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Arabia to the stars (Goal:IMM fastest space colony)

Manco Capac

Friday,13 June,I Collapse
Joined
Mar 1, 2010
Messages
8,051
Greetings S&Tips folks,

after reviewing my own games, I have come to the conclusion my economic abilities/optimal play are rather not acute...so in the legacy of that IMM Justinian game I started for evil CivNoobie, this time I'm the guinea pig who is willing to undergo a battery of tests.

So I set up up a random fractal game I will play with detailed play progress (sigh...:eek:) so I can get feedback as the primary goal is: economy.

What better victory condition than space - a fastest one - to make proof of an healthy and optimized economy.

So basically, this is an IMM game (I prefer that level for more feedback...if deity, well, it's gonna be limited to the usual circle). And IMM is a level where flexibility's rather high.

Here is the leader and start. Kinda liking the randomly chosen leader for being a top tier...in my list.

Spoiler :





The goal is simple: A space game won ideally in the early 17s and before. If we get over 1850 AD, it's a loss!

Hoping I'll have the strength for a continuous game over a month...:sad:

Let's get this started!

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First Turnset T0-19 (4000 BC - 3240 BC) [CLICK ME!]

Worker first.
Agriculture-->Pottery
Given the layout, laying down some cottages are best. The capital is decent for being a bureacratic one.
Peter, a good trade partner is met. Worker steal is immediately refrained!
A third party is somewhere.
No Mansa but Hammy seems to exist in this game.
Peter has founded an early city. He has likely a fast start (and a fast worker out).

Second Turnset T19-37 - Max Growth Path is the strongest as usual - This turnset was modified though, thus some contradictions...
Third Turnset T37-69- HyperAgression of Peter.
Third Turnset T69-71- The unimaginable happened. New goal set to counterbalance such luck.
Fourth Round T71-86 - Economy recovery and Alphabet/ Late crazy Oracle.
Fifth Round T87-100 - GLH and economic explosion. Stopping at juicy trades and possible trigger of the second war.
 

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BTW, that start rocks. Too much?

(Oh my present avatar is so fitting. I look like an evil corporate, which is one must of a fast space game most of the time).
 
Mmm, not the most dominant civ. Immortal huh?

Look like water northwest and water northeast.

Maybe move the settler 2W1N onto that forest river plains? Looks like you might get a 4th floodplain that way.

Nah, my imagination probably. Settle in place might not be bad being protective. On that hill, you could pick a fight real easy. Move warrior 1N1E first? Later maybe southeast a while. Stealing a worker probably a good idea on this difficulty.
 
Analysis #1:

Looks a SIP situation. We've got a great start with Agriculture ==> Pottery and even with the warrior discovering something (that warrior is badly located), hard to resolve losing a turn when it's already good.

That capital is pretty hammer poor, but a decent bureaucratic one. I said decent, not fantastic.
We still have something in the fog - a plain tile - that might be a good resource like cow/copper/iron. We'll see. For now, it's only two grass hills that do the production work.
 
Starts with Mysticism and The Wheel.

Agriculture->Pottery->Writing could be strong ya. Madrassa is nice with 4:culture:, and can run 2 scientists+ 2 priests. Get a first great person pretty quickly. With ultra fast Theology, can do AP or run Theocracy for City Garrison III archers with a barracks.
 
Mmm, not the most dominant civ. Immortal huh?

Look like water northwest and water northeast.

Maybe move the settler 2W1N onto that forest river plains? Looks like you might get a 4th floodplain that way.

Nah, my imagination probably. Settle in place might not be bad being protective. On that hill, you could pick a fight real easy. Move warrior 1N1E first? Later maybe southeast a while. Stealing a worker probably a good idea on this difficulty.

IMM is not enuf? :lol:

Yeah, I saw it seems to be a peninsula. It's never good.

Yes, stealing a worker is always good for a fast space game. Of course, there is not fancy setting like Agg AI, which makes the ceasefire relies on raw hunches about our power being sufficient. We'll see. Perhaps, people will tell me that worker stealing will only make me learn nothing. It's a vicious circle because stealing a couple of workers certainly help a space game.
 
Starts with Mysticism and The Wheel.

Agriculture->Pottery->Writing could be strong ya. Madrassa is nice with 4:culture:, and can run 2 scientists+ 2 priests. Get a first great person pretty quickly. With ultra fast Theology, can do AP or run Theocracy for City Garrison III archers with a barracks.

Hmmmm....early Theo...I give it to one having my religion (or any religion I share) and is prone to build religious wonder => early free AP hammers. Like it. :)

But of course, early academy is much better in term of returns. But at least, there is a side of a fail GPeople gamble.

You seem pretty obsessed with our defensive capability. It's as if you see an ominous game full of Monty, Shaka, Justinian, Ragnar, etc. :lol:
 
-3 diplo forever is plenty of punishment for worker stealing. Always things can go wrong too later if war doesn't stop. If you can steal a worker without disaster, do it :lol:
 
-3 diplo forever is plenty of punishment for worker stealing. Always things can go wrong too later if war doesn't stop. If you can steal a worker without disaster, do it :lol:

I almost unraveled how ceasefire works. I made tests way back and it worked perfectly. I played around the threshold and the results were pleasant.

Indeed, given we do not have an early BW shoot, that makes worker stealing a bit riskier.
What helps a human player to make a ceasefire is confronting a leader with few starting techs that give soldier count like Mining, Hunting, Archery, Wheel, BW (that one is big), etc. Of course, on IMM, only mining, wheel and BW is making a difference.
 
:cool:
Since I have to try to up my lategame play, although I'm just a humble emperor player, I will shadow this one at a later date. Go EZ on the nonspoilered info dudes and dudettes !
 
So, what does it mean?

I'm assuming your image source, with letters transposed. (I use it too) Strange post though....I can't find context.


Hey Tachy...your current avatar makes me want to hurt kitties :lol:
 
It's preferable to hurt human beings. At least kitties don't do as much evil as we do.

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Guess that's it for the feedback. :( Shall play a bit soon so to bring more info.
 
It's preferable to hurt human beings. At least kitties don't do as much evil as we do.

What?! You must be joking....kitties are the spawn of Satan:satan: muwahaha
 
I recommend that you do

Spoiler :
This and that


Which you will obviously ignore because you are evil and channeling evil players this time.

Considering that you're playing for the late game, a few extra early cottages might be worth the while here, unless you think you can capture/assimilate land and still get the good finish time. If you get sufficiently unlucky an early finish might not be doable however (IE very little land and/or warmonger manwhich w/o resources.

Hi.
 
Unfortunately IMGUR... must be banned in the country I leave in hence no can view :(

Edit: but I can look at the save so no harm :D

I'd like to give feedback too but what can I say?
Don't forget to luck out an engineer for mining inc. :thumbsup:
 
Man this is serious business here. :shake: Why can't I have great advices like those newbies. Everyone is at their doors to help.

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T0:

Well, it's grassy. Just grassy!

Spoiler :
21srrb.jpg


I could have moved the warrior to see that hidden plain tile, but I did not see a reason given SIP seems best. Also, rice position doesn't help in capital placement flexibility. In fact, both warrior and rice being opposite directions don't help.

I SiP.

Based on this article, I see there is no Mansa Musa in the game. He's supposed to have 26,000 of soldier count on IMM.

Spoiler :

3*4000=12,000 (skirmishers)
2000 (Hunting)
6000 (Archery)
4000 (Wheel)
2000 (Mining)


Spoiler :
1074aw7.jpg


But Hammy seems to be amongst them (He doesn't start with Mining, so 2000 less and Hammy has a bigger score to all AI's except Mansa because of his bowmen that are worth 4000 each instead of 3000 for a regular archer).
How is it important? Well, a Mansa is always great in a fast space game as he helps immensely to tech leap.

Spoiler :
243rif4.jpg


Well, that's disappointing! But still, a space colony after 1850 AD is still seen as a lost! Shouldn't be too hard...unless... :/

T2 :

Yay! A grain resource. Making Agriculture first even better!

Spoiler :


T4:

A guy that inspires me a lot of trust. I'll trust him my lil'bro for babysitting any day.

Spoiler :


Well, I'm not gonna worker steal him although I have a big tendency to do so with him. Because, he may be our only tech trader. He has a weak "We just don't want to start trade it away!" and sometimes beeline Alpha. I think he's one of the five leaders called the Alpha beeliner. I know Toku and Joao II are like that too.

T5:

Not a pleasing sight!

Spoiler :


T6:

Ugh! So near. My warriors are ebullient for lucre and loot.

Spoiler :


DECISION MAKING #1: How to approach him? Get a tech edge from him or if workers are easy to steal, then choke him?

T9:

Semi-isolation?

Spoiler :


T13:

Thanks god! No semi-iso. Otherwise, pre-1850 AD space would have been hard.

Spoiler :


T16: Early russian city. Seems he has a fast start. Not to mention he may had a fast worker thanks to some hammer tiles.

Spoiler :



Stopping point at T19 where I finished Pottery. What's next? Writing?
 

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Peter is very warlike, but is also a great trading partner. He is easy to bribe to war against others too.

I think I'd advise Mining->Bronze Working and try to get some settlers out. There is no real advantage to Writing because the production in capital is so low and Library is a lot of hammers.
 
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