G-Minor CII

Yes, the kamikaze triremes, they are damned annoying! I came across these months ago and figured the only way to get round it was to promote my Galleasses with sea attack promotions. This is a compromise when playing normal but OCC it would seem to be the way to go!
Very well done vadalaz, some of your finish times are beyond comprehension, I would go as far as to say that you are the vexing (vanilla) of the BNW world!!

EDIT - I have never been able to look at a thumbnail or any other sample for that matter, maybe I need to start doing some yoga!
Hi, I think vadalaz is referring to his own kamikaze triremes. To take a tough capital with only 1 ocean tile adjacent, it helps a lot to send in very damaged triremes and have them kill themselves attacking the cap, this doing as much damage as possible in 1 turn before the cap heals or enough damage that another trireme can come in and capture the city that turn. His problem was that his kamikaze ship didn't die so he couldn't take the city that turn[emoji6] .

Hit a T109 win in my initial full game. 4 turns later than vadalaz to Compass and 4 turns later to victory. He is right about granary terrain being a key. I had forgotten how slowly science bulbs rise in OCC! You need a high pop (8-10) asap to hit Compass in the low 70's and some culture help from ruins/CSes/pantheon needed to finish Liberty in time for the GS to help. Only gave it 1 more try and my science got to Compass turn 74 without the Liberty GS. Problem was the map was crazy bad. Two nearest civs were only reachable by an amazingly circuitous route. Arabia's cap was adjacent to South Pole with only 1 narrow channel reaching 1 tile adjacent and you HAD to go around a round continent with his coastal expoa to get there. May try to get just as good a science cap with a friendlier map before the deadline next week. The G-Major is just too interesting right now not to explore.

@NiceoneEmlyn - you should definitely give this a shot. It is OCC, and exploration skills and naval tactics are at a premium. Your skills are better than anyone's on these I would wager!

Sent from my SM-G9200 using Tapatalk
 
Yes, the kamikaze triremes, they are damned annoying! I came across these months ago and figured the only way to get round it was to promote my Galleasses with sea attack promotions. This is a compromise when playing normal but OCC it would seem to be the way to go!
Very well done vadalaz, some of your finish times are beyond comprehension, I would go as far as to say that you are the vexing (vanilla) of the BNW world!!

EDIT - I have never been able to look at a thumbnail or any other sample for that matter, maybe I need to start doing some yoga!

Thanks. :) Zenmaster's right, I meant my own triremes, it's just a little trick to do as much damage in one turn as possible. I do it when I have too many triremes and 1-2 capitals left to take, so that losing a few ships doesn't really matter anymore.

AIs' and and especially barb triremes are really annoying yep, the worst ones for me are the barb ships that block one-tile passages and won't move away. With AIs you can at least make peace and swim through them... Fighting barbs also hampers tribute demands as damaged ships aren't very good for that.
 
His problem was that his kamikaze ship didn't die so he couldn't take the city that turn[emoji6] .

Of course, yes, even more annoying! I have had the same experience many a time. Whilst we are on the subject of expected damage versus the actual outcome, has anyone ever noticed how often the barb within the camp survives against all odds only for another to spawn in the very same turn?

Hit a T109 win in my initial full game.

Nice one zenmaster. I enjoyed reading your walkthrough, some of you guys are akin to University educated lecturers and philosophers!

@NiceoneEmlyn - you should definitely give this a shot. It is OCC, and exploration skills and naval tactics are at a premium. Your skills are better than anyone's on these I would wager!

You give me far too much credit, playing at standard speed is an entirely different ball game in comparison to marathon!
 
Whilst we are on the subject of expected damage versus the actual outcome, has anyone ever noticed how often the barb within the camp survives against all odds only for another to spawn in the very same turn?

Gosh, don't get me started :mad:. Unless the damaged barb in camp is down to the smallest sliver of life possible, your archer will NEVER take out a damaged barb when you think it should. The newly spawned barb is also usually either a hand-axe, or an archer on a hill on the opposite side of the camp from you :).

You give me far too much credit, playing at standard speed is an entirely different ball game in comparison to marathon!
Don't be so modest! Exploring and positioning are skills where the speed doesn't matter-- I would stack your experience and results up with anyone in that regard. In the table entries of yours I have bested, it is only because I outbulbed you, not because I outadmiraled you ;). You have come back and reclaimed some tables with superior tactics; that I am sure of, and some of your table entries are daunting for me to even consider as it would take a whole lot better science to best you. You are the man when it comes to naval domination as far as I'm concerned!
 
I tried a few time.

I tried two games with the Liberty strategy. The first one I reached Compass on about turn 90. By the time I finished Liberty, I was only about 4-5 turns away from Compass, so I planted the Academy. I quit on about turn 110 since I had only conquered 3 capitals and it was slow going.

My second Liberty game was even worse. I Reached Compass on about turn 100 or so just before I quit.

My third game I tried Tradition. Growth and science were both faster. I had 3 bananas, marble, cocoa, sheep, and horses. I built a shrine before the Granary and took Sun God pantheon. I built one worker and stole a second from a nearby CS (religious, so didn't need it for anything else). I reached Compass by about turn 75-80 IIRC. The map was very bad. I had only found 5 AI players by turn 100 and had only taken 2 capitals.

Thoughts...I like Tradition better. The downside is that you must hard build (or buy) a worker and improvements are not as quick. The upside is that the policies are generally better overall. Aside from the free/faster worker, the only upside to Liberty is +1 production and a free GA and great person. Tradition gives more culture, faster border growth, faster wonder production, +2 food, bonus happiness and gold in the capital, and 2 free buildings (culture building and aqueduct).

I don't think I can hit a 100 turn finish with either policy tree. It would take a very lucky map to roll that fast.
 
Thoughts...I like Tradition better.

I thought so initially also,...

I would say Tradition has greater "Consistency" for success,...BUT

Liberty definitely has "Game Breaking" ability to post the lowest turns, and will be the winning policy IMHO.

Liberty get's you out of the gate STRONG,...BUT you need help
- Resources gained with NO Science (Wheat) and/or Resources gained with 1 Tech
- Rival Civs nearby
- Rival Civs w/ money
- Central location

The "Fast" early worker (before turn 10) gets the ball rolling quickly, and waiting to "steal" or, "build" your own is a huge setback.

Multiple resources early helps, and can be used for "Trade" and "Peace Deals"
- This allows you to purchase Triremes early, so that you can start "Demanding Tribute"

All my sub 135 games have been Liberty, and also have had a island w/ 3 Ruins (some only have 2,...it is a big difference)
1) Culture Ruin
2) Tech Ruin after Pottery complete (Sailing, Writing, Calendar)
3) Religion Ruin (Pantheon - Turn 21)

The other Great thing about Liberty is getting "Happiness" up early,...This way you get 2 Golden Ages in the first 50 Turns.

* I usually hold off on grabbing "Representation" until after my first Golden Age.


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I tried a few time.

I tried two games with the Liberty strategy. The first one I reached Compass on about turn 90. By the time I finished Liberty, I was only about 4-5 turns away from Compass, so I planted the Academy. I quit on about turn 110 since I had only conquered 3 capitals and it was slow going.

My second Liberty game was even worse. I Reached Compass on about turn 100 or so just before I quit.

My third game I tried Tradition. Growth and science were both faster. I had 3 bananas, marble, cocoa, sheep, and horses. I built a shrine before the Granary and took Sun God pantheon. I built one worker and stole a second from a nearby CS (religious, so didn't need it for anything else). I reached Compass by about turn 75-80 IIRC. The map was very bad. I had only found 5 AI players by turn 100 and had only taken 2 capitals.

Thoughts...I like Tradition better. The downside is that you must hard build (or buy) a worker and improvements are not as quick. The upside is that the policies are generally better overall. Aside from the free/faster worker, the only upside to Liberty is +1 production and a free GA and great person. Tradition gives more culture, faster border growth, faster wonder production, +2 food, bonus happiness and gold in the capital, and 2 free buildings (culture building and aqueduct).

I don't think I can hit a 100 turn finish with either policy tree. It would take a very lucky map to roll that fast.

Glad you had a good science run with tradition-- but Liberty is tried and true better in a galleass rush, even at OCC. It is almost all about how fast you can get to Compass. The free Great Scientist to guarantee lowering your Compass discovery time is huge. With Liberty, you can have your cake and eat it too. Even with Sun God and bananas, you only hit Compass turn 75-80 with Tradition- those growth helping policies come relatively late. In my really good granary Liberty game, I hit Compass T74 without the Liberty Finisher Great Scientist-- If I could have gotten that free person sooner, I could have seen Compass in the T60s... I think if I had focused on pathfinding culture ruins as I should have, that would have occurred. I don't think going Tradition would have gotten me there that soon, as I would have cultured to late growth policies slower without earlier monument and a G Age, and would have had lag in building pathfinders/triremes early, hence slowing down wonder starts later as well as tributes and ruins finding. Snowball effect is good, and Tradition is not conducive to early hammer/worker snowballs in this one.


Aside from that--

  • The early free hammer and bonus% to buildings is better than +15% to wonders. It helps everything you build from a very early turn, including granary and triremes which you need to crank out ASAP to scout and get tribute cash to buy those galleasses.

  • Free worker > free monument. Free worker improves your tiles for growth and production very soon and improves them faster. Free monument gets you a bit more culture, which only gets you to some growth/small$ policies faster, which don't have as much impact on getting to Compass faster as a free Great Scientist. I know you can hardbuild the worker early, but it takes more time to build than monument, the worker rate will be slower, and the ultimate payoff at the end is still smaller. Also, hardbuilding the monument first with Liberty gets you the extra culture that much faster and speeds your free worker, getting you earlier benefits both ways.

  • Free Golden Age is not much, yes, but it does help offset the small advantages you get with Tradition's later policies, and gives a bit of culture which speeds you to that payoff of a Great Scientist.

I wouldn't abandon Liberty if you are shooting for Galleasses ASAP. You need to be patient for a high growth potential start, and you just need to focus on culture ruins/culture pantheon like God King/ Oracle (or if extremely fortunate a Culture CS friendship at least if you are lucky enough to get one on your island). to finish that tree in time for the Great Scientist to make a big impact. If you let culture go without helping it, that free Great Scientist will come later than you'd like.

Also, the whole point of a Galleass rush is to get to Compass ASAP. If you are trying for a competitive finish time with naval units, there is no way you will get to Astronomy in time to beat a straight galleass rush in this one. Any tech after Compass is totally superfluous. If you get a free Great Person from Liberty with more than 3-4 turns left to research Compass, you should bulb Compass earlier to get your conquest ball rolling earlier. If you are really close to hitting Compass with natural research, consider a Great Engineer for GLighthouse or Oracle (for Exploration) if you haven't built those yet or even a Great Writer to speed getting Exploration's opener. Tech is pretty pointless after Compass in this approach.

EDIT: Plus, What Chuck said above ;). I didn't see his post before submitting mine!
 
G Minor CII Update

Approach: If you are shooting for the fastest finish time, I think the Galleass rush is the way you need to go on this one.

The "trireme rush" will not work with any capital above 13 strength or with only 1 accessible water tile.. Smirk had zero luck with it, but I took 2 caps with only triremes (and 1 assist from a composite bow). If you get the Honor opener, left side, and first right side policy, 4 of your triremes can take out up to a 13 defense city losing 1 in the process, so long as there are at least 2 tiles to attack from and no ranged units. If there is a ranged unit in their cap, a strength of 14 or more, or only 1 tile to attack from, this approach will not work unless in conjunction with your own ranged land units helping, so then it is still a swimming approach.

The "swimming pool" approach with land units seems tough with the maps I have been seeing because of the distances involved and the unreliability of good shallow water connections. I would be interested to hear if Smirk or anyone else finished a game going this route and how it went. I have not given it a serious try.

Galleass rush observations:

The goal is to tech to Compass as soon as possible while amassing as much Gold as possible in that time to rush buy Galleasses immediately upon finishing Compass.

Pregame settings probably want to be on 4 or even 3 million years planet setting as your capital will need enough hammers to build Great Library, National College, and probably Oracle (and/or Great Lighthouse) in a decent amount of time. Thus you will need some hills. I played a bit of a high food, low hammer capital, and I just could not crank out the wonders fast enough when the time came. You probably want to roll maps until you get a capital with good granary resources (wheat/deer/bananas), some hills for production, and at least 1 luxury for getting money out of AI peace deals. 2 or 3 easily improved luxuries will get you more cash from AIs. Plantation luxuries are probably a bit better than mining luxuries on this one, as mining tech is not on the tech path to Compass. Settling on a luxury is ideal.

vadalaz' suggested build order, or something very close to it seem to be best on these settings: OCC means your science bulbs are capped pretty hard, so early growth is important. You need 8-10 pop as soon as possible to have enough bulbs to get to Compass in a decent time. Also, Culture is another limiting factor, as unless you have crazy bulb growth early and an early GL/NC, natural bulbs alone won't be enough to get to Compass in the T70's in many cases. Building Oracle to finish the Liberty Tree in the T70's to get a free Great Scientist to discover technology for Compass will usually get to Compass the fastest.

Build Order: Monument (to get culture ball rolling ASAP), Granary (to speed growth ASAP), Triremes (2-4), with maybe a pathfinder thrown in to that early build order if space allows, Great Library, National College, Oracle/Great Lighthouse, Galleass/trireme until victory

Policy Order:
1)Liberty Opener;
2)Hammer bonus or Free Worker policy, though hammers is better earlier probably as you need to build monument and granary first;
3) The other one not taken in (2);
4) If you already had a Golden Age naturally, taking the free Golden Age policy is fine to continue wonderbuilding a bit faster. If you have not had a Golden Age yet,, take the + happiness policy first so you can get both a natural Golden Age and later a free one from a policy;
5) The one not taken in (4),
6) The free settler policy to close out Liberty. You will earn a Great Person. If you have not already discovered Compass and are more than 3 turns away from discovering Compass, take a Great scientist and burn it to get Compass. Your other option is a Great Engineer to rushbuild Oracle/GreatLighthouse if you haven't built those yet;
7) Exploration tree opener for the added naval movement and sight;
8) Whatever

Tech order: In general,
Pottery/Sailing/Optics/Writing/Calendar/Drama&Poetry/Philosophy(free from Great Library), Theology,Compass. Detour for Animal Husbandry/Mining only if it helps you connect luxes for cash from AIs or you really need extra hammers or it benefits you greatly some other way. You can consider Writing before Optics to start Great Library earlier, but then your Pathfinder(s) can't get out to find island ruins until pretty late and you delay building more crucial triremes. Since you need to build 2-4 triremes anyway after Sailing to scout and get Tributes from CSes, you probably won't be building Great Library so soon anyway.

Strategy: While teching to Compass ASAP, you are sending out triremes in pairs ideally to find AI civs and exact tribute from City States. If you have luxes, get them improved as soon as you can. If you encounter an AI civ, declare war on it as soon as safe for your triremes and then in 10 turns you can negotiate peace. include your luxury from your side, and you can get up to 240 gold or more from the AI civ if they have it. (or applicable gold per turn.) 10 turns after that, feel free to declare war on them again, getting your lux back to offer to another AI in a peace deal for cash. Lather, rinse, repeat. The faster you find AI civs, and the more luxes you have, the more cash you can extort. Just be sure not to make a peace deal 10 turns or fewer before you plan to attack that civ! Don't forget to exact tribute from City states whenever possible. Do it more than once if you can for each city state that is conveniently in your ships' vicinity.

When you hit Compass, buy as many Galleasses as you can right away. They cost 400 gold, and you can only buy 1 per turn. Fleets of 3 galleasses with 2 triremes in vicinity work well.
More galleasses will speed things a tiny bit, but then it takes longer to get fleet #2/3 out there. You can take a non-strong cap with as few as 2 galleasses but it takes longer. If your AI caps are in a linear path, 1 big fleet early that splits later might be optimal depending on map. Keep building/buying galleasses to get fleet 2 and 3 out there as soon as possible. Remember, in OCC, the game is a bit messed up, so the trireme that takes a city may be lost or teleported to a bad location, so your fleets need to have more than 1 trireme around ideally.

I won't get into Pathfinder ruin selection strategy too much here-- lots of things are good. Taking population, culture, technology early to possibly get a Pottery/Writing/Sailing discovery are all very helpful. Saving a ruin on your island until after turn 15?20? to get faith from it and found a good pantheon for you is also a good plan.

--------

Mesix likes Tradition instead of Liberty for better OCC capital buildup. Chuck and I are unconvinced, but you can try that policy route if you so desire and report the results.

Feel free to question, comment on, or add to what is written above. It is just an attempt to collate some shared wisdom from this thread and previous ones.

Thanks to vadalaz for pointing out some best galleass rush practices, particularly on OCC. Good luck to all trying this in last few days of gauntlet or afterwards!
 
A quick review of an interesting game--

Settler started in a spot on the coast, with 3 wheat, a few hills, and a wine in its radius. Looked good, but my first pathfinder movement showed me Mt. Fuji and another wine to the east. Moved 2 turns to settle atop a wine next to Fuji, and still had 2 wheat a banana and hills in radius. Looking good.

Mt. Fuji gives 2 gold, 3 faith, and 3 culture, but no food unfortunately. Worked the banana initially until I quickly grew to 2 pop, then worked Fuji too to get the pantheon and quick early policies. Chose Sun God. After that worked granary resources, then Fuji again and some irrigated land, and hills eventually when wonders came around.

The 2 wines racked me up a ton of gold. Most of the AIs were raking in cash (Venice, Poland, Arabia, Morocco, Brazil all had 200+ gold when found.) so between selling off the 2 wines in peace deals and getting tributes with my 3 triremes out scouting, I had 2400 gold when Compass was discovered.

Got Compass on T78. Working Fuji so much slowed my growth a bit, so my Compass was only online to hit Compass naturally at T82. The culture from Fuji and a ruin was not enough to finish Liberty naturally until T78. As it happened I finished Oracle on that same turn, so I got GS for Compass and the Exploration Opener on T78, with 2400 gold in the coffers. Looking pretty good!

The downsides: Brazil built Great Lighthouse on T60something. The downside of picking all cash civs like these is that many of them love the Great Lighthouse. Worse news was that Brazil was the farthest civ from me by shallow water tiles. The killer?: A map where shallow water connections did not wrap around the globe, and the existing shallow water connections had chokepoints at far southern and northern parts of map:sad:. I had to take long linear paths to get to AI civs. 2 to west and 5 to East. The ones to the East I could not split up into 2 fleets until after conquering the first 3 of them. Move to far north to take out Lisbon, then back down to center to take out Venice, then around its continent back north to take out Warsaw, and finally could split to go to far south to take out Mecca and Great Lighthouse home Rio De Janeiro. Ugh. Didn't help that 3 civs had mountain capitals and some had only 2 reachable tiles to fire from.

Endgame? Gave it up around T100, as I already have a T109 win submitted and I wasn't going to beat that. Would have killed the 2 caps to the west before that time, but would have only have just been on the long roundabout trip to Mecca and Rio De Janeiro by then.

Moral of the story? No matter how well things are going, a bad map can really damper Domination games. Good play and good maps are what get the fastest finish times in domination, so don't feel bad if your epic play results in a lackluster finish time. It is often the map's fault! On landmaps, central location is king. On water maps, you want nice connections and easy AI capital terrain. Lacking those can hurt you, even if you war with the skill of Sun-Tzu!
 
Well, there is always something new under the sun. I thought I would give this a quick try, with no rerolls get a submission in. Needed to take a break from my experimentation on the Major.

Rolled an OK start with a Gold tile within 2 moves of my settler and went for it. Managed to get a t118 win, nice but no cigar, or... that's what I thought! Killed the last capital but no message that I had won!:mad:

What happened? Well, Harun, who I had killed 5-6 turns before, planted his capital again, I did not know that was possible. Going back and killing him again would be another 10 turns, so I will try again.

Screenshot of the brand new capital, size one.:)
Spoiler :
Screen Shot 2015-06-14 at 2.04.27 PM.jpg
 
What happened? Well, Harun, who I had killed 5-6 turns before, planted his capital again, I did not know that was possible.

No Way...!!

Never seen that one happen,....I'm sure my game is just waiting for a Sub 108 victory to spring that one on me,...;)


-
 

What happened? Well, Harun, who I had killed 5-6 turns before, planted his capital again, I did not know that was possible. Going back and killing him again would be another 10 turns, so I will try again.

Screenshot of the brand new capital, size one.:)


Interesting, I was curious about that as looking at the victory screen it says that civ has not planted their capital yet! But also its not even a capital?!? Probably an oversight or bug IMO.

Imagine doing this on deity, it would be like whack-a-mole. Or you just have to take them out completely.
 
Interesting, I was curious about that as looking at the victory screen it says that civ has not planted their capital yet! But also its not even a capital?!? Probably an oversight or bug IMO.

Imagine doing this on deity, it would be like whack-a-mole. Or you just have to take them out completely.

I actually saw that he had a settler out before killing him, just did not know that he ciuld plant the capital again, although it makes a certain kind of sense as in OCC you raze automatically. Not much I could have done though except hang around until he planted and killing him again. I had no land melee units to capture the settler.
 
Managed to get a t118 win, nice but no cigar, or... that's what I thought! Killed the last capital but no message that I had won!:mad:

What happened? Well, Harun, who I had killed 5-6 turns before, planted his capital again, I did not know that was possible. Going back and killing him again would be another 10 turns, so I will try again.

Bad luck Bleidraner, you have my sympathy.

I have encountered this bug on many occasions whilst playing Huge, Marathon, Deity OCC ocean maps. I reported this to the bug section back in March, alas, it's probably far too late in the day for anything to be done! It probably wouldn't hurt if you added your screen shot to the bug report.
 
Bad luck Bleidraner, you have my sympathy.

I have encountered this bug on many occasions whilst playing Huge, Marathon, Deity OCC ocean maps. I reported this to the bug section back in March, alas, it's probably far too late in the day for anything to be done! It probably wouldn't hurt if you added your screen shot to the bug report.

Not sure it is a bug. After all if they have a settler and their capital has been razed, why not plant it again?

Anyway, tried a second time, and I may have wasted a gauntlet winning map. Got a t114, not good enough for a medal, but close enough. I was incredibly lucky and all the AIs were to my west, basically leaving a third of the map empty. They also had a nice circuit route. I got a very late compass t83 and cleaned the map in 31 turns. My salt start should probably have allowed me to get a t73-74 compass, if I had had the guts to spend 500 gold on a culture CS early on and I had been a little more careful with barbs, but oh well, hindsight is 20-20 they say. Played quickly in one session, so not perfect play either.

Spoiler :
Screen Shot 2015-06-15 at 11.30.37 PM.jpg


Back to Korea and experimenting with wide science.
 
Not sure it is a bug. After all if they have a settler and their capital has been razed, why not plant it again?

Maybe you have a very unflappable temperament! I put this scenario to you; One of the guys gets what he thinks is a turn 104 finish only to find that one of the Capitals he had already captured had been resettled! Personally, I would be livid, I am sorry, but I see this as a mockery of the whole idea of a One City Domination Challenge!

Congrats on your 114 finish.

p. s. Quite often in my own games, the newly formed Capital has been a fifth or sixth build order City plonked on top of the Capital City ruins as a size One City surrounded by size fifteen Cities, and it comes with the borders of a size One City! I fully understand the concept of a makeshift Capital as long as we don't have to reconquer it!
 
@Bleidraner -nice T114 win. Cleaning map in 30 turns or under is great!

It is easy to roll starts for this as you know what you want. I have rolled a few at the 11th hour here just to see of I could best my 109. If you can get Compass close to T70 and get a friendly map to conquer in 30 or fewer turns, I think subT100 is doable under best possible conditions.

I only started interesting starts:

1) A 4 salt start was shortly scuttled upon discovering I was at the North Pole with a long 1 way route to even contact other AIs or CSes.

2) A King's Solomon's Mines start was interesting. Problem was that most other tiles were grasslands/floodplains. Also. Great Lighthouse being built in farthest Civ that had a secret 1 tile shallow connection up by the pole to get to its continent.... Stopped T60ish.

3) 2 wheat, 3 gold, and decent mix of tiles was enough to make me try once more- After lousy maps, this map turned out beautiful, except for fact that it didn't wrap around with shallow water ànd I am in lower left corner. T75 Compass and 1400 in the bank. By Murphy's Law, Great Lighthouse is built by an AI very early despite DoW most of the time, as far away as possible, and in the only hard target capital on the board. Strength 20 on hill with archer and only 1 adjacent water tile and only 2 tiles to fire from. Thank you very much, Maria I. Portugal will be the first civ wiped out next domination game [emoji6]. Few ruins and only T87 Exploration. Got T108 win despite that. A lot of play for 1 turn better finish but learned a few things more that make me think subT100 is possible with the right map.

May make 1 more try to attempt subT100 if I can roll a great start...
Good luck to others trying this late.

Sent from my SM-G9200 using Tapatalk
 
Maybe you have a very unflappable temperament! I put this scenario to you; One of the guys gets what he thinks is a turn 104 finish only to find that one of the Capitals he had already captured had been resettled! Personally, I would be livid, I am sorry, but I see this as a mockery of the whole idea of a One City Domination Challenge!

Congrats on your 114 finish.

p. s. Quite often in my own games, the newly formed Capital has been a fifth or sixth build order City plonked on top of the Capital City ruins as a size One City surrounded by size fifteen Cities, and it comes with the borders of a size One City! I fully understand the concept of a makeshift Capital as long as we don't have to reconquer it!

Yes in this case the new cap appeared in the same exact spot as the deceased one. I have to say that the weird beached triremes are more annoying than this, but I see your point. Specially playing Marathon, that would really suck.

Thinking back to my game, I just realized that I missed a very important thing. I stopped exploring once I found all the AIs around t60, and what I should have done is explore the map for additional CSs and a potential wrap connection. Considering that I started rush buying the galleases on t84, I wasted a good 25 turns of exploration with my three triremes and the 2 pathfinders. Wasted ruin potential, the possibility of a better route and the extra discovery and tribute gold from the Undiscovered CSs. I was lazy. Good learning.

I agree with Zenmaster, rerolling is really fast and dead easy, it is OCC and you know exactly what you want. Plus the Shoshone UA almost guarantees that you will be able to work the all important 2:1 tiles or the salts from t1 without having to buy tiles. Nice fast games.
 
Congrats to vadalaz on a well deserved gold! Well played.

Congrats also to Bleidraner and everyone else who got a game submitted. Look like some solid finishes on a not too friendly map.
 
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