COTM64 - First Spoiler

civ_steve

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COTM 64 First Spoiler - the Ancient Age!



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

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Your Egypt has access to some flood plains - did you find enough shields to go with them? Your War Chariots can be pretty powerful in the early game - did you use them in this way, and get an early GA, or did you wait for later in the game? And how about that modified AI UU - do you know who it us and what the modification is? :)
 
4000 BC: Build Thebes in place, worker to BG, warrior x 2, settler, start on Alphabet
2590 BC: Trade Alphabet to Maya for WC, BW, +10g; trade Alphabet to Russia for Potter + 10g. Change both Thebes and Memphis to granary.
2310 BC: Trade Pottery +33g to Rome for worker.
1450 BC: Trade Writing to Russia for IW, Myst, +4 g;
1150 BC: Trade Code of Laws to Maya for Math, Wheel, 65 g; trade CoL to Russia for Horse Riding +32 g; 4 turns to Philosophy; CB to Rome for 39 g
1050 BC: Trade Philosophy to Russia for Polytheism +32 g; trade Philosophy + 144 g to Maya for MM; revolt
1025 BC: Republic
1000 BC: QSC-5 towns, 13 pop, 35g, Republic, working on Literature, 2 Granaries, 4 spears, 3 workers, 3 warrior, 2 archer, 1 settler. In production 3 settler, 1 spear, 1 worker.

775 BC: Lit comes in, next is Currency, then Construction
510 BC: --
IBT Finish Currency, trade Currency, Polytheism, 43 g + 4 gpt to Greece for Construction to enter Middle ages.
490 BC: Trade Maya Construction and currency for Monarchy + 91 g. Gift Russia Construction, trade Russia Republic for Feudalism. Currently have 13 towns (1st), 150 land (1st), 25 pop (1st), 100 gp, 70% sci, 10% lux, net gain -1, 8 workers, 4 spears, 3 warrior, 2 archer, 1 galley

No wars as of yet, one demand from Russia for 20g which was paid. Lost a granary in the capital and had to rebuild due to neg gpt. Haven't seen any AI Unique units yet, met Greece, Maya, Rome, Russia.
 
Predator

Early build orders:
Warr,warr,gran,settl,warr,warr(forced by Rome),

Towns founded: 2510: Memphis, on N silk. 2110: Heliopolis W,SW,SW. 1830: Elephantine NE,NE,N. 1600: Alexandria, N of S horses.
1450: Pi-Ramesses, on N horses. 1350: Giza, 4NE,W. 1300: Byblos, SE,E. Only 8 towns, so the answer to civ_steve's question is no, there weren't enough shields. Most of the time I ran a 5 turn settler factory and micromanaged a bit to get gold instead of excess shields.

Contacts: 3350: Rome. 3000: Russia. 2390: Maya. 1700: Greece.

4000 - Worker NW. Settle in place.
Road, irr flood plain, but working BG for quick warrior
3250 - Trade Alphabet from Rome!
3000 - Trade Pottery from Russia for 1gpt, 17g, Alphabet. Expensive!
2710 - Rome, size 1, is defended by an archer only. We declare and capture a worker next to the capital.
2610 - But there was another archer nearby. Our warrior survived but is in deep peril.
Now they have a spearman and the defending archer will attack next turn.
2470 - Roman warrior 3 t from Rome & Memphis. Another close behind.
2350 - Rome buys peace for 20g.
2150 - Memphis builds curragh. 5 turn settler factory.
1910 - Lost the Roman worker to barbs.
1700 - Trade Wheel from Greece. Trade BW from Rome. Discover CoL.
1650 - Philosophy in 6. All have Writing except Greece to whom I sell it for IW, WC, CB.
1500 - Horses connected.
1525 - Philosophy, Republic. 4 turn settler factory.
1500 - Trade Mysticism, HB. Hand Phil around. Withold CoL
1475 - Disbanded all warriors but two (one explorer.)
1450 - No support cost! But Maya may attack. We decide to build a reg horseman rather than
continue barracks.
1425 - Russia demands and declares.
1350 - Realized Greece is on our continent.
1050 - MM, Polyth traded for Currency.
1000 - Construction. Gifting time. Greece gets Feud. Peace with Russia. They get Feud.
 

Your Egypt has access to some flood plains - did you find enough shields to go with them? Your War Chariots can be pretty powerful in the early game - did you use them in this way, and get an early GA, or did you wait for later in the game? And how about that modified AI UU - do you know who it us and what the modification is? :)



No. Waited. No. I hope someone finds out though. Decided that when it became possible I would start the FP in a secondary city early. Figured that by the time it came in I would have pretty much developed that area. Plan the Palace jump after some conquests. Plan the chariots will be used to start a GA after Knights are brought on board. Looks like the intial expansion will be done by then.

1000BC - 8 towns, 5 workers, 8 warriers, 1 archer. Disease in 1830BC didn't help.

 
Predator

Found in place, build order Granary, Worker, two five-turn Settlers,
then six-turn Settlers. Apparently, sending a Warrior out to the
Romans could have paid off in terms of being able to buy Alphabet
before it was discovered, but that was not to be.

Expansion went first to the south-west and only later, the peninsula
to the north-east was colonized.

4000 BC Found Thebes
2430 BC Found Memphis
2270 BC Found Heliopolis
2230 BC Connect Silks
2070 BC Found Elephantine
1790 BC Found Alexandria
1600 BC Found Pi-Ramesses
1450 BC Found Giza
1225 BC Found Byblos
1050 BC Found Hieraconpolis
1050 BC Found El-Amarna
_950 BC Found Abydos
_900 BC Found Asyut
_850 BC Connect Spices​

Research towards The Republic trusting to own abilities.

4000 BC Discover Masonry
3500 BC Discover Pottery
2590 BC Discover Alphabet
2070 BC Learn Warrior Code
1910 BC Discover Writing
1650 BC Learn Iron Working
1650 BC Learn Ceremonial Burial
1650 BC Learn Bronze Working
1575 BC Discover Code of Laws
1575 BC Learn The Wheel
1575 BC Learn Mysticism
1450 BC Discover The Republic
1450 BC Discover Philosophy
1300 BC Discover Mathematics
1300 BC Learn Polytheism
1100 BC Discover Currency
_950 BC Discover Literature
_950 BC Learn Map Making
_950 BC Learn Horseback Riding
_775 BC Learn Feudalism
_775 BC Discover Construction​

Contact with the Romans came in handy through a Warrior killing a
Barbarian threatening our completely undefended cities. Met the Greek
only late -- what kept them from walking around? For some reason, I
researched Literature before Construction, probably in the hope of
being able to buy the latter. This delayed the advent of the Middle
Ages.

2630 BC Meet Rome
2150 BC Meet Maya
2070 BC Meet Russia
1575 BC Embassy Russia
1575 BC Embassy Rome
1575 BC Embassy Maya
1450 BC Establish Anarchy
1400 BC Establish Republic
1325 BC Meet Greece
1325 BC Embassy Greece
_775 BC Enter Middle Ages​

I haven't discovered any unfamiliar Unique Unit so far.
 
Più Freddo;8461218 said:
The Palace Jump?

Umm yeah you're right. Not a palace jump as I don't know how to disband the capital and get it to show up where I want it. I meant a palace relocation. Preferrably with an MGL.
 
Settled in place & worked the BG first. Built W-W-Worker-Granary.

3500 pop hut for Warrior; contact Rome; trade Masonry, CB, 2gpt, 8gp for Alphabet & WC; Writing at min.

3150 pop hut for Pottery
3100 contact Russia; Pottery = Rome: BW & 32gp
2750 pop hut for Worker
2350 barbs eat Settler; contact Maya & Greece
2190 buy a worker from Greece
2070 found Memphis on the coast to the west
1990 buy a worker from Russia
1750 barbs eat warrior & the worker he's guarding
1675 found Heliopolis on the lake by the silk
1600 barb eats worker
1525 Writing
1475 trade Writing for Gr:IW, worker & 114gp
1325 found Elephantine near the fish to the north
1250 found Alexandria by the iron to the east
1125 Code of Laws
1025 found Pi-Rameses by the cow
975 Philosophy; no slingshot
950 Phil = Ru:Math, 40gp; Phil = Rome:Myst, 34gp; CoL+Math = Rome:MM, 124gp

comments: Maybe build the granary sooner next time. I had very good luck with the huts. It took me forever to get rid of the barb camp in the far east. I think two settlers got eaten. :(

1000 BC: 6 cities, 14 pop, 5 workers, 11 W, 2 WC, 1 curragh
 
Più Freddo;8463952 said:
Why would you waste an MGL on that? This is Conquests. The bug is removed. You don't get a second core.

I didn't feel like I had a primary core. I wanted a location with more potential. And if the new capital is a captured city with a high population and already worked land then the switch goes in stride. Anyways I prefer having the FP as far from the original capital as possible. I figure the amount of corruption busting gain is more. However I do risk not getting the FP early on occassion.
 
I prefer having the FP as far from the original capital as possible.

Since only the FP city itself experiences really low corruption, it makes little difference where the FP is. Of course you may want to put it closer to the front than the core is.

Using a Military Great Leader to rush the Forbidden Palace is of course a quite reasonable choice also in Conquests.
 
In Conquests I build the FP approximately the 2nd "ring" of cities (Rings don't really exist in Conquests, but you know what I'm saying :p ).
 
Settle in place, research pottery (3250), alphabet (trade 3150), writing (1990), pop the wheel (1700), CoL (1450), philo (1250), rep slingshot. Revolted in 1200 after completing a few builds.

Thebes produces warrior (west, 3550 pops warrior code, then south, 2710 pops barbs) / warrior (east) / warrior (MP) then granary, whip temple, then settlers (5 turn factory). 2270 disease strikes.

Worker went mine / road BG, irr / road FP, irr / road FP, irr / road FP, mine / road BG.

Warrior sent W in 3200 meets Rome (up BW & alpha, down masonry / pott / CB – trade masonry & 6g for alpha) and Russia (up BW, down masonry & WC – trade alpha for BW & 10g).

Found Memphis 2150 on lake SW, whip barracks in 1500

Meet Maya 1675 (up IW, down alpha, wheel & CB – trade alpha & wheel for IW & 10g)

1475 trade Writing & 3gpt to Russia for Maths, then 1425 CoL for HBR, myst and 9g, myst to Rome for 25g (now level on tech with Russia, up writing maths & HBR on Rome & Maya)

1375 Russia demand gold, refuse, DoW; 1325 Rome demand HBR, refuse, go away

Meet Greece 1325, down writing maths & HBR – bit later trade maths to Greece and Rome for all their cash

1000BC – 7 towns (total pop 18); 2 settlers (another next turn), 4 workers, 9 warriors (5 reg 4 vet), 1 elite spearman, 3 vet war chariot; horses and silks hooked up, iron about to be (spices in territory but not connected due to war with Russia, two settlers about to claim wines & gems); 1 granary, 1 temple, 2 barracks (2 more temples about to complete); 167g; missing AA techs constr (Russia has just got), curr, poly, map (in 4).

900 make peace with Russia (war never amounted to much), trade MM for constr & 9g

650 galley meets Inca (backward), 530 Arabs (backward)

590 war chariots attacks Romans – take Cumae, start golden age.

530 Russia gets poly when I still have 1 turn to go – buy for 1gpt! Start MA research on Feud, hedging bets between aiming for Knights and Cavalry.

Flood plains were bit of a mixed blessing - never run a 5 turn factory before (never heard of one for that matter) and it was a pain, and early disease was harsh. Did go for the earlyish GA, though delayed as long as possible. Think I might have spotted the UU on the other continent - not sure though as only seen one so far.
 
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