GOTM 31 Spoiler 2: Start of Industrial Age, Full world map & all contacts

You bought your autopilot in the same store as me! But it's not very effective at getting to the sort of dates Ronald and co are achieving. Maybe mine's got a dodgy gyro or something :rolleyes:

I did do diplo last month though - and dropped back out of the top 20 for my trouble! I really should try a spaceship, I guess, it's just a question of finding the time ... And of course, the best scoring win of any kind still involves that old formula - get to the domination threshold as fast as possible.
 
GunnerJones: First off welcome to CFC & GOTM

If you'd like an easier way than counting tiles, take a look for any post by a member named Dianthus, his signature contains a link to a CivReplay Viewer. You'll find a program call CRPRings that will display the known map with tiles at distances you select from a selected tile (normally your capital). This tool makes city placement a lot simpler.

Once again, welcome to CFC
 
denyd, thanks for the welcome. I will certainly check out CRPRings.

AlanH, as to that dodgy autoplilot, yes certainly the same store, cobbled together in a rather lazy fashion from these threads. My finishes are generally in the 950-1300 AD zone - as you note, some way off the dates the stronger players are achieving.

However, I don't believe the autopilot is terminal, only recently I was finishing all of my games with an artillery-based slog around the beginning of the modern age - due in large part to not having the confidence to set and maintain a strategy. I should add that for whatever reason, I just can't get excited about non Domination/Conquest wins.

Where to from here? Well, I'm certainly hoping that more active participation in these columns and really working the kinks out of my tech progression through the QSC period will inch me closer to our champions.

However, I'm convinced that acquiring the ability to really 'play the map' will be the trick to gaining the next step jump.

Gunner Jones.
 
denyd said:
... take a look for any post by a member named Dianthus ...
Here's one!


Gunner Jones said:
5) Knight/Cavalry push, using Temples to maximize territory coverage.
That Temple thing is something I keep doing (including this month), and regretting. I just can't shake the habbit. Settlers and more offensive units would generally be better. Settlers to expand territory, offensive units to, well, I think you can guess ;).
 
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[ptw] 1.27f

Spoiler 1 : (4000BC to 310BC)

Spoiler 2 : (310BC to 1270AD)

I had left off Spoiler 1 after making contact with Zulu, Carthage & Germany and trading into the Middle Ages. I had 5 warriors, 6 galleys and 42 chariots. My military advisor said I was strong compared to the English. I wasn't keen on using chariots against spearmen, so I really needed to upgrade them. I still had 7 turns of ROP with England/Iroquois though, so I took my time in manouevering for an attack on England as soon as the ROP was over, with the intention of taking the Iroquois on next. The Iroquois had other ideas though, and for some reason couldn't wait out the last 3 turns of the ROP, starting war on me in 210BC.

I was a little worried that the Iroquois might have a decent stockpile of Mounted Warriors, but I only saw 4 or 5. These are easy to attack having only 1 defence, so they weren't much of a problem. I defended against the Iroquois for a few turns, taking out their units in the open, then continued with my plan to attack England. I made peace with the Iroquois early in the English war (70BC) as I was still nervous about them. Also, they were prepared to give Literature and a town on the Aztec continent.


England War (130BC-10AD)
England had a lot of spearman. Canterbury was especially well defended with 6 Spearmen, 1 Swordsman, and 3 Warriors. Most of the Spearmen were probably defenders for the Settlers hiding there, I think there were 5 or 6 (got 12 workers on capturing it!). I lost 10-15 Horsemen in taking out England, but my production was pretty much exclusively building military, so these were being replaced fairly fast.


Aztec Quandary (210AD)
Remember that town the Iroquois gave me on the Aztec continent? Well, I was a little worried when this happened :
DianthusGOTM31_ad0210AztecQuandry.jpg


I didn't really want to be at war with the Aztecs yet. I decided to give the town to Greece. Sure enough the Aztecs had made up there mind to attack it. They declared war on Greece and took Kahnawake that turn!


Iroquois War (310AD-470AD)
I waited quite a while for the next Iroquois war. I had to wait until 280AD for the 20 turn peace deal to expire. The Iroquois actually fell quite a bit more easily than the English. The Iroquois still had a number of towns over on the Aztec continent, and I was intending to make peace with them and take their 2 tile island and some tech for peace. Unfortunately the Aztecs messed up the plan by taking the last Iroquois city on their continent in 440AD, so when I took the last Iroquois city on our continent their capital moved to the 2 tile island. Doh! Also, the Irouqois didn't even have any techs to trade, or any gold, so I got nothing for the peace deal (though the war had netted The Colossus and The Great Lighthouse).

England War (480AD)
This was pretty short really, 1 turn, hardly worth mentioning, except that I took the last English city (Oxford, my home) to finally take my continent and the N island.

Zulu War (610AD-810AD)
The Zulu war was delayed a little as in 490AD I still had another 10 turns of ROP with the Zulus/Carthaginians. I had bought Chivalry from the Germans in 410AD and been steadily upgrading my Knights. I had also been disconnecting my Iron to build Horsemen and reconnecting it again to upgrade, so I had a fair few Knights (27 in 490AD). I had been putting them in Galleys and transporting them across to the Zulus island ready to land them when the ROP expired. Then I realised how silly I was being. I could use the remainder of the ROP to explore Zulu/Carthage territory before the war so that I could see where I was going when the war actually started. I ended up landing all my troops, and by 610AD I had a whole bunch of Vet Knights on their continent. Some had not managed to return to the Carthage/Zulu border when both ROPs expired at the same time. Carthage demanded I leave, I agreed. Then Zulu demanded I leave, and I agreed again. Look where my 47 Knights ended up :) :
DianthusGOTM31_ad0610.jpg


The Zulus had mainly Impis, and a few Pikemen, no match for Knights. They settled on the island N of the French home continent in 710AD. Since that town (now their Capital in 810AD) was so far from their former lands (so reducing the chance of flips) I was prepared to make peace with them. I delayed making peace by a couple of turns to wait for my 40 turn research of Invention to finish. As hoped the Zulus had Gunpowder. They also gave me Astronomy, Music Theory, 16g and their WM for peace!


Carthage War (630AD-920AD)
The Carthaginians had started war on me early in the Zulu campaign. This meant I had to leave some troops along their border to protect my back, but mainly all that happened was they marched 2 or 3 longbows into my territory. I picked them off with Vet Knights, which returned to my cities to heal as Elite Knights :). Carthage fell pretty quickly after the Zulus were finished with. I had built a couple of Musketeers to start a GA, and fittingly the last Carthaginian city fell to a Musketman.

German War (920AD-1110AD)
During the Zulu/Carthage wars I had explored the whole of the German/Aztec continents, and traded maps to see the Greek continent. From now on I was better prepared, and had no outstanding deals to slow me down. The Germans had built Leornados in 750AD, and were easy to get to from the ex-Zulu/Carthage continent, so were my obvious next target. Amusingly they made the 1st move though :
DianthusGOTM31_ad0920.jpg


I decided that I would make some profit out of this. I traded Germany 56gpt for Banking + 227g. I then left Oxford (my home city, remember!) undefended to ensure that Germany didn't change their mind. Germany declared war the next turn and took Oxford, I got Banking + 227g! I took me a while to take Oxford back, mainly because I was getting so excited with the advance in the German homelands.

I got my 1st leader in 940AD, and used him to rush Smiths Trading. 990AD I traded 926g+WM to Greece for Chemistry. I then started researching Metalurgy at 80% for 5 turns, then Military Tradition at 80% for 5 turns. I only max researched 3 techs in the whole game, these 2 and Pottery. My Golden Age was well timed for this. 5 turn research was pretty good going considering I had not built a single Library!

1090AD I started upgrading my Knights to Cavalry, so helping to take the last few German cities that much quicker.


Conquest Realized
From this point it was really really easy. The Aztecs were the biggest Civ (probably the biggest before I wiped out the Germans/Zulus even), but they didn't have any Saltpeter and couldn't trade for it because they had no harbours. They died real quick. The Greeks had better units, but their terrain was full of hills/mountains. These helped their defence, but meant their city populations were very small and so couldn't produce much.

Just to aid things along, because I was sure I was going to finish pretty quickly, I made ROPs with Greece/Iroquois/Zulus in 1180AD. The Iroquois were the ones I was most worried about at this point. Remember the 2 tile island? I sailed a Galley across with 1 Cavalry expecting to wait a while for the 1 spare tile to be vacated. Because of the ROP I was expecting them not to worry about me. They didn't worry and I landed my Cavalry safely. I then took the Galley back to Aztec to get a couple of left over Cavalry to make sure. I got a bit over-enthusiastic though and nearly blew it. (Nearly a "Blunder of the Month"). I attacked the Iroquois Spearman with my Cavalry before the Galley had returned with support. I took the Spearman, but got knocked down to 2hp doing it. My Cavalry was then killed by an Archer :eek:. Luckily when my Galley got there the tile was free again and I got to finish off the Iroquois!

Greece died in 1265AD to my Cavalry Army (it's only attack!), so completing my Conquest win with a Fireaxis score of 7173.


Flips
I forgot to mention this earlier. I had a number of flips:
350AD : Ex-Iroquois Oil Springs
690AD : Ex-Zulu Ibabanago - Lost ~10 Knights
710AD : Ex-Zulu Ibabanago (yes, again) - Lost ~10 Knights
750AD : Ex-Zulu Umfolozi - Lost 1 Knight
1020AD : Ex-German Cologne - Lost 3 Knights

Ibabanago was pretty annoying, but I had ~60 Knights at that point and was building them around 4 or 5 per turn, so it wasn't that big a deal. Cologne was, um, interesting. I had been expecting flips and had a couple of Knights scattered around to take any flipping cities back. I was expecting Spearmen though as Germany didn't have any Saltpeter. There was Saltpeter within Cologne's borders once they flipped though, and they got a Musketman!


Conclusion
I'm pretty happy with this game. I didn't do anything spectacular in finish dates, but I was playing safe with the techrate to ensure I won my 1st Predator game. Apart from my techrate I think my biggest mistakes were :
  1. I should have built a number of warriors and upgraded to swordsmen to attack the English/Iroquois. My chariot building delayed the taking of my continent quite a bit.
  2. I probably shouldn't have made peace with the Iroquois. That 20 turn deal slowed me down a lot.
  3. I should have planned the ROPs better. I think they were worthwhile, but I let them slow me down too much.
  4. I should not have rushed so many temple in captured lands. I didn't mention this in the above notes, but I did it. This was to try and avoid flips and to expand the borders. All that gold should have been used for builing Horses and upgrading, or short rushing Knights/Cavalry.


Stats
I've been having a little fun with some graphs. This is partly why I've taken so long posting this spoiler, I had to write a utility to extract this from my autosaves (Yes, I keep all of them!).

This first graph shows my unit counts over the game. I've only shown the horse-based units (I didn't build much else) and the sea-going units to avoid clutter.
DianthusGOTM31_UnitStats.gif



The next 3 graphs show my attack strength vs the AIs defence strength. I define attack strength as the sum of each units HP x Attack and defence as the sum of each units HP x Defence. I'm comparing my attack with the AI's defence because I was the main aggressor. Generally I didn't worry about the AI attacking me.

This one shows my early attack potential when I was preparing to fight England/Iroquois:
DianthusGOTM31_MilStats1.gif

The sudden jump in my attack around 330BC is my upgrading from Chariots to Horsemen (this can also be seen on the 1st graph). I was nearly as strong as the English before upgrading, and far exceeded them afterwards. I could really have upgraded a lot early to attack them. This seems to be agreeing with my gut feeling, and I suspect it would be safe to attack when the attack line is a little below the AI's defence due to the AI's poor war planning.


This one shows the end of the English/Iroquois wars, and the start of the Zulu/Carthage wars.
DianthusGOTM31_MilStats1.gif

I upgraded about half my Horsemen to Knights in 460AD, and the sharp rise in attack strength after that was a mixture of upgrading the remaining Knights and building more. I finally started war on the Zulus in 610AD, again much later than necessary.


This last one is a bit cluttered, but it's worth a laugh. This is all civs over the whole game:
DianthusGOTM31_MilStats3.gif



Final Screenshot
This last one is for Drazek :)
DianthusGOTM31_end.jpg
 
Fascinating, Dianthus .The attack/defence strnegth graphs really tell a great story. It's interesting to see how your attack strength takes a dive as you kill off each civ, except when you get to cavalry, when the dip is as big as the earlier ones numerically but far smaller in percentage terms.
 
I think the main thing it shows is how conservative I am. I need to take more notice of what the Military Advisor says, and be prepared to attack when he says we're just average.
 
Extremely interesting plots, Dianthus!
I assume that the attack stregth is the sum of unit type times unit attack etc. -anyway, it surely is very useful information even though, as Offa said, it is sometimes convenient to attack a stronger opponent.
Actually, I believe the best indication you can draw from it is how fast you manage to build up your forces, and when.

As for my game, I have been thinking of a similar plot of the total culture. Analyzing that, and following the SGOTM is eating up some time, though...
 
Karasu said:
Extremely interesting plots, Dianthus!
Thanks Karasu.



Karasu said:
I assume that the attack strength is the sum of unit type times unit attack etc.
I mentioned it's derivation in my post, but I'll expand with an example :).

Say you've got the following units :
Knight (4 attack.5hp = 20)
Knight (4 attack.2hp = 8)
Horseman (2 attack.4hp = 8)
Warrior (1 attack.4hp = 4)

That gives a total attack strength of 20+8+8+4 = 40

Similarly the defence strength given the same units :
Knight (3 defence.5hp = 15)
Knight (3 defence.2hp = 6)
Horseman (1 defence.4hp = 4)
Warrior (1 defence.4hp = 4)

That gives a total defence strength of 15+6+4+4 = 29

Unfortunately the AI defence strength is a stat that is a spoiler (it can't be derived from readily available data in Civ) so can't be used while playing the game, but it's pretty interesting (and pretty pretty) to look at during post game analysis!
 
:thumbsup: Good game, Dianthus, and a formidable write-up.

Dianthus said:
I didn't really want to be at war with the Aztecs yet. I decided to give the town to Greece. Sure enough the Aztecs had made up there mind to attack it. They declared war on Greece and took Kahnawake that turn!
This is a good move if you want a war among the AI and to slow down AI research, or a cheap way to get an ally. However, it doesn't always work. In GOTM 30 I saw a stack of American troops walk up to a town I had on the jungle infested island. I wanted Celts to be drawn into a war so I gave the town to them. But the Americans did not attack. The Celts could have had a boat nearby and filled the town with defenders, but I doubt it since this took place in Nomansland, and I could not see any boats during the turns right before. Conclusion: It could be worthwhile to check F4 for rights of passage and trade agreements among the AI before gifting cities.
 
AA posted in Spoiler 1

I entered the MA in 70AD in first place with the known world FRA 646 IRQ 494 ENG 450.

Middle Age Highlights

170AD I build Hang Gardens
330AD I build Sun Tzu
440AD Discovered Chivalry – upgrade 16 horsemen to knights
450AD Declared war on the English – ENG had 9 cities – take over 7 cities by 610AD – other 2 ENG cities on island N of mainland.

670AD Captured ENG 8th city
710AD I build Sistine Chapel
720AD Captured ENG last city Score FRA 1050 IRQ 821 ENG 526

730AD I build Leonardo’s Workshop
750AD I build Heroic Epic
820AD Contact with rest of world
Score FRA1145 GER1021 AZT906 IRQ896 ZUL751 CAR545

DJMSp2_01.jpg



840AD Discovered Education from GL
870AD I declare war on IRQ – they have 16 cities I only see 10 of them
880AD I capture 4 IRQ cities w/o losing a single troop.
930AD Produce 2nd Great Leader – Buy Music Theory from GER and rush JS Bach

970AD Captured Salamanca w/ The Oracle, The Colossus & Great Lighthouse

1000AD Discovered Military Tradition – I was trying to time my Golden Age with the capture of the last IRQ city on my continent & Salamanca flips back to IRQ (no troops inside luckily)

1010AD I loss a 10/13hp Knight army & an elite Knight to a pikeman :eek: :eek: in taking Cattaraughus – used a musketeers to trigger GA – recapture Salamanca – Sue for peace with the gift of Caughnawna
Score FRA1350 GER1133 AZT984 GRK967 IRQ948 ZUL822 CAR560

DJMSp2_02.jpg



1210AD I finally build For Palace (during my GA)
1230AD I build Shakespeare Theater
1305AD enter Industrial Age
Score FRA1841 GER1336 AZT1107 GRK1105 ZUL956 IRQ898

Shooting for a Space/Diplo victory at this point. Although if my score keeps growing I my just go Histo.
 
DJMGator13 said:
I loss a 10/13hp Knight army & an elite Knight to a pikeman :eek: :eek: in taking Cattaraughus

Man, that sucks- I recently lost a medival infantry to an archer... but at least you got them in the end!
 
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PREDATOR [civ3mac] 1.29

After a month of hiatus, I returned to the gotm and wanted to do something new: conquest. Usually I am a builder, but currently my time is constrained and I decided on going for for a short game.

Paris was a nice 4 turn settler factory (I sometimes slipped in the mm) and early game was a breeze. Early contact w England and Iroquois, full speed pottery, tech trading, successful min research on math. I built lots of warriors and horsemen and upgraded them from the money I saved with min researching.

England and Iroquois were easy prey and I got a Great Leader building the Forbidden Palace in a newly placed city in the north 230BC.

Since I decided on conquering, I researched monarchy in 290BC, and after 4 turns the French Monarchy was established in 210BC.

The first suicide galley succeeded in 190BC and we started meeting the new world civs. Trading gives feudalism and monotheism. I research engineering and on towards military tradition full speed.

I captured the Great Wall from England and the Great Lighthouse form Iroquois. Completing Leonardo's triggers the Golden Age in 330AD.

In 440AD we learn military tradition and interrupt research (but for a lone scientist). We make +412gpt and start upgrading our 63 horsemen to cavalry. Defended by some musketeers, we attack Carthage and wipe them out 540AD.
Same turn we rop rape Shaka taking Zimbabwe with The Pyramids, Great Library, Sun Tzu's, as well as Mpondo and Tugela.

600AD navigation connects the new world luxuries started universal happiness. Great Leader hurries Bach's Cathedral and even more happiness. at 0% lux. Also stop researching and use all the money for rushing more cavalry.

610AD declare war on Germany. Killing frenzy in 710AD: Germany, Zulu, and last Iroquois city are gone.

690AD we prepare for attacking Greece when Aztecs demand metallurgy, are told to play with themselves, and declare war. We fight them and in 730 AD declare war on Greece.

850AD Greece is destroyed, 860AD Aztecs.

870 Conquest is announced with 8291 Firaxis points and Jason score 10517.

tao_gotm31-maps.jpg


I was happy with my highest score ever, until I read DaveMcW's report in the spoiler. Looking at his minimaps, he built a lot more cities. I had mine optimized at pop 12, but that took longer than getting more and smaller ones, especially as the Pyramids were built on another continent. I also need 5 turns for research whereas he did it in 4. But it is nice to have a (far away) goal to strive for. ;)

Some thoughts: I built only about 3(?) temples where I needed the culture expansion and did not want to spend the extra money for libraries after stopping research. I built markets in pop 12 cities giving happiness and money. I did as little trading as possible with the AIs. I (probably) should have drawn them in wars to weaken them. Building the Heroic Epic was not worth the money, since my cavs walked over the defenders (mostly pikes, very few muskets) easily enough and armies take a long time to heal. Building musketeers as supporting defenders did not help much. They were to slow to follow the advancing cavalry. Building cannons helped only a little by hitting some ships and detering them from attacking out troop transports
 
Good win, Tao. :goodjob:
tao said:
Building the Heroic Epic was not worth the money, since my cavs walked over the defenders (mostly pikes, very few muskets) easily enough and armies take a long time to heal.
I agree about armies, they are slow to heal, and they can only attack a single target at a time, whereas the same three cavalry can often take out three separate defenders. So, if I want the Heroic Epic to improve leader generation chances for wonders, I'll build one army and maybe only load it with one unit to get a win. You didn't need any wonders for your objectives, so it wasn't worth spending shields on.
 
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1.27

Link to Ancient Age spoiler

Exploration

I traded for Map Making in 1575BC, switched some builds to galleys, and started my first suicide runs (one each from the east and west coasts) in 1325BC. The first two suicide galleys were lost without meeting anyone. But the next two survived and started making contacts.

I made contact with Zululand in 1175BC, Carthage in 1150BC, Germany in 1050BC, Greece also in 1050BC, and the Aztecs in 750BC. At that date my world map looked like this:

sirpleb31-2a.jpg


Becoming a Republic and Fomenting War

I became a Republic in 610BC, the turn after I entered the Middle Ages. I bought embassies with my remote rivals (embassies can't be built while in Anarchy.) My galleys had explored a bit more and the world map looked like this:

sirpleb31-2b.jpg


I decided to foment some war between the remote Civs to weaken them and to force most of them into their Golden Ages.

Zululand and Germany were the strongest of the remote Civs. From the minimap I thought that Germany was either on an island or was connected to Carthage, and that Greece was probably connected to the Aztecs. It was certain that Zulu and Carthage were connected and seemed likely that both were connected to Greece. (Hah! Little did I know at that time.)

So I declared war on Carthage and Aztecs, leaving the stronger Civs available to me as trading partners. I allied Greece against the Aztecs, Zululand and Germany against Carthage. Later I learned about the strips of water isolating the German, Greek, and Aztec lands. So their involvement in these wars was probably minimal.

My status at 610BC: I needed a 10% luxury setting to keep all citizens productive. Unit support cost in Republic was 14gpt to support my 26 units. Net income with no research was 86gpt. With research at 90% I'd be able to learn Monotheism in 10 turns while losing 23gpt.

Research

Although military considerations remain strong, the 100K culture goal changes my research priorities. So I'll describe my research for the entire era here, separate from the descriptions of military campaigns.

I'd traded with the Zulu and Iroquois to reach the Middle Ages in 630BC. The other Civs were further behind in tech. I decided to hurry research a bit. In 610BC I gifted the two scientific Civs, Germany and Greece, into the Middle Ages. Unfortunately they both got Engineering as their free tech so I was only able to trade for one advance from this maneuver. Still, it was a nice beginning.

I started research of Monotheism because I could count on Germany and Greece to both research Feudalism next. I planned to get to Chivalry as soon as possible by trading for Feudalism.

When I learned Monotheism in 430BC (9 turns) neither Germany nor Greece had learned Feudalism yet. In a military game (going for conquest or domination) I'd have waited at this point, doing no research and using income to improve my military until Feudalism became available.

With the 100K culture goal I want Theology to build Cathedrals in core cities and as a prerequisite for Education. I want Education to build Universities in core cities. So I started research of Theology.

In 350BC both Germany and Greece knew Feudalism and I traded for it. It was a good bet they'd both research Invention next.

In 290BC I learned Theology (7 turns) and started Chivalry.

I learned Chivalry in 190BC (5 turns.) Then I turned off research for a while, using all available income to upgrade Horsemen.

In 150BC Germany learned Invention. It was a good bet she'd research Gunpowder next.

In 110BC I finished upgrading Horsemen and started research again. In a military game I'd want to pursue the bottom research path exclusively. I didn't need anything on the top tech path. The Iroquois had built Great Lighthouse. I could capture it and then safely cross the oceans. But for 100K culture I did want Education. And I didn't want to wait until the AIs got around to researching it. I'd want to build Universities in my core cities eventually. Given that, the sooner the better - I might as well start gaining their research benefit to have extra funds available for other purposes. So I began research of Education.

Learned Education in 10BC, 5 turns. I traded it for Invention. Next, should I research Gunpowder, something on the top path, or nothing? I didn't see any point in the top path - didn't need Banking, Astronomy, or anything else up there, and the AIs would learn them for me eventually. I didn't know how long Germany would take to learn Gunpowder. And I didn't want to wait - Gunpowder would probably (given saltpeter) allow me to trigger a Golden Age with a Musketeer. So I researched Gunpowder.

Learned Gunpowder in 90AD, 5 turns. I sold it to Germany so she'd start research on the upper tech tree.

After that my priority was to get Cavalry. I learned Chemistry in 190AD (5 turns), Metallurgy in 260AD (4 turns) and Military Tradition in 300AD (4 turns.)

After that I ran at zero science again for a while. I had more important uses for income than further research. In a military game I wouldn't have done any further research at all. But going for 100K, I expect the game to last longer and think that the benefit of railroads is likely to pay back their research cost. That research cost is lower than it would be in a military game because I'd have many libraries and universities by the time I started research again.

In 480AD I got a leader when I had no urgent use for one. I only needed 40% science to research Music Theory in four turns, so I did that and rushed JS Bach's in 520AD.

The timing of that was nice - in 520AD Germany and Greece both learned Navigation and Banking. (I'd traded for Astronomy earlier.) I traded for these techs and decided it was time to go for railroads.

I learned Physics in 560AD, Theory of Gravity in 600AD, and Magnetism in 640AD, four turns each.

In 640AD I started research of Steam Power and that's my cutoff for this spoiler.

War on England

At the end of Ancient Times in 630BC I'd just started my war on England.

In 590BC I'd taken four English cities and was down to 10 Horsemen. I changed my mind about finishing this war with Horsemen. I was losing too many, didn't want to focus on military production, and there wasn't much to be gained by finishing this war quickly. I decided to stay at war with England but to just pick off units she sent at me. This way I could focus on infrastructure and research, and could also do a bit of leader farming.

I got a leader in 430BC when attacking an incoming English archer. At first I held the leader, thinking of rushing a wonder and hoping for another leader a bit later for my Forbidden Palace. After a while later I changed my mind. I founded a new town in the northern region and rushed Forbidden Palace there in 330BC. It wasn't an ideal location for the FP but I felt that having it sooner made up for this vs. waiting to get a better location. Here's the FP about to complete in Bordeaux at 330BC as I continue a holding action against English invaders:

sirpleb31-2c.jpg


When I learned Chivalry in 190BC I had 21 horsemen. I upgraded them over a few turns, as funds became available. I resumed my attack against England and took her last city on the continent in 110BC. England had settled three towns on the island at the north tip of the homeland. I gave her peace for one of those towns.

War on Iroquois

After driving England off the homeland I had 16 Knights and 2 elite Horsemen. I repositioned them and declared war on Iroquois in 50BC.

My culture was still less than the Iroquois but it wasn't far behind and was catching up - I'd be able to capture and hold cities without much risk of them culture flipping.

My progress through the Iroquois was rapid. I encountered just a few Mounted Warriors in my advance. In 10BC I took Salamanca with The Oracle, Colossus, and Great Lighthouse. By 70AD the Iroquois were down to two cities on the homeland and I slowed my assault - I was close to learning Gunpowder and wanted to trigger a Golden Age with a Musketeer. In 150AD I had a win with a Musketeer and triggered my Golden Age.

In 170AD I drove the Iroquois off the homeland. They'd settled a few towns elsewhere, on the north island and across the sea on the Aztec island. My culture was roughly even with Iroquois at this date. I had slight war weariness which was a nuisance. I decided to delay giving the Iroquois peace until I'd starved all captured towns down to one Iroquois citizen. At that point culture flips would be unlikely given the remote Iroquois capital (on the Aztec island) and my rapidly increasing culture.

In 270AD I gave Iroquois peace for one town on the northern island and my world looked like this:

sirpleb31-2d.jpg


War on Carthage

I wanted more land! I decided my next target would be Carthage because:
o Carthage had The Pyramids. Growth in the captured lands would be rapid.
o Now that I had the Great Lighthouse it was easy to reach the Zulu/Carthage land.
o The land shared by Zululand and Carthage was the largest remote island. After taking Carthage I could attack Zululand without another boat trip.
o Carthage was weak. Over the years, whenever peace had broken out between them I'd renewed my alliance with Zululand against Carthage. Carthage had gotten the worst of this long war.

I had 15 Knights and 2 elite Horsemen after the war on Iroquois. I didn't want to attack even small numbers of Numidian Mercenaries with Knights. I'd rather send Cavalry and minimize losses. So I waited until I learned Military Tradition in 300AD, then began upgrading troops and sending them to Carthage.

On the very turn when my troops landed beside a Carthage town, the Zulu captured it. That complicated matters. I had to go through Zulu territory and they once booted my troops out in an awkward direction. Still, In 360AD I captured Carthage and its Pyramdids.

In 380AD I captured a second city from Carthage and that was it. Carthage was down to one town on the Aztec island. The Zulu had taken the rest of Carthage by this date.

I stayed at war with Carthage because it didn't cost me anything (I had no war weariness from them) and there was no reason to give peace (they couldn't give me anything.) But the war with Carthage was in effect over at this date. I eventually gave her peace in 740AD.

War on Zululand

At 380AD I didn't have a large military because I'd continued devoting a fair bit of production to cultural improvements. I only put enough effort into my military to continue taking land. I had 20 Cavalry, 5 elite Knights, and 2 elite Horsemen at this date, most of these on the Zulu island. This force was considered average compared with the Zulu military. That's probably because of the long Zulu/Carthage war. If they'd been at peace I expect both of them would have been stronger.

I declared war on the Zulu in 390AD but didn't attack. I positioned my Cavalry on mountains which blocked access to the cities I'd taken from Carthage.

Sure enough, the Zulu attacked my Cavalry. I lost one Cavalry but the Zulu lost five units. And my second leader appeared in this defense! I used this leader to rush Sun Tzu's.

I made steady progress against the Zulu. I lost more Cavalry than I was building - Zululand had a surprising number of Knights. But I knew that as long as my losses were less than hers I would prevail - eventually she'd be down to just weak defenders and my Cavalry would clean up.

In 460AD I began to get war weariness. Bumped the luxury slider and kept going.

In 480AD I got a third leader. I didn't have any urgent use for this one so I researched Music Theory and then rushed JS Bach's with him.

In 520AD, the same turn as I rushed JS Bach's, I got a fourth leader. I decided to hold this leader until I was ready to move my Forbidden Palace.

In 530AD I'd driven the Zulu off their home island. I gave them peace to end my people's war weariness and my map looked like this:

sirpleb31-2e.jpg


I had 19 Cavalry and 1 elite Knight at this date.

Going for Culture

My focus through these wars remained on culture. Although the wars were important for gaining score through territory and luxuries, they were critical for gaining land to be filled with towns which could gain culture.

My Forbidden Palace region in the northern homeland didn't contribute to the wars. The productive cities there worked on cultural improvements. I wanted them to build as many of these as quickly as they could so that I could then shift my Forbidden Palace to another region and repeat the process there.

After taking over the Carthage/Zulu island I had about 50% of the world's land. I'd want more in the long run and Germany looked like a good candidate. But for the moment improving the land I had was more important.

While researching toward Steam Power I've prepared a new Forbidden Palace location in the ex-Zulu lands. When this new area has grown a bit more, and my original FP region has completed a few more cultural improvements, I'll abandon the original Forbidden Palace and use my saved leader to rush the new one. During this period I've also been rushing settlers to fill in corrupt territory and rushing libraries as I can afford it.

My culture at 640AD is 10859. It increased by 363 in the current turn - my priority now is to keep that number rising. My culture graph at this date:

sirpleb31-2f.jpg
 
Open PTW 1.21f - 5 City Challenge France

AA Recap
My Ancient Age spoiler. My goal for the game is to win by conquest with only 5 cities. This means a whole lot of razing cities and unhappy neigbors. I started my cleansing of the world early and had the English and Iroquois reduced to a few towns each by the start of the Middle Ages. Finishing them off would be a simple matter. The problem was, I needed to keep the pressure on my fellow civs - who just happened to be on the other side of a just-a-bit-too-wide ocean.

How Did Joannie Cross the Sea?
Well finishing off the English and Iroquois was a piece of cake. I had advanced to the MA in 190bc and in 300ad England was gone. The Iroquois followed in 530. The continent was mine. A pristine wilderness all to myself! To top it all off, Napolean rushed the Great Library in Orleans in 30bc. :)

Unfortunately for me I had to raze the Great Lighthouse in Salamanca (that hurt almost as much as razing the freaking Pyramids in London!) The narrowest spot I could find between me and and the Zulus/Carthage required 1 turn on a sea square. My solution was to build a ton of galleys obviously, but instead of just sending my valuable knights out to sea and hoping they can swim I sent 6 galleys 1 tile into the sea. My knights boarded the remaining galleys still on the coast. The next turn I'd see how many galleys survived the sea and transfered my knights to those ships and safely crossed. From 600ad - 890ad I sent 32 galleys to sea, 14 of which sank but I only lost 2 knights crossing thanks to a Zulu galley attack. Here's a pic of my loading area at work:

France::s_Ocean_Crossing_copy.jpg


Carthage
With me safely on my own continent I feared no civ at this point. Until Astronomy noone could even reach me if they wanted to. The Zulu demanded Feudalism and Germany demanded Engineering. Both were denied with the Zulu declaring war. The Zulu and Carthage were at the end of my ocean crossing so a decision had to be made as to who I attacked first. The Zulu tried to force my hand, but Carthage was a tech leader and the Zulu were not. Razing Umtata convinced the Zulu to sign a peace treaty in 630. In 680 I began taking down Carthage. The Numidean Mercs were tough but my knights were up to the task and by 1000 I had razed most of the Carthage towns including their core. They gave me Printing Press, Music Theory and Astronomy to spare them. They would resettle the lands that the Zulu and Greeks didn't snatch up, but they would remain a pushover the rest of the way.

Germany
The Zulus were still a backwards civ, so I loaded up my knights and decided to put Germany in check for a bit. At this point in the game, I'm not really looking to wipe anyone out. More that I was trying to thin out the tech leaders and slow the pace a bit while milking techs in peace deals. Once I can crank out the cavalry post-factories and ship them in bulk using galleons I'll be able to start finishing people off. The German cities fell at a fairly fast pace, though I was starting to see more musketmen. Great Leader DeGualle was created in the attack on Leipzig. He would head home and eventually rush Smith's Trading Company. It was here that I made a slight mistake. For some reason I thought that having the Colossus and Smith's would trigger a Golden Age. Doh! Luckily an ill-fated Zulu sword landing near Paris provided an opportunity to attack with a musket. Between 1200 and 1255 the Zulus, Greeks and Carthage all landed settlers on my continent. I declared war on all 3. In 1295 the Aztecs signed an alliance with Greece and declared war. Germany's core was gone (along with Leo's Workshop) and I needed to make peace with someone so I took Metallurgy and Navigation from them. Germany would recover better than Carthage did as noone had easy access to their vacated lands. It would be awhile before they caught back up though.

Greece
Greece was my next target, though a full invasion would not be possible. Military Tradition was coming up and my cities were all building banks. My treasury was low (lots of knight + 5 cities in Republic = high unit cost) and with so few cities I couldn't neglect infrastructure. My 25 surviving knights would have to take what they can until cavalry arrive on the scene. I did manage to raze Corinth, Sparta and Athens, taking JS Bach's down with them. In 1395 I took Economics in exchange for peace and still had @15 knights to head home and upgrade.

Zulu
In 1460, 15 cavalry land at the southern tip of their continent and the second stage of my conquest attempt began. By this time riflemen are fairly common and a blitzkrieg style attack won't be possible. The cities fall, but it is slow going and requiring 15-20 healthy cavalry to take the bigger cities. As someone who is used to being ahead of the tech pace and cruising with cavs, this is a very frustrating part of the game. Pre-factories, my cities require 4-5 turns to build a cavalry and I'm not making enough money to upgrade horses or knights to cavs in bulk. Reinforcements are slow in coming and each time a city is taken we must rest and weather a retaliation from the Zulu cavalry. Morale is low and I'm considering just a bit in abandoning the effort. My stubborness wins out however and I keep chugging on. In 1485 I finally discover Theory of Gravity and enter the IA.

Looking Ahead
The Middle Ages are by far the hardest part of this game. Science is at a crawl (I generally researched with 1 scientist in Tours to maximize income), my treasury was bare and the opposition out-teched me. On the plus side, I made it through without any threat to my cities, wiped out 2 civs, crippled Carthage, hurt Germany and Greece and began the end of the Zulu. By the end of the IA my cities should be 5 productive forces and my human tactical advantage should have me well on the way to victory! Or so I hope. :)

Hopefully I'll manage to finish this monster on time!

Tech
Feudalism - Great Library (210ad)
The Republic - Great Library (310) 5 turn anarchy
Monarchy - Great Library (420)
Engineering - 40t (480)
Monotheism - Great Library (490)
Chivalry - Great Library (580)
Theology - Great Library (600)
Invention - Great Library (670)
Gunpowder - Great Library (750)
Education - Great Library (790)
Printing Press - Carthage for peace (1000)
Music Theory - Carthage for peace (1000)
Astronomy - Carthage for peace (1000)
Chemistry - 40t (1160)
Banking - Carthage for peace (1260)
Metallurgy - Germany for peace (1295)
Navigation - Germany for peace (1295)
Military Tradition - 16t (1345)
Economics - Greece for peace (1395)
Physics - 17t (1430) start golden age
Magnetism - 5t (1455)
Theory of Gravity - 6t (1485)
 
Great game Sabre! :thumbsup:

I especially liked your trick for getting across the dangerous ocean without risking your Knights, very creative.

I hope you can finish in time.
 
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