COTM 02 First Spoiler: End Of Ancient age

Predator

As I did not keep notes or take screenshots as many of you have done, I'm unable to give a very detailed description of my progress so far, so I'll just stick with some of the (IMO) key decisions in this game, and some general notes.

Starting off of course with the already much debated opening moves, I moved the worker first and spotting the mountains and lands beyond them I decided to move away from the starting location, for reason as have been mentioned already in this thread, but the most important to me being the ability to construct a decent core around the capital, and the weak (in terms of food) starting location.

In the end, Amsterdam was founded SW of the silks, the cow being just outside the city's border. :(

First priority after some initial exploration was to get a city near the cow, so I opted against going for a granary, since the food potential of a city near the cow would be better than a granary in Amsterdam anyway, and the upkeep of a granary would dent my research rate. The granary did come online later, after founding Rotterdam.
Both these decisions however did mean a very late coastal city, which was disappointing because of late exploration as well as loss of commerce from the seafaring trait.

Entered the medieval age somewhere around 1000 BC IIRC, being in Republic via the philo-slingshot, with a sligtly different city-build pattern than most of you I've seen so far, maybe it's not the right approach (in C3C, as i've not played much SP C3C yet), but after scouting the initial starting island and surroundings, and seeing only 1 lux and no coastal trade route possible, I figured a (very) dense build would definitely favour a Republican empire on this islands, due to the fact that dividing the available city tiles in many smaller sized cities instead of fewer, larger cities would be an advantage for two reasons: 1) much easier control of unhappiness, since more cities mean less unhappy people working the lands, and 2) fighting the upkeep cost of the Republic.
I also didn't foresee a very great loss of production in the city tiles, with the seafaring and agricultural trait both helping to increase city square output.
In the later game, this build pattern will of course haunt me due to increased corruption, so I was wondering, what do other players think of the best build pattern on such an isolated island?

Finally, a late reaction on an earlier post:

SirPleb said:
At that point I now see four good reasons for going west as the next step instead of SW:

1) Moving SW and settling there will block the tile S of the current position from ever being settled. We don't know yet but that may be an important location to settle later on - the three tiles NW of it and the one tile SW are all mountains and can't be settled, this may be the best choice for a coastal town in this region. This was enough for me when I played it, I didn't even think of the following reasons at the time, I just eliminated the move SW based on this and therefore went west as the only remaining choice.

2) A city founded SW of the current position will definitely have some bad tiles in its borders. It will have 3 mountains and 3 coastal tiles, and it can't build a harbor to use those coastal tiles properly. There's little chance of it having any good tiles we haven't seen yet - it will get just 4 unseen tiles, one of which is coastal and two are forest.

3) A city founded W of the current position will have 8 so far unseen tiles - not a bad chance of some more good stuff.

4) The land may continue a fair bit westward, we don't know. We do know that there's almost nothing to the east. Moving further west improves the chance of a well centered palace.

After moving west (for any or all of the reasons above), next turn a new decision presents itself - is it better to settle there or move to the hills?

Though I agree with these strong arguments, I was wondering about what weight you gave in your process of deciding the next move to a factor against building further upstream on the river, which actually convinced me not following the river further, that being the fact that
- building SW settles at the end of the river, opening up more space for more river cities further W profiting from the agri-trait,
and even more important (to me)
- the possibility of the river actually ending just after it bends NE past the hill. In that case, building W of the silks would shut down the possibility of getting a 2nd river city at all.
Looking back though, especially the extra 8 (good) mystery tiles for the capital do seem to make moving west rather than SW a better move, I agree.

Now, for a few general remarks about the game itself, please correct me if i'm wrong, but has the Great Lighthouse been disabled for the AI? If so, shouldn't that be mentioned beforehand, so that people won't be fooled when deciding on a strategy early on, where they factor that getting the GL won't be a possibility because of prebuilds, and look for other ways of getting trading with the other continent enabled, or pursue another wonder that's actually 2nd on their list, only to notice the GL not being build by the AI at all much later in the game?
Not sure though on that, and I certainly don't want to criticise ainwood and the team for such a small thing, at least it was a good surprise for me when I noticed the GL still in my build queue later on. :)

And to conlude my lengthy babbling, great to see so many people writing stuff about their game, and adding in pics as well, thanks all, and keep the write-ups coming! :goodjob:
 
:eek:, This really surprises me ainwood, I'll check in my game whether I've been dreaming or not, I'm playing 1.22 C3C, no mods installed...

I Must have been dreaming then, thanks for clearing it up.

edit: I've checked, and though there have been several cascades already, no AI has even started building it in my game so far.. really strange, but if nobody else has noticed it is must be a coincidence I suppose.
 
With what smackster and gozpel have reported, coupled with my own experience, settling on the BG has not hurt anyone. The [c3c] corruption model has broken down a lot of the old assumptions about this game. You don't need a "core." Smart worker turns, builds and use of terrain and traits will serve you well.
 
Singularity said:
I'm having the same doubts myself. It's allways 5/4 or 4/3 turns when i try this trick. The anarchy RNG is probably the worst of all the random elements in this game....

edit:@Smackster: Thanks for clearing that up. Guess I've been lucky/unlucky with my attempts then...

Well, I learned Philosophy and Republic in 1500, used the F1 key to start a revolution and noted 5 turns. Eventually became Republic in 1400 so I'd say a turn was shaved off with the double revolution.

Like Smackster, in PTW with a decently sized empire, I say 6+ turns try a 2nd revolution, 5 or less stay with the 1st revolution. I've heard that C3C is a bit nicer for Anarchy periods, and my empire was considerably less than "decent sized" so I tried it with a 5 turn first attempt.

Yes, it is a bit exploitive. Since the competition is head to head, I feel it lessens the exploitative aspect by documenting when I do it and making sure the technique is available to everybody. It involves using the "Show me the Big Picture feature, which some considerable exploitive in and of itself. I don't, because I know the AI uses it, too!!!! How else do you account for the AI learning and trading multiple Techs in between turns. In fact, I think SMTBP is essential when you learn a new Tech because if you don't take the opportunity to trade it first, the AI may learn it at reduced prices (since you already learned it) and trade it away beneath you.
 
Well, I have submitted my game already, so i have a right to experiment now.
I replayed beggining this time i moved settler to the site with cow and settled on grass land.
I must admit i had much better progress, i quickly established settler factory and by 1000BC had 11 cities and 2 more settlers on their way..
Although, i have to ask an advice from pro-players again and may be SirPleb can help.
I went for the Republic swing, research Writing ASAP and then Code of laws, with these two technologies i managed to trade all techs with exception of Mathematics, Construction, Currency and polytheism.
I research philosophy first and got free republic.
Then something strange happened. It looked for me like AI totally stopped their research. I had to research the rest of technologies myself. When i entered MA in 570BC (and i think i would enter MA few hundred years earlier if AI did better in technologies and helped me with trading) AIs still didn't have Currency, Construction and neither their had government technologies.
My question is shoould i have given them for virtually no charge some of techs i had to expedite their tech progress?
I always hesitate to sell tech if i dont get back something valuable, but here i thought it would make a sense so they are a little bit more advanced and we can trade???
I am confused. :confused:
 
My question is shoould i have given them for virtually no charge some of techs i had to expedite their tech progress?
I always hesitate to sell tech if i dont get back something valuable, but here i thought it would make a sense so they are a little bit more advanced and we can trade???

Depends on what your goal is and how quickly you can get there.

If you just want to beat them militarily, there's no point helping them get to more advanced military units any faster.

If you want to push the tech rate, then gifting techs can help out. On Monarch with a decent start you can research fast enough that they might not produce any techs other than maybe some of the optional ones though.
 
C3C 1.22 Open

Start. I was expecting the worst (teeny weeny island) as I moved my worker West. AHA! More land. Having missed the factory two fortnights in a row, I was determined to find one if it was there. I sent the settler along the southern coast and the worker along the eastern coast. Then angle both into the apparent middle to scope the river. The cow showed and I took two additional turns to settle 1S of the cow in 3550BC.

Built Warrior, Granary, Barracks, Worker, Worker, and Settler then Warrior/Settler every 4 turns for a while.

Research. Writing at max. Then Map Making. CoL then Philosophy with Republic as freebie. All at max. I didn't trade Writing to anyone until I was 2 turns from Philos. Picked up a few first tier techs renegotiating peace (once I had the power lead) coupled with gpt as needed.

QSC Stats:

12 towns
30 pop
7 workers
11 warriors
3 Curraghs
1 Granary
1 Temple
1 Barracks
Tech Thru 3rd tier + Republic except Math, Lit in 2
Republic Government
213 Score
209 Gold

The Republic of Holland, 1000BC:

HD_COTM2_Spoil1.JPG



The Rest of AA. After 1000BC I continued to expand a bit, especially to the "Resource Islands" as well as the western tundra to keep the AI out of my space. (Their galleys showed up just a turn or two too late)

Researched Literature after Philos/Republic and began building Libraries everywhere corruption wasn't rampant. Researched Math, Construction and Currency with no help from the AI and entered Middle Ages in 570BC.

Mistakes. Went for MapMaking after Writing instead of letting the AI obtain it for me. I seem to have this thing about the AI being the enemy instead of my partner (at least for a while). It's kind of like my golf swing. I've known for years that you have to swing slower to hit the ball further. But do I listen?...

Could have generated more beakers earlier, but I got hung up on getting the factory cranking ASAP.

City placement. At least two of my towns would have worked better in different locations. I need to learn to think ahead.

Of Special Note... I did not experience any flips in the Ancient Age.
 
As my first game of the month its really interesting to see so many different strategies and styles of play. Looking at the maps I see a variety of choices for city locations.. What will be really interesting is what people choose to do during the Middle Ages though since up until now it is all pretty similar. =)
 
gozpel said:
Haha, I know I said that, but the 20 turns of lost research doesn't seem valid and I have the right to change my mind :) The bonus Republic gives in commerce is greater than my stubbornness.

BUT I never abandon my capitol, why on earth should I raze the cradle of my civilization? I rather live with the corruption and trudge on.

I have my ways of squeezing out settlers quickly and usually my towns are on pop 1 when I hit MA.

I was starting to think I was the only one who hadn't abandoned.
 
I played conquest class and had the extra worker and a warrior. I settled on the BG to the E but sent the warrior scouting. As soon as he hit the top of the mountains I felt very sorry for those that didn't have the warrior. This emotion derived from the pre-game comments.

I palace jumped after the first settler got to the cow. The original location was great for pumping out curaugh which found iron and horses. The original palace ended up being my 10th city. Thanks Ainwood, a great map!

This will be my first submission to any GOTM. I won in a UN vote. Found the page to submit entries, is there a naming convention for uploads?
 
I am better at ptw 90%+ of my games.

I moved my settler SE so I could get both whales. It built warrior, warrior, settler.

My worker built road, mine, and then moved to hill and started road. I felt it was better to start roads and mine; then to explore w/ worker.

My first warrior found silks.

My first settler went to north silk, this worked well.

By my 3rd city I put it by the river w/ cow. Later I put the FP here. Don't remember when.

I also settled the horse and iron islands before 1000 BC.

Next I filled main part of the island w/ cities and two cities in tundra.

Civs 1 & 2 built cities in the rest of tundra. I attacked civ 2, killed of size 1 city, and founded new city in is place.

When civ 1 city got to size 2 I took it.

At some point I got Philosophy first. Picked map making for free tech.

I got the light house.

Note: for my military I only built reg. warriors until I got iron then reg. swordmen.
and a few boats.
Later I built UU, Horses but not many (I hope to upgrade to knight & cav.).

The only gov. change I did was to Monarchy. (Rep. may have been better but I was at war alot in the first 2/3s of the game.

I sold all my techs mostly for GPT. By doing this the AI had to turn down their science so I got amost every tech first with a big cash reserve.

By now I was in the next age and I met everyone.
 
Zeppa said:
I played conquest class and had the extra worker and a warrior. I settled on the BG to the E but sent the warrior scouting. As soon as he hit the top of the mountains I felt very sorry for those that didn't have the warrior. This emotion derived from the pre-game comments.


they would use worker to do that sooner or later and so u don't need to feel sorry for them.. especially when most people actually moved their settler inland.
 
Predator

Opening moves
Moved Worker W, discovered a mountain range and what is probably a few forests with Silk. Decided to move Settler towards this area. Ended up in the coastal Silk province and founded Amsterdam there.
First builds: Granary(chopping forests), Warriorx2, Curragh, settler.
Sent Curragh and Warriors scouting. Rotterdam founded in 2150BC.

Research
Writing-CoL-Philosophy. Unfortunately another tribe was a research powerhouse early on so they had philosophy on the same turn I learned CoL. If only they had gone for MM. :( When I discovered this I decided to change into a Monarchy since research into Republic at 100% would take 40+ turns. Got 6 turns anarchy

QSC
6 towns, 16 pop, 2 Settlers, 7 Warriors, 2 Galleys.
All mandatory techs but Currency and Construction

Reaching Middle Ages
Peaceful coexistance all the way to the end of AA. The most eventful period was the two turns 430-410BC when a total of 5(6?) GWs was built by the AIs. A massive cascading took place. Finally learned Republic in 150BC and traded for the remaining tech in AA, Currency. Entered MA. Revolted into anarchy, 6 turns... (That makes it a total of 12 turns anarchy for two changes)

Summary
At the end of AA I had 16 towns, 2 Settlers, 18 Workers. I had settled 5 minor islands, two of them had my single sources of Iron and Horses so I took no chances but went for the others ASAP to make sure I was not denied any "Island Resourses" in the future...
Will probably regear my production to Horsemen in prep for a Domination campaign in the MA. The AIs choice to go for Philosophy before MM or CoL really hampered my game.
 
civ_steve said:
Well, I learned Philosophy and Republic in 1500, used the F1 key to start a revolution and noted 5 turns. Eventually became Republic in 1400 so I'd say a turn was shaved off with the double revolution.
Goody!
civ_steve said:
It involves using the "Show me the Big Picture feature, which some considerable exploitive in and of itself. I don't, because I know the AI uses it, too!!!! How else do you account for the AI learning and trading multiple Techs in between turns. In fact, I think SMTBP is essential when you learn a new Tech because if you don't take the opportunity to trade it first, the AI may learn it at reduced prices (since you already learned it) and trade it away beneath you.
Essential is the right word! You should always go to "Big picture" when u want to trade your new tech away. It's happened to me a zillion times that the AI has learned my new tech when I haven't gone to the big picture right away, because the tech has become cheaper the moment you know it yourself. (Although it seems that for the human player, it is not possible to go from due in 2 turns to due in "zero" turns.) This is really something that the newer players should pay attention to...
 
Zeppa said:
This will be my first submission to any GOTM. I won in a UN vote. Found the page to submit entries, is there a naming convention for uploads?

Welcome to the GOTM Zeppa! When you upload the game the filename will be changed automatically due to the wonderful script of AlanH. :)
 
Megalou said:
... (Although it seems that for the human player, it is not possible to go from due in 2 turns to due in "zero" turns.) This is really something that the newer players should pay attention to...
Yes, this and modifying the Research rate to save gold as you get close to researching a Tech.

If you're doing 4 turn research, you'll never drop in turns when the AI researches the same Tech. I have noticed sizeable drops at other times (going from 8 turns left to 2, for example). If you think the AI may research the Tech first, and you're doing 4 turn research on it, check them every turn. You can at least buy it from them if they do research it, saving a turn or two.
 
i changed to republic and regretted it with war weariness and lack of luxuries (1 until astronomy) and wondered if others went to republic and why?
 
t3h_m013 said:
i changed to republic and regretted it with war weariness and lack of luxuries (1 until astronomy) and wondered if others went to republic and why?
Sure I went to republic. And all the much better players than me did it also.
War weariness is no problem if you make your wars short and successful. So prepare for your wars, don't just jump in.
Make peace if you're stuck, give them a 20 turns break and attack the next opponent in the meantime.
Everything you can get by astronomy you can also get by the Great Lighthouse. So luxes were available quite early if you could build or capture it.
 
yes i went with Republic also. You have to be very careful with your wars and building the Sistine Chapel can really help with making people content:)
 
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