Your name: sebtanic
Game status: Diplomacy Victory
Game date: 1740AD
Turns played: 173
Base score: 1308
Final score: 2515
Had a lot of fun with this map. First priority was of course getting Desert Folklore, like everbody else apparently. Luckily met a faith CS very soon so didn't even have to build the shrine until I got philo (for Mud Pyramids).
Unlike everybody else apparently, I went for the honor opener first to have some fun with barb hunting. I think it did help actually, since there were barb camps all over the map the entire game. I had an extra policy in the end that I didn't really need, so opened commerce (but I was swimming in gold already).
Went liberty/wide, built 4 cities (including capital) next to mountains, then NC. After NC built another city in the forest/tundra to the NE, next to river. Much later decided to build 2 more to increase faith output. Put one on the SE desert on the eastern shore, with lots of wheat and a oasis, and another one on the isthmus to the south next to whales. That city got coal eventually which was very helpful for getting me early factories, allowing for +25% science bonus from Order ideology.
Got reformation/To The Glory Of God to buy GS. Faith bought four of them total. Another one was gifted by CS In the end I got to Telecommunication quite easily by bulbing, and even had one GS surplus which I used on Globalization. Had all the CS allied in the end, plus bonuses from FP, World Rel & World Ideology. Plus 2 votes from diplomats made for 58 votes out of 46 needed.
Had a totally peaceful game, except that I DOWed Shaka the turn before the final vote as he was the only one who had enough money to potentially steal some of my CS allies. Wasn't needed probably as I had enough extra votes, but old habits don't die
I enjoyed the large map, it was fun to explore, hunt barbs and try and find all the civs.
Quick pace was cool too, I was pleasantly surpirised that the final voting cycle was only 6 turns and not 10 as I expected.
Some notes from my end game:
t122 met everyone -> WC founded
t129 GS (bought w faith) bulbed Sci. Theory, bought 2 public schools right away w gold
t149 2 GS (1 CS gift, 1 natural) bulbed Plastics - bought 3 research labs right away
t150-162: next WC session was scheduled for t162, so I thought I had to get 10 techs in 12 turns to get from Plastics to Telecom. Bulbed six or so GS (3 bought, 1 from liberty, 2 natural I think). Fortunately there was a host vote when I reached Atomic Era, delaying the next vote by a further 2 turns and giving me some much needed breathing space)
t162 Oxforded Telecom, with only 2 turns left for the next WC session, so expecting to win t177 (2 turns to vote for host, 2 turns till next session (where I'll get World Ideology), session takes 1 turn, then 10 more turns till World Leader vote)
t173 won (WL vote took only 6 turns instead of 10 )
Quite happy with my finish time. I'm not sure if my last 2 cities were worth it science-wise, as they each increased tech costs by 3% and they only brought in about 25-30 bpt each. However they definitely brought in some faith, and coal was extremely good to have for the factory science bonus
Game status: Diplomacy Victory
Game date: 1740AD
Turns played: 173
Base score: 1308
Final score: 2515
Had a lot of fun with this map. First priority was of course getting Desert Folklore, like everbody else apparently. Luckily met a faith CS very soon so didn't even have to build the shrine until I got philo (for Mud Pyramids).
Unlike everybody else apparently, I went for the honor opener first to have some fun with barb hunting. I think it did help actually, since there were barb camps all over the map the entire game. I had an extra policy in the end that I didn't really need, so opened commerce (but I was swimming in gold already).
Went liberty/wide, built 4 cities (including capital) next to mountains, then NC. After NC built another city in the forest/tundra to the NE, next to river. Much later decided to build 2 more to increase faith output. Put one on the SE desert on the eastern shore, with lots of wheat and a oasis, and another one on the isthmus to the south next to whales. That city got coal eventually which was very helpful for getting me early factories, allowing for +25% science bonus from Order ideology.
Got reformation/To The Glory Of God to buy GS. Faith bought four of them total. Another one was gifted by CS In the end I got to Telecommunication quite easily by bulbing, and even had one GS surplus which I used on Globalization. Had all the CS allied in the end, plus bonuses from FP, World Rel & World Ideology. Plus 2 votes from diplomats made for 58 votes out of 46 needed.
Had a totally peaceful game, except that I DOWed Shaka the turn before the final vote as he was the only one who had enough money to potentially steal some of my CS allies. Wasn't needed probably as I had enough extra votes, but old habits don't die
I enjoyed the large map, it was fun to explore, hunt barbs and try and find all the civs.
Quick pace was cool too, I was pleasantly surpirised that the final voting cycle was only 6 turns and not 10 as I expected.
Some notes from my end game:
t122 met everyone -> WC founded
t129 GS (bought w faith) bulbed Sci. Theory, bought 2 public schools right away w gold
t149 2 GS (1 CS gift, 1 natural) bulbed Plastics - bought 3 research labs right away
t150-162: next WC session was scheduled for t162, so I thought I had to get 10 techs in 12 turns to get from Plastics to Telecom. Bulbed six or so GS (3 bought, 1 from liberty, 2 natural I think). Fortunately there was a host vote when I reached Atomic Era, delaying the next vote by a further 2 turns and giving me some much needed breathing space)
t162 Oxforded Telecom, with only 2 turns left for the next WC session, so expecting to win t177 (2 turns to vote for host, 2 turns till next session (where I'll get World Ideology), session takes 1 turn, then 10 more turns till World Leader vote)
t173 won (WL vote took only 6 turns instead of 10 )
Quite happy with my finish time. I'm not sure if my last 2 cities were worth it science-wise, as they each increased tech costs by 3% and they only brought in about 25-30 bpt each. However they definitely brought in some faith, and coal was extremely good to have for the factory science bonus