COTM 09 First Spoiler: Ancient Age

In my game the babs also got mono. I traded it for 168 gold and 52 gpt, but I didn't keep my promise. :)
 
Babs got Feudalism in my game and I couldn't trade ANYTHING for it. Even Mono and Engineering together didn't work. I ended up having to get it from a different civ.
 
This was my first COTM ever! ;) Decided to jump-in at the deep-end and play predator :mischief:

The starting location looked pretty sparse, and on moving the worker Northwest to the bonus grassland, I didn't see anything that made me want to move - I would stay on the coast to ensure that I could build curraghs for early exploration, and for the seafaring commerce bonus.

Initially I started research on pottery at 100%, as with low-food, a granary would be invaluable to growth. My build sequence was warrior, warrior, curragh, settler, granary, whilst the worker improved the bonus grassland squares. The choice of warrior - warrior was because I figured that would waste less shields than warrior - curragh, although its probably pretty-much neutral.

The first warrior set-out along the hills to the south-west, and quickly discovered that this direction was hilly and empty. I should have scouted the coast a bit better, becaus it wasn't until I got my curragh that I noticed the off-shore island. In the end it wasn't too costly though. The second warrior was sent North-east.

City placement and growth

When it quickly became apparent that we were alone on an island, my main strategic decisions were centered around city placement. The second warrior located the small lake, and with this source of fresh-water, it became apparent that getting out of despotism as quickly as possible was the key to growth - the water could be used to irrigate and greatly accelerate food production. As such, I was aiming for the republic slingshot, so my first priority was to maximise commerce. With the sizeable numbers of elephants roaming the planes (and the forests!), I placed my cities to take advantage of them, and also on the coast to get the seafaring bonus.

The other variable was city placement. The overall aim was to get off the island ASAP, and early exploration told me that this was going to require at least the Great Lighthouse. This, along with the fact that isolation would mean little opportunity for tech trading meant that I didn't want to waste too much commerce on the luxuries slider. As such, I would limit the growth potential for my cities and go for a reasonably tight spacing.

My second city was founded two-tiles NW of the first. This allowed it to share some of the improved tiles. Initial builds are a curragh and an archer, with the aim that it will then produce a settler as soon as it hits size 3. During this time, I was micro-managing where possible to balance the shield-overrun to get the odd-turn working the fish, purely for the commerce.

When the capital had finished a granary, the decision was required as to what size to operate it at as regards being a settler factory. With limited food, the maximum rate at which settlers could be built was one every 10 turns. With monarch barbs, there is a sizeable attack bonus against them, providing you can attack them first! With an archer and a couple of warriors, coupled with out isolation, I felt safe enough that I didn't need to be cranking out units (with unit support costs). On reflection, the increase in town growth would have easily made-up for the free unit support, so it was a mistake... Not in that I didn't have units, but for the fact that I was content to operate the capital as a 1-3 settler factory. A slightly larger size (say 2-4 or even 3-5) would probably have meant that I would generate a bit more commerce. I may replay this later with a 3-5 settler factory and see the difference.


Research and exploration

After the curraghs had mapped the coastline, it becmae clear that suicide runs would be required. I decided to use the map-makers gambit: With lack of coastal routes, I assumed that the other land-mass(es) were purposefull far-enough away that a suicide crossing was required. However, as we were in the bottom right-hand corner of the minimap, maybe the map-maker had over-looked setting the distances for a move across the "date line" :mischief:

Well, my cunning plan was therefore to move a curragh east. It turned out that my reasoning was wrong, but my luck was right, as it made contact (I also sent a curragh west, but it sank).

I made my first contacts n 2470 BC. I quickly made others, and had contact with Zulu, Babs and American. It looked like babs and zulu had an early war (babs had fortified units on the zulu border). At this point, I was a few turns from writing. I complted writing, and was first to it from the 3 civs I knew. I decided that if the babs and zulu were indeed at war, then research would be slowed. Given I was a tech ahead, I refused to trade anything, and went for the gambit by choosing CoL. I had to back-off research to 90% part-way through, as I was going broke, but I got it in 1450 BC. At this point, I met china, and they didn't even have alphabet. I felt a bit more secure, so started trading, swapping alphabet for masonry. At this point, I noticed that Celts, Zulu and Babs all had writing, so felt it was a matter of time before the americans got it as well. They had just completed mathematics, so did have something for trade (with babs etc for writing). I couldn't get maths from America, but swapped writing for 20 gold + bronze working. I swapped CB & Wheel for writing with China. Next turn I met hittites and swapped the wheel for iron working + 11 gold.

Eventually I beat the others to philosophy and got republic. I forgot to revolt via the big picture, but revolted via the normal means and drew a 4-turn anarchy. I used my tech and contact dominance to sell techs and leave everyone else broke.

By 1000 BC, I have 8 cities, 12 pop, 8 workers, 3 warriors, 4 archers and a curragh. All contacts, in a republic and all but AA 5 techs.
 
@GOTM stuff - You should do it more often (Renata designing maps)
We will get:
a. Crazy unpredictable intimidating maps.
b. Nicely written Ainwood spoilers.
 
Dynamic said:
Sorry, I write some information from MA but I'm misuderstanding: the rules aren't allowed talking about MA tech, but many people discuss about free MA techs in the different spoilers. :confused:

I can't speak for anyone else on the staff, but talking about techs gotten at the age change doesn't bother me. This is why I wrote in the first post that discussion of the first few turns of the middle ages was fine if it made a more natural breaking point. It's the maps that show where the saltpeter is, or that get to talking about what happened after the Great Library ran out, that get on my nerves. No one's come even close to that so far this thread, for which I am grateful. :)

@ Solen -- I honestly don't know if I could pull this sort of cat out of the bag twice; there are only so many options. Chances are my next map, whenever I make it, will be much more conventional. But we'll see.

@ Ainwood -- "mapmakers' gambit", heh. No comment. :p

Renata
 
Like almost everyone else I also settled at the start. With a seafaring civ it made sense. By 3250 I realized we were on an island and started some Curraghs. When they determined that there was no easy way to another continent, two of them set out heading west. One was lost immediately, but the other survived and met the Hittites in 2070. That one Curragh then met all of the other civs.

It was fortunate that happened because I, like DocT, missed the Philosophy slingshot. However, the early discovery of the other civs and a good deal of trading still got me into the Middle Ages in 150 BC. I could have entered much earlier, but thought I would go for a diplomatic victory and wanted to protect my rep. The Hittites had declared war on me and I allied with the Dutch against them. That turned out to be a mistake, because the Hittites were the first to discover Currency. I could have traded with them and gone into the MA, but didn't want to break my alliance with the Dutch. Therefore, I waited for 10 turns. In retrospect, I should have broken the alliance and gotten into the MA sooner.

In 130 BC I completed the Great Lighthouse which I expect will be a major advantage in this game, especially since teleporting does not have the Staff Seal of Approval. :hammer:
 
I don't know renata enough to metagame and play him/her, but it didn't take me long to see I was on a tiny island, and the old standby of suicide galleys would be needed, of coruse this is much cheaper when galleys is replaced with curragh ;). My intended start was warrior, curragh, settler. Which eventually changed to add another curragh in there.

I didn't have much trouble with barbs, the tiny island actually helped in this respect. Although, at a point shortly after the QSC cutoff I began to wonder what-if I don't bother "clearing" the northern part of the island, farm the barbs until I eek out Invention and Navigation. Using the money to support boats and troops, and the upgrades...


I did try sucessfully the republic slingshot, but I generally avoid at high costs building granaries so I started at once on Writing. I didn't expect any problems getting it, and once I made contact I wasn't worried at all. They all needed Alphabet, and I already had Writing. Had this been different I may have lost beakers on laws and moved to philosophy for the free tech at least. Fortunately my second round contact attempt was more successful than the first, the first sunk after one turn, the second I had two ships and they both made it. I did have another ship go another direction a little while later which also sunk.


All in all I've enjoyed the discovery and the map so far. It was a nailbiter watching my ships go turn after turn with no land in sight. And then once I made a land sighting, its as if the gods decided to tease me with safety but make me endure still more nailbiting.

Although I'm not liking the volcanos, not so much because of this map, but because how they've been implemented in Civ. The blew early on for me, and 3000 years later its still waste? Being rich in minerals I would expect that to be quickly grown over and rehabited.



Here is my edited timeline, with QSC stats at the bottom.

[pre]
4000 BC founded Trondheim
Writing (50)
2900 BC founded Bergen
2630 BC curragh lost at sea
2350 BC researched Writing
Code of Laws (34)
2310 BC met Hamm's spearman, he has Bronze, Pottery and Burial, needs Alphabet
met Mao's warrior, he has Bronze, Masonry, Wheel and Burial, needs Alphabet
[I can't get two expensive techs for Alphabet, so will hold off for more contacts.]
2270 BC
met Shaka's settler, he has Bronze, Masonry, Pottery, Wheel, Burial and 134g, needs Alphabet
2190 BC
met Abe's scout, he has all first tier, needs Alphabet
met Brennus' warrior, he has all first tier and 79g, needs Alphabet
traded Brennus Alphabet for Wheel, Burial and 79g
traded Shaka Alphabet for Pottery and 50g
traded Mao Alphabet for Masonry and 10g
traded Hamm Alphabet for Mysticism and 3g
traded Abe Alphabet for Bronze
traded Hamm Masonry and Wheel for Iron
[Abe needs Iron and Mao needs Pottery, Iron and Mysticism, all still need Writing.]
2110 BC curragh lost at sea
2030 BC founded Copenhagen
1870 BC traded Mao Pottery for 25g
1830 BC met Murs' warrior, he has 70g and needs Iron and Writing
traded Murs Iron for 70g
1725 BC [Shaka and Brennus have Horseback Riding, and small amount of gold.]
1625 BC met William's settler, he needs Iron, Writing and Mysticism
1550 BC researched Code of Laws
Philosophy (11)
[Murs and Shaka have Writing]
traded Brennus Writing for Horseback Riding and 25g
traded Murs Horseback Riding for 15g
1475 BC founded Reykjavik
traded Abe Horseback Riding for 25g
1400 BC founded Oslo
1350 BC traded William Mysticism for 25g
traded Abe Writing for 25g
[Brennus has Mathematics]
1275 BC researched Philosophy
researched Republic
revolt! (3)
1250 BC [Abe has Polytheism]
traded Abe Code of Laws for Polytheism and 25g
traded Brennus Code of Laws for Mathematics
traded Shaka Code of Laws for 43g
traded Hamm Code of Laws for 25g
1200 BC government now Republic
Literature (7)
1100 BC [Hamm has Map Making]
1075 BC [Murs has Map Making]
traded Murs Mathematics for Map Making
1025 BC founded Stockholm
1000 BC researched Literature
Construction (14)
[/pre]
Statistics:
1 settler
7 workers
3 archers
2 curragh
3 barracks
1 granary
6 towns
10 citizens
464 gold

All Ancient techs except Construction, Currency and Monarchy
All contacts
 
Start
Not much different to report, settle in place, built Warrior, Curragh, Curragh and planned on settler, but shields would waste 5, so I built Granary. Completed in 2750bc, Settler complete in 2550bc. Bergen founded north of e lephant forest. Copenhagen founded west 3 tiles from Trondhiem on hill near fish on Western shore. Built 2nd Granary in Bergen and a Barracks in Trondhiem. Saw the water in middle of island and figured I needed town on Jungle, a forest chop in the tile north, then irrigation down to plains/elephant.

Research
Researched Pottary at max (3350bc) then Writing at max, then Mapmaking (I wanted to build Great Lighthouse), Then CoL and Philosophy. Got Slingshot on 1125bc but got 7 turn Anarchy!

Contacts and Diplomacy
Built 3 Curraghs at start and two made it (first East dies, 2nd West makes it, 3rd East makes it).

Made contact in 2710bc to the West and 2110bc in the East. In 1550bc I built three Embassies and start two wars, one in the East, one in the West. In 1300bc I bring the other 3 civs into another set of wars.

QSC stats
6 towns
19 population
2 granaries
1 barracks
4 workers
3 warriors
2 archers
2 curraghs
57gp
All AA techs but Construction, Currancy, Literature and Monarchy.

I have 2 turns of anarchy to Republic (950bc) at the end of the QSC.

End of the Ancient Age
Built Great Lighthouse in Trondhiem 530bc
Enter the Middle Ages in 450BC
 
Predator,going for conquest,Ancient Age

Settled in a place because there was nothig useful nearby after the worker was sent W(i hoped for floodplains)..
Trondheim built:warr curr arch settler granary and later settlers (the growth was very slow
so between settlers i built other stuff like warr archers to defend my island from enkidus, curraghs)...Second city was built
in about 2800BC,which built granary(so i had two 10turn.... settler.... factories???) too because had few grassland tiles within radius so the growth would be better than i
other my hilly island regions..

Exploration:warior quickly made our island map and it was clear that the island is hilly,so the growth would be very slow,so republic was top priority..
Hopefully there was a fresh water lake which will be used for irrigation.The curragh made a lap around the island and made
suicidal run which was succesful due to seafaring trait..I found other landmass and
traded for first tier techs quickly.

QSC :
7cities
13pop
4workers
2granaries
2barracks
4Archers,1warr,curragh

Research:researched writing,CoL and philosophy(accidentaly i lost republic slingshot ,because celts researched writing ,
and i was surprised that they didn't research MM but philo after writ so i screwed up here),for philo and CoL i got MM ,math,poly,HR ,researched republic getting it in about 500BC,then lit,
curr and traded for all other optional AA techs entering MA in 170BC:

Barbarians was not a huge problem in my game,however i lost 3archers to them.

Plan:go straight to the navigation and later invention and chivalry,build many archers(upgrade to berserkers), horses (upgrade to knights when i will hopefully get iron),build navy of course to
get to the other landmass..
 
Few pics from the game:
 

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Originally Posted by Renata
Chances are my next map, whenever I make it, will be much more conventional. But we'll see.

Well, since you and Ainwood are so good at the 'radical' maps that are absolutely fun to play :goodjob: , I'll expect something like the following:

We'll be the French, on a map with no iron or horses for anyone, but plenty of saltpeter instead for needed defense. The adversaries will be the Indians, Vikings, Carthagians, Spanish, Greeks, Babylonians, Maya, and Sumerians. :crazyeye:
 
I had the same question...
Berserks are useless in this game.
Too slow to achieve any long term goal.
I don't want to comment any further to avoid MA spoiler info.
 
dmanakho said:
I had the same question...
<Why do so many want to fight with Berserks?>
Berserks are useless in this game.
Too slow to achieve any long term goal.
I don't want to comment any further to avoid MA spoiler info.

To keep it general: Surely they move five tiles per turn, six with the Lighthouse? Faster than your fastest Cavalry army.
 
Più Freddo said:
To keep it general: Surely they move five tiles per turn, six with the Lighthouse? Faster than your fastest Cavalry army.

this is an old argument that goes back in ancient ages...
I always favor knights and would use berserks only for GA generation.
But that's me and i would not force my views on anybody else here.
 
I forgot to revolt via the big picture, but revolted via the normal means and drew a 4-turn anarchy.

Can somebody explain the diff to me? I think I had about an average QSC (this is my first GOTM.) Went straight for the slingshot and put a high priority on exploration, so growth was a bit slower. No real news to add that hasn't been covered in this thread already. I found the Americans to be bizarrely tight-fisted with their monopoly on Poly early on. I loved the luxury of turning down every and any AI's demand with the safety of being nigh unreachable in the AA. I might go for Diplo.
 
peacemonger said:
Can somebody explain the diff to me?

I think in C3C there is no difference. In the original civ and in ptw it gives you a second chance. If you revolt as soon as you get Republic you can go to the big picture and press F1. Domestic adviser will tell you how long you will be in anarchy. If you do not like what he says you can revolt again and anarchy time will be different.
I think it is a bug that was fixed in C3C, but its exploit is permitted in XOTM. I never used it, since I always was afraid that second revolution may increase anarchy time.
 
Why do so many people want to fight with Berserks?
Because sailiing up in your little boat to a size 6 town well behind enemy "lines" and crushing a few pikes with your Beserkers is very, very satisfying. :cool:

StanNP
 
Dynamic said:
Why do so many people want to fight with Berserks? :confused:

I have to agree with stanNP - sure it might not be the most effecient way to win the game, but it's great fun ;) I at least sometimes choose my actions by what "feels" right, rather than what would earn me the most Jason points..
 
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