COTM 115 Austria - Final Spoiler - Game Over

Più Freddo

From space, earth is blue
Joined
Jan 26, 2005
Messages
2,366
Location
Vienna, Austria
This is the thread where you tell us how you did - win, lose or retire.

Only read or post in this thread when your game is ended and successfully submitted.

There have been reports of unintended artifacts of the upgrade paths in this game. If you have noticed anthing strange in the game, please report it here in as great detail as possible.
 
Diplomatic win in 1756. Not a very good date. I went through 3 or 4 votes that were tied before the helpful Dutch declared war on France who decided I wasn't so bad after all.

I did lose one settler early on to a barb, but after that the barbs weren't too much of a problem as I expanded as quickly as possible. I missed the Philo sling by one turn and it took until the Industrial age to finally get ahead of the AIs thanks to the ToE. Netherlands and France did manage to stay right at the front of the tech race.

I was a little disappointed to find we were given such a great unit and none of the resource were present on our landmass (cruel mapmaker). It was too late to settle anywhere on the landmass with the Germans as all the land was taken. It took some time to even have a chance, as the best unit I had were Horsemen when everyone else had Knights and Musketmen. I got dragged into a war with Zulu and Germany against the Mongols. I kept hoping I could get one of the cities with Iron or Saltpeter. At one point I had managed to take an iron city when the eventual counterattack by Cavalry was too much. I did settle for peace with the Zulu, hoping to go for the Diplo win with space as a fallback.

Just before I completed the UN the Germans "attacked" the Zulu, luckily during the inter turn I was able get MPPs with everyone but the French. The subsequent turn the world war began. It was touch and go for a little bit as the Zulu were very strong. I used my units to deny any beacheads and was then able to slowly advance on the Zulu. Toward the end Germany made peace with the Zulu and wrecked my plans to take as much of the Zulu lands as I could. Then the Dutch went after the French.

The biggest hindrance seemed to be the Germans, who at one point were down to 3 cities and never seemed to have a plan. Locked Alliances in Civ 3 are not very useful when you can't give your "ally" direction.

Other than the Bronze working pop-up for Feudalism, the only other thing I remember at the moment was the Adviser suggested I build Palaces so my cities could grow.
 
I was a little disappointed to find we were given such a great unit and none of the resource were present on our landmass (cruel mapmaker).

Thanks for the detailed report. Sorry for the cruel map. My idea was that the first continent should be taken with Horsemen and Knights and the second with Hussars. I tried very hard to make it worth while to research all the way to Hussars at all for a military victory.

I don't understand why the tech tree as well as the buildings list apparently got out of order. I didn't introduce or remove techs or buildings as far as I know. Apparenty, C3C is so full of bugs that it should best be left as it is. Crappy programmers.
 
Gonna win by UNO in 1380, if my save can be finished. :D

My problem still is that the PediaIcons doesn't work, even Lanzelots "translation" into german can't help. The game crashes if I try to open the save. :mad:

So I just play without the changed PediaIcons and logically without Husar or Cavalry that means, I disconnected gunpowder several times because sometimes it produced crashes, sometimes not. So, in my save you can find ca. 5-6 reloads just because of that. I was not able to find out a specific rule for that but at the end I came through and built the UNO.
Now, I have the problem with the last pics before the F8-Info because the PediaIcons are needed to click forward. My idea is to send the turn before winning to Lanzelot and he tries to open the save. If successful, I get back a save for an upload.

But of course it would be out of competion...:king:
 
continue...

Lose an insane number of ships before i reach the 2nd continent, but they are weak. Mongols are at that stage the only useful gpt provider, no real Research by the AS is happening! After going the whole upper branch the AS does not even come up with INV!!!
Cannot reach 4t-research yet, even though i build MoM in Vienna and pump it up to size 17.
Repeated wars against Zulu, who provide WH which is desperately needed. No harbours make lux trades impossible.
50 meet France as last civ (will be eliminated by Rome later)
30ad Cope´s in Vienna
110ad GP in… no saltpeter around, not on our island and not anywhere else where i already uncovered the FoW.
190ad finally build FP.
330ad build Newton´s 1 turn after ToG is in
Last turn i feared i would lose a turn because the stupid Germans made peace with Zulus and this deprived me of my WH from them!
400ad reach IA. Finally after MAG i could trade with everyone, but the whole closer continent has not yet built a single harbour, and the others are trading mostly everything away already…
Germans get Steam, Russians Medicine, Osman also Steam. Buy both and go for Electricity. Cannot trade for iron! :wallbash:
470 build the useless Knights Templar, but for sure not for RPG but because i may miss the GA altogether if i do not use wonders! I won´t research MT, and nobody can guarantee the AS will… thus i plan for KT+Hoovers to finally get it. However, stupid me lost a turn on ELE and a turn on the wonder… grr
480 Germany builds Sun Tzus… my alternative plan for a militaristic GW with a little bit more use would not have worked… the Romans kill off the French in my only phoney war i kept for fishing WH… in 50 turns or so they never made peace… 
560 FINALLY can build a harbour on the closer continent, and trade for iron and salt at the same time. First railing jobs.
780 also FINALLY Hoover´s kicks my GA, with Vienna reaching over 100spt now. And bringing me to 4t-research again.
860 after i did not have iron like forever, my only source of coal exhausts :wallbash:
870 first MGL in lots of elite fights
950 discover Flight as the last tech… i planned to declare against the Dutch, with the GLight the only other civ to know all the civs, and get everyone up against them. On that very last turn in the MA, they are silly enough to make a demand – and declare. Nice.
Germany draws Eco, Russians Rocketry, Ottos Computers. F***. Plan B.
990 GA ends… that was not planned… but nothing happens but that i lose another turn on Fission.
1020 finally… the UN vote. In the final turn i could bring everyone up against the Dutch who placed 2nd in nearly everything. Only in that turn for the first time in the game i managed to get incense!!! Everyone voted for me, except of course William, and Shaka abstained. Vienna was the greatest city on earth, at size 19 and holding 6 WWs.

A diplo victory in 1020ad does not even get me 10.000 Jason…

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I really should have thought longer at the beginning of the game. Moving the settler and going for a 20k-game would habe been the thing! Like, 1N would have made Vienna a really strong 20k-town. Too bad i did not think of that, but i guess someone else did and might even reach an all-time highest/fastest with it.

t_x
 

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Just realized I never finished my write up despite having completed the game weeks ago.

With no iron on our island and having entered the middle ages, I was still stuck with ancient tech units. Germany had surplus iron but no harbors, so I planted a town on the other continent at the coast between Germany and Zululand. Upon connecting this to Germany's closest town, I had to find out that he hadn't connected that to his trade network yet, sigh. While I helped along on that front, he of course finally got a harbor allowing me to get my hands on the desired iron. At least I had a beachhead on the continent for later use.

Zululand had settled a few towns on my island, which I couldn't tolerate for long. After Gunpowder research revealed no saltpeter in our territories either, the choice was clear. The Zulu even provided a nice juicy first target with saltpeter just 3N of my single continental town. Cleaning them off our island and capturing that town allowed the production of our unique Hussar unit.

After a period of peace and hussar build up, peace with the Zulu came to an end and the Austro-German campaign to rid the world of this menace began. In their open plains and grasslands, the hussars wreaked havoc without much resistance.

With the Zulu finished, I sadly once again fell into builder habits. The Dutch grew frisky and declared after a while, but did little except harrass my coast with frigates. Enslaving a few ships with privateers gave very strange results, enemy unique land units in the middle of the ocean instead of new privateers.

The game ended with a very unimpressive diplomatic victory for Austria in 1450 AD.
 
Culture 20k in 1790AD. First of all I'll state the problem that cropped up just after I was victorious in case someone else faces that : After the victory I got an error message saying there was a certain leaderhead.pcx missing and the game will exit. I reloaded the turn several times but the message persisted. Then I noticed that the address of that file was wrong. It mentioned the "atr" directory instead of art which I corrected from the PediaIcons.txt and the game ended fine. So if anyone else has this error then please don't let your heart stop beating (mine did for just a moment) and simply correct the given line in the PediaIcons.txt file.
 
Talking of the game now, it went horribly. I had planned on a Military victory but abandoned the idea on realising that iron wasn't available. I settled in place, missing the shore by a tile and losing out on wonders like the colossus and lighthouse. Thankfully though I built a temple early to serve the 20k purpose. The switch from military to culture allowed the other Island to be completely filled and the AI even built a few towns on my island. This ruined the score that I should have got in the settling phase and my empire was quite weak long way to around 10BC. This loss however reflects very well in the Jason score which is my lowest till date (excepting the previous game which was won with the wrong VC) . At the End of the game there was an interesting situation. Austria, Germany and Netherlands were ALL AT WAR WITH EACH OTHER. Despite the locked Alliance MPPs pulled us all into these wars. And the irony was that the Dutch ceded for peace earlier than the Germans!!!

ETA : I would've won in 1788 but my culture was at 19990 in 1788 so another turn was spent...
 
After the victory I got an error message saying there was a certain leaderhead.pcx missing and the game will exit. I reloaded the turn several times but the message persisted. Then I noticed that the address of that file was wrong. It mentioned the "atr" directory instead of art which I corrected from the PediaIcons.txt and the game ended fine.

Good advice but although I have some "Great Kiss" the error message was just the same.
But my problem was in the beginning, I couldn't replace the whole PediaIcon - Lanzelot and me couldn't find the mistake in general. Must be a problem with my german C3C-Version...

So, I started the game with my original PediaIcons. I was building austrian cities called Vienna and so on but I had to be awared of building the UU [" Husar" in german]. When it was able to build , that means gunpowder connected, the whole game crashed. If not, everything was okay. Sometimes the Governor chooses "Husar" for the first works, so I have to disconnect gunpowder before. Many Reloads...:crazyeye:

I triggered the GA by capturing the Great Wall (in Zimbabwe) from the Zulu so my next WW fulfills.

Nevertheless my game is out of competition because I can't solve the last problem with the "Great Kiss" in the last trailer - otherwise I win in 1380 ad by diplomatic victory. It's not too bad thinking of the disadvantage having no Cavalry which is a strong unit for a long time; even more not to be able to built the Hussar. :king:
 
Good advice but although I have some "Great Kiss" the error message was just the same.
But my problem was in the beginning, I couldn't replace the whole PediaIcon - Lanzelot and me couldn't find the mistake in general. Must be a problem with my german C3C-Version...

So, I started the game with my original PediaIcons. I was building austrian cities called Vienna and so on but I had to be awared of building the UU [" Husar" in german]. When it was able to build , that means gunpowder connected, the whole game crashed. If not, everything was okay. Sometimes the Governor chooses "Husar" for the first works, so I have to disconnect gunpowder before. Many Reloads...:crazyeye:

I triggered the GA by capturing the Great Wall (in Zimbabwe) from the Zulu so my next WW fulfills.

Nevertheless my game is out of competition because I can't solve the last problem with the "Great Kiss" in the last trailer - otherwise I win in 1380 ad by diplomatic victory. It's not too bad thinking of the disadvantage having no Cavalry which is a strong unit for a long time; even more not to be able to built the Hussar. :king:

I guess we have the same issue. Although I'm the earlier post, I didn't mention the whole thing. The error was actually with the tiny heart or something like that. You should probably check the PediaIcons.txt file. Although you won't be able to submit but maybe you'll be able to get Austria as a civ for future games.
 
Then I noticed that the address of that file was wrong. It mentioned the "atr" directory instead of art which I corrected from the PediaIcons.txt and the game ended fine. So if anyone else has this error then please don't let your heart stop beating (mine did for just a moment) and simply correct the given line in the PediaIcons.txt file.

This error -- a typo of mine -- has been reported earlier and the official PediaIcons.txt file corrected. So if you just download the file again, the problem will be solved. Or you can edit the file as Atishay Jain suggests. Sorry again about the typo.
 
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