QSC-c1 "Irritated Mao" game progress.

heres my next three saves

2550 warrior takes out one of lizs warriors
2510 lizs warrior dies attacking my elite warrior,make peace with liz for bronze working,the wheel and mysticism
2470 change shanghai to worker,warrior built in bejing start settler,pop goody get literature,trade cont with liz + 10gp to shaka for cont with abe,trade writing to abe for writing.
2430-
2390 shanghai builds worker starts settler
2350 discover ghandi who is really tech backward
2310 bejing builds settler starts spearman
2270-
2230 canton founded start warrior
2190 bejing builds spearman starts settler,trade masonary to india for worker

http://www.civfanatics.net/uploads3/Q1-SWIFTSURE-2190BC.zip

2150-
2110-
2070-
2030 bejing builds settler starts spearman
1990
1950shanghai builds settler starts spearman,canton builds warrior starts worker,nanking founded start warrior
1910bejing builds spear starts settler
1870-
1830tsingtao built start warrior
1790 map making discovered start philosophy,trade m/m to shaka for horse riding,world map + 5gp,tradr horse riding and map making to abe for mathematics

http://www.civfanatics.net/uploads3/Q1-SWIFTSURE-1790BC.zip

1750 change shanghai to settler
bejing builds settler starts another,nanking builds warrior starts temple,canton builds worker start spear, buy american worker for 27 gold
1725-
1700-
1675-shanghai builds settler start settler,xinjian built start worker,pop goody and get code of laws
1650 bejing builds settler starts another
1625-
1600 discover philosophy start const.change nanking to galley
1575 chengdu formed start spear will claim first lux, embassy with abe
1550tsingtao builds warrior starts worker,embassy with liz to burn cash as chengdu is going to get double dose of barbs
1525 bejing builds settler starts spear,shanghai builds settler starts temple,hangchow formed start spear will claim second lux,canton builds spear starts anothertrade lit,code of laws,w/m and 10gp to abe for const,trade code of laws to shaka for w/m and 20gp

http://www.civfanatics.net/uploads3/Q1-SWIFTSURE-1525BC.zip

these turns are a little disjointed as i played them over a period of four days, i couldnt really decide on a coherant strategy
 
The benefits of an early rush can be huge, and the higher the difficulty the bigger the benefit. I remember one of my early emperor level game where I played Russia. My first scout passed by Paris and noticed it was a high food spot. I quickly built 3 warriors and sent it that way. When they got there, a spear/settler pair was just leaving and the city was defended by a single warrior. I took over Paris and started rushing spears and archers in Paris while Moscow went back to a standard expansion plan. I rushed so many units in Paris that it was still having whip memory in the industrial ages. Paris never recovered but neither did France. Nor England who happened to be in the way of my French killing SOD. I ended up with a whole undisputed continent of about 40 cities and the other AIs never saw a single tiles of it.

But back to this game, Charis, I resent the implications that I am a vicious warmonger ;) I am not, promise! At least in this game. The strategy I used is probably better suited to emperor level but I think it will do ok on monarch level.
 
At crackers request I investingated the implications of barbs on the first 30 turns and will continue to look just at what effect barbs have on the overall scores, approaches and subsequently the outcome on the games.

Here is some quick data on the first 30 turns with a few things of note:





Cracker and Meldor used elite warriors to attack lizzy, SJF even commented at the time that he choose not to attack the settler because of having only a "regular" warrior and being peaceful at heart.


Hotrod avoided early huts to avoid barbs completely this round.


Stwils first round ended before it even started because of early barbs from a hut.


Jaxom lost 2 warrior scout to barbs, this caused later contact to England an Zulus. And required a second Scout/warrior be turned around to face down the barbs. That warrior promoted to vet but was pulled away from the primary task of making contacts. Another warrior was built in Beijing JIT and promoted to elite.

Edit to include both Jaxom's huts

Hotrod
 
Hotrod, I had 2 barbarians hut. The second hut resulted in the vet warrior from the first hut to be promoted to elite. That is in my turn report. However there is something missing from my since I built 4 warriors and had only 2 at the end turn 30, so I must have lost 2 to barbs.
 
Here is my game 2590bc-2190bc

Turn 30 2550 bc
warrior moves south
other warrior moves ne

Turn 31 2510
worker in Beijing roads mine
one warrior moves south, other one north

Turn 32 2470bc
We get wheel/ go for CB
shanghai worker produced/ set for spearman
worker in shanghai moves to bonus grass
warriors move north and south respectively

Turn 33 2430bc
smoke blazing in beijing/ set entertainer for now
set beijing to settler instead of granary (losing 2 shields)
worker moves nw to plains
worker in shainghai mines
beijing warrior moves ne
other warrior goes south and encounters a barb and wins!

Turn 34 23909bc
biejing produces settler (and civil unrest is calm again)
settler moves ne
set beijing back to granary
tried to heal both warriors by waiting a turn/ not sure it worked

Turn 35 2350bc
setller moves north
both warriors wait another turn to heal

Turn 36 2310 bc
Lincoln gives us HBR for 45 gold
worker in Shanghai roads
settler moves east
warrior moves to settler to protect
other warrior goes south

Turn 37 2270bc
we get CB/ set to Writing
warrior fortifies
other warrior goes west
settler moves to bonus spot

Turn 38 2230bc
settler founds Canton
worker moves to plains
warrior explores west

Turn 39 2190bc
worker in Shanghai irrigates
Beijing worker joins him
warrior moves nw

Turn 40bc 2150bc
workers in Beijing irrigate and road
warrior moves west
 
I messed up numbering the turns. ahhhhkkkk!

Well, I will fix it during my next turns. I think I know what I did wrong. Sorry.

stwils
 
Here are my next 10 turns. Think I got the dates right this time.

Turn 40bc 2150bc
workers in Beijing irrigate and road
warrior moves west

2110bc
workers finishes irrigating and roads
one of the workers moves south to plains
warrior moves south

2070bc
Shanghai build spearman/ set to archer
one worker moves north
other worker irrigates plains

2030bc
worker mines grassland in Shanghai
warrior pops hut and we get Mysticism

1990bc
worker build road
warrior in south encounters snow

1950bc
warrior goes though snow

1910bc
Canton was ramsacked and gold was taken
workers move
warrior has explored as far south as he should

1870bc
worker irrigates
warrior moves through snow eastward seeing furs

1830bc
Canton gets warrior/ set to archer
warrior attacks barb in Canton and wins
warrior moves east through snow
worker in Shanghai moves

1790bc
Shanghai gets archer/ set to Temple
Beijing on fire again. got another entertainer
warrior waits a turn to heal
warrior south move east
worker roads irrigated plot
 
I have opened a seperate feedback thread to support and comments or questions specifically about this game play format so that those issues can be captured seperately from the game progress issues.

This thread can be accessed at:

http://forums.civfanatics.com/showthread.php?s=&threadid=38447

Since this gameplay format is somewhat of a variant to normal play and since we are using a different scoring formula, I would welcome any comments of suggestions that may come up to you as the game progresses.

Here also is the next update to the Power Progression Graph for ALL active players up through 1525 bc:



(Friday 12/6 updated graph to include SJFrank and Zenga)
 
Here is the data table for 2190bc:



(Friday 12/6 updated table to include data for SJFrank and Zenga)

I would like to highlight the coding element that recognizes techs gained through warfare/peace treaties/extortion as these boxes are shown with a W and highlighted in orange.

The solid colored boxes continue to be tech events that happened during this 10 turn round of play while the lighter shaded boxes are similar events carried forward for prior rounds.

I apologize for the slight increase in table size, but I wanted to keep all the techs individually displayed so you could easily see the number of techs being handed about via different methods.

Also, you may not some techs in the tables that I have marked as being traded or researched when in fact the turns log may say something slightly different. When a player did something like research most of the tech but then trade for the last 10%, I tried to code the entry to best reflect what I though the transaction really reflected. There where only a few of these so hopefully we won't suffer a major disconnect.
 
Here is the data table for 1790bc:



(Friday 12/6 updated table to include data for SJFrank and Zenga)

Note that I have highlighted the cummulative hut benefit value for Swiftsure's game in the lower righthand column of the table because luck and timing is pushing that number very high. Swift's benefit from huts will have more than twice the short term value of the next nearest player by the time things are all said and done.
 
here is the final data table for this second round of play to correspond to the 1525bc timepoint.



(Friday 12/6 updated table to include data for SJFrank and Zenga)
------
OLD TEXT CONTENT PRIOR TO 12/6:I will fill in the data for SJF and theos plus stwils's 1525bc if those save files emerge in the process. I have contacted several of the registered alternates to see if they will be available to fill in and pick up play from the current positions if any openings inadvertently occur in the pack.
-----
Zenga has filled into the game slot vacated by theos and picked up play from the 2590bc save point.

A great deal has happened in these 30 turns and we should be able to have some good discussion. A number of players declared some really nice trade planning and trade sequencing techniques and these would be good topics to explore further.

We have also begun to see the emergence of some serious non-hut-related barbarian activity and that may begin to color the game progress.

A number of players are beginning to show signs of having difficulty balancing population, happiness, and productivity. Where will this lead us??

If you look closely at the data tables and graph, Steve had surged into the power lead at turn 30 by virtue of his brilliant trading strategy from a central position and now his power progression has dropped back and is tracking almost one-for-one with LeeKendter's game.
 
... and yes Jaxom, looking at the 1525bc table we can see that there are no orange "W" boxes in your tech column plus you seem to have foresworn the acursed pratice of human slavery, so you must not be an evil warmonger after all. ;) Who would have started such a foul rumor. :mischief:
 
Sorry about being late. When I tried to post last night, I had quite a bit of trouble with the upload server.

My report for these sessions are somewhat shorter, as I skipped reporting all the scout/worker actions.

0) 2550 BC

1) 2510 BC

2) 2470 BC -- granary completes in Beijing. Barb and a English scout shows up on Beijing's borders. Warrior sent out the grab hut before English, got map. Warrior up next in Beijing, Shanghai warrior also woken up and sent to Beijing, leaving Shanghai undefended for now. Lux up to 20% for one turn.

3) 2430 BC -- Shanghai warrior fortifies in Beijing. Beijing warrior due in one turn, just in time for the barb warrior. Beijing warrior sent out to find barb camp. Checking diplomacy this turn... boy am I lucky. Abe acquires Iron, while Shaka has HBR. 65 gold to Abe for Iron Working, IW + 10 gold to Shaka for HBR.

4) 2390 BC -- Warriors in both Beijing and Shanghai completes. Beijing starts on Settler.

5) 2350 BC -- Barb warrior suicides against the fortified warrior pair in Beijing. Palace get new lawn :)

6) 2310 BC -- Beijing MM'ed to use a river forrest tile. Shanghai gets one of Beijing's bg tiles to hurry warrior production in two. Northern scout visits the American capital of Washington.

7) 2270 BC

8) 2230 BC -- Settler in Beijing completes, starts another, due in 4. The new settler heads towards the Zulus choke along with a warrior escort. Warrior took out a barb camp, loses one HP and promotes.

9) 2190 BC -- Palace expands.

10) 2150 BC

11) 2110 BC

12) 2070 BC -- Beijing completes settler, starts another, due in 4. Shanghai completes warrior, starts spear, due in 4. New settler heads towards the fur choke.

13) 2030 BC

14) 1990 BC

15) 1950 BC

16) 1910 BC -- Beijing completes settler, starts another. Shanghai completes spear, ditto. New settler send to grab a first ring spice/iron city spot.

17) 1870 BC

18) 1830 BC -- two barb warriors show up from two different directions near Shanghai, both of them will arrive one turn before the spear is finished.

19) 1790 BC -- Canton founded near the Zulu choke, starts worker.

20) 1750 BC -- In between turns, Shanghai warrior holds against two barb warriors, promotes to vet. Beijing Settler completes, sent towards the south to seal off border against the English. Nanking founded, netting 25 gold from barb camp. Tsingtao founded. Traded 35 gold + WP to Americans for Map Making. Traded Territory Map + Mysticism to India for their WP. Traded our WP for Zulu WP + 23 gold. Traded our WP + 48 gold to England for their WP. Yep, we're on a continent. Traded our WP + 3 gold to Americans for Philosophy. One Last Thing, switched Canton to Galley, due to be whipped in 10 turns.

21) 1725 BC -- warrior disperses barb camp in the south. 25 more gold.

22) 1700 BC -- catches Gandhi with 25 gold in his pockets, sell WP to him for the exact amount.

23) 1675 BC -- Hut near the southern fur country teaches us Literiture.

24) 1650 BC -- Beijing finishes Settler, starts another. Shanghai finishes spear, starts worker.

25) 1625 BC

26) 1600 BC -- Xinjian founded. With England appearently researching Lit, I broker now. Lit + WP to England for 112 gold, Lit + WP to Americans for 54 gold, WP to Zulus for their WP + 6 gold.

27) 1575 BC -- With the cash, I establish embassies everywhere. London is building Oracle, due in (less than) 36 turns.

28) 1550 BC -- Beijing finishes Settler, starts another.

29) 1525 BC

30) 1500 BC -- Chengdu founded, netting 25 gold from barb camp. Galley in Canton is whipped. Decided not to partial whip Nanking. Worker in Tsingtao completes, starts another. Checking Diplomacy, Code of law is avaliable, but my 40 effort on Math is about to finish in 3 turns, so I'll wait until then to buy in.

http://www.civfanatics.net/uploads3/Q1-SJF-bc2150.sav
http://www.civfanatics.net/uploads3/Q1-SJF-bc1750.sav
http://www.civfanatics.net/uploads3/Q1-SJF-bc1500.sav

* * *

Looking at people's reports, I think I have fallen behind most in the tech pace now. A major reason, I think, was my 40 turn math research. That is not how you're suppose to run a fast space race, as far as I understand. If I didn't get lucky with Lit from a hut, I'd be in serioius trouble as far as tech pace goes.

Military. I'm simply not a good early military player. The problem -- no instinct. The few early war games that were forced upon my hand were faught in a rather clumsy fashion. I won them, in large parts, due to my strength, which is building, infrastructure, and supply lines.

With this game, the moment I saw the cow+wheat at the capital, I knew I was going to irrigate them, go for a granary and the 4-turn-settler-fast expansion-route. It was just too good to give up. England, by expanding early in my direction, gets on the list of "to be wacked", but that'll have to wait until my Riders GA. I think that with +5 food per turn, fast expansion is the more efficient way to expand my power than early military action.
 
That's what you all are, slavers! And some of you are much too cocky for their own good, may the PRNG god release its wrath upon thee!

Congratulations to Hotrod for resisting the urge to enslave foreign nationals. Hotrod, we should start a movement 'Free the foreigners'.

This message was brought to you by the GRAI, the Global Research and Advancement Initiative. Donations in the form of new knowledge are welcome.
 
slavers! slavers! look
1) as my little warrior was walking happily over the grass he came upon these poor oppresed people who had been ripped from their homes by that evil despot liz and forced out into the wilds to build huts for the upper classes. once freed from this oppresive regime they willingly decided to help my towns ny carrying out various works.

2) looking at my towns i realised that i had lots of work to do around them so being the generous and humane person i am i put out tenders for various public works which by pure coincidence were one by contractors from other countries. i paid the money and got the service.

THERE ARE NO SLAVES IN CHINA

well none worth talking about
 
Such slander!? We prefer to think of ourselves as industrious "Liberators!" :hammer:

The glorious Chinese dynasty led by Genghis Charis proudy leads the way in "liberation" and will continue to extol this policy! Someday we will become a "People's Republic" and help ALL the globe to see our benevolence! Of course we do understand those who choose the lesser path of isolationism, and respect their views. It is unfortunate of couse, that several NON-indigenous tribes (witness the Engligh and Americans) have taken up squatters right in our territory and will have to be expunged. It is SO very fortunate that we can preserve some history of these backward peoples by liberation of their workers, and teaching them industrious ways! :p

The table is quite interesting, not as much progress for the Genghis plan as expected, due to reasons we've recently discussed. The next set went very well, but I have to think they will go well for many, so we'll see if the Genghis is well behind, or merely delayed with a stronger growth coefficient. (At some point though, the overconfident Genghis fell prey to that evil which the cracker dynasty didst foretell!) I'm thinking now I definitely will have to play this game to completion :p

I definitely need more 'Orange' in my column! The orange boxes and the (gasp) barracks are starting to trail the peace-professing cracker! ;)

One thought for analysis cracker - I would think the "uptick" from one set of 30 to another represent "good moves" of some sort by the player. Seeing the largest *percent* increase in score per set might help elucidate tactics that went well (?) Or maybe many of those are standard 'here you made all contact' points.

Charis
 
Here are my 10 turns for this round

1790bc
Beijing produces Granary/set to Temple

1750bc
change Canton to produce worker
warrior moves west and sees a barb
southern warrior moves east and sees a barb, too

1725bc
Our Canton warrior kills barb
Beijung worker moves to gl
our southern warrior notices that the barb is 2/2 so he goes by him

1700bc
n Warrior fortifies
Canton's new worker moves toward spices
Canton set to produce spearman
worker in Beijing mines
worker in Shaghai roads
warrior tries to slip by barb

1675bc
barbs attack both our warriors. we kill one each.
We get Writing/ set to Iron Working
Canton worker mines
S. warrior is now between barb and american scout -
He goes after barb. Kills him and is elite

1650bc
Our palace expands
Shanghai worker moves south
s warrior moves east

1625bc
our warrior kills a barb n. of Canton
Beijing worker roads
Shanghai worker mines gl
s warrior moves ne to coast

1600bc
s warrior goes north
Canton warrior fortifies on cow
Canton worker roads mine

1575bc
Beijing worker moves south to gl
s warrior moves north toward our cities

1550bc
workers road and mine and move

1525bc
worker in Canton roads on coast
our s warrior moves north

stwils
 
My lack of slaves isn't for lack of trying, there just aren't weren't any available. ;). I can tell already that I may be in a heap of trouble due to lack of workers. As my cities that aren't producing settlers start to grow the citizens may not always be working improved land.

The other things I noticed is the need for an escort service. Sending settlers blindly is okay until the barbs come out. Losing a settler now because of barbs would be difficult to recover from. At a cost of 70 (Power Points) a big hit.

I question the need for libraries this early as well. Cracker has 1 already but is it necessary due to the very high amounts of tech trading that has been going on in virtually all the games.

I will have some interesting things on barbs for this round later tonight.

Hotrod

One more thing ... (some one's tm) Has anyone given an thought to the cost or SPOILS of war. Cracker has highlighted the Orange techs I just wonder if there is indeed a true benifit whether it be tech, workers, land to expand etc.
 


Lux is the number of luxuries currently connected to the capitol while New is the number added in this round. Imp is the number of luxuries imported.

A red background in Lux Tax means I had to raise the slider to avoid disorder on the next turn. I will not try to guess what the player would do in that case, I will just raise the slider until all cities are happy enough to avoid disorder. An orange background is the other way around, I was able to lower the slider and still keep all cities happy.

# spec. is the total number of specialists (slackers :p) in the empire. A green background indicates a minimum science gambit in progress, meaning at least one of the specialist is not a slacker.

Total comm. is the amount of commerce generated by cities on the Domestic Advisor screen, excluding any other type of income. Expenses lists various expenses, from the same screen, in this format: entertainment/corruption/maintenance/unit cost. Ratio is income divided by commerce, somewhat measuring the efficiency of the empire in the context of the fastest space ship launch strategy.

Top cities list happiness factors in the top 2 cities in the following format: happy pop/content pop/unhappy pop:Military Police-Luxury resource happiness-Building Happiness.

SJF data was backtracked to 1525 BC to the best of my abilities.

This chart reveals a few interesting facts. For instance, we can see that Jaxom and Borealis are spending a large chunk of their CPT (commerce per turn) to keep their slackers productive. The chart illustrates the commercial impact of Cracker's free Shanghai but doesn't account for its' contribution to the 'English Forced Labor Program'. Another intesting fact is that lower commerce does not mean lower income, as can be seen by comparing Charis or Steve income to others in the same range. (Of course this doesn't reflect the fact that Charis is a vicious warmonger and Steve is a peaceful builder. :p)

Stwils's data stands out, she gains an Orange price for her high efficiency. However, her empire is the only one feeding a clown (the worst kind of slackers if you ask me :eek: ). The commerce saved by the clown is paid by the lower growth rate and reduced production in the capitol. In her defense, a temple will be built next turn and, hopefully, the clown will be put back to work.

We all know who deserves a lemon price for efficiency. :o

The table should become more interesting as things progress.
 
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