COTM46 - First Spoiler

Open Class, going for Conquest.

I decided to take very detailed notes this game as this is a good way to improve, and then I said to myself, well, why note use them and try the QSC again? (The last couple of months I didn't submit a QSC file, as I never had the time to take notes and write a good QSC report before the deadline...) The process of taking time, writing notes and thinking everything over really seems to have payed off: my QSC score now was twice as much as the last time I tried (COTM42).


Anyway here is now my QSC report, a summary will be available at the end. Screenshot is in the attachments.

4000 Scout to mountain, settler 1S. Then it took me 10min to come to a decision whether I should walk my settler S-SE-SE and start the settler factory right away, or whether I should settle in place and use the second town as settler factory, which would then be 19 turns later. (Ok, I miscalculated at that point, it was only 18 turns. See comment in 3150.) In the end I decided against the 3-turn walk, because it looked like there might be quite a bit of desert within my first circle of towns, if I move my capital south. I wanted my capital to be right in the center of the "good" land.

Andronicus and Chamnix indeed opted for the 3-turn walk, so it will be very interesting to compare our QSC results. At first glance it looks like there's not too much difference in our progress?! Perhaps settling 1SE, the most popular choice among the ones who published here, would have been best? This didn't occur to me, because I didn't realize that the 4-turner would have been available from that location as well. But Più Freddo's results look the most impressive: he is the only one who got two MA techs before 1000BC! This means, his Ansar steam roller will get going centuries before mine...

My strategic goal will be Conquest, as I think this can be achieved easier than domination on this kind of map. And I want a fast game this time, no more milking, thanks... :-) As this is going to be a military game, I opted for the "Monarchy Slingshot" this time. In retrospective I'm not sure, whether this was a wise choice: my research felt like it could have been a bit faster, considering my fast expansion.

Mecca starts a scout, research is set to Mysticism.

3750 Mecca completes scout. I found out that I still have time for another scout before I need to start collecting shields for the settler. Found two huts close by so far, but didn't pop them yet. Will wait till I have a warrior. Don't want to risk loosing my scout, if the huts are full of barbs. Also, if a hut contains a tech, I might get a more expensive one, if I wait till after I've found some neighbors and traded their initial techs. The huts are very close, so no risk loosing them to the AS.

3650 Third hut!

3550 And fourth hut! civ_steve, what have you done to this game? This is already more huts than in all my GOTMs combined...

3500 Mecca completes scout. Start on settler. Necessary food will take 7 turns, shields 8 turns (or so I thought...) Worker completes road & mine on the square 1S of Mecca and moves 1SE to build the road for the settler.

3450 Fifth hut... And contact with Zulu. I guess, now I urgently need to start "harvesting" my huts, before the Zulus start exploring.

3300 Road completed. Worker goes to the square 1E of Mecca to start bringing the cow some water.

3150 Mecca grows to size 3, the missing two shields are automatically collected from the temporary +1 forest square and settler completes one turn earlier than expected... Completely forgot about this... Settler uses the road to immediately reach its final destination S-SE-SE. Mecca starts warrior.

3100 Founded Medina, starts warrior.

2950 Discovered Mysticism, traded with Zulus for Warrior Code + 10g. Set research to Polytheism. Mecca completes warrior, starts temple.

2900 First hut pops Bronze Working

2850 Medina completes warrior, starts worker

2800 Second hut pops warrior

2750 Meet Mongols

2700 Medina completes worker, starts granary. Third hut: Damascus decides to join our empire -- in the middle of the desert...! :mad: Starts a temple to get at least one green tile into its radius.

2630 Fourth hut: The Wheel. Trade with Mongols: Mystery + 2gpt + 4g for Masonry.

2550 Mecca completes temple, starts settler.

2510 Meet Iroquois, trade Ceremonial Burial + Masonry for Alphabet + 10g.

2470 A barb is approaching Mecca. Switch settler to warrior. Fifth hut: 25g. Meet Ottomans: no techs :( Sold them Pottery for 10g, that way I can continue my -3gpt until Polytheism is finished. Meet Sumeria: no techs :(

2430 Mecca completes warrior, starts granary. Sixth hut: Iron Working!

2350 Sold Masonry to Zulu and Warrior Code to Iroquois for 25g each.

2310 Sold The Wheel to Ottomans for 25g.

2150 Clean barb camp for 25g. Meet Russia. Sold them Mysticism for 25g, sold Mongols Alphabet for 93g and Ottomans Alphabet for a worker.

2110 Medina completes granary, starts temple.

2030 Mecca completes granary, starts worker.

1950 Sold Russia Iron Working for 25g + worker. Mecca completes worker, starts spearman.

1910 Meet Hittites, sold them Masonry for 20g. Medina finishes temple and finally takes up settler production!

1870 Trade Zulus Iron Working + Alphabet + 35g for Horseback Riding, Ottomans Iron Working for 25g.

1830 Finish Polytheism, start on Writing.

1790 Mecca completes spear, starts settler.

1750 Medina settler.

1725 Sold Russia Horseback Riding + 45g for Writing, switch research to Philosophy.

1700 Found Baghdad, start granary.

1650 Mecca completes settler, starts barracks. Medina Settler.

1625 Damascus finishes temple, starts worker.

1600 Found Najran, start spearman

1550 Finish Philosophy, start on Literatur. I didn't revolt immediately, as a settler was due to finish in the same interturn. Medina finishes settler, I go into the city and from the city screen pressed F1. Never expected that this would work, but it did! Start revolution and get two turns anarchy?! (Isn't "religious" supposed to get no anarchy??)

1525 Found Kufah, "started" granary.

1475 Monarchy established. Sold Ceremonial Burial to Hittites for 25g. Research reduced to 10% to invest some money in infrastructure.

1450 Chopped forest near Baghdad and then rushed granary for 136g, starts worker in the IT. Found Basra, start granary.

1425 Medina settler.

1375 Barb approaches Kufah. Switch granary to warrior, which will complete next turn. Najran switches spear to granary. Bagdhad finishes worker, starts another one. Kufah completes warrior, starts its granary again.

1350 Sold Russia Polytheism + Philosophy + 53g for Map Making. Sold Mongols Polytheism + Writing + 3gpt for Mathematics. Sold Zulus Philosophy for 46g. Sold Russia Mathematics for 123g. Sold Iroquois Philosophy for 25g.

Established embassies in Moscow (51g), Karakorum (?g), Zimbabwe (31g), Salamanca (49g). ROP with Iroquois and Mongols.

1325 Mecca completes spearman, starts another one. Medina settler. Damascus completes worker, starts another one.

1300 Found Khurasan, start granary.

1275 Baghdad worker, starts another one.

1250 Mecca completes spearman, starts settler. Sold Sumeria Alphabet for 23g.

1225 Medina settler.

1200 Found Anjar, start granary.

1175 Baghdad worker.

1150 Rush granary in Najran for 20g, start worker. Establish embassy in Istanbul (41g), Ur (65g), Hattusas (53g). Mecca completes settler, starts spearman.

1125 Hook up dyes. Medina settler.

1100 Baghdad worker, Najran worker.

1075 Sold Sumeria Iron Working for 20g. Mecca completes spear, Damascus worker.

1050 Found Fustat, start worker.

1025 Rush granary in Kufah for 52g, start temple. Found Aden, start granary. Sold Russia Monarchy for Code of Laws + 25g. Medina settler. Baghdad&Najran complete worker, start temple.

1000 Rush granary in Basra, for 72g. Found Yamama, start granary.

QSC statistics:
Towns: 12
Pop: 24
Score: 242
Techs: 17
5 granaries, 3 temples, 1 barrack
1 settler, 12 workers, 2 slaves, 7 units
Horses, Dyes
7 contacts & embassies
QSC score: 4757


Research:

4000 Pottery, Ceremonial Burial (starting techs)
2950 Mysticism
2950 Warrior Code (from Zulus)
2900 Bronze Working (from hut)
2630 The Wheel (from hut)
2630 Masonry (from Mongols)
2510 Alphabet (from Iroquois)
2430 Iron Working (from hut)
1870 Horseback Riding (from Zulus)
1830 Polytheism
1725 Writing (from Russia)
1550 Philosophy
1550 Monarchy (free tech)
1350 Map Making (from Russia)
1350 Mathematics (from Mongols)
1025 Code of Laws (from Russia)​

Towns:
4000 Mecca
3100 Medina
2700 Damascus (from hut)
1700 Baghdad
1600 Najran
1525 Kufah
1450 Basra
1300 Khurasan
1200 Anjar
1050 Fustat
1025 Aden
1000 Yamama
Contact:
3450 Zulus
2750 Mongols
2510 Iroquios
2470 Ottomans
2470 Sumeria
2150 Russia
1910 Hittites
Comments:
Never got any gpt deal from the ASs. I'm completely puzzled... Not even if I offered 4 valuable techs. :confused: The 999 method showed that they had 27gpt available at that moment. I'm 100% sure that I did nothing all game to trash my reputation. So I was limited to selling my techs for lump sums, but most ASs usually had only 20-30g in their treasury (if they had any at all...) Once I was lucky and got 123g for a tech, but otherwise I had to sell under value to get any income at all.

Did quite some wood chopping to reduce prices for granaries. Not sure whether this is wise or whether workers should better be used on roading/mining/irrigating that early in the game?!

Stopped taking notes after 1000 BC, but the next events are reported quickly: entered MA in 610 BC. My core ring of 7 cities has pretty much completed a granary, temple and barrack each and is now training horsemen. The two or three power towns also got a library and market place meanwhile. I don't think I will do my first conquering with horsemen, even though I had originally planned this. I'll just postpone it till after getting Chivalry. My next neighbors will certainly still be at spearmen at that point, so I hope to make up for the lost time by taking full advantage of the Ansar-power. (A horsemen rush now would certainly suffer some losses, which would need to be replace before going into the next war. An Ansar task force might get through Zululand unharmed and proceed to Iroquois.:D )

And finally: was quite disappointed to see the GOTM77 announcement yesterday...! A Deity game! How I would love to go for that! But that would mean giving up COTM46, and as I think I got a really good start this time, that would be a shame. So I'll stick with COTM46 for now.

Lanzelot
 
Never got any gpt deal from the ASs. I'm completely puzzled...

In the early game, it's rare for the AI to have spare gpt for trades. This is true even if the 999 trick shows a sizeable amount of gpt. So this is completely normal.

Oh, and expansionistic civs don't have to ever worry about popping barbs from a hut. So pop away with those scouts. :)
 
swordsman_small.gif

Target: Fastest Domination or Conquest.

Scout to mountain reveals cow and BGs - settler SE, worker to cow, irrigate.
Full speed to Republic slingshot.
scout-warrior-scout-worker-granary (2750 BC)
6-turn-horse-settler combo factory.

huts
3900 pop 25g.
3750 maps.
3650 Pottery.
3450 Medina (4W-2N) joins our empire!!
3350 BW

contacts
3500 Ottomans (+BW, Mas)
3200 Mongols (+WC)
3150 Zulus (+WC, -BW)
2750 Sumeria (-Alpha, WC, CB)
2390 Russia (+Mys, -TW)
2110 Hittites (-Mas, Mys)
1750 Iroquois (-Mas, Writing, CB, HBR)

Research
3150 WC (Zulu)
2900 Alphabet (self), Mas (Ottomans)
2510 TW (Zulus)
2390 Mys (Russia)
2110 Writing (self)
1990 HBR (Russia)
1830 IW (Zulus), Maths (Sumeria)
1500 Philo (self), Republic (free), Poly (Ottomans)
1275 Currency (self)
1250 MM (Russia)
1125 Construction, Monotheism (Ottomans)

At war with Russia - and Sumeria also got Mono :ack:


QSC-Stats
14 towns, 38 pop.
2 settler, 15 workers (just 2 slaves iirc)
8 horses, 4 warriors, 1 spear, 1 scout.
All AT techs excpet Literature and Monarchy

Russia declared war after they asked for CoL (or whatever). Mongols joined my case for rop. I have yet to learn to bind those alliances to peace treaty... :rolleyes:
I will go for Ansars at high speed and test my warmonger abilities by staying focused like in a multiplayer game ;)
 
Più Freddo;6621754 said:
What about Code of Laws?
I'm sure I researched it... :dubious:

Researched it myself, I remember. Somewhere in between... :blush:
I'll have to take a look at the autosaves (if CA2 maintained the archive...)

You are right, I should be more careful or I'll end up with just another 1000 AD domination victory... :rolleyes:
 
Open, Domination

4000 – Pottery, CB
3950 – Warrior (Hut)
3850 – Mecca-city1 (Warrior, Granary, 7 Settlers - 4-turn 4,5-6,5 Despotism SF, 1 Chariot, 5 Workers - 1-turn 6-7 Republic SF, 5 Setlers - 2-turn Republic 5-7 SF with buy 13 shields, ToA)
3750 – Medina-city2 (Hut)
3700 – +25 gold (Hut)
3450 – Ottomans, BW (AI), Masonry (AI), Alphabet (Hut), Mysticism (Hut)
2950 – Mongols
2710 – Damascus-city3
2670 – Sumeria, WC (AI)
2550 – Baghdad-city4
2510 – Writing
2430 – Russia
2390 – Najran-city5
2350 – Dyes
2190 – Kufah-city6
2110 – Hittites, TW (AI), IW (AI), Horses
2030 – Basra-city7
1990 – CoL
1830 – Khurasan-city8
1750 – Philosophy, the Republic and 2-turn Anarchy
1725 – Anjar-city9
1700 – HR (AI)
1550 – War with Zulu, Zimbabwe (Zulu)
1475 – Fustat-city10
1450 – Peace with Zulu, Bapedi, Hlobane
1400 – Aden-city11
1325 – Iroquois, Ulundi, End of Zulu, Yamama-city12, Muscat-city13
1275 – Mathematics (AI), Polytheism (AI)
1225 – Mansura-city14
1150 – Currency, Incense
1050 – Bukhara-city15

1000BC:
CM – 437
Culture – 176 (4 per turn)
Land – 221
Gold – 7
Cities – 19
Citizens – 75
Units – 6 Horsemen, 1 Setler, 38 Workers, 5 Slaves
Buildings – 1 Granary, 4 Barracks, 1 Temple, 3 Marketplaces
Resources – Horses (1), Dyes (1), Incense (1)

Ottomans know Monarchy, Russia know Literature (I think from Hut)
We wait MM and Construction
We building ToA (Mecca 175 shields collected) and FP (Damascus 135)
 
Honda[SU];6623796 said:
...
2510 – Writing
...
1750 – Philosophy, the Republic and 2-turn Anarchy
...
1000BC:
Cities – 19
Citizens – 75

Units – 6 Horsemen, 1 Setler, 38 Workers, 5 Slaves
Buildings – 1 Granary, 4 Barracks, 1 Temple, 3 Marketplaces

:wow: Impressive! :thumbsup:

Honda[SU];6623796 said:
Open, Domination
less impressive... :shake:
;)
 
Open Class
Goal: any peacefull victory (culture, space race...), will see later whichone.

As everbody I moved my scout to the mountain, and then decided to build Mecca in place. Started to build there in order: scout, warrior, granary, then warrior/settler for a really long time, with an exception for a temple at a moment where I didn't have a good survey on the city and the pop has felt to 2.

Goodyhuts:

3900 BC - worker
3700 BC - map
3600 BC - warrior
3450 BC - friendly tribe -> Medina
3250 BC - warrior
2550 BC - alphabet (waouh! I was thinking I will never find any tech :( )

So I was desapointed not to find more techs and no gold at all. But on the other side the really soon 2nd worker was great to help the developement of Mecca, and few time after Medina, and then was assigned to build road between cities.

Towns:

4000 BC Mecca in place
3450 BC Medina by goody hut
2390 BC Damascus
1870 BC Baghdad
1650 BC Najran
1375 BC Kufah
1125 BC Basra
1050 BC Khurasan

Mecca being a good settler pump, I felt no interest in building some more in the other cities. In general I'm not a warmonger and I prefer having few big juicy cities than thousand of poor villages. So all of them where ordered to build in order: warrior, temple, worker, granary. Medina, founded very soon thanks to the hut, was really advance compared to the others so I putted a barracks in and she was assigned to make a couple of veteran spearmen for each new city. An other good point with Medina was she felt right four hex from Mecca, so I started building a ringcity on the same distance, falling on very advantageous places. Khurasan was the first of the second ring at nine hex. This second ring could not be really a ring or some cities would be in the sea, but would form 2 lines marking some frontiers: north with the ottomans and south with the zulus.

Contacts and diplomacy:

3150 BC meet zulus
3000 BC meet ottomans
1600 BC meet mongols
1575 BC meet iroquois
1350 BC meet hittites

Nothing special to say about other civs on this first part, no deals and no wars.

Science:

2710 BC discover Warrior Code
2550 BC learn Alphabet from goody hut
2230 BC discover The Wheel
1910 BC discover Masonry
1650 BC discover Mysticism
1375 BC discover writting
1225 BC discover iron working
1000 BC discover philosophy
1000 BC learn horseback ridding
1000 BC learn mathematics

Having found only one bonus science thanks to the huts, I was always late compared to the others; even with almost all my incomes devoted to science.
Looking what the others have or not, I tried each time to research something that nobody has but I lose the race each time too. So still always have nothing to exchange until 1000 BC when I can finally make a good deal by selling philosophy to the ottomans for horseback, mathematics and some gold.


Well, not a very good start but not so bad.

Bad points:
- little backward in science compared to the others, but enough advance to always have things to build.
- poor treasury
- still in despotism

Good points:
- no neighborhood problems
- my cities are growing the way I want and are all planted to make one day some big metropolis
 
Tech Choices
I found Mecca 1SE and start training an extra scout to head north. Meanwhile my starting scout heads southeast, exploring the flooding river and finding 25g in a hut. I am hoping for tiles that will allow me to use my second town as a settler pump, but it looks like it will need to share Mecca's moo to do this, as the land around the flood plains is relatively barren. Research starts on Pots, but after a turn I change my mind and switch to Mysticism - almost all the other civs are either EXP or AGR, and on a pangaea I should have no trouble at all in meeting someone else, so I should be able to buy Pots.
Indeed, I meet a Zulu axe in 3650bc. At first I want to wait until I have met more people, so as to get a better price for Pots, but I change my mind the next turn - Shaka is reckless, and maybe a gpt deal will discourage that axe from walking into Mecca. I buy Pots for Burial + 1gpt, and also make Mecca's second build an axe. In 3600bc, my second scout also pops War Code from a hut to the north. This is pretty worthless as Shaka knows it anyway.

Hut Frustration
Once the defensive axe is done, the Zulu threat seems to have passed, so it explores a couple of tiles east, and pops some maps. Mecca slots in a temple, which is completed on the 3250>3200 interturn, before building the first settler. In 3050bc my northern scout meets Osman, but I don't attempt any trades yet, as I am close to finishing Mysticism. I have my axe camped next to a hut ready for the turn after Mysticism, so that I can pop it immediately after trading back to tech parity, and with the ability to switch my research so as to block the cheapest tech. Well, a Zulu axe comes yomping out of the fog and grabs that hut on the very same turn I due to get Mysticism. :mad: And what riches does Shaka get from this hut? Mysticism. [pissed] He didn't even do himself any favours by popping it, as he would have had Mysticism by the end of my next turn anyway!
Well at least I can use Mysticism to buy Bronze from Osman. I set research to Alphabet, as I still haven't met anyone who has it (only 2 civs started with it). The settler finishes this turn as well; he goes to found Medina in 2850bc on the desert tile nearest the end of the river; using the moo and a flood plain should allow this town to run as a four turn pump without needing to reach size 7, so settling on the river is not important.

Catching Up
In 2710bc I meet the Mongols, and can sell them Burial for cash. A couple of turns later, I find the Sumerian musket wandering about. Gil has Masonry, and I can but it with Mysticism. Masonry in turn allows to buy the recently-researched Alphabet from Shaka, and selling Alphabet in the north brings in The Wheel and some more cash. I am feeling secure in the tech game now. I set research to Writing at max, heading for the Republic slingshot.
I find the Quois in 2550bc, the Russians in 2070bc, and the Hittites in 1830bc, which should complete the set of contacts for this world. At this point, I am still not on tech parity; the Zulus have Riding, Maths is known in the north, and the Sumerians get Polytheism in 1750bc - the same turn I reach Writing. I don't do any Writing trades, in order to protect my chances of getting the slingshot. Especially with the number of huts on this map, putting the AI within sight of Philosophy would be a big risk. My research is slow as I still have only two towns, but more are on the way. Medina finishes its granary in 1790bc, and follows up with an axe, a worker, and finally the next settler.

I Wonder What Mecca Is Doing?
Mecca completes Oracle on the 1625>1600 interturn, and immediately starts Pyramids. In 1575, the relatively isolated Quois get Maths, and I can see the chance to get some good tech trading done without letting Writing get too well known. I give Watha Writing for Maths, and then sell Maths on to the Zulus and western civs for Riding, Polytheism, a slave and plenty of cash. Now I am at tech parity, but the slingshot still seems a long way off. I only get my third town Damascus founded in 1525bc; 3 tiles south of Mecca, again using a desert tile off the river, so as not to waste any flood plains. Baghdad follows in 1350bc, taking the moo in the northeast.
Mecca's large size, and the absence of luxuries, are forcing me to run a high luxury rate, so when Osman comes demanding Writing in 1300bc, I am happy to send him packing. Frustratingly, he doesn't dow, despite that my army consists of only 3 axes. Cath also tries an extortion, asking for Laws in 1125bc. Unlike Osman, she dows when I laugh, which is very generous of her. I can turn the lux slider down to 10%, and finally hit the slingshot in 1075bc. I delay the revolt until after the 1000>975 interturn, when Mecca finishes those Pyramids.

QSC Stats
1 city and 4 towns with 19 citizens and 65 tiles.
29 food in the bin, 443 shields in the box, 414g in the treasury.
1 temple, 1 granary, Oracle.
1 settler, 1 scout, 2 slaves, 6 workers, 3 axes (reg), 1 archer (reg).
All AA techs except Construction, Currency (available), Mapping (available), Monarchy and Literature (81 beakers gathered).
7 contacts, no embassies.
452 culture in Mecca, making 14cpt.

Late to the Medieval Party
After the revolt, I set Mecca to build the Glib, which will carry me into the medieval; three AI reach the next era in 900bc, which starts off the barb uprisings. I am not well expanded, nor well defended, but I do have a lot of cash, so the barbs manage to take quite a lot out of my treasury. My weakened state also attracts the attention of the Zulu. Shaka demands Literature in 710bc. I do want war happiness, but he is close enough to actually be a military threat, so I am torn. The clincher is that I can't run the risk of his Artemis build cascading into the Glib. I refuse, and he dows. Watha immediately shows up with the same demand, and gets the same result. I will just have to hope they have their hands full with barbs right now.
Once Literature is finished, I set research to Monarchy. It is already known, but only by one civ. I want to be sure of getting it, both for the Gardens and for the chance to trade it for SCI free techs. Once that research is finished in 670bc, I turn science down to 0%. The Glib can do the rest, while I stock up on cash with which to rush cultural buildings.
In 590bc, Artemis gets completed, and the Gardens go in the cascade, natch. At least the Glib remains safe; Mecca finishes it in 570>550, and in 530bc it brings in the last two ancient techs, taking me into the medieval.
 

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