GOTM #1 Stories

TimTheEnchanter

I...am...an Enchanter!
Joined
Jan 19, 2001
Messages
1,985
Location
Maryland, USA
One of the reasons for the GOTM (Besides the competition aspect) was to share stories, strategies, etc. I would be very interested to hear what people did given that situation. What was your main strategy? What worked? What failed miserably? Where did you get a lucky or unlucky break? I realize most of you are already plowing through game #2, but it's time for story telling!

For example…
Stormerne and Madman- what went wrong that you ended getting beaten?
Johan511 - What did you do to get through everyone so fast?
Shadowdale and Bond - how soon did you have the world "under control" before just beefing up your score. Did you just have a pet civ, or were the other civs still viable?
…and so on!


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There are some who call me...Tim
 
For example, here was my basic story.
Main strategy: Get Chapel, Workshop and Great Wall. Go Fundamentalist, and attack like mad with 2 move/2hp units and lots of wealthy diplomats.

I try to grow rapidly using Wall to defend cities quickly. Build warriors and settlers like mad until Gunpowder - suddenly cities all have musketeers defending them. Then get Democracy and build Statue of Liberty, switch to Fundamentalism - tithes from Chapel! Build Horsemen like mad until chivalry. Right before chivalry, set science down and taxes through the roof and buy horsemen in most cities every other turn (after initial shields put in by city) as much as treasury can withstand. (I got about 75 units this way.) Once chivalry discovered, switch main production to diplomats and make a bee-line to Leadership and all those Horsemen are suddenly deadly dragoons. Magellan's Voyage helped give me speed on the seas to keep my troops moving quickly and relatively safely.

Once I have my (dra)goon squad ready (and waiting across the shore from the english) I start dumping dragoons off the boats and taking cities. Typically I will get a foothold on a continent (either an unguarded fortress or a weak city) then secure a city or fortress within one movement of the capital (up to 3 squares away if roads) with about 10 diplomats and 10 dragoons. I sabotage the capital with dips until the walls come down, and then attack with dragoons until the capital falls. It is important to take the city all on one turn because of barracks, rushbuying, etc. It's taken me as many as 9 dips in another game to crash the walls in a city so I always try to have 9 or 10 available. This is the key: once the capital falls, most of the other cities can be incited for much less money and they are often not as well defended.. Depending on the terrain and level of defender I expect, the dragoons take cities without walls, and dips buy the cities with walls. Inciting cities is nice because you (A) don't need to drain your attack force defending conquered cities (B) keep more improvments and (C) keep higher population for final score - only lose one citizen.

Once a continent is secure, I consolidate my forces, amass the armada again and head to the next target. Because I am fundamentalist, I usually target the most technologically advanced civ (because they will inevitably trade their advanced tech to their less educated, but more militaristic neighbors). They also usually have good economies in their cities which helps fill the coffers for the next round of riots.

Late in the game, I found that shore bombardment is very powerful if you have a naval advantage. A couple veteran ironclads can kill most defenders in a coastal city until coastal fortresses get built. And the population doesn't decrease as defenders are killed. Then you just follow it up with a ship full of ground troops to capture coastal cities. This is how the persians met their end.

I got real lucky in this game because other than the Zulus, none of the other civs really came to bother me until I was ready to blow them away. I was able to bottle the Zulus up eventually and had most of the continent to myself for centuries.

I almost lost the Statue to the Egyptians, but they abandoned it for a while, giving me enough time to get to democracy and build it with caravans. Without it, I probably would have failed because I needed the 10 unsupported units from fundamentalism to do the Horsemen to Dragoons thing.

I didn't develop my trade well at all early on (partly because of terrain, partly bad planning), which almost cost me because I did not have much of a science edge (e.g., almost losing statue)

This strategy seems to be getting less and less effective at the higher levels (this was my first Emperor game). If I miss one of the key wonders (Chapel, Workshop, and Statue) then I will be a sitting duck. It certainly won't give me an early victory because I don't pick too many fights until I get gunpowder, fundamentalism and the Statue which all come later in the game.

Any thoughts, comments, curses?
 
How can a good game go so bad?
I failed to listen to Horace Greeley and I started by going east. While I was trying to get established, the barbarians came and sacked one of my cities. Soon afterwards, the Zulus came to see me, letting me know that the land to the west was theirs. So I set sail to find strange new worlds. Instead, I ran into more barbarians who promptly sank my ship.
Meanwhile the English had an elephant roaming around my capital, so I tried sending my lone chariot over to help out. I inadvertently ended a turn next to the elephant - no more chariot. The English basically had their way with me. They didn't capture cities, but I couldn't expand.
All of this had me behind in the tech race and missing most of the Wonders. I spent the rest of the game fending off endless waves of barbarians, English and Mongols.

This was the first time I completed a game after such a bad start. Playing the underdog role was fun, actually, even if the result was shameful. But next time I'll go west!
 
Well, I'm posting this from work (shame on me!) so I don't have my timeline/notes with me, but basically this is what I did--and usually do, actually--in the beginning:

First most important thing is to develop Bronze Working and Masonry. I think warriors are a waste of my time, and G. Wall is absolutely necessary for quick expansion. In this game, as I had 2 settlers, I built a Capital first turn, then had the other roam around until I got a goodie hut with better roaming unit. THen I built roads around my capital (especially over those $%&%"#$ mountains) while Cap. City churned out more settlers.

When the English AND the Zulus appeared on my doorstep practically on the same turn, I traded Tech and got peace. I also successfully got them to withdraw the first couple of times (a nice side-effect of quick expansion--you're bigger and they back off). Not long after I saw a Mongol ship to the north and the Persians showed up. I don't remember what time-frame exactly, but it was still quite early. And it was obvious that I was basically on centre stage...

Anyway, my 'big secret,' if you can call it that, was to stay peaceful as much as possible while expanding. Except with the Zulus of course: whoever is unfortunate enough to share my starting continent is doomed to perish early... I managed to get an alliance with the Persians too by giving them nice presents--that lasted until they got conscription, and kept me in the tech race. I basically didn't really get into tech-development until after that. (I stole conscription almost as soon as they got it of course!)

My important wonders were: G. Wall asap, then G. Library. I don't remember the exact order of the others, but Leo's was the next most important. Can never go wrong with happiness wonders either.

Later in the game I built Shakespeare's in my highest-producing city. Under fundamentalism I must have produced over 20 artillery there--all of which were happily at war once I switched to Democracy).

Uh-oh, here comes the boss... must switch to a screen with graphs and numbers...

Quick P.S.: I hereby bequeath my silver medal to Matrix. THanks for the hard work!!




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I came here to do two things: kick *** and chew bubblegum. And I'm all out of kicking *** !
 
Well, I started on GOTM late, and the is the last GOTM I have tried (I went 2,3,1). I started off with Rome right where the settler stood, then ventured east towards the hut. Got some knowledge and continued to the eastern pennisula to build Veii. Thought I was spreading out pretty fast. Bumped into the Zulu, and managed to keep them bottled up. The English showed up, and I allied them, then they got "Tired" of it and dumped me. Lost a city to Barbarians, and then I allied the Zulus. Zulu ally is BAD. Everyone hated me for it, but I did'nt want to lose regard by dumping them. We were way behind the Tech curve and everyone kept Naval-Bombing my cities. Eventually the Mongols had had enough and came after me with light armour, and I retired before the blood was dry......

Hopefully I have learned some valuable lessons.

 
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