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Ozbenno

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[img=right]http://www.civfanatics.net/methos/hof/staff/gauntlet.gif[/img]While the general Hall of Fame is an ongoing competition, we like to run time-definite competitions between updates that we call Gauntlets. Standard Hall of Fame rules (*) still apply, but any games meeting the settings will be counted towards the Gauntlet.

(*) Please read the >> HOF rules << BEFORE playing!

Settings:
  • Victory Condition: Space Colony (though all victory conditions must be enabled)
  • Difficulty: Noble
  • Starting Era: Medieval
  • Map Size: Large
  • Map Type: Any
  • Speed: Quick
  • Civ: Any
  • Opponents: Any
  • Version: 3.17.001
  • Date: 10th to 25th July 2009
Must not play as Inca.
The earliest finish date wins, with score as a tiebreaker.
 
I've had one go so far, with Elizabeth on a rainforest map. Fin/Phi is just so good for space colony. Started well then lost the plot a bit. It's easily done on quick speed and a late start.

I like the rainforest map for space victories because of the huge areas of grassland for workshops and watermills with SP, and the AIs seem very slow to chop away their jungles. I lacked a bit for gems but they often come up in groups for amazing teching speed. Commerce cities can be surrounded by nearly all cottages in rainforest too.

Just to check, can this count for EQM gauntlet? Starts other than ancient usually only count for Rock of Ages don't they?
 
cabert - what is a good strat for this one?

I've tried a few starts with Julius Caeser and Mansa Musa.

My thoughts re: war:

If you measure the passage of time not in turns, but in technological advances, it takes over four times longer to walk anywhere on quick as it does on marathon. Your units cost 50% more, take 4 times as long to walk to the battle, your siege takes 4 times as long to reduce enemy defenses, then the captured city is in rebellion for 4 times as long, and (finally) it takes your workers 4 times as long to walk to the new territory before they can start making up for the sloppy AI.

Partly, the added time delay gives your rival more time to build defensive units, build walls, grow culture, and, possibly, tech to a new military technology (thus units which go a long way to fight are obsolete by the time they get there).

That can be overcome on Noble.

The bigger drawback is return on investment. Because it takes so much longer to conquer a and convert a city, you're exploiting its production for a much shorter time period. This is severely exacerbated by the midieval start era, whereby a chunk of history has already passed you by. The noble difficulty level almost makes things worse, too, because the AI have fewer goodies and less-developed terrain for you to take over.


As Caeser

I played pangea, low sea level, and 14 rival civs to make sure I could conquer nearby cities early on. That part of the plan was, I think, smart. But the praetorians didn't help as much as I'd expected. After the first city or two, you really need 4-6 catapults moving in with the assault force so you can reduce the defenses in a single turn. I think an aggressive leader would do just as well with normal swordsman (and then you could pick a better second trait, like financial).


As SpaceMan Samusa

Financial is always a good trait, and avoiding anarchy is more critical at quick speed. Hence the choice.

A skirmisher rush can take out one rival on a crowded map, but overall I found it more profitable to REX on a sparsely-populated map.

The AI gets all the default religions, which becomes annoying because religions don't spread fast enough. So twice I teched for music first, and both times I popped a great artist whom I used to found Christianity. In my current game I have eight cities, very few units, no war, the Great Library and the Apostolic Palace (for bonus hammers). But it still feels slow. I'm at 1600, researching Education (I already have machinery, civil service, paper, printing press, and a few others). I'll let you know how it turns out.

Can anyone remind me how to see the list of submitted entries?


Cheers,
Jason
 
I just played a quick game while watching the football (less than 2 hours). Peaceful expansion to 8 cities (for Oxford and Ironworks - although I only realised afterwards I could have left it a 7) and just teched to the lead and stayed there. Elizabeth was a good fit for this strategy.

To see the list of submitted games (you'll only be able to see your own position though) go here.
 
I'm thinking this will be won by cataphracts, a good trait combo + 2 move unit, or someone who just expands peacefully and runs away in tech.
 
On Noble you can landgrab with anything - like impi or immortals, no need for cataphracts, you delay your expansion too much.
 
This is a medieval start and it's quick, so you can get cataphracts pretty fast.

I am trying a game with that, in fact - we'll see how it goes - I think I delayed my landgrab too long for it to be a winner, but it's fun and I need Justinian for my QM ;)
 
oh. Well, it was fun, anyway ;)

QM is only good for Ancient Era starts? Where does it say that? From my reading, it seems that the various events just require a valid HOF entry, which includes any start date. EQM requires ancient era - but where does it say that QM does?
 
So, my game, i picked Justinian, pangea, low levels, barbs on. Plan was to find a nice start, spam out some settlers, tech music->education->guilds, expand via settlers until out of good spots then hit the AI. I used only philosophical leaders, so I could get AI with academies and shrines set up. I also used no one who had a good UU for the era - early or late ones only.

It worked eh.

Start was great - 3 gems, 2 sugar, banana, marble, couple of hills, lots of rivers. Got out some settlers, picked up iron, copper, horses. Didn't really get going with war until cannons, though - took out england, then gandhi, but stopped then - I was doing 2 turn research in the modern era by then, so it didn't matter.

Launched in... do we talk about when we finished here? anyway - I beat the current published #1 - dunno how I did compared to the other submitted games yet.

Anyway - I may try this again - with Elizabeth, a crowded map and look for a nice start that has ivory nearby - chop out a couple of workers, build a couple of cats then some elephants and go take over some civilizations.
 
the #1 quick game. 1966 AD was my win date.

I did a lot of switching civics - I ran my new favorite civic a lot (Serfdom) - I never seemed to have enough workers...

there's no doubt that this is beatable - I didn't get Oxford up until half way through the industrial era and all my conquests weren't all that great - I did get 3 cities with academies, but 2 of them didn't come out of resistance until I was about 5 turns from ending research anyway.

I have to say, I'm sort of surprised at how good Justinian was at this sort of game, considering his traits are secondarily good for space, at best. Spiritual was great for optimizing civics (I even ran vassalage for a few turns) and imperialistic helped get a couple of settlers out and get a couple of mil academies... but I never did get much of a GP farm up.
 
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