*UN*-Crowded Map, Huge 1-Opponent Emperor

Puppeteer

Emperor
Joined
Oct 4, 2003
Messages
1,687
Location
Silverdale, WA, USA
I'm a smart-aleck, so as interesting as these crowded games are I want to try a sparse game. Huge, 1 opponent. I don't usually finish games, but I expect to get to 1000BC tonight and will post a turnlog and save. After that it's at my whim, but I'll post the saves.

I'm debating between Emperor and Monarch. I'll probably get killed on Emperor with no trade brokering to keep up, but then the AI has no discount trade buddies, either. I'd hate to start Monarch and find it too easy. Okay, it' settled. Emperor.

C3C
Difficulty: Emperor
Map size: Huge
Opponents: One random, and I won't peek at the space race. You can't choose your neighbors, and I like discovering the world as I go.
Map type: Pangea because I hope not to mess with ferrying troops across oceans. I usually have random map features, but I won't for this game.

I'll decide and post the rest--including what civ I'll play--at the start screen here in a couple of minutes. I'll turnlog to 1000 BC as if it were QSC. After that I'll try to make it less boring than a turnlog, but no promises.

I may be surprised, but I think my only hope will be to out-expand the AI which is no easy feat on Emperor. Going Agricultural would be beneficial but feels like a cheat. I'll decide in a minute. I'll check back later with an update.
 
Puppeteer's Un-Crowded Map Log
NoAIpatrol=0
Helpers: CivAssist II and smiley-modded popHeads

World Size: Huge
Barbs: Restless
Pangea 60% Water
Climate: Normal
Temperature: Temperate
Age: 5 Billion
Civ: France. Commercial & industrious. Because expanionist and agricultural feel like cheating and I like fast workers and reduced corruption.
Rivals: 1 Random
Rules: Default except culturally linked start loc is turned off
AI Aggression: Normal
Difficulty: Emperor
World Seed: 1377781828

4000 BC Save File





I almost always take the first start. You can't choose where you're born. In this case I can't complain. Only trick is where to put the settler.
 
I'd say 1NE; you won't be able to use those 2 BGs SW until after the culture expands, and your worker can get started right away on improving the tile he's on. Conversely you could move the worker and see what's around, in which case I'd move the worker SW.

Sounds interesting, I'll be watching this one.
 
I tried this a few times, I think only on a Large map, and by the time I had 60+ cities in an OCP arrangement and still hadn't met the other civ, I'd get bored with it.

Best of luck not getting bored.
 
Vol, surprisingly I met my opponent before 1000BC! Making it a pangea probably helped, but still I didn't expect that. I'll probably get bored with this one if/when I get ahead in tech and area along with production and commerce.

---------------

I saw Xerol's post before going back to the game. He had good suggestions. My first thought was 1SE or even 1NW. But my only goal in mind is to out-expand the AI. The opportunity cost of moving is 2 food, 2 shields and 2 commerce, and there are 2 BG tiles available immediately--it's not like this spot sucks, it's only that I dislike wasting the BG. As much as I hate to waste a BG I think wasting a turn of growth this early may hurt more. Of course I'm probably wrong, but we're all used to that.

I just realized at turn 20 I'll learn the identity of my opponent, anyway. Still, I'll wait until then and not peek at the space race screen.

I'm not usually a wonder builder, but given that there are only two of us the wonder race may have more impact. Instead of 1/7th of my enemies having all cities walled or granaried or barracksed it will be 100% of my enemies getting it. I'll try to remember this as wonders become available.

4000 BC: Start CivAssist II and Screenshot Assistant. Check Preferences. Worker W and sees 2 more BG and the edge of a forest! Found Paris in place, get CB from the goody hut. Wow, my commerce is 4gpt...I'm getting 3gpt under Paris? Expanded view reveals yet 2 more BGs, N and E, some jungle N and the edges of a mountain to the E and another river to the S. SCI to 100% on Pottery in 25 turns :eek: . Slow tech pace. Production set to warrior.

3950 BC: Worker starts mine.

3900 BC: Zzz
3850 BC: Zzz
3800 BC: Zzz

3750 BC: Paris warrior -> warrior. Worker finishes mine, moves SW to BG by forest. Rename the warrior Skippy. Skippy E.

3700 BC: Skippy E, worker starts mine.

3650 BC: Skippy steps on mountain, sees hut, 2 more BG and gold hill. Was hoping for food bonus. E/NE of Paris looks to be hilly.

3600 BC: Skippy just noticed the edge of marshes to the E and possible coast to the S. I'm starting to feel penned in. Skippy N to hill, sees 3 more BG.

3550 BC: Paris warrior -> warrior. Rename this one Clyde. Clyde S..I'm really hoping for a food bonus. Skippy N.

3500 BC: Borders expand. Paris size 2. Grrr, it made a clown...recheck my preferences. That's a 2-shield mistake and costs me a turn on the warrior. Sci/Lux to 80/20. The good news: border expansion revealed cows to the S and W! Clyde S to reveal 1 tile..well 2 tiles as the next one's a hill. I stare at my screen a few minutes trying to figure out OCP city placement while making use of the cow for a 2nd city settler pump then finally realize I can make a temp city for the settler pump with the bonus that it would allow me to share some improved BGs until I get the pump lands improved. Also the 1st settler will have to take a couple steps less. Skippy NW onto a hill. Worker E to BG.

3450 BC: Worker starts mine. Clyde W...I want to scope the river by the W cow, and I already know what I'm doing short-term with the S cow. skippy NW...I know jungle's that way but want to check for jungle luxes from the mountainview.

3400 BC: Paris warrior -> warrior. (Can fit in another warrior and still build a settler as I hit size 3.) Name this warrior Bud. Bud goes SE and will scope out SE area. Clyde is heading NW along the river to Paris' SW, and Skippy survey's the jungle from the mountiantop and will probably go NW from there. Skippy sees the jungle is only 6 tiles big w/nice lands around...much better than expected.

3350 BC: Clyde spots cost and a peek at a fish to the SW.

3300 BC: Warrior -> settler. Warrior MPs. Sci to 100% at -1gpt. Skippy scopes another cow and hut to the N.

3250 BC: Worker finishes mine, moves S towards cow. Decide to send Skippy exploring NE given where the other two scouts will go.

3200 BC: Worker to cow tile.

3150 BC: Worker starts irrigating cow.

3100 BC: Scouting...
3050 BC: Scouting...

3000 BC: Settler -> warrior. Worker finishes irrigation. Settler S, worker E to BG. I send MP warrior NW to unfog 2 tiles Clyde skipped and doesn't want to double back for.

2950 BC: "Most Advanced Nations" report: I'm second. Greece is first. Joan wants to know who the Greek are: a scientific and commercial people led by some dude named Alexander who knew Alphabet and BW at the start. I check F11 for the first time: surprisingly I'm #1 in land area, so he hasn't founded his second city yet, but he's size 1 so a settler is out. I outearn and outproduce him at the moment, but given start position that's not surprising at this moment. Settler S, worker starts mine. Sci to 80% so I don't go bankrupt. (I'm 2 units over my support limit.)

2900 BC: Found Orleans which starts a temple (granary prebuild). Sci to 100%. Alexander has his 2nd town..I didn't check last turn so don't know which turn it was.

2850 BC: Sci to 70%, still Pottery in 2. Fog-buster MP finds wheat 2 tiles from the N cow. :D

2800 BC: Warrior -> warrior. Rename scouting former-MP hutbuster. Athens is at size 2...he must have a food bonus at his capital.

2750 BC: Pottery -> Writing. 50 turns...I'll go min science but check each turn if going 100% will speed it up. I'll go for Republic slingshot and hope I pick up some lower techs from huts. Worker finishes mine, starts road (my first one).

2710 BC: Scouting...

2670 BC: Worker finishes road, takes it to another nude BG. Um, why am I still at 50 turns to Writing??? Sci is at 10% and budget shows 1g to science. Whatever, Sci to 100% and it's 45 turns now.

2630 BC: Paris warrior -> worker. Worker starts mine. First barb spotted far to the N, F3 reports no camps, though. Change Orleans from temple to granary before I forget.

2590 BC: Scouting...

2550 BC: Hutbuster busts a hut and gets 3 warriors N of Paris. Bud to the E busts a hut on a mountain and also gets warriors.

2510 BC: Both Hutbuster and Bud get redlined by 1 barb attack each. Paris worker -> barracks. Worker moves to road between cities. Wounded warriors fortify.

2470 BC: Hutbuster is killed by a rampaging barb. Change Pars from barracks to warrior. Skippy disturbs barbs. 1 worker starts road between cities, other moves E.

2430 BC: Skippy fends off 2 barbs & promotes 3/4. Skippy chases the fleeing barb. Bud is healed

2390 BC: Bud defends against barb across river unhurt & fortifies hoping the pursuing barb is stupid enough to try it, too. Workers: 1 finishes road and moves to road W of Pars, the other starts roading E of Orleans. Skippy fortifies to heal.

2350 BC: Paris warrior -> barracks. Worker starts rd. Skippy 4/4 attacks standing barb: wins at 3/4. Bud moves back to the mountain.

2310 BC: Barb attacks Bud on Mountain and fails to scratch him. There are still 3 barbs out somewhere I think. The only lux I've found so far is Gems far NE.

2270 BC: Orleans granary -> settler, and I seem to have a pre-primed 5-turn 4-5 settler pump! In fact with a mined grass I can free up one of Paris' BGs. (I can't subtract 2 from 5 correctly as we'll find out in 2070BC.) Worker finishes road W of Paris then starts mine between cities. Other worker starts road SE,E,E of Orleans. Sci/Lux to 90/10 as Orleans grows to 4. (Have 2MP in Orleans and 1MP in Paris.)

2230 BC: Scouting. Greeks have their 3rd city this turn. My settler is due in 4, town in 7, but the next town will be by grass wheat and floodplain. After that will be by a cow. So my next two cities will also be settler pumps.

2190 BC: E worker finishes road, starts irrigating (to extend to wheat). Clyde finds a barb camp far N, but F3 doesn't report it...too far I guess.

2150 BC: Scouting...

2110 BC: worker finishes mine (which it turns out wasn't really needed for Orleans--6th shield wasn't corrupt) then moves to continue roading W of Paris.

2070 BC: Orleans settler -> settler. Um, I'm an idiot...this isn't a 5-turn factory..I'm down to size 3 now. Duh. Okay, think I can do a 6-turn warrior-settler pump from size 3-5...yes. Actually this works out well after building the granary. Yeah, I meant to do that! Now the pump is primed. W worker starts road, E worker finishes irrigation and moves to wheat. Settler moves E along road w/warrior escort.

2030 BC: E worker starts irrigating wheat, settler/war pair move into city site.

1990 BC: Orleans warrior -> settler. Found Lyons building granary. Sci to 100%. W worker finishes road, moves W.

1950 BC: Paris barracks -> warrior. Happiest Nations report: Greeks are happier. W worker starts road.

1910 BC: I'm stupid and let Orleans riot. Sci/Lux 90/10. E worker finishes irrigating wheat, moves S to BG.

1870 BC: Paris warrior -> warrior. W worker starts irrigating, E worker starts mine.

1830 BC: Scouting...

1790 BC: Paris warrior -> worker. Sci/Lux to 60/10...almost out of money. Bud busts a hut far NE, N of a salt lake or inlet: learn WC from tribe. Heh, all three cities set to grow next turn.

1750 BC: Orleans settler -> warrior. Wait, I still don't have this pump right...it should be a 4-6 pump for this to work. Change Orleans to archer. W worker finishes irrigation, moves to cow. Warrior busts a hut E of Paris: barbs. Hire a scientist in Lyons for a turn 'cause the mp wandered off.

1725 BC: Kill off 2 barbs on defense and promotes to 3/5. Paris worker -> archer. Settler to city site w/war escort. W worker starts irrigating cow. Skippy (vet) attacks barb camp fortified on mountain: win and get 25g. Sci to 100%. E worker finished mine & starts road. Newest worker starts roading towards N cow/wheat.

1700 BC: Barb attacks 3/5 warrior on hill and dies, so the people turn my cave into a palace with a stonework facade. Found Rheims set to granary. Still #2 in land area.

1675 BC: Orleans archer -> warrior, and I think the settler pump is primed for real. Lyons worker finishes road, moves to new BG. Sci/Lux 90/10 for Orleans.

1650 BC: Rheims worker finishes irrigating cow, starts road. Newest worker finishes road, heads N. Lyons worker starts mine.

1625 BC: Skippy to far north fights off barb attack. Paris archer -> archer. Orleans warrior -> settler. Rheims' mp pops hut nearby: barbs, but I have an archer nearby for backup. Newest worker starts road.

1600 BC: Skippy defends and wins again far N. Reg archer attacks barb and wins. Vet warrior attacks fortified barb and wins at 2/4. Sci/Lux to 30% for Orleans.

1575 BC: Barb attacks my 2/4 warrior across river, I win and promote 2/5. Elite warrior attacks fortified barb on hill: wins unhurt. N and Lyons workers start roads.

1550 BC: Paris archer -> worker. Orleans settler -> warrior. Sci/Lux to 70/20.

1525 BC: Paris 2nd culture expansion. Sci to 60%.

1500 BC: Writing -> CoL. Paris worker -> granary. Orleans warrior -> settler. Newest worker will work on roading improved tiles around Paris and Orleans. Sci/Lux to 80/20, MM Lyons for extra gold for happiness.

1475 BC: Um, scouting?

1450 BC: Found Tours, production to granary. Sci/Lux 70/30 for Orleans.

1425 BC: Tours worker starts irrigating wheat. Disband a reg warrior in Lyons. Elite warrior busts hut to NE: only 2 barbs? Sci/Lux 60/30...almost broke.

1400 BC: Lyons granary -> settler. Warrior busts hut SE: barbs. Elite warrior attacks fortified barb: wins redlined. Sci/Lux 40/30...almost broke.

1375 BC: Orleans settler -> warrior. Skippy busts a hut and gets a map...ooh, two unfogged tiles! :rolleyes: Attack a barb and die SE. Sci/Lux to 70/10.

1350 BC: A Greek warrior appears. Alexander has 7 cities and 85g. He's up BW & Wheel, I'm up Masonry and Writing. Trade Masonry, Writing, 4g and 1gpt for BW & Wheel. He has Iron Working, too. Sci/Lux to 60/10. There are no horses visible in the explored world. Yowsa...that's a big space for no horses.

1325 BC: Orleans warrior -> settler.

1300 BC: Sci/lux 60/30.

1275 BC: Lyons settler -> settler. Sci/lux 60/20.

Screenshots

The empire (800x600, 128k)
Most of the known world (800x600, 105k)
 
Just so you know, randomly generated maps know how many players there are. With only two players, there are probably only two sources of most strategic and luxury resources in the world, with maybe only one source of a few of the rarer ones.
 
Thanks, Lord_Iggy!

Cuivienen, I'm afraid you're probably right. Unfortunately it appears that Alex is between me and the world's resources. I guess a huge world really is too crowded for 2 civs.

---------------

1250 BC: Rheims granary -> settler. (Play break at beginning of turn; playing during thunderstorms...no outages yet but a dim moment or two.) Found Marseilles, set to granary. Change Lyons to worker. Skippy busts hut far NE: barbs. But (reg warrior) attacks one of 'em: wins unhurt.

During my play yesterday I forgot about what I said about wonders. I think I'll go for Pyramids. I just gave Alexander Masonry 4 turns ago, and Athens is at size 1. I have 46 shields in the box in Paris towards a granary due in 3. Paris is size 3 this turn. I think I'll finish the granary and go for Pyramids. I have to build 600s to his 480s, but I think I can beat him. The race is on. I think Lyons will be pumping out 2-turn workers soon, so I ought to have my lands improved quickly and have 2 settler pumps going. Woot!

1225 BC: Skippy fends off a barb health 3/4. Orleans settler -> warrior. Lyons worker -> worker. MM Lyons for low shields hoping to prime a 4-5 worker pump after irrigating the floodplain. Bud dies redlining a barb, Skippy finishes him off. Sci/Lux 70/10.

1200 BC: ...

1175 BC: Paris granary -> Pyramids. Orleans warrior -> settler. Sci/Lux 60/20. Found Chartres by gold hill, set to barracks. At the moment I'm even with Alexander in city count.

1150 BC: Well, alex got another city, but I have a settler en route. Didn't notice before, but I can see Greek borders far N...wasn't the world big enough for both of us? Guess not. I've explored like 1/6 of the earth and already found Greece.

1125 BC:Rheims settler -> warrior. Change Lyons to warrior to prime the 2-turn worker pump for 5-6. Greece just got Mysticism and they're already up IW. CoL should be worth both, though.

1100 BC: Lyons warrior -> worker and is now a 2-turn worker pump. Lyons is set to riot, but the worker should finish roading the floodplain before next turn which will give them another happy coin, so they shouldn't riot. (I hope.)

1075 BC: By the way, I'm not mentioning all stray barbs or all worker anymore. Orleans settler -> warrior. Rheims warrior -> warrior. Greeks start the Oracle. Hire a scientist in Tours for a turn until I can get an MP there.

1050 BC: Lyons worker -> worker, then MM and change governor to emphasize food so hopefully I won't have to MM every worker. Greece is 2 cities ahead, but I have 3 settlers active. Fire Tours scientist. Step onto mountain by Greek city to get a view.

1025 BC: Greece asks me to leave. Okay. Orleans worker -> settler. Rheims worker -> settler. Found Avignon, set to barracks (but possibly courthouse prebuild). Found Besancon on coast. It'll be a fishing village eventually but can use some decent bonus lands now, production to curragh. Even in cities, still #2 in land.

1000 BC: Booted by Greece--in my preferred direction :) . Lyons worker -> worker.

First 100 turns:



9 towns

Pop 26

14 warriors, 7 workers, 3 archers and 1 settler

2 6-turn warrior-settler pumps are running and one 2-turn worker pump just got going. Active settler is in position and will make a town next turn.

Tech: Alpha & Masonry (start techs), CB & WC (hut techs), Pottery & Writing (researched tech). 4 turns from CoL and Greece is up IW & Myst.

51 turns to Pyramids. 4 towns have granaries.

There are lots of BGs and food and gold bonuses, but so far no horses and one distant lux: gems in a mountain range.

I think I'm about to catch up in size and tech with Alex, and I think I'll get the Republic slingshot. The Pyramids are probably necessary to counter his Emperor production and food advantage, and if I get them I think the game is in the bag if I keep expanding. I'm surprised how close he is relative to world size. We'll probably be warring late AA/early AA.

Uh-oh. Hoplites won't be fun to attack, and either that or wonders will give him a very good golden age. Looks like I can trigger my GA with Pyramids and Colossus or GLH...probably GLH because my core probably won't be going full bore before Colossus. Plus having only one lux will necessitate a large luxury budget which would reduce the Colossus advantage.

1000BC Save

I'll put the 4000BC save in one of the first two posts.

The settler is in place on the coast S of Rheims. Orleans is a temporary settler pump city. My current thinking is that the Southern ring 1 city will be on the river maybe W,SW of Orleans, and there will be a couple of fishing villages on the Southern coast. EDIT: Suddenly the settler doesn't seem to be in the right place...I intended for him to get the fish and whale upon expansion.
 
I'm staring dumbly at the above screenshot instead of getting sleep like I should, but it occurs to me I need to move settler production to Avignon and Besancon (game tile S of Besancon) ASAP and let Lyons, Rheims and Tours grow because they're all on rivers, ring 1 and have productive lands. Same goes for the southern permanent ring 1 city as soon as I figure out where on the river it's going.

I don't have much to build as I'm building units (workers and warriors from the war-settler pumps) about as quickly as unit support goes up, and my only infra choices are granary and barracks...barracks are cool but useless for now and cost money. My next tech (after Rep slingshot) will probably be chosen by what building I want next...like a library. Or maybe MM for GLH to trigger the GA. Or maybe I can make a Colossus-triggered GA worthwhile if I improve and grow quickly. MM would also help me get the fishing villages raking in cash.
 
That "first-turns" GIF is amazing. Nice job on the story, too!
 
Azash, thanks! The credit for the turn-by-turn animated minimap GIF goes to Ainwood's CivAssist II utility. Once you get it going, configure it to archive all autosaves by checking an option box and telling it where to save them, then later you go into the world map and export minimaps as animated GIF. CivAssist II is a great reference during the game, too...it consolidates fair in-game information into one place.

I must've been sleepy when I wrote my last post. I had a point, but being a huge map with lots of food bonuses and an Emperor AI opponent I need to snowball the settler pump production and not shift it or shut any part of it down. Right now I think I have a leg up, but the AI only needs 16 food instead of 20 to grow, and 24s instead of 30s to build a settler, and although he's dumb in the expansion phase the AI loves to build settlers, and my 3- or 4-settler pump setup will lose ground as he founds more cities and snowballs the Emperor advantage.

So in short I have to make more and more settler pumps out of all those food bonuses and keep them all (or most) running at full production until I run out of land to fill. Workers are vital, too. I'm a bit short of workers at the moment but am getting one every 2 turns now, and a settler every 3 turns on average, although another settler pump should be primed in a few more turns.

Non-foodbonus cities will work on wonders I suppose. So far the settler pumps are spewing warriors, too, so I don't really need military yet. With the lack of luxuries happy wonders will be very valuable.

I think a GA during my settler pump phase will be mostly wasted even if I'm a Republic since my population will be capped and I won't be able to make settlers faster. I need the GA just as I shift into military buildup for a war against Greece. If I have enough buildings to build then a peaceful GA might be okay, but with this tech pace I think I'll run out of things I want to build real quick. The problem is Colossus and GLH would cause the GA too soon, and I didn't see another AA wonder that would do it, and I expect us to clash near the end of the AA or even earlier at this tech pace.

Using a musketeer for GA is way too late I think, and given the resource shortage I'm not sure I'll have salt. I doubt I'll be able to capture a commercial wonder and hold it, much less do so in a reasonable timeframe.

The expansion phase will hit a bump in the road in roughly 15-20 turns when I revolt for Republic (assuming I get the slingshot). Even after I go Republic it will take some time to get the pumps reworked and set up. I thought about delaying the revolt, but I should be able to set up several 4-turn pumps in republic so it will be worth the dead time. My biggest worry with Republic is happiness, but with all the rivers in my core and a bunch of workers making roads I think I can manage it.
 
Own said:
If you're going for the pyramids, why all the granaries?
Early growth. No way I'd have 9 cities plus a settler at 1000BC without the granaries. And honestly with the tech I had the only other things to build were units (only warriors/workers, later archers and recently spears), barracks and temples, each of which would've crippled my economy (if built in numbers) and been of no use.

Also, I wasn't thinking about the Pyramids when I started. But even if I had I would've built early granaries. On a smaller map I'd probably build one or two granaries, but in this case it's just me and one AI with nothing to slow our expansions and nothing to do but explore and expand.

Pulling a numbers out of my rear, let's say I finish the Pyramids in 40 turns from now. Based on my two current two settler pumps and worker pump I'll get 14 settlers and 20 workers between now and then, not counting I'll have another pump or two come online before that. No way I could approach that output without the granaries.

If I had the Pyramids in mind from turn 1 things might have gone a little differently, but I think I still would have had at least 4-6 granaries before the Pyramids completed.

Anyway, just babbling. I'm no expert at this, and I've seen you in a lot of SGs and storied games, so you're probably better at this. I you see it differently please let me know.

EDIT: I'll probably take Marseilles off granary. I'm not sure why I put that there...maybe a prebuild for a courthouse, but I'll have to do a corruption calc to see if it's worth a courthouse that close to home on a huge map. It will be at size 3 before it finishes and size 4 before the granary takes effect, so it would only save 20 food for the forseeable future. I'll probably make Marseilles prebuild the next wonder I want unless I need a military producing city soon. Avignon will get swtiched to granary immediately...2 food bonuses...what was I thinking? Surely it needs to be a 4-turn settler factory. I think Besancon (w/game forest tile S of it) will get swtiched to granary, too, and the new coastal city to the S will make curraghs to look for nearby islands that might have resources and/or build coastal wonders. I may reconsider current granary builds if I think it is more wasteful than waiting for the Pyramids, but I think at least three more handbuilt granaries are called for (including Tours which is nearly done). I forgot to mention Chartres...another wonder town or military if necessary. Nothing else for it to do.
 
That smilie just before the topic title is my copyright :lol:

:mischief:

Have no Conquests but reading this one :)
I'm afraid the French UU is pratically useless.
 
Uh-oh, another copyright violation!

It's sort of a satire game, and it seemed the most appropriate smiley. Maybe we can work out some cross-licensing deal.

In Conquests they changed the Musketeer from 3-4 to 2-5, so it's a nice defender but certainly not a highly sought-after UU. I haven't looked at the game in a couple of days and am not sure how I'm going to get a decent GA.

I'm a streaky player and tend to drop games, but I have a feeling my weekend trip may bet spoiled by hurricanes, so I may have nothing better to do than play this one some more.



By the way, I just noticed the latest smiley. This guy cracks me up: :woohoo:
 
If you are playing with 1 opponent you really gotta get Sun Tzus. Even if your not planning to go to war, they might want to attack you!
 
You're probably right. With the AI Emperor production advantage I'd hate for him to be able to pump out vet troops.

By the way, the game is stalled for the moment. I made it out of town last weekend, and now I'm busy with moving some websites from my home to a host, and I really need to start cleaning and packing as I'm expecing to move in a month or two. This game is in danger of being abandoned, but I would like to play it some more, so when I get a chance...
 
I'm sure we can work out a deal. :) Arranging a mere and advantageous deal like this would be fine for you?

Spoiler :




Hey if you can't be constant, people are patient!
we could bump it maybe sometimes...
 
The uploaded save files for this game were lost with a server crash long ago, but I recently stumbled across this thread again and wondered if I had the original save files around somewhere. As it turns out, I do! That PC has long since been repurposed and reformatted, but I still have a full backup from it. The save game links are updated above to their new locations. The final C3C patch was from 2004, so this save is correct for the current version.

Even though I have a semi-spoiler from rereading this thread a couple of times recently, I think I want to replay the first 80 turns (in Conquests 1000 BC is turn 80, unlike vanilla and PTW, something I didn't know back when I made this thread). I'm curious to see if my quick-start is any better or worse than it was in 2005. I'll try to scout as if I don't know the general lay of the land and where Greece is. I didn't look at the screenshots or notes close

After that I may choose one or the other 1000 BC save and continue.
 
I seemed to be off to a faster start, although it turned into a farmer's gambit because I was settling high-food spots and building settlers without military, and my initial round of warriors either got killed off, were across the continent or trying to guard several cities. About the time I decided to just go with the farmer's gambit for about 20 more turns until some barracks came online, the greeks approached my borders with a hoplite/warrior combo way, way away from home. I was braced for a few barbs to walk into cities, but I really didn't expect Greece to reach me that early.

Of course they attacked, autorazed a city and started their golden age, but I've killed off their two attackers and have some barracks ready to make troops, hopefully before greek reinforcements arrive.

It's only 1200 BC, but I need to get some sleep and give some thought to my next moves.

Spoiler :
Puppeteer's Un-Crowded Map Log
NoAIpatrol=0 (oops, I later discovered I did NOT have fixed barbs)
Helpers: CivAssist II and smiley-modded popHeads

Replay of the first 80 turns of a game I started in 2005. At the time there were a number of huge, crowded games in Stories and Tales and succession games, and I toungue-in-cheek started a one-opponent huge map.

C3C
Difficulty: Emperor
Map size: Huge
Opponents: One (In this replay I know it's Greece, and he's closer than expected for a huge 2-player map)

Barbs: Restless
Pangea 60% Water
Climate: Normal
Temperature: Temperate
Age: 5 Billion
Civ: France. Commercial & industrious. Because expanionist and agricultural feel like cheating and I like fast workers and reduced corruption.
Rules: Default except culturally linked start loc is turned off
AI Aggression: Normal
World Seed: 1377781828

It's been a long time since I played this save from 4000 BC, but I recently read my thread so I know the general shape of the then-explored pre-1000 BC lands, and I know about where Greece's border is. I know generally what to expect in my core lands, but I didn't absorb enough to remember exact city placement. I know there are no horses in the area explored by 1000 BC in the first game.

I think I can scout as if I didn't know the approximate shape of 1/4 of the world, and I don't think my city placement choices will be spoiled, but the knowledge of the opponent Greece, his approximate location and the lack of early horses will unavoidably shape some research and strategy choices. (I recall reading about having only one luxury, but I don't recall where it is on the map.)

But in my mind the key to this game is still to outgrow the opponent to nullify his Emperor production and research advantage and ultimately his unit support advantage. And I don't think my spoiler knowledge will help me grow the empire more quickly, so I will find out what I want to know: can I grow more quickly now than 8 years ago?

One thing I didn't realize before is how scarce resources will be. As another poster noted, random epic games know how many players there are and provide resources based on how many civs there are, so all resources are very scarce in this game!

My default government strategy then and now is to head for Republic, but in this game I dont see much point in not attacking him as soon as I have the ability and advantage to do so and pressing until I win. So Monarchy makes more sense.

Turn 0, 4000 BC: Last time I settled in place, on top of a bonus grassland. I don't usually waste an uncorrupted BG like that, and I won't this time, either. I would still get the commerce bonus if I settle on one of the tobacco tiles, but the layout of the rivers suggests 1NE will net more riverside tiles. It's also one tile closer to the center of the map, but I'm not sure that's as big a deal on a map this size. Move settler NE and start mine w/worker.

Turn 1, 3950 BC: Found Paris -> warrior, get maps from the hut which gives me a pretty darn good view of my surroundings for city planning! Three cows, wheat, a gold hill and a bunch of BGs are unfogged in my first-ring space. First city site might be 2W.

Research thoughts: I only have one trading partner, as does he. He starts with BW and Alpha; I start with Masonry and Alpha. I expect to meet him by 1000 BC based on last game. I think I'll research Writing and then Math for trade value when I meet him as I expect him to go for the other first-level techs first and then either grab Iron or Myst. After I meet him it's a beeline to Monarchy, and I might even manage a Monarchy slingshot; we'll see. Research Writing at minimum since max doesn't make a difference.

Great Wonder thoughts: I usually shun wonders, but in this game it's either him or me, and do I really want to face a world where all the enemy cities have granaries and barracks? Pyramids I want, and I have the tech for a head-start. Ivory is probably rare enough where only one of us will have a shot at SoZ. He can have Oracle which I don't care for and Colossus which I probably don't have a good spot for and for which he will have a huge head start. GLH is useless as is GLib in this game. I don't care for GW, but I'm not sure I want him to have it. MoM, who cares. Hanging Gardens may be worth going for, and even ToA may be worth it for auto-border-pops until Education, and I'm not sure this game makes it to Education. So, Pyramids and Hanging Gardens are priorities (unless we're at war during THG construction in which case I have other priorities), GW depending on the strategic situation and ToA if convenient. And if I have Ivory, SoZ if convenient. *Maybe* I'll consider Oracle if I think I'll have both it and ToA and I'm looking for stuff to build. I'll look at MA wonders when I get there.

Turn 4, 3800 BC: Worker mine -> road.

Turn 5, 3750 BC: Paris war -> war. Name him Sly. The hut game me maps enough where I feel good about my second city spot, so he will scout onward. We are in the SW quadrant of the map, so he will go N to the mountain and then scout E.

Turn 6, 3700 BC: Worker road -> W to river BG and towards 2nd city site.

Turn 7, 3650 BC: Worker starts mine.

Turn 9, 3550 BC: Paris war -> war. Name him Ug. I will send him a bit S and then E and might angle Sly to the NE. C3C crashes! What's up with that? At least it was easy enough to redo my moves.

Turn 10, 3500 BC: Sly finds a coastline and a forest deer. He will go N and Ug will scout the fog to Sly's S / empire's E.

Turn 11, 3450 BC: Borders pop, Paris size 2. Lux to 10%, reassign citizens. Worker mine -> road.

Turn 12, 3400 BC: Paris war -> war. Name him Shifty. Shifty will scout N. Ug is re-tasked to scout around the S cow to determine future city placement.

Turn 13, 3350 BC: Worker road -> NW to next city site, will road to save the settler a turn.

Turn 14, 3300 BC: Paris war -> wealth, queue settler. (7 turns to grow at 5spt). This warrior will move to the 2nd city spot. Worker starts road. Ug spots coastline SW. Sly spots diamonds and more deer to the NE.

Turn 15, 3250 BC: Paris wealth -> settler. Shifty spots hut.

Turn 16, 3200 BC: Hmmm. Worker finishes road; I want that cow irrigated asap. Guess I'll irrigate the tile I'm on so I can start the cow before the settler arrives, but I think I may be wasting a few turns. Change Paris to barracks temporarily. Shifty busts hut, disturbs 3 warriors. Paris back to settler.

IT: Barbs fortify. It's still the grace period I guess.

Turn 17, 3150 BC: Shifty attacks the barb on the hill, wins redlined.

Shifty attacked by barb, wins and promotes to 2/4.

Turn 19, 3050 BC: Worker irrigation, move to cow. Shifty gets brave at 3/4 and steps next to remaining barb. Sly spots another hut.

Turn 20, 3000 BC: Shifty fortifies to heal and tempt barb. Temp change Paris to rax. Sly busts hut, disturbs 3 barbs. Paris back to settler.

IT: Sly fends off a barb unhurt.

Turn 21, 2950 BC: Paris settler -> war. Shifty attacks barb, wins unhurt. Sly attacks barb, wins unhurt. The warrior that was going to the 2nd city site has wandered NW and figures he might as well keep going that way; name him Stumpy. Lux to 0.

Turn 22, 2900 BC: Found Orleans -> settler. Cow irrigation will finish at end of this turn. Shifty spots another hut.

Turn 23, 2850 BC: Worker irrigated cow -> road. Ug spots a hut. Sly attacks barb, wins redlined. Military advisor reports tribes near Orleans.

Turn 24, 2800 BC: Shifty pops hut, gets *Ceremonial Burial*!

Turn 25, 2750 BC: Paris war -> war. This one will guard Orleans and the worker. Change Orleans to rax (forgot to do this last hut bust), Ug busts hut, disturbs 3 warriors. Orleans -> settler. Worker road -> move to river BG by Orleans. Stumpy finds W coast.

IT: Ug fends off 1 barb, at 2/3.

Turn 26, 2710 BC: Orleans size 2, war defends and MP's. When Ug attacks, wins at 2/3.

IT: RIP Ug, killed by a barb who his hurt and on the loose and extremely dangerous. Well, mildly annoying, anyway.

Turn 27, 2670 BC:

Turn 28, 2630 BC:
Turn 29, 2590 BC: Paris war -> war. Name him Son of Ug. He will avenge his father's death and make the SE lands slightly safer.

Turn 30, 2550 BC: Son of Ug, taking a different route than his father, spots his own fateful hut 3E of Paris which also seems to be a good future city site. Worker mine -> road. MM Orleans to use the new mined BG so Paris has two mined BGs when it grows next turn. Shifty spots hut. I feel like I forgot something, but everything looks good.

IT: Wealthiest nations report: French over Greeks.

Turn 31, 2510 BC: Paris size 2. Lux to 10%. Son of Ug busts hut, gets barbs.

IT: Son of Ug fends off 1 barb unhurt. Reminding myself the barb that killed Ug is still to the SE of Paris somewhere.

Turn 32, 2470 BC: Orleans settler -> worker. Paris war -> war. SoU attacks, wins unhurt, promotes to veteran and stands face to face with the barb that killed his father. Shifty busts hut (no settler builds going right now), 3 angry barbs. Change mind on Orleans -> settler. Settler and war head N towards wheat near river. Paris war moves to cover Orleans. Worker completes road, will start roading to southern cow.

Turn 33, 2430 BC: "My name is Son of Ug. You killed my father. Prepare to die:" father is avenged, SoU is at 2/4. Shifty attacks, wins and promotes 3/5. Change my mind on covering Orleans and send war back to Paris to put lux back to 0. I have enough warning to cover orleans if I see a barb since there are no barb horsemen yet.

Turn 34, 2390 BC: Paris war -> wealth, queue settler. Um, I guess I can send one to Orleans now. Found Lyons -> worker.

IT: Shifty fends off a barb, still at 3/5.

Turn 35, 2350 BC: Paris wealth -> settler. I forgot to check F11 before founding Lyons, but I am guessing I got my city #3 down before Greece did. MM Lyons for food.

It is now occuring to me that my first two and my next 1-3 cities will be food-rich and not making warriors between settlers and workers. I may need to switch Paris over to exclusively military sooner than I had planned. On the other hand, I only have barb warriors to worry about. I'll build at least one more settler from Paris.

Turn 37, 2270 BC: SoU returns to the last barb he popped from the hut and attacks, wins and promotes 2/5. Sly spots hut.

Turn 38, 2230 BC: Change settler builds temporarily, Sly busts hut, learns *Pottery*! Builds back to settlers.

Turn 40, 2150 BC: Shifty attacks the last barb from his last hut pop, wins unhurt.

Turn 41, 2110 BC: Paris settler -> barracks. Lyons size 2. Settler/war heading 4N by cow.

Turn 42, 2070 BC: Orleans settler -> settler. Lyons worker -> settler. New settler will go to S cow.

Turn 44, 1990 BC: Decide to move settler 1S of where I originally had in mind for him; less crowding of Paris and 2 hills for the future. Greece has a 3rd city in F11.

Turn 45, 1950 BC: Found Rheims -> settler. Found Tours -> settler. I am really, really thin on military. Shifty spots hut. SoU was sort of heading back to Paris but now realizes he needs to scout the SE wheat first.

I have periodically tested research levels, and even at 14gpt I can't shorten Writing research time.

Turn 47, 1870 BC: Don't bother with switching settler builds as Shifty is too far to reasonably, safely escort a settler back. Shifty busts hut, surprise! 3 warriors. Sly spots hut. Shifty attacks, wins at 4/5.

IT: Shifty is redlined by a barb, next in line steps up.

Turn 48, 1830 BC: Shifty fortifies. Sly busts hut, 3 barbs.

IT: Sly fends off 1 barb, Shifty is killed by the last barb from his last hut.

Turn 49, 1790 BC: Sly attacks, dies. I just lost the NE scouts.

Turn 50, 1750 BC: Lyons and Rheims to size 2. Lux to 20%.

IT: Stumpy sees greek hoplite/settler (correction: warrior, not settler) pair move from S to N which is odd considering the areas around there that I've already scouted. Learn *Writing*. Go to big picture since I just met Greece, apparently. Alex has 3 cities (besides his capital), Bronze Working and The Wheel. Trade him Masonry for *Bronze Working* and 3g. He does not have IW but does have The Wheel. Will wait and establish an embassy before more trading.

Turn 51, 1725 BC: Embassy with Greece for 63g: nothing of interest except a lack of horses. It turns out that's a hoplite/warrior pair. They must be hunting barbs. Set research to MapMaking--the most expensive tech available--and hope Alex will research what I want to trade for. I'm thinking he'll grab either IW, WC or Myst and hopefully not self-reearch Writing. Hmm, research makes a difference now, but I'll still research at minimum and stockpile cash for trades.

I just have Alex the tech for Pyramids. He's not wonder-building yet, but he has quite a production advantage. Ok, I'm going to switch Paris from barracks to Pyramids and press the farmer's gambit until I get a couple of production (non-food-bonus) cities. Mil advisor still says there's a tribe near Orleans, so I have a pretty good idea of where it is and a good idea that my East is clear for now.

Turn 52, 1700 BC: Orleans settler -> settler.

Turn 54, 1650 BC: Greece has Iron Working. Give him Writing and 344g for *Iron Working* and *The Wheel*. We are at tech parity, briefly. I see no iron or horses in the explored world, but there is still a fair amount of fog in my core areas. I started the game strong with scouting warriors, but they've either died or are stuck on city defense, so I'm behind on nearby scouting.

Turn 56, 1600 BC: Rheims settler -> settler. I have to send city defenders out to scout the next city sites to the W/SW.

Turn 57, 1575 BC: Lyons settler -> settler. Lux to 10%.

Turn 58, 1550 BC: Ah, there are the barbs from the tribe. 1 in camp and two stepped towards my warrior, but I'm on the other side of the river, hehe. I'm curious to see if they charge the settler next turn even though they shouldn't be able to see it. Found Marseilles -> settler. Stumpy busts a hut, disturbs three angry Vandal warriors.

IT: 2 barbs attack across river and die, promoting war to 3/4. 1 Vandal barb dies attacking Stumpy. Most powerful nation report: Greece is more powerful.

Turn 60, 1500 BC: Tours settler -> settler.

Turn 61, 1475 BC: Paris size 3. Lux to 20%. Attack barb camp, win...WTH? There are two barb galleys! I'm researching MM, but nobody has it yet. ??? Found Chartres -> barracks. No tribes reported, my wandering settlers and workers are safe for the moment. Found Avignon -> barracks. Change Rheims to worker; I really should have done that last turn. I keep changing my mind on whether to bump up research yet; no, I'll leave it at minimum for now. I anticipate Alex going for Myst next. I think I can buy that from him and then trade MM for his next tech which hopefully is Poly.

IT: People love me for killing barbs, give me a front lawn.

Turn 62, 1450 BC: Orleans settler -> settler. This settler may have to scout his own way SW. No tribes reported.

Turn 63, 1425 BC: Greece has WC. 189g doesn't buy it outright; I'll wait.

Turn 64, 1400 BC: Found Besancon -> barracks. Fount Rouen -> barracks. Oops, I apparently didn't change Rheims to worker in turn 61. Oh well, I'll switch it when the settler finishes. I also just noticed my city placement is skipping a deer tile on the E coast. Oops.

Turn 65, 1375 BC: Oh poop. The hoplite/warrior pair is close to my borders, about 5 seconds after I decided to send all my warriors scouting city sites and leaving my cities undefended until the barracks cities ramp up. I won't panic yet. I'll start panic-rushing units if/when Alex gets hostile.

IT: Hoplite/war combo one step closer to my border. There is a goody hut on my coast, but they shouldn't know that.

Next IT: Hoplite/war combo on my border.

Turn 67, 1325 BC: Rheims settler -> worker. Get *Warrior Code* and 9g from Alex for 17gpt. If he attacks, at least I'll have WC cheap. Change Tours from settler to spear, Besancon from barracks to warrior, but if they attack besancon it won't be done in time. Lux to 50% as Tours just grew and I sent its MP away.

IT: hoplite/spear enter my territory towards Tours. I should have thought to whip the spear last turn.

Turn 68, 1300 BC: Whip it now, but I think it's too late. If nothing else, it will have them auto-raze the city. I don't ask them to leave or declare. Whip a barracks in Lyons. Change Orleans to barracks, but no whip yet. Bust the hut on the off-chance that's where they're going, get 3 barbs. Kill one of them with another warrior, but I think I just gave the barbs a free shot at wrecking Chartres' barracks build. Switch Chartres to warrior, wasting 4 shields. Lux to 30%, hire taxman in Tours. End turn and prepare for a "sneak" attack.

IT: Guess what? Greeks declare war, hoplite auto-razes Tours and take 14g. (The hoplite took the city but didn't fight anyone; I don't guess their GA started.) The warrior attacks a warrior I put on a hill, it dies but redlines me. Also barb attacks and dies.

Turn 69, 1275 BC: Lyons rax -> warrior. Besancon war -> war. Two warriors on hut duty to the W need to get back to the core, but first attacks barb and dies. Hurry rax in Orleans. Wonder if I should have whipped units instead of rax. Lux to 20%

IT: Hoplite attacks my redlined war on hill, wins. Greek GA has begun.

Turn 70, 1250 BC: Orleans rax -> war. Hoplite is wounded but on a hill and in neutral territory. Attack a barb across a river because he's redlined and I'm 4/4: win at 3/4. Stumpy is only 2/4 but steps into greek territory to threaten Knossos. Change Avignon from rax to spear in 1. I'm very thin on army and need some time for the rax cities to produce.

IT: Hoplite charges S without healing!

Turn 71, 1225 BC: Move a war on a hill by him; if he steps in the grass at 2/3 I'm attacking him with a 3/3 warrior. Stumpy fortifies. Lux to 40%. Change Rheims from worker to warrior.

IT: 2/3 hoplite steps towards undefended Besancon.

Turn 72, 1200 BC: 3/3 war attacks 2/3 hoplite on grass, WINS! And promotes 2/4. Immediate panic is over. And it's really time to get some sleep.


1200 BC
9 towns (one was razed)
Pop 19
1 settler (been standing around a few turns waiting for the greek threat to go away)
2 workers
7 warriors (3 vet, 1 elite)
1 reg spearman

Tech: Alpha and Masonry from start, Writing researched, CB and Pottery from huts, BW, WC, Wheel and IW from trading. Researching MM, and apparently Greece learned Myst according to CAII, but I shouldn't know that because they won't talk to me yet.

In some ways I seemed to be off to a better start, but I don't have enough workers, and Greece's attack came way earlier than I would have guessed.
 

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