COTM 02: Spoiler 2: End of Middle ages

The Mayan Javelin Thrower has the "enslave" ability. That means he has a certain chance to generate a worker when he attacks a military unit. That works even with barbs.
 
Civgeek said:
I had never come across this situation before; captured a couple of workers from the Mayans that came from "a barbarian chiefdom". Anybody know how barabrian workers get created?
mjf_bw.JPG

The Mayan UU can enslave units when defeated in battle. Apparently, the Mayans gained them when after defeating a barb unit. But, I never expected this would work against barbarians. Interesting.
 
AlanH said:
The only way I know to recover your source is then either to pillage your road connection to the resource temporarily, or to declare war on the civ you've sold it to. Either way you break your 20 turn deal and your reputation takes a dive.

Thanks for the idea to pillage a road. It didn't occur to me. I certainly will do it now.
Though I figured out how I manage to sell the only horses.
I used to have two resaurces of horses (from former English cities) and I was selling them to Maya. When Inca suddenly cuptured my cities without declaration of war (both with saltpetter and horses) my trade contract with Maya expired and they came with request to prolong it (I didn't know that it is possible to sell the only resource at that point) and I didn't pay attention to it, so I agreed.
As a result, in a single moment I lost ability to build not only cavalary, but even knights.
I was almost sure that I will win this game eventualy, but after a few seconds of Inca's invasion I started to doubdt that.
Though 2050 is still far away.
 
dojoboy said:
The Mayan UU can enslave units when defeated in battle. Apparently, the Mayans gained them when after defeating a barb unit. But, I never expected this would work against barbarians. Interesting.

It works and it works pretty well. When I played for Maya in C3C I kept a special area for barbarian harvesting. You can get enourmous army of workers who are completly free and it gives a huge industrial advantage. I think that in 70% of cases barbarian gets killed and in 30% of cases it gets enslaved.

For this reason Maya is probably the best C3C civ (though on archipelagues Byzantiums are also very good).
 
When the United Nations is built. How long before u can hold the elections. The turn it is built or 10 turns after?
 
klarius said:
Well it worked in my game, I had five luxes before astronomy.
Just to confirm klarius' note: I've tried this on a test map in Conquests and the Great Lighthouse does indeed enable trade across sea tiles. I think this must have been a change to Civ3 at some point. I'm not sure when. At this point it does indeed work.
 
SniperDevil said:
When the United Nations is built. How long before u can hold the elections. The turn it is built or 10 turns after?

The turn it is built, then every 20 turns or so. I don't think its ever been determined.
 
dojoboy said:
I don't think its ever been determined.
Well, it has, at least in PtW and vanilla! And it's none of the above, it can be called on the turn it's built, and then every 11 turns after that.

Dunno about C3C, but why would it have changed? :hmm:
 
AlanH said:
Well, it has, at least in PtW and vanilla! And it's none of the above, it can be called on the turn it's built, and then every 11 turns after that.

Dunno about C3C, but why would it have changed? :hmm:
Some trivia on this: If you capture the UN by force, elections will not necessarily be held the turn after you have captured it. I tried this on a tough map and managed to keep the UN for one complete turn. Then I was overrun by the Persians to such a degree that my government was overthrown and I lost the city. That was PTW. In a sid game in Conquests I was going to try the same thing. Things were looking quite good as I had gotten everyone to gang up against the owner of the UN. But while I was positioning troups I suffered a cultural loss.

It makes sense that you should only have a 1/11 chance to get an immidate vote if you capture the UN. But if you were to count the turns from when it was originally built, you could perhaps time the capture and get the most desperate kind of victory imaginable.
 
The elections are always timed from the turn when it was built. So if you note that date then you can predict absolutely when you will be able to call or suppress the vote by capturing it. Have a look at the work done by our Xteam on SGOTM2, where the variant rules required a diplo victory and didn't allow us to build the UN. We knew exactly when to fire up our modern armour engines for the takeover.
 
Predator

Kuningas said:
460AD Domination.

Wow.

I mean WOW! Kudos Kuningas, most impressive.

Initially, I had been upset about the "have cow" and "have not cow" situation at the start of the game. Now, however, I am not upset at all. There is NO WAY I would have topped Kuningas's domination date. Cow or no cow, mistakes or no mistakes.

Wow.

My domination date was 1050 AD. I believe the three biggest mistakes of my game came very early:

Big Mistake #1) I founded on the infamous BG and did not explore for a better location. I missed the "bread crumbs" I am afraid, but hopefully I will do better in the future. Thanks to Sir Pleb, DaveMcW and others for walking through each step in their opening logic. It was most enlightening!

Big Mistake #2) I founded my second town on the river next to the silks, and not next to the cow. I made the decision because at the time I believed the silk location would suffer from less corruption, but corruption in both locations was actually insignificant. As a result I lost out on the tremendous growth potential of the cow for many turns.

Big Mistake #3) I built a granary with my second city before a settler, so I was even later in claiming the cow. I did this because I had timed my worker to finish chopping the forest on the turn after town 2 was founded. It was a small benefit, and did not outweigh getting the settler factory running early.

Once I made it past those initial mistakes, my game went well. Unfortunately, early mistakes can be difficult to overcome. I was the tech leader from the turn I traded writing (1675 BC), until the end of the game. But tech doesn't increase score, only land and population do. Somehow I have to get that through my thick skull!

I got 6 leaders, but 4 came in the last 15 turns. Wars were quite successful and one-sided:

Spanish 50AD-320AD (Captured the Great Library and a few other wonders)

Inca 400AD-720AD (Captured the Pyramids, TOA and a few other wonders) I refrained from researching Education until after I finished off the French, because I wanted the TOA to expand all my continental town borders. I think this turned out to be a mistake, because Astronomy would have connected all my cities to my luxuries, and led to a higher score. It is good to know that the Lighthouse enables trade over sea squares!!! That is no small thing in some games.

English 740AD-760AD They were left with island cities, and one was a single-tile island. I claimed all except the one-tile island in 860AD.

French 800AD-830AD

Egyptian 940AD-1040AD Gave them peace for two cities.

Zulu 960AD-1040AD Gave them peace for one city.

1050AD = Domination

I researched military tradition in 640AD, but did not get my saltpeter hooked up until 780AD (it was in English territory). In retrospect, I am not sure going for MT was beneficial in this game. I think the better tech path would have been toward Astronomy. Knights were more than sufficient to wipe out these AIs.

Thanks for such a fun map Ainwood. The resource locations and terrain layout made for a very unique and challenging game. If only I had seen those dang bread crumbs...

I still would not have come close to getting a medal. :) 460 AD. Wow.

Brad
 
SniperDevil said:
ya im in 1700's and still holding back massive Incan attaacks :(

What age? Where? Starting landmass or Incan lands? Big difference! ;)
 
cant really go into details "INDUSTRIAL AGE" u'll just have to wait for next spoiler..... but it started on the Incan continent after I had wiped out Spain and Inca had wiped out the French, English, and Northern Spain. Which created a huge war!
 
Predator [c3c] 1.22f

In my Ancient Age post I settled the BG and joined the worker, giving me a bit of a late start. I did jump the palace to the cow in 1625BC.

Barb uprisings in 470BC signaled the start of Middle Ages, which I traded into. At this point I have most of my island, except for a French town on the starting peninsula.

Inca are powerhouse in this game, but have no iron, and later, no saltpeter, so I'm not terribly worried about them. Instead I use them to get tech from throughout the Middle Ages. I follow the bottom path and they follow the top.

First Spanish War

I've learned in recent games that expansion is key to a good score so I prepare for war, upgrading about 15 warriors to swords. Start war on Spain by taking a settler in my tundra region in 250BC. Took me 6 turns to get a foothold on their continent. I made peace to regroup.

Tech mongering

I got Gunpowder in 270AD, but all Inca had to trade, that I could get, was Theology. I suspect by now they have Education, so I wait for other civs to get Theology. I note that I can't see saltpeter anywhere. When the other 3 get Theology, Spain is the only one that doesn't have Invention, so I trade it for Theology in 310BC. Then trade Gunpowder for Education and 52gpt from Inca. Then I note they also have Banking. They are flying with the tech pace. Next turn they have Astronomy.

Second Spanish War

At this point I declare war on Spain again. During this war I learn Chemistry and trade it plus silks for Astronomy from Inca. Then England declares on me. I realize later that the trade I had with Inca went through England, causing it to break when England declared. Shortly later I could trade again. This confuses me because Inca still has no harbor, France has no harbor, and I'm at war with Spain and England. Spain had a harbor, and I did too, but neither one of those should have worked.

I learned Metallurgy in 440AD and trade it for Navigation and 50gpt from Inca. Trade for furs and wines from Egypt. With 3 luxes from Spanish territory, this gives me 6 luxes. With 2 cities left, I make peace with Spain for far east island city. I make peace with England at this time too. I reattack them next turn (480AD). They moved 2 spears out of the last town? I attacked them and got my first leader. Rush FP in Madrid with it. I am less than impressed with it's effects. Take out Spanish in 490AD.

English War

Get Banking from England. They are my next target, with the only saltpeter on their continent. I ship knights over on caravels, learning Military Tradition just before. Learn Physics as I land knights in 550AD. They get pummeled, but manage to take the salpeter the same turn we build Leo's. An English warrior dies to my swiss merc in Pamplona starting my Golden Age in 570AD.

I'm still trying to drop resistance in Nottingham so I can build harbor. Resistance ends, but in disorder. Will need a turn to restore, a turn to rush harbor, and finally get salt on 3rd turn. My knights are dropping left and right. That's when I remember I'd brought a settler over. :duh: Abandon Nottingham, build city, rush harbor. I upgrade 9 knights at home, and have caravels positioned to hop 6 of them over next turn. I then pillaged the salt so I could keep building knights (I have a town on the iron, another mistake I remedy later). I make peace in 610AD so I can take Dover on a 1 tile island. There's an unpopped hut on the next isle, so I rush a temple here (end up getting 50g when it pops :p). I learn Magnetism the same turn. I trade Chemistry for Music Theory and Metallurgy for Banking, both from England. Then I attack them again. In 660AD I learn Gravity, entering the Industrial Age. I take out England the same turn.

Industrial Age

Now, I'm in the Industrial Age, but I've turned off research. As I'll explain, no IA techs ever get learned so I'm going to continue.

Inca have Knight's Templar, so I'm a bit worried about Crusaders. I was originally going to trade them into the Middle Ages so they could get Steam Power and kill it, but then I realized that with no iron and no saltpeter, Nationalism would probably be their next target.

French War

I attack France in 670AD. Incidentally, Inca enters IA this turn anyway. Also notice Inca have iron now, in the far NE. Settle a town to take it away from them. Not sure how much use they got out of it. I make ROP with Inca in 690AD to start positioning troops in prep for a ROP break. Anyway, I roll through France fairly easily, finishing them off in 720AD.

Incan War

I investigated Cuzco, a massive wonder city with Templar and saw 6 crusaders and 4 spears. I have 9 cav outside, not enough to take it, but should be enough to knock out the crusaders. In addition to troops outside of 6 cities, I have troops on both sides of the Inca. Attack Inca in 720AD. Take city with Sun Tzu first, to gain barracks everywhere. It took 5 turns to work through Inca. Had to deal with a few flips, but nothing major. I gained Sun Tzu, Pyramids, Copernicus, Temple of Artemis, Knights Templar, Magellan's Voyage, Sistine Chapel and the Great Wall.

Zulu and Mayan Wars

Spend a few turns quelling resistance, filling gaps, and shuttling cav to Zulu and Mayan lands. I drop cavalry on both sides of Zulu, at each of there saltpeter cities. Take them both in 820AD. I dropped cav on the NW end of Maya and start working my way through there as well. By 880AD Zulu are down to 5 cities. Make peace for 2 of them, both on isles, and then reattack them, taking 2 of the 3 left. Make ROP with Egypt so I can get to the last one. I'm having a LOT of problems with flips in Maya, losing about a dozen troops all together. I get my second leader in Maya in 890AD and build an army w/ 3 vet cav. Finish off the Zulu in 900AD. At this point I'm 27 tiles from domination. I've got 12 tiles I can settle in 910AD, so I need 2 more cities. I am ready to take one more Mayan town, possibly two. I also have a bunch of cav left in Zulu territory, so I move them into Egypt. I lose two towns to flips in 910AD, take them back, take Chichen Itza, and another Mayan town, then take Giza and Alexandria. I'm well over domination limit now, but it hasn't triggered. Hit enter and Egypt takes 2 of the Zulu towns and then I get domination win. So I learned that once you pass domination, the other civs still get their turn. This means making sure you go over enough to account for flips or counterattacks.

Domination Victory

Domination 920AD
Firaxis 4912
Jason 9429 - my best yet

EDIT: Here's my turnlog, in case anyone is interested. Beware, it's long and wordy. :rolleyes:
 
Men, i know im going to be kicked out of these forums , like , for ever...but i need to say something. First, im 29, married, one kid, playing Civ since i was.., well since i was very young... Today i play it on weekends with the child on my lap :) . Nevertheless i consider myself a reasonable player, i used to get the best results on private tournaments with my friends, i think i got the best results ever on the civII ww2 scenario. But today, with this spoilers i hear about a bunch of guys that get some incredible results. And they are just that, incredible, because they arent true... There was a guy asking SirPleb how could he get 4,5 turns discoveries in the early ADs with 14 cities or so when everybodie else is having a hell of a time getting a new tech. Well he didnt answer of course, i really would like to hear a tactic on that, of course the guy who asked went down on tears chearing the great hero who was discovering on a 4 turn basis mettalurgy in early ADs ( 300-400)...No one noticed the non-answer. BTW im playing Open, i gather it is harder to play Predator, still they manage fantastic results. In this COTM02 Inca are cultural monsters so any victory condition means that sooner or later we are bound to defeat them...That brings me to battle outcome and cultural flipping. Anyone who says conquering the Inca nicely on 450 AD without having any major problems is just a major liar....!!! Inca has , in this game, such a powerfull cultural play that it is allmost impossible to keep a conquered city for two turns in a row. So like a honest good player, who must be producing knights not science, i finished the middle ages in 1550AD, defeating the Inca and the English and milking the game for histogr.Those guys, who arent to be worshiped, like Sir Pleb and many others, are in fact guys who know a lot about computer games and their codes and utilities attached, but are nothing but cheaters. It s just not possible what that guy pleb argued for early ADs.btw IM NOT GOING TO SUBMIT....Even though i think i would get a top 20 result. WHAT I ASK YOU GUYS IS TO QUESTION THINGS... COMMENT ON THIS TO IMPROVE COTM.....

Moderator Action: Please do not post personal attacks on other board members. If you have a complaint about this forum, please take it up in a Private Mail (PM) with the moderators.

The players who post here are some of the best at this game in the world - Grand Masters of Civ3 if you like. They have studied the maths and game logic and they describe how they do it for the benefit of all of us. They don't cheat, because if they did we would disqualify their results.

I urge you to study their tactics and strategies and see if you can emulate them. If you think you can get a top 20 result then you are already on the way to being one of those players. Just be prepared to believe tehre are things you can still learn about this game.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
leopalas: I'm sorry you feel the way you do; just because someone else posted a game progess that was better than your's does not make them a cheater, nor give you a cause to call them one! The Inca have no Iron, therefore, Warriors, Archers, Spearmen and Horsemen are going to be their main units (off the top of my head I don't recall their UU). These are no match to a large stack of MedInf and Knights. In very few turns there'll be no one to flip back too!!

Also, the Dutch have a UU that occurs early in the MidAges allowing players pursuing Domination or Conquest to trigger an early MidAges GA, say just after learning Chivalry, allowing you enough gold to upgrade 15 or 20 (or more) Horsemen to Knights. This is very powerful if done in the early AD's.

I'd suggest you read some of the QSC logs; there haven't been any since about Gotm22 or thereabouts, but even the early ones will give you an idea of how some of the top players set up their games during the first 80 turns.
 
dojoboy: I saw in your screenshot that you maintained your capital in Amsterdam. How much Corruption and Waste did you experience in the rest of your empire? For comparison, here is my Tiny Dutch Empire at 630AD, and my F1 screen:

cvst_c02_ad630MainRes.JPG


cvst_c02_ad630F1Res.JPG
 
leopalas said:
There was a guy asking SirPleb how could he get 4,5 turns discoveries in the early ADs with 14 cities or so when everybodie else is having a hell of a time getting a new tech. Well he didnt answer of course, i really would like to hear a tactic on that ... No one noticed the non-answer.
leopalas, I think you may have been reading a bit too quickly and missed my reply. I'm guessing that you didn't read this post earlier on this thread. If I have missed replying to a post please tell me which one - I try to answer every post directed to me and if I have missed one then I apologize and will try to answer it, my omission was definitely a brain fart and not deliberate. Please also note that people here are a lot smarter than you have assumed - non-answers are noticed and they do not get much cheering.
leopalas said:
Anyone who says conquering the Inca nicely on 450 AD without having any major problems is just a major liar....!!! Inca has , in this game, such a powerfull cultural play that it is allmost impossible to keep a conquered city for two turns in a row.
I had ok culture vs. Inca at the time I hit them. I had just one flip, easily recaptured. Please replay some of the QSC timelines of high scoring players in the GOTMs - I think you will then see that things like this are completely possible and you'll find yourself doing them too. I don't think that any of the top players here have worked everything out by themselves. Like any really interesting game this is complicated enough that reading about other people's games is invaluable. That, and contributing your own results for others to read is what the GOTM is about.
 
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