Civ 3 GOTM#4 *Spoiler* talks

Originally posted by marshalljames
In order to win this game you have to eliminate the french right away.And the only way you can know that is by reloading.If you do not stay in a constant war/peace with them and take their advances in treaties you'l get so far behind it's not funny.
I may even go further to say that anyone who submits a winning score cheated.

Marshalljames

My try ended in desater befor it really started.

http://forums.civfanatics.com/showthread.php?s=&threadid=15892

but even at that point I knew I´d have to kill the French. You can`t have only one neighbour and survive at that level! There must be someone to keep your neighbour busy. If it`s just the two of you, that someone will be you!!!!

So actually, you can win without reloading!

henever I have onyl onbe or two neighbours early on, I conquer them.....
 
I killed the french! And I did not reload, you just have to block them in the beginning, I did this by my 2nd Scout (Went south with my first and I almost always build one as my first constr.)

And then get a RoP, I filled their country with at least 4-5 Swordsmen per city, waited and ended the RoP and attacked... I got The Lighthouse and G. Library without having the G.Age. That I got when I built my next wonder, didn't matter what trait it had...

So it's not hard if you play right, you don't even need Luck.

I even kept all of his cities... never culture flipped cus he had a city on an Island a long long way away and I starved the resisters and breed new English Residents...
 
I've just finished off the Zulus, and have discovered chivilary through the Great Library so everyone else has it as well.

I've been busy building Knights & stationing them in Galleys on the edge of the coast nearest to the Indians Waiting for the AI to discover Astronomy for me. I picked the Indians who i thought might be an easy kill with no iron or horses.

Then sitting here at work today bored, I looked through the unique units of the other civs to avoid the pain i had fighting the zulus with horsemen. To discover that indians don't need iron or horse for War Elephants!!! which are just as good as knights.

Bugger, oh well I found out before i charged in head first this time :) (Maybe mediocre players can learn from not reloading :) ) Looks like i might have to choose a new target for tonights massacre :rocket2:
 
So it's not hard if you play right, you don't even need Luck.

Exploiting Right of Passage to prepare a sucker punch is "playing right"? I don't agree. That sort of move wouldn't fly in a multiplayer game, nobody would be stupid enough to let you do it, so that meets my criteria of "exploit". So does the "accept peace treaty to get their island cities, attack again next turn" move that Aeson posted about.

Now these kind of exploits, I have no problem with on a certain level. It's just a game, who cares, blah blah. I just find it... ironic that you guys are going on about reloading, but pull these moves in the same breath without blinking.

ALL diplomatic options ought to be permanently closed to any player who uses a RoP to set up a sucker punch. In real life, that kind of blind betrayal just wouldn't happen, but even if it did, no other civ would trust that leader ever again, and in this game, you remain the leader the whole way, so you (and your whole civ) would be forever untrustworthy. That the game does not dish out appropriate penalties for betrayal of various kinds is... unfortunate. But just as you talk about "not reloading makes you a better player", I'd have to say that not raping the game's loopholes fits the same category. What special skill is required to walk your units through rival land, plop stacks next to each city, and attack? Or make peace deals to get concessions knowing there won't be any penalty to you for breaking your word? If you honor your diplomatic agreements, and don't sucker punch an already handicapped opponent (this AI isn't bad, but it still has lots of weaknesses), wouldn't that make for a better experience?

Milking the score is a similar kind of deal. If a competition (based on the score) leads you to sit around farming points long after the game has been "won", there seems to me to be a flaw in both the scoring system and the weight being applied to it by the players.

Firaxis may be able to improve the scoring system, or improve the game balance of poprushing, or remove the disband city option (so you can't just erase these early "temporary" growth/rush cities), and they may be able to improve the penalties attached to diplomatic betrayals, but there's no way they can close every loophole in the game or improve the AI to a level where it can match human intelligence. So it falls to players to put integrity to the game -- or not. Have you guys put any thought into this?


- Sirian
 
Sirian,

I agree with you to some extent, but playing the game by a certain set of defined rules is what competition/comparison is all about. Just because those set of rules aren't exactly what you would choose doesn't mean that there hasn't been any thought put into them. I enjoy playing private games with no pop-rushing, "honorable" diplomacy, and many other self imposed rules. When it comes to a competition I'm just going to use all the resources available to me so that I can do well.

Exploiting Right of Passage to prepare a sucker punch is "playing right"? I don't agree. That sort of move wouldn't fly in a multiplayer game, nobody would be stupid enough to let you do it, so that meets my criteria of "exploit"

Using the multiplayer argument, how many people would be stupid enough to sit there and not pop rush while one of their competitors were? If there were some sort of combination of multiplayer with AI opponents as well, who wouldn't exploit the AI as much as was allowed?

Doing "well" at a game will always involve exploiting stupid AI strategies. The fun of playing a GOTM isn't the challenge the AI presents, its the challenge of doing my best, and comparing that to other players who use the same set of rules. The game can be beat without any of the tactics you've pointed out, but the more a player takes advantage of AI loopholes or overpowered tactics, the "better" they end up doing. This is true whether you judge by score, date, or both. I can beat a Huge/Archipelago/16AI/Deity (or any other settings) game without pop rushing and without breaking any peace treaties or agreements. Thats just because the AI is predictable. What am I supposed to do, not think? Because doing so could be considered an exploit as well, as the AI sure doesn't do it ;)

Have you guys put any thought into this?

Just compare the administration of the CivFanatics GOTM to that of Apolyton, and I think it is obvious how much thought and effort has gone into setting up each. I post mainly on the Apolyton Strategy boards, and think it is a great community, but I don't really care for the way the tourny is set up there. I play the games to a certain point, but I don't really care where my name is on a list, I want ratings and little icons next to my name dammit! :lol: (note: animated icons would even be better!) So I don't go through the more tedious aspects of the game (for me) so that I can submit. None of the tactics that you have pointed out as "expoitish" have been ruled out of Apolyton games either. The only real difference in the competitions is the highlighting of "by date" for all of the victory conditions in the Apolyton tourney, and the format of the posted results. If you want to play the GOTM for the best date, go ahead, it's something that is listed in the results, just not highlighted.

That being said, having winners by date for each victory condition would be a good addition to the GOTM IMO. If you had read the boards here, you would have already seen that discussed. If Matrix and Thunderfall want to add that to their competition (and the added administration that would be involved), that is up to them, it's their game. And a very fun and enjoyable one at that.

In the end, reloading adds nothing to the game, while these other issues are gray areas. At what point does pop-rushing become exploitive? What constitues "honorable" diplomacy? What AI algorithms are proper to analyze and which aren't? I would tweak the rules a bit differently myself, and most others would want to tweak my prefered rules a bit after that, but it's not our competition. Doesn't mean we can't play and have fun. We just play by the rules that are set, and do the best we can within those limits.

If this game format doesn't appeal to you and Apolyton's does, no one is forcing you to play the GOTM. If you want to try a game that is very well balanced from a victory condition standpoint, GOTM4 might be one for you though. I was able to do quite well with only ~15 pop rushes the whole game. Not using any would definitely be possible, and it wouldn't make much of a difference in the end. Milking the game to 2050 probably would have increased my score a bit, but only because I had been initially setting up the game towards that end. An earlier domination, diplomatic, or space launch was easily possible, increasing the score by just about the same.
 
Having been through this spoiler thread, I don't intend to start on this event now.

I'm not holding Apolyton up as a shining example either (I have nothing personal invested there), just pointing out that results based on score will tend to be skewed either way: score is based on early finish, and on territory-over-time. So the two ways to get higher score are to get more territory asap, and then either to press to early conquest or to sit around and milk it for as long as possible.

Someone taking the "warrior gambit" or poprushed military, or even a nonexploitative but successful early conquest, will get a lot more territory going early. They will surely thus score more even if they later switch to peaceful building -- and if they get leaders, they are doubly ahead of the game as they get wonders for free. If the odds for 2 warrior victory really are 65%, wouldn't you expect 35% of those trying that tactic to report failures? Are we seeing those kinds of numbers? I spotted somebody in Apoly2 who had reloaded with knowledge of where the key iron was. I was so curious, after watching their result, that I went back to duplicate it and proved they had to know where the resource was to head straight there on a boat through all that black fog. Their game played out quite differently as a result, as that location allowed for Iron Works. I don't think it's an unreasonable assumption to wonder if SOME of the folks posting successful "early gambit" results aren't fudging them. Most would be hard to prove, I just happened to come upon one that required a ship, and from an isolated start you can only get to mapmaking but so quickly.

With score being the focus of this tourney, I might still participate even though I wouldn't do the kinds of moves it would take to compete on a level playing field -- I came here today looking to see if I might be interested -- but aside from the competition, the more interesting part would be the discussion. Yet what would there be here for me to discuss? I don't feel I have anything to learn from, or contribute to, an event bent this much around the game's flaws. You might say I was put off by the apparent contradiction of such piety in regard to reloading, when I see very little distinction between that and Standard Operating Procedure for what SEEMS to be the bulk of the participants, re exploits.

You make a good point in asking where to draw the line. But... your conclusion seems to be that drawing it in any gray area is futile, and there I would disagree. More difficult, perhaps, and open to debate, but those are not reason not to try. As for enforcibility, you don't have that now. So any further conditions that might be adopted about what not to do while playing could be just as valid as the "no reload" restriction. Players mindful of following the rules would do so, those not would not.

As I have found fatal flaws in the AI, I have resolved not to exploit them. Some already on my list include not using workers as bait (deliberately -- sometimes it's tough to avoid, they go to ANY lengths), not parking cavs/panzers 3 spaces out just to prevent the AI from drafting/rushing more defense, not making treaties I have NO intention of honoring when they are made (I may still break one now and then, but very rarely, and always because something major has changed -- the one-size-fits-all 20 turns length of deals is problematic). There are others, but I'm sure you are already familiar with them all, on your own terms, so I'll spare you. :) I don't do this as some kind of "I'm better than those who don't" move, I do it to extend the life of the game. Don't you find it becoming boring when there's nothing left to figure out or try? When you know what the AI's will do, and what you can inevitably do to dismember them if you play ruthlessly? At that point, it has ceased to be a game, and become an exercise, in some cases even a clickfest. You lose suspension of disbelief, lose sight of the game world and end up as a puppeteer, pulling the AI's strings and watching them dance for you.

My way may ultimately be futile from a fatalistic standpoint, but if it buys me more entertainment time with this piece of software, then it's serving its purpose. So am I getting the wrong impression about this group of players? I wonder if I would fit in here, because even though I could cope with the results of my self-chosen principles in regard to game play, or else choose to set them aside for the event/exercise, do folks here care about the same elements I do? Or are you collectively content to exploit the game into oblivion? The discussions I've peeked in on have led me to believe it may be the latter, which would not interest me.


When it comes to a competition I'm just going to use all the resources available to me so that I can do well.

Within the limits of the rules. Yeah, I know there are always players trying to set extra rules. "This weapon is cheap." Blah blah, seen it all the time in competitive shooters. Competitions don't accept that kind of "honor". The rules are the rules, and what's not against the rules is legal. I'm all in favor of that, from the perspective of someone who understands rule systems. Yet there is also a side of gaming/sport where the spirit of the game is at stake. Just because something is not against the rules does not automatically make it fall within the spirit of the game. Sometimes the rules could stand some improvement.

Yet a well designed game can stand up to the standard of "whatever the game allows is cool". Games still in need of patching, with major flaws that allow for "strategies" that are so effective, they render the effort moot, are another story. Firaxis yanked some of the worst loopholes already, so let's just hope they continue to improve things.

You asked how much poprush is too much? That may be difficult to pin down precisely, but it's easy to point to in theory: if the unhappiness were given priority, then enough to force you to turn every population into a specialist and starve a city down to size 1 or disband it, is too much. That's the point at which you pass "feature" and move undisputably into "exploit". Keeping track of that would be hard to do if someone were trying to min/max within that restraint, but I think most experienced players have a feel for where this line lies, and know when they cross it.

Diplomatic betrayals are likewise easy to understand. How much betrayal is too much is a gray area -- it would be unfortunate to take betrayal completely off the table, as historically it has happened and is part of history and the rise and fall of civilization -- but where the game fails to implement sufficient reasonable penalty for betrayal, it falls to the players to add their own, or accept diminished quality. There could be any number of ways to limit it, all of which would be better than zero limits, better than "anything goes".

Some of the AI's flaws you just can't compensate for. Like, should you tie your hands behind your back and not attack, when the AI mindlessly moves defenders OUT of a city you are sieging, to go attack some irrelevant but exposed unit (worker, archer, etc)? I wouldn't go that far, as that kind of restriction "to give the AI a level playing field" is futile. But you can refrain from deliberately baiting with workers, knowing that the AI would jump onto any sword to capture them.

Is a competition that requires you to exploit these flaws to "do well" worth your time? That's up to each participant. Yet since the moment I got into online gaming, I have been compelled to find ways to improve the quality of competition, to invent ways if necessary, where the games themselves come up short. I've been dong that for seven years now, everything from Descent to WarcraftII to Deadlock, from Diablo to Jagged Alliance to Civ, from founding my own leagues to helping others who've done so to being a quiet but supportive participant -- been at all levels, and all sizes of community. I hunger for better gaming, for better games. Sometimes a game has plenty going for it yet comes up short in a few ways. I usually have something to offer, but I tend to be restless, critical, picky, if the game starts turning up too many shortcomings. And the more I get to know this AI, the more I long for it to be improved. If I didn't find something here to have some potential, I'd just quietly move on. Maybe I will yet.

So maybe you can explain to me, Aeson, how you come to draw your line at "going to use all the resources available to me", and justify these exploits, which you admit are exploits, and not be tempted to cross the line into reloading? I accept you at your word that you don't reload, but isn't the line there awfully thin? Can something be "just a little bit" wrong? If you're willing to compromise with the exploits, how do you know you won't just slide right down a slippery slope? I find myself slipping. I started using the draft rush, and next thing I know I have some games with 300 infantry units, 2/3rds of them drafted, and I realize this has crossed a line somewhere. It looked innocent enough, but now it's wrecked the balance of those games, has crossed into "being wrong", and the fun just melts away. I feel like I cheated myself out of a chance to play those games "fairly", within the spirit of the game, and see what I could do. That's what I'm getting at. You admit that reloading wrecks the fun, and I know for myself that no amount of justification allows me to keep having fun through deliberate exploitation. It's all the same, in the end. The exploits, to me, feel the same as cheating, so I come to think of them that way. For me. But not for you? Are you sure? You know you're not cheating the competition and the other players -- everyone is playing by the same set of rules -- but are those rules worthy of your devotion? Are you not cheating the game? Or does that not matter? Is the competition worth enough to go to that length to participate?

Heh. Sometimes I think too much. :) Sorry. :)


- Sirian
 
Just about to start my GOTM after a month off from Civ III (been playing Empire Earth, since it actually has a scenario editor). Wish me luck!
 
Wow, I am doing horrible. Without using any pop-rushing or other debated exploits I am getting wasted. (OK, I reloaded once to save a settler from a barbarian horseman. SUE ME!!!)

I started out at a huge disadvantage; the French had double the amount of cities as me by close to 500 BC. Then Joan decided to backstab me. I held out against about 15 horsemen and a scattering of archers and was able to catch up to the French in techs with peace treaty. The rest of the game has gone on like this, with the French, English and Zulu warring constantly.

My biggest stroke of luck was when I got a Leader and built the Great Lighthouse. I think that is a must-have in this game, as it allows you to control who meets who. My biggest mistake was trading contacts with the other civs for techs. It allowed me to get Chivalry faster, but now the others have at least a 4-tech lead.

My game is going down the crapper at the moment. It's about 1400 AD and I am way behind. The other civs all got Astronomy so I don't control the seas anymore, and the Aztecs and Zulus both declared war when I stood up to their unfair demands. I think I could come back if I can land a few knights on Zululand and raze their cities. The French are pacified for the moment, as I retook the choke point and declared an uneasy peace. I think I could get back in this one, but it won't be easy.

Good luck, all.
 
OK, I know it won`t count (I got clobbered by Barbarians early in my first try) but here`s how I fared:


I used the no-capital-strateg (exploit, some would call it :p ); so I immediately went with 4 veteran Archers to take Orleans. Then refounded my just abandoned capital and another city to the northeast on the hills. Thoses two would be my majory military production center for quite some time. the french came for me fast and hard, I had to abandon Orleans and retreat beyond the isthmus. I bought peace several times and was way last in everything. But then I managed to get a city buiolt on the isthmus and the French lost wave after wave of attackers.

The turning point - as always - was when i got a leader in 90 BC. Built an army of 2 Spearmen and one elite archer, and went to take all France. Took some flipping and retaking, but I never lost any military since I simply pulled out after 2 turns. Won`t flip before 2 turns that early in the game and my units were then healed enough to take the city back right away.

Got another leader, built Sun Tsun. Developed Chivalry - no waste no corruption and some extortion of the French had gotten me into tech lead.

The small southern island were heavily contested, but I managed to get a city onto the western one with iron. The other iron went to the Indians.

Declared war on the Zulu, took their westernmost city. they (idiots) cut all roads but somce I had Pikemen in there - soon 2 elite ones :D and rushed walls and barracks (still despotic!) they never stood a chance. Another leader appeared, used it for a 2 knight 1 leite horseman army. The Zulu quickly fell. After landing a Pikeman on their iron they sued for peace and got it at a horrenduos priece. Then i just killed them off. the small island in the south went back and forth for a while since I had concentraded on mainland defence and attacks on their mainland but since they never had iron or a harbor there.....

Next went the aztecs and then I realized that noone except me had rubber. Game over!

OK, they did try to cut me down to size, but attacking Infantry with Horsemen and Riflmen is folly. They did surprisingly kill some with Cavalery without HP loss, but I`m used to these flukes by now....



Why did I win???

1) I killed off the French early on - lots of territory and even tech
2) even without Lighthouse I could conquer the Zulus - even more territory.
3) there`s a nice trick for suiciding Galley and not löoosing them: rush a temple somewhere. I hardly have Galleys sunk that way. Bug?? quite possible! So I had those sothern islands shared with the Indians....
4) Luck!!!!!! Somehow the Indians never got their hands on iron except on that island they shared with me and the Zulu. Thus, when they went for me, it was their outmost province that was most vital - it died first, they lost.....
5) No capital means I was culutrally strong in faraway places quickly - never did anthing flip from me but just to me... also, I always ratzed except when I knew the Civ would be dead in less then 3 turns (this isn`t true for the French, here their culture wasn`t old yet and I needed the towns... also, they would only get a spearman and I had three Horsmen outside the each town plus an elite archer...)
6) Leaders and armies! I fight my wars to generate as many as possible..... Defensive armies are one of the most powerfull tools in conquest if used properly
7) Early decision: I spent all the time going for domination - no time and money lost for other stuff.....

just my 2 Cents :D
 
Err... Is this just affecting me and what should I do to stick within the rules of GOTM?

Civ crashes out if I try to change to Republic (I'm currently in Monarchy. If I play on the game continues without problem, but if I try to change government I crash. I've tried reloading and tried the few years before and after my first attempt at going for Rep.

Does this affect everyone?

Is it the original GOTM4.sav, or has mine become corrupt?

...Now what?

If I reload a hundred years back and I can change gov, I'll break the gotm rules on reloading...

Okay I could stay in Monarchy for the rest of the game, but let's try to be realistic - I can't compete with the other civs tech rate if I can't swap governament. Or can I get a 'highest score in Monarchy' Award?;)
 
Originally posted by JoeM

Civ crashes out if I try to change to Republic (I'm currently in Monarchy. If I play on the game continues without problem, but if I try to change government I crash. I've tried reloading and tried the few years before and after my first attempt at going for Rep.

This often happens with disorder. Just open preferences windows (CTRL-P) and turn off the option "pop up disorder" (or something like that). It works for me ;)
 
I tried BillChin's suggestion and replayed the start of this months GOTM a few times. I played a couple of variations on his dense build strategy up to the year 1750 BC (51 turns) and was impressed with the results.

This strategy appeared to work best:

London Build Order
- Warrior
- Settler - Build town two tiles north
- Warrior
- Settler - Build town sw, sw, s in forest on peninsula.
- Granary
- Spearman
Continue building spearman settler pairs until expansion complete.

Town 1
This is a temporary town with two functions. Its first function is to build warrior/settler pairs until expansion is complete. Once complete, pop-rush a barracks then pop-rush military units until you use a form of government that does not allow it. At this point disband the city as the citizens will never forgive you.

Town 2
Same as town 1.

Town 3
Located north of town 1, this town is intended as a permanent town.

Worker priorities.
Mine and build road on the hay tile, build road on the wine tile, then mine and build road on any grass tile with 1 production.


Using this strategy, by 1750 BC I had four towns and 1 settler/warrior pair moving to my fifth town location. I was also able to produce a new warrior/settler pair about every four turns.

When the French decide to attack or it becomes necessary to attack them set all towns except town 1 & 2 producing workers. Send all the workers to town 1 & 2 to pop-rush military units. If done right, town 1 & 2 can produce a military unit every 2 turns each. If necessary, a third pop-rush town can be set up near the border with the French.

I wished I had used this starting strategy in my actual GOTM as it would have put me in a much better starting position. My start was not nearly as quick and I didn't build towns specifically for pop-rushing for quite some time. I foolishly used some of my good towns at first and eventually had to disband them.
 
I start off and send my warriors out searching one south and one north. Find goodie hut, get warrior. I find France in the north, and plant warrior to keep them from developing south, until I can drop a city. I proceed to send out settelers packing my cities in pretty tight. I am 3 moves from putting down a final settler in the last spot south, and zulu's land and drop one in. I will deal with them latter.

In the meantime, France is going gang busters. They are researching like crazy, and they have built the Pyramids, the Great Library and the Lighthouse. Sweet, I think to myself...since they are who I'm attacking first. I build up a ton of horsemen, and a couple of swordsmen. I also get a boat with two spearmen and send him above, one move from their horses resource.

I proceed to attack and take three cities, one of which will turn shortly. Then Zulu's declare war and start sending boats to their city down south. I get scared and ask for peace from French and get some tech's. I head the army south expecting to see tons of units in the one city (because of all the boat traffic). when I attack, there is two spearmen and the city easily falls. I then send some units to the island south that the Zulus have just settled and take another city. I ask for peace and get some gold out of it.

Now I have to wait 10 more turns to redeclare war on the French. At this point I take them out and get 4 early wonders!!! And I am caught up in the tech race just like that! I use the great leader I got to build FP in Paris. Now my production is humming. I will catch those Persians soon!

Skip ahead 1000 years: I explored the southern islands and chose to put only one settler down their to act as a base to clear the islands out later. At the end of the game I realize that it was a big mistake. I should have put settlers on all the islands when I had the chance (resources came into play big time late in the game, that seemingly useless island becomes very important when uranium shows up).

Skip ahead to about 2000 AD: we killed off the Indians and Zulus. I decided to go for space race victory. However, my two sources of uranium dried up long before I could build fuel cells. The only two left were on on Persian homeland. and one on the bottom of a large island ( I was on the island, but a size 1 city of the aztecs held the resource. The Persians were building the spacecraft at an alarming rate and I was still building the appolo program. I realized that they were going to beat me unless I could slow them down. I decided to mobalize for war and send everything I had at them to knock them down a bit. I send everything and tried to take out their capital (I figured that was a good way to hurt them quick). Once I took the capital a supprising note came up that I wasn't expecting (I have never played to a space race victory before). It sayed I had destroyed their spaceship!!!!! Sweet I had no idea that capturing their capital would have that effect! I figure now I can beat them to the ship, so I go to sue for peace, and I can't get it. CR*P now I can't un-mobilize!!!! Waves of terror sweep over me. I decide I have to start razing cities to get peace, so I send everything I got at his next couple of cities and raze them. Now he gives me peace and the last two techs I need for the ship.

Uranium: I need uranium and the only one I can get is the Aztec owned one at the bottom of the map. I send my entire navy south. My plan is to build a city one sqare away from the resoure and try to get his city to flip. If that doesn't work I can take it by force and then hold on tight for the Aztec onlaught (I had depleted all my land forces on the persian push, and my cities were all building spacecraft parts). I get my navy down there and disband to create temple/library/cathedral/etc. The city doesn't flip but my influence takes over the resource!...I finsh the parts with 12 turns left and lauch to space.

This was my first Emporer game, and first space race, and I was VERY excited to get a win. I think my score was around 3500. Most of my games were Regent or Warlord, and I didn't think I had a shot at winning a game at this level. I always thought the game got boring late, about the time you get tanks because I thought it was monotonus. I found out in this game, it was only boring because I was playing too easy a level. Wars stayed VERY INTERESTING and challenging right up until 2038. It is a different story when your force isn't any bigger or more advanced then the opponent.
 
Whatever you do...

Don't try to fight the Persians until late game! I refused their demands (25 gold would have saved me a lot of trouble) and they attacked. Soon, they had taken all of my colonies on the southern islands and I was left with my one island.

I'm still in the middle ages... Once I end the Persian-Aztec-English-Zulu War, I will go after Joan again. That seems like the best strategy now. I can get her wonders and catch up in tech.
 
Damn, my first attemp at GOTM and I'm sure I'll be last:cry:

Try to get the frech in the beginning when I've found them with my second scout. I got iron and they don't !!! So massive production of swordman and now, they declare war cuz they have one of my city that they want (iron one !!) .... soo hell, now is the time. I was doing well, capturing and razing like 3 or 4 city till they road their damn horse.... 10 turn later, the cake was dead.... was pretty fun tought, but I think my military capability need ajustment :lol:
 
I have almost finished, the Persians are putting up a fight but have very few offensive units left. Wanted to share some strategies that worked well for me and one which did not.

I was able to build a city right at the bottleneck with the French and avoid war until I got Iron Working. When I got Iron Working I noticed two things, the French were kicking my ass at techs and they don't have iron. So I put my science to 0% saved all my money and started building massive amounts of warriors. This was before I attached the iron to my trade network. I built a barracks in my bottleneck city and stuffed about 15 veteran warriors in it. Then connected the Iron and upgraded as many as I could. Then as I took French cities I sent the Workers to the bottle neck and joined and popped them to Swordsmen and also used the money to upgrade the rest of my Swordsmen.

The French fell easily except Paris reverted once and I got the Pyramids, Great Wall (blah) and Great Library from French cities and got a leader.

The French reappeared on the tiny island south of our continent but I couldn't find them for a long time. Even after trading maps with them many times. They only had two cities until foolishly allying against me.

I rushed the Great Lighthouse and met all the civs through the Lighthouse. "India is the biggest threat" I thought so I didn't let any other civs know about them. And it worked beautifully, they were out of the picture until Magnetism. I wish the AI would have sacrificed some boats trying to find the Aztecs... They knew the Aztecs were there because they were so cultured their border reached over the ocean to them.

I should not have given Persia contacts/world map though that was my problem. Now Persia was a big problem / my only threat.

My elite Swordsmen did a good job on the Impis. I used to always use horsemen for early wars but Swordsman paid off in both early wars here and were still useful with my knights taking the Aztec continent.

Then I allied with the Persians to kill India but Persia did mostly Naval patrols while I took their cities. I saw the Indians as weaker than Persia because of their lack of horses/iron/gun powder but I didn't realize Persia gave them all this so, the war was some what of a challenge. Still I only saw about 5 elephants and 5 cavalry in their whole country... Weird.

So now I controll all of India, Aztecs, Zululand, France and most of the small islands. Persians have a huge Navy though. But all Frigates because they have no coal. They demand coal and declare war. The Man Of War actually did come in handy! I had about 12 to 38 Persian Frigates, but the Persians for unknown reasons were content destroying improvements in unproductive areas such as India and Aztec. I had the Forbidden Palace in Zululand... (I was very happy when I was able to create a city right next to it with the Iron Works - never got to build it before) So I grouped my Man of Wars in twos and slowly dwindled the Persian force until my Ironclads could step in and pick up the pace. Also found out the only river on the map was in Paris which was doing fairly well in WLTKD and able to eventually build Hoover Dam.

Now I just took the Persians only Rubber and they have only one oil... Still the only modern ships they have built is transports. I wonder what they are doing. They have their continent and two islands south of it. And one city on the tundra island to the east where I have two. They have no offense left but still 50 Infantry. Still before tanks, this is going to be slow. YucK!

I am wondering how much more of the Persians territory I need to take to achieve domination. They are much weaker but have a 2 tech lead.

I thought I would get creamed because I only won at Emperor once before but we got a real good starting location in that France is a culture builder and had weak forces/good wonders. Then the Zulus had a tiny continent and didn't develop any science to get off it and expand.

Looking forward to here others stories as they finish up!

Peace,
Jim
 
hmm... the spoiler thread is awfully quiet this month. I hope it's not because of the high difficulty level... :nuke:
 
I'm also playing this GOTM and I'm doing far better than you're used to. ;) But I keep up a log and will post it as soon as I've finished. I'm at 1794 AD and have 4 pages of text now. :yeah: I really do think it'll be quite interesting for others to read.
 
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