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7OTM12 (Dec 2025) - Completion of Age of Antiquity Spoiler Thread

Eyswein

Emperor
GOTM Staff
Joined
Nov 26, 2016
Messages
1,041
At the top of your post please post the following:
- Turns = Number of Turns (for Turn Game)

A few questions to consider:
- How did the new patch impact your play?
- What was your plan for moving toward the victory condition? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points?
- Did you settle in place or move?
- What were your initial 5-10 builds in the capital and/or other early cities?

- Early order for technology/civics? What did you later prioritize for technology/civics?
- How did the leader bonus and civ unique ability impact your plan/play, if at all?
- How many cities/towns did you settle and/or capture? Where did you settle your first few towns? What was your mix of towns vs cities?
- What were key production/purchase focuses?
- Pantheon chosen and why?
- What government did you select? Which bonus did you choose most and why?
- Other good info we didn't think to ask?
- How did you focus your use of influence for diplomacy?
- Any surprises/frustration/elations you ran into, how did you deal with it?

- Did you enjoy this Age?
 
95 turns
All legacy paths + one civ wipe

I got on Ben Franklin early and managed to prevent him from ever getting a third settlement down. Also had some very good hut luck, snagging a full free Writing tech (at nominal gold cost) from a late find. Hit a nice checkpoint at turn 45, when I declared on Ben, instantly conquered his town, and paid for my first city upgrade, all in a single turn:

Spoiler :

LafayetteAnt45.png



Ashoka stayed on one settlement for a very long time, and I was dreaming of pulling off a double civ-wipe and sub-90-turn Antiquity. Unfortunately, Ashoka eventually planted two new towns way up on the northern coast above Confucius, extending his lease on life. I had time to raze one of them and reach the doorstep of the other, so he will be very easy to wipe in Exploration. I also DOW'ed Confucius on the last turn of the age to tank relations. I will be looking to take his Hanging Gardens and secure the double civ-wipe for Exploration.

Got a nice collection of wonders in this one: Great Stele, Colossus, Ha'amonga, Mundo Perdido, Collosseum, Oracle, Emile Bell and Nalanda. Didn't quite find time to squeeze in Great Lighthouse, despite going for the tech fairly early. It's kind of an innocuous wonder, but I find that the +vision on ships is actually really handy for the Exploration settlement rush.

Also managed to create two triple-wonder-adjacency UQs. A lot of UBs have been pretty weak since the economy change in 1.2.5, but the +influence adjacency is still quite nice if you can set it up.
 

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I'm new to this format so took me 130 turns with 2 legacy paths.
I forgot to save at end of age so this is turn one of new age.
Was meaning to go to war sooner but was not focused enough to build army up sooner. Use to just taking my time each age to build up my infrastructure for the next age.
I was hoping to get at least 3 paths done but only manager culture and economy.
I also was expecting the 10-turn timer at end of age so it caught me off guard.
The AI players were snapping up allot more independent powers than usual, especially Machiavelli, and my normal strategy is to grab as many of these as I can to boost my yields.
 

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I'm new to this format so took me 130 turns with 2 legacy paths.
Welcome to CivFanatics and Game of the Month. :wavey:

Thank you for sharing your game!
:goodjob:
 
90 turns

3 Military, 3 Economic, 2 Science, 2 Culture + 2 civ wipes

My focus on war meant that I ended with only 2 cities and 7 towns. I'm not sure if it's better to develop 3 cities more. My plan was to start Exploration with my good commander by Friedrichs only city for hopefully a quick civ wipe, but he settled another city just before the age ended.

During the game I had hope for a sub-90 finish, but I ended up with only 6 wonders. Maybe I should have prioritized them more earlier. But I'm starting Exploration with 2 settlers and two visible goody huts to the west, that hopefully are on islands with treasure ressources.

Playthrough:
T1: Settle in place
T19: Settle 2nd settlement Ostia
T24: Settle 3rd settlement Ravenna
T39: Settle 4th settlement Mediolanum
T40: Dispersed IP so that Franklin became hostile, because he was befriending it
T44: Franklin declares war
T47: Conquer Franklins capital
T47: Convert Ravenna to 2nd city
T54: Eliminate Franklin and keeping his 2 settlements
T57: Denounce Ashoka
T70: Declare war on Ashoka
T75: Eliminate Ashoka and keeping his only settlement
T81: Declare surprise war on Friedrich. Conquer 1 town to complete Military LP. Complete Economic LP. Age Progress at 93%.
T86: Get 6th codex. Age Progess at 98%

One question: What do you do, when a new patch arrives in the middle of playing a GOTM? I'm not sure how much of the balancing will affect Exploration and Modern, but it is always a bit annoying playing a game with different rule sets in each age.

Spoiler End of antiquity :
1765566997149.png
 

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@Ballcrusher you just caught me doing my own write up. Yes I got caught by the update in Exploration and I dislike playing a GoTM in two different versions. Fortuntely there is a workaround. I have written it before but I do not remember where. Here it is again:
- Launch Steam.
- Go to the Library tab.
- In your list of games choose Civilization VII.
- Update it if the game has not updated itself automatically.
- Now right click Sid Meier's Civilization VII.
- A context menu will appear, the fith option of the menu starting from the top is Properties, click that.
- A popup menu will appear, with a list of options on the left. Choose the one called Betas.
- On the text on the right, there is a section called Beta Participation, and a drop down manu on the right.
- Drop the menu and choose the option called Legacy - the previous major release version's build.
- Now when you go to your games in Library, you will find that Legacy option as your default for civ 7. If another patch comes, then that Legacy will change, but at least it gives you one more month to finish your games.
 
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90 turns
3 Military, 3 Economic, 2 Science, 2 Culture + 2 civ wipes

I played this a few days ago, but I have not had time to do the write up. Here it is:

The plan:
Expand quickly, develop 2-3 cities, trying to set up some adjacencies for exploration. the time to do that is Antiquity, when you will be building a lot of wonders. My objective of 2 civ wipes, very realistic at this level of difficulty meant that my expansion was a little bit slower than I wanted. I also had a plan to lean on the expansionist tree, as although Lafayette is Cultural, Diplomatic, and Rome is not expansionist, it lends itself to expansionist policies. Also, I am in love with having progressed far on the left arm of the expansionist tree at the beginning of Exploration, to get to the 15% yields policy.
The wipes, whoever spawns closest to me and then the next closest, the issue in Sovereign level is not the difficulty of the war itself, as the penalties are not as tough as in Deity and, especially, the AIs do not tend to spam settlements as quickly as in Deity. The issue is how far the neighbors are. To achieve a double wipe, you should wipe the first civilization before t50-55 to give yourself time for the trip to the second potential wipe.
Of course my science rate and wonder building suffered, so by the time I got to 2 legacy points on each, I gave up on getting more and focused instead in prepping exploration by building settlers and galleys.

The Execution:
I forward settled Ben and started the war with him early, although I waited until I had dispersed the two IPs (military and diplomatic) that were close, I did not want issues with them in the middle of the war. Although my Army Commander was well promoted, killing Ben was slightly more difficult than I expected. I kind of forgot to slot in the traditions to increase the power of Lafayette troops (by the way, what a powerful leader ability, getting 4-5 strength is a really big deal, my second war was over almost before it started). I think I wiped Ben by t55 or something like that. Apologies for the vagueness, I made notes and a couple of intermediate save games but I left them at home and I am on the road with the laptop, I will update this post with more accurate data when I get back.

Once I killed Ben I could see that Ashoka to the north was still at 1 settlement, the capital Pataliputra, I fully expected him to expand before I got there. But he didn't, probably thanks to Sigurnia, a hostile IP with galleys. On the way to Pataliputra, I used the commander ability to plant my 8th and 9th settlements and then conquered Pataliputra, making it 10, 2 over cap. I still had a few turns to spare before I achieved my 2nd point in Science so I used those turns to prep exploration, with a couple of galleys and settlers waiting on what looked like good crossings.

Regrets:
I am Ok with the age, but it felt as if I could have done more on the wonder building. I built Great Steele, Colossus, Hanging Gardens, Oracle in the capital, I got Colosseum in Chang'an and nothing in Neapolis (my three cities). I conquered Gate of all Nations in Pataliputra. I feel I should have been able to build another wonder in Neapolis instead of the UQ and should have prioritized getting to Nalanda and building it, but I was running a little bit behind in science and culture. On Science, I was just too far away from Maths, so I gave up on the third point very early, which I think was wise to start prep for Explo.

93 culture per turn and 70 culture per turn are not terrible, but I will have to focus in Exploration on getting them higher quckly. My gpt is quite good, so happy there. 10 settlements to start Explo is just right, Lafayette has happiness bonuses and that will help settlement cap unhappiness throughout the three ages. I only managed to befriend 2 IPs, that worries me a little bit as I suspect this impacts how many friendly IPs you get in Explorartion, especially if the rest of the AIs have befriended a lot of IPs and the AIs are hostile to you. This is just a gut feeling, I have no proof, but if anyone thinks this is crazy or true just let me know.

Anyway, on to Exploration! Well as I write this I am almost done with Explo :) I will post later today as I am almost finished. By the way, I played Antiquity on 1.3.0 and intend to play the whole GoTM on the same verson, disregarding he new patch that came a couple of days ago.

Spoiler Screenshot :
Screenshot (105).png
 

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I only managed to befriend 2 IPs, that worries me a little bit as I suspect this impacts how many friendly IPs you get in Explorartion, especially if the rest of the AIs have befriended a lot of IPs and the AIs are hostile to you. This is just a gut feeling, I have no proof, but if anyone thinks this is crazy or true just let me know.

True in my experience.
 
105 turns

3 Military, 3 Economic, 3 Culture, 2 Science

Firstly thanks a million as always to the people that organise these GoTMs, really appreciate the work that goes into doing this.

I only get to play about one game a week due to work etc and since the last patch I’ve only played Tonga, Archipelago with Himiko on Immortal so was great to see a non Deity map but found it hard to go back to a non fishing boat opener.

Also always play regroup so dawned on me a little too late about settlers etc for the next era – although have my army close to Ashoka

I settled in place but was worried it wasn’t a great location so spent ages thinking about whether or not to drop the second town on the cotton to give Rome a boost – did in the end and great to see the experts did the same (thanks guys for all the good advice you give in that Fast Science Victory thread in the strategy forum – if you don’t mind sharing a few more trade secrets, a little more detail about the first 30 turns would sometimes be helpful – what do you feel is most important to get the ball rolling as even 1 extra hammer makes a difference at that stage and what is obvious to you is not always to the reader).

I played about the first 30 turns pre patch – I guess that has virtually zero impact on my comparative result.

Took Frankin’s first town on turn 39 while he was struggling with the Barbarian horde – so many Barbarians in this game!! Had too much favour with him so had to settle afterwards while I dealt with another wave of troops from the IP below him. Finished him off around turn 65 at which point I realised my mistakes. I’d not Befriended Anuradhapura, I was way behind the science curve and I hadn’t scouted into the ocean on my coastline (which I quickly forgot again due to the focus on science)!

As a result from around turn 70 onwards I spent most of my money for about 10 turns on buying libraries in towns and completely held off attacking Ashoka when I was ready just before turn 85.

Happy, given I had to pause to catch up on science that I’d made turn 105 and happier still that I’m within 10-15 turns of the experts and that in the main my science performance was similar to theirs.

Thanks again for organising, really enjoyed it
 

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GoTM advice for new players

Some players have requested more detail and advice. I am going to try to do this in this post. And will use this GoTM as a practical example. I will be re-playing GoTM12 while I write, the run will not be exactly the same as the game I posted, as I don't have the save games anymore, but it will be similar.

DISCLAIMER: I wrote this somewhere else, but also needs to be here. I am a good GoTM player but by no means the best, I think I have won a grand total of 1 and I got lucky on that one:-) But I am one of the top players, on par with @Ballcrusher @GoblinMatron @pmarc @ABigCivFan and some others I forget right now. The BEST sources of information are the GoTMs themselves and if you read and study the games by these players you will learn a lot. The second best source is a thread called Fast Science created by @Manpanzee in Strategy and Tips where a bunch of us, mostly GoTM players plus a few players that do not like GoTMs but are amazing like @Salamis or @ValleTomate. In that thread we discuss strategies and post personal bests that some times illustrate the strategies. The game updates are also discussed and tested.

EDIT: while I was replaying to get the screenshots I must have done something slightly different as I noticed a discrepancy in t20 it is microscopic and everything applies. I will hide the screenshots as spoilers for easy scrolling but I warn you, there are a ton of screenshots. My recommendation though is that you fire up the GoTM12 and play alongside me in this post.

General advice:

- Playing the Game of the Month (GoTM) is one of the most fun ways to play Civilization. Not being able to replay turns makes everything more real, and forces you to think carefully and have a strategy before you even start. Although theoretically a competition, this is mostly about trying your absolute best and learning from the other players.
- Do not hesitate to play GoTM because you think you cannot get a great result. We all started with poor results and every mistake is a learning experience. The community is very polite and responsive and appreciates every single game that is posted, I promise you that. Players are always willing to answer questions and offer advice.
- Playing speed games (and most GoTMs have the condition "fewest turns") is a very different animal to slowly and carefully building your empire. Here you do not really play against the AIs but against the rest of the players and every decision, every move counts.
- First bit of advice, when playing GoTM get into the habit of moving your units title by tile instead of all movement in one go. What you discover during the first part of the movement may influence the second part. And it sucks to have your settler killed because you moved them into the middle of a horde of barbarians.
- Exploration is essential. You need to know the map, decide locations for your 2nd and 3rd settlements, get as many huts as you can. It is rare for a top players to not open scout-scout. Let's kick off the game but first some strategic considerations.
- To get a good result (85-95), this will be necessarily a game of conquest, as I I will explain later to get that result you need to wipe 1 or 2 AIs. We have to learn to calculate how many turns we are targeting. In this game, it is unlikely we will get any future techs or future civics, as the leader and the civilization are not scientific or cultural (well Lafayette is cultural but not OP enough to get to future civic). But at Sovereign level, wiping 2 AIs is relatively easy. Each completed legacy path is 20, the era lasts 200 turns and reduces 1 turn for each turn played. So, if we target ending the era at 90 turns, we need 200-90=110 advance through the legacy bonuses and civ wipes. Say we get 3322 on the legacy paths, this is doable with this combo, (3 legacies for 20 turns, 2 legacies 10 turns). That's 60 turns. The remaining 50 turns will come from 2 AI wipes, at 25 turns each. That's 110 turns, so 90 turns play to get the 200 turns that will finish the age. In real life, I was hoping to finish the cultural path and get a 87/88 turns result, but in my game I realized by t50 or so that was not going to happen. If you look at the other 2 top games so far, @Manpanzee the top player in the site, decided to go for 3333 or 3332 and 2 civ wipes, for a sub t90 but had bad luck with Ashoka planting 2 extra settlements. That is not possible for me, Manpanze is a significantly better player and I have some weaknesses in my game. To beat him I would need to get lucky. And I would exchange his t95 finish with 3333 legacies for my t90 finish with 3322 in a second. @Ballcrusher played a game very similar to mine and looks like he was targeting 3322 and t90, like me. His game was slightly better than mine, in my opinion, but very comparable. I have also just seen @Mazrak submission, I think he is a new player, and he posted a really nice result, I opened his save, his settlement limit is a little low and 105 is relatively slow but his KPIs (spt, cpt) are sound and he has some prep for exploration I can see the settler. A second settler would have been powerful. Also, only 2 IPs befriended, and as he says in his post, he did not befriend the food IP, which is why his settlement cap is 7. But a good result nonetheless, will be interesting what he gets in exploration. @TalHawk welcome to the GoTM! Hope you had fun. It was difficult for me to check your game, as the saves are Explo, but nice game anyway and for a first attempt, quite extraordinary. Seems your main issue was not getting rid of Ben Franklin. If you have any specific questions, we will be more than happy to answer them.

Anyway, each of you have to do your own calculations understanding what is possible for you and what needs to happen to achieve the result you want.

- The conquest means we will open with Discipline, to get an early army. We should wipe our first civ between t50-t60 to have time to get to the next AI and wipe it. We also want to have three settlements before building our army, to get the snowball going, so that means planting the second and third settlement between the turns of 15 and 25, doable in most maps. Lets see what happens:

- EDIT: Realized we have not discussed urban planning, adjancencies and wonder building, will do that later apologies, I just forgot.

t1: The economic attribute point will give you 1gpt extra (gpt=gold per turn, spt=science per turn, fpt=food per turn and so on) and the other memento will not affect the game, it will give you a one off 10 gold. By the time you use another attribute point your reward of 10 yield of anything will be meaningless. So we use attribute point, settle in place and choose to build a scout.

t2: The is a ruin 2 moves away from your scout. The scout spawns and moves south to get it. As first tech, animal husbandry (AH). I very often choose this tech, unless my first worked tiles are going to be clay pits or plantations. In this case with a quarry, a mine and woodcutters as potential expansions, it is a no brainer. We start building a second scout.

t3: The city grows, we choose to work the tile to the south west, with 1 happiness 1 production. Production is KING at the start. I cannot stress this enough. Focus on production for your first growth events. Scout pops the ruin (called goody hut by old timers like me) and we are given a choice between 100 happiness but no science for 2 turns or 45 culture. 100 happiness is a big deal, it will accelerate the next celebration and thus the extra policy by 13/14 turns, but slowing science down is not a good idea at this time as the sooner we get AH the sooner we will start on our sawmill and the sooner we will reach pop 5 to get our second settler. And getting the second settler out as soon as possible is an overriding priority. Also, 45 culture is 4 turns of culture meaning we will be able to slot our first policy earlier. We choose culture.
Spoiler Turn 3 :
GoTM12 t3.png

t4: We go southeast 2 tiles with the scout. 1 scout will go South, the other North and the third scout will go East. This one is going South, we will call him SC1.

t5: We go one tile southeast with the scout and a ruin appears 2 tiles southwest. We still have one movement west, but we don't need it to reach the tile, as the scout will get there in the next move by moving 2 tiles. So we use the spare movement for Search. That discovers another ruin directly to our East and another to the far West. This is great.
Spoiler Turn 5 :
GoTM12 t5.png

t6: We go to pop the ruin on the East, with the idea of circling down to get the other ruins immediately after. We pop the ruin and we are given the choice of no culture for 3 turns and a free archer or 50 gold. This is a difficult choice, we need to accumulate 200 gold by t16 or so to be able to buy our settler and this would be a good start, plus we will lose most of the culture benefit of the previous ruin. But the archer will cost 200 gold, its an advanced unit and will dominate for the next 15-20 turns, and getting it so early means I will have a third unit to explore that will pay for itself the moment it discovers a hut or helps defeat an IP. I choose the archer. The other players may have chosen otherwise and there is a strong argument to choose the gold. Anyway, archer chosen and oh this hurts, I have one turn left to get my government but no culture, I wish I had got ot this ruin one movement later. Archer appears in my capital and I move it 1 tile northwest.
Spoiler Turn 6 :
GoTM12 t6.png

t7: I move my first scout (SC1) 2 tiles southwest to reach the other ruin. My second scout (SC2) is ready and I move it one tile northwest, sharing the tile with my archer. My city grows and I start working the Gold resource tile (more production, more gold). This was a mistake, as Manpanzee pointed out, there are other tiles that offer better production and you don't need the Gold tile so early. But this is a GoTM and you don't replay turns.
Anyway, we are at pop 3, at pop 5 I will hopefully be able to buy my settler. The way to get from 3 to 5 pop is to get 1 pop by building a warehouse building, in our case the sawmill, and by the natural growth of the city. Right now city will grow in 12 turns and although we have not finished researching AH, three turns left, I know that building the sawmill will take 7 turns aprox. So, we need to have 200 gold saved in 10 turns. T17 is a little late for a first settler, we will try to improve that. We move the archer 1 tile north east towards the elephant. As Animal Husbandry (AH) has not finished yet, I start work on my third scout but will put it on the queue as soon as AH finishes and I can start the Sawmill.
Spoiler Turn 7 :
GoTM12 t7.png

t8: I move archer 1 tile northeast and discover another ruin. SC2 moves 2 tiles straight north. SC1 pops the ruin on the West. Boost to next tech but no production for three turns. Tempting but no. I have only 2 turns left of AH, so not a lot of benefit, and production is KING. I take the 50 gold alternative and start saving for my settler. I see SC1 needs to continue to move West as there is another ruin in sight. This guy is supposed to go south but a ruin is a ruin, oh well.
Spoiler Turn 8 :
GoTM12 t8.png

t9: I encounter a hostile scout, from Shengle. I happen to remember that Shengle is a military IP. We will train our Army commander there. I forgot to say that we had encountered another hostile scout before, but I did not recognize the name of the Independent Power (IP). 2 hostiles in my more or less immediate vicinity. Gotta be careful with my scouts. Archer pops the ruin and we are offered 30 science and 20 food, which is exactly what we need to finish AH and make the city grow faster. The alternative 45 culture not so attractive as we are just one turn away from finishing chiefdom and in no great hurry to get discipline later. The food makes it 6 turns until next growth and finishing AH allows us to slot in the sawmill, 7 turns while moving the third scout down in the production queue. We have a nice synergy, as the growth event and the building will get us to pop 5 in 7 turns. We need to get the 200 gold, and we only have 109 but we have another ruin in sight. SC2 meanwhile moves 2 tiles northeast to cross a river.
Spoiler Turn 6 :
GoTM12 t9.png

t10: SC1 pops the ruin and get offered 45 science and 50 happiness for 50% damage. We take the deal. Archer moves 1 tile East and gets into the river. I like to follow rivers, there is usually interesting stuff and you have 2 moves guaranteed for the archer, who does not do well in rough terrain or woods. Also, although the archer is exploring, I don't want it to roam too far away from my city, I want the archer to do a wide circle and explore locally, as eventually I will want him to join my Army commander. SC2 continues straight northeast and discovers another ruin and Anuradhapura, a beautiful, friendly food IP. Culture or science Ips would be better but food is great as it will allow us to up the settlement limit and expand faster than expected. We get a narrative event called Humanism, and we choose option 2, Start a Trade Route. I checked this out in the xml files at the time, I seem to remember it leads to an economic attribute point eventually. Check out the Fast Science thread in Strategy and Tips, @pmarc answers my question about a Narrative Event with a phenomenal miniguide of how to check all of the Narrative threads in the xml files of the game.

We choose Discipline as our next civic, we want that army commander and almost as badly we want the Survey policy that increases the movement and sight of our scouts. We choose the Oligarchy government for the food, I think in my game I chose culture for the wonders, whichis a good choice also but now we prefer food, we want to grow our settlements fast. We choose our first policy, 1 science and 1 production. I usually choose the other, 2 culture, but I am not in a hurry with the commander and I want to research Sailing and Pottery as soon as possible.
Spoiler Turn 10 :
GoTM t10 f.png

t11: SC2 pops the ruin, and we get 50 gold and 50 happiness. This is great as it takes our gold to 173 when we are 5 turns away from 5 pop, at 7 gold per turn we will have the money we need. Also the happiness bump will leave us 4 turns away from the first celebration and our second policy slot. The other option is culture and we are not in a hurry to get the commander, we don't even have an enemy to point him to. So happy gold it is. Our next tech is sailing. Two reasons, I want to build a galley soon to explore the coast and the ability to navigate can save the scouts if they get in trouble. I very often get Sailing in slow starts like this, as I will not need Irrigation extra settlement limit until at least 20 turns from now, so I can fit Sailing in. SC1 meanwhile is recovering health in a well deserved rest. 50% health is too low to continue scouting immediately, you need to be able to survive at least one hit and there are 2 hostile IPs around, I consider 80 health the minimum.
Spoiler Turn 11 :
GoTM12 t11.png

t12: SC2 continues north. Archer continues to follow the river. SC1 continues to recover.

t13: While healing, SC1 meets a scout from Gungnae, friendly, I remember this is a diplomatic IP, not great but better than nothing. Archer pops a ruin found at the end of the river. 50 gold 50 happiness. Now we have more than 200 gold, 3 turns ahead of schedule. SC2 continues north.
Spoiler Turn 13 :
GoTM12 t13 a.png

t14: SC1 is 80/100 health, time to start moving again. Move south to finish the movement on a minor river. SC2 goes north and finds a lake. Archer moves East. First celebration comes, we choose the food and we add another policy, 2 culture on palace.

t15: SC2 meets Longcheng scout, military IP, hostile. Moves north. SC1 moves south. Archer moves south east. City grows and we build a woodcutter for 2 production 1 tiles southeast of Roma. 1 turn left for pop 5. EDIT: I made a mistake here, we had enough money (8 gold) to pay for the reminder of the sawmill and still have 200 to buy the settler in this turn, one turn earlier.
Spoiler Turn 15 :
GoTM t15 b.png

t16: Sawmill finishes, pop 5 is achieved, we buy our settler (S1). Could have build it in three turns, and buy the second settler for 260 gold in t19, probably better, but I just want the settler now. I make a mistake and move my scout 2 tiles behind a mountain with SC2 and find a hostile warrior that hits me. Ouch. Never move 2 tiles. SC2 will retreat. Archer moves south east. SC1 moves carefully east, we will do a search next turn.
Spoiler Turn 16 :
GoTM16 a Buy Settler.png

t17: We turn on the settler lens and there is really only one location for our second settlement, south east, on top of a minor river, next to cotton. A little too close to our capital, but its OK for Antiquity and I am very likely going to change the capital before Modern, when I will need every tile. The second settlement will have immediate access to 2 cotton, to feed itself and the capital, fantastic. SC1 moves one tile and encounters an enemy warrior, no escape. Also discovers Shengle, a military IP (I call it "training ground":-)) We are so happy we healed SC1, he has a good probability of survival. We start building our second settler (S2, 5 turns left). Our third scout finishes (SC3), and starts moving East. Meanwhile the archer pops another ruin and we get 15 production to Roma, that takes the turns to build S2 from 5 to 4. SC2 is healing up north.
Spoiler Turn 17 :
GoTM17 a Shengle.png

t18: SC2 continues to heal. SC1 also survives, barely, and also retreats. SC3 continues East. S1 moves towards its destination. Archer continues its long arch of exploration.
Spoiler Turn 18 :
GoTM18 b.png

t19: SC2 healing. SC1 retreats farther. SC3 continues East. Archer continues the long arch and meets Ben Franklin. Oh. Ben is quick to befriend or to anger so we need to decide fast what he will be. We designate him as our first future victim. We neutral greet him no other option as we just started befriending Anuradhapura, we should have started last turn but we forgot and we have no influence left. ALWAYS before you finish your turn check you influence and money and figure out whether you want to spend some of either, that will prevent mistakes like this, I just lost one turn before the IP is befriended. SC1 heals and moves East. S1 reaches destination.
Spoiler Turn 19 :
GoTM19 e.png

t20: Neapolis founded. Neapolis grows to one of the cottons. Next tech is Writing. Sc1 continues to heal. Sci1 moves East and discovers a ruin.
Spoiler Turn 20 :


GoTM20 d Ruin.png
GoTM20 c.png

t21: SC2 pops ruin and gets the best prize ever a free tech! Masonry in this case. I of course knew this ruin was somewhere around here from my own game, in my game I did not get a completely free tech as I was 2 turns into Irrigation and I got Irrigation, but this is great, full tech Masonry. Why oh why could it not be Irrigation or Writing? Oh well. Can't complain. This will now be a very different game from mine. Discipline finishes and my Army Commander spaws in the capital. I chose Mysticism as next civic. Start work on a warrior. Settler is ready and we choose the location, the only water tile on the south next to the camels.
Spoiler Turn 20 :
GoTM21 e Settler.png

GoTM21 g north.png

GoTM20 d Ruin.png
GoTM20 c.png

I will stop here, as it gets too complicated from now, and this takes a really long time to write. As a sneak pick, what comes next is that we will spend 4 turns building 1 warrior, one slinger and buying another warrior. The archer will join the Army Commander, the 2 warriors and a slinger and train against Shengle to get the Assault and Maneuver promotions, in that order. Then the Army will go to try to kill Ben, with a couple more units, probably bought in the towns, maybe eliminating the other hostile IP on the way. Killing the military IP used for training will help build the first wonder, likely Great Steele. Mysticism civic is next and then the mastery. Our Pantheon will probably be God of the Sun. We will continue to try to expand as quickly as possible, using settlement limits from Irrigation and the food IP, so need to fit in 2-3 more settlers in the next 20 turns in the build/buy queue.

I hope this was useful. This is not a perfect first 20 turns, but it has allowed us to discuss some of the basics for early decisions and the mechanics of exploration. We got a good amount of ruins, mostly because there was little or no competition, the AIs seem to be not very close and in Sovereign they do not seem to spam units as quickly as in Deity.

If anybody has any suggestions on how to improve, or catches any mistakes in my calculations, please please chip in.

I have included some screenshots, to make it easier to follow the moves. I had a lot more but apparently I can only attach 20 files, so I choose the most important ones.

EDIT: Just realized we have not discussed other early decisions like urban planning, adjacencies and the Wonder strategy. Will do that as soon as I can, probably in the placeholder post below.
 

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GoTM advice for new players
Wow, what a guide! This is the most in-depth I've seen someone go. I'm pretty decent at the game but I don't like playing for turn count. I still learned from your thinking. I'm always thinking ahead, but I think too far ahead, too much big picture after learning from this. Some of your choices with goody huts would not have been mine, but undoubtedly you've made the better decisions

I know you posted this here because it's meant for people who want to get into GoTM or get better at it, but I'm going to be linking it for anyone who needs advice.

Thank you.
 
@Bleidraner Thank you for the detailed writeup (as well as the modern cultural victory one you presented in 7otm11)!

I abandoned this game late in Antiquity when the patch + possibly the UI add-ons I'm using caused problems with the gameplay (some resources like clay wouldn't show up anymore on the resource assignment screen).

The initial growth event is already an interesting decision here, whether to go south or north. I favored the tropical forests and elephant for more science, but for fast expansion / conquest prioritizing the plains like you did is likely better.

Did you notice some changes in how fast the AI builds several wonders with recent patches? Gate of All Nations used to be a very safe wonder even on deity, now the AI builds very early I noticed. Not sure if any wonder goes slower than before, maybe Colossus?
 
Wow, what a guide! This is the most in-depth I've seen someone go. I'm pretty decent at the game but I don't like playing for turn count. I still learned from your thinking. I'm always thinking ahead, but I think too far ahead, too much big picture after learning from this. Some of your choices with goody huts would not have been mine, but undoubtedly you've made the better decisions

I know you posted this here because it's meant for people who want to get into GoTM or get better at it, but I'm going to be linking it for anyone who needs advice.

Thank you.
Thank you @MutilationWave. I would be interested in what goody hut decision you would have taken differently and why.

I have to say, these decisions have been designed by the game designers to be very similar (most of them) so they are almost always situational. For example, my first decision to choose 45 culture instead of 100 happiness is really suspect, 45 culture is just 4 turns of culture while 100 happiness at that stage is easily 16/17 turns of happiness. If I had to make that decision again I would probably choose differently, as the long term strategic decision is the 100 happiness as it is not only the first celebration that will come earlier, but also all the rest, meaning that very likely you will have one more celebration in the era that you would have otherwise.

But the culture gets you to the first policy earlier while the happiness is only afffecting your second policy, too far away I felt, so I made a short term decison, that I feel now is the wrong one. And of course, the sadistic Gods of Civilization then presented me immediately after with the free archer decision, which really meant that I had wasted my first ruin as it was going to stop culture for almost as many turns as I had gained. How I wished then that I had chosen the happiness.
 
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@Bleidraner Thank you for the detailed writeup (as well as the modern cultural victory one you presented in 7otm11)!

I abandoned this game late in Antiquity when the patch + possibly the UI add-ons I'm using caused problems with the gameplay (some resources like clay wouldn't show up anymore on the resource assignment screen).

The initial growth event is already an interesting decision here, whether to go south or north. I favored the tropical forests and elephant for more science, but for fast expansion / conquest prioritizing the plains like you did is likely better.

Did you notice some changes in how fast the AI builds several wonders with recent patches? Gate of All Nations used to be a very safe wonder even on deity, now the AI builds very early I noticed. Not sure if any wonder goes slower than before, maybe Colossus?
Thank you @pmarc very kind it is really for the newer players, you already know 99% of the stuff I wrote, if not a 100%. The new players are absolutely right that in our write ups we take a lot of knowledge for granted and we tend to use acronyms and expressions that are not easily understood.

Yes the mods take a few of days to get adapted to the updates. I don't use mods just because of that, but they are extremely helpful and I am likely to start using a couple soon.

The initial growth event is really really a tough decision and I am not sure that there is a superior answer here. The decision that I took was, I feel, right for me, I felt that for a conquer game, early fast expansion and high production were prioritary, and I did not think I had a chance in hell of getting three points in science (and then of course Manpanzee comes and does it:-)) and I felt (wrongly) that getting the 7 wonders was going to be easy in 90 turns. I wish now that for this write up I had chosen the science north expansion just to see what would have happened, but I took the same path as in my game.

I absolutely have noticed the priority change for Wonders. Biggest one is Gate of All Nations, clearly, it used to be that was almost guaranteed and usually my second build after Great Steel, but these days, unless you go for it as your first Wonder, one of the AIs will snap it up. Hanging Gardens is slightly easier than before and if you can build it before t45 almost guaranteed. And yes Colossus has become a lot easier, it used to be very difficult to get and now seems to be one of the easy ones. I think all of us built it. Oracle continues to be easy, Terracotta diffficult unless you make it a priority, Mausoleum always gets built by the AI. I have not seen other big changes, with the exception of Emile Bell that is now slightly more difficult to get. I lost it in my game, that was what made me give up on the 3 points cultural path.
 
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Interesting comparing some of the details.

--IIRC my first two growths in the capital were onto the river tile E and the mangrove NW. Then as soon as I had both pop 3 + Animal Husbandry researched, I covered up the mangrove with urban and replaced it with the woodcutter SE. This pattern ("start on food tiles, then cover up and reallocate at pop 3/production techs") is pretty common for me. I don't remember the exact details, but I'm pretty sure I next grew onto multiple more woodcutters before connecting the Gold tile. Gold is kinda OP, but not a super high priority early. Saw Pit + woodcutters is generally going to be more production due to the delay until Masonry for getting +hammers on mines/quarries.

--I definitely took the +gold hut option over the Archer. I've been kind of down on the "free" Archer, as well as the similar Chariot hut. I feel like the early gold tempo for getting your Settlers out is too important to pass up, and the maintenance costs from getting advanced military early are pretty noticeable since whatever patch it was that bumped those up.

--Re: Antiquity science legacy, I think it's much easier than it's supposed to be once you know your narrative events. With this difficulty and setup, you should also always be able to get Nalanda. Culture tree codex + Nalanda codex + the ones from narrative events leaves you really not needing a lot from science. Key thing to recognize is that you don't even need Mathematics, and you can usually get to 10 codices quickest by just ignoring that.
 
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This is why i stopped playing these GOTM. I hate the fact that you have to go dicipline first because you have to make atleast 1 kill to speed up the age plus you always have to do the same LP every game, it dosnt feel like civ for me, hate that you dont get to the end of the tech and civic tree

I wish sim was competetive

I know you put alot of efforts into creating these games so hats of to you.
I absoloutly loved gotm in civ6,. but i cant play civ6 when theres a newer installment

maybe someday ill learn to like this format untill then ill be lurking and learning
 
Interesting comparing some of the details.

--IIRC my first two growths in the capital were onto the river tile E and the mangrove NW. Then as soon as I had both pop 3 + Animal Husbandry researched, I covered up the mangrove with urban and replaced it with the woodcutter SE. This pattern ("start on food tiles, then cover up and reallocate at pop 3/production techs") is pretty common for me. I don't remember the exact details, but I'm pretty sure I next grew onto multiple more woodcutters before connecting the Gold tile. Gold is kinda OP, but not a super high priority early. Saw Pit + woodcutters is generally going to be more production due to the delay until Masonry for getting +hammers on mines/quarries.

--I definitely took the +gold hut option over the Archer. I've been kind of down on the "free" Archer, as well as the similar Chariot hut. I feel like the early gold tempo for getting your Settlers out is too important to pass up, and the maintenance costs from getting advanced military early are pretty noticeable since whatever patch it was that bumped those up.

--Re: Antiquity science legacy, I think it's much easier than it's supposed to be once you know your narrative events. With this difficulty and setup, you should also always be able to get Nalanda. Culture tree codex + Nalanda codex + the ones from narrative events leaves you really not needing a lot from science. Key thing to recognize is that you don't even need Mathematics, and you can usually get to 10 codices quickest by just ignoring that.
Ah yes the Gold thing I knew it would come back to haunt me.I do not go Gold so early, and in my game I went first towards the woodcutters close to the elephant for the extra science. In the demo run above, I just clicked on the Gold by mistake.

Anyway, I have tried the food tiles first then convert to production approach just now and in the short term, I get the same result, both offer the first settler bought on t15 or 16 (using the same hut decisions and 15 or 16 depend on whether you use some money to save one turn off the sawmill production and still have 200 to buy the settler, possible in both cases). But I like the idea and I will incorporate it in my games, makes total sense.

I tend to agree on your assesment of the archer, and I agonized over the decision. But ultimately, the reason I went for it is because it came so so early, it is one more exploration unit that has a 50 gold opportunity cost and 1gpt. This archer popped 3 huts before t20, one of them could have been popped by an explorer, so I am not going to count it, but not the other 2. The other 2 huts got me 15 production and 50 gold 50 happiness. Plus it will save me having to build or buy a slinger and then promote it. So the archer paid for itself in less than 15 turns. But those 2 turns of culture ah that really hurt.

On Antiquity science legacy, I completely agree with you, even without a cultural IP, Nalanda, tech wrangler, literacy codex and amphitheater codex should be enough plus 5 masteries to get there without Maths. The problem was me, I got distracted by the war and my culture and science rate were too slow. In fact in this GoTM I carried this problem all the way to modern, where it snowballed as things tend to do in Civilization:-)
 
This is why i stopped playing these GOTM. I hate the fact that you have to go dicipline first because you have to make atleast 1 kill to speed up the age plus you always have to do the same LP every game, it dosnt feel like civ for me, hate that you dont get to the end of the tech and civic tree

I wish sim was competetive

I know you put alot of efforts into creating these games so hats of to you.
I absoloutly loved gotm in civ6,. but i cant play civ6 when theres a newer installment

maybe someday ill learn to like this format untill then ill be lurking and learning
Yep that was not true before 1.2.5 as @Salamis demonstrated but it is true now and has been for a couple of months. You are not going to do a record speed run without wiping a civ, unfortunately, I also miss that option. But check out the Fast Science thread, @civfanatic4sure has achieved something quite extraordinary, sub 150!
 
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