[BTS] BOTM 133 - Final Spoiler, Game submitted

Deckhand

Procrastination at its finest
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BOTM 133 - Final Spoiler



botm133civ.jpg


So how did your game after 1AD go?


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Not the easiest Deity map, but somehow managed to squeeze out a victory in the end=)

Pre 1AD:
SIP. Expanded to 2 cites before the first barb wave. Neither lucky nor unlucky with barb fights, but due to the sher amount of barbs they killed all my fog-busters. Did manage to whip out some archers before they reached my 2 cities, but at one point I was in risk of loosing my capital (about 10-15% chance or so). Was surprised there were so many barbs, wasn't before later I explored the wast tundra land to to south and south-west. After getting the barbs under controll pre-1AD was all about getting 3 GS and expand to as much land as possible without falling to far behind in techs. Did the usual aeshetics/compass route for trades, no point going for literature as TGL was build about 500BC and I assumed to miss out on the music race anyway. Met 5/6 AIs, only 1 war on the large eastern continent between Korea and Maya, but no exchange of cities.

Post 1AD:
Got the 3 GS I wanted. Bulbed paper and double for education. Started to tech nationalism so I could take MT as free tech for liberalism, but after researching 1/3 of nationalism Korea finished education and I had to finish liberalism not to loose out on the free tech. Ended up taking gunpowder. Started to build HA and eventually knights while researching MT. Lost the battle for golden-age wonder (in the end I didn't build one single world-wonder). Got a great-merchant which did a trade mission for gold to upgrade HA/knights the moment I got MT. In the end I had 15 or so currisiers around 950AD. Unsure whether to attack Germany or Korea. Germany looked stronger and was in WHEOOH so ended up attacking Korea, which was a big mistake. After taking 1 city he got rifles (LONG before anyone else), and with that all my hope of wiping him out disaperd. Luckily I was leader of the AP, and a vote for all to attack Korea succeed. This was fantastic for me, as it occupied all AIs for 300-400 years, with only Portuguese taking one city from Korea. After Germany lost his hole SoD I decided to attack Germany. Great success, took 4 great cities before he peacevassaled to Korea. Continued with my now large stack of currsiers to attack Portugal and took 5 cities from him before he capitulated. The plan was then to go for Ethiopia, but turn before my attack he got rifles too. Currsiers vs rifleman will never work. Instead whipped out a bunch of Gallies and attacked Babylonian empire which still was far behind anyone else. Took 6-7 of his cities before he capitulated. At this point I was FAR behind in techs, but had a massive land/population lead (30 or so cities). After 30-40 turns focusing on research improvements and tech/gold trades with my vassals I managed to get to get fusion. There was just no way a war without nukes would make me conquer new land. Build the Manhattan project and build about 12 nukes, 8 tactical nukes and 4 ICBM. Easy enough to conquer/vassal Korea with the help of nukes =) In the end I had to settle all Tundra land to get over 64% for a domination win. Maya was 8 turns from culture victory, so was a somewhat close call! Probably the 2nd hardest game Ive played in the GoTM series (with numer one beeing a vanilla deity).

Map:
Pros:
- Relatively good capital, friendly enough neighbors, decent leader
- Space enough for 6-8 decent cities without having to rush for the spots
- Alot of forests
- A backwards AI with decent land in the middle to conquer

Cons:
- LARGE useless lands for barbs to spawn without any help from AI archers
- Only 1 early happy resource (unless going for the otherwise useless city in the tundra for fur/silver)
- No way to attack AI's without naval invasion
- At least 3 of the AI's had very good land, making them research monsters, most wonders was made very early (even on deity)
- Another river with some green land around wouldn't hurt ;)
 
Continuing with my Adventurer save game:

Four religions spread to my cities and I worked hard to spread each of these to all of my cities. I remember reading the strategy guide for winning a Religious victory, which talks about being able to build three cathedrals in each of cities you're planning to become legendary. For some reason, it never sunk in that the game doesn't allow us to build more that three of those in one city! :cringe:

I switched to producing culture in 1320. After getting all the temples I needed for cathedrals, my lesser cities build some longbows and maces, in case any AI started feeling aggressive with their rapidly growing military superiority, but they stayed peaceful. (In fact, there was never a war fought by anyone in the whole game!) Hammurabi was annoyed when he first contacted me in 1460, but after he forced some gold from me, he allowed open borders and trading, and relations improved.

I made mistakes in implementing my strategy (one of my wannabe legendary cities was also my great person city, and having built Moai Statues there polluted the great person pool with two low-probability Great Prophets), but ultimately, I was too short of food and cottage sites. W.K. won a cultural victory in 1909, when my capital was still a few turns away from legendary status, and the four GAs I had saved up for culture-bombing were still far short of what I needed for my next two cities.

Incidentally, W.K. had founded both Sid's Sushi and Creative Constructions, which surely accelerated his efforts. (He spread CC to Paris in 1902, far too late for it to help me.) But even if he hadn't won a cultural victory, he had also built the Space Elevator and had taken the lead towards building a space ship. That would likely have reached Alpha Centauri before my plan succeeded. :sad:

Well, at least I was able to play this game without being ground into the dirt at Deity level. Thanks for that chance!
 
For some reason, it never sunk in that the game doesn't allow us to build more that three of those in one city! :cringe:
There is no restriction on the number of cathedrals in a city.
Spoiler yes there is :
one per religion, max of 7
The problem is that you need three temples for each cathedral and spreading religion to cities gets harder with each religion it has.

W.K. won a cultural victory in 1909, when my capital was still a few turns away from legendary status, and the four GAs I had saved up for culture-bombing were still far short of what I needed for my next two cities.
Bummer. :sad:

Well, at least I was able to play this game without being ground into the dirt at Deity level. Thanks for that chance!
Thanks for submitting and posting.
 
Thanks for posting and thanks for the feedback.
Cons:
- LARGE useless lands for barbs to spawn without any help from AI archers
- Only 1 early happy resource (unless going for the otherwise useless city in the tundra for fur/silver)
- No way to attack AI's without naval invasion
- At least 3 of the AI's had very good land, making them research monsters, most wonders was made very early (even on deity)
- Another river with some green land around wouldn't hurt ;)
I will take this in consideration next time.
Goal is to build a deity map that isn't easy mode but isn't too hard either.
 
Christianity did spread to me, so maybe Culture could be possible. Hate culture games though, they're painfully boring

Think I've only gone for culture once or twice in my entire Civ4 career, and the reason is quite simple: it bores me to tears. Eyes are red and body void of liquids now, but at least I won. Sadly a game like this isn't "just one more turn..." but "okay, how long to go...?" Check Victory screen.... :mad: :wallbash:

But at least I got there, and trying to be positive about the whole ordeal, maybe I learnt a little about it (besides not dying to boredom, seriously, how can people like jesusin actually play these games time and time again, and still live to tell the tale??)

Now that I've bored you too about my boredom :D

Went into Culture mode rather late. But at some point post-1AD I decided to try that rather than a quite possibly ill-fated Cuirs attempt. As suspected there was no chance to grab Lib. I tried, almost had a GS ready to finish Edu, but a few turns before that Joao (think it was him) got Liberalism. I still needed it for Free Speech, but it would have been nice to get something like Nationalism for free.

Thankfully Buddhism was the AP religion, which was one of the three religions I had. Built some missionaries, focusing on Buddhism first. Then got up AP-temples and monasteries, before going for the other religions. Didn't have Stone (which boosts Christianity cathedral), but copper boosts Buddha and Confu 'cathedrals'. Got them up in due time, although it took forever in the cottage/silk city. Got two GS early on, which were spent on Philo (too late to found religion) and Edu (needed it anyway). Next 9 were Great Artists. Only one were in slight doubt, with a 93% GArtist chance in the capital (which had worked scientists very early on). Oh, and I was probably lucky to get Sistine, the only wonder I got in the whole game. Guess the AI was late to it for some reason, because they happened to go for the other ones. Lots were built early, so I could mostly forget about failgold (apart from 500 or so from Paya). Though I did get a little anyway, as I figured IND could still be useful for it, despite not having a boosting resource like Stone (got marble later, but all those wonders went crazy fast).

Capital became legendary first. It had Hermitage, but I didn't use any bombs there. Two other cities were just one turn apart, so not too bad. One was the NE city up north (with Globe as well), and the last the silk haven. This happened a little before 1700AD. No idea if that is good or bad, but presumably middle or the road.

There were some AI wars, but it mostly kicked off towards the end. Wang lost a city to Zara at some point, but oddly managed to peace out despite being inferious technologically. Yet later, both Joao and Freddie declared on him in the same turn, and took him apart from several directions. He kept Seoul before capping to Joao. Throughout the game I tried to beg gold, but even post turn 200, when I had never begged anything from Hammurabi, the AIs were total twats about it, and with only one or two exceptions turned me down. That was despite only asking for meagre amounts like 50g. Some of them had coffers of 2000g. Bonkers and not half annoying when I was strapped myself. :mad:

Doubt I'll try another cultural game for a veeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeerrrrryyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy long time.

Excellent write-up @Solyaris :)

About the map: It was obviously tough with all those barbs early on. I would be dead without Archery. It was a little tricky war-wise because we needed boats to reach AIs, but that also meant we had more peace in terms of defense/border pressure, and that all trade routes were excellent from the start. Naturally I would have preferred a map without ~50% useless ice and tundra. At least the capital was good. And it was nice with a bunch of silk for trading purposes.

Hopefully nobody else went for culture :please: so I can get something in return for 32 hours which felt like 3200 :sad:

Oh, and small footnote: I got two tech gifts throughout the game, surely because I was hilariously backwards. Zara gifted Military Tradition, and on the very last turn, Hammurabi gifted Gunpowder.

Not often you see barb rifles. I'm surprised they lasted that long :crazyeye:

qpyM9eF.jpg
 
Dead by T48, didn't get archery done soon enough after no horses or copper, 2 cities fall in 2 turns.
 
Whew!
This one was pretty tense.

I was scared to death of a Buddhist AP loss once a Caravel made it to Babylon, so I made sure to self tech Theology and chop christian AP in my capital with 5 forests.
Used Ships of the Line for the 1st time ever in a serious war against Joao.

Managed to get the Conquest win with Artillery and Airships. :)
Been a while since I've played a game where I got full use out of 12 Airships.
 
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