COTM50 - First Spoiler

civ_steve

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COTM 50 First Spoiler - the Ancient Age!



Time to discuss a few items regarding COTM50 :)

Reading Requirements
  1. You must be able to research a Middle Age technology.

Posting Restrictions
  • Please be discreet about AI locations; however, feel free to discuss contacts and trades. Limit screenshots to just your starting landmass.
  • No discussions of the middle ages (or later)
  • No screenshots of any middle-age (or later) resources.
  • Absolutely NO discussion of any other currently active 'X'OTM!


OK, OK, another island start. However, luck will have no factor in whether you find the other continent or not! But your scouts and Impis can't range very far without some naval transport. What were your initial thoughts about where to found first? I left the 3 GH's on your starting land mass exactly where they were, so what did everyone get? And if you founded in place on the first turn, everyone should have gotten the same thing from the GH adjacent to the Settler - what did you get and did everyone indeed get the same result? Any problems with the AI yet?
 
At first I thought I'd sit this one out. It didn't really look all that appealing. Then, a few days later I looked at the game condition... a militaristic, expansionist tribe, raging barbies, 60% PANGEA, loads of AIs and Regent level. It sounded just about right. By the end of the ancient ages it seemed *just* about right.

I played predator class on this one. I decided I'd go for space, 20k, or diplomatic, whichever seemed better. I moved my scout and my worker first, and then moved my settler two turns north and founded along the coast. I didn't chop the game immediately, I roaded it. The two extra shields would and did provide an early production boost. I trained a few scouts, and I researched The Wheel, thinking I would have early neighbors. I popped Ceremonial Burial, 25 gold, and Mysticism from the three huts. More later.
 
OK, OK, another island start. However, luck will have no factor in whether you find the other continent or not! But your scouts and Impis can't range very far without some naval transport. What were your initial thoughts about where to found first?
I settled in place.
I left the 3 GH's on your starting land mass exactly where they were, so what did everyone get?
I got a town and 2 conscripts.
And if you founded in place on the first turn, everyone should have gotten the same thing from the GH adjacent to the Settler - what did you get and did everyone indeed get the same result?
I don't remember.
Any problems with the AI yet?
No, but the barbarians sure are annoying. :mad:
 
I decided to settle in place, as I reckon most contestants did. It wasn’t until after I settled and got the territory look from the hut that it occurred to me that perhaps I could have uncovered a beehive that might have taken my worker or scout. (Does anyone know if that can happen this early in the game?) Anyway, with the extended view, it was clear that warriors could check out the area north, and if by some small chance they led to more territory, ward off any intrusions. So my scout swept the rest of the coast, and finally the interior, picking up CB and a worker along the way.

Looking at the opening research tree, it seemed likely that no other tribes had Alphabet, so I figured I’d head for the Philosophy bonus.

2nd city went east, third south to start a pre-build. 1st two cities built granaries. Worker popped in deep south roaded north which helped warriors manage territory and speed settlers to the southern coast. Once the coast was settled, the remaining interior was settled.

Aggressors were not a problem. Warriors/archers spread across the island illuminated most cells, and only a couple of their settlements lasted long enough to produce a horse.

I sent ships sailing in both directions around the mainland to meet AIs, and built more ships to hinder AIs from coming my way. Once my ships met on the back side, they sailed south to their final cold destiny. Buying and selling techs among the various AIs I met gained me tech parity, but it was a long time coming, aqnd several AIs beat me to the MA.

I’m not particularly skilled at warfare, and my starting position suggested that a diplomatic victory should be the easiest route to victory.

Busy with setllement, I didn’t pay much attention to my pre-build (which I hoped would get me the Pyramids), and I had to accept MoM.
 
I'm playing open, and trying for conquest victory.
Not sure I'll finish the game, but the start was fun.
I got maps from the close GH, a town(!) from the farthest one and I think 25g from the 3rd.

The start was necessary slow, filling our island with towns, building Vet.Warriors and Curraghs/Galleys on the coast.

We built 4 Curraghs which eventually met everybody and mapped the other continent by about 500BC.

We went for Republic slingshot, achieved it at about 1450BC and became Republic 3 turns later. Then we researched MM and stopped, as other AIs were pretty good at research and we could broker between them.

We built FP by 300BC.

We fought our first war on Ottomans, with Swords. They are left with 2 towns, one of which is hard to reach but which they wouldn't give up. Next target will be Mongols. We got our first Luxuries: Silks and Spices, after this war, by snatching them from Ottomans, via Harbours.

Looking at the shape of the Continent and how it kinda curves around us, we decided that GLH would benefit us greatly, and started it (a bit late) on the west coast. By 30ad we still have 2 turns left. After it's ready, we'll invade Vikings and Egypt which are just 2 turns away by galleys.

We reached MA by 30AD. After being unable to trade for Currency which was researched as the last tech (after Republic and Monarchy which I had all ready!) by couple of AIs, we researched it ourselves in about 5 turns.
We gifted all Sci AIs (and made peace with Ottomans).
Ottomans got Feudalism and Shumer and Byzantium got Monotheism which I traded from them for Republic+Monarchy. Otto wouldn't part with Feudalism for anything so I'm thinking another war to try and beat it out of him while researching it ourselves just in case.
The plan is to get Knights, get GA from Impi and proceed with Naval invasion on all fronts.
 
Quote:
Originally Posted by civ_steve
And if you founded in place on the first turn, everyone should have gotten the same thing from the GH adjacent to the Settler - what did you get and did everyone indeed get the same result?

Apparently not everyone got the same thing, as Ansar got a town and two conscripts (in unspecified order), whereas my first turn got a territory map.
 
Quote:
Originally Posted by civ_steve
And if you founded in place on the first turn, everyone should have gotten the same thing from the GH adjacent to the Settler - what did you get and did everyone indeed get the same result?

Apparently not everyone got the same thing, as Ansar got a town and two conscripts (in unspecified order), whereas my first turn got a territory map.
Well, I do remember that the one far, far away was a town. :)
 
Predator going for either domination or 20k

I have a city with GL and Sistine going for Bach and Shake but I doubt it'll produce enough culture for me to finish before 2050 so, that's a stretch win...

The island I have is probably the best starting conditions I've ever seen - nothing beats an entire continent of 20 + cities all to yourself. On the other hand, techwise this is a Deity level game because the AI's tech pace is pretty much the same, they just don't have the builder bonuses or extra settler.

Claimed entire island by 800 BC. War on Ottomans took out 5 of their 11 cities. ROP raped Mongols and took their entire section of the pangea. Another war with Ottomans, and about to finish them.

Militarily, it is not a very challenging game. They only have like 1 defender per city. I got Japan and Sumeria in a phony war so they would slow each other down for like 40 turns.
 
I settled in place and started exploring. I soon realized that it was an island start and got to work filling it.

I sent two curraghs out to explore the other landmass. One ended up sinking because of a blunder by me but I got the contacts I needed. :lol:

I was able to get some decent tech trades going which enabled me to enter the MA a bit ahead of all but two of the other civs.

No military action thus far but I think it's going to get really bloody, really soon. :mischief:
 
Quote:
Originally Posted by civ_steve
And if you founded in place on the first turn, everyone should have gotten the same thing from the GH adjacent to the Settler - what did you get and did everyone indeed get the same result?

Apparently not everyone got the same thing, as Ansar got a town and two conscripts (in unspecified order), whereas my first turn got a territory map.

He meant from the first hut beside the initial settler. I honestly can't remember what I got from the first hut. I think it was gold or maps.

But from the other huts i got a worker and a village (on the coast :goodjob:)

I went for republic slingshot and got it, my 2 curraghs traded for the rest the techs and I got an early tech lead heading into MA.

QSC stats:
14 cities
38 pop
1 Settler
14 workers
2 warriors
2 curraghs

 
So, I researched The Wheel first thinking I could trade it around for some nice techs, such as Alphabet and Bronze Working... after all... pangea, right? Somewhere in the middle of researching The Wheel I had the outline of the island and realized I didn't have trading partners. I decided to finish The Wheel off. I trained two scouts and a warrior during this time, and then started on The Oracle as a pre-build for a "make or break" project (I don't want to give away too much... I probably already did). After that, came Alphabet. I trained a few impis and 2 curraghs.

In 1325 I met The Ottomans who had Masonry, Iron Working, and Warrior Code on me. They lacked Alphabet, but wouldn't trade tech for it, so a turn or two later I traded them Alphabet for their lump sum. I *really* did need it later. In 1225 The Ottomans had Polytheism. In 1175 I learned Writing and started on Code of Laws hoping for The Republic slingshot... which would have provided a BIG boost. Of course, it would originally took 18 turns when I started Code of Laws and in 1125 I met The Indians and The Monogols who Writing (which I had), as well as Iron Working, Masonry, Warrior Code, and Polytheism which I didn't. This game felt more Demi-godish techwise than Monarchish or Emperorish... oh wait... it's Regent and no ish about it?

Anyways, since they had Writing and all those techs I immediately stopped on Code of Laws and went for Philosophy at quite a deficit (I think I partially bought a tech using gpt). I got Philosophy first and took Code of Laws as my free tech. After that I started a 50 turner on The Republic at 10% and I still had a deficit going for a bit. I had a special project complete in 430. I kept on dealing techs and gold here and there basically playing catch-up. I had moved some impis out to cover some land so I wouldn't have too many problems when the change-over barbie rush happened. The change-over happened in 210 B. C. E. I trailed behind quite a few AIs into The Middle Ages and had previously considered building The Great Library, but basically forgot about it when The Vikings had started in on it in 270 B. C. E. I believed I might catch-up in tech the early middle ages... to see what happened, you'll have to read the next spoilers.

If I seem cryptic in spots, you've probably read correctly :)
 
Cotm 50 Open Class , Conquest?

First hut was maps, then maps, then worker (the farthest hut)

The whole "it's an island with no lux" thing was clear by 3550 BC

Zimbabwe's first builds were scout,archer,warrior,settler,warrior,warrior,granary,settler...
Ulundi went warrior,temple,settler...

1st worker went north, chopped and then built road SW to Ulundi site (4 SW of Zim), mining on the way back.

Research was Ceremonial, Bronze, Iron, Alpha, Writing, Maps, Wheel

Met Ottomans in 650 BC, others shortly thereafter and mostly traded my way out of the AA by 70 AD

From 330bc - 210 bc I had a war with the Mongols, who couldn't get the concept of "my island." I destroyed 2 cities + 2 settler pairs on the island.
For peace I got 75g + 2 small mongol cities on the mainland, I abandoned one and kept the other long enough to repair a barb damaged galley that was 1 square away, then abandoned it.

In 50 AD I got Literature from the goody hut right on the Ottoman's swampy border. I had to slow research on currency just to make that happen.

Plans: Gonna beat up the Ottomans; grab their spices, and get Mono + ?? from them and hopefully some delicious gold. With the GA, build markets and Leo's or some other Wonder. Then more of the same treatment to someone else.


Military losses to date 70 AD: 0 :cool:

QSC stats
cities 7
settlers 1
pop 17
workers 3
military 11 (6 warr , 1 arch, 4 impi)

I should have had more workers and less warriors, I know. It's worse than smoking. :smoke:

End of Ancient Age stats
Cities 16 (Ottos have 9)
Military 36 combat units
Culture 810 (Arabia 636)
Score 299 (Arabia 298)
Area 8% (Arabia 7%)
Pop. 15% (Arabia 9%)
 
milr said:
I decided to settle in place, as I reckon most contestants did. It wasn’t until after I settled and got the territory look from the hut that it occurred to me that perhaps I could have uncovered a beehive that might have taken my worker or scout. (Does anyone know if that can happen this early in the game?)

An expansionist civ will never pop barbs from a hut.

Predator, going for conquest

I set research to cb before settling to prevent that from popping from the hut and got wc. I built one scout and then chopped into a granary, irrigating and roading the game. Research was set to alpha at max.

In 3600BC I popped a worker and in 3350BC popped cb from a hut. I wish I had saved those huts for some possible better techs, like currency or construction later since we were on an island.

3050BC Complete granary in Zimbabwe; I was careless and had 1 turn riot
2710BC Discover alphabet
2470BC Found Ulundi--builds two curraghs
2190BC Found Bapedi
1990BC Found Hlobane
1870BC Discover writing
1725BC Found Isandhlwana--First contact
1625BC Found Intombe--got careless again and barb horseman kills next settler; also lost shields on rax twice and one warrior, but barbs controlled after that with fog busters
1550BC Second contact
1525BC Discover CoL; Trade for bw
1500BC Trade for iw, the wheel, and masonry
1350BC Discover Philo; Learn Republic--revolt 4 turn-anarchy
1275BC Found Mpondo
1225BC Third contact; Trade for mysticism
1175BC Trade for poly, math, and hbr
1125BC Discover Lit--establish 3 embassies
1100BC Fourth contact
1025BC Found Ngome

QSC stats: 8 towns, 18 pop, 1 granary, 4 rax, 1 settler, 6 workers, 3 warriors, 1 archer, 5 impi, 2 curragh, 3 embassies, 4 contacts, all AA tech except currency, construction, monarchy

900BC Found Swazi; Fifth contact; Discover currency; research set to minimum on construction to establish embassies and start some phony wars fishing for war happiness
850BC Found Tugela; Sixth contact
730BC Found Umtata; Seventh contact
710BC Second contact demands lit and are rebuffed for first dose of war happiness; ma tied to peace with First contact
690BC Found Umfolozi
630BC Found Ibanago
610BC Trade for construction and enter MA

A fairly slow start, but the pace should pick up. Plan is to research to chivalry only and hammer ai's. There was no barb uprising on the island since no tiles were out of sight. My curraghs got very lucky surviving many barb attacks. One elite curragh with 1 hp survived the entire game and made all contacts beating at least 12 barb galleys.
 
Our Zulu tribe begins its journey in 4000bc in the place where our ancestors had always lived. Some local villagers provided us a map of the region and some frightful news -- the Zulus had a reputation for being bloodthirsty warriors with no regard for their neighbors' well-being. Horrible! We vow to save our reputation among the peoples of the world.

It takes us only 400 years to determine we have a nice size homeland to ourselves. We spread out to cover our entire island, only rarely encountering some nasty brutes. They attacked us once or twice, but only a few cuts and bruises were suffered (on our end) before we could keep an eye on the entire island.

Intrepid adventurers in small curraghs are sent out into the world in 1950bc to tell any neighbors of our peaceful people, and to deliver them a basket of candies and other palace-warming gifts.

Our scholars studied the arts of pottery, alphabetic writing systems, and, in 1100bc, begin an age of philosophy and wisdom that immediately begets a knowledge of the construction of large buildings! By the year 450 we are the first civilization to enter a new era of knowledge! To show our good intentions, we share our knowledge with all of the other science-loving people of the world.

We'll have to work hard and bear through some years of boredom, since all of the entertaining luxury items are being horded by the selfish tribes of the Continent. We shall prevail, and we shall do it peacefully and tactfully.
 
Open Class.

My scout popped a map, then I settled in place. My scouts (including an extra one I built before realizing I was stuck on an island!) later popped 25 GP and a worker (from the farthest hut). I settled Ulundi on the coast, which built a pair of curragh to explore my coasts and later the pangaea coast.

Contact was made with the Arabs in 1425 BC, the Hittites in 1375 and the Ottomans in 1300. We made some initial trades, then more after getting the Republic slingshot in 1200 BC. Contact with the Mongols established in 1150 and the Vikings in 1100 BC. Contact with Byzantium followed in 550 BC and with India in 370 BC.

We enter the Middle Ages in 350 BC, still very peacefully expanding on our island.
 
Predator class
Going for domination

I founded Zimbabwe in place, forgetting the little trick PrinceMyshkin
used and thus popping Ceremonial Burial. Since it was clear from the
Conquest class bonuses that we'd be on an island, I decided to build
no more Scouts. With the help of the Game Forest cut, two Warriors
were produced by 3750 BC. Then I went for a Granary followed by five
six-turn Settlers.

4000 BC Found Zimbabwe
3600 BC Found Ulundi
2390 BC Found Bapedi
2190 BC Found Hlobane
2030 BC Found Isandhlwana
1750 BC Found Intombe
1575 BC Found Mpondo​

The Scout followed the coast-line, just to make sure that it was an
island. The second Goody Hut gave me a town on the southern shore,
which immediately started on a pre-build for a Curragh. The third
Goody Hut gave me Masonry.

4000 BC Pop Hut Scout1: Technology
3600 BC Pop Hut Scout1: City
3400 BC Pop Hut Scout1: Technology​

Not trusting to get Alphabet from a Goody Hut, I started the research
for the Republic Sling-Shot there. I also felt I needed Curraghs as
soon as possible.

4000 BC Discover Pottery
4000 BC Learn Ceremonial Burial
3400 BC Learn Masonry
2900 BC Discover Alphabet
2710 BC Learn Warrior Code
2230 BC Discover Writing​

In 2850 BC and 2310 BC, two Curraghs left our island to map the
Continent in the two directions. I pretty soon met six contestants,
but then the second Curragh was sunk in its first encounter with a
Barbarian Galley.

2710 BC Meet Arabia
2470 BC Meet Hittites
2470 BC Meet Egypt
2230 BC Meet Ottomans
1910 BC Meet Scandinavia
1870 BC Meet Mongols​

As I had one turn remaining of Code of Laws, I noticed that another
tribe had discovered Writing, so I traded it around for the early
technologies. For the money I made I could establish Embassies and I
then started some wars with alliances tied to peace deals.

1725 BC Learn The Wheel
1725 BC Learn Mysticism
1725 BC Learn Iron Working
1725 BC Learn Bronze Working​

I finished the Sling-Shot and got five turns of Anarchy. During this
time I learned something new: A foreign tribe broke an alliance bound
to a peace deal, but no War Happiness ensued under Anarchy. When
Republic was eventually established, there was also no sign of War
Happiness. Oh well.

1700 BC Discover Code of Laws
1525 BC Discover Philosophy
1525 BC Discover The Republic​

From the beginning I had not known which victory condition to choose,
but as it was clear to me how difficult it would be to reach
Domination, I decided to select this option. The Continent appears to
be full of bad-lands, it is very wide delaying conquest and providing
ample corruption, and chances are very slim that the Temple of Artemis
will ever be built, lest I jump my own palace to the Continent for
this purpose. I then decided I needed a really strong core and started
preparing for jumping the palace to the central location on the island
by the two Game tiles.

1300 BC Abandon Zimbabwe
1275 BC Found Ngome
1125 BC Found Swazi
1050 BC Found Tugela
_875 BC Found Umfolozi​

Bapedi by this time had already built a Granary and could pretty soon
churn out standard four-turn Settlers. At the moment it seems to be
overkill to settle the whole island, as the AI tribes are very, very
weak. I researched the rest of the Ancient Age with the aim set at
Chivalry.

1450 BC Learn Polytheism
1325 BC Discover Mathematics
1200 BC Learn Map Making
1075 BC Discover Currency
_850 BC Discover Construction
_750 BC Discover Horseback Riding​

The QSC result was:

_9 Towns
24 Citizens
_1 Temple
_1 Harbor
_1 Granary
_1 Settler
_8 Workers
_1 Warrior
_1 Galley
_1 Impi
_1 Curragh
_8 Contacts
_8 Embassies
Missing Horseback Riding, Construction, Literature and Monarchy
 

Attachments

perhaps I could have uncovered a beehive that might have taken my worker or scout. (Does anyone know if that can happen this early in the game?)

An expansionist civ will never pop barbs from a hut.

That is correct and all you have to know for this game.

But in general, any civ will pop no Barbarians before it has constructed its first military unit. As long as you have only Workers and Settlers, all huts are goody huts.
 
Predator, originally going for conquest, but it ended up a domination.

I started with scout SE-S popping Ceremonial Burial and settled in place. The worker went north to chop the game forest. Zimbabwe built 1 scout, 2 settlers each aided by chops (I chopped more forests early than usual for multiple cities on a hunt for BGs, but there weren’t many :sad:), 2 workers, then nothing but settlers until Republic. It didn’t seem worthwhile to build a granary in such a shield poor location so the settlers only came out once every 10 turns.

By the time my first settler completed in 3250 BC, I had a pretty good idea that this could be an island, so I sent him west to build a city on the coast and (pre)build a curragh. One of my scouts I disbanded for shields, but I kept the other one peering across the southeast strait in hopes of making contact but to no avail. Naturally, my first curragh set off in the “wrong” direction on the other continent so I didn’t even meet the Ottomans until 1600 BC, but once I met them, contacts started coming more quickly from both curraghs with 4 additional contacts in the next 10 turns.

The Republic slingshot was completed in 1350 BC with a revolt for 7 turns of anarchy with only 7 towns all of size 1. I created the usual web of alliances tied with peace treaties. The beautiful thing about this game was that many AI were already at war – they paid me to join them.



QSC:

8 towns
24 citizens
9 workers
3 warriors
4 curraghs



The Oracle is a prebuild for the Forbidden Palace.

Once in Republic, I built 2 granaries for my worker/settler factories – everywhere else focused on growth to size 12 and producing military.

The fighting started slowly – it seemed there were no AI roads anywhere. I also had way too much trouble starting my Golden Age with an impi – no AI wanted to attack them, so I was forced to use them on the attack (and lose often). The Middle Ages didn’t begin until 170 BC at which point I had made some progress against the Ottomans (they were down to 1 city) and had just started on the Mongols.
 
I got a Map from the closest GH, then a Map and 25G. This is a fine example of why there shouldn't be any GHs. Getting free techs can give a significant advantage, especially when left until you are at the end of the first age. Second of all, there are apparently players who got a Settler from a GH. I thought this was supposed to be fixed so that the best you could get was a worker? I suppose for the lower level players this isn't such an issue.

For the game itself:

Took a look with the Worker 1NW and the Scout to the Mtn nearby. I waited one turn before settling in place just too see if the Scout would see anything better nearby. He spotted the other Game but I figured it would be about a 5 turn delay and not worth it to explore further, especially with the extra gold provided by the Bananas (?). I would say with 10 turns I knew I was on an Island and would not have to worry about the other Civs for awhile.
I built a Warrior and the chopped a Granary. I then alternated producing Settlers and Archers for fog busting and keeping Barbs at bay. They did not seem to spawn nearly as quick as in last month's game. Perhaps on Deity they spawn in fewer turns in the fog? I never had a city vandalized and only much later did the Barbs spawn a 20+ stack. I was trying to let Barb camps grow so I could "farm" them for 25G each and I missed one, which led to having to cash rush a few Archers and Impis.
I built two Carracks and sent them in opposite directions of the main landmass, eventually meeting all the other Civs very early.
I researched Alpha,Writing, and then Philo, wondering with 1 turn left if I should research something else and could I still be the first to complete Philo. I decided against it and chose Literature as my free tech. I was going to use the GL gifting trick and started the GL in a city I could afford to give away later but it was taking way too long to finish so I built it in my capital. It appears this trick is more suited for PTW where you can rush it.
As a result of my meeting all the Civs and being way ahead of most of them, I decided to create a world war (without me of course!) and declared war and used techs and cash to focus on the top 3 competitors. IIRC this lasted well through1000AD, and only twice did either of the Civs land just 1 unit which was quickly dispatched. Not once during the course of this game did another enemy unit dare set foot on the Zulu homeland. It got to the point that some of the civs didn't even need to be bribed to DOW after declaring peace.

900BC - 5 towns, 2 Settlers built and on their way to settle, 3 Workers, 1 Warrior, and 8 Archers

210BC - 10 towns, 1 more Settler on his way, 4 Workers, 1 Warrior, and 8 Archers. I have been in the Middle ages for a few turns, and have not yet completed the GL. No Impis yet! Somewhere prior to this I got Monarchy in trade and revolted, 7 turns! From then on it was turn off science and buy Libraries and Courthouses, then Temples.

It seemed to me things went very slowly and my thoughts of an early domination quickly went away. I realized I would have to stop expanding and focus on military, even then there was so much land that Conquest was probably more likely than Domination. So I thought about Culture or Space. Not having done RCP4 I assume I'll be going for Space.

90AD - I forgot to save at 0BC. 13 towns, 1 more Settler on his way, 4 Workers, 1 Warrior, and 10 Archers. I finally built 6 Impis. How long should I wait to start my GA? As it turns out I didn't need them until I had MT at which point in time it was near the end game. Only 3 other Civs are in the MA with me, all know Mono. I have had research turned off for quite some time. Tech research was very poor, even with me giving techs away. I don't think any one got Chivalry until well after 290AD ( est ~600AD) No one even has Feudalism at 290AD.
 
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