Conquest 03: First Spoiler (end of ancient age)

ainwood

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Conquest 03: First Spoiler:

This is the first spoiler for Conquest 03: Byzantines.

The qualification for this spoiler is that you have made good use of the seafaring trait to establish your contacts - you must have contact with all seven other civilizations.

In addition, you must have full-view of the coastline of the starting continent, and be reseaching a middle-ages tech.

Please make sure that you don't post any screenshots that show the locations of middle-age or later resources.


So: Where did you settle? Did you build a fleet of dromons and conquer the seas, or were you the builder type?
 
This scenario is very hard - but at least you get a monopoly on the Statue of Zeus.
 
dude i m getting raped. i have 4 cities left right around the starting area. i am at war with the ottomans and carthage. SOMEONE PLEASE HELP ME!!!!!!!!!!!!!!!!
 
I will not submit this game due to a streak of bad RNG in the middle ages but my AA went reasonably well.
I settled at the cow coast location, which I think most people will have chosen after the pregame diskussion.
Science was full steam writing->CoL->philosophie and I managed the republic slingshot w/o problems.
The first builds where two curraghs and I had all contacts before anybody else even had MM.
Tech brokering went well, I was tech leader since I had contact to India, Russia and Ottomans and didn't loose the lead till shortly before I gave up the game in the late MA.

I had severe problems with the barbs. I haven't played enough Conquests and am not really able to predict their buggy behavior. So I lost several workers and once also two pop in my capital. By that my development wasn't as good and I had only 6 cities at 1000BC.

The barbs did also prevent me hoking up the northern horses and it took well into the MA till I got them controlled.
I entered the MA at 850BC, still only 8 small towns, lots of cash, but low production in my empire.
 
Sadly, I will not be submitting this one either. After a completely horrible AA, and a complete inability to deter DoW from the AI, I decided to reload from 4000BC and give it a second whirl. Had a little more luck the second time, but still ended up with a loss. All in all, demi is way out of my league, but it sure is gonna feel more comfortable at emperor and below! :crazyeye:
 
I R Possom said:
dude i m getting raped. i have 4 cities left right around the starting area. i am at war with the ottomans and carthage. SOMEONE PLEASE HELP ME!!!!!!!!!!!!!!!!
A little more info! :lol:

This is a tough game given that its demigod, but as far as demigod goes, archipelago is (in my opinion) is 'easier'.

Maybe part of the pre-game discussion should center around sharing tips applicable to certain map types, civ UUs and traits?

A few tips on archipelago maps:

Explore! The more contacts you have, the more options you have for tech trading. Buy and sell, sell and buy! Its easier to keep-up in the tech race than you think, especially if you research the techs that the AI doesn't often go for, and can sell them.

Defence: Without giving too much away about the actual game, as a suggested strategy, look at active defence. For example: How can you stop the AI landing on your shores? If he can't get to you, he can't attack you! The Dromon is a very useful unit, as it has lethal sea bombard. Hunting in packs, you should be able to sink AI galleys fairly easily, and you can even hide in-port to stop the AI galleys getting to you first.

On defence: Use the terrain defensively, and this includes your cultural borders. A little trick that is quite useful is to have a city on the border with a cultural boundary of two, and road to the boundary. Stationing mobile troops in this city (especially horsemen) gives you a free-attack at anything wandering in to your territory - as mentioned above, try and beat the AI to build the statue of zeus: One free ancient cav every five turns is an excellent unit!
 
My ancient age went fairly well considering this being my first game above monarch which ive only played once. I have about 10 cities but i do not control the horses on the northern part of the island. Have been at war with the Indians once and they only took one city. I entered MA in circa 700 BC. In the Middle Ages i hope to go to war with Indians and conquer more land.

I R Possom i suggest you post more about your game so we can help you.
 
I was a god of AA, I was the wealthiest middle man, successfully implemented monarchy slingshot and had an extremely early monarchy.
I was the 1st civ to reach MA in 870BC, but... Indians managed to build Temple of artemis, became a cultural monster, and now I have 3 cities already flipped their way (edit: oops, sorry 2 cities flipped but that still sucks) :cry: ....
and talk about Dromons, those stupid Dromons were losing every single battle to..... barbarian galleys, i lost bunch of settlers inside those Dromons.... I lost like 5 ot 6 Dromons, RNG gods simply hate me :mad: :mad: :mad:

What a game!!!!!! :sad:

EDIT: Oh, at least I want to thank AInwood for supplying us with a perfect settler factory spot for Constantinople, that cattle and game were perfectly fitted into same city limit if you move your setler one tile west
 
I moved my worker twice and found both the cows and the game. I moved my settler inland so I could take advantage of both bonus tiles.
I sent my first settler out naked - he got ambushed by a barb lurking beyond my border. The barbs spawned like crazy and I couldn't move out. I eventually lost my worker as well :)

I had big plans for this map as well. But moving inland delayed my first settler and with two barb camps real close to my capital, I couldn't get going.
I quit and replayed and had no problems as the barbs spawned back in the hills to the north and mountains to the south.

Sometimes the barbs work in your favour if a handy village appears between you and your first AI target - it serves nicely to promote your units. On this occasion though the barbs got there revenge and I was the one that got harvested. :)
 
My first game in demi level, it's not easy.

I did a few things to make life a bit easier:

To keep the barbarians at bay, remember where the barbarians came from, find and destory their camps with two warriors (1 warrior was not enough, ugh!). Fortify 1 warrior after the camp is destoryed, so that they won't reappear, barb camps tend to reappear in the fog of war.

As for barb ships, i have no clue on how to stop them. At one stage, i saw about 5 or 6 barb ships in a stack, I simply ran, and it keep on chasing my ship for about 10 turns until I saw another civ ship, but I couldn't pass that ship, thus the choice was to goto ocean square or fight the barb ships. My ship sunk, i had no chance against 5 or 6 barb ships :(, strange that it didn't attack other ships except mine.

Prevent other civ building cities: get 3 warriors (because they are cheap) and move to the border near the another civ (say the Indians), keep the 3 warriors close together, wait around the civ border for their settlers to come out. Now, you can attack them, which I think is not so good idea anymore in demi-god level, OR, just block the settler from moving to its desired destination :) , since you know what the continent looks like, you can tell where they might like to build a city. This gives you breathing room to build some settlers and build yours cities, as there is not much land on your continent.

Becareful of what tech you trade and which civ you trade with, be sure to monopolise and capitalise your tech advantage buy selling for best price and holding out on some deals.

A neat way to beat the RNG, well, it sort of works: When attacking, be sure to bring as many catapults as you can. I am not sure what the RNG distribution it uses (could be constant), but statistically random numbers tend to favour one outcome for awhile before switching to the other. Thus, before attacking, use the catapluts to bombard, after you see a series of failures, then a success, switch to the attacking units and go for it (of course, the attacking unit should have attacking strenght > 1 in most cases), then "statistically", you should have a run of success.

Lastly, i always start to prepare for war as early as possible, even building a few extra warriors would help. If a city doesn't have barracks, build catapults.

I think i made a mistake with slinging to republic, may be monarchy would have been better. As I am always preparing for war.

Cheers, Wei.
 
cotm3 open


Well, I was doing suprisingly well so far, until I decided to take a break and play a lower level Shogun Scenario prior to coming back to the cotm. I lost my autosaves and when I opened the file to load the cotm, I :cry: :cry: :cry: when all I saw was the zip file and the 4000bc start.

Well, here's how it started, only to end by my stupid mistake :sad:

4000bc worker w, see cow and BGs; settler sw

3950bc settle constantinople start min on writing, see game to sw of city after founding :D

3650bc see ivory

3150bc see purple borders

3000bc Livy publishes largest nation list, we are number 8

2800bc meet Netherlands and trade them 101g to get pottery

2630bc meet Russia and trade Alpha+21g for Masonry; Trade india Masonry for Wheel, WC, 27g; Trade Netherlands Masonry for CB 136g

2470bc finished granary (no settler yet). I had positioned a couple of warriors at the choke to keep India from getting to my part of the continent

2390bc Meet scandanavia trade pottery, wheel, CB for writing +25g; Meet Ottomans trade alphabet for mysticism +1g

2230bc found Adrioanople (2nd town)

2150bc Meet Carthage and trade CB, wheel, 256g, 8gpt for Maths; then trade Carthage Mysticism for 274g; Trade Netherlands Mysticism for 50g; Trade Russia math for IW +30g; Trade India math for 58g; Trade Carthage IW for 102g;

1750bc found Cesarea (3rd town)

1625bc Found Nicaea (4th town)

1525bc meet Persia trade alphabet + 29g for HBR; Trade Persia Math for 139g; Trade Carthage HBR +35g for MM; found Varna (5th town)

ibt India Dow on us without making a demand :eek: :hmm: I wonder if it was my warrior I had running in the territory between their culture borders pillaging their roads :mischief:

1325ibt learn Philosophy and get CoL as free tech, start republic at minimum

1300bc trade Russia writing + 94g for construction; trade ottomans writing + 150g for Polytheism; Peace treaty with India we give Polytheism and receive 30g; trade Vikings Polytheism for 171g; Trade Carthage polytheism for 103g; trade Carthage polytheism for 150g; trade Russia philosophy for 183g; Trade ottomans construction for 209g;

ibt Nicaea pillaged by barbx - people died but treasury of 1327 intact

1200bc found Smyrna (6th town)

ibt Netherlands demand HBR (they have MM and it's not a monopoly tech) so ok.

Then the Byzantines mysteriously disappear into who knows where :cry:

I was doing so well with the nice settler factory ( I think at this point I had 2 settlers moving and was going to exceed my record 7 cities at the 1000bc point), and I had a monopoly tech (CoL) and my war with India only had one warrior lost to 3 of theirs

I couldn't bring myself to replay again just for fun as I doubt I could ever come close to duplicating it
 
you ask for more on my game info so here u go.

i started settling where we started and sent the other settler west.
i slowly started settling the area around me
i built two curraghs and then another settler
for technology i had writing- min philosophy- max and got map making as the free tech
i built the pyramids and two turns before i got statue of zeus the indians built it
they also declared war on me and culturally converted my city i was using for a pinch point
then the russain settled every thing north of me and took two cities when i did give them 15 gold
i got peace with them and now i m at war with carthage and ottomans with four cities left but both want one of my cities when i ask for peace
it is now 70 B.C and i have just entered the middle age b/c after a tradeing spree war has killed my treasury
i need any advice i can get to make it to the IA
by the way DROMANS SUCK <snip> they lose every battle
they lost to a freaken curragh
please help
Moderator Action: Please don't swear!
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
I R Possom said:
i built the pyramids and two turns before i got statue of zeus the indians built it

how did the indians get the ivory? did you trade it to them or did they take one of your cities? if you traded it to them that was a mistake, nothing you can really do about it now, but for future reference if you want to build SoZ do not trade ivory to anyone. The Byz have an ivory monopoly this game, and even without a monopoly not trading extra ivory reduces the number of civs which could potentially build it.
 
I could not do nothing but laugh when i read all the spoilers above... :-)
It lookes like all losers (including myself) were only waiting for spoiler thread to open so we can whine, complain and cry about our misfortunes....
Let's wait for the pro-players and learn something on how to play Civilization :rolleyes:
 
Brace yourselves -- this is a long one (so long, the board rejected the post and made me split it in two!). I found that keeping a detailed turn log made me play much better than I usually do, because I have to justify every decision in writing. ;)

I'm normally a Regent or Monarch level player, so depite two COTM victories under my belt in Open Class, I decided to play this one as a Conquest Class player. Perhaps it was the five Demigod Byzantine/Achipeligo games I tried while I was waiting for the save to become available (all of which ended in disaster by the late Ancient Age or early Middle Ages) that convinced me I'm not quite ready for Prime Time on Demigod.

In 4000 BC, my first worker took a step due west, discovering the cow and the two shielded grasslands. Clearly, this would be a bountiful land to settle. I moved my first settle northwest -- on my next turn, I would settle on this square, giving myself access to the coast, the river, and one shielded grassland immediately (with a second after expansion). My second worker also headed this way, en route to the cow. With my second settler, I decided to head southwest two squares.

In 3950, I was quite pleased when my second settler revealed a game square, as well as two more shielded grasslands. Meanwhile, I founded Constantinople, started building a curragh, and moved my workers onto the cow. I was quite pleased to see the Ivory, and decided to abandon all pretense of winning a race to Philosophy (remember those five practice games? I didn't win the Philosophy race once) and make a beline to Mathematics. At first, I was going to reasearch Masonry, but since a check of the F10 screen revealed three industrious tribes, I decided to gamble on being able to trade for Masonry and started reasearching Writing.

In 3900, Adrianople was founded and began building a Spearman, while one worker began roading the cow while the other worker moved to Ivory so a road could be built to connect it to Constantinople.

In 3750, the cow was roaded and my worker began irrigating it. This is where I realized my first mistake -- I probably should have irrigated first. I forgot that Constantinople would serve as a conduit to the river, and thought I would need to irrigate the Ivory before I'd be able to irrigate the cow. Oh well -- hopefully it won't be fatal.

3700 -- Constantinople finishes its curragh and begins a Spearman. The curragh heads north along the coast. Meanwhile, the Ivory is roaded, and worker #2 returns to help irrigate the cow.

3600 -- The cow is now irrigated, and both workers move to the shielded grassland, intent on roading and mining it.

3550 -- Adrianople builds its Spearman and begins building its own curragh.

3450 -- Constantinople expands to take in the Ivory, but because of my poor understanding of the order in which things are calculated, I lose a turn to civil disorder. Drat! Meanwhile, our curragh rounds what appears to be the northern tip of our home isle.

3350 -- Constantinople builds its Spearman, and I decide to build a Settler. If my calculations are correct, it should be completed the turn after Constantinople hits population 3.

3300 -- Curragh #2 is complete and heads due south. There's a barb camp at the foot of the volcano, but also what looks like a nice area with access to a fish -- that will make a good spot for a city. Meanwhile, the workers split up. One heads across the river onto the third ivory (discovering a fourth ivroy in the process) while the other moves south into the forest, intent on building a road to Adrianople

3250 -- I decide to road the Ivory with worker #1 -- we're going to build our next city in the forest directly to the north of the Ivory. There's a hint of swamp north of there, but there's at least 4 usable squares (more if I get a cultural expansion) I'll be able to use before I have to worry about the swamp. Curragh #1 continues circumnavigating our island, while curragh #2 heads west. If I can figure out how to attach a screenshot, here's where it will go (the blue dot indicates where our settler is headed):

COTM3-1.jpg


3200-3150 -- Our curraghs continue their exploration, hugging the coast. This island is quite big; if this were a random map, there would almost certainly be rival civilizations on the island (and, based on my practice games, they would have discovered Chivalry by now and would be bearing down on me with a Stack of Doom full of knights and pikemen). While I haven't explored the whole island yet, it appears Ainwood has given us a little room to grow before we have to deal with rivals.

3100 -- Worker #1 begins irrigating what I've come to think of as Ivory #3 (they are numbered by distance from Constantinople) in preparation for city #3. The curraghs continue their voyages of exploration

3050 -- Our settler and our Spearman arrive! Adrianople begins building a worker; Constantinople begins building a curragh. Both new arrivals head toward their new home.

2950 -- The Road to Adrianople (wasn't that a Hope and Crosby movie?) is complete. I decide to cut down the forest to the northwest of Adrianople -- I'll throw the ten shields into a spearman, I think. Meanwhile, our settler founds Caesarea and our curraghs continue their exploration. The big news, though, is that curragh #2 meets an Indian settler. The Indians will sell us either Ceremonial Burial or Pottery for 190 gold (which would leave us with a single gold!). We buy Ceremonial Burial -- not having any culture is starting to make me nervous. Caesarea starts building a temple.

2900 -- Worker #3 heads west from Adrianople to the forested game. Next turn, he's going to build a road. Worker #1 begins building a road northwest from Caesarea, through the swamp, to what will be our fifth city -- it's going to be founded on the coast, where it will be able to take advantage of 3 shielded grasslands and, eventually, a fish. What about city #4? That's going to go south of Adrianople. Meanwhile, our garrison arrives in Caesarea and our curraghs continue their exploration -- curragh #1 has found Indian territory!

2850 -- We begin building the road to the game, and the curraghs continue exploring. There are furs on the western end of our (quite large) island.

2800 -- Constantinople produces Curragh #3, which heads south, and starts work on a Spearman. Curraghs #1 and 2 continue their voyages.

2750 -- Adrianople finishes its spearman and begins building a settler. A call to Gandhi reveals that he now has Masonry and Warrior Code as well as Pottery, but they are all out of my price range for the time being. Still, it bodes well for a Statue of Zeus prebuild. Our new spearman heads toward the site of city #4. Worker #2 begins irrigating Ivory #1, and our curraghs continue their wandering.

2710 -- Curragh #2 meets the Russians. They are willing to sell us Masonry, but they want 59 gold (our entire reserves) plus 8 GPT. I don't try to haggle with them now; I'll wait a few turns. Curragh #2 continues west along the cost of what appears to be a separate island, while the other curraghs continue to explore.

2670 -- More exploration. Curragh #3 may have found a passage east; curragh #2 has learned that the Russians have spices, and may be a valuable trading partner once we have Map Making.

2630 -- Contantinople builds its spearman and starts working on a Settler. The Spearman heads toward the site of City #5. Curragh #1 confirms that the Russians are on a separate island and begins exploring the northern passage around that island. Curragh #3 prepares to make the eastern crossing, which it should be able to do without ending its turn outside the coastal tiles. Catherine yells at me to get my curraghs out of her yard, but won't yet sell me Masonry at a decent price.

2590 -- Things just got interesting. We encounter an Ottoman spearman. The Ottomans have Mysticism, but not Alphabet. Can I pry Mysticism out of them and use it to buy the other 3 techs from India and Russia? I decide to go for it. Mysticism costs me 93 gold, ALphabet, and 5 GPT. I then turn around and sell Mysticism to India for Warrior Code, Masonry, and 37 gold, and to Russia for Pottery and 28 gold. Net result -- I have purchased Mysticism, Warrior Code, Masonry, and Pottery for 28 gold plus 5 GPT, plus I gave the Ottomans a tech they would have gotten from Russia anyway. Not bad, if I do say so myself.

2550-2470 -- More exploring with the curraghs. Our spearman arrives at the future site of City #5 in 2470.

2430 -- Adrianople finishes its settler and begins a granary. The settler heads south. Our curraghs continue exploring (curragh #1 has found Ottoman territory). One of the workers begins mining a shielded grassland that Adrianople and Constantinople share.

2390 -- More exploring.

2350 -- Constantinople finishes its settler and begins building a granary. The settler heads north. Nicea is founded south of Adrianople, in the process dispersing a Gaul encampment. It begins building a temple. Curragh #3 meets the Dutch, who have one unique tech -- the Wheel -- and need one of my techs -- Masonry. The Dutch only have 35 gold, though, so I think selling them Masonry would be selling it cheap. India and Russia already have the Wheel (and Iron Working!), so I'm not sure the wheel is worth it given that I could trade it to the Ottomans and nobody else. I decide to hold off. For now.

2310 -- The exploration continues.

2270 -- More exploring. The road to my fifth city is complete, so I start mining the shielded grassland. The road to Nicea is also complete, so I start mining that shielded grassland.

2230 -- Curragh #1 (I think) may have found a passage to the northern hemisphere. Curraghs #2 and 3 continue exploring.

2190 -- Varna is founded and begins building a temple. The worker near Adrianople crosses the river by stepping northeast. We're going to road and shield this tile, then start building a road to the west, where we'll build cities #6 and 7. My curraghs continue exploring, and curragh #3 sees the edge of another civ's territory. Who can it be?

2150 -- The mystery civ was Scandanavia, who sell me Iron Working and their entire treasury (45 gold) for Mysticism. I then trade Iron Working to the Dutch for 60 gold (their entire treasury) plus the Wheel. The Ottomans buy the Wheel for 135 gold. As I suspected, there is iron in the hills north of Constantinople. Our next priority will be claiming that iron.

2110 -- We meet Carthage, who sell us Horseback Riding for 170 gold. There are horses on my northern peninsula, which I will have to claim soon. The Ottomans now have Polytheism, while the Scandanavians have Writing. Neither is willing to sell at a palatable price.

2070 -- I explore some more.

2030 -- I finish the mine near Varna. I head south and start mining that shielded grassland. I also finish the road south of Caesarea and start mining that. Finally, I finish the mine near Nicea and head toward the iron. Plus, my curraghs explore.

1990 -- More exploring with the curraghs. I still haven't found civilization #8

1950 -- The Indians are getting uncomfortably close to the land I had been thinking of as "my territory." Oh well. They'll be sorry when I get the Statue of Zeus.

1910 -- More exploring.

1870 -- Ditto. Go, curraghs, go!

1830 -- Constantinople finishes its granary while Caesarea finishes its temple. Both start on spearmen. The curraghs explore.

1790 -- In addition to the exploration, one worker starts developing another shielded grassland near Varna while the other starts building a road to the southwest -- we're going to settle on the hilltop/chokepoint that will mark the boundary between Byzantium and India. Or it will be a trade road with India if they get there first.

1750 -- Adiranople finishes its granary and starts a palace, which will become a Statue of Zeus prebuild in 19 turns.

1725 -- We get writing. I take inventory. Russia and India already have Mathematics, and the Ottomans still have Polytheism. Nobody has Philosophy, with the possibility of mystery Civ #8. Neither Russia nor India is building my Statue of Zeus, so I decide to go for philosophy. I can research it in 7 turns at a net cost of 3 GPT. When it's done, I'll snag Map Making (unless someone else sells me Code of Laws between now and then). Then I'll trade for Mathematics and switch my palace over to the Statue of Zeus. Then my Ancient Cavalry will ride roughshod over India. I hope. Meanwhile, Constnatinople finishes a spearman, which I send to the hill northeast of the iron to stake out a spot for the iron city (Constnatinople is, of course, working on the settler who will found that city). I also start building a road to the iron.

1700 -- More exploring

1675 -- Caesarea finishes the spearman and starts on a settler. I sned the spearman toward the hill on the Indian border. Barbarians start storming out of the north. Caesarea switches to a spearman.

1650 -- I call the Spearman back toward Caesarea. I continue exploring and hope the raging barbarians won't vanquish my meager empire.

1625 -- The barbarians continue to rage, the curraghs continue to roam. I move my spearman by the iron onto the worker who is building the road to the iron. My poor spearman fends off two barbarian horsemen, but falls to the third. My worker is captured.

1600 -- Constantinople finishes its settler and starts building an archer. For now, the settler cools his heels. My curragh encounters the Persians, who pay 110 gold for Alphabet. At this point, only Carthage, Scandanavia, and the Netherlands have writing, so I'm still in the running for Philosophy. Scandanavia has Map Making, but won't sell it. I sell Horseback Riding to the Russians for 43 gold and Mathematics. I could have gotten more from the Indians, but since they share my continent and have horses, I'd rather hold the secrets of Horseback Riding from them. Hopefully, the Russians won't sell it to them. I switch my prebuild in Adrianople to Statue of Zeus -- currently, it's going to take 35 turns to build.

To be continued ...
 
Part 2 of 2 ...

1575 -- Caesarea finishes the Spearman. He heads to Constantinople. Meanwhile, Caesarea starts another Spearman.

1550 -- I win the race for Philosophy. Since I know Scandanavia has Map Making, I elect to learn Construction, the most expensive tech. I start researching Code of Laws and ring up my old friend Ragnar Lodbrok. He buys Mathematics from me in exchange for Map Making and 86 gold.

1525 -- More exploring. My worker finishes the second mine near Varna and heads toward Adianople.

1500 -- Constantinople finishes its Archer, who reclaims the iron. The Spearman and the settler follow him out there. Constantinople starts building a worker to replace the one who was so tragically lost in the barbarian attack. Between turns, the Russians extort Writing from me. I pay them back, though -- I trade them Map Making for Polytheism and 287 gold. Meanwhile, the barbarians throw themselves at my Spearman/Settler/Archer combo. This time, the Spearman successfully fights them off. All this, plus two Indian warriors (but no settlers) move toward my territory. The Vikings buid the Colossus in Trondheim.

1475 -- Caesarea finishes another spearman and starts on a settler. Meanwhile, at the iron, I have a big decision to make. Option 1 is to go with my original plan and found on the hill to the northeast of the iron. Because there's no road, I'll have a wait while I finsih my worker, finish a spearman to protect him, and road the iron. Option 2 is to just build on the iron. The problem with that is it overlaps a lot more squares than I usually do. After some soul searching, I found Smyrna right on the iron. Smyrna begins a harbor.

1450 -- Constantinople finishes its worker and starts on a swordsman. The worker heads off to develop Adrianople.

1425-1400 -- More exploration. Between turns after 1400, three barbarian galleys attack one of my curraghs. The third one sinks it. You will be remembered, Curragh #2! Meanwhile, the Ottomans build the Oracle in Istanbul.

1375 -- Exploration

1350 -- varna finishes its temple and starts building a swordsman. Those two Indian warriors are still nosing around. Curragh #1 rounds a corner and discovers it is adjacent to a barbarian galley as it runs out of moves. Yikes!

1325 -- Curragh #1 has survived! Caesarea has built its settler, and the chokepoint is still available. Hopefully, India isn't moving its own settler toward the chokepoint.

1300 -- Constantinople finishes its Swordsman. Time to start clearing out those lurking barbarians and begin expanding toward those horses in the north.

1275 -- Between turns, Russia builds the Pyramids in Moscow. This leads the Indians to construct the Great Wall in Delhi. Meanwhile, Adrianople expands and goes into chaos. Oops. I quick trip to the F1 screen will fix that, but I've wasted a turn. Between turns, barbarians attack my swordsman, raising him to elite status.

1250 -- Since my swordsman is sitting on a mountain, I decide to fortify him and wait for the remaining barbs to attack me. If the RNG likes me, maybe I'll get a leader out of this. Heraclea is founded and starts building a temple.

1225 -- My elite swordsman defeated the barbs, but he didn't generate a leader (alas!). Constantinople finishes its spearman and starts on a temple. Smyrna finishes its harbor and also starts on a temple. I continue developing Adrianople -- 10 turns to the Statue of Zeus! I also complete the road to Heraclea and start cutting down a forest. Meanwhile, one of those two Indian warriors is wandering into my territory.

1200 -- More exploration. The Scandanavians demand Ivory and I tell them to shove it. They can have Ivory once my Statue of Zeus is complete (in seven turns!). The Dutch build the Great Lighthouse in Amsterdam.

1175 -- More exploring

1150 -- We get Code of Laws. Republic will take us 40 turns at 50% research (which is the most we can spare without running a deficit!) A quick check of the other nations reveals only one tech I don't have -- Monarchy, and the Ottomans ain't interested in selling. My swordsman starts whacking away at a barb camp, and my injured curragh makes the most dangerous part of its journey home -- it must end the turn in a sea square. Seafaring trait, don't fail me now!

1125 -- The curragh is safe; it will put into Smyrna for repairs (and upgrades) in 5 turns. Meanwhile, the development of Heraclea continues. My elite swordsman loses 3 HP fighting barbs and STILL doesn't generate a leader.

1100 -- Between turns, the Indian warrior draws out one of the barbs near my swordsman. More frightening, a horde of barbarian ships show up near my poor, injured curragh. Varna finishes its swordsman and begins a worker. My injured curragh heads toward Varna for repairs.

1075 -- India disperses that barb camp. Oh well -- there's another further north; maybe I'll get that one. My swordsman is still healing.

1050 -- The elite swordsman continues to heal as the regular swordsman joins him in the northern campaign. The injured curragh continues its race to Varna.

1025 -- The Statue of Zeus is complete!!!! Adrianople starts on a temple so I can drop my luxury rate to something reasonable. Meanwhile, Constantinople finishes its own temple and starts on a spearman. I trade ivory for silks with Carthage, which helps the tax rate a little, and send my workers to hook up the other two ivory sources. The swordsmen head north.

1000 -- Varna completes its worker and starts on a harbor.

975 -- Nicea finishes its harbor and starts on a spearman.

950 -- Somehow, Constantinople switched from a spearman to a barracks. I'd waste shields by building a spearman now, so I switch to a settler.

925 -- Constantinople finishes the settler. NOW let's build a spearman.

900 -- Trondheim builds the Mausoleum of Maussolos. On the home front, Adrianople finishes its temple and starts on a spearman. It also builds its first Ancient Cavalry, who heads south to start clearing out the barbs near Nicea. Unfortunately, the new temple doesn't permit me to further lower my lux rate. And that darned Indian warrior manages to disperse the barb camp I was aiming for.

875 -- We continue to explore. My swordsmen start to spread out on the northern penninsula to make sure no more barbs pop up before I settle it.

850 -- Adrianople finishes its spearman. NOW I can cut back my lux rate and shave 5 turns off my time to research Republic. Except ... The Ottomans will sell me Monarchy for 389 gold and Code of Laws. Since I have designs on India, wouldn't it make sense to go Monarch instead of Republic? I make the trade and trigger the revolt, which will last for 4 turns.

825 -- My curraghs explore while the revolution continues. I learn that I am the wealthiest nation in the world, so I got that going for me, which is nice. My Ancient Cavalry continues the southern campaign, while my regular swordsman discovers a new barb camp.

800 -- My workers start draining the swamp north of Caesarea in preparation for building a road toward the horses.

775 -- My regular swordsman becomes a veteran fighting against barbarians, but he is down to 2 hit points. I get another ancient cavalry and send it toward the border with India.

750 -- We become a Monarchy! We also disperse that barb camp with our veteran swordsaman. The camp was on a hill that looks like it will be a fine spot for a city. We build an embassy with India. Compared to them, our military is weak. That's not good.

725 -- Caesarea and Constantinople finish their respective speamen and start on a settler and a worker, respectively. The spearman/settler pair in Constantinople heads north to found a new city.

700 -- Nicea finishes its spearman and starts a worker. Carthage builds the Temple of Artemis, which is nice, since Delhi had been working on it, too -- take that, India. You and your wasted shields! I start roading to the northern penninsula, so my new cities and my horses will be connected up.

690 -- Bursa builds the Hanging Gardens. I finish a bunch of projects (a worker, and two harbors) and begin working on Barracks (in Constantinople and Adrianople) and an Aqueduct (in Varna). I continue developing Heraclea.

670 -- Things just got bad. First Hannibal demand 51 gold from me. I paid him, then bought Gems from him for another 131. That could have been worse -- the savings from luxury taxes will save me 8 gold per turn (as of now), so I actually wound up making back the cost of the gems plus about half of what he extorted. The bad news, though, is that the Russians just landed a spearman/settler combo on my penninsula. Looks like my first war may have to be against them, since the culture graph shows that the odds of a flip are relatively low (see picture). I build an embassy with Russia -- compared to them, my military is weak. Can I afford to fight these guys? Can I afford to let them settle in my territory? I send my newly minted Ancient Cavalry to the penninsula.

RelativeCulture--670BC.jpg


650 -- Nicaea starts building an aqueduct.

630 -- I lose a turn in Adrinople due to rioting. I've got to pay more attention to cities about to grow. The Russians are right next to my veteran swordsman, so I decide to declare war. If the RNG is on my side, I can kick them off my subcontinent and get a slave worker in the bargain. For once, the RNG is on my side. My veteran swordsman loses a hitpoint, but takes out the settler. I immediately start second guessing the RNG -- why didn't my swordsman get promoted!?! I send the workers to start developing the shielded grassland I will be settling near.

610 -- Arrgh! For some reason, despite my messing with the lux slider last turn, the rioting intensified in Adrianople and destroyed the harbor. Is there war weariness in Monarchy?

590 -- Constantinople finishes its barracks and starts building swordsmen. Smyrna finishes its temple, and starts a worker. Russia lands a single archer near Varna, and I send my ancient cavalry and veteran swordsman toward it. Trebizond is founded. The Russians won't acknowledge my envoy.

570 -- The Russian archer falls when he attacks my mighty spearman. Adrianople finishes its barracks and starts making swordsmen, too.

550-530 -- I move troops around.

510 -- Constantinople and Adrianople finish their swordsmen and begin building, respectively, a spearman and a settler. There's one more hole to plug up in the northern penninsula.

490 -- The Dutch demand Ivory and I give it to them. Caesarea starts a catapult; Smyrna an aqueduct. The Russians still won't acknowledge my envoy. Just as I'm starting to worry about an India/Russia alliance against me, India declares against Russia. Sweet! Meanwhile, Dutch settlers land on my penninsula. Fortunately, I can found a city on my next turn and protect my horses.

470 -- Chalcedon is founded and starts a temple. It will be a while before I can build a road to the horses and over the mountain, but at least the horses are in my territory. My military is avergae compared to India, and the Russians are even willing to make a peace treaty. They want money for it, so I'll give them a few turns to stew, but at least I know I'll be able to make peace with them when the time is right.

450 -- Constantinople and Adrianople finish the settler/spearman pair and go back to churning out swordsmen.

430 -- I discover Republic and start researching literacy. Lots of people have currency, but nobody will trade it to me. Yet.

410 -- More of the same. India offers to trade me furs for ivory, or Currency, furs, and horses for Republic. I decline. I'll attack a few cities first (knock on wood), then get currency in the peace negotiations.

390 -- More moving people around.

370 -- A Russian Galley is off my shore. I buy peace for 20 gold. In retrospect, perhaps I should have sunk it, but I'm not quite sure I want to trigger my Golden Age yet.

350 -- More moving guys around, more building military units.

330 -- Constantinople starts another settler. I trade the Republic to India for Currency and 55 gold -- I'm starting to worry that other civs are well into the Middle Ages. My fear turns out to be unfounded. Only the Ottomans have a Middle Age tech -- Monotheism. I trade my freebie -- Engineering -- to the Ottomans for Monotheism, wines, 46 gold, and 29 GPT. Then I buy gems and silks from Carthage for 68 gold plus Ivory. I buy Dyes and Incense from Persia in exchange for Construction, and I clean out their treasures (a whopping 15 gold) in the process.

I didn't remember to take a screen shot at the end of the Ancient Age, but here's one from the early Middle Ages. Sardica, Naissus and Dacca weren't part of my empire by the end of the Ancient Age, but everything else was:
MapearlyMA.jpg


And so ends the Ancient Age turn log. If you read all of this, you are a better man (or woman) than I.
 
[c3c] Open

When I saw the ivory (free SoZ), I decided to go for 20k culture.

Settler factories are much less useful in a 20k game, so I ignored the game in favor of a coastal capital by the cow. I set science to 100% and built warrior military police to make sure it stayed at 100%. I did all my exploring with curraghs.

The seas east of my capital looked promising, so at the end of my first curragh's turn I fortified it for +1 visibility.

davemcw_cotm03_bc3650.jpg


That first currragh made lots of contacts in the east, but I didn't get the tech I wanted most (Ceremonial Burial) until I met India in 2430BC. So the temple in Adrianople was built 2 turns late.

I dedicated my entire economy to making sure Adiranople won the Colossus race. And it succeeded in 1525BC.

davemcw_cotm03_bc1550.jpg


I completed my Republic slingshot in 1450BC and drew a 5-turn anarchy. Poor Adiranople was too big, and starved every turn.

davemcw_cotm03_bc1325.jpg


As the AIs contacted each other, I set up wars to slow down their research. After I built the Mausoleum of Mausollos and Great Library, they discovered Currency and I entered the middle ages in 530BC.

davemcw_cotm03_bc530.jpg
 
Cotm3 – Open

Started by looking at the screen carefully. I could clearly see the end of an animal to the NW, but I wasn’t sure if it was a lux or food. Moved the worker west and discovered it was a cow. I also could clearly make out the game to the SW. Moved the settler SW 1T and settled.

1st builds were curragh, warrior, spear (timing a chop), then granary. Not sure why I did the spear instead of a granary but I don’t think I had a prebuild available at the time.

Research and contacts went very fast. In fact, as the first 80 turns flew by, I had this feeling that I couldn't build things fast enough.
Research path was Pottery 100%(3350BC), Writing 100% (1790BC)(or max, based on lux requirements), then Philosophy @ max.
Before Philosophy was finished, I was able to trade for Masonry (2550BC), IW(1790BC), Wheel(1790BC), CB(1790BC), WC(1790BC), Myst(1700BC), Poly(1700BC), HBR (1700BC), Math(1700BC), and Map Making(1550BC).

With Philosophy, I took Currency as the free tech (both 1500BC). I then researched CoL @ max (finished 1125BC) and traded for Currency for Construction (1050BC), sending me into the MA.

Units at this time are 1 settler, 3 workers (1 had to merge due to barbs), 10 warriors, 1 archer, 3 spears, and 1 curragh.

So far, barbs have cost me a spear, a settler, a curragh, and a dromon :eek: Also, riots in the capitol have cost me about 1 settler (3 riots). For some reason, I was not playing very carefully when I know I should.

Next step is to take this island. However, I only have 8 cities right now and a large barb population on the north end of the island. One stack of barbs, before the explosion, was 7 warriors and 3 horseman. They were frozen on a mountain above my northernmost town, preventing me from crossing that range. Therefore, towards the end of the age, I finally brought up 2 spears and 1 archer and placed them directly SW of the SoD, on a mountain tile. All 10 barbs died against those units, promoting the vet spear to elite but redlining both spears. I am now waiting for them to heal before moving them north again, to soak up more barbs which I’m sure are swarming. Also, I due to the barbs, the iron is not hooked up and I have no access to horses. This should be corrected very shortly.

the temple builds are holders till i get a firm grip on what's happening with the barbs.
cotm3-gman-1000bc.JPG
 
I had a similar build scheme as grahamian, I am not used to the dense building style of Dave, even if it is probably more effective.

I placed your Trebizond farther south on a hill, creating both a channel and a fortress against the Indians to the East. But I did not go to war during this phase at all.

Tech trading by getting in touch early with all other civs and playing the middleman is key to success.

I stopped playing later on, as I scouted before and this would be unfair, but I wonder who will be the first to settle the north in this game.

The mountains make building roads difficult, and there is little room for good cities up there.

One could discuss the following: a very tight build and Feudalism perhaps? Going for a Conquest of the Indians in the Middle Ages? But remember, they get Knights +1 HP, War Elephants.
 
I think it would be helpful if someone could find the thread about barbarian behaviour. Many probably have stacks of barbs up north!

It would be helpful to know what would trigger them to swarm and prevent worker activities e.g.
 
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