Writing ends, I immediately start Philosphy. There's no way I'd get it first otherwise, so I'll just have to trust that Laws is available by then. But in 1500bc, it turns out to be a moot point; the Quois come up with Philosophy 3 turns ahead of me. I buy the rest of the tech from Watha, and still get to trade it around for a fairly reasonable haul of lesser techs. The Quois also finish Pyramids this turn, and with Oracle already gone, that's the two serious early wonders for an inland 20k missed. But I was expecting that at this level. No big deal.

Ace Up My Sleeve
We have ivory for once, so I'm looking forward to getting Zeus, both for its spectacular cpt and the much-needed military support. For this reason, I'm not too perturbed when Mausoleum goes to the Vikings in 1250bc, cascading from Rome's Lighthouse. A couple of turns later, Artemis goes overseas, immediately followed by both Wall and Gardens. That hurts - Gardens is good cpt and often available quite late due to being on an optional tech. I did have my eye on that one. Then in 1125bc, the real slap in the face; Zeus goes to an unmet civ. I guess that's the end of my 20k dream.

QSC Stats (950bc actually; I didn't submit QSC)...
1 city and 9 towns with 22 citizens and 138 tiles.
81 food in the bin, 248 shields in the box, 83g in the treasury.
1 temple, 1 barracks.
1 settler, 11 workers, 5 axes (1 vet, 4 reg), 3 curragh (reg).
All first tier techs, Maths, Writing, Philosophy and Mysticism, 380 beakers on Literature.
3 contacts, no embassies.

My First Wonder
Research on Literature finishes in 775bc, and for once I do seem to have a monopoly. The AI have been so successful in their wonder-hogging that there are no outstanding builds going on, so I am happy to trade Literature around, to bring me somewhere close to tech parity, and bring in some cash. My wonder build remains unchallenged, and Glib completes in 570bc. It brings in all remaining ancient techs except for Currency, which is known only by Watha. Nor do the other local guys seem especially quick on the research at the moment, but in 290bc I get a suicide galley into contact with the medieval English, so the Glib takes me into the new era at the end of that turn.

20k Progress
-2590bc: Bombay founded
-1575bc: temple
-0570bc: Great Library
-0330bc: Forbidden Palace
250 culture, making 12cpt
 
retire
wth, what a nonsense.

after the last games, it seems that civsteve will that most of us scare away.
115 is my last try to have fun again.
 
what do you mean was the scary part of this set-up or starting position? i think it was a little bit different from a normal grassland cow + lots of bonus grasses start, but nevertheless quite splendid. lots of food, lots of luxes, quite a bit of land...

t_x
 
what do you mean was the scary part of this set-up or starting position?
of us scare away
possible that i translate it wrong. verscheuchen/vertreiben?

to many barbs for this low shield land.
pillaged my 2nd town (60g), kill warrior with settler and warrior with worker.
 
Back
Top Bottom