Conquest 06: First Spoiler

I just completely fail to see how people think this is just a bit lucky and find it to be acceptable after seeing the QSC differences in this thread.
This is not just a bit lucky, the free settler here has an impact certainly bigger than even en 8 turn anarchy vs a 2 turn anarchy. And i would certainly prefer a free settler over an SGL in this game.

i state the total population counts so far:

WITH free settler
28
24
18
33
(26 average)

WITHOUT free settler
15
15
12
(14 average)

What more do you need to be convinced ? This is no game, this is a lottery.
 
Highlights from my Timeline
4000BC
move worker SE to BG, move scout NE E, very limited shield here so I move settler N to gain the other BG and spy a 3rd BG

3950BC
found Lisbon on the wine - set to curragh
Worker1 mines - since it will take 10 turns for growth, I go ahead and prepare the BG awaiting the cultural expansion / Dias (scout) E N
set to WRIT @20% in 50 turns

3650BC (not from original timeline - added after reading the Spoiler thread)
I pop the GH near the cow that gave some people the settler – I get a tech, CB

3550BC
Lisbon curragh (Raft) set to granary

3400BC
pop WC from GH

3200BC
Contact Spain

2630BC
Lisbon produces my first settler

2510BC
Found Oporto

2230BC
learn Writing and found Guimaraes

1830BC
After reaching the end of the coastal water path I use a very scientific method to decide which way to send Raft - heads W and tails S - tails it is - Raft S S S ends in an ocean tile

IBT to 1790BC
Spain tries to extort Writing, I decline and they issue DOW

1750BC
settler founds Lagos

1725BC
CONTACT: CIV3, 5 cities, 0 gold, up MAS, WHEEL, MYST, down WRIT

1575BC
After no combat during the first Portuguese-Spanish War peace is reached and in a show of good faith our nations exchange Writing for the Wheel and Masonry

1525BC
Learn COL

1475BC
Trade for IW learn that there is only 1 source of iron on our continent

1450BC
CONTACT: CIV4, 5 cities, 45 gold, up MATH, down IW, WRIT & MYST

1325BC
CONTACT: CIV5, 5 cities, 0 gold, up HBR, down WRIT

1300BC
learn PHIL and gain REP for free / revolt using Big Picture draw a 4 turn anarchy period

1275BC
Found Emerita & Sagres – claiming horses, silks and a wheat

1225BC
become a Republic & found Coimbra

1150BC
CONTACT: CIV6, 6 cities, 95gold, down WRIT & MATH

IBT – SPN builds The Colossus

1125BC
Found Leiria

1000BC
found Evora


QSC Summary

9 cities
14 Pop
built 3 granaries and a barrack

Military Units: 2 settlers, 3 workers, 1 scout, 5 warriors, 2 archers & 1 curragh

Techs
POT - 4000BC started
ALPHA - 4000BC started
CB - 3650BC from GH
WC - 3350BC from GH
BW - 3200BC trade from SPN
WRIT - 2230BC researched
MAS - 1575BC trade from SPN
WHEEL - 1575BC trade from SPN
COL - 1525BC researched
MYST - 1475BC trade from CIV3
IW - 1475BC trade from SPN
MATH - 1450BC trade from CIV4
HBR - 1325BC - trade from CIV5
PHIL - 1300BC researched
REP - 1300BC free from PHIL
MAPM - 1050BC trade from CIV3
CURR due in 8 turns

DJM_C06_01.jpg



Rest of AA

925BC found Braga
850BC found Faro
825BC learn CURR set to POLY / CIV5 learned CONST / TRADE: COL & MAPM to CIV5 for CONST
775BC found Rio Janeiro
750BC CONTACT: CIV7, 8 cities, up POLY down PHIL, COL, HBR, CURR & CONST
TRADE: COL & PHIL to CIV7 for POLY

Enter Middle Ages - have meet all but 1 civ in the game

Note on the settler from GH issue: I did not get one and my pop is about half of those who did and have posted so far. I did get 2 techs from GH but these easily could have been traded for. I did manage to eek out 9 cities and have 2 settlers in route to additional sites, but it is a bit distressing to know that my research and economy is poorer not because of mistakes I made but because others were able to get a free settler and have double my population size.

However, I see that I entered the MA only 3 turns after MiniMe and actually ahead of klarius. So I think (or hope) that Ainwood’s map setup may have taken into account an early settler and lessened it’s impact.
 
DJMGator13 said:
However, I see that I entered the MA only 3 turns after MiniMe and actually ahead of klarius. So I think (or hope) that Ainwood’s map setup may have taken into account an early settler and lessened it’s impact.

I guess there is a relatively minor impact on early research results since "the lucky ones" settled far away from the core, close to the silks. And therefore the cities belonging to this second core did not really contribute until they reached a certain size or until the Forbidden Palace was built.

It will be interesting to see at the end of the game if there will be a huge difference as a result of the settler. I feel confident that good (but not so lucky) players will beat me anyways :sad:

I agree of course that the QSC period can determine a lot of things for later development between players on same level but until 1000BC the game is rather predictable. The decisions who make a real difference are often taken later on in the game. Anyways that is where I usually mess up, even if I happen to have a QSC result comparable to a very good player.

Bottom line from me is that hopefully I will beat some one I dont normally beat because of this little kiss from lady luck :p
 
MiniMe said:
I guess there is a relatively minor impact on early research results since "the lucky ones" settled far away from the core, close to the silks. And therefore the cities belonging to this second core did not really contribute until they reached a certain size or until the Forbidden Palace was built.

Well I brought my free settler back to close to Lisbon, because I wanted a military unit factory ASAP, but I'm starting to think that those who used it to get the silks or the horses (not an option for me as I could't see them at the time) made the better choice. In the end it just gave me Oporto a few turns earlier than waiting for Lisbon to produce its first settler. Of course that enabled me to capture Madrid before the SoZ had produced more than one AC, so I can't deny it made a definite difference.
 
WackenOpenAir said:
What more do you need to be convinced ? This is no game, this is a lottery.
I do understand your point, you know. But I, for one, accept the 'lottery' aspect as just another fun part of the game. :)
 
Ambiorix said:
I do understand your point, you know. But I, for one, accept the 'lottery' aspect as just another fun part of the game. :)

Me too. That is a fun part of this game. In my case all goody huts brought me by 25gs each. I even thought that it is some kind of Ainwood's plot or a bug.
COTM6 starting position is far from being the best one, therefore settler early in the game is a huge advantage. I am glad for those who got it, but I am not disappointed about being unlucky one.
 
I don't see the point in playing gotm if you like lotteries.

Gotms are played to compare skill.
They are played for competetion.

Lets go give runners in the olympic games a backpack of random weight varying between 0 and 25 kilograms. Wouldn't that be fun ?
 
You'll never eliminate luck from CivIII unless you turn it into chess. The RNG is a fundamental component of the game, and part of the skill is to work out how to limit the effects of bad rolls of the RNG, and to take full advantage of the positive ones. And when it all goes wrong to "... treat those two imposters just the same" (Rudyard Kipling). Las Vegas is testament to the fact that including luck in a game is a winning formula.
 
Good point Alan, some people got lucky with their curragh(s) and for some people it sank. Despite assiduous farming of attacks by elite units I never saw a MGL. The R in RNG does stand for 'random' after all :) .
 
Yes, luck to a certain extend is ok, but this is game deciding luck.

The other luck factors balance out over the length of the game. Also do you have a good amount of control over the other luck factors. If you manage your units so that your whole conquest doesn't depend on 1 battle, the RNG won't be so much of a problem. That is where skill and luck work together to make a good game.

This is 1 factor that you have little or no control over (pretty sure far most players opened 3 huts) and is game deciding by 1 single lucky roll. (sure you could say 3, but reduced to the factor settler or no settler)
 
Just to lighten things up a smidge (I'm not in the mood for a debate) --

I'm not playing this officially -- just got Conquests last night! -- but decided to play it a little to feel out the differences from PTW. I got not a settler but a free town from a hut -- but it was buried in the tundra in the far northeast and all I ever got from it were a pair of curraghs, both of which sank the turn before reaching land overseas. So no benefit at all. :p

Renata
 
The RNG is a fundamental component of the game

Amen.

Predator, NoAiPatrol=0 (of course!)

Well, instead of whining about the scoring system, I really wanted to go for a good score here. SEA is my favorite trait anyway.

However, the RNG hated me. Big Times. That and some silly mistakes on my side resulted in a really interesting mid-game, but will mean a lousy score again; space, most likely.

Lisbon: Moved 1 NE, to get more production, and to allow two good cities close for the fishes. Started with 2 Curraghs. Research like everyone else, Republic Slingshot.

Remember, Portugal is EXP/SEA. Now comes the RNG :mad:
*EXP: Popped a total of 3 Huts - 25gp, maps, maps. Since I already circumvented the island, both maps didn't reveal a sinlge new tile.
*SEA: My first Curragh managed to meet someone else pretty soon, surviving one turn in the Ocean. But that was it - built a total 4 Curraghs, none of them survived a single turn after that.
*Silly mistake: Forgot to check if "Wonder initiation pop-up" is turned on. It was not. Of course, I wanted to beat on Isabella right before she completed SoZ...

Anyway, Republic skingshot worked, built the MoM (pretty helpful here), Lighthouse (GA), GLib.
Managed to still found a city at that insane Silks spot, and even grab the Horses over there.

Wars? A phoney one (should I cave when some Blockhead on another land mass doesn't even have Writing? :lol: )

Pretty uneventful AA. Middle Ages, the RNG striked again, but that is a story for a different thread.
 
COTM 6 – Portugal – Goal: Domination Win

Note:My 2 cents on the Goody Hut settler debate, if you're going to pop a goody hut making sure you have no active settlers and that you have as many techs as you can from trading before you do so helps tilt the odds in your favor of getting a good result. Just popping a hut when you see it isn't the best choice.

This is my very first post in the Game of the Month. I submitted last month for COTM 5, but spent most of it trying to figure out how I could best play and write about what was happening. I tend to play very quickly so it took a while for me to change my habits and slow down to the point where I could write about it. I’ve never achieved a Domination win at this level of difficulty so I figured I’d give it a go. If anyone has any advice I'd love to hear it! Most of my information on strategy I've recieved from the amazing resources here.

4000BC- Scout1 NE, N; Worker1 SE onto BG to mine, Settler NE to take advantage of 2BG revealed by scout. I typically don’t like to move my initial Settler at all, but in this case I think it’ll be worth it long run as the extra shields from moving will be very good long term.

3950BC- Settle Lisbon

3900BC- Start on Writing a turn late and set research to 10%. I still haven’t consistently remembered to set tech going before I’m reminded by Sid.

3650BC- Scout1 pops ceremonial burial

3550BC- Scout1 reveals silk ever since I started learning more about the game and playing on the higher levels of difficult I’ve become a luxury junky. Capturing silk will be a priority for me.

3450BC- I see a Spanish warrior, but they have nothing to trade. I now know I have at least the Spanish to deal with on my home continent. I’m torn in that I’d like at least one more civ so I can be the go between in trades, but just having to take out Spain and have it to myself would work for me.

3300BC- Scout1 pops a hut and they give me a map. I don’t even know what a map is yet! I always thought it was funny that barbarian tribes would give you maps when you didn’t have map making. Is there a map reading tech that’s implied somewhere? In any case with a ship I’ve now got a better chance of meeting more civs.

2950BC- Seeing the shape of the continent now I decide to send the Curragh off on a suicide mission into the unknown. I could have it reveal the rest of the coast, but I can see most of the shape already. I’ve never played a seafaring civ before so at least I’ll find out how well the trait helps keep ships alive in treacherous waters.

2850BC- I see land! I end my turn in the sea with a decent chance to survive with the seafaring ability I hope. Scout1 pops the hut and out come settlers, in the middle of nowhere; I send them towards the silk 13 turns away.

2800BC- Scout2 reveals Madrid; grow sweet Madrid and produce wonders so that I may take them from you.

2710BC- Worker1 Finishes mine starts road; I move citizens to newly mined bg so the granary pops one turn before the city grows to four. Scout2 goes to hang out near silk in the square I want to found the city in. Curragh1 moves into what looks like a bay maybe?

2630BC- Granary finishes in Lisbon, and it is time to start making Settlers.

2590BC- Luxury to 10% as Lisbon is now size 4.

2430BC- Settler2 Finishes at Lisbon, though a Spanish warrior has seen my migrating Settler I hope he ignores it. I send Settler 2 N 3NE to found my first expansion city.

2390BC- Settler1 S being chased, may have to send out warrior to protect it so it can found. In fact I decide to do so with warrior in Lisbon it’ll take 9 turns to reach the Settler, but I have a one move advantage on the Spanish Warrior.

2310BC- Settler2 founds Oporto; Start a granary in Oporto; Settler1 founds Guimarães and it starts a warrior;

2150BC- I see the (Civ3) A (Civ3) warrior is along the coast and my ship spots them. We trade Ceremonial Burial, Pottery, and 150gp for Masonry and The Wheel. We then trade Masonry and Pottery to the Spanish for Warrior code and Bronze Working and 10gp. I then trade Warrior Code to (Civ3) for 180gp.

1950BC- Settler3 founds Lagos S, 3SW along coast. This city takes advantage of the fish I initially left behind and another fish I discovered.

1870BC- Curragh1 sees (Civ4) borders and a warrior! I trade 300gp to Spanish for mysticism and then almost trade (Civ4) for Iron working through the nose, but stop short and decide to wait a couple turns for the price to come down.

1790BC- Settler4 finishes and I switch to build Curragh2 in Lisbon; I send Settler4 2N, 2NW to settle.

1750BC- Trade Mysticism to the (Civ3) for 5gp and Iron Working;

1700BC-I finish writing and establish embassies with (Civ4) and Spain; Switch to Code of Laws at 80% Science 10% Luxury; Curragh2 heads to near Madrid on autopilot; Settler4 founds Emerita and starts a barracks

1625BC-Oporto finishes Granary and switches to Temple

1550BC-Lisbon finishes Settler5 and starts Warrior; I send Settler5 and the Warrior in Lisbon 2SE,4E to Settle to help bridge the gap between the core cities and the silk; I see a (Civ5) city; (Civ5) has nothing to trade; Something I just realized is the only iron on my continent is near Madrid, I’m in trouble as I also don’t have ready access to Horses; I decide to prepare for an Archer rush, something I’ve never done before but I set out to have a domination win and I plan to succeed in that. Another thing I realize is I’m probably going to have to switch to Communism at some point since my empire will be quite spread out.

1400BC- Settler5 founds Sagres and Warrior fortifies there.

1375BC- Curragh2 Sinks; Lisbon finishes Settler6 and switches to Warrior. Settler6 heads to Se, 2E of Oporto;

1350BC- Science to 40% to prevent overrun and Luxury to 30% to keep Oporto from rioting;

1325BC-Finish Code of Laws, switch to Philosophy Science 70% Luxury 20%. Lisbon finishes warrior switches to Settler;

1300BC-I trade writing to the Spanish for 170gp and Mathmatics;

1275BC-Science to 80% Luxury to 0%; Oporto finishes Temple starts Settler;

1250BC-Coimbra founded by Settler6; Starts on warrior;

1200BC-Lisbon finishes Settler7; Send it 6 North;

1175BC-Emerita Riots, sloppy; Science to 50%

1150BC-Philosophy finishes and I leap frog to Republic. Draw a 4 turn Anarchy; Though I’ve made Republic much faster before I’m still happy that I’ll be in it by 1050BC.

1125BC- I trade writing to the (Civ3) for Horseback Riding; I trade Horseback Riding to the (Civ4) for 40gp, and I gift it to the backward (Civ5);

1075BC- Settler7 founds Leiria; Leiria starts Warrior;

1050BC- Lisbon is rioting; I switch to Republic and most problems are fixed; I go to each city to adjust citizens to optimal configuration;

1025BC-Lisbon finishes warrior switches to Settler; Oporto finishes Settler8; Makes another Settler; Sagres finishes worker, switches to temple; Settler 8 heads 5NE of Oporto with warrior escort; I switch to Map Making with research at 70%

attachment.php


1000BC-Lagos and Guimarães finishes barracks.
QSC – No clue if I did well or horribly I do know that the free settler helped. I just wish it had been at a closer hut.
----------------------------------------------
8 Cities with 23 Population
Contact with 4 other civs
15 of 20 AA techs.
1 Settler
4 Workers
2 Scouts
7 Warriors
1 Curragh
2 Granaries
1 Temple
2 Barracks
1 Barracks in 1 Turn
Map Making in 5 Turns.

975BC-Settler8’s automove stopped by a Spanish Warrior, I decide to shift it to camp the tundra along the river leaving the grassland open to irrigation.

950BC-Settler8 founds Evora starts a spearman. Make contact with (Civ6), but can’t get them to give up Polytheism at any price.

925BC-Lisbon Produces Settler9. Settler9 goes to settle between the game and Wheat 3NE, E of Coimbra.

900BC-Oporto produces Settler10, stays producing Settlers. Settler10 goes 2SE, 2 S to close up the center of the empire. Reduce science to prevent overrun Map Making next turn.

875BC-W now have a road connecting East and West, Archers will flow along it to attack Spain. I trade Spain Horseback Riding, Philosophy, and Code of Laws for Construction and 6Gp. I give the Maya Alphabet to improve relations.

850BC-Lisbon and Lagos produces Archers and continue to do so. I send them to Guimarães. I change my mind and switch Lisbon to Barracks.

800BC-I hurry the barracks in Lisbon.

775BC-Oporto produces Settler11 and continues producing Settlers. Settler11 goes to Settle in the Forest near the desert south of Braga.

750BC-Hurry Temple in Sarges.

710BC-Curragh1 Lost at Sea it is a sad day indeed.

690BC-Spain has entered into our territory repeatedly, soon they will declare war I’m sure of it as I’ve kicked them out each time they enter.

670BC-Rio Janeiro founded. Rush an Archer in Guimarães.

650BC-The Maya have Monarchy now too, I want it so I trade Writing to them to open up the higher end techs in that chain on the cheap for 20gp. I trade Philosophy and Code of Laws for Polytheism; I trade Map Making and Republic for Monarchy. I trade Polytheism to Spain for 150gp. I change a citizen into a researcher in Lisbon as it is now size 7 and I need to do so to prevent disorder.

590BC-I threaten Spain for 10gp and they pay it!

550BC- Spain enters our territory again and this time declares war. I egged them on the previous turn by demanding 1gpt switching them to furious with me. I hurry Archers in Guimarães, Leiria and Sagres. I kill a warrior near Oporto with an Archer;

530BC- I kill a warrior near Emerita with an Archer. I have my units preparing for a 3 prong attack to take Valencia, Murcia, and Seville. The Valencia attack group is weakest, but closest to reinforcement. Murcia may present a problem, but I’m almost 100% certain the stack of archers will take Seville.

510BC-I’ve finishes researching Currency and I’ve entered into the Middle-Ages. I start working towards invention so I can turn my massed archers into longbow men though it’ll be a good long while before that happens.
 

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AlanH said:
You'll never eliminate luck from CivIII unless you turn it into chess.

Chess has plenty of luck. Any time you make a decision based on what you think your opponent is most likely to do while also being aware of another possibility, you're taking a gamble and that's luck. If there were no luck in chess, there would be no need for best 3 of 5 matches, the best player would always win. Chess has far less luck than most things in life though.
 
Of course, i did change my builds from settlers to other things.

I will quit my attempts now to get trough to you guys who seem to prefer to go gambling in vegas. I only would apreciate a comment from ainwood maybe on this issue.
 
Xarin said:
Chess has plenty of luck. Any time you make a decision based on what you think your opponent is most likely to do while also being aware of another possibility, you're taking a gamble and that's luck. If there were no luck in chess, there would be no need for best 3 of 5 matches, the best player would always win. Chess has far less luck than most things in life though.

Chess has one huge luck factor. Huge enough to warrant the 3 out of 5 by itself.
Many people don't think it has a huge impact but it does. starting white or black.
I have read the numbers of results that are recorded. I don't know the exact numbers anymore but it was something like:
white wins: 40%
black wins: 30%
draw: 30%
As i said, i don't remember the exact numbers, but i do remember there was a very significant difference between white and black. (10% or more)
 
WackenOpenAir said:
I will quit my attempts now to get trough to you guys who seem to prefer to go gambling in vegas. I only would apreciate a comment from ainwood maybe on this issue.
It is simply a case of damned-if-you-do, damned-if-you-don't.

In a game like this with the expansionist trait, if there are no goody huts, then a lot of the benefits of the expansionist trait are removed. The only one left is the scouts, and with only one contact available on the starting continent, the scout is virtually unneccessary.

For this reason, I believe that game interest does require some benefit from building scouts, especially because this is such a common (and sensible) first-build. However, there is the danger of goody-huts resulting in something unbalancing, so this needs to be mitigated as much as possible without destroying the expansionist trait completely.

Given that the contents of the goody huts can't be pre-set, the best solution I have is to remove goody huts near the starting area. In fact, I had initially removed them from the continent completely, but given the rationale above, I put some back.

I purposefully put them at a reasonable distance from the start. A couple were in tundra, the rest were a long way from the start. The aim here is that should the player get maps, gold or a tech, this is 'fair'. Should they get a city, it will not really be ideally placed. Should they get a settler, they have a choice: They can walk it back to the core, or they can settle far from the core.

The former will take 10-14 turns. Whilst in this game, food is (purposefully) scarce around the starting condition, this basically means that the player is given a boost in production equivalent to about 5 or 6-turns from their designated settler city. They have to wait the 10 to 14 turns to realise this. Ie - the fact that the settler has to move back does mitigate the effects somewhat.

The second option gives the player some land area, and in this case may put them in a very promising position (securing silks, wheat and a cow). However, they could walk a settler to do this anyway, so it is more about strategy than luck. Any city at this distance will initially be very corrupt - as a second-ranked city it will be about 50% corrupt, and will get worse as rank corruption start kicking-in.

So in summary, we have the option of completely devaluing the expansionist trait, or trying to mitigate the effects of these luck elements that can otherwise make the game unbalancing. But something like a MGL (GOTM) can have a greater effect!
 
OPEN - no ini tweaking (pointless with sedentary barbs anyways)

After moving the scout and the worker I saw no reason to move, settled on the spot and built 2 more scouts and a settler first, followed by my only granary.

I popped 3 huts and got 25gold, warrior code and bronze working. The one one the small isle was taken by Spain, who I met in 3550BC. After trading for iron working and the wheel I saw that the horses close to me were already taken by Isabella as was the only iron near her capital. I sent an expedition to claim the far away horses to be able to throw Spain of the isle soon.

I reasearched straight to the Republic Slingshot, and Portugal became a republic in 1475BC.

My QSC stats: 7 towns, 13 pop, all AA techs but construction, literature, polytheism and monarchy. My "military" consists of 4 settlers, 7 workers, 3 warriors and 1 curragh. Looks lousy eh? But I already have contact to 2 civs, but Spain.

I entered the middle ages in 450BC, with contact to all but 2 civs.

This is the home island to turns into the middle ages. Spain will be attacked soon.
 

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My 2c about this freaked out discussion about a settler-from-a-hut. Yes it will give you better QSC stats, but it won't win you a medal or an award. I am still quite confident to get an award if I go for the right one. In fact a MGL - even in C3C - can be as powerfull and after my luck with my first suicide galley not sinking 4 consecutive turns in ocean, I had my portion of luck.

And btw, this is not the Olympics, it is nothing but a lose contest in a computer game, in which you could cheat like hell, if you wanted to. So stop whining about a settler-from-a-hut, load your game and continue into the middle ages, for some fun perhaps?
 
open, fixed barbs

4000bc scout NE, E. Don't see anything exciting. Settler NE. Worker N.

3950bc settle Lisbon => scout. Worker irriates grapes. Scout N. Start researching writing at min.

3900bc scout N

3850bc scout NE, NE - see a second grape

3800bc scout N,N

3750bc scout N,NW. sees lots of tundra

ibt: built second scout, start curragh

3450bc meet Spain. Trade Pottery + 9g for CB

3300bc build curragh, start settler

3250bc see spain's homeland and am jealous of all the rich food sources :cry:

3050bc see a GH, temporarily switch from settler to rax, pop hut with scout and get maps :(

2900bc ibt: get out first settler, start granary

2710bc settle Oporto, start warrior. Pop a second hut for a warrior.

2510bc pop 3rd hut for another warrior.

2350bc prepare first suicide curragh - leave in sea tile

2310bc curragh survives :) , continues into ocean. Ends turn in the middle of nowhere
2270bc curragh survives in the ocean, continues on, ends turn again in the middle of the ocean. Can they tempt fate twice in a row?

2230bc YES, the curragh survived again :) and continues on and ends in a sea tile.

2191bc YES the curragh survives again. (Now I'm wondering if Ainwood modded the game to make our curraghs unsinkable-unlikely, but how likely is this survival of my first and only curragh?)

1950bc meet Civ1. Trade Civ 1 259g for Mysticism. Trade Spain Mysticism for BW, WC, 19g.

1790bc settle Guimaraes

1750bc ibt learn writing. Start CoL

1375bc contact Civ 2.

1275ibt. Learn CoL, start Philosophy

1075bc. Will learn Philosophy on the ibt. Trade Civ 1 Writing for IW, Wheel, Masonry. Ok the only iron is over in Spanish territory :( . Trade Civ 2 Writing + IW for Math.
Trade Spain Writing for HBR. Will do an archer rush on the nearest spanish city soon as it has horses, but not hooked up yet.

Switch building warriors to archers

ibt: learn Philosopy and take Republic as free tech. Revolt and drew a 4 turn anarchy

1050bc, start stack of 5 archers on their way to secure us some horses, start the curragh on another suicide mission.
ibt: curragh dies


1000bc stats:

3 rax, 1 granary, 1 settler, 3 worker, 8 warrior, 5 archer, 6 towns, Pop 14. Contacts: Spain plus 2 others. Techs: all 1st tier, republic (in anarchy now), mysticism, hbr, IW, math.

975bc dow spain

950bc Capture Toledo with horses :)

550bc Capture a second town, see swordmen approaching. Make peace with Spain and get seville + 70g

30ad Spain just built the SoZ. Dow Spain a couple turns before I planned to do so.

310ad a city flipped back to spain and I failed to take the capital - you would think 5 cats, 3 archers and 10 horses would be enough versus 5 regular spears (the surviving spears promoted)

320ad ibt entered MA - this is the latest I've entered the MA in a long time.
 
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