BOTM 42 Final Spoiler - Game Finished

DynamicSpirit

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BOTM 42 Final Spoiler



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Decided from the screenshot that no matter what, I was keeping the pigs in the fat cross of my capital. Moved the warrior 1NE, saw desert, so sent my settler 1SE on turn 0. Discovered the riverside plains hill 1S of that, so moved there and settled turn 2. Teched AH first, met Joao, saw Horses in my capital and remembering that the AI doesn't start with Archery on Prince, decided he had to die. 4 chariots later, Joao was dead, and I commenced my usual aimless wonder-spamming. Eventually, reached Optics, met the other continent, did some other stuff and realised I could run through the other continent with Cuirassiers and Cavalry, so I did. Wiped out MM, capitulated the rest, Conquest victory in 1605AD.
 
I played just tooo long with Jao. As I saw I'm on big island I decided to try Cultural victory. I got Taoism, but I was hopelessly backward. When other civs found me I was about 10 techs behid, altough I was just 5 turns behind with Liberalism. So I switched to FS, but still didn't switch to culture. First I researched Gunpowder.
Anyway, after my failure I've read Jessusin's guide to Cultural victory and found I did everything wrong ;)
I choosed my Tao holy city to be third Legend. Oh, it was sooo wrong. I didn't buid Library early and got 3 GProps first. My GP production was polluted by Oracle and Stonehedge.
I didn't switch to building culture immediately. And most of all I was soooo late. I've built my 9th city about 1000AD!
Around 1802AD I have 100 turns to finish. But when I checked at 1860 AD, Ghandi was just 44 turns to culture victory.
Anyway Khan invaded around 1900 AD with Cavalary and Infantry and I had ChoKus and Musketeers.
Ghandi won at 1915 AD.
Terrible game.

I tried about 4 more times to win cultural. Critical thing was to finish Jao early. I played challenger, so he had Archers early. In my successfull game I attacked him at 1000 BC and captured Lisbon 3 turn later. Last city was razed at 250 AD.
This time I built 9th city about 800 AD and was more focused on building temples. Didn't switched to culture immediately but researched to Constitution and switched to Mercantilism+Representation. That way I got Rifles and Cavalary during getting-to-Legend period.
Khan invaded me in this game also, but this time earlier and I finished his several Catapults in no time. I won at 1921 AD.

So my advice is: first read Jessusin's guide then try to win cultural not the other way around.
 
Challenger save, going for Cultural because I wanted to be a builder.

I find Joao to be a rapid expander so I decided early on I needed his lands. Chariot rush? Seems feasible, but I forgot whether AIs get Archery on Monarch. Axe rush? Sure, I've got copper, build up some forces ... hmm, too late, he's got a bunch of Pro archers and I'd rather spend the hammers on COL. In the end I waited until Macemen and Trebs and it was massive overkill. Choking early probably would have been smarter. In the end I captured Joao's Pyramids, Great Wall, Parthenon, and Chichen Itza, but left Joao alive to be everyone's diplomatic whipping boy. It didn't work out that way ...

I Oracled COL, bulbed Christianity and Taoism, and went from there. My teching was really poorly focused in this game. I missed out on Liberalism, and thus missed Nationalism Taj Mahal. I even failed to build Sistine Chapel. Pretty embarrassing for a so-called Immortal level player.

I stayed in Confucianism the whole game as I had so many temples and monasteries that I wanted to run a religious-ish economy (Apostolic for hammers, Spiral Minaret for gold, missed U Sankore).

Gandhi ended up being a major power, eventually vassalizing Stalin and WK. Mongolia vassalizsed Mansa Musa and unsurprisingly, Kublai Khan declared on me in the 1600s or so. The beautiful part was that I had just deliberately spread Confucianism to one of his cities, so I was able to use my Apostolic Palace dominance to force him to peace on the very next turn!

I had turned off tech, but I had to drop the Cultural slider to spend the next 50 turns building up Privateers (to assassinate his next Galleon fleet before it could make landfall). That worked, until eventually Kublai got Transports :(

Late in the game, with 15 turns to go before triggering Cultural Victory but Kublai in WHEOOHRN, I signed a defensive pact with Gandhi. It was a risk in case Gandhi was the target, but invaluable in case I was the target. Well, Kublai DOWed Gandhi, and I was forced to honour the DP and declare on Kublai, causing a number of my ships to be sunk by far superior Mongolian vessels, but it didn't matter - Kublai's forces were tied up on his own continent attacking Gandhi, and I eked out my cultural victory before any Mongolian Transports appeared on the horizon.

Cultural Victory, Challenger Mode, about 1902AD. Not great results, but fun. Thanks as always to the GOTM staff!
 
Isn't that a bit overpowered as an event?

Spoiler :

:eek: :D

Civ4ScreenShot0009.jpg

 
Day-um. The best thing I got was a second Copper popping in the BFC of my best hammer city (also double holy city), and that can happen even with events off.
 
Didn't notice this one was also up!

Anyways, as I mentioned in the first one, I killed Porto by 1 AD and was on my way to taking over the continent. Started pumping some of the untaken wonders: Colossus, Pyramids, Hanging Gardens, Schwedagon Paya, Chichen Itza, U of Sankore. Unfortunately, I had no religion, failed to get any of them and kind of wasted a lot of my hammers.

11 cities by the time I had met the other civs, but I was way behind in tech. Took me way too many turns to get even there though. Some good brokering let me back in, but at the cost of every other civ hating me in the end. Whoops. Oh well, I planned on warring anyways. Except I was too fearful and waited for cannons, which took until 1860, when I started to war kublai. Vassaled him in 1890, then started looking to Mansa. Took two cities before he begged me to stop.

This is were it started going wrong, as Wang Kong had taken Stalin and then Ghandi as his vassals. I literally pounded Wang Kong into dust, he had 2 cities left at one point and still wouldn't capitulate. Stalin left Wang Kong's "care" but refused to capitulate no matter how much I attacked. A very strong Ghandi just wouldn't leave Wang Kong, and then Wang Kong wouldn't capitulate. I'm not sure what the issue was, but in 1950, with a single defender in a single city in Korea, Ghandi finally left the vassalage. Then, all three (Stalin, Ghandi and Wang Kong), on the same turn, all capitulated and bam, (very late) conquest victory.
 
I don't understand the the challenger setting buzz ;). I prefer far much avoid
Spoiler :
Joao
getting Archers early and make simply a warrior rush, which works good as hell.

Spoiler :




Spoiler :
A great turning point, but not necessary. My woodsman II warrior turned out to be useless.

Anyways, I decided to follow Cabert advice because I felt splitting sea foods would be nice and I wanted more production in my capital BFC. Turned out setting on PH two south from starting location. Of course, it helps for my warrior rush. Thanks Cabert. See! Your experience brings good decisions~~~:nya:

Jesusin was right on the spot to go for cultural, considering the leader and UB. Being isolated, cultural victory was a no brainer to me.

No need for some write-up I think...so:

Contender, Cultural Victory, 1530 AD. I did couple mistakes, I can't help it. Wanted around 1400 AD, I'm missing something. :dunno:

I'm sure Jesusin will come up with something killing like 1200 AD. :cringe:
 
I got off to a nice start. Like I said in the pregame thread, was planning to settle 2S. When I got there and saw the FP hill, it felt like a no-brainer to settle S SE of the start.

Built Worker then Warrior --> explored and circled Joao's land for a lookout point while started training chariots. I got 5 chariots together (overkill, but I was afraid he might pop a spear cause I couldn't see all Lisbon's tiles). 5 chariots vs. 2 warriors later and Joao was gone, he prob was building a wonder [pimp]

Spoiler :




I then focused on wonders and got the CS sling from the Oracle followed by the GLight in Lisbon. I planned to build GLib (built around 100 AD), bulb Philo and hopefully get a Prophet for the Confu shrine, which never happened :(
Tried 3 times with close to 50% chance every time. With hindsight, no specialists in my very nice capitol would have been a better choice...

Spoiler :




After that it was the usual case of lost focus and lax steering towards space or diplo.

I wanted to try my hands at overseas warfare so declared on Kublai with cannons and infantry vs. LBs/muskets and knights. He got grenadiers pretty soon, but I got Electricity around the same time and had a small fleet of destroyers that bombarded his many coastal cities.

Finished off Kublai and just then realised I had ended up with ONE Hindu (AP religion) city. Both Gandhi and WK voted for my vassal, Mansa, with Stalin being the closest contestant. This could easily look like an AP loss, so I switched tech focus and gifted radio and MM to MM (:p) 3 turns before the vote came up :)

Proceeded to beat up on Stalin and he was finished off just a few turns be4 I won a diplo victory in 1890.
 
After killing Joao I went for astro to rex even more. Made me miss Econ, thus never got sushi despite 4 attempts at >50% for GM. Oh well... lots of GE's and those don't suck either. Had to take Nat from liberalism because MM was too fast to edu. Beeline RR+corp (eliminating my GLH bonus) and got Mining Inc up very early for me. Cruise to victory... nobody else has infantry yet when my SS lands. GLH was probably key to a fast start with every single city I founded being coastal, and only one captured was not.

Very happy to beat 1900 at Monarch level. Especially since I messed up the national wonder synergies really badly... put NE and Oxford in capitol, IW and HE in different cities, Walls St could not be built Mining Inc HQ because I built Moai statues there (and something else that I forget what).

Toyed with idea of another war (tanks vs muskets anyone?) for more land, but decided its too tedious, plus last time I tried that I got a nasty suprise that slowed me down instead. It was a fun game, but I'm glad I didn't take the contender game as that would not have kept my interest so long. I think the Monarch AI can help more in a space race anyhow... if you're skilled (which I'm not). So the score reduction for having played at Monarch seems ok... otherwise it often feels like a double penalty to play the challenger save. But its usually more fun, at least when it doesn't push me above emperor level. :p

Thanks for a good one, DS! But I missed Humbaba. :lol:
 
1995 space victory - one city.

SIP and standard Oracle->CS sling. Got Joao to the same religion early and we were friends to the end. KK came on strong late and was a beast on the other continent...eventually taking everyone as vassals. But I played the diplo right and avoided any threat of attack from the other continent.

Thought I would try something different this game, so I ran a lot of merchants rather than the normal scientists, and settled several of them. It had some merit with the buying techs, but was much slower than using scientists. Joao threatened to beat me with space, so I had to launch early with only 2 casings built. Got lucky with the 40% chance.

Turns out I didn't have to launch that early, because Joao got dragged into war with KK and must have been building his last 2 space parts in some poor production cities...but there was no way to tell at the time I launched.

cas
 
was a bit undecided with victory condition
flipped a coin and chose diplo.
conquest or domination would have been earlier, but it's rare I go diplo, so here it was.
Of course, no great engineer for me :cry: so I massed money and $rushed the thing.
diplo win in 1710 AD
 
This was my first game since before Civ5 was released. I can't believe how much more fun Civ4 is compared to Civ5. Domination in 1922 on monarch level.
 
I took advantage of the low difficulty level to work out one of the weakest aspects of my gameplay: fast conquest. :) The semi-isolated start and the requirement of Astronomy for overseas invasions was a nice bonus, as it gives us builders an excuse to get those shiny wonders and cute libraries up. ;)

Of course, I have read several reports from the forum experts on how to do it the fast way, involving sophisticated tech paths and intensive use of GPersons to lightbulb the techs on the way to Astro. Unfortunately there is a wide gap between just knowing what to do and doing it efficiently. :)

I settled 1N as I wanted the commerce from the seafood, and didn't want to risk letting any of them unworkable. Went Fishing/BW. Met Joao early and recalled DS telling us on the game announcement that the AI would have strategic resources near their start. Didn't feel pressed to rush him. In fact by 1AD I had 8 cities settled peacefully compared to his 2. Decided to let him clear that jungle for me.

Civ4ScreenShot0105.JPG

How has the path to Astro going by then? Slowly but surely.
1. Oracled MC 1120BC in Beijing.
2. Built the cheap forge, hired the engineer, got a GE to bulb Machinery in 425BC.
3. Stupidly researched Alpha, thinking I'd be able to get Mono/Monarchy from Joao (fav.civic HR). He never got to research those. :(
4. Self-researched IW (300BC), Compass (25AD), Optics (325AD).
5. After stockpiling some chokos, attacked Joao, capturing Oporto and getting Calendar and Poly a couple turns later for peace. (600AD)
6. With the help of a GS, finally learned Astro in 840AD. Wait, don't the good players get it by 1AD??? :crazyeye:
Anyways, it wasn't after using the GS that I allowed myself to learn stuff like CoL, CS etc. Fortunately Mansa was in the game. Further teching was up to MT from Lib for Cuirassiers, but I doubt they were necessary.

Now it came the hardest part for me: optimize the logistical nightmare that is overseas warfare. Joao was dead in 860AD, btw. At least this timing was right. But I was too slow to build/whip enough galleons to get the war going.

First target was Stalin. This war was declared in 1090AD, or turn 169. 21 turns later all 5 overseas AI's had capitulated. Seems I should have gotten the party started a lot earlier. :lol:
 
Isn't that a bit overpowered as an event?

Sweet! I got the tornado event that takes out a farm--twice! On the same farm! :lol: I played until I got Astro and met everybody but didn't bother to finish since I dreaded the tedium for a foregone-conclusion (but highly unspectacular) win. Now, if I thought I'd have any hope of following Conquistador63's script and getting everybody to capitulate in 21 turns, that would have been worth the time. :goodjob:
 
I warrior-rushed Jao after experimenting with that strat a bit and it was totally successful.
I then build my 2nd city south near the stone to get pyramids.
Seeing that I am alone on the continent, it would be appropriate to go for economy and space race.
Rushing for Optics and Astronomy it was quite straightforward.
My spaceship arrived at Alpha Centauri in 1892AD. Looks quite slow but the circumstances for techtrade were more than bab and compared to the other results here I am quite satisfied.

It was a long time since I played a BOTM. I agree with playshogi, it was much more fun than the time I had with CIV5!
 
I noticed that the game was "untampered" with and realized that a warrior rush might be possible. Map makers love to nerf this kind of standard strategy. And indeed it was possible, Joao lived only to play 18 turns. Then it became clear that the map maker - let's call him Simon - still had the last laugh because there was no other AI on the continent and no prospects of fast conquest or domination. So I decided to play for a Space Victory.

In the early game the main strategy was to rex supported by trade routes from GLH and Currency. At 1AD the Chinese ruler Simon I commanded 10 cities and 2 settlers ready to found city 11 and 12.

The middle game was a rush to Astronomy in order to meet the other AI and get some more valuable trade routes. At first the AI were cautious, possibly because they never heard of any Chinese emperor called Simon but with both Mansa and Gandhi there a little tech trading was possible. I actually had a window of 10-20 turns from getting Astro and until the AI had longbows so perhaps I missed out on an opportunity to start an easy war.

The end game saw some even easier wars. Mansa was eliminated and Stalin+Kublai became vassals. All fighting was done with infantry against longbows, maces and elephants and the primary goal was to gather resources for my corporations. I was probably too conservative when it came to capturing cities - once the FP was built even the colonial costs seemed to go down. The late game was fueled by corporations, Mining Inc being the key and the space ship reached it's destination after 251 turns in 1705 AD.

I kept a "game log" during play. This helped me to play more disciplined, avoiding very long turn sets and unfocused play. For those interested in more details its here:

Spoiler :
Plan for 1st turn set:

Settle in place if fish can be worked from 2nd city. Build 2 warriors ASAP and rush neighbor if possible. Tech path is Fishing - BW - Wheel - Pottery - AH. Builds are warrior-warrior-work boat - work boat - worker.

Turn log, 1st set:
Meet Joao’s warrior while building 2nd warrior. He must be to the south. Home in with all 3 warriors and capture Lisbon in T18. Portuguese civ is eliminated. Continue to T39. Build work boat and Settler in Lisbon (Settler T38). Both cities are close to finishing granaries.

Plan for 2nd turn set:
Tech: AH-Sailing-Writing. Or perhaps Writing before Sailing to start Libraries. Intend to settle Island to the north to gain overseas trade routes. Currency fairly fast, perhaps Oracle Machinery and then bulb towards Astro to break isolation. Go for Philo to get religion and pacifism or CoL for religion and Courthouses. New city possibly near marble - must be close to capital anyway.

Turn log, 2nd set:
Played to T53. AH and Sailing researched. 3 cities and 2 settlers on the go.

Plan for 3rd set:
Need to get tech going. Build library in early GP farm and start working on GS for Academy. Go after Math and Currency. Priesthood, Masonry and MC also important for Oracle, GLH and Machinery sling. Build galley+settler for island and overseas trade. Perhaps go after Masonry and GLH fairly soon.
Tech: Writing - Masonry - Myst - Med - Priest - CoL Oracle Philo or Writing - Masonry - Myst - Poly - Priest Oracle MC. Anyway Writing - Masonry - Myst seems to be immediate path.
Builds: GLH, galley, settler for island, libraries

Turn log, 3rd set:
Played to T77. Writing - Masonry - Hunting - Myst. Settled 3 cities including one on the island. Fur + marble hooked. GP farm running specialists working two fish. GLH under construction in Lisbon. Tech speed not impressive so will probably continue with Poly - Priest and then Oracle for MC. Further tech to Math - Currency or directly CoL. Will push for more cities when GLH is done. Island can probably hold 12-13 cities.

Plan for 4th set:
Poly - Priest - Math - Currency/Calendar. Build: Oracle, GLH, More workers and settlers when GLH is done.

Turn log, set 4:
Played to T90. Poly - Priest - Monarchy researched. MC is chosen from Oracle and GLH is built. Revolt to HR and build some warriors. Unclear if Math - Currency is best or if directly CoL is the better way. After that Astro beeline techs and in particular Calendar/IW is on the menu. A settler is out headed for wheat/clam site W of Lisbon. Astro beeline techs: Calendar, IW, Compas, Machinery, Optics, Astronomy. Alpha is necessary to bulb Optics (1 GS) and Astro (2 GS). Aesthetics is required to bulb Machinery (1 GS)

Plan for 5th set:
Tech: Math - Currency - CoL. Settle near stone when Math is done to enable the building of HG and perhaps even the Mids. Push to 12/13 cities when CoL is done and rush courthouses in the south.

Turn log, set 5:
Played to T116 (25 AD) Tech: Math - Currency - CoL (found Confu) - Calendar - IW. Stone and some other sites settled. Now 12 cities. Built Hanging Gardens, ToA and Academy in Beijing. Mids and Moai under way. Shooting for Space and want Mids+HG in same city to grow a GE for Mining Inc. Space for one more city in the far south to pick up ivory and some more silk for later trade.

Plan, set 6:
Tech: Compass - Machinery - Optics - Alpha. Build a few more workers. Optimize Najing and Beijing for GPP to produce two GP’s within the next 17 turns. Build Courthouses and a few more libraries. Build Ivory/silk city when there is less work to do. Build the Mausoleum.

Turn log, set 6:
Played to T133. Tech as planned: Compass - Machinery - Optics - Alpha. Got a GS in both Beijing and Nanjing and bulbed Astro with 2xGS. Mids and the Mausoleum finished. Caravels almost done.

Plan, set 7:
Tech: CS - Paper - Education. Contact overseas AI. Settle ivory/silk/iron in south.

Turn log, set 7:
Played to T141. Caravels built. Meet Stalin, Mansa and Kublai. Very limited tech deals possible, but trade for Mono, Meditation, Archery and Theology. Tech CS - Aesthetics - Literature. Start building NE, Parthenon.

Plan, set 8:
Tech Music - Paper - Education. Uni’s in Beijing, Lisbon, Tianjin, Guangzhou, Shanghai and Chengdu. Alternatively, insert Construction and build some maces for starting a war. No AI has Feudalism yet and Stalin doesn’t even have Monarchy. Colonial expenses are problematic though.

Turn log set 8:
Played to T147. Tech: Music - Paper - Education. Started GAge with the GArtist from Music. Meet Gandhi and Wang Kong. Trade for Construction with Mansa. Education partially bulbed with GS from Nanjing. Got world map and circumnavigation, Revolted to Confu and Representation+Caste. Founded city on ivory.

Plan, set 9:
Tech: Printing Press. Perhaps Philo - Nat waiting for a Feudalism trade and then towards Banking and Economy. Build 6 Uni’s and Oxford. First war will likely be fought with rifles/cannons.

Turn log, set 9:
Played to T158. Teched Printing Press. 3600 gold in treasury and a GM in hand. AI takes forever to get Feud. May have to self research (takes 1 turn). Oxford built, Parthenon built. Trade for HBR.

Plan, set 10:
Philo-Nationalism-(Feud)-Guilds-Banking-Economy . Should be doable in 9 turns. Build the Taj and revolt to Pacifism/Free Market during Golden Age. Also time to start planning when to grow the GE. Hagia soon done in GE farm and GLib in Beijing.

Turn log, set 10:
Played to T168: Tech Philo-Nationalism-Feudalism-Guilds-Banking-Economy-Rep.Parts. Build Taj Mahal and revolt to Free Market, Pacifism and Caste. Lost a caravel with a GM to a barb galley, but got 3 more GM’s during the set. Next GP is an Engineer in 8 turns.

Plan, set 11:
Tech GPowder-Eng-Chem-Steel-SteamP-Lib(RR) Can be done in 10-11 turns. Then Constitution and Corporation and the founding of Mining Inc. After that Assembly Line + Rifling and start warring to get metal and coal resources. Build some banks and Wall Street in Corp HQ. Lots of hammers needed. Might consider Biology+Communism/Kremlin and slavery to get more hammers.

Turn log, set 11:
Played to T177: Tech Eng-GPowder-Chem-Steel-SteamP-Lib(RR). Banks done in 6 cities and courthouses in most cities = ready for corporation branches. Wall Street goes to corporate HQ city, most likely Beijing. IW under construction in Lisbon. Production of galleons and cannons started, 5 galleons built and 2 cannons under way. Need about 4 cannons and 10 infantry. First victim is likely to be Mali. Second Victim is likely Kublai to get all his metals.

Plan, set 12:
Tech: Constitution - Corporation - Assembly Line - SciMeth with Rifling inserted somewhere. Start building Rifles with the intention of finishing them as Infantry. Gp after the two Mali cities - perhaps bringing a settler to capture coal and iron east of Timbuktu.

Turn log, set 12:
Played to T186. Tech: Rifling - Constitution - Corporation - Assembly Line. Built Mining Inc HQ. Got a GProphet and built the Kong Miao in the Holy City. Wall Street is going here as well now and is due in 8-9 turns. Produced the first Mining Inc. executive. Traded for some metals but have only 10 hpt from MInc. Have 6 galleons and 5 cannons. 7 cities are building infantry. The army should be ready in 3-4 turns. Unsure if Combustion before SciMeth is best to postpone obsoleting GLib, Parthenon and ToA. Will on the other hand delay Biology. Remember to do Trade Mission before SciMeth!

Plan, set 13:
Tech: Combustion - SciMeth - Biology. Sail army of 8-9 infantry, 6 cannons, 1 settler and 3 warrior MP’s to Mali and attack. Start building factories and maybe a few coal plants. After Biology the plan is probably to beeline Plastics and build 3 Gorges. An alternate plan is to research Communism and use the GSpy (and the GS from Physics?) to trigger a golden age, switch to slavery and whip factories with Kremlin. Drawback is that it may take a while to get 3 GS for the final GAge coinciding with building the space ship parts and it will take some time to reach Kremlin.

Turn log, set 13:
Played to T196.Tech: Combustion - SciMeth - Biology. Captured all 3 Mali cities without losses and got a GE that can help building 3Gorges. MInc now in 6 cities and factories in many cities as well. Mansa built the AP and Stalin became the AP resident. He has 58% of the votes together with his friend Kublai so I probably need to spread Hinduism in a couple of my cities to prevent an accidental religious victory (Next vote in 4 turns!). Fortunately it looks like Wang Kong will vote for me and so will Gandhi. About 20 turns to Plastics (Physics - Electricity - Industrialism - Plastics).

Plan, set 14:
Tech: Physics - Electricity - Industrialism - Plastics. Next victim is Stalin. First city to take is the one on top of gems for the two happy faces. Bribe Wang Kong into the war. Build a missionary in Lisbon and spread Hinduism in a couple of cities to protect against resolutions to stop the war. Get some stone back and build Notre Dame to counter fur and ivory going obsolete.

Turn log, set 14a:
Played to T203. Tech: Physics - Electricity. Captured 3 Russian cities (razed one). Stalin is ready to capitulate. Industrialism due in 4 turns and then Plastics in 5. A vote for Religious Victory was not successful - only Stalin voted for Stalin. Wang Kong bribed to war against Stalin. Mining Inc now at 17 hpt.


Turn log, set 14b:
Played to T207. Tech: Industrialism. Plastics due in 3 turns. Ready to launch attack against Kublai. Best path forward is likely to build 3Gorges without the GE and use the GE together with another GP to launch a golden age.

Plan, set 15
Tech: Plastics - Radio - Computers - Superconductors. Might choose differently as game develops but right now the plan is to get the free GE from Fusion fast enough to get full use of the GAge i.e something like … - Fission - Fiber Optics - Fusion - Artillery - Rocketry - Satellites - Composites - Medicine - Genetics - Ecology. The order may vary depending on the ratio between tech pace and space part building pace. Rocketry may need to be researched earlier to get started on Apollo and Composites may be needed earlier to get started on casings. There is an option to keep the GE instead of using him for 3Gorges, but that means that the GE from Fusion will be quite useless. This plan frees up the GS for founding Standard Ethanol. War plan is to attack two of Kublais cities now and press on until he capitulates.

Turn log, set 15:
Played to T212. Tech Plastics. Radio in 2 turns. Kublai capitulated after loosing 3 cities and Stalin threatening a fourth with a huge SOD. Standard Ethanol founded and now providing 40bpt before multipliers! MInc now at 18 hpt because some metal tiles are currently out of cultural borders. Considering to stop warring now that the endgame is close. 3Gorges in Beijing in 3 turns.

Plan, set 16:
Tech: Radio - Computers - Superconductors. Spread St.Eth. as fast as possible. Capture barb city on island to the W and perhaps even settle a couple of cities. There is probably little to gain from continued war, but may consider Gandhi as a possible last target.

Turn log, set 16:
Played to T220. Tech Radio - Computers - Superconductors. MInc and St. Eth now in most cities. Capture barb city on island and found a second city there. Looks like Artillery - Rocketry must be researched next to open up Apollo now that tech speed is really picking up. About 24 turns of research left in the game. GAge will start in about 12 turns.

Plan, set 17:
Tech: Artillery - Rocketry - Fission - Fiber Optics - Fusion. Build research labs and when Rocketry is done start Apollo Project. Finalize spreading corps.

Turn log, set 17:
Played to T229 (1595 AD). Tech Artillery - Rocketry - Fission - Fiber Optics - Fusion. RLabs in 11 cities. Apollo done and a GAge started with a GM and the GE from Fusion. About 10 turns of research left. Time to make a detailed build plan for space parts. Corps in all 23 cities by now.

Plan, set 18:
Tech: Satelites - Composites - Medicine - Genetics - Ecology. Build space parts in 14 turns and launch!

Turn log, set 18:
Played to T251 (1705 AD). The spaceship has arrived! Was able to micro Life Support and Stasis Chamber down to 2 and 4 turns for a 12 turn finish rather than the 14 turns planned. After that 10 turns of pressing enter.
 
I was actually hoping that you and C63 were also playing for space so that we could compare. Maybe next time :).

@kcd: Missing Sushi shouldn't matter much in a space game, it's best for culture and high score (or hammers if you are in slavery, but space parts can't be rushed). Failing to put Wall Street in corp HQ will cost you a lot though - in my game it would have been close to 200 gpt.
 
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