Conquests 01: First Spoiler. End of ancient age.

SniperDevil said:
I have just realized (this being my first GOTM) that u need to have the saves from 1000BC and 1000AD when u submit ur game. Well i didnt know that and it is currently 1575AD. What can i do? Can i still submit?
That rule has gone, however during our post-game game validation, you may be requested to provide a few additional saves. Do you have any old saves from earlier sessions? They would be suitable. :)
 
COTM01 - Open Class

This is my second GOTM, so I haven't got the record keeping habits yet. The only saves I have were from 750BC and 670AD. The AA era ended for me about 20 turns before 670AD. (Assuming 10 years per turn, that put it around 470AD.)

I went east to the river and setup in 3950 BC. I should have waited and moved NW or SE like others did. Lack of food slowed me down.

Once I saw the goodies to the NW, I moved to cut off the Arabs. To a lesser degree I did the same to the SE. Of course that slow me down some as well.

I had 7 cities by 1000BC. The eight was founded in 975BC. I got 2 cities from GH (one on the spot and one settler). I got 3 or 4 tech as well.

In the end, I had contained the Arabs to the north and ceded most of the south below the desert to the others. I did get the horses in the SW, 4/6 of the iron, and 3/4 of the types of luxuries (incense, dyes, and gems) on the continent.

This picture shows the mini-maps from my two saves and the main map from 750BC.

COTM01_AA1.JPG


This picture shows 670 AD (about 20 turns into MA - don't think it spoils anthing.)

COTM01_AA2small.jpg
 
ainwood said:
That rule has gone, however during our post-game game validation, you may be requested to provide a few additional saves. Do you have any old saves from earlier sessions? They would be suitable. :)

...right... ive been saving over the same saved file for the whole game. should i start keepin some now? Like have one from 1600 and 1800?
 
Opening thoughts - Hitties, very dry start area, however there is the river to the N. Our minimap shows us in the middle of the NE quadrant. Nothing appears visible under the fog. Debate to move settler for several turns or bite the bullet and make a 1 turn move. Lots of forest to help rush a granary, but plains under it does not look good for a settler factory, but could be a very strong shield city by including the mt and hill.

QSC Highlights

4000BC
Worker1 N / Scout1 SE E / Settler NE by river to keep mt & hill in city radius

3950BC
Scout1 NE N (spies Dyes NE NE NE of settler and what appears to be another Dye in the fog N NE of settler) Decide to make first city a shield city so I move settler N to gain additional mountains and will include both Dyes in radius and only 3 deserts / Worker1 N to mt since I don’t need his chop for units I decide to explore with him.

3900BC
Scout1 E S / settler founds HATTUSAS set to Scout / Worker1 E to Dyes

Set Sci to WHEEL @70% 40t+1gpt (before learning of the Tech/huge map settings)

IBT to 3350BC
Meet ARB Scout by Scout2 came from the N
trade them ALPH for Myst & 35 gold (all they had) both of us only have 1 city

3100BC
Scout1 SE to GH (pops a city TARSUS set to warrior - 9 tiles S of HAT– in Jungle area but has bananas a gem in expansion and near more dyes)

DJM_CC01.jpg


2950BC
I meet the BABs on my scouts first move and trade ALPH for BW & 10g. I also see a GH, so Scout1’s 2nd move is to GH (pops a conscript warrior)

2430BC
Learn The Wheel set to POLY @10% 50t +7gpt – with the slow tech research pace I head for Monarchy instead of Republic – need 1 tech to study Mon, need 4 techs to start REP.

IMAGINE THAT! AINWOODS AT IT AGAIN! – We have an AA horsey UU and no horseys close to us. Looks like warriors to Swords (Didn’t want no stinking Despot GA anyhow)

2110BC
Settler founds UGARIT

1790BC
Scout2 E W [now have entire continent map except for a few fogs w/i enemy territory

DJM_CC03.jpg


IBT to 1675BC
ARB extorts THE WHEEL

1650BC
Settler founds HARRAN

1300BC
Settler founds HATTUSHA

IBT to 1175BC
BAB learn WRITING

1175BC
Trade WHEEL, MAS & MYST to BABs for WRIT

IBT to 1075BC
ARB learn POLY (I’m 6 turns away)

1075BC
Trade Writing & IW to ARB for POLY +25gold
Trade ALPH to SUM for 20gold

1025BC
Settler founds TYRANA

My World at 1000BC

DJM_CC05.jpg


QSC STATS

HATTUSAS founded 3900BC
TARSUS founded 3100BC
UGARIT founded 2110BC
HARRAN founded 1650BC
HATTUSHA founded 1300BC
TYRANA founded 1025BC

Units: 19/24
1 settler
6 workers
3 scouts
9 Warriors

Improvements
1 Barracks
2 Granaries

TECHS
4000BC ALPHA start
4000BC POT start
3400BC CB from GH
3350BC MYST from ARB trade
3000BC WC from GH
2950BC BW from BAB trade
2710BC MAS from GH
2670BC IW from GH
2430BC WHEEL researched
1175BC WRIT from BAB trade
1075BC POLY from ARB trade
MON in 36 turns

Goody Huts
found 11 of them
3 gave 25 gold each
2 gave maps
1 gave a conscript warrior (my first MU of the game)
1 gave a settler/city TARSUS on the spot
4 gave Techs

Score: SUM 173 ARB 145 HIT 139 BAB 107


Post QSC Analysis

I’m starting to be outpaced city wise versus the other civs, so I make a decision to stop trying to expand and start preparing warrior for a warrior to Sword upgrade.

430BC founded ANKUWA
410BC learned MONARCHY – started revolt (4 turns!!!!!)

350BC became a MONARCHY – Set to study Phil @50% in 8t

230BC Learned PHILOSOPHY set to MM – surprisingly I was the first so I learned MM also – set to MATH

90BC Iron hooked up & I upgrade 10 vet warriors to swords

DJM_CC08.jpg


70BC After looking at the world ARB has spices which I do not have and horses which I need. BAB is tech equal to me but they are small (8 cities) – SUM is the largest (14 cities) and they have spices & horses. Based on this, location and the fact that ARB had extorted The Wheel & later 63 gold from me I decide that Arabia must die first.

50BC I declare war on the ARB and alliance w/BABs against them (SUM would not join even for Writing)

10AD captured Najran (A)
30AD captured Medina (A)
90AD captured FUSTAT (A)
130AD captured KHURASAN (A) and KUFAH (A)
190AD captured BASRA (A)

IBT to 210AD SUM sneak attack and capture FUSTAT – WAR IS ON
230AD captured ANJAR (A) and BAGHDAD (A)
250AD first GL produced create an army
290AD captured MARAD (S) & recapture FUSTAT (S) & DAMASCUS (A) [I now have horses, although I decide to save my GA until after the Sumerian War]

IBT to 300AD do not renew Alliance w/ BAB vrs ARB – but sign MA w/ BAB vrs SUM trading them CUR for COLaw

340AD capture MECCA & the Hanging Gardens (ARB down to 2 small cities)
350AD Learned LITERATURE set to REP
350AD Captured YAMAMA (A)
370AD Captured ERECH (S)
400AD Captured ADEN (A) & ZABALAM (S)

DJM_CC09.jpg


410AD 2nd GLeader – built Army
450AD founded KADESH
470AD learned THE REPUBLIC set to CONSTRUCTION
480AD trade for CONSTRUCTION from BAB –for MA vrs SUM gave LIT & REPUB
520AD Learned HBR – ENTERED MA –

My World at 520AD

DJM_CC10.jpg


Since the BABs are staying even with me I think I'll leave them in the game for a while and use them as a trading partner. Otherwise the slow tech pace could become real burdensome.
 
Universal Power Supply $100

Civ III Conquest $30

Playing C3C in a lightning storm and finding out that your UPS is no longer working leads to this

DJM_CC07.jpg



AUTOSAVE PRICELESS
 
swordsman_small.gif


Louzy start! Thanks Ainwood ;) . I decide to search for better lands on this dry map, so I decide to stay close to the river in the hopes of finding a bonus food or a floodplains. The scout moves roughly SE, along the river, and the settler and worker follow. In 3950 BC the scout spots floodplains, so next to it I will found my capital.

3800BC – Hattusas founded. Start max research on Writing
3700BC – Pop first GH -> settler!!! :)
3550BC – Tarsus founded
3350BC – Pop second GH -> CB
3200BC – Pop third GH -> Maps
3150BC – An Arabian (pink) warrior appears E of Hattusas. We make contact and trade Alphabet for the Wheel and 8 gold.
3100BC – Arabian border spotted to the N
3050BC – Light blue border spotted to the SW. Meet Babylonian (red) spear and settler pair. We trade Babylon Alphabet and the Wheel for BW, 20 gold and a worker.
3000BC – Spot Babylonian border to the S. Make contact with Sumeria (light blue)
2710BC – Hattusas builds settler. Pop fourth GH -> WC
2590BC – Ugarit founded
2430BC – Tarsus builds settler
2390BC – We discover Writing, start CoL
2310BC – Harran founded. Pop fifth GH -> Warrior
2190BC – Sixth GH popped -> Mysticism
1830BC – Hattusas builds granary
1790BC – We kill a barbarian warrior near Harran
1750BC – We have mapped the entire continent so we don’t need five scouts anymore: Two scouts disbanded in Tarsus to speed up barracks production.
1725BC – We trade Alphabet to Sumeria for a worker. We trade Writing to Babylon for IW and 14 gold. We trade Writing to Arabia for Masonry and 27 gold. We sell Masonry to Babylon for 86 gold.
1675BC – Tarsus builds barracks
1650BC – We discover CoL, Start Philosophy
1600BC – Hattusas builds settler
1550BC – Returning scout ambushed by barbarian warrior. Hattusha founded
1500BC – We kill a barbarian warrior and a barbarian horseman (Intraturn) resulting in a promotion
1475BC – Sumeria gets Writing for 5 gold. We trade CoL to Arabia for Mathematics and 25 gold. We trade Mathematics to Babylon for a worker
1425BC – Hattusas and Tarsus build settlers
1400BC – We discover Philosophy. Free tech: Republic. :) Immediate revolt: a 4-turn anarchy for my five city empire :( . Tyrana founded
1375BC – Aleppo founded. Gems hooked up
1300BC – Hittite Republic formed. We sell Mathematics to Sumeria for 7 gold
1275BC – We kill a barbarian horseman
1200BC – Conscript warrior disbanded in Tyrana to speed production of worker
1175BC – Ugarit and Harran build settlers
1150BC – Hattusas builds settler. Ankuwa founded, incense connected. We disperse a barbarian camp and get a promotion
1125 BC – Kadesh founded. Adana founded, dyes hooked up. We sell CoL to Babylon for 50 gold
1075BC – We discover Map Making
1050BC – Tarsus builds settler, Hattusha builds galley
1025BC – Hattusas builds settler
1000BC – Hubishna founded. We sell CoL to Sumeria for 19 gold. We sell Map Making to Arabia for 75 gold. We sell Map Making to Babylon for 19 gold

QSC Summary:
11 Cities
1 Settler
7 Workers + 3 slaves
4 Warriors (2 veteran, 2 regular)
2 Scouts
1 Galley
Buildings: 1 granary, 1 barracks
Contact with Babylon, Sumeria and the Arabs
Techs: All first tier techs plus IW, Writing, Mathematics, Map Making, Mysticism, CoL, Philosophy and the Republic.
310 gold, currency in 7 turns

GH luck: Settler, CB, maps, WC, warrior, mysticism

The lands of the Hittites in 1000BC:
COTM01_1000BC.jpg


950BC – Alaca Huyuk founded
875BC – Emar founded
850BC – We trade IW and Map Making to Sumeria for Polytheism and 12 gold
825BC – Alalah founded
750BC – Ivriz founded
710BC – Kanesh founded. Portuguese city of Lisbon builds Colossus
690BC – Karhuyuk founded
670BC – Karatepe founded. We can now build the FP
630BC – Iron connected. We research construction. We trade Polytheism to Babylon for a worker and 57 gold. We sell Philosophy for 50 gold to Arabia. We sell Philosophy to Sumeria for 13 gold. 4 veteran warrior upgraded to swordsman for a total of 240 gold.
610 BC – Another 3 veteran warriors upgraded to swordsman
590 BC – Kummani founded
570 BC – Regular warrior upgraded to swordsman
550 BC – We discover HBR and enter the middle ages….

The Hittite lands at the start of the middle ages:

COTM01_550BC.jpg


The plan is to gift the Arabs republic so they'll go into anarchy, and then take them out with my 10 swordsman army, prioritizing the city of Damascus for its' source of horses.

BTW: Great map Ainwood :goodjob:


EDIT: I have no idea why my pictures don't work... :confused:
Moderator Action: Because you had upper case 'U' in 'Uploads7' in the URLs ... fixed ;)
EDIT2: Ah, thanks Alan....
 
Moving south initially seems to have given players quite a boost (compare SirPleb and Bremp, both of whom can be trusted to make the most of their start position). However, if the cow tile in the north had been just 2 squares further south, then things would have been very different as the players going north would have had it available for their 2nd town. This and the luck of getting a settler from a hut (which I did get) constitute major randomizing factors. However, I suppose it was possible to do fairly well by settling very close to the start spot.

Did anyone go north, and not get a settler from a hut? If so, how did you cope?
 
Offa said:
Moving south initially seems to have given players quite a boost (compare SirPleb and Bremp, both of whom can be trusted to make the most of their start position). However, if the cow tile in the north had been just 2 squares further south, then things would have been very different as the players going north would have had it available for their 2nd town. This and the luck of getting a settler from a hut (which I did get) constitute major randomizing factors. However, I suppose it was possible to do fairly well by settling very close to the start spot.

Did anyone go north, and not get a settler from a hut? If so, how did you cope?

I moved my settler NE then N before settling. Instead of the settler I got an instant city after popping my 5th GH in 3100BC.

When did most people pop their settler or instant city?By year and/or GH number?

Also it is helpful to put the class you are playing on your posts.


It seems to me that in the Predator class they (including AI help) were able to research faster. I know that is a more advanced level of player, but I got 8 of my 11 QSC techs from trades (4) and GH (4) and I still couldn't get off the 40 to 50 max turn research rate. I personally had to research 8 other techs after my QSC timeframe, I got MM for free by reaching PHIL first and a traded for 3 techs from my neighbors. With all that I still did not enter the MA until 520AD.
 
DJMGator13 said:
It seems to me that in the Predator class they (including AI help) were able to research faster. I know that is a more advanced level of player, but I got 8 of my 11 QSC techs from trades (4) and GH (4) and I still couldn't get off the 40 to 50 max turn research rate. I personally had to research 8 other techs after my QSC timeframe, I got MM for free by reaching PHIL first and a traded for 3 techs from my neighbors. With all that I still did not enter the MA until 520AD.

I played open class and i was able to enter MA in 300 something AD.
I don't think class made that difference, but rather order you used to do tech research and a little bit of luck popping the huts.
I think it helps if you go for the republic before any other techs. Even it's more expensive as soon as you switch you get tremendeous boost in money coming so you can quite increase your spending. I went straight for the republic and after i discovered it rest of AA techs i was discovering in like 4 turns.(well, may be a little longer than that :) )

Oh, and even before i got republic i got literature, also helps to boost the tech by building libraries :-)
 
DJMGator13 said:
It seems to me that in the Predator class they (including AI help) were able to research faster.

I was initially going to play predator before I read about the tech bug. My reasoning being was that the AIs would be able to save gold from not spending on unit support which they might use to help them to research quicker. However, because the tech bug increased the tech cost by 100% the little extra gold that the AI might have available on predator would not make a significant difference to their research rate.
Playing open would not be that much slower if at all, plus it would make for easier initial conquests and military GLs are no use for rushing GWs plus the FP can be hand built, so no need to worry about losing all the extra combat turns that you get on Predator.
I entered the MA in 10 AD without using the Daves trick - I imagine I could have shaved 10-20 turns off that had I used it. As far as Bremp is concerned who beat me by 33 turns - he settled quicker than I did. 8-10 turns faster I think and also out expanded me by a long way so he was always going to be faster.
 
COTM01 Open

I have played well into the MA before meeting the 'see full coastline' requirement to read & post here. There were about 6 - 10 tiles i didn't have until now.


4000BC: Move settler 1 tile due east
Plan on researching cheapest techs to try an pop more expensive ones from huts.
3950BC: Found Hattusas and see dyes 2 tiles due N.
Start chopping forest to help build the granery i am going to need... really need.
I'll take my chances and build granery first, units next.
Go for Ceremonial Burial @ 100% = 20 turns.
City growth and granery are also 20 turns... bummer.
3900BC: Notice hut NW of capital. Scout seems headed NW via mountains.
3850BC: 25 gold from hut.
3800BC: Start swinging scout SW to work a counterclockwise pattern around city.
Notice incense to the NW.
3750BC: Forest helped with granery = 13 turns. Start irrigating same tile, road later.
Notice goody hut due west of city.
3700BC: 25 gold in hut W of city.
3550BC: Growth in 6 turns now. Granery in 13. One more forest will speed it up nicely.
Put road on irrigated plains.
Notice hut SW of city.
This was cruel... starting in the middle of a desert.
A restart for a random game if i ever saw one... lol
3500BC: Got a settler from the hut SW of capital on the mountain!
Move settler 1 tile due S to build on the hills next to the dyes.
3450BC: Borders expand and Tarsus is founded.
Tarsus = warrior
Scout swinging S of capital.
3300BC: Nice floodplains, incense, and coast to the SE.
3250BC: Capital grew and granery will take 3 turns and i have the forest chopped in 2, so some shields will go to waste but is a good investment.
Ceremonial Burial in 2 turns, so drop science to 80% for same.
3150BC: Out of habit, i told the worker to road instead of irrigate. Opted to cancel orders and will begin irrigation next turn.
Let's go for warrior Code in 15 @ 100%
3000BC: Built 2nd scout in capital.
Tarsus will build warrior in 1 turn... change to scout.
No sign of other civs yet.
2950BC: Scout found Arabic city to the NE on hills. No unit in it so cannot initiate negotiations this turn.
3 Scouts now and need a few warriors for homeland security.
2900BC: Traded Arabia Alphabet for Masonry & 10 gold. He has warrior code which i am working on.
2710BC: Notice hut just SE of Tarsus. Will send warrior to pop it.
Begin worker actions SE side of capital in preperation for sending first settler SE to floodplains. (was working NE)
Tarsus *needs* a worker.
Barbaian camps starting to appear.
2630BC: The Parthian tribe taught me Bronze Working. I thought that was nice of them :)
I can trade for Warrior code @ 23 gold to save 1 turn OR research it myself for a cost of 10.
Decisions, decisions... trade to make up for moving settler on turn 1.
I need the The Wheel next so i know where the horses are. 15t @ 100%

2510BC: Capital: Settler for SE along river. Forestry saved me 2 turns w/ no wasted shields.
Since is regent level, i will tend towards OCP. It makes for a neater empire later on.
Tarsus: Worker to chop dye forest.
Sending 1 scout due west to try and meet others. Appears to be a large landmass... possible pangea.
Building the settler set my research back.
2470BC: Hut on west coast. The Cumen tribe taught me Mystism!!
2390BC: Arab warrior near may undefended capital. I hope he's just exploring.
Got a map of the area from another hut to the WSW.
2310BC: Scout noticed Arabic settler heading south. Just in case he is headed for the incense, i will move my settler to the hill at the mouth of the river and claim it first.
2270BC: My scouts have noticed borders for both Babylon and Sumeria to the south.
2230BC: Ugarit founded on coast. Will prepare it for building the Colossus and/or Great Lighthouse.
Will build next city inbetween capital and Ugarit for a settler production.
Met Babylon. They have almost no techs. I don't think the Arab scout got down to them.
2190BC: Met Sumeria. Almost as backwards as Babylon but has 3 cities.
Dyes hooked up at Tarsus.
2110BC: Lost my regular warrior attacking a barbarian camp. Time for some barracks.
2030BC: No horses anywhere close by. Bummer. I'm gonna have to plan on taking them later from Arabia most likely. OR send a settler on an expidition.
Let's get head for Philosophy.
1990BC: Conscript warrior from hut near Babylon.
1870BC: Got 1st barb camp for 25 gold.
1750BC: Conscript warrior from hut west of Babylon.
25 gold from barb camp.
Looking things over... it appears that on turn 1, a move NE instead of E would have been a perfect move.
1650BC: Disband conscript warrior that could explore no further and save 1 gpt.
50 Gold from hut SE of Babylon.
1625BC: Arabia demanded 24 gold. After some thought, i let him have it and he is polite now.
I'm not use to standard maps... definately continents, possibly 60% water.
1600BC: Trade Babylon for Iron Working & 17 gold.
I give Mysticism, The Wheel, Alphabet, and Masonry.
Sell Iron Working to Arabia for 72 gold.
Sell Alphabet to Sumeria for 3 gold and gift him Iron Working. He is now gracious.
We are all even up on tech at the moment.
Iron is plentiful.
1575BC: Harran founded SE of capital.
Disband 2nd conscript warrior stuck behind Babylon.
Sumeria is cranking out settlers and i am just barely keeping up with the other 3.
1450BC: Hattusha founded next to horses to the west.
Sumeria built a city close to it first, so our 9 tile radii touch.
This may have been a mistake. Only time will tell.
1400BC: Writing discovered.
Establish embassies w/ all 3 civs.
1150BC: Tyrana founded N of capital.
Arabia has Mathematics. Trade Writing + 39 gold.
Philosophy next turn. Will take most expensive if 1st.
1125BC: Philosophy & Construction discovered.

Started just playing and forgot to save at 1000BC

110AD: GA started.

Here's a 250AD screenshot after just entering MA:
 

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IgrOK[SU] said:
.... settler can't be poped when city building another one.

Is this true?

After playing Predator up to 1395 AD, I played the open file to 400 AD (back to fit of rage re: RNG gods, but I calmed down). Being my first Predaotr level game, I thought some sick individual might have... . :crazyeye: Concerning the AA, I popped two settlements at Predator, none in the Open save file from the same GHs. But, if the above statement is true, I could've been building a settler, don't recall.
 
samildanach said:
Yes, it's true.

Man, what is wrong with this world? Does no one believe in loopholes any more? :scan: They've got to be here somewhere. ;)
 
Predator

I moved my settler one square north and settled. The first hut I popped, the one just to the NW of the starting location, turned into Tarsus.
 
1.22 C3C Open

I also settled next to the river by moving the settler.

One of the reasons for not playing GOTMs lately was due to C3C playing. so I was aware of the power of Temple of Artemis, Knights Templar and specially the Ancient Cavs in the early part of the game. Hence I was hoping for some Ivory but not this time.

As for GH, I got 2 settlers, 1 village, Warrior Code, 2 maps, 50g and a warrior.

I also noticed the lack of scientific leaders (none for me so far - currently in I.A.). In my other C3C games I would get at least 3, specially if you have a scientific trait. When one reseraches Math or Philo first, most of the time a scientific leader appears.

Has anyone succeeded in getting a Scientific leader?
 
I believe scientific leaders were disabled for this game because they are unbalanced. Perhaps one of the staff can elaborate.
 
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