COTM73 - Spoiler #2

civ_steve

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COTM 73 Spoiler2: End of the Middle Ages



Reading Requirements:

  1. Must be able to research an Industrial Age Technology.
  2. Must have contact with all remaining civs and full knowledge of the map.

Posting restrictions

  1. No maps showing Industrial or Modern resources.
  2. No discussion of Industrial Age (or later).
  3. Absolutely NO discussion of any other active 'X'OTM Contest

I think THIS is a game where you'll want a 2nd spoiler! OK, horses and iron are not too hard to come by, so you'll likely have access to your Riders. How did they do? (Assuming you used them.) GA now? Have you cleaned up the map or is there more work for the later Ages? And how are things going on the 2nd continent?
 
a very bad Game for me

430 MA
6 Rounds Anarchy
Gives India Currency for 192g+1gpr+Worker
peace with Byzanz,give Literatur for 229g+3gpr
peace with Mongols,give Literature for 217g
Byzanz have Feuda+Mono
have 1146g

310 in Rep
Mongols declare war
290 take 1 town
270 dito
250 6 Fights with Elite-no Leader
170 take Mongols Irontown
peace with Mongols->1 town+128g->raze the town
110 mongols declare war again
1st Leader
90 see Borders of Vikings(?)
70 2 Galleys sank
build FP in Canton
50 Feuda
Vikings meet me,hmm???
30 take 1 town
10 i sleep,lost 7 slaves :donk:


10ad 1 Galley are at an other Continent
30ad take 1 town
give India Rep for 6g+2 Worker,India have only 2 towns
50ad GL gives Mono,Engineering,Invention
meet Ottomans
130ad meet Germans
peace with Mongols
150ad GL give Theo,Chivalry,
Byzanz will 100g,i give
Byzanz declare war
give Mongols Mono,Invention,lux+12gpr for Ally+lux
170ad Rider rules->GA
135g for Rider Upgrade :shock:
make 212gpR
190ad Mongols give 78g+30gpr for Theo
250ad GL give Gunpowder
260ad take 1 town,8 Dromons was in the town^^
270ad GL give Education :(
290ad take 1 town
300ad Vikings gone
take 1 town with MoM
340 MoM town flip,take Byzanz Capitol with Pyras,Great Light,Colossus+Leo
350 take MoM town
trade Bankig from Ottomans
360 take 1 town with Hanging Gardens+another town
400 Ally with Mongols end,peace with Byzanz->2 towns+11g
420 GA ends
440 1 town flip to Byzanz
460ad Mongols declare war
Mongols have Salpeter
460+470 i kill more than 25 Units
480 take 1 town
500 take 2 towns,2nd Leader->Army
520 take 1 town-see Salpeter at the Border
540 1 town flip to Byzanz
research Printing Press,trade with Germany for Astronomy,49g+24gpr
550 take the Salpeter town
take the last India town
560 take 1 town
570 1 town flip to Byzanz
580 take 1 town
600 3rd Leader,take 1 town
610 take 1 town
620 take Mongols Horsetown
630 2 Ottoman Knights landing on a small island by an ex-Byzanztown
640 Ottomans declare war and take the town
take 1 town
660 research Physics,trade with Germans,give Physics,3 Lux+39gpr for Democrazy,MT +Ally vs Ottomans
7 R Anarchy
680 take Mongols Capitol with ToA
710 take 2 towns
720 take 1 town
730 1 town flip to Byzanz,Demograzy rules
Mongols gone,perfect timing
790 Constantinople with Leo flip
850 research ToG
860 build NU,peace with Ottomans,trade Magnetismus

IA

No plan which Victory i take
Think about Cow
 
cotm73 Predator
domination victory for China in 820ad (turn 197)
Firaxis score 11661


750 see Vike galleys around Byzanz lands, so there must be an easier crossing in the west.
690 meet Ottos, they´re backwards. Rep in, revolt for 7-turns anarchy :-(
550 finally enter Rep
450 FP in, iron connected
410 meet Germany
210 Chivalry in
170 GA starts
130 Ottomen destroyed – not by me!
10 Indians destroyed

10ad 1st MGL
to 50ad gain 3 more MGLs – that´s leader luck now.
70ad lose TWO full health armies attacking a reg musket – the battle results keep disappointing
Sino-Mongolian war, heading for Karakorum where the GW stands. losses are high due to monster muskets.
310 4th continental lux connected
340 ally everyone against Germany that has become the major power on the other continent.
350 lose another full health army on a reg musket :aaaargh:
370 Mongols destroyed, war with Theodora
400 MT in, upgrades
relatively low defense in Byz lands, get WH for the first time in this game through a linked deal with England. see 124% flip chance for a town, never seen that before :-) funny thing is, it still did not flip the next turn!
460 take Constaninople with Sun Tzu´s
500 build HE after nearly 40 e victories without a leader
550 finally the MGL that is earmarked for the Mil Academy. reaching tech leadership.
590 Byzanz finally destroyed
630 invade other continent, attack Germany
700 rush Pentagon
760 enter IA together with England, still no research
domination victory in 830ad with 66% area and 82% pop in turn 197. England, Germany, Vikes still around.

i got 11 MGLs with 86+ e victories (12th, 13th, 16th, 17h, 21st, etc).

the one thing that went really well was that the other continent was warring all the time. everything else... not so.

templar_x
 
this was a tough game, with quite some work involved to get it finished.

it was pretty late when i finished, submitted and posted last night. maybe i can give some more information.

i got the best RNG on leaders i think i ever got. and i got the worst RNG on losing armies i ever got, too. this game really balances things out.

i could keep the AIs in the Middle Ages, which avoided rails, but rifles also. speed is not much of an issue with 3-move-attackers throughout most of the offensive game. so i felt that Steam would not be worth it. cavs on musket is just fine to me.

due to keeping the AIs at war with each other, their research capabilities were really crippled by the end of MA. so i even became the tech leader. i researched for cavalry and galleon, so i could move my only full size army over that i had left after the disastrous losses. but soon i got many more MGLs on the other continent that formed more armies.

no disconnect-connect, as i needed all the money for other things, especially settlers and temples and a few rushed units here and there. i kept all AI towns, even though i had no culture at all, and it worked well. simply leave the cities empty. the negative effect is that my score suffers from the resistors i never quelled and made into good and happy citizens.
WW was really bad twice, but overall i am convinced that Republic still was the way.

while some mentioned in spoiler #1 that they warred early i thought to myself, why waste attack 2-units on attack 2-defenders, when i will have attack 4-units soon with movement 3. i thought the conquest of the own continent still would have to be quicker if it was started later, with riders.
i am not sure if i was right. especially since the Mongols built the GW and put up some serious resistance.

i built nothing but attackers and ships. no libs, no markets, very little infra altogether. i am interested to see if infra paid off in others´ games (i think Piu went for libs).

templar_x
 
trading and pointy stick for the earlier techs in the MA, high research with grown population and quite a few scientists in farm areas.

and i was quite excessive in optimizing my core, mainly for magical numbers for shields. also here i built a few ducts and harbours for sea food and commerce, joining workers in (since i did not go for Steam/rails) and even slaves. no courts though.

still, research was by no means fast for Deity level. fast research means you DO NOT do the research yourself, but leave the AIs in their peace (i.e. don´t war them or instigate wars, both of which i did) and trade their techs. go for single techs that the AIs don´t research to speed it even more up. provide them luxuries. THAT makes a fast research game on high levels.

templar_x
 
Amazingly, I am still alive at the end of the middle ages.

I entered the MA much behind in tech. The Byz and Mongols, while much ahead of me, are also much behind the other AI. I buy monotheism after a couple of turns of research and trade it to the Mongols and Byz for Feudalism and Republic. Once the Ottomans (tech leaders in my game) learn navigation, I can trade luxes to them in exchange for discounts on techs. This lets me buy chivalry. I revolt to republic, get some riders, and attack the Byz, allying the Mongols. The Byzantines have no iron, horses, or saltpeter, so the dromons are the only issue. They are a pain. I take their continental holdings and starve them down. Constantinople has the Pyramids, so I hope to keep it for a while, but the flip risks are quite large.

After the Mongols make peace, so do I. Then I start preparing for war with the Mongols. Unfortunately, they have saltpeter just inside their borders, and the Ottomans gave them a bunch of techs to suck them into a war with the Germans, so they have cavalry by the time I get to them. I pillage the saltpeter immediately upon declaring and ally the Byz against them, and then hunker down in hopes that they don't have many cavs. So far, I haven't seen very many. I hope to send some units across to settle the furs, but my first expedition was slaughtered. I'm getting ready to try again. I've got two rider armies that have been pillaging and picking off stray units, and I'm starting to feel more in control. I'm still weak militarily compared to the Mongols, though.

While everyone but the Byzantines are in the IA, nobody has medicine except the Ottomans. I'm hoping that I'll get it in time to get some trades from it. (I learned printing press and picked up astronomy and metallurgy plus a bunch of cash for it; if I can do the same with medicine I'll be really happy.)

I'm currently the leader in score and power, though dead last in culture and next to last in techs. I'm not sure how to go about winning, though. Overseas invasions are not my strong point, so I'd rather avoid invading the other continent. If I can get rid of the Mongols and then take out the Byzantine islands, and then make it to fission in time I may go diplomatic. I don't know if I can catch up with the Ottomans in time, though. It is hard to guess where they are in the tech tree since there are few wonders in the IA. At least they haven't started ToE yet.
 
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