COTM79 - First Spoiler

civ_steve

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COTM 79 First Spoiler - Byzantines, the Ancient Age!



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. For this game, no screen shots beyond the starting land mass and the 2 closest islands.
  • 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!

Alright, let the spoilers start! I trust NO ONE moved their Settler? (If you did, you've got some 'splainin' to do.) How did your initial development go? And more importantly, how were your initial contacts? Tech choices? Any Ancient Age Wonders did you build and why? And how did you use your Dromons? Are you close to the AI or have they left you in the dust?
 
I ended up clearing out the barbies before the age change, though it did take a lot of warriors to manage them. After producing settlers from my capital for a while I let it grow, and then added in workers taking it to size 12 and built the Great Library and Great Lighthouse. I thought I'd go for space. I researched Writing at minimum, Literature at maximum, then towards The Republic.
 
I also cleared out the barbs, but lo a camp is formed on the tundra game on the same turn as the age changes. I had all tiles under surveillance to avoid this but apparently this method works only in ptw. To add insult to injury three workers will be killed after paving roads that will make the barbarian approach to my towns faster.

Going for domination if I decide to go through with the huge effort it means.
 
Granaries for Cowsheds
Settle in place and start curragh; I want to explore as much as possible before pirates appear. Next up are two axes, the first arriving just in time to discourage barbarian incursions from the east. As my research on Pots will take an absolute age (on max) I need to put a settler out before the granary. Adrianople is founded beyond the thrid and fourth moo in 2900bc. It throws out a couple more axes to defend against barbs from the south, and then starts a granary. Meanwhile, Constantinople gets into gear as a 4-turn axe/settler combo; the extra muscle will be essential in keeping the barbs under control. Even so, with two towns pumping out population, I get a bit backlogged with settlers, unable to push back barbs fast enough to get all my towns founded promptly.

Tech in Slow Motion
After Pots (2850bc) and Writing (1475bc), I figure I might as well have a crack at Philosophy, which I get in 1100bc, and take Mapping as my free tech. Laws was my other option, but getting the luxuries on the nearby islands hooked is going to have to happen before I can think about going to Republic. And if I'm going to have to research to Republic, it can't hurt to get libraries up soonish; Literature next. Around this time I also find some other civs, and trade in Masonry, Wheel and Riding. Maths is available too, but the price is a bit steep.

QSC Stats
12 towns with 32 citizens and 135 tiles.
111 food in the bin, 119 shields in the box, 190g in the treasury.
2 granaries, 1 barracks, 1 harbour.
6 settlers, 7 workers, 12 axes (1 vet), 2 archers (vet), 1 spear (vet), 1 dromon (reg), 1 curragh (reg).
All first tier techs, Writing, Mysticism, Philosophy, Mapping, Riding, 24 turns left on Lit.
2 contacts, no embassies.

Wonder Blunder
I let Constan churn settlers too long before refitting it as a wonder-builder. My main wonder target is Lighthouse, but it goes in 730bc, and I am still about ten turns away from completion. My choice is Glib or Zeus. Neither are that great; Zeus would be nice if there was a victim nearby to throw the ACs at. Glib might get me a couple of techs, but judged against what I've seen so far, I expect to be able to keep pace with the AI as far as Education. And without Lighthouse, I'll have to prioritise researching the top branch of the medieval tech tree anyway. Bearing in mind that I also think I might get beaten to Glib, some time during the extra 200 shields, I take Zeus in 610bc.

Barbarian Uprisings?
At this point I meet some more AI, and get the chance to do a big trade round. I buy in Maths, Ironwork and Polytheism with Literature, and then when Laws is done in 590bc, I sell it with plenty of cash and gpt, to get Currency. Currency gets me Monarchy, Monarchy gets Construction, and Construction gets a lot of my initial cash outlay back. I am medieval (Monotheism free), and so are my trade partners, but there's not a whisper from the barbs. My continent is cleared of course, and almost fully settled, but I have moved onto the nearby islands. I was sure there were barbs out in the fog there. Does the uprising only happen at the end of this turn? Guess I'll find out...


:cry: [size=-2]My CivAssit is broken, different than the usual bleating about DotNet. It runs just fine, unless Civ is running as well, then it immediately dies. I'm back to MapStat for now, but this might get painful.[/size]
 

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My CivAssist has been broken too, and eventually this will be why I cannot officialy participate...although I would have loved to play Sid out in a XOTM :cry:
(i had started and had my cap go into disorder TWICE before I put this game aside. Restarted it -doing the same moves, without allowing the disorders, and played for interest. Here are my moves, but I am not sure if I will be motivated enough to finish it)
Settle,then improve western cow first so I have a road there.
Build order I believe curragh-warrior-settler

Min on Writing, full speed on Philo. I delay the granary for 3 reasons: the early barbs. Another factory site close by. It should be tradable.
When I meet a bunch of civs within a few turns I can even get some trades for Alpha. Although I am max 3rd to Writing, I manage to get Philo first.
1275 enter Monarchy as tech leader. Rome is strong, and in a war with Egypt. But the pharaoh has also taken Veii, a Roman core city. Mongols are very backward. 2 civs still unknown. 2 factories running. Barbs did cost a little, but nothing too bad. 1 lux connected and the 2nd close to. Iron and horses are both available, nice.

1100 connect 2nd lux.

1000bc
10 towns, 30 pop, 95 land
Know 6 nations
2 luxes connectd
10 workers,1 settler
10 warriors, 2 archers, 2 spears
2 grans, 1 rax
Tech leader, 12 turns to currency

Egypt and Rome are into a massive war, as are Maya and Inca.
I delay the MA a few turns in order to get rid of 2 more camps
710 Arabs destroyed, and I have never met them
690 am first to the MA; unmet Ottos finish SoZ, which I wanted to have with my very few shields…
Draw Mono,start on Feud?

templar_x
 
Build Curragh,Worker, Settler, Granary.
Research Writing-->Philo
Can trade Pottery very early.
If i research Philo in 1325bc i dont know which freetech. Inka have MM, Egypt Construction.
Take Monarchy as Freetech. Give Philo to Egypt+Inca for Construction+MM and many Gold.
6 turn Anarchy :(

1000
11 towns, pop 33, 112 tiles, 2 Granarys, 1 Aquaduct, 1 Harbors, 5 Worker, 11 Warriors (1E), 1 Spearman, 1 Curragh, 1 Dromon
All Contacts, all AA Techs eccept CoL, Currency, Rep and Lit->5 turns
1379g
War with Egypt, Inca + Mongols-->Lux 0%

875 research Lit,buy Col->Currency
610 Currency->Freetech Feuda, trade with Ottomans->Mono

Rush many Librarys,few Harbors+some Aquaducts+Granarys.
2 Droms lost by Barb Galleys.

Not sure what i do now. Domi or Space or Diplomatic? Military or University?
 
6 turn Anarchy :(

I got six turns too, and I was ecstatically happy about it! This being sid, I was expecting eight or nine...
 
2nd Anarchy from Monarchy to Rep was 7 turns.I hate it. I don´t will go to Demograzy.

btw:I wonder a little bit that i was only 1 turn earlier in the MA then u without Monarchy.
 
Sorry, stupid post. I removed the content since it contained pictures wasting space.
 
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