BOTM 04 Final Spoiler

My game was very similar to Timmy's. I had Conquest in 1708. I vassilized every civ except for giglamesh, who I took out. I kept under the domination limit by only taking a couple of wonder cities and razing the rest. Some vassalized very very quickly. William took 3 turns and 3 out of 8 cities, Sitting bull i took about half of his cities. Hannible though fought on for a very long time.
 
My game was very similar to Timmy's. I had Conquest in 1708. I vassilized every civ except for giglamesh, who I took out. I kept under the domination limit by only taking a couple of wonder cities and razing the rest. Some vassalized very very quickly. William took 3 turns and 3 out of 8 cities, Sitting bull i took about half of his cities. Hannible though fought on for a very long time.
While I proceeded to take every city from every opponent I faced without even checking -- using vassalization only to avoid island assaults. I really would have rather skipped all those cities on hills with fortified longbowmen in Suryavarman's territory. Lots of good lessons this game. Sooner or later I'll get properly edumacated... :p
 
Well, if you're sure you've won, then automate your workers, fortify all your units, select all your cities and choose build research. Presto, no decisions to take any time.

I do all that and it still takes a while. I just preferred the old way.
 
My first xOTM, so I played the Adventurer save. Several serious mistakes made the game a lot harder than it should have been, but finished with a space race victory in 1927 AD.

The biggest problem was Gilgamesh. I've read through the first round of spoilers and this thread, and am amazed how early he was taken out by a lot of players. Gilg declared on me twice (600 BC and again about 200 AD), and was fought off with minimal losses. But I was busy building wonders (G.Lib, Colossus, HG) and settling my portion of the continent. I finally had enough tech (some trades with SB helped) and an army ready at 1000 AD, and started the long drive to wipe Gilg off the map. No iron for crossbows, knights, or pikes (those damn phants!) made the war pretty ugly, but 3 GG (1 super medic, 2 settled in my HE city) helped shift the balance. I reached the southern tip of the continent in 1490 AD, and started trying to rebuild my economy -- -9 gpt at 20% science.

SB had shown up with Optics some time before, and I missed out on circumnavigation by 1 measly turn. :( Also had no shot at Liberalism, but managed to grab Economics barely in time. I used the GM for the first of three golden ages.

The rest of the game went quickly, as I worked to make Gilg's former lands productive and cranked up the CE everywhere. Possible overseas invasion from Hannibal (who had passed SB as the AI tech leader) was an ongoing worry, as he built a VERY large army. But the crucial point passed as Hanny went after the Khmer and vassalized them (after taking 1 city!). By the time he regrouped, I had moved to a significant tech lead and was building enough military to deter attack. Never did completely catch up to Hanny in power -- he was over 3 million soliders at the end, researching Stealth tech. I had about 2.2 million and was piling up cash while slowly researching Future Tech.

I had a lot of good productions cities, and used my second and third golden ages to speed the production of the most expensive parts. 10 different cities built at least 1 part.

The final wait after launch is a PAIN. Total waste, and really kills the momentum of the game. It did give me time to finish off a bunch of remaining wonders (national and world), including the Internet to pick up 5 techs which I had skipped.

No one ever built the UN (I certainly wasn't going to risk it), and although Hannibal built the AP early he never sent a missionary my way. :confused: I was watching out for it, and would have closed borders or gone to Theocracy if needed. But it never happened -- I never saw a single AP vote over many centuries of being in contact.

Built lots (over a dozen) of the UB, but not a single Redcoat. Skipped straight on to Infantry.

Not a very well played game on my part -- I needed to hit Gilgamesh much earlier to have any kind of shot at a competitive result. But as my first xOTM, I am happy just to submit a victory. :king:
 
This was one of my most unfocused and ill-played games. Luckily enough it was just prince, so I was able to win it nevertheless.

Initially I planned a military victory (conq or dom) given Churchill's traits and his UU. However, I was too late in conquering Sumeria (500AD~1000AD), and too late to Astro (1370AD). At this point I put the game to sleep for almost 3 weeks. When I went back to it, I decided to call my army from the sumerian wars back from its retirement, and sent them to Korea, which was eliminated 1560AD. Since they were already there, my troops then proceeded to visit Khmer. Later on, redcoats joined the fun and Khmer capitulated 1728AD.

At that point I had like 40% land and pop, and the prospect of ferrying endless waves of troops to the 3rd continent started to feel too tiresome for my tastes. Meanwhile, my early decision to cottage-spam my homeland and beeline Democracy had started to pay off. Stuff like Radio would be researched in 6 turns. I then decided to have a go at diplo or space instead. I reached MM 1746AD but had no engineer nor a single forest to chop so I built UN the hard way.

I then realized I'd had no chance to win since I didn't had enough friends (just my vassal and Willy). So I just used the UN after it was done to enforce useful civics and the sort.

Since I was so late in the game (no chance at a fast space) I even used the GE from Fusion (my 1st and only GE the entire game) to found a corp (Mining) to get a feel of it. This one can be useful for Space, if founded early, I realized.

End of story, space win 1904AD. Surprisingly, not so bad compared to other reports here.

Assorted comments:
. I built HE instead of NE in my capital by mistake, and it took me a while to realize it why my GP's were taking so long to pop. :crazyeye:
. I forgot to build an Academy in my Oxford-bureau-capital. 1 GS in 1100AD. Academy built 1794AD. :crazyeye:
. Siege is almost useless in BTS? A cat takes 2% off def bonus/turn? :lol: Seoul had 100% when I started to take it. Luckily I learned a spy is now the atomic-siege engine with city revolt mission (and that felt somewhat unfair to me)
. we really need to pay attention to those sneaky bts AI. My vassal had the AP and infected all AI on its way to AP win. I had to give him all the techs up to MM just to be on the safe side.
 
Awsome games Ribannah and Lexad :goodjob:

Early Game
I had a great pre 500AD with a minor mistake of triggering a GA by accidently clicking the golden Shield. Especially when I was just starting to build the MoM. Oh well I had planned that for a 1000 AD era GA.

Wonder Madness :D
My three Legend Cities continued to build every WW that we wanted. Did not go for the GWall and GLHouse (I did not want to build it in Uruk so skipped it instead of spoiling the gene pool). Built all others :pat:. (I hope this get me off Wonder Lust :D I think not, I am too much of a builder)

Original Game Plan
My original plan was to have a fast science game with a Wonder based cultural victory but also go closer to Domination level with our UU and build many UB. Yes I know a very focused game :lol:. So I got Astro for free from Liberalism in 1325 while in a GA triggered by two GP's (GS & GP). Switched to FreeSpeach (?) for culture boost and liked what it did to culture and when I learned Nationalism in 1355, I changed my mind about the warring and turned off Science and went 80% culture. (that was the best I could do since AI had no money to sell techs)

Mid Game Plan Rev 1.0
In 1325AD I took a break and read my First spoiler and realized I had different plans for the game at the time but I forgot and played as I originally planned. Now we can't have that can we? :crazyeye:

So we started building temples and cathedrals ,stayed focussed and changed to US for purchasing buildings. (Well was not really focussed since I forgot to switch to Pasifism - It is hard to do that at 3 AM :D) England got a culture victory with the help of 8 GA's in 1708AD. Oh yeah, I completely forgot the two Missionary pumps I planned to build and 2 of the four Cities I was going to found.

Post Mortum
I think (I am guessing here) that I could have had a very competitive finish in this game had I focused on the game as I stated in the first spoiler. I thinks my game which sort of used a method sort of combined both Ribannah and jesusin's games (I had both high shields and towns, and several GA and other GP) is probably is capable of getting a better finish date. Perhaps even better than the awsome date Ribannah got. Yeah I know wishful thinking :p.

A few questions
What is a good age to shut down science and focus on culture?
Does any one use slavary? I do not like pop rushing.

One last thank you to DynamicSpirit for letting us have all the goodies to build all those cool wonders. I hope I am now cured. On to GOTM29....umm....Stones....Stones.....(as Homer Simpson would say about donuts :lol: )
 
No one ever built the UN (I certainly wasn't going to risk it), and although Hannibal built the AP early he never sent a missionary my way. :confused: I was watching out for it, and would have closed borders or gone to Theocracy if needed. But it never happened -- I never saw a single AP vote over many centuries of being in contact.

If you don't have a city with the AP religion, then you don't see the votes.
 
. Siege is almost useless in BTS? A cat takes 2% off def bonus/turn? :lol: Seoul had 100% when I started to take it. Luckily I learned a spy is now the atomic-siege engine with city revolt mission (and that felt somewhat unfair to me)

There's a time-dependency on siege engine defence reduction. An early-game catapult is much more effective than the same catapult once trebuchets are available.

. we really need to pay attention to those sneaky bts AI. My vassal had the AP and infected all AI on its way to AP win. I had to give him all the techs up to MM just to be on the safe side.

So, either plan to raze the AP city, or to capture a city of the AP religion, spread it, and switch to it. Now your vassal must vote for you. Planning is everything.

On the other hand, if you have no city of the AP religion, then you can't lose to a diplomatic victory. So close the borders or switch to Theocracy.
 
What is a good age to shut down science and focus on culture?

...when you're happy with your tech level for the rest of the game. You need a suitable plan for defence, culture generation and economic support. Unhappiness from possible absence of emancipation can be combatted with the culture slider.

Does any one use slavary? I do not like pop rushing.

Yes slavery is used. There are many situations where it is clearly right. There are many where it is not. There are strategy articles about this.
 
Htadus said:
A few questions
What is a good age to shut down science and focus on culture?
Does any one use slavary? I do not like pop rushing.
1. Once you'll never get anything decisive from some further tech. For culture personally I stop at Liber-Nationalism-PPress frontier, trading for Banking and stuff like Chemistry. After you stopped research, it's mostly 100%-culture time.
2. Definitely. I rush temples and missionaries in secondary cities and may rush some in primary if they are high on food (like Uruk in this game).
 
There's a time-dependency on siege engine defence reduction. An early-game catapult is much more effective than the same catapult once trebuchets are available. Thanks for the info, I wasn't aware of it.

So, either plan to raze the AP city, or to capture a city of
the AP religion, spread it, and switch to it. Now your vassal must vote for you. Planning is everything.
Not sure about this. I had captured one or more cities with the AP religion but my vassal was voting himself as AP resident. He didn't have the chance to submit an AP win, though.
 
Contender domination 1742 AD.

Once again a messed up start: Too late I realized that the AI in fact do not start with archers at this difficulty...so no early Uruk for me, probably rendering every VC strategy uncompetitive. (Especially since I missed GLighthouse and Pyramids, while - as always - the RNG mocked me at Uruk to no end (see below:rolleyes:))

I then decided to play a rather lazy game with one major goal: National Epic plus National Park in Uruk as soon as possible. Liberated Biology in 1450 AD, with 6 forests left. Fun city indeed.

After that, a tedious - and incredibly expensive - Redcoat domination, with only Airships and a large navy for support.

Some dates:

Settled in place, but on turn 2
2625 BC: size 4, pigs+farm+2gold, 4 warriors, 1 worker, switch to settler
1100 BC: CS Oracle, while fighting Gilgamesh
925 BC: Sumerian war continues and continues...by now 7 axes lost (3 CR2 axes @40% didn't kill a new archer), only got 2 roaming archers down with them...and suddenly BAM 0.4% win vs. CG3 capital
25 AD: GLib, 1st jungle city (7th total)
340 AD: bulbed Philosophy with 2nd GS, later 1 GS on Edu
1335 AD: Constitution
1400 AD: decisions: liberalism, astro, redcoats, chemistry, economics all available...also 3 GScientist...
...I went for Biology (burned GS on chemistry +scifi method)
1445 AD: Scientific Method
1450 AD: Liberalism + Biology
1480 AD: Economics...10 turns to Rifling, 17 Golden Age turns left
1525 AD: Rifling
(later Military Science, Physics, Steel, maybe something else I forgot)
---
1615-1690 (15 turns): Southern continent war, England captured every single city (Seoul first, as it contained the Pyramids and iirc two shrines)

Paid Sitting Bull to attack Hannibal, while England prepares for the final move. Their war lasted until the end.

1706-1742 (18 turns): War against the Carthagi/Dutch alliance. War ended suddenly and unexpected, after I captured the first and only Dutch city - bam, both capitulate.

In hindsight, domination probably would have come some 100 years earlier if I skipped all that biology, scifi and physics stuff (not to speak of constitution and steel which both were completely useless) and went for Redcoats and/or Cavalry directly.

(Oh, and did I mention that my home continent was completely and exclusively Confucian territory...but the English people failed to produce even a single Great Prophet during the whole game. I counted some two thousand great scientists instead.)
 
My early fears regarding the seemingly rapid progress of unseen rivals are revealed in full as their caravels gradually appear over the horizon and announce their considerable Tech superiority to me. Hannibal is way ahead (out of sight?) in Tech and Military but the others, in the main, are advanced but weak in military. On the positive side, I have a red-letter year in 1140AD when I complete the AP (no lightbulbing Theology, just hard-earned beakers) simultaneously with the Hagia Sophia (not a Grade A wonder, but bringing in some much-needed GP points and speeding up the jungle clearance) and London pops and silver mine.

Spoiler :
I lose out again on a key wonder (Univ of Sankore:- great alongside the AP) but start to spread Confucianism overseas. My Empire is rather strung out (from Warwick in far W for horses to Coventry in far SE for ivory) and very costly, so I turn to researching Guilds-Banking to shore up the economy whilst embarking on a ridiculously-late first war with Gilga. The Mace/Ele/Treb combo helps me capture 2 minor cities (on coast S of the ignored forest, now chopped by Gilga) fairly easily, then I pause to regroup and reinforce with muskets. By now my finances are in better order (helped by the Kong Miao), but I am way adrift of the pack in Tech and short of friends. My problems multiply when SB DoW on me:- he has iron and has used it to build numerous Frigates which are parked outside my cities. He maintains a long war of attrition which prevents me from any overseas expansion (or spreading of AP religion) and restricts my growth and trade. Wan-Kon and Gilga join the party, making my position VERY shaky. In my frustration I commit a number of basic, unforgivable errors:-

1. I carefully defend all coastal cities except … err … London, which falls to an amphibious grenadier assault. I retake it immediately but severe damage has been done (although the relocation of my capital to Canterbury (on the isthmus) actually creates a better balance to my maintenance costs.
2. I initially decide that 200 gpt is too much to pay to William for his shiny spare iron and, when I REALLY need it for Frigates, he has none available
3. I did not notice that Privateers (which might have deterred SB a bit) could be built with copper, so did not prioritise Chemistry.

Had English pride not been at stake, I would have probably given up at this juncture. Instead, the sleeves are rolled up for a slogging match (very similar to my previous WOTM with Churchill). I take the initiative by attacking Gilga, capture Uruk and push his borders back to forge a land-link with Coventry. A great-mediator event gets SB off my back for a few turns, allowing my galleons to ferry troops (Redcoat/HA/Treb:- I was still very backward) to Korea and capture their major coastal city. At this point I decide Gilga might be very useful and take him as a vassal (we are joint bottom in score!!). Hannibal then invades SB lands, making the latter better-disposed to me, and I grab the opportunity to trade for iron at the knock-down price of 170gpt. I trigger my first Golden Age, switch all production to cannon for a frantic few turns, then use them to complete my vassalage of Korea (although the vital iron is lost behind expanding Khmer cultural borders). By this time I have built up a large elite force of CR3+ ground troops and a spanking-new navy. By tech-trading with Gilga, I gradually reel in the key advancements, hook up oil for destroyers / transports and advance on Khmer after a thorough Airship survey. His dangerous-looking navy is laid up in the city closest to my borders (hogging the iron) but only defended by a couple of grunt infantry, so I attack there first. I move a large force next to the city on the DoW turn, accompanied by flattening of his defences by sea. To my horror, a large mixed force of tanks and mobile artillery appear inside the city tile the next turn:- these must have been hidden in the 4 naval transports as they were certainly nowhere else on his lands. I am committed to the attack, but my infantry stormtroopers are not favoured by the RNG gods and (after much consideration) I withdraw my covering troops to safety, leaving the damaged attack survivors to be picked off by the Khmer. This was a major blow as I lost ALL my CR infantry in this single battle, whilst Hannibal and the Khmer had now completed Apollo Programs and William was beginning to make his push for a Cultural victory. I was well back in the crocodile pool, but …..no surrender!! English tanks were now on the way and my growing Industrial power might just save the day. I reformed my troops, blasted through the main Khmer lands and accepted his offer of vassalage. William was closing in on a Cultural victory (3 cities over 60k culture) and, even worse, had built the UN and proclaimed Universal Suffrage (no Police State now!). He then tried (3 times) to invoke Free Religion which I vetoed, adding to WW problems. I managed to execute a rapid Blitz of the Netherlands, capturing the UN, but this provoked Hannibal into war. I was now almost on par with him in production (having founded Mining Inc), although under half of his power and still far behind in Tech. A large amphibious Carthaginian invasion force was seen off the English coast, covered by naval jet fighters. This was the pivotal moment in my recovery:- where (and what) would it land? It fell upon Warwick (my W outpost), which was well defended and only succumbed after a valiant struggle. Numerous Modern Armour and Mobile Artillery were offloaded, but no SAM units. Now it was my turn:- my one area of military parity with Hanni was at sea and the Royal Navy (10 battleships plus supporting destroyers in the immediate area) delivered a decisive naval victory, sending the entire invasion fleet (including escort carriers) to DJ’s Locker. Britannia finally ruled the waves! Without air cover, the Carthaginian invaders were easy meat and Warwick was quickly retaken. My lumbering army juggernaut then moved from Netherlands S into a direct confrontation with Carthage over the former SB lands. I paused briefly after coaxing a GM from Nottingham, triggered a Golden Age and spread Sushi across my cities. This brought me past Hanni in population (so I could gain control of UN if required) but my combined arms outmatched his advanced but poorly-used armour and I marched towards the Carthaginian homelands. By this stage Nottingham was hitting 1000 gpt (Kong Miao+Mining+Sushi) and producing level-4 promotion military direct from the factory floor (another 4 cities were at level-3; a nice cumulative effect of the Charismatic trait and lots of GGs). My final act was to make peace with Hanni and cross the Domination limit by capturing the single remaining Native American city:- suitable revenge for their strangling of my mid-game ploys.

In short, despite making some appalling mistakes (the pick being a temporary loss of London!), I rallied to secure a Domination win in (no laughing please) … 2004 for 17979 points. I had neither time nor energy to really milk my base score, especially since I reckon to be a shoe-in for (yet another) slowest Domination Victory.
 
Goal: Early Conquest.

The Situation: As many have reported I too spied a single warrior defending Gil’s juicy capital but couldn’t muster enough reinforcements before an archer appeared on the hilltop ending those hopes. Hooked up copper and axed rushed soon thereafter to find myself all alone except for a spiritual connection with Sitting Bull.

The Plan: After reading through Murky Waters excellent SGOTM 06 game and write-up regarding an early conquest requiring Astronomy I had my basic strategy … Astronomy by 0AD via Pyramids and 3 GS. Oh … and have a sword/cat army ready to go as well. Well that was the plan anyway and I think it’s a winner. I did stick to it pretty closely … just didn’t execute as well as I would have liked.

Actual Results:
- Astronomy discovered 670 AD (turn 218 which is 44 turns after 0AD). Built the Pryamids in Gil’s previously tree laden capital, beelined for COL and ran 4, 5 then 6 scientists which were possible with all of food (what a great city). Ran tech economy in other cities and researched other prerequisite techs as fast as I could. I was upset when I got 2 scientists and an engineer but found an engineer is actually preferable because lightbulbing Machinery is better than lightbulbing Optics.

- Directly after Astronomy I'm ready to launch a powerful army … NOT. I still needed construction and only had a couple of galleys, three axes and a single sword. Not exactly a military superpower … yet … but when.

- First War was started on Korean soil 1180AD, 45 turns after Astronomy. Why did it take so long? Well I chickened out with the sword/cat approach. I was so close to Civil Service I decided to go with maces/cats and finish with mace/trenches. Stopped research after Theology, Feudalism and Engineering and started saving money for an all out military buildup. Ran Police State/Vassalage/Slavery/Theocracy civics for the remainder of the game.

Probably overbuilt for the first attack (as usual) against Korea with 10 maces and 5 cats along with a fairly well developed pipeline in tow. The military approach was to attack and raze until capitulation. I probably should have kept a few cities (and I tend to keep most so this is a big change for me) and the warring felt much faster and simpler without trying to defend then manage conquered cities. I wasn’t going for points anyway … simply the earliest possible date.

- Finished up 1560AD (turn 332) going roughly counterclockwise to Suryavarman, Hannibal, Van Oranje and finally my old spiritual buddy Sitting Bull. All 5 capitulations took 69 turns of warring and seemed fairly fast (at least for me). Wars averaged about 14 turns per civ.

In summary I had a good continent/conquest strategy (thanks to Erkon’s SGOTM writeup with the Murky Water’s team) and now it’s up me to improve my execution. They beat me to Astro by 44 turns so there is plenty of room for improvement there as well room for improvement coordinating the military launch when Astronomy is discovered.

Enjoyed the game and thanks DS!
 
Thanks mabraham.

1. Once you'll never get anything decisive from some further tech. For culture personally I stop at Liber-Nationalism-PPress frontier, trading for Banking and stuff like Chemistry. After you stopped research, it's mostly 100%-culture time.
2. Definitely. I rush temples and missionaries in secondary cities and may rush some in primary if they are high on food (like Uruk in this game).

Thanks Lexad. I guess it would be helpful to rush temples in support cities.
 
The Plan: After reading through Murky Waters excellent SGOTM 06 game and write-up regarding an early conquest requiring Astronomy I had my basic strategy … Astronomy by 0AD via Pyramids and 3 GS.

...In summary I had a good continent/conquest strategy (thanks to Erkon’s SGOTM writeup with the Murky Water’s team) and now it’s up me to improve my execution...
Thanks for the "heads-up" slowrider! :thanx: I think this is the information I was looking for. I'll have to give Erkon's Murky Waters write-up a careful read! :coffee:
 
1390 Conquest if i remember right.

like slowrider i used SGOTM6 victory saves to create my strategy. I've got Astro around 200-300AD but i haven't got enough troops to start invasion right there so my invasion started somewhere around ~ 450 AD vs Won, and later vs all others. I've tech to Feodalism to have the oportunity to vasalize. And i've use it as my conquest was in fact vasalizing all the AIs. I've make one little mistake - i've raze Suryavarman capitol with mids and GWall in it.
One other thing - my wars shows that WEle+Cats is very good combination for fast "astro" conquest aproach. IMO the only thing that prevent me to build my army in time was the lack of hammer+food sites (except Gil's capitol) and this force me to use my best hammer city also as GP farm(GL,NE and HE in Gil's capitol).
 
At the end of the first write-up, I thought I had a useful empire. Early wonders, I'd decided against early warfare, and the economy was in good shape.

Well, how did it all drizzle away to a defeat?

Will wonders never cease?
I was in the grip of a wonder-lust around 500AD. While the Hanging Gardens went, and the Pyramids went the turn after I made an ill-judged start to them, I did come away with the Gt Library, the Parthenon, and the Colossus.

The Gt people points were accumulating nicely, and I popped a Gt Spy, Prophet and Scientist.

Let's try this 'war' thing out
Then Gilga decided to declare on me. About 1260 it was. I had to stir my sleepy troops into a warlike state. He attacked with mainly Vultures and mounted units, so I turned tech right down and used the money to upgrade my old warriors to spears and maces.
It all went quite well, although I could have done without my first 'super-trireme' losing horribly to a galley! (I had fulfilled a quest to get all of my triremes improved)
Whipping helped my military strength, and I fought off everything he threw at me, even when the second wave included a number of War Elephants.
Despite having enough in hand to fight Gilga off, I wasn't mighty enough to take anything off of him in return, so I got a peace treaty off of him in 1340. I had to grant him some tech, and at the end he was even pleased towards me!

Growing - to mediocrity
Despite the enforced slow-down of the research rate during 16 turns of war, I was the first to Liberalism in 1435 and chose Nationalism. During the next spell of empire improvement, I built the Uni of Sankore and the Taj Mahal. Two golden ages had helped things along too - or so I thought - but when I took stock at 1575 I could see I was not in a good position. Bottom score (but that doesn't mean much). More worryingly, behind some civs on tech, and had been forced to lower tech rate to 30% after settling the western end of the continent. Our new FP, however, should be sorting that out soon.

I realised that Space was probably the only victory type left open to me. Diplo was questionable, since our only true friend was Gilga, who had declared on us once before! I needed to focus on Space tech.

Educated, but not resource-ful
The next phase of improvement, research and trading brought us to the point where we learned that we not only lacked iron but oil also. This began to look worrying, as we couldn't build any good ships, cannons (though strangely artillery were ok!) and soon the lack of aircraft and vehicles was going to make me look puny.
I was educated though! Unis everywhere, and Oxford Uni too.

By 1850, we were on our way to Rocketry, and able to run a tech rate of 80%-90%.

We suffered a few times from espionage attacks. I'm sure it was Gilga. Took artillery, which was scary!

Space?
The first bit of good news with resources arrived when we learned Industrialism - and found that we had aluminium in our borders and already mined! Brought our Apollo time in by some years.

Even so, Willem beat us to Apollo by a good 7 turns. He was emerging as the dominant world power. This position was cemented when he built both the Internet and the UN. I realised that everything was slipping away fast, and a Space victory was going to become very difficult to achieve.

As the later stages came around, I built Standard Ethanol in London, and got myself some oil. I spread this to all of my cities fast (spurred on by a quest to place it in all cities 'and see my profits roll in'). Didn't actually see any major profits, but at least I could build tanks everywhere to feel more secure during the space race.

The final stages were spent watching the space race unfold. Five of us were involved, and Willem was winning it. I tried heading for the space elevator, but realised that all of my best builder cities were too far north. Gnash! I could only build it in two rubbish southern cities, which would take 80 turns or so to complete. Then Willem completed the elevator himself, and I knew it was all over.

The Shocking End!
I kept plugging away, building chunks of spaceship. Then I saw that Willem only has his stasis chamber to build, and knew the end would be just turns away.

When it came, the end was wholly expected, but the manner of the defeat came as a total shock. I hadn't been watching cultural points at all - so engrossed in the space race - and I had to read the defeat message several times before I comprehended that Willem had just got his 3rd Legendary Culture city.

All-in-all a strangely quiet game. My wonder-building hadn't resulted in a winning empire. It was all too mixed to run a SE, so I wasn't a world tech leader either. Just kept thinking that if I had taken Gilga out in the early stages, it all might have been so different.
 
It all went quite well, although I could have done without my first 'super-trireme' losing horribly to a galley! (I had fulfilled a quest to get all of my triremes improved)

I got this same quest in my game but I didn't do it. It wanted me to build a ton of triremes that I knew I would have no use for. What was it, like 9 triremes or something ungodly like that? I was curious what the quest rewards would have been, though. What did it give you for options?
 
I got this same quest in my game but I didn't do it. It wanted me to build a ton of triremes that I knew I would have no use for. What was it, like 9 triremes or something ungodly like that? I was curious what the quest rewards would have been, though. What did it give you for options?
In retrospect, I've no idea what I was talking about, saying super-triremes! I've checked back in my autolog and I didn't build loads of triremes, or harbors, or anything that could be part of a quest. I think I must have seen the quest, and then in a later play session I just assumed that I had completed it and had superior triremes. All a figment of my imagination, designed to make me feel worse when my trireme lost to a galley!
 
Back
Top Bottom