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COTM 118 Spain Deity - 1st Spoiler - QSC

Discussion in 'Civ3 - Game of the Month' started by Più Freddo, Nov 14, 2015.

  1. Più Freddo

    Più Freddo From space, earth is blue

    Joined:
    Jan 26, 2005
    Messages:
    1,900
    Location:
    Vienna, Austria
    This thread is for your reports of events and progress in COTM 118 Spain Deity up to the date where you are eligible to submit your Quick Start Challenge results, i.e. 1000 BC.

    Do not read or post in this thread until you meet this condition.

    Please do not post information here relating to later dates.
     
  2. greatbeyond

    greatbeyond King

    Joined:
    Jan 7, 2002
    Messages:
    981
    COTM 118 starring Isabella of Spain in, "Back to the future."

    How has your game gone so far? Have you suffered waves of AI attackers yet or are they just starting to pour in? Have you started to think it would have been better to let the natives have Isabella, than face their anger?

    Are you taking the route to space or world conquest?

    Did you concentrate on building settlers and filling your island first or did you go for trying to get some modern units to take the fight to the enemy?

    What strategy have you had to use to keep the enemy at bay?
     
  3. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    Cities
    4000BC Madrid
    3450BC Barcelona (On Iron 2NW,W)
    2470BC Seville (2SW,2W)
    2350BC Toledo (3NW,N)
    2270BC Santiago (2W,4NW)
    2230BC Salamanca (2SW,S)
    1990BC Murcia (2S,2SE)
    1910BC Valencia (7SW)
    1830BC Zaragoza (5S,W)
    1700BC Pamplona (SE,6S)
    1700BC Vitoria (6S,4SW)
    1675BC Santander (2S,8SW)
    1650BC Asturias (4S,5SW)
    1600BC Jaen (North Uranium)
    1575BC Logrono (North Alunium)
    1550BC Valladolid (North Oil)
    1375BC Palma (SE,9S)
    1275BC Cordoba (North Oil)
    1225BC Teruel (North Alumiun, Uranium)


    Other:
    3750BC Madrid hits size 2. WW is bad two unhappy citizens. May have to change goverment soon.
    3650BC Cash rush Settler in Madrid.
    3600BC Revolution.
    3500BC Monarchy established.
    2800BC Granary rushed in Barcelona.
    2150BC Granary rushed in Madrid.
    1350BC First AI Galley spotted. Sink it with Galleon.
    1300BC Factory in Madrid. Tow Infanty rushed in Valldolid.


    Resources:
    3050BC Wines
    2510BC Iron, Furs
    2230BC Dyes
    2030BC Horses
    1990BC Ivory
    1790BC Spices
    1700BC Silks
    1600BC Coal
    1400BC Incense, Rubber
    1375BC Saltpeter
    1250BC Gems

    QSC Stats:
    All techs
    71 Pops
    17 Towns 2 City
    1227 gold
    30 Workers
    4 Cavalry
    1 Mech I
    6 Galleons
    2 Conquistadors
    1 Tow I
    1 Hydro plant
    1 Factory
    1 Aqueduct
    1 Temple
    1 Harbour
    5 Barracks
    3 Granaries

     

    Attached Files:

  4. greatbeyond

    greatbeyond King

    Joined:
    Jan 7, 2002
    Messages:
    981
    That looks like an excellent start Kuningas.
     
  5. Cotta

    Cotta Warlord

    Joined:
    Oct 21, 2010
    Messages:
    123
    No prebuild for Hoover Dam? I got it 1025bc but I setteled 1-4 on the hill for more spt.
     
  6. templar_x

    templar_x usually walks his talks

    Joined:
    Jun 15, 2008
    Messages:
    2,668
    Location:
    on a learning curve
    my take on this special game: :)

    3900 capital built 1w1sw of starting position
    Early builds:
    Worker-granary-settlers
    Volcano activity seems abnormally high. WW kicks in on growth to size-2 already.
    3000 first lux connected
    2900 2nd town 1W2NW
    2670 3rd town 3N
    2590 4th town 3SW
    2550 2nd lux connected
    2430 5th town 2NE1E
    2270 6th town 1S2SE
    Iron connected
    2230 3rd lux connected
    TGL completed. So expect invasions from now on.
    1675 lose my first galleon against 2 barb galleys on defense :( 
    4th+5th lux connecte.
    1625 6th lux.
    1525 first AS civ (Roman) galley; found uranium island
    1450 Incan and Egyptian galleys
    1350 coal and rubber connected
    1325 7th+8th lux connected
    1300 Aluminium island settled
    1250 Oil island settled
    1150 saltpeter connected
    1100 oil as the last ressource connected
    1025 capital pumped up to size 12 and 85 shields
    1000bc manufacturing plant built,
    stats:
    17 settlements, 5 of which are cities, 69 Pop.
    Capital at size 12, building a Manufacturing Plant this turn
    20 workers, 1 knight, 1 mech inf, 1 arti, 1 galleon, 1 ironclad, 1 conquistador
    No1 in pop, GNP and production
    Nearly everyone else in Middle Age
    416 gold
    All luxes and ressources connected
    Preparing for GA and hopefully a bc-spaceship launch

    Tbc -t_x
     
  7. templar_x

    templar_x usually walks his talks

    Joined:
    Jun 15, 2008
    Messages:
    2,668
    Location:
    on a learning curve
    what would i want Hoover for in this game? i want max shields in my production town(s), and those are provided by nucular plants! :homer: :D
    t_x
     
  8. Cotta

    Cotta Warlord

    Joined:
    Oct 21, 2010
    Messages:
    123
    We will see...
     
  9. Più Freddo

    Più Freddo From space, earth is blue

    Joined:
    Jan 26, 2005
    Messages:
    1,900
    Location:
    Vienna, Austria
    I had the very good fortune to have a really boring day at work during
    which I could study the pre-game thread picture of the starting island
    very closely and making several spread-sheet calculations of the
    starting moves. It seems amazing now that no one writing a spoiler so
    far appears to have discovered the Two-Turn Settler Factory at the
    site W, SW from the starting location. It certainly looks designed for
    this purpose with its Cattle, three Flood Plains and Wine on
    Hill. Apparently, you have more interesting jobs than I.

    I knew I wanted to get the Two-Turner running as soon as possible, so
    I needed a Granary -- fast. With only 40 gold in the kitty I could not
    cash-rush it outright, so I made different calculations involving
    disbanding the apparently useless military units. The best
    calculations used Democracy with its overpowered Workers. Workers
    would already be "PtW Industrious" due to the knowledge of Replaceable
    Parts. Under Democracy, with a further 50% acceleration, they would
    road flatlands in one turn. I also made calculations for Monarchy,
    which weren't all that much slower, since irrigation would be the same
    and mining only one turn slower. After the initial phase, the
    advantages of Worker speed and lower corruption would be less
    important. We have a small island on a large map and only need a
    handful productive cities for the spaceship. Lower corruption would
    never outweigh War Unhappiness. (Fascism, of course, has even faster
    Workers and no War Unhappiness, but it would be better only for
    irrigation, and not having the ability to cash rush would make the
    Two-Turner impossible in any case.)

    Now, since I had decided to move the Settler during two turns, it
    appeared to me that revolting in 4000 BC would be for free. Research
    was already done, culture and shield production was not possible
    without having a single city. There was a free choice of
    Government.
    Having the options of Democracy and Monarchy, Republic
    seemed to be a poor alternative, a mere compromise. Owing to fear for
    eventually setting-in War Unhappiness, and not wanting to revolt again
    mid-game, I opted for Monarchy from start. Again, luck struck, as it
    appears that a bug in C3C make War Unhappiness much worse than could
    be expected under Governments that know it.

    So, in 4000 BC, the Settler moves W, the Worker SW to Cattle, the
    Conquistador fortifies W, SW and the Mechanized Infantry moves there
    as well. Spain revolts. In 3950, the Worker starts mining the Cattle
    tile (uselessly, as this half Worker turn is eventually lost) and the
    Mechanized Infantry fortifies. In 3900 BC, after Monarchy has been
    established, Madrid is founded on the Hill and starts working the
    Cattle for two spt. Two turns later, with four shields in the box, I
    short-rush six shields using a Worker pre-build for 24 gold and then
    disband both military units for 17 and 27 shields, repectively, for a
    total of 54 shields in the box. Disbanding also reduces the
    maintenance cost, leaving more gold for rushing. Since the Mine is
    due, production is now up to three spt and the Granary is built
    losslessly in 3700 BC just before the very first population growth in
    Madrid.

    Using the Cattle and a Flood Plain, Food Surplus is now five fpt,
    perfect for the Granary. For ten fpt, all three Flood Plains would
    have to be irrigated. Anything in between would count the same as five
    fpt, due to the Granary. I would like to have ten fpt Food Surplus
    just as I strike a population of four (Cattle plus the tree Flood
    Plains), so after an initial Settler, I build a Worker for the SW
    Flood Plain. These Units are both built using harvested shields, but
    from this point onward, all Settlers will be short-rushed using a
    Walls pre-build. The first (five-turn) Settler will cost 12 gold, the
    second (three-turn) one 36 gold and the following two-turn Settlers
    will cost 48 gold each.

    The first, early, Settler I sent to the Dyes tile in the west, which
    appeared to be the strongest location with its Game Forest. It started
    putting its shields into a Rifleman, but this I later changed to a
    Galleon, which was then the first build outside the Capital and sailed
    off immediately with a Settler onboard. I wanted to colonize three of
    the little islands with the missing resources. To defend the islands,
    I would need two Horsemen per island, the cheapest Military Unit
    available with full scientific knowledge. I also wanted to use
    Horsemen, or something on their upgrade path, to defend the home
    island. So the two Workers, after finishing the Factory, were set to
    work connecting Barcelona and Horses, respectively.

    At this early stage, I didn't know how much cash I would have and
    whether it would run out before I had produced all the Settlers I
    needed. I thought I would have to build one-turn Workers in between in
    order to save cash, but it turned out that churning out Settlers
    founding cities producing gold, and connecting Luxuries, was enough to
    keep the money flowing. After initially sinking for each Settler, the
    cash reserves soon started growing again in spite of the constant
    cash-rushing, and I could even short-rush some of the (regular)
    Horsemen being produced in other cities as well.

    Having an adequate cash flow was important, since switching the
    Factory back to Settlers after having built Workers would cost 120
    gold each time. I did make that switch once at the end of the Factory
    Phase in Madrid in order to produce a Settler for Jaen on the marshy
    south-eastern point and one more Settler which I thought I would need
    for a city on the mainland with the purpose of generating Great
    Military Leaders and generally drain the AI forces. At this time cash
    was no longer an issue.

    I settled the island from the top down starting with the strongest
    locations. In 2150 BC with three Settlers underway to the last
    locations (except Jaen), I switched to producing one-turn Workers in
    Madrid. Until this point I had had only the two initial Workers, which
    were busy most of all with connecting cities and Resources. The
    Workers spewed out from Madrid now started improving the lands, again
    from north to south.

    In 1725 BC the first AI tribes entered the Middle Ages and in 1450 BC
    the first Galley arrived. I sank it with the Galleon. Later visitors I
    would let sail all the way to the vicinity of Madrid, where they would
    drop one or two pathetic units in the unworked Forest tile, promptly
    to be killed by now veteran Horsemen. I wanted to rush the Forbidden
    Palace and/or Apollo Program with a Great Military Leader, but it was
    not to be.

    At this stage I still had fear for the military capacity of the AI, so
    I built a Destroyer to hunt down some Galleys after they had deposited
    their leader fodder. It was eventually sunk attacking one of these
    Galleys. I didn't replace it.

    I put off connecting the Iron in order to be able to build Horsemen
    for upgrade. I also thought I wouldn't need Railways and Factories
    until later, when most tiles had gotten the basic improvements.
    Towards the end of the Quick Start Challenge period I connected the
    last Resources and let Madrid stop producing Workers, but grow in size
    instead. I also cleared the Marshes in the south-east and founded
    Jaen, mostly for aesthetic reasons. It never played a role in the
    game.

    4000 BC Establish Anarchy
    3900 BC Establish Monarchy
    3900 BC Found Madrid
    3700 BC Build Granary
    3200 BC Found Barcelona
    2900 BC Found Seville
    2750 BC Connect Wines
    2750 BC Found Toledo
    2670 BC Found Santiago
    2630 BC Found Salamanca
    2590 BC Connect Horses
    2550 BC Connect Dyes
    2510 BC Found Murcia
    2350 BC Found Valencia
    2310 BC Found Zaragoza on Uranium Island
    2270 BC Connect Furs
    2150 BC Found Pamplona Switch to Workers
    2110 BC Found Vitoria on Aluminum Island. Apollo Program becomes buildable.
    1950 BC Connect Ivory
    1950 BC Found Santander
    1830 BC Found Asturias on Oil Island
    1750 BC Connect Spices
    1750 BC Connect Gems
    1725 BC AIs enter Middle Ages.
    1500 BC Connect Silks
    1500 BC Connect Rubber
    1500 BC Connect Uranium
    1450 BC Connect Incense. First Galley arrives. Sink it with Galleon.
    1450 BC Connect Coal
    1400 BC Connect Oil
    1375 BC Connect Aluminum
    1250 BC Connect Iron
    1125 BC Connect Saltpeter. Madrid leaves Factory Mode.
    1000 BC Found Jaen on the south-east end.​
     
  10. Più Freddo

    Più Freddo From space, earth is blue

    Joined:
    Jan 26, 2005
    Messages:
    1,900
    Location:
    Vienna, Austria
    14 cities (4 Cities, 10 Towns)
    80 citizens
    8 luxuries
    8 resources
    1 settler
    34 workers
    8 horsemen
    2 knights
    4 cavalry
    1 transport
    1 destroyer
    1 conquistador
    1 granary
    4 barracks
    9 temple
    3 marketplace
    3 aqueduct
    9 harbor
     
  11. Kuningas

    Kuningas Deity

    Joined:
    Aug 15, 2003
    Messages:
    2,092
    I did too two turn settlers in capital. But as late as 2150BC onward. Look at your QSC stats, Studying map really payed of.
     
  12. greatbeyond

    greatbeyond King

    Joined:
    Jan 7, 2002
    Messages:
    981
    Più Freddo

    All I can say is I am amazed at the thought you put into your game plan.

    You and the others posting so far have made some moves that I had not anticipated for the start of the game. It makes me think now it might be too easy!
     
  13. templar_x

    templar_x usually walks his talks

    Joined:
    Jun 15, 2008
    Messages:
    2,668
    Location:
    on a learning curve
    i could already use the Final Spoiler :)

    shall i open it myself?

    t_x
     
  14. Più Freddo

    Più Freddo From space, earth is blue

    Joined:
    Jan 26, 2005
    Messages:
    1,900
    Location:
    Vienna, Austria
    I'll do it.
     
  15. Memento

    Memento The World is mine

    Joined:
    Apr 2, 2003
    Messages:
    876
    Location:
    Bremen/Germany
    seems a good idea. after my submission i played again and use this, but after 1 turn in democracy anarchy is back. test again with 100% lux (happy people with 30%) and it happens again.
     
  16. Memento

    Memento The World is mine

    Joined:
    Apr 2, 2003
    Messages:
    876
    Location:
    Bremen/Germany
    My stats:
    Settler W, build 2 worker, settler, gran, factory, manuf, nuklear plant, 4 knights (2 to rush fabric in seville), 1 rifleman, apollo,
    1000bc, 2 buildings from shuttle
    1 city (80 shields, more possible but enough at the moment), 7 towns, 4 lux
     
  17. serttech2003

    serttech2003 Warlord

    Joined:
    Apr 23, 2003
    Messages:
    143
    Not knowing better since I can't (ie haven't) won on deity before, I set up a dot map and moved my settler 2 (yes you read that right) squares to get centered. Madrid will set up a settler factory, So...I think I'm going to

    (1) avoid hooking up all strategic resources except iron, horses, coal, gunpowder (for cav and canons) until cities can build the advanced units quickly.

    (2) build a mobile defense force and create a "landing zone" for the AI to use by not defending in one interior city. The AI tends to attampt to take undefended cities.

    (3) workers will be critical for upgrading squares and growth to cities.

    (4) a setler factory and a worker factory are necessary.

    (5) goal will be simply to survive as long as I can and aim for conquest by razing. (NOTE: NEVER DID THIS, SWITCHED VICTORY CONDITION)

    3900 Madrid formed, set to granary

    3200 Madrid completes granary, set to settler. Spot picked out for worker factory.

    2470 Seville founded, set to barracks than start mobile defense force.

    2430 Toledo founded for FP. set to worker than FP. Can I use engineers to build it brick by brick?

    2270 Santiago founded, set to worker than barracks

    2030 Salamanca founded, worker than arty of some kind

    1910 Murcia founded, worker, than arty as well. Seville finishes barracks, going to build riflemen until I can build cav

    1725 Valencia founded, worker than barracks

    1575 Zaragoza founded, worker than barracks

    1375 Pamplona founded, worker than baracks

    1275 Vitoria founded, worker than barracks

    1000 Santander founded, rifleman going to be rushed

    3 settlers, 18 workers, 1 horseman, 4 knights, 1 mech, 2 artillery, 1 galleon, 1 conquistador

    12 cities

    QSC Score: 278478 (?)
     

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