COTM 117 America - Final Spoiler - Game Over

Kuningas

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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.
 
As we left the Americans in 825 BC, they had just entered the Middle
Ages and were at war with India and Arabia. Next, troops from India
went north-east to China whereas the troops in Arabia continued
south-east towards Germany. For the campaigns against the Iroquois and
Aztecs in the south, the American armies were reinforced with Medieval
Infantry specially trained for Jungle warfare. In the end all troops
converged on Russia.

For some time, specialist scientists in captured cities had been
researching slowly towards Chivalry. As Pikemen turned up in Germany,
and the troops were getting so far afield that sending reinforcements
was getting difficult, Washington turned the switch and finished the
discovery. The Knights in Germany and Russia had a better rate of
survival than the lighter cavalry of mere Horsemen.

In the very end, The Temple of Artimis was captured in Moscow. As the
cultural borders of most American cities suddenly expanded a few turns
later, America somewhat unexpectedly fulfilled the criteria for world
domination. Through sheer luck, in the same year, after a total of
four cultural flips, the very last Russian town had been captured for
a combined Conquest and Domination victory for America recorded in 310
AD. A couple of insignificant great military leaders had in the end
game formed Armies, which had been filled with Knights.

There was no Golden Age.

800 BC Destroy India
670 BC Connect Incense
630 BC Connect Ivory
550 BC Destroy Arabia
250 BC Destroy China
250 BC Connect Silks
150 BC Emerge Military Great Leader
130 BC Build Forbidden Palace in Salamanca
070 AD Connect Wines
090 AD Destroy Iroquois
110 AD Destroy Germany
260 AD Destroy Aztecs
300 AD Destroy Russia
310 AD Conquest and Domination​
 
Man you people are fast. I have lots of learning still to do.

What I did right: stopped my expansion phase earlier and turned to war-mode faster.
What I didn't do right: still build too much. Don't need marketplaces and library in every productive city.
What I need to do faster: horseman(v) for early start to conquest.

Summary: Conquest in 1030 AD (fast for me so stop laughing!!)
Firaxis score: 5664
Jason score: 9549

Was at war with Russia for almost the whole game. I conquered Arabs, then attacked Aztecs (which took me longer than I expected), China, India, Iroquois, then Russia. (Did I leave anyone out/)

fun game, applause all around.
 
Domination in 450bc. 13 turns more than Più seems not bad...:king:

Firaxis score: 7816
Jason score: 11467
 
@Piu Freddo what was the size of the armies you sent when invading ? I have seen AI civs vanish pretty quickly in this and many other fast military games and I am generally unable to get things done this fast.
 
Well I feel embarrassed now. Domination in 1390 AD :blush: Absolutely pathetic compared to the foregoing -- but I don't usually go full-on genocidal, so that's a pretty good finish-date for me! ;)

First blood was a short fight with Abu (he started it, sir!) -- I made peace for Construction (I wanted the GWall for a GA just after I went to Republic). Then I DoW'd the Iros, Arabs and Aztecs simultaneously, attacking with Swords+Horses, while researching Feudalism and (pre)building SunTzu for the free Raxes. Hiawatha was the first to fall, and I grabbed most of Arabia as well (Otto delivered the coup de grace by taking Shanghai, but my Knights took Mecca from under the noses of his Maces).

After I got Chivalry and Invention, I used an Iron-disconnect to mass-build Horses, (pre)built Leos to make the Knight-upgrades cheaper and concentrated on the Aztecs (that was a hard slog, through all that Jungle, because Monty still hadn't built many roads) -- just in time to see Otto grab Tenochtitlan from under my nose! Seeing as most of my troops were now in the southern half of the map, I put Cathy next on my hit-list, and when she was out, I went after Otto's land (ha! Payback!), upgrading my Knights to Cavs on the way. I'd hoped that holding 6 'islands' out of the 8 (plus a couple of ex-Chinese, ex-Arab, ex-German towns) would be enough for Domination -- but it wasn't (still only about 63%).

So I ran my troops from east-Germany all the way up to China to grab some more turf from them instead. I could have attacked India, but I had trades going on with Gandhi for most of the game.

Verdict:

For this Vic-type, I played very non-optimally:
  • stopped exploring too early (used my Scouts to block my land-bridges before they'd finished mapping)
  • spent too much time building improvements (and GWonders?) I probably (certainly?) didn't need
  • didn't always beeline directly to the mil-techs (put off researching Metallurgy much longer than I probably should have, to keep my WonderWalls intact as long as possible)
  • and played far too honorably (no 20T-deals broken deliberately, including PTs, no RoP-abuse at all)
Also, I could/should have used much more cash-rushing of units in the very late game, instead of spending on research beyond MilTrad.

Made quite a few outright mistakes as well, not least of which was leaving Gandhi alive long enough during the early game for him to build SoZ, which (because I was scared of ACavs attacking my very lightly guarded core) meant he became my main trading partner instead of my enemy (and I'm too sentimental).

Still, I had fun doing it, and practicing a few new (for me) tricks which should help me at higher levels (just started playing at DG in solo-games).
 
Più Freddo;14037190 said:
Oh, two Knights or three. Whatever was available. It was really in the last turns. I could attack three times against Spearmen.

That's it?
You really must need a lot of luck for such a campaign to be successful. I tried fighting with less units (in gotm 141) but the results were disastrous. Do you do this many times per was it only in this game because someone else had weakened the opponents?
 
Pi¨´ Freddo;14037757 said:
Oh, but you can't compare PTW with C3C! C3C Armies rule.

Okay. So you meant 2 or 3 knight armies. :facepalm: I had misunderstood. I thought you meant 2 or 3 Knights which seemed a bit difficult to understand. I meant to ask you the total number of units you sent (approximately) on these conquest campaigns.
 
I meant to ask you the total number of units you sent (approximately) on these conquest campaigns.

This is what CivAssist II says about my 310 AD save, the one I submitted:

Workers: 111
Knight: 43
Horseman: 14
Settler: 3
Army: 2
Medieval Infantry: 1

Unfortunately, the Knights weren't even all in Russia. Some were healing. I sent in about five to capture a city. If you have two targets, you can place some units right in between and adapt to the losses on each site.
 
Pi¨´ Freddo;14039204 said:
This is what CivAssist II says about my 310 AD save, the one I submitted:

Workers: 111
Knight: 43
Horseman: 14
Settler: 3
Army: 2
Medieval Infantry: 1

Unfortunately, the Knights weren't even all in Russia. Some were healing. I sent in about five to capture a city. If you have two targets, you can place some units right in between and adapt to the losses on each site.

That was what I was looking for. Thanks.
 
Cotta... you sure it was bc? ;)
 
i hardly saw the MA, so i will just post the whole story into here:

4000bc
Scout 2E, sees nothing
Settling shows 2 more food sources
Worker to one cow
Build order: scout-granary-settler-archer-combo factory
3950 hut gives maps
3800 even more food to the south
3750 hut gives WC (why WC and not CB? I always believed it was not strictly the cheapest tech…)
3500 meet Arabia, trade WC for CB+10g)
3450 hut gives town on one of the branches 
Another hut gives BW
3200 granary
3100 meet Russia, WC for 10g
3050 meet Aztecs, no trades
3000 meet Germany, trade Mas+Pot for TW+10g
Alpha in
First settler
2850 found 2S
2800 combo settler factory starts operation
2670 meet China, no trades
Trade Alpha for Myst with Arabia
2nd settler
2590 found 2NW
2550 trade Alpha+TW for IW with Aztecs
Both iron+horses readily available 
2390 found 2N
2310 Writing in
Trade for HR with China (so to not get it from hut)
2270 hut gives warrior 
2230 build 4S
2190 meet India, trade Myst for 20g
2070 have to wait before ther hut until i have CoL ready…
1950 found W2SW
1910 ok, hut is gone ;)
1870 found 5SE
1790 2t-worker factory starts operation
1750 CoL in, Philo next
1725 1st lux finally connected, first horse built
1650 meet Iros
1575 Philo in, Rep+revolt, 5 turns of anarchy
1475 Republic, switch off research
1250 start war against India and of course lose a horse on flatland against a unfortified warrior :wallbash: and next turn i lose 4 units against a single spear… great start!
1075 get WH from the Iros
1025 first attack on Delhi fails
2-turn horses in capital from here on

1000bc QSC
1 city, 12 towns, 52 pop
122 tiles
52 gold
Know all civs
Stopped research after Republic
1 settler, 11 workers, 2 scouts, 2 warriors, 21 horsemen, 1 slave

925 level-1 WW sets in
900 in the 3rd attempt and after 7 (!!) defenders, Delhi falls
730 India destroyed. They were so much stronger than i would have ever expected on this level.
590 war on China starts
470 trade into MA
450 Chinese only have a settler on boat left. Get my first MGL.
410 China destroyed
310 Arabia destroyed
170 Germany destroyed

10ad sees me at war with Iros and Aztecs, quite a few sloppy mistakes from my side
110 Iros out
130 only time until now in this game that a town deposes (ok, maybe the 2nd time)
210 get the 8th lux, Russia destroyed. One unbelievable Aztec town left. I attack with all i have got, with loads of troops on the way, but not much in vicinity… conquest!
230 game won. Close to 12000 pts. Another game where i only used horsemen until the end. Never saw a pike or MI or knight, only Russia had Feud for a few turns before the end. No GA in my game either.

E victories
IIII MGL in 450bc
IIIII I MGL in 90bc
IIIII IIIII II
My elites fought TERRIBLY bad, losing under any circumstances, like an e horse against a 1hp-archer, and so on.
I failed to rush or build the FP in this game… should probably have used the 1st MGL for that, but i am not sure it mattered at all.

A nice game concept, thank you. I saw those tiny islands in between only after i had finished the game.
i believe that the best players could also finish this significantly earlier.

a final Picture:


t_x
 

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My elites fought TERRIBLY bad, losing under any circumstances, like an e horse against a 1hp-archer, and so on.

t_x

I made similar experiances in some games as well. So I didn't get any leader...:rolleyes:
 
Domination in 10AD.

I made an unusual choice this game: as my scouts soon found out, that building roads to the enemy would take forever over the jungle connections, I decided to use ship-chains. And as swordsmen can travel via ship-chain as fast as horsemen, I used swordsmen for my early warfare. In the end, after my workers had completed a road to Arabia, I switched to horsemen, though.

I did not stop research after the Republic, because tech prices were quite cheap on this map and the benefit of Markets and Aqueducts quite big. After I had upgraded my initial MP warriors, I researched Polytheism and then one of Currency/Construction. Can't remember which one. The other one I was able to trade.

First target was the Iroquois, as I didn't want to face too many Mounted Warriors. (Didn't see any, so I guess I was quick enough...) Next target was Aztecia, as they had built the Pyramids. (I needed that for my Golden Age. GA was triggered by hand-building the Colossus, then capturing the Pyramids and then hand-building the Temple of Artemis in 430 BC. (I didn't let the AI build Artemis, because I wanted it as early as possible for happiness reasons and because I needed a second wonder for the GA anyway. I got three cities to 30spt during GA and another one to 20spt, which rushed a worker for 80 gold at the beginning of each turn, so these 4 cities alone contributed 80 horsemen to the war effort. At the end of the GA I didn't bother to readjust the cities back to non-GA production, as it was pretty clear that the game would be over in 2-3 turns, so the units produced at home would not make a difference anymore.)

Like templar I did not bother to build the Forbidden Palace. Probably the right choice on this map. I would have used my first MGL for it, if it would have happened to appear in a good location, but I got my first leader only two turns before the end in the middle of a jungle area, so I used it for a Swordsman-Army, which however did not see any action as the game was basically over next turn.
 
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