2nd time playing this map as a comparison, this time with much better
early hut luck which includes a Nomad in the 2nd hut and a tribe in the 3rd and which multiplies itself into a significantly stronger game, most especially when the good luck occurs so early. Note also that this game is being played as much as possible as if i didn't know where certain civs are located and as if i didn't know the location of continent one. Playing by the modern rules with caravan rehoming disallowed. Goal is civ building which would lead to an eventual Space Ship landing.
4000:
Built cap on starting site. 2nd settler moved to grass/shield square.
3950: > Alphabet.
3900: Completion of grass/shield road.
3800:
Built 02 on grassland 47/63. 1st warrior emerges and re-supports to 02.
3700:
Alphabet > Code of Laws.
3600: 2nd warrior and both are set to explore the local radius of cap for near future cities and to open huts to a certain point.
3550:
First hut of game:
50 gold.
3400:
2nd hut of game:
None Nomad.
3350: 3rd warrior all built in cap (to be used for civil defense in 02 which becomes size 2 next turn). Nomad from 11.5 squares from cap moves along the river back towards a 6.5 or nearer distance of cap.
3300: Warrior re-supports to 02.
3250:
Code of Laws > Writing. 4th warrior for civil defense in size 2 cap. Rush settler production from 20-40 for 60 gold.
3rd hut: Lucky but ill placed plain tribe for
City 03 that slightly misses a nearby whale and silk (edit, but luckily is found next turn to have a whale that it does have access to). City is a 7 distance from cap which just barely causes one of the three trade to be corrupted as well as one of the three shields.
3200: 02 completes Settler.
3100: Slowed science to 40% to allow my warrior to reach the next hut just before completing writing so if i am going to get my one off path tech this can happen before having to choose one.
3050:
Built 04, grassland with access to whale and silk.
Built 05 with the Nomad from a few turns back, grassland with access to 2 pheasants. Upon building 05, 04 went unhappy and required an elvis and a 2nd turn rushed warrior to make things right.
2950:
4th hut: supported horse. i had built 05 next to this hut before opening it to eliminate the risk of barbs emerging and i especially was not going to open it with my settler unless it was within a city's limits.
5th hut: 25 gold. Science back to 60%.
2850:
Writing > Bronze Working. Built settler.
2700: Warriors located 3 huts that i will hold back on opening until i am able to do so more safely. As well this protects my tech path, but i might open one or more unterrained huts with my 2 movement horse at the risk of getting an extra tech or a barb that i can either eliminate or possibly escape from.
2550:
Bronze Working > Literacy. 9th warrior only one of which is still exploring while the other 8 are taking care of the current and near future martial law needs, especially with 2 additional cities anticipated within 5 or 6 turns.
2500 Summary: Despotism with 6 cities, 0 settlers but 2 next turn, 1 horse, 10 warriors. Literacy in progress 20% of the way along. 5 opened huts and 6 that have been located and unopened as yet. Treasury: 35 gold.
2450: Completion of 2 settlers.
2300:
Built 07, grass/river.
Built 08: Grassland with access to silk. Every city now needs martial law at size one and all 9 civil defense warriors are needed at this time as well as the 10th one one rushed for next turn. Will be needing an additional 2 warriors in the next two turns for cities about to grow from 1 > 2. 8 cities (including 2 size 2's), 0 settlers, 1 horse, 10 warriors (11 next turn). Treasury: 51 gold.
2250:
Literacy > Republic. With Republic in progress and easily achievable in the 1850 Oedo (but not possible for 2050), Horse opens unterrained
6th hut and unfortunately but not disastrously finds
Warrior Code.
2100: 4th city of 8 reaches size 2 and with every citizen requiring his own martial law warrior, completion of the 12th such unit with a 13th out exploring. Will need no further warriors this game and 2 additional cities approaching size 2 will have a settler the turn size 2 would have been reached. Still with enough of a science buffer to be able to reach an 1850 oedo, warrior risks a distant hut and out comes out with
Ceremonial Burial. At this point 1850 Oedo is still reachable, but tight and i will open no further huts until that year.
2000: Completion of 1 settler.
2000 bc Summary: 8 Cities, 1 settler (and 2 more in 2 turns and 1 more in 3 turns), 1 horse, 13 warriors.
1900: Completion of 2 settlers and a dip in low food cap.
1850:
Republic > Map Making. Completion of 1 settler and 3rd road. Disbanding of 11 warriors within cities , warriors which served their purpose well... and warrior count decreases from
13 > 2. The one remaining martial law warrior is released from his duty to open a nearby hut and his continued service will then be re-evaluated. New summary: 8 cities, 4 settlers, 1 dip, 1 horse, 2 warriors. 5 located huts not as yet opened. T 70 / L 30.
1750:
Built 10, grassland.
Built 11, grass/river with access to a pheasant. Necessity dictates an increase in Lux to 40%.
7th hut now safe by being 2 steps from a new city:
supported horse.
1700:
1650:
8th hut: 50 gold.
1600: Completion of 3 settlers and 1 diplomat.
9th hut: Pottery.
1550: Completion of 1 settler. 11 cities, 6 settlers.
1500:
Built 12 on fur. Directly next to this fur city, opened
10th hut: Supported Legion. Shifting from 60% Tax to 60% Science in the hopes of completing Map Making in 5 turns, maybe 4.
1500 bc Summary: 12 cities in Republic, 5 settlers, 2 dips, 2 horse, 1 legion, 2 warriors. 7 roads, 1 irrigation.
1450: Completion of 1 settler, 8th road and 2nd irrigation.
11th hut: Supported horse.
1400:
Built 13, grass/river.
1350:
Built 14, grass/river.
Built 15, grassland with access to a pheasant and 2 fish. 15 cities, 3 settlers.
1300: 15 cities, 3 settlers.
1250:
Map Making > Currency. Sci to 0 for now, Tax 60 / Lux 40.
1250 bc Summary: 15 cities in Republic, 3 settlers, 2 diplomats, 3 horse, 2 Legion, 1 warrior (to be disbanded inside a city next turn).
1200: Completion of 1st boat and 2nd dip. The first dip and a horse hop in headed west to land 15.
1150: Completion of 2 settlers.
1st island hut and overall the
12th hut: Tribe for
City 16. Lux to 60%. 16 cities / 5 settlers.
1100:
Built 17, east coast grassland with access to a whale.
Built 18, east coast grassland. 18 cities / 3 settlers.
1050: Completed 1 settler. 2nd island 15 hut, overall the
13th hut: Currency. Lux to 10% hoping to choose Trade with Masonry as a backup.
1000: > Masonry (Trade was not provided as an option). Completion of 2nd trireme. Horse boards this south/eastern coast sea vessel and a dip is nearby to join.
1000 bc summary: 18 cities, 4 settlers, 2 triremes, 3 dips, 3 horse, 2 legion. 17 roads, 2 irrigation. No wonders, have not met any foreign civs. 11 techs.
Income: 53 gross shield production, 36 gold @ 40%, 60% lux. 262,000 sq. mi.
975:
Built 19, grassland.
950: Completion of 1 dip.
Built 20, grassland with access to 2 fish. 20 cities / 2 settlers.
925: Completion of 1 trireme (for 3rd overall).
Built 21, grassland with access to whale and ore. 21 cities / 1 settler.
900: Completion of 1 settler.
Built 22, jungle/river tip with much needed access to 1 fish. 22 cities / 1 settler.
Met
America on continent 14, tributed them a tech, peace, amazingly traded them for
Trade which is all they had, they wouldn't trade maps at cordial, gifted them a tech to worshipful, then
traded maps. With the advent of Trade, will gather 4 caravans together for Hanging Gardens and for now will await the possibility of meeting the ai in the hopes of getting Masonry at this point rather than researching it.
875: Completion of 1 wonder caravan.
Built 23, grassland with access to 2 fish. 23 cities, 0 settlers. Treasury: 13.
850: Completion of 2nd and 3rd wonder caravans and 2 settlers. Met the
Vikings on continent 8, Traded for
Masonry,
Horseback Riding, Iron Working (all they had), gifted them one tech to worshipful and
traded maps. Took a chance on terrained
14th hut to beat the french Legion to it and it was a
barb horse. Fortunately the other dip nearby was able to reach the horse for the bribe.
825: Completion of 4th wonder caravan.
800: Completion of 2 wonder caravans. 4 caravans fill 200 shields. 23 cities, 200 shields to a wonder, 2 wonder caravans, 2 settlers.
775:
Pyramids . Had my choice of whether to built Pyr or HG first and felt that Pyr first with HG soon to follow would be the most powerful. Slowed the filling of food stores in 6 cities in awaiting this turn and 4 other cities will fill their food stores in the next 1-3 turns. This turn i have 2 size 3's. Next turn 4 additional cities will grow from 2 > 3 and 2 other cities will grow from 1 > 2.
Summary: 23 cities, Pyramids, 4 wonder caravans (for 2nd wonder to emerge in 700), 2 settlers.
750: Completion of 1 settler.
15th Hut: Seafaring. Beaker cost for current tech is now
378. 23 cities, 4 wonder caravans, 3 settlers.
725: Completion of 1 settler. 4 Caravans fill 200 shields.
Built 24, coastal grassland.
Built 25, island grass/river with access to wheat.
16th hut: 50 gold. Holding back on rushing several settlers until cities are size 4 or better, except for a few size 2 cities that had low food storage and which will reach size 2 with half filled food stores as fast or faster by first building a settler.
Summary: 25 cities, Pyramids, 200 shields towards next wonder, 2 settlers. Treasury: 149 gold.
700: Hanging Gardens .... and completion of 3 settlers. 60% lux is needed for several of the celebrations and 70% is chosen since it eliminates a lot of the elvis. 9 cities are set to initiate celebrations next turn including three size 2's that are stepping into size 3's. 25 cities / 5 settlers. Treasury (building up awaiting size 4+ cities in which to invest in settlers): 204 gold.
675: 9 celebrations initiated.
650: 1 trade caravan, 1 settler from the final low food storage size 2 city and to immediately be re-supported... as the size 4 cities continue to celebrate. Aprox +10 f4 heads. 9 cities continuing to celebrate and 2 new size 2 > 3 celebrations will begin next turn. 26 cities / 5 settlers / 1 trade caravan.
625: 17th hut: Tribe on new island for
City 27. Lux to 80%. Several size 5's continuing to celebrate. 27 cities / 5 settlers.
600: 5 new settlers, + 1st harbor.
600 bc Summary: Republic with 27 cities, Pyramids and Hanging Gardens.
Buildings: 1 harbor. Units: 1 trade caravan, 10 settlers, 4 triremes, 4 dips, 4 horses, 1 Legion.
21 roads, 3 irrigation. 79 f4 heads, 106 tiles and/or specialists + 10 settlers + 1 trade caravan =
117 productivity index.
City sizes: 13 cities that are size 3+ and
8 of the 13 are currently celebrating and will each be one size larger next turn. 2 size 6's, 4 size 5, 6 size 4, 1 size 3.
Income: 96 gross shield production, 30 gold, 0 science, 80% Lux, 8 celebrating cities. Treasury: 39, 525,000 sq. miles. 17 techs. Have met 2 civs and have traded for both maps. 0 trades landed as yet.
575: Completion of 1 settler. 27 cities, 1 trade caravan, 11 settlers.
550: Completion of 3 settlers. Discovery of continent 1 and the
Sioux. Tributed them a tech, they apparently had nothing to trade, gifted them to worshipful since enthusiastic was not enough and
traded maps. 27 cities, 14 settlers.
525: 3 new settlers.
Built 28, island grassland with whale. 28 cities / 16 settlers / 1 trade caravan. Treasury: 6 gold.
500: 1 new trade caravan.
Built 29, grassland with access to a fish. Hostile
America reveals that they discovered
Monarchy.
500 bc Summary: Republic with 29 cities, Pyramids and Hanging Gardens.
Buildings: 1 harbor. Units: 2 trade caravan, 15 settlers, 4 triremes, 4 dips, 4 horses, 1 Legion.
29 roads, 6 irrigation. 97 f4 heads, 126 tiles and/or specialists + 15 settlers + 2 trade caravan =
143 productivity index.
City sizes: 17 cities that are size 3+ and
7 of them are currently celebrating and will each be one size larger next turn. 1 size 7, 3 size 6's, 4 size 5, 7 size 4, 1 size 3.
Income: 139 gross shield production, 42 gold, 0 science, 80% Lux. Treasury: 23 gold, 592,000 sq. miles. 17 techs. Have met 3 civs and have traded for all 3 maps and every known tech except Monarchy. 0 trades landed as yet.
475: 1 new settler.
Built 30, grassland with access to whale.
Built 31, grassland.
450: 2 new settlers. 31 cities, 16 settlers, 2 trade caravans.
425: Completion of 5 settlers, 1 trireme, 1 explorer. Traded the Vikings for
Construction (18th tech, cost for next is 399 beakers). Incited war with the Hostile Americans to open the door to trading them for Monarchy (and hopefully 1 or more others) with 2 trade caravans 6 turns from their foreign and demanded off-shore destinations. One scientist implemented to choose the next tech which will hopefully be mysticism. 31 cities, 21 settlers, 2 trade caravans.
400: Completion of 22nd settler, 6th trireme,2nd explorer and 2nd harbor.
Built 32, island grassland with access to a whale.
Built 33, island grassland. Traded America for
Banking and
Monarchy (20th tech with current beaker cost adjusted to 630 which will greatly enhance forthcoming trade bonuses).
18th hut: 25 gold. Trireme and 2 explorers head towards continent 1 to circumnavigate clockwise to join the trireme with dip and horse that have been adventuring counter-clockwise the past 7 turns.
400 bc Summary: Republic with 33 cities, Pyramids and Hanging Gardens.
Buildings: 2 harbors.
Units: 2 trade caravan, 20 settlers, 6 triremes, 2 explorers, 4 dips, 4 horses. .
39 roads, 12 irrigation. 116 f4 heads, 149 tiles and/or specialists + 20 settlers + 2 trade caravans =
171 productivity index.
City sizes: 20 cities that are size 3+ and
9 are currently celebrating and will each be one size larger next turn. 0 size 7s, 5 size 6's, 6 size 5, 9 size 4, 0 size 3.
Income: 152 gross shield production, 54 gold, 0 science, 80% Lux. Treasury: 135. 669,000 sq. miles. 20 techs. Have met 3 civs and have traded for all 3 maps. 0 trades landed as yet. Anticipated date of arrival for the 2 en route is 275 bc.
375: 1 new settler.
Built 34, island grass/river with access to wheat.
19th hut: 4 barb horses, escaped back into boat. 34 cities, 20 settlers, 2 trade caravans, 6 triremes, 2 explorers + misc units.
350: Completion of 2 settlers and 3rd harbor.
Built 35, grassland. Bribe of a none barb horse. 35 cities, 21 settlers, 2 trade caravans, 6 triremes, 2 explorers, other misc units.
325: Completion of 1 settler, 4 triremes and a 3rd harbor to replace the one that was sold last turn in an emergency : ).
Built 36, island grassland with access to a whale.
Built 37, grassland with access to a fish. 37 cities, 20 settlers, 2 trade caravans, 10 triremes, 2 explorers + misc units.
300: 2 new settlers.
300 bc Summary: Republic with 37 cities, Pyramids and Hanging Gardens.
Buildings: 3 harbor.
Units: 2 trade caravan, 22 settlers, 10 triremes, 2 explorers, 4 dips, 5 horses.
46 roads(est), 14 irrigation. 149 f4 heads, 186 tiles and/or specialists + 22 settlers + 2 trade caravan =
210 productivity index.
City sizes: 26 cities that are size 3+ and
9 are currently celebrating and will each be one size larger next turn. 2 size 7s, 8 size 6's, 10 size 5, 5 size 4, 1 size 3.
Income: 208 gross shield production, 56 gold, 0 science, 80% Lux. Treasury: 86, 776,000 sq. miles. 20 techs. Have met 3 civs and have traded for all 3 maps. 0 trades landed as yet, but first two trades are scheduled to land next turn.
275: 1 new trade caravan, 3 settlers and 4th harbor. Sought the Receptive Mongols and Receptive Vikings to trade any possible techs and they apparently did not have any. More than likely the Hostile Americans don't have anything either. With a substantial beaker cost of 680 it's far less essential at this point to have every possible tech before landing my two trades.
First trade of game, demanded copper to off off shore New York: 376.
2nd trade of game, demanded beads to off shore New York: 420 (which is the max possible from my 2 whale / 2 silk oceanic super trade city). I am experiencing great wealth for the first time all game (932 gold) and will re-invest a high percentage of it this turn including several ocean front Hide supplying super trade cities rushing caravans as well as additional settlers and triremes being rushed. One scientist will complete Mysticism. 37 cities, 25 settlers, 3 trade caravans, 10 triremes.
Interim: Vikes with Receptive attitude in peace take advantage of my lightly defended civ to sneak attack and eliminate my frontier settler fairly close to his core reducing settler count to 24.
250:
Mysticism (21) > Philosophy (682 beakers adjusted to 713). Completion of 3 trade caravans, 5 settlers and 1 trireme (and several additional units next turn that were rushed to the final 10 shields and needed 2 turns to complete).
Built 38, grassland with access to a whale.
Built 39 and 40, both grass/river cities on the Viking continent. 40 cities, 26 settlers, 6 trade caravans, 11 triremes.
250 bc comparison to previous game: Very interestingly in both this game and the previous, i have exactly 40 cities in 250 bc, however given the significantly better early hut luck in this game as well as good fortune in getting certain key techs from huts and/or the ai including currency, trade, masonry and pottery, i was able to complete both Pyramids and HG significantly earlier (Pyr: 775 vs 425 and HG: 700 vs 325), i have 26 settlers vs 12, 8 trade caravans built vs 2, 2 trades landed vs 0, 11 triremes vs 5, 19 irrigation vs 10, 4 harbors vs 0, about 50 roads vs 38, Approx 155-160 f4 heads vs 118, and approx 220- 230 productivity index vs 172.
225: Completion of 2 trade caravans, 3 settlers, 2 triremes , and a rushed emergency war time dip and phalanx on the Vike continent to deal with immediate threats.
Built 41, grassland with access to a silk.
Built 42, grassland with access to a silk.
Met the
English, tributed them Republic, peace, traded for
The Wheel (22nd tech) which is all they had, tried map trade at cordial - no - gifted a tech to worshipful then
traded maps. I don't believe there are any other civs.
Seems like a good place to stop. Future plans would have included lots of Super Trade, especially with demanded Hides from super trade cities, with a very good road network and a nice ship chain beginning to form, lots of additional cities, roads, irrigation and celebration growth,
Mike's as the next wonder goal possibly immediately upon landing the next two trades and completion of Philosophy which would hopefully provide Monotheism as well and the approximately 800 gold in bonuses to provide funding for 8 quick local wonder caravans.