bradleyfeanor
King
Predator, Barbs fixed
Congratulations on another spectacular game, Dynamic. You didn't use the teleportation exploit and still got nearly the same finish date as Aeson! It amazes me that you did not even build marketplaces: I would never have thought of trying that in this game. As good as your game was though, I liked this statement even more:

I was planning to do a thorough post, but then I saw that I had been trounced by MiniMe so I think I will make it brief. Great conquest game MiniMe! It looks like the biggest difference in our games was in the research rate. You researched Navigation 13 turns sooner than me: thats a lot! I was wondering if you could answer a few questions:
How many cities did you build on the home island?
Were you able to make any gpt deals with the AIs?
Did you stick with your 3 granaries that you had at the end of the QSC, or did you build more?
So on to the post. Going for Conquest victory.
I triggered my GA in 110 AD via SoZ and the Mausoleum. I reached Navigation in 380 ad, and then turned off research. I decided not to research on to cavalry, because it would take me about 35 turns to get there. I felt the game could be finished with knights and berserks before then. So that is how I fought my wars for the rest of the game: with berserks, knights and caravels. Also during this time (190 ad), I had a horrific volcanic eruption without warning and it certainly flowed lava on my head. It destroyed 10 workers, a roaded and mined hill, and two roaded and mined mountain gems. I have no idea how many total worker turns that cost me, but it was a lot. It also disconnected my gems and made me up my lux rate for about 6 turns. There were several other eruptions that destroyed improvements later in the game, and as a result I had many, many workers redoing work they had already done.
The Hittites destroyed the Dutch around 360 ad. In 440 ad I traded the Hittites for invention and upgraded 22 archers to berserks. The troops boarded ship and headed to meet the Hittites, who had just built the SoZ in their capitol. They were also the strongest civ in the game. War with the Hittites lasted from 500 ad 600 ad. I then gave them peace because my force of berserks (mixed with knights by this time), had been badly depleted. The peace deal broke my Alliance rep because I had formed agreements with the Celts and Babylonians. I was making around 350gpt at this point, and I was using all of it to rush horses and upgrade them to knights on the foreign continent. The home continent continued to build berserks and caravels throughout the game.
Since my alliance rep was already shot, I decided to use RoP abuse. The Hittites only had five cities left, and with abuse I knew I could capture them all in one turn (they had sent most of their units after the Zulu, and their cities were sparsely defended). So in 650 ad (akathe First Turn of Treachery), I RoP raped the Hittites and the Chinese as well. I captured all the Hittite cities and took 4 from the Chinese, including their capitol. The Hittites were not dead though: they had a caravel off the southern tip of their continent. I rushed two trebs nearby and sent two caravels down to eliminate them (680ad). The Chinese were destroyed in 720ad because they were mostly defending with spears.
In 710 ad, the Second Turn of Treachery, I RoP raped the Zulu, taking 6 cities (including the capitol) and leaving them with one. I also killed the Babylonians, who had already been reduced to one city by the Hittites and Zulu. I took the last Zulu city in 740ad.
760 ad was, of course, the Final Turn of Treachery. RoP rape x 2 against the last two civs: Celts and America. On the first turn I took 5 American cities (including Washington and the Great Wall), and 7 Celt cities (including Entremont and the Pyramids), and pillaged both civs only sources of iron (no one ever made it to Gunpowder, so I still dont know where the saltpeter is). After the first turn of war, both civs had 7 cities between them. I took those the following turn. Conquest victory in 790 ad.
Overall, I was quite pleased with the date, although I would love to learn how to kick up my research a bit early on. Also, this marked the third game in a row in which I did not get a leader until the final two turns of the gameand two of those games have been with militaristic civs. The leaderlessness is getting a bit old.
All in all, I really detest RoP abuse. This was my second time using it, and the only reason I did so was because I felt it was necessary to achieve a competitive conquest victory date. I dont enjoy it at all. I know Aeson believes that it doesnt have a dramatic effect on final dateand far be it from me to say he is wrongbut to me it seems that RoP abuse has a significant effect. The AI has no time to rush units, no time to bring units back home if they are away, and they lose their most powerful cities and resources on the first turn of the war.
Currently, an exploit is either banned or allowed. I dont suppose we could add a third category regarding exploits: a list of things that are allowed or disallowed on a game-to-game basis?
Thanks for the very unique map Renata! I was pleased to discover that Berzerks are more effective than I realized, although it does take quite a few boats to keep them near the frontlines of the battle.
Congratulations on another spectacular game, Dynamic. You didn't use the teleportation exploit and still got nearly the same finish date as Aeson! It amazes me that you did not even build marketplaces: I would never have thought of trying that in this game. As good as your game was though, I liked this statement even more:
Dynamic said:3 volcanoes flow the lava on my head and there are nobody else.![]()

I was planning to do a thorough post, but then I saw that I had been trounced by MiniMe so I think I will make it brief. Great conquest game MiniMe! It looks like the biggest difference in our games was in the research rate. You researched Navigation 13 turns sooner than me: thats a lot! I was wondering if you could answer a few questions:
How many cities did you build on the home island?
Were you able to make any gpt deals with the AIs?
Did you stick with your 3 granaries that you had at the end of the QSC, or did you build more?
So on to the post. Going for Conquest victory.
I triggered my GA in 110 AD via SoZ and the Mausoleum. I reached Navigation in 380 ad, and then turned off research. I decided not to research on to cavalry, because it would take me about 35 turns to get there. I felt the game could be finished with knights and berserks before then. So that is how I fought my wars for the rest of the game: with berserks, knights and caravels. Also during this time (190 ad), I had a horrific volcanic eruption without warning and it certainly flowed lava on my head. It destroyed 10 workers, a roaded and mined hill, and two roaded and mined mountain gems. I have no idea how many total worker turns that cost me, but it was a lot. It also disconnected my gems and made me up my lux rate for about 6 turns. There were several other eruptions that destroyed improvements later in the game, and as a result I had many, many workers redoing work they had already done.
The Hittites destroyed the Dutch around 360 ad. In 440 ad I traded the Hittites for invention and upgraded 22 archers to berserks. The troops boarded ship and headed to meet the Hittites, who had just built the SoZ in their capitol. They were also the strongest civ in the game. War with the Hittites lasted from 500 ad 600 ad. I then gave them peace because my force of berserks (mixed with knights by this time), had been badly depleted. The peace deal broke my Alliance rep because I had formed agreements with the Celts and Babylonians. I was making around 350gpt at this point, and I was using all of it to rush horses and upgrade them to knights on the foreign continent. The home continent continued to build berserks and caravels throughout the game.
Since my alliance rep was already shot, I decided to use RoP abuse. The Hittites only had five cities left, and with abuse I knew I could capture them all in one turn (they had sent most of their units after the Zulu, and their cities were sparsely defended). So in 650 ad (akathe First Turn of Treachery), I RoP raped the Hittites and the Chinese as well. I captured all the Hittite cities and took 4 from the Chinese, including their capitol. The Hittites were not dead though: they had a caravel off the southern tip of their continent. I rushed two trebs nearby and sent two caravels down to eliminate them (680ad). The Chinese were destroyed in 720ad because they were mostly defending with spears.
In 710 ad, the Second Turn of Treachery, I RoP raped the Zulu, taking 6 cities (including the capitol) and leaving them with one. I also killed the Babylonians, who had already been reduced to one city by the Hittites and Zulu. I took the last Zulu city in 740ad.
760 ad was, of course, the Final Turn of Treachery. RoP rape x 2 against the last two civs: Celts and America. On the first turn I took 5 American cities (including Washington and the Great Wall), and 7 Celt cities (including Entremont and the Pyramids), and pillaged both civs only sources of iron (no one ever made it to Gunpowder, so I still dont know where the saltpeter is). After the first turn of war, both civs had 7 cities between them. I took those the following turn. Conquest victory in 790 ad.
Overall, I was quite pleased with the date, although I would love to learn how to kick up my research a bit early on. Also, this marked the third game in a row in which I did not get a leader until the final two turns of the gameand two of those games have been with militaristic civs. The leaderlessness is getting a bit old.
All in all, I really detest RoP abuse. This was my second time using it, and the only reason I did so was because I felt it was necessary to achieve a competitive conquest victory date. I dont enjoy it at all. I know Aeson believes that it doesnt have a dramatic effect on final dateand far be it from me to say he is wrongbut to me it seems that RoP abuse has a significant effect. The AI has no time to rush units, no time to bring units back home if they are away, and they lose their most powerful cities and resources on the first turn of the war.
Currently, an exploit is either banned or allowed. I dont suppose we could add a third category regarding exploits: a list of things that are allowed or disallowed on a game-to-game basis?
Thanks for the very unique map Renata! I was pleased to discover that Berzerks are more effective than I realized, although it does take quite a few boats to keep them near the frontlines of the battle.