The3 - Great Alexandria

theos

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Oct 2, 2002
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Location
Durban, South Africa
The3 - Great Alexandria

The port city of Alexandria was one of the most important in the ancient world, serving as a link between the fertile Nile and first Greece, then Rome from its position on the Mediterranean Sea. But it is most well known for the Lighthouse and Library built there as it became a centre for commerce and learning.

In this succession game we aim to recreate the greatness of Alexandria and extend it for all time. The Lighthouse will not fall; the Library will not burn.

Goal: 20k Culture win with Always Peace.

This game is intended as a relatively easy builder wonder-fest.

Tribe: Egypt
Difficulty: Regent
Map: (My best recreation of the Mediterranean and Middle East) Standard 60% Pangea, Arid-Warm-5 billion, Roaming barbarians. Seed 2005090105 (first coastal start).
Opponents: The ancient mediterranean and middle east civs - Rome, Greece, Babylon, Hittites, Sumeria, Persia, Carthage.
Restrictions: Must win with 20k culture (but all victory conditions are available for the opponents). Always Peace (may never declare war or incite a declaration of war and must accept peace on the first turn that it is offered). Only Egyptian Great Wonders in the Ancient Age (that is Pyramids, Lighthouse, Great Library). Not OCC.

All else at default settings. The first coastal start gave us a very nice Alexandria.



Up to 20 turns/player. 24 hours for got-it plus 48 hours to play (exception for weekends - I don't have internet access on the weekend).

Roster
Theos
Methos
compmage

Additional players welcome.
 
I realize we're still short players but was curious about something. In order to build the Lighthouse we'll need to move our settler since the starting position isn't on the coast. If we move to the forest we'll lose the gold. I suggest we move the worker south first, to see if the move is even worth it or what other options are available.

Hopefully others will have better ideas.
 
The idea with reseeding for a coastal start was specifically so that we would build the Lighthouse if at all possible. The Lighthouse's usefulness on this map is very limited (Pangea 60%) except for the culture and shouldn't be too difficult to get since there'll be fewer coastal capitals. So I'd say settling on the forest, while not essential, is kind of a thematic obligation.
 
Maybe , If I can get my internet working on my civ computer. :)

No other wonders then?
 
AA-Pyramids
Lighthouse
TGL

MA- We want Culture, so...
Sistine
KT?(For Defense)
Leos Workshop(Maybe, not necessarily)
NOt OCC but, should we try to get Copernicus and Shakes and Newts?

IA- US and ToE(4 and 3 Cult)

Just some tips...
 
I don't have an internet connection on my home computer (and heaven forbid I try to get civ to run on my work machine - if I succeeded I'd never get any work done) which is exactly why I won't be posting on the weekend. Pick up game at work; play in the evening - that's the plan. Of course if you get a connection working on your civ machine it does make it easier.

As for wonders, Methos is right, all medieval, industrial and modern wonders are also available. I don't think its possible to get to 20k on only 3 wonders.
 
Lurker's comment: I would make temple one of the first builds and rush it to get right on the pyramids. Try to slow the tech pace, but at regent it should be no problem.
 
The main motivating factor for this game was a solo 5CC Monarch game where my aim was for 20k culture. Even though I had an expected victory date of around 1960-odd, the game's tech pace was too fast and a space launch would've beaten that date. In that game though I was unintentionally speeding up the tech pace - Regent though should be an easier beast. The only problem might be the Always Peace restriction if things go wrong.

I agree with the temple comment - Alexandria's likely to get big quick (flood-plains and cattle) and the happiness and bonus-for-early-early-building culture will help.

Anyway, here's the save: The3 at 4000 BC

Since we have 3 players, I'll be playing the opening twenty turns this evening. Hopefully we'll have some more players by tomorrow.
 
Theos's 1000 year reign

The settler was moved SW over the forest to be on the coast (necessary for Great Lighthouse). Worker to irrigate and road the 2 cattles and the flood plains.

3950 BC (1): Found Alexandria. Sugar is revealed to the SW. Building warriors as scouts. Start research on The Wheel at max. (We're likely to be able to trade soon for Alphabet since 4 other civs have. Nobody has The Wheel and with few expansionists it's likely we'll be the first.)

3750 BC (5): First Warrior-scout starts exploring down the Nile.

3600 BC (8): Warrior-scout discovers fur at the source of the Nile.

3550 BC (9): Second Warrior-scout heads off south. Start on a Temple for early culture :egypt: Don't know if it's the best move, but the extra happiness will help as Alexandria could get quite big quite quickly.

3350 BC (13): Our first Warrior-scout learns Pottery from a goody hut.

3250 BC (15): Alexandria was up to population 3, with lux temporarily at 10%, but the Temple is completed, so lux down to 0. First warrior-scout spots gems. Second warrior scout spots an orange border.

3150 BC (17): Warrior-garrison completes and stays at home.

3100 BC (18): We meet the Persians (orange). Trade Ceremonial Burial+Pottery for his Warrior Code+10g.

3050 BC (19): Warrior-escort completes, ready to escort a settler, which begins training. Worker starts mining the sugar.

3000 BC (20): The Wheel due next turn (sci dropped to 70%). Alexandria's culture at 31.
 
Got it....

Don't have a chance right now to look at the save (I'm heading for bed) but did you spot any possible settler factory sites around? It would be best to make our 2nd city a settler factory so that Alexandria can concentrate on culture and growth.

We should build a granary in Alexandria to speed up it's growth. Getting it at max pop is our best bet for the earliest win date.

We'll want to get our 3rd city on those gems to the south.
 
Below is where I was thinking of founding our settler factory. This would be a lot easier if we used Alexandria but that would hurt our 20k plans. In Despotism it looks like a 6-turn factory.

We use the watered plains cow, two watered fp’s, a watered plains, and the mined oasis at size 4. At size 5 we add another watered plains, and a mined plains at size 6. I’m not exactly for sure if this will work as I didn’t figure in any corruption.

Any suggestions? Especially from you lurker’s out there that know how to crunch the numbers?

Will play tonight or early in the morning tomorrow.

 
I'm not sure but I think the gold hill will work with cow and FP + you collect the BG's, Your CxxC and the gold hill provides nice commerce.
 
Sorry guys, I didn’t take very good notes.

We learned The Wheel, though I did not trade it to Persia. Figured we’d keep it for a little while in case we met anyone else. Since we’re going ‘always peace’ I went a head and started on Alphabet. We never met anyone else during my turnset and managed to learn our letters. We’re currently researching Writing. One thing I noticed is that Persia researched The Wheel on their own.

Our warriors managed to pop barbarians near Persia. One threw his body on our sword, the others headed towards Persepolis. Our other warrior was gifted 25 gold from his camp.

Memphis was founded and immediately began work on a granary. It’ll be done in 3 turns if we let Memphis take the cow on growth and one turn after. On the third turn swap the cow with a watered plains to finish the granary with no shields wasted. Memphis might want to build a warrior or two before starting to pop settlers.

We need to get Alexandria up in population as fast as possible. In order to use Memphis as a settler factory Alexandria can only work one of the cows. Watering all the plains around Alexandria will get her production up around 9 or 10 spt.

Since we’re going ‘always peace’ we need to do our best to get this settler factory up and running. We won’t be taking cities by force so we need to expand very rapidly.

One thing since we are going for a more Egyptian feel should we attempt to settle only near rivers?

Edit: Whoops, I guess it helps if I post the save.

Roster:
Theos- On Deck
Methos- Just Played
AnsarKing101- Up (Maybe)
 
Memphis looks like it's in a fine position. There it is a 5-turn settler factory between size 3 and 5:
At size 3 with 6 food towards growth...
Cow (I), Oasis (M), FP (I) + Hills (M) upon growth (6 shields + 1 corrupted)
Cow (I), Oasis (M), FP (I), FP (I) (4 shields + 1 corrupted)
Cow (I), Oasis (M), FP (I), FP (I) + Hills (M) upon growth (6 shields + 1 corrupted)
Cow (I), Oasis (M), FP (I), Plains (I), Hills (M) (7 shields + 1 corrupted)
Cow (I), Oasis (M), FP (I), Plains (I), Hills (M) (7 shields + 1 corrupted)
Total 30 shields (+5 lost to corruption) and 6 food towards growth.

Need to work: Irrigated cow (already got), mined oasis (looks like there's a worker working on it), 2 irrigated flood plains (looks like 1 already got + can borrow from Alexandria until workers done), irrigated plains (available), mined hills (to do - important to pick up the shields upon growth with governor set to Max production).

I assume long-term Memphis will be abandoned (it's in Alexandria's city radius) so a second 'real' city near the furs perhaps. Luxuries quickly will be important to sustain Alexandria.

Anyway, AnsarKing101, have you decided whether you'll be playing? Otherwise we'll have to wait for another sign-up.
 
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