1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

COTM86 - Final Spoiler

Discussion in 'Civ3 - Game of the Month' started by civ_steve, Nov 5, 2011.

  1. civ_steve

    civ_steve Deity Retired Moderator GOTM Staff

    Joined:
    Mar 25, 2002
    Messages:
    3,866
    Location:
    formerly Santa Clarita, California

    COTM 86 Final Spoiler; Zulu, Game Submitted




    Reading Requirements:
    You may only read this thread if:
    1. You have completed and submitted your game.


    Posting Restrictions:
    1. None! As long as its related to the GOTM, and within the forum rules!
    2. And ... Absolutely NO discussion of any other active 'X'OTM contest!

    I'll start the final spoiler thread now as well. I suspect a number of players will finish this game fast and militarily. If so, did you need much game time beyond the AA to finish? If you played a later victory condition, how did your game go?
     
  2. Spoonwood

    Spoonwood Grand Philosopher

    Joined:
    Apr 30, 2008
    Messages:
    4,882
    Location:
    Ohio
    So after entering the middle ages, I wanted a GA to help pick up building of infrastructure and research. I figured I'd send out two impis have them win against some far away neighbor, so I didn't have to get involved with a serious war and could concentrate on building infrastructure. I ended up declaring on England, and got my GA rolling in 670 BC. Before this, my capital and second city once becoming settler factories, spit out nothing but settlers. Once my GA started they switched to infrastructure. I managed to settle six native luxuries.

    France built both the Pyramids and The Statue of Zeus. So, they would become my first target. I managed to achieve 4 turn research in the late middle ages, without conquering any land, but I knew I wouldn't be able to sustain that without expansion. In 10 AD I had 3 turns left on Physics. Cope's finished in 001 in 70 AD. Newton's University finished in 350 AD (I know I was industrial by this point). In that year also, I noticed three ancient cavalries not within French cities, so although I didn't feel quite ready, I gathered up my horsemen and captured Orleans. Soon, I would absorb the rest of the French empire mostly with horsemen.

    Then I absorbed the Maya. Then Germany decided to attack me (unlike the other two), so I took all their cities but one, which I eventually took in the modern age. Germany picked up Feudalism, Medicine, and some modern age tech for me. Arabia decided to declare on me when I was in the modern age with tanks, but I didn't take any of their cities, as I didn't want to accidently trip the domination limit and I had some 61-62 percent of it after I had absorbed Germany. Stavanger of the Vikings offered to flip to me two times I think in the modern age, but I refused both times.

    I think Steam Power took me 6 turns, Industrialization took a while also. I think Scientific Method was my first 4 turn research tech, after which I maintained 4 turn research the rest of the game. I had my 2nd city pre-build with the Palace for the Internet. I almost had to build it the turn after entering the modern age, but once I had Hoover's Dam complete, I managed to have my capital finish the Theory of Evolution the turn I entered the modern age, then taking Miniaturization and using "what's the big picture" to swap my 2nd city to the Internet completing the same turn.

    Every city had a culture pop 5 turns later, so I had to reset many of my cities which had become size 5 or 6 science farms. I hit F4 sometime during this turn (perhaps I accidently hit F3), and unfortunately the game crashed, so I had to reset all of my cities twice. I launched in 1260 with a Firaxis score of 4564 and a Jason score of 10617.
     
  3. Raliuven

    Raliuven Emperor

    Joined:
    Jun 21, 2010
    Messages:
    1,428
    Location:
    Minnesota
    Middle Ages: 1050BC-500AD
    IA: 510AD-1110AD
    MA: 1120AD-Diplo Vote

    I remained at war with France for nearly the entire game enjoying the War Happiness. GL1 in 730 BC and used use that for a sword army. I didn't log when I DOW on the Mayans but it was sometime around 710BC. 670 BC Vikings DOW on me and I enjoy that War Happiness until I destroy them in 1090AD in preparation for the UN vote. 550BC build SOZ. Once this builds I stop building military except for the odd Impi here and there. 410 peace with the Mayans. 250BC build HGs and drop lux to 0% and never need to touch it again. Rush the FP with GL2 in 30AD. 4 turn research starts with Engineering in 130AD. Build Pyramids in 150AD. 4th native lux in 230AD. Start rushing settlers for ICS with extra gold. DOW on Mayans in 290 AD. 370 AD - Arabia DOWs on me and we stay at war until 1110AD in preparation for the UN Vote.

    Build MoM in 400 AD but this was a mistake. I didn't think there was anything better to build at the time but in retrospect I should have used those shields to build military to get to the domination limit faster. Oh well. In 470AD I lose by 13/13 sword army attacking a 5/5 spear. Then a 5/5 AC flawlessly retreats against a 3/3 spear. Suddenly my waste on MoM was very clear and things were strained for a while. The RNG turned evil and I had problems holding back the AI because I wasn't building any military and relying on the SoZ producing AC. I waste 4 turns grabbing MT for cavs.

    490 AD - Cops builds. 570 AD - Mayans are dead. 590AD=steam and HG go obsolete but connect 5th native luxury the same turn. 550 AD - Vikings build the GL. 610AD - connect coal and start rails. 670 AD - Newton builds. 710 AD - Chiv is known to the AI but only England has the resources for knights. I hold most of the needed resources. Even if I were inclined to trade, the AI has no roads and no harbors.

    760 AD - AoW builds. 810AD - 6th native luxury & Germany completes ToA. :lol: 850AD England builds the GLH. :lol::lol: 880 AD - Arabia is down to 1 city. 890 AD make peace with France and gifts make her polite. Good news for the UN vote. DOW on Germany. England demands invention and I hope they will DOW but liz backs down. 900AD - 7th native luxury. 930AD - kill German GL at Hamburg. 970AD - Germany down to 1 city, make peace. Germany is furious and nothing will change his mind so I have to destroy Germany in 1110AD as prep for the UN Vote.

    GL3 in 1020 AD for cav army. In 1070 AD I start to worry about my Diplo victory. France has gone to cautious and I need them to be polite. With the Vikings destroyed in 1090AD, England will be my rival. I plan to kill Arabia & Germany pending the vote, but I need France. Only problem - France still has not met England or Germany! I need to do some footwork and gift a few cities to France so that they can meet England. Once that is done I solidify Frances vote with a MA vs. England and a previous ROP to make Joan polite.

    I use ToE to grab Fission upon entering the MA and build the UN the following round and hold the vote.

    Shaka votes for Shaka
    Elizabeth votes for Elizabeth
    Joan votes for Shaka.

    Diplo victory – 31hrs, 27m, 5s.
    Firaxis score: 4451
    Jason Score: 10178


    Turn Log
    Spoiler :
    1050 BC – Start Feud, due in 12t & +9gpt.
    1025 BC – Scout1 N, N.
    1000 BC – Scout1 N, NW.

    QSC – 11 cities, citizens: 39, 8 workers, 8 slaves, 1 scout, 9 warriors, 9 archers, 8 impi, 3 barrakcs, 2 granaries, 4 libraries. All AA techs, no Monarchy. Feud due in 9t @ -4gpt.
    QSC Score: 5851

    900 BC – Battle for Orleans – 4/4 archer vs 3/3 spear – lose, -2hp. 4/4 archer vs 3/3 spear – lose, -2hp. 4/4 archer vs 1/3 spear – win, -1hp, promote elite. 4/4 archer vs 1/3 spear – win, -1hp, promote elite. Destroy city, +1 slave.
    IBT – 3/3 archer vs 4/5 archer – flawless loss.
    875 BC – city #12.
    800 BC – Advance army on Paris. 1 impi, 7 archers.
    775 BC – Give Viking Lit for 50gp. Mayans get Lit for 39gp. Advance army against Mayans – 1 impi, 1 archer, 4 swords.
    730 BC – Grab ivory from France. Swap Collosus build to SoZ due in 11t. Battle for Paris – 4/4 archer vs 3/3 spear – win, -3hp. 5/5 archer vs 3/3 spear – win, -4hp. GL. Capture Paris. SoZ is definitely mine. Garrison City so that it doesn’t flip. Send GL back towards zim for sword army.
    710 BC – Resistance in Paris ends. Start worker.
    Battle for Copan – 4/4 sword vs 3/3 spear – win, -3hp, promote elite. 4/4 sword vs 3/3 spear – flawless win, promote elite, destroy city. Load swords into army. Advance army on Lyons.
    690 BC – Battle for Lyons – 5/5 archer vs 3/3 spear – win, -2hp. 4/4 archer vs 3/3 spear – lose, -2hp. 4/4 archer vs 3/3 spear – win, -1hp. 4/4 archer vs 1/3 spear – win, -2hp. Destroy city. Advance Sword army on Chichen Itza.
    670 BC – England gets Lit for 50gp.
    IBT – Vikings demand math & 20gp. Yeah, that will be the day. Vikings declare and that’s another bump to the lux slider.
    650 BC – Battle for Chichen Itz a - 12/12 sword army vs 3/3 spear win, -1hp. 11/12 sword army vs 3/3 spear – win, - 8hp!!
    590 BC – Battle for Rheim – 4/4 archer vs 3/3 spear – win, -3hp. 4/4 archer vs 3/3 spear – flawless loss. 4/4 archer vs 3/3 archer – flawless win.
    570 BC – 2nd Battle for Rheim – 4/4 archer vs 3/3 spear – lose -2hp. 4/4 archer vs 1/3 spear – win, -1hp, promote elite.
    550 BC – Build SoZ. That’s about it for the AI. England has Monarchy – give them Phil, Math, CoL & MM for Monarchy & 64gp. Start the HG.
    Battle for Pal-something-or-other – 5/5 sword vs 3/3 spear – win, -1hp. 13/13 army vs 3/3 spear – win, -4hp. Destroy city, capture 4 slaves.
    Shuffle a few units to cover Isipezi, rush a warrior for 20gp for now. I’ve got no WW at the moment. Currently 15% of land, 54% of population.
    IBT – French archer advances on Isipezi
    530 BC – rushed warrior in Isipezi forts. A 2nd Zulu is on the way.
    IBT – French archer suicides against Impi – impi promotes regular.
    510 BC – miss riot in Ulundi. Build Zunguin to capture incense. Workers are roading.
    470 BC – incense connected, drop lux to 10%
    450 BC – first Ancient Cav is created. Send towards Paris.
    430 BC – Learn Mono, Start Theo.
    410 BC – 5/5 AC vs 4/4 Mayan warrior – win, -2hp, promote elite. Make peace with the Mayans. Make them cough up 27gp.
    350 BC – 2nd AC. England receives Currency for 41gp.
    250 BC – Build HG. England builds the Oracle. Drop lux slider to 0%. :D Start the pyramids. No one else has even started it. Pyramids will fit my VC.
    230 BC – Drop alliance with Arabia vs the French.
    IBT – 5 barb horses suicide on an impi and promote it elite. Arabia advances 4 archers towards France’s last city. No way, Abu Bakr, that’s worth War Happiness to me. France advances 2 archers towards me. Joan is a fool.
    210 BC – kill a barb with a AC. Shuffle units. Zzz
    170 BC – 10 barb horses suicide against the same elite impi covering an archer, worker & slave.
    IBT – barb horse suicides on AC – promote elite. :) French archer advances on Isipezi.
    150 BC – find barb camp. Hurry a settler.
    IBT – Four more barb horses die on impi & archer – but both are redlined now. :(
    130 BC – move an extra impi to help cover. 5/5 AC vs 2/2 barb/camp – flawless win, +25gp. Rush a settler for 40gp.
    110 BC – learn education, start Astro due in 7t @ -12gpt. 6/6 AC vs 4/4 French Archer – flawless win. 5/5 AC vs 3/3 archer – win, -1hp, promote elite.
    90 BC – Give Germany Phil for 56gp.
    IBT – Vikings are trying to slip a galley down my west coast.
    70 BC – AC kills barb camp, +25gp. Build an embassy with England for 67gp (7spt, ToA due in 63t).
    10 BC – 6/6 AC vs 3/3 archer – win, -2hp, GL2.
    10 AD – 5/5 AC vs 4/4 archer – win, -3hp, promote elite. Rush pike for 40gp in city that will FP. Vikings drop a lone archer that I will leave for 1 turn before attacking with elite AC.
    30 AD – Rush FP. 6/6 AC vs 3/3 archer – win, -1hp. Pick up Astro, start banking due in 6t @ -12gpt. Gift Germany into the Middle Ages. The got feud, of course.
    IBT – Vikings want peace. Ah, no thanks.
    70 AD – 5/5 archer vs 3/3 archer – flawless win.
    90 AD – 6/6 AC vs 4/4 warrior – win, -1hp.
    110 AD – Mayans get CoL for 1gp & worker (interesting – this is a worker (A Barbarian Cheifdom).
    IBT – Arabia and France sign peace, which is good news. I’ll keep France alive forever.
    130 AD – pick up banking, start engineering due in 4 @ +23gpt.
    150 AD – Build the Pyramids. 6/6 AC vs 3/3 archer – win, -4hp.
    210 AD – Pull Engineering, start Invention due in 4t@ -2gpt.
    230 AD – Connect gems, 4th native lux.
    250 AD – 6/6 AC vs 4/4 archer – flawless win. Give Arabia Feud for 84gp. Rush a settler for 32gp.
    260 AD – Rush settler for 44gp. Rush a settler by 48gp.
    270 AD – 5/5 AC vs 3/3 archer – win, -1hp. Pull Invention, Gunpowder due in 4t @ +1gpt.
    IBT – France wants peace. No thanks, I’m doing fine.
    280 AD – 6/6 AC vs 3/3 archer – flawless win. 6/6 AC vs 3/3 archer – win, -1hp. Hurry settler for 72gp.
    290 AD – DOW on the Mayans again.
    Battle for Bonampak – 5/5 AC vs 3/3 spear – win, -3hp, capture city.
    Battle for Tik – 6/6 AC vs 3/3 spear – lose, -1hp. 5/5 AC vs 3/4 spear – flawless retreat.
    Rush settler for 78gp.
    300 AD – 2nd Battle for Tik – 6/6* AC vs 4/4 spear – win, -5hp. 13/13 sword vs 5/5 Jav – win, -8hp. 5/5 sword vs 3/3 Jav – win, -1hp.
    Give Arabia Mono for 3gp & worker.
    310 AD – learn gunpowder, Chem due in 4t @ -16gpt.
    320 AD – 5/5 AC vs 3/3 archer – win, -1hp. 6/6 AC vs 3/3 archer – flawless win. 6/6 AC vs 3/3 archer – flawless win. Rush a aqua for 104gp.
    340 AD – Rush a market for 40gp. 13/13 sword army vs 3/3 spear – flawless win.
    350 AD – learn chem., physics due in 4t @ -6gpt.
    370 AD - Rush a settler for 68gp. Give Arabia Engineering for 4gpt & 50gp. Rush 2 settlers – 68gp, 76gp.
    IBT – miss a barb horse that kills a worker. GRRR.
    380 AD – looks like the Arabs think I’m a weak target. What are they thinking? Tell them to get out – they agree but it is a soft demand.
    IBT – Arabia DOW on me. Go figure. A 3/3 archer dies to a 5/5* archer.
    390 AD – More War Happiness. Learn Physics, ToG due in 4t @ +2gpt. 6/6 AC vs 4/4 archer – win, -2hp.
    400 AD – MoM builds.
    410 AD – rush settler 64gp.
    420 AD – rush settler 68gp, 60gp.
    430 AD – Learn ToG, Mag due in 4t @ +49gpt. 6/6 AC vs 4/4 archer – retreat, -2hp. What? 6/6 AC vs 2/4 archer – flawless win. Rush two settlers – 68gp, 64gp.
    440 AD – 6/6 AC vs 3/3 archer – flawless win. 5/5 AC vs 3/3 archer – flawless win.
    460 AD – 5/5 sword vs 4/4 horse – win, -3hp. 6/6 AC vs 3/3 Archer – flawless win. Rush settler: 64gp.
    470 AD – Learn Mag, Start Metal due in 4t @ +110gpt.
    Battle for Yaxchilan – 13/13 sword army vs 5/5 spear – lose, -4hp. WHAT!!! 5/5 AC vs 3/3 spear – flawless retreat.
    Eastern Defense – 6/6 AC vs 3/3 archer – lose, -3hp. WHAT!!!! 5/5 AC vs 1/3 Archer – win, -1hp. 6/6 AC vs 5/5 archer – win, -1hp.
    490 AD – Cops builds, start Newtons. 5/5 AC vs 3/3 archer – win, -1hp.
    500 AD – 5/5 archer vs 3/3 horse – flawless retreat. Looks like Germany might be preparing to attack. Hmm. 5/5 AC vs 3/3 archer – flawless win. 6/6 AC vs 3/3 archer – win, -1hp. 5/5 AC vs 3/3 archer – win, -2hp. See a MDI coming.

    ******

    Enter IA

    510 AD – Detour to MT because I need cavs now that SoZ is obsolete.
    2nd Battle for Yaxchilan – 5/5 AC vs 5/5 spear – lose! -4hp. 5/5 sword vs 3/3 spear – win, -2hp. 4/4 sword vs 1/5 spear – win, -1hp. 5/5 sword vs 1/3 horse – flawless win. Capture city & 4 slaves.
    5/6 AC vs 3/3 MDI – win, -3hp.
    520 AD – Rush settler for 36gp,
    530 AD – 5/5 sword vs 3/3 spear – flawless win.
    550 AD – Learn MT. Start steam, due in 4t @ -37gpt. Vikings build the GL.
    560 AD – 5/5 sword vs 3/3 Jav – win, -3hp. Swap a prebuild to cav. Rush a cav for 100gp. Swap another prebuild to cav, rush for 192gp.
    570 AD – 3 cavs build. :D
    Battle for Lagarteo (last Mayan city) – 6/6* AC vs 3/3 spear – win, -2hp. 5/5 AC vs 3/3 spear – flawless win. The Mayans are dead.
    590 AD – Learn Steam, HG obsolete but hook up my 5th native lux in the same turn, so everything is okay. Start electricity due in 4t @ -112gpt. Ouch.
    4/4 cav vs 3/3 spea r- flawless win.
    Eastern warfront: 6/6 AC vs 3/3 MDI – win, redline. 5/5 AC vs 3/3 MDI – win, -1hp. 5/5 AC vs 3/3 archer – win, -1hp.
    Give England engineering for 98gp since everyone else has it.
    610 AD – Connect Coal – start rails. Game over, AI. 5/5 AC vs 3/3 archer – lose, -2hp. GRRRRRRR!!!!! 5/5 AC vs 1/3 archer – win, -1hp.
    620 AD – more rails, 4 cities connected. Most workers gathered into stacks.
    630 AD – Learn electricity, start RP due in 4t @ -108gp. HE builds. Main eastern rails in place to deliver cavs. First cav arrives on Arabian border. Suckers!
    650 AD – Rail backbone to the east is complete. :D 6/6 AC vs 3/3 archer – win, -3hp.
    670 AD – Newton’s builds (same city as cops). RP comes in, start industry due in 4t @ +38gpt. 4/4 cav vs 4/4 archer – flawless win, promote elite. 5/5 archer vs 3/3 archer – win, -2hp.4/4 cav vs 3/3 archer – win, -2hp.
    Main Viking attack force appears – 8 archers, almost all 3/3 units. That only took them 1340 years to arrive!
    680 AD – 5/5 cav vs 4/4 archer – win, -2hp.
    IBT – Entire attacking force steps up, including an Arabian MDI.
    690 AD – 4/4 cav vs 4/4 archer – win, -1hp to DS. 6/6 AC vs 3/3 archer – win, -2hp. 5/5 AC vs 3/3 archer – flawless win. 5/5 AC vs 3/3 archer – win, -1hp. 5/5* archer vs 3/3 archer – win, -2hp. 5/5 AC vs 3/3 archer – win, -1hp to DF, promote elite. 5/5 AC vs 3/3 archer – win, -3hp. 4/4 cav vs 3/3 archer – win, -2hp. 4/4 cav vs 3/3 MDI – win -1hp. Attacking force eliminated.
    700 AD – 5/5 cav vs 3/3 archer – flawless win. 5/5 sword vs 3/3 spear – lose, -2hp. 5/5 sword vs 1/3 spear – win -1hp.
    710 AD – Learn industry, start corp due in 4t @ +143gpt. 6/6 AC vs 4/4 archer – win, -1hp. 6/6 AC vs 3/3 archer – win, -1hp. Chivalry is now known to the AI.
    720 AD – 5/6 AC vs 3/3 archer – lose, -1hp, archer promotes. 5/5 cav vs 3/4 archer – flawless win. 5/5 AC vs 3/3 archer – flawless win. 4/4 cav vs 3/3 archer – win, -1hp.
    730 AD – Battle for Kufah – 4/4 cav vs 3/3 spear – win, -2hp, promote elite. 4/4 cav vs 3/3 spear – flawless win, capture city. Rush settler: 32gp. 16gp. 40gp.
    740 AD – 6/6 AC vs 3/3 archer – win, -2hp.
    Battle for Damascus – 4/4 cav vs 3/3 spear – win, -2hp. 4/4 cav vs 3/3 spear – flawless loss. 4/4 cav vs 3/3 spear – win, -2hp. 4/4 cav vs 3/3 spea r- win, -2hp. Capture city. Only 1 resister. Interesting.
    Rush a few builds. Trade England education for Chiv & 29gp – I don’t need
    750 AD – Learn Corp, start Refining due in 4t @ -68gpt. 5/5 sword vs 3/3 spear – win, -4hp. 5/5 cav vs 3/3 archer – flawless win. 4/4 cav vs 3/3 MDI – win, -1hp, promote elite. 5/5 AC vs 3/3 archer – flawless win. Send a 3/3 impi to pillage Arabian iron.
    IBT – 4/4 archer suicides on 3/3 impi.
    760 AD – AoW builds. Pillage iron. No more knights for you! 5/5 cav vs 3/3 MDI – win, -1hp. 5/5 cav vs 3/3 archer – flawless win. 5/5 AC vs 3/3 spea r- win, -1hp, promote elite.
    790 AD – Learn Refining, Steel due in 4t @ 55gpt. 5/5 cav vs 3/3 archer – win, -1hp.
    810 AD – 5/5 cav vs 3/3 archer – win, -1hp. Connect spices, 6th native luxury.
    IBT – Germans complete ToA. Well, why not. It’s only 810 AD and it is rendered obsolete by education, something I’ve known since 110 BC. Vikings complete KT. That’s better. As they’ll never reach metallurgy, that will last them the rest of the game. Of course by the time the templars walk to the battlefront the game will be over.
    820 AD – 6/6 AC vs 3/3 archer – win, -1hp.
    Battle for Hareid – 4/4 cav vs 3/3 spear – flawless win, promote elite. 5/5 cav vs 3/3 archer – win, -1hp. 5/5 cav vs 1/3 spear – flawless win. Capture city & 1 slave. 4/4 cav vs 3/3 archer – win, -1hp. 4/4 cav vs 3/3 archer- flawless win. Rush settlers: 20gp, 32gp.20gp, 28gp, 20gp,
    830 AD – Learn Steel, Combustion due in 4t @ -21gpt. 5/5 sword vs 1/3 archer – win, -1hp.
    840 AD – 5/5 cav vs 3/4 archer – win, -1hp.
    Battle for Mecca – 4/4 cav vs 4/4 spear – win, -2hp. 4/4 cav vs 4/4 spear – win, redline. Capture city & 1 slave.
    850 AD – Battle for Medina – 4/4 cav vs 3/3 spea r- win, -2hp. 4/4 cav vs 3/3 spear – win, -1hp. Capture city. 5/5 cav vs 2/4 MDI – flawless win. 5/5 cav vs 3/3 MDI – win, -1hp. 5/5 cav vs 3/3 archer – win, -1hp. Hurry settlers: 48gp, 44gp, 48gp.
    IBT – England builds the GLH. Good thing they’re completing all those AA wonders.
    860 AD – rush settler: 32gp, 48gp, 48gp.
    870 AD – 6/6 AC vs 3/3 archer – flawless win.
    Battle for Khurasan – 4/4 cav vs 3/3 spear – win, -1hp. 5/5 cav vs 3/3 archer – flawless win. 5/5 cav vs 3/3 archer – win, -3hp. Capture city. 4/4 cav nabs a slave. 5/5 cav vs 3/3 warrior – flawless win.
    880 AD – Battle for Baghdad – 4/4 cav vs 3/3 spear – win, -1hp. 4/4 cav vs 3/3 spear – flawless loss. 4/4 cav vs 3/3 spear – win, -2hp. Capture city & 2 slaves.
    Battle for Najran – 4/4 cav vs 3/3 spear – flawless win. 4/4 cav vs 3/3 spear – win, -1hp, promote elite. Capture city. 4/4 cav captures a slave. Arabia has 1 city left.
    890 AD – Rush a settle for 24gp, 100gp, 56gp, 64gp. 6/6 AC vs 1/3 spear – win, -2hp. Make peace with France as a test. Joan is annoyed. After a gift of poly, she is polite. Very good.
    DOW on Germany – Battle for Berlin – 4/4 cav vs 4/4 spear – win, -1hp. 4/4 cav vs 3/3 spear – win, -3hp. Capture Berlin & ToA. Garrison Berlin with 4 cavs for now.
    IBT – England demands Invention. Really? No way. Liz finds a hole to crawl I because she isn’t going to try fighting infantry with archers.
    900 AD – Battle for Leipzig – 4/4 cav vs 4/4 spear – flawless win. 4/4 cav vs 3/3 spear – flawless win. 4/4 cav vs 3/3 MDI – flawless win, Capture city. 6/6 AC vs 5/5 archer – flawless win. 4/6 AC vs 1/3 spear – flawless win. Capture a slave in the field. Connect grapes, 7th native luxury.
    910 AD – Learn Medicine, start SM due in 4t @ +310gp WLTKD all over the republic.
    Battle for Hannover - 4/4 cav vs 3/3 spear – flawless win. Capture city. \
    Battle for Heidelburg – 4/4 cav vs 3/3 spear – win, -2hp. Capture city.
    Battle for Munich – 4/4 cav vs 5/5 spear – win, redline. 4/4 cav vs 4/4 MDI – flawless win, promote elite. 5/5 cav vs 3/3 spear – flawless win. GL3. Capture city. Build an army even though I don’t really need it.
    Capture a slave in the field.
    920 AD – Battle for Cologne – 4/4 cav vs 3/3 spear – win, -2hp. 5/5 AC vs 3/3 spear – win, -3hp. Capture city & worker. 4/4 cav vs 4/4 archer – win, -1hp, promote elite. Rush a temple for 128gp. Hurry settlers: 48gp, 48gp, 52gp, 48gp, 44gp, 40gp, 36gp, 24gp, 48gp. Swap some builds to workers.
    930 AD – 5/5 cav vs 1/3 archer – flawless win.
    Battle for Hamburg – 13/13 cav army vs 5/5 spear – win, -3hp. 4/4 cav vs 4/4 spear – lose, -3hp, promote elite. 4/4 cav vs 2/5 spear – lose, -1hp. 4/4 cav vs 1/5 spear – flawless win, promote elite. Capture city. Kill German GL. :D
    940 AD – Rush temple at Berlin, 198gp.
    Battle for Nuremberg – 4/4 cav vs 3/3 spear – win, -1hp. 5/5 cav vs 3/3 spear – retreat -1hp. 5/5 cav vs 2/3 spear – win, -1hp. Capture city @ 2 slaves. 5/5 cav vs 3/4 archer – flawless win.
    950 AD – Learn SM, start Mass Production due in 4t @ +168gpt.
    4/4 cav vs 4/4 archer – flawless win, promote elite. 5/5 cav vs 3/4 archer – flawless win. 5/5 cav vs 2/4 archer – flawless win. 4/4 cav vs 4/4 archer – win, -1hp to DB. 5/5 cav vs 3/4 archer – win, redline. 5/5 cav vs 2/4 archer – win, -1hp. 4/4 cav vs 1/4 archer – flawless win. That’s the majority of the Viking attack force.
    Battle for Frankfurt – 13/13 cav army vs 3/3 spear – win, -1hp. 4/4 cav vs 3/3 spear – win, -1hp. Capture city. 6/6 AC vs 3/3 archer – win, -3hp.
    Give Joan Phil.
    IBT – the first crusader appears.
    960 AD – Battle for Konigsberg – 12/13 cav army vs 3/3 spear – win, -1hp.
    IBT – I watch a barb walk into a city and pillage the building settler. Guess I should have killed him. :crazyeye:
    970 AD – 2nd Battle for Konigsberg – 12/13 cav army vs 3/3 spear – win -1hp. Capture city. Germany has 1 city left. Make peace with Germany – make them give me all 6gp. Gift them engineering.
    4/4 cav vs 1/3 crusader – win, -2hp. 5/5 cav vs 2/4 archer – flawless win. 5/5 cav vs 2/4 archer – flawless win. 5/5 cav vs 1/4 archer – flawless win.
    980 AD – Give Germany theo but they are still furious. I think I have France and England for the vote – England will go from annoyed to police or even gracious with trades. France is polite and will probably remain there, maybe gracious. Germany and Arabia need to die. Or I can finish off Arabia, Germany and the Vikings and use France vs. England. Okay, max effort to destroy Vikings. Use Arabia to maintain War Happiness until the very end. Destroy Germany at the very end even though it will bust my rep.
    Rush Transport at Munich for 368gp. Rest some builds to transports and swap a destroyer for a cruiser. Rush Cruiser for 412gp at Mpondo. Rush transport for 112gpt at Chichen Itza.
    990 AD – learn MP, start Motors due in 4t @ +177gpt.
    IBT – English build Sistines. Vikings build the GW.
    1000 AD – upgrade galleon to transport for 150gp. Invasion force lands next to Stockholm. Invasion force lands at Oden-something – island city.
    1010 AD – Start ToE due in 10t. Do some MM to ensure I can pick up ToE & UN on time. I’ve got 3 cities building with access capacity and backups.
    4/4 cruiser vs 4/4 galley – flawless win.
    Battle for Odense – 13/13 cav army vs 3/3 spear – win, -3hp. 10/13 cav army vs 3/3 spear – win, -1hp. 4/4 cav vs 3/3 beserk – win, -1hp. Capture city, sink galley in port.
    Battle for Stockholm – 4/4 cav vs 4/4 beserk – retreat, -2hp. 4/4 cav vs 3/3 spear – win, -1hp. 5/5 sword vs 3/3 spear – win, -3hp, GL. Put GL in transport and send back to mainland for army. Will wait for tanks, maybe?
    Rush second transport at Munich for 396gp. Gift France Monarch. France receives a payment of 50gp for their good will.
    IBT – berserks and crusaders avoid fortified infantry at the invasion point.
    1020 AD – GL makes an army – create cav army. Load back on transport. Drop a full load on the Vikings.
    1030 AD – Motors comes in, start Flight due in 4t @ +123gpt. Rush a transport at Munich for 396gp. Battle for Stockholm - 6/6 AC vs 4/4 spear – win, -4hp. 5/5 cav vs 3/3 spear – win, redline. Capture city as invasion port. Put infantry into city. Pick off nearby/passing units: 5/5 cav vs 3/4 berserk – flawless win. 12/12 cav army vs 4/4 crusader- win, -2hp, promote elite.
    Battle for Aarhus – 11/13 cav army vs 4/4 spear – win, -4hp.
    France receives literature. Arrange wonder prebuilds.
    1040 AD – 2nd Battle for Aarhus – 4/4 cav vs 4/4 crusader – lose, -2hp. 5/5 cav vs 4/4 spear – win, -2hp. 4/4 cav vs 4/4 spear – flawless win, promote. 4/4 cav vs 4/4 beserk – win, redline, promote elite. 4/4 tank vs 2/4 crusader – flawless win. Raze the city. Replace with waiting settler to solidify beachhead.
    IBT – a berserk attacks a tank in the field and it flawlessly retreats. Stupid berserks. He takes back 3 slaves.
    1050 AD – upgrade a treb to arty for 150gp. Drop a new load of tanks. Have fun Ragnar. We’ve got plenty of those to share.
    5/5 cav vs 4/4 berserk – flawless win. AC goes back and rounds up the 3 slaves. 4 tanks advance with infantry support.
    Rush a cruiser in Munich for 636gp. Still have 3585gp +290gpt even with turn research. Rush a transport at New Bapedi for 324gp. Rush one more transport at Heidelburg for 344gp.
    Put prebuilds in order – ToE in 6t, Place in 7t, US in 7t as a back up.
    1060 AD – short rush a few tanks for about 700gp.
    Battle for Bergen – 4/4 tank vs 4/4 spear – win, -1hp, promote elite. 4/4 tank vs 4/4 spear – win, -1hp. 4/4 tank vs 3/3 spear – flawless win. Raze the city. Capture 2 slaves. Hurry a Harbor for 80gp.
    Battle for Reykjavik – 13/13 cav army vs 3/3 spear – win, -1hp. 5/5 cav vs 3/3 spear – win, -3hp, capture city & treb. Capture a slave in the field. Use the treb & slave for bait.
    Give France 50gp.
    1070 AD – pull flight, start AT due in 4t @ +133gpt.
    Upgrade treb to arty for 150gp.
    Battle for Trondheim – 5/5 cav vs 4/4 Berserk – win, -1hp. 5/5 cav vs 3/3 spear – win, -3hp, GL. 12/13 army vs 3/3 spear – flawless win. 12/13 army vs 3/3 spear – win, -1hp. 11/13 army vs 3/3 spear – flawless win. Geez, how many spears you got? 4/4 cav vs 3/3 spear – win -1hp. 4/4 tank vs 3/3 spear – win, -1hp, promote elite. 5/5 cav vs 3/3 spear – flawless win, capture city, 2 slaves & GW.
    Abandon Reykjavik. Rush leader back and make tank army.
    Advance tank army on Copenhagen – 12/12 tank vs 4/4 crusader – win -2hp.
    Short rush three tanks (184gp, 196gp, 244gp)
    Give France CoL. France is still annoyed. Hmm. Not sure I can pull off a diplo win without France’s vote. Grr.
    1080 AD Battle for Copenhagen – 10/12 tank army vs 4/4 spear – wink -2hp, promote elite. 9/13 tank army vs 3/3 spear – flawless win. 9/13 tank vs 3/3 spear – flawless win, raze the city.
    Battle for Oslo – 5/5 cav vs 4/4 spear – flawless win. 5/5 cav vs 3/3 spear – flawless win. Raze city.
    I need to know if I can get France’s vote. I gift hem republic. She is still annoyed. I DOW on England. I ally France against England – but I can’t! France doesn’t even KNOW England! I give France a ROP and that makes them polite. Good. All I need to do is ring France with units.
    IBT – Barbs kill some exposed workers. Wow, that was fast!
    1090 AD – Battle for Dover – 5/5 cav vs 3/3 spear – lose, redline spear. Ah.
    Battle for Birka – 4/4 tank vs 4/4 spear – win, -1hp, promote elite. 5/5 tank vs 4/4 spear – win, redline. 4/4 tank vs 4/4 spear – flawless win. 4/5 tank vs 3/3 spear – win, -1hp, raze the city. Vikings are gone. 6/6 AC vs 4/4 archer – win, -2hp.
    Gift France HBR but she remains cautious now. Dang!! I ally France against Arabia. Give Joan Engineering. France is back to polite. France doesn’t know Germany or England. But I need to keep the Arabs around to keep France polite. I think I need to destroy England now. Grr!
    Disband New Zimbabwe. Domination is only 2% away.
    Okay, my problem is that France doesn’t know England. Send a settler towards Warwick. I will gift this city to France so they can meet the English and I can get them into a war against them.
    1100 AD – make my play – found New Zimbabwe 3 – gift it to France.
    Battle for Oxford – 5/5 tank vs 3/3 spear – flawless win. 5/5 cav vs 3/3 spear – flawless win, capture city & slave. Empty city and gift to France. Put forward some easily killable units so that England will cross into French territory just to make sure they meet.
    Everything seems on track. I hope I have guessed right.
    IBT – things work good – English 4/4 knight kills a 5/5 sword, -2hp.
    1110 AD – Learn AT – start electronics. ToE builds – pick up electronics and then Fission for the UN. Start computers. Lots of tanks build. France has now met the English and I ally them for Mono. Joan is now Gracious. :D
    Time to kill Germany and Arabia.
    Battle for Basra – 4/4 tank vs 1/3 spear – flawless win. 4/4 tank vs 1/3 spear – flawless win, promote elite. Arabia is dead. Check back with France and Joan is still polite.
    DOW on Germany – 13/13 cav army vs 3/3 spear – win, -1hp. 4/4 cav vs 3/3 warrior – win, -2hp, promote elite. 4/4 tank vs 1/3 spear – flawless win. Raze the city. Germany destroyed. France remains polite.
    Gift France Feud .
    5/5 tank vs 2/4 knight – flawless win.
    Abandon Isandhlwana 3 to avoid domination limit.
    4/4 tank vs 2/4 knight – win -1hp. 4/4 tank vs 3/3 spear – flawless win. 4/4 tank vs 3/3 spear – flawless win promote elite, raze city, capture 4 slaves.
    Everything is in order – UN to build next round, England is my rival, France is at war with England and polite towards me.
    Do a round of MM anyway.
    1120 AD – UN builds, I still have 1 palace prebuild to capture a MA wonder as needed. Call the UN Vote:

    Shaka votes for Shaka
    Elizabeth votes for Elizabeth
    Joan votes for Shaka.

    Diplo victory – 31hrs, 27m, 5s.

    Firaxis score: 4451
    Jason Score: 10178

     
  4. Memento

    Memento The World is mine

    Joined:
    Apr 2, 2003
    Messages:
    876
    Location:
    Bremen/Germany
    stats
    13 cities, 47 pop , 167 tiles, 25 Horses, 8 Impis
    missed Construction and Monarchie


    975bc build ToA
    925bc 1st war with france, take 3 towns+1 for peace
    900bc 1st war with germans, take Berlin
    775bc Arabs out
    750bc ends GA
    710bc 1st war with England take London (nice SF) + York
    630bc Maya out
    470bc war with all
    french out
    450bc Dom
     
  5. donsig

    donsig Low level intermediary

    Joined:
    Mar 6, 2001
    Messages:
    12,895
    Location:
    Rochester, NY
    A nice leisurely domination for me in 1360 AD. Wiped out the Maya, French and Arabs. Had a couple wars with England then attacked Scandinavia. Germany demanded saltpeter. lol Did not get a single leader.
     
  6. CKS

    CKS Deity

    Joined:
    Feb 9, 2004
    Messages:
    2,658
    20k in 1705, with 143 points to spare. I spent the last gazillion turns leader fishing, picking up a couple for small wonders. I got one with two turns to go that did nothing. A few turns earlier it would have done some good. Oh, well.
     
  7. pol1

    pol1 kayaking physicist

    Joined:
    May 29, 2006
    Messages:
    398
    Location:
    Koszalin, Poland
    ss launched somewhere in the 16th century. each tech from the middle of MA needed four turns, but indecision to the VC at the beginning took its toll.
    after all wars and reducing last AI - England to one town on the island west of our starting position.
    nice game without pressure and with possible much, much (!) earlier ss completion.
     
  8. Megalou

    Megalou Thez worlds are not enuf

    Joined:
    Jan 22, 2002
    Messages:
    1,315
    Location:
    Sweden
    Diplomatic victory in 890 AD. Eliminated France and England and got Maya down to 1 town in order to preserve alliances. I didn't want to tussle with my chosen supporters Germany or Arabia so at the end was about 400 tiles from domination. I was somewhat slow in optimizing commerce output. Even in the industrial period there were several unused tiles in the core area. I'm simply so used to the RCP of ptw.

    Another thing that happened late was me hooking up the last luxury. I put my two prebuild towns (ToE, UN) at -1 food to avoid WLKD and premature completions. I've never done that. Something new happens every game.

    No leader until it was too late to make a difference. So FP was also late, IA.

    Nice to see so many other great games have been played.
     
  9. AutomatedTeller

    AutomatedTeller Frequent poster

    Joined:
    Jan 25, 2006
    Messages:
    7,540
    Location:
    Medford, MA
    20K in 1630 AD. Settled in place, expanded slowly, had a lot of trouble with barbs (lost a bunch of workers and at least 2 settlers) and wars (I was at war with everyone, at some point, and only declared two of them! (Maya and France) - I conquered France and Arabs completely and made maya a 1CC.

    Got a bunch of leaders. Lost the Maya capitol twice - once to a ROP raping Ansar, once to a berserker. Neither team did I have the city garrisoned. later, England burned 5 or 6 cities when they sneak attacked.
     
  10. supersova_SU

    supersova_SU Warlord

    Joined:
    Jun 1, 2004
    Messages:
    147
    Location:
    Siberia
    Open
    Conquest Victory
    Game date:
    50 BC
    Firaxis score:
    6889
    Jason score:
    11507
     
  11. Lanzelot

    Lanzelot Moderator Moderator

    Joined:
    Jun 25, 2007
    Messages:
    5,770
    Location:
    Heidelberg
    Man, what a powerful start position, and that on Regent! civ_steve really was generous this time...! (Or did you forget to set the Difficulty Level to Deity?!:mischief:)
    Poor AI...

    Moved my settler east to use the wheat immediately and then did something which I very rarely do: built a settler before the granary! Then both towns got a granary and were producing settlers and workers en masse.
    After the major REX phase was finished, I kept Ulundi going as a 1-turn worker factory for centuries. When have we ever been able to have a 1-turn WF without GA? But it worked with an aqueduct, as Ulundi had +10fpt and 7spt at size 6, picking up a mined mountain for the missing 3s (fortunately only 1 out of 11 shields was corrupted).

    In 1050 BC the Arabs sneak-attacked me and I got my GA, a bit earlier than I wanted it, but in retrospect it seemed to have worked out ok: it helped me getting 4-turn research for those expansive early middle-age techs, it helped getting up Libraries, Markets and even Universities quite early, and it speed up Copernicus and the Pyramids considerably. (I didn't want to wait for the slow-poke AIs, so I built the Pyramids myself.) I think, if I had been able to choose the time for my GA, I would have chosen a similar point of time as Spoonwood did in his space race game (700-600 BC), but now I think the slightly earlier GA worked out perfectly.

    Incidentally: I never made peace with the Arabs, so they were providing war happiness from 1050BC to 1120AD... :D I also set up MAPT with the other nations (except Germany, which I wanted to keep on good terms for obvious reasons) and two of these MAPT traps got triggered, so eventually I had 3 sources of WH, which was quite important as for a long time I only had access to 5 luxuries.

    Another point was very important in my game: I got an MGL right with my very first elite victory!! (I remember games of mine, where I didn't get an MGL the entire game, despite hundreds of elite victories...). This allowed me to create a Swordsman-Army very early, don't remember the exact time, but it must have been in the 900-800 BC range. So even though I had only a very minimal military (just 2-3 Impis and 2-3 swords - this was probably the reason why the Arabs attacked in the first place), the Swordsman-Army allowed me to capture all of France and Arabia quite quickly. So even though the core was busy building libs, markets and universities, I had a decent military expansion and grabbed lots of land for future science farms. All captured towns first produced a few slaves until they hit size 1 and then started producing settlers at a slow rate to fill the land before the expensive IA techs came along.

    Regarding research: I think I popped 2-3 techs from huts and also got a few trades in the AA. But starting with the MA the AIs were of no help (as was to be expected on Regent). But at least England was quite powerful and was able to afford some good tech for gpt deals, which helped covering my budget deficit...
    Also I found out that, due to my relatively large number of Universities, at the end of the MA/beginning of IA it was better to use "tax farms" instead of "science farms". I have never done this before, and at first it looks "counter-intuitive", but I think I have seen this in one of I.Larkin's games. The reason for this is: if I set up the corrupt towns as science farms, I need to keep 10% tax in order to cover the deficit. But by setting the towns to taxmen, they will cover your deficit and this allows you to increase science to 100%, yielding more beakers than the science farms would have yielded you. This works well during the "transition period", where tech prices are already high, but the number of operational science farm towns is still small. Later on (mainly after Steam Power has allowed you to double/triple your science farm area) it is not useful anymore.

    So basically for most of the MA and IA the game consisted of managing the workers (chopping jungle/marshes, irrigating and railing) and managing the scientists/taxmen. Not very interesting. At the transition from IA to MA there was a very interesting IBT again: like Spoonwood, Raliuven and Megalou I used Theory of Evolution for picking two modern techs. I had timed my ToE in Zimbabwe and my 1000s Palace pre-build to coincide with the completion of the last IA tech. After it completed, I first dialed up Bismarck and gifted him into the Modern Age to see what free tech he would get. He got Ecology. When ToE finished, I picked Computers & Miniaturization and then entered F1 once again to switch my Palace pre-build to Internet and another Universal Sufferage pre-build (which would also have completed that interturn) to SETI. The Hoover Dam coincidentally also finished the same interturn, but that was not important.
    So in the all important 760AD interturn I had completed three wonders, and SETI had 5 more turns to go.

    The boost from the Internet as well as the science farms (which had by that time reached immense proportions, thanks to Pyramids and rails) allowed me to maintain 4-turn research at the start of the modern age.

    Quite amusing: at the end of the game all 6 AIs were still alive. I had kept 3 of them as OCCs for war happiness, but once I had 8 luxes hooked up, I made peace with them, and never bothered to eliminated them. (Didn't want any messy wars with real-time running low: going into the MA, I had only like 3 hours left before the deadline...)
    I made peace with all except Arabia, just to punish them for their glorious idea of sneak attacking me... ;) So in 1120 AD they were still a size-2 OCC in the middle of the jungle, never built a worker to get them more food and obviously never built another settler either... I think for most of the game they were busy building the Great Library at 1spt, until the Vikings completed it around 1000AD... :D

    Oh, and like in Spoonwood's game, I had a crash towards the end and had to reload from the 920AD auto-save. Looks like my old desktop had its problems handling the large number of cities... In order to reduce the IBT time at the end, I had set all my cities to Wealth (except for the spaceship part pre-builds) and had fortified all my workers. That allowed me to click through the last turns and submit right before the deadline. So that was better timing than in my recent incomplete attempt (GOTM115) :king:
     
  12. Spoonwood

    Spoonwood Grand Philosopher

    Joined:
    Apr 30, 2008
    Messages:
    4,882
    Location:
    Ohio
    The more I've thought about this, for a space race game, as soon as you enter Republic you want the GA. It's not just that you have increased commerce and get infrastructure up earlier. It also gets your military trained faster, so you can pick up more territory for research later.

    What's an MAPT?

    Great game Lanzelot!
     
  13. Megalou

    Megalou Thez worlds are not enuf

    Joined:
    Jan 22, 2002
    Messages:
    1,315
    Location:
    Sweden
    Military Alliance tied to Peace Treaty, I believe. The AI wil break it eventually and give u war happiness.

    Yes, Lancelot, that's a great result!
     
  14. Lanzelot

    Lanzelot Moderator Moderator

    Joined:
    Jun 25, 2007
    Messages:
    5,770
    Location:
    Heidelberg
    Thanks, guys...! :)

    However, I do think that the above mentioned coincidences ("accidental" start of the GA, MGL on the very first elite victory and perhaps more luck with popping techs from huts) were an important factor. All this combined can easily amount to > 10 turns, and then we are already in the same range as Spoonwood's finish date. So I think that Spoonwood's game is played basically on the same level and only suffered from the lack of the above streaks of luck.

    One more point that just came to my mind: as I said, in my game the English were the only AI who could afford really significant gpt payments for techs. (Probably because they had a decent start and because they stayed out of any wars for most of the game.) Spoonwood on the other hand declared war on them for triggering his GA, and as we know, as soon as an AI gets involved into wars, their income (and research capability) basically stops... So there goes a good source of income for you.

    Edit: ah yes, MAPT = Military Alliance against a third party tied to Peace Treaty. As soon as the AI signs peace with the third party, the entire deal (MA+PT) breaks, resulting in an "automatic DoW" on you -- and a nice source of war happiness...
     
  15. PaperBeetle

    PaperBeetle Emperor

    Joined:
    Aug 23, 2004
    Messages:
    1,660
    Location:
    London
    Ancient Age
    The capital is founded in the wheat fields east of the start. It works as a population pump, feeding Ulundi, which is founded in 3300bc on the riverside coastal spot south of the capital. The Republic slingshot is acheived in 1700bc, closely followed by Ulundi maxing out at size 12, and completing Colossus. Research is running at about 6 turns per tech through the usual late-ancient tech routes, so once Ragnar comes up with Mapping, I trade my way into the medieval in 1150bc.

    Still Securing the Fruits of Antiquity
    I continue expanding in all directions, making sure to grab ivory from the French, to allow a Zeus build at some point. Research starts on the usual 20k path (leaving Germany in the ancient age due to fears of a Pyramids cascade) as far as Printing. But there's actually so many decent ancient wonders still available that I don't want to hurry to Shakespeare, so I detour via some of the military techs in order to get ready for my first war. Zeus is completed in 470bc, and in combination with Colossus, starts my golden age.

    Expanding Northwest
    When Smoke sends a slaver into my land in 250bc, I presume that he is volunteering to be my first victim. But despite many insults, he refuses to admit this intention. I dow him anyway, and easily assimilate his core. My first elite win throws a leader, who forms a mace army, as I don't have enough veteran ACs yet (no time to waste on barracks-building in Ulundi). Meanwhile, the Vikings complete Pyramids in 90bc, which doesn't cause much cascading. Artemis and Lighthouse are still available to keep the AI distracted, and I get the Gardens out of harm's way in 10ad.

    Expanding East
    The Mayans are destroyed in 130ad, by which time Ulundi has laid down some regular buildings and started prebuilding Shakespeare, so I get research back onto the Democracy - Artistry path. As soon as the units are refreshed from the Mayan campaign, they begin forming up on the French borders. I dow Joan in 250ad, and by 240ad she is exiled to two towns on the southern edge of the Arabian peninsula. No need to give Joan peace, but I'll not be bothered with ROP either, might as well just fight my way through Arabia.

    Into the Industrial
    After the completion of Shakespeare in 390ad, I bring Ulundi up to size 17; no need to go all the way to size 20, as without a harbour, the 3 coastal tiles would actual be a drain on the city's net production. Over in the east, the Arabs are proving one of the flimsiest opponents yet, with most towns defended only by a single spear. They are destroyed in 450ad, and the French follow them out 2 turns later, just as I finish Magnetism to enter the industrial era, and complete Epic.

    Ramping Up Production
    After Epic, Ulundi rushes FP and then starts prebuilding factory. I judge it safe to bring Otto forward, since he can't build anything fast enough to threaten me any more. he gets Steam, which I buy with a reasonable amount of cash and several optional techs. Turns out I don't have coal on the trade network but there are a couple of sources accessible. I get it hooked in 510ad, as I begin attacking the English, intending to claim Sun Tzu which went up in London. I also want to establish a long-term border across the narrowest part of the continent, so I can manage my territory with respect to the dom limit in a simple fashion.

    Back to the Medieval
    Ulundi reaches a new production plateau in 610ad, making 92spt at -3fpt. I still have several serious medieval wonders to take care of; Newton is done in 620ad, after which I start Copernicus, and the Germans are teasing themselves with a Michelangelo build. The optional techs (Music, Navigation, Economics) are still un-researched, and I deviate from my usual 20k strategy here. Normally I head for the modern age, Internet, and further production boosts as fast as possible, and come back for the remaining medieval wonders afterwards. But this time, given that I don't suppose the AI will research any of those techs, I head back to do them myself.

    Down-sizing the AI
    While finishing the industrial era, I take out the English, and then move on to the Germans, leaving them with a single town in the marshland, so I can buy Otto's modern free tech. Finally I move on the Vikings in order that I can claim the Pyramids of Trondheim. These wars are all pretty slow as I am doing some serious leader-fishing, so fighting only with elites, despite my core churning out plenty of fresh veterans.

    Finishing Off
    I finally reach the modern era in 1110ad with the completion of Darwin. I bring Otto up for Computers, and just manage to scrape together 4-turn research on Fission, which I use to buy the German free tech. I then kill him, leaving only the Vikings, under close watch on the island west of the core.
    By now, I am dacing around the domination limit, taking particular care to be ready for the cultural expansions from Internet, which completes in 1240ad. I eventually settle on keeping Pyramids of Trondheim and Sun Tzu in London, but withdrawing from much of Germany. The game ends without further incident in 1540ad, with Ulundi on 20061 culture, making 170cpt. Jason score 10364.
     

    Attached Files:

Share This Page