GoM3 log(possible spoilers)

hehehe...things do have a way of evening out don't they?

Huts-thats it basically.I got units early and found the 1 Sioux city UNDEFENDED.I just couldn't resist.Rightly so I spose in a bloodlust.Got Horseback Riding out of it which helped later.That left me free to get rolling.That,in a nutshell,would be the difference.I messed around a bit so I'm sure that pre 500ad is possible and probable by somebody.

I also came under fairly heavy barb activity but my units from huts once again made the difference and I build Horsemen before Phalanx if I can which I could cuz the Sioux "donated" it.

Getting some nons early makes a huge difference in the way a game unfolds.Especially if they happen to be of a four legged variety.This is why it is wise to look around a little before building.No barbs before city.But what comes out is so far RANDOM...although there do seem to be some patterns that emerge after 1000s of games<IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>



[This message has been edited by Smash (edited April 12, 2001).]
 
Originally posted by goodbye_mr_bond:
Oh, dear.... I've been waiting to get on this 'spoiler' topic until I was at least on the final lap of my GOTM III, but I was afraid of what I'd find. Sounds like I'm slipping down the rankings for sure! <IMG SRC="http://forums.civfanatics.com/ubb/frown.gif" border=0>

It looks like we are on the same boat, Mr. Bond.
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I finished the game around 1850. I bribed most of the enemy cities. It's easy to do that under Fundy, when you get 2000 Golds a turn.
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hey Smash, the exact thing happened to me! I got a chariot and found the Sioux capital undefended! The only difference is I waited until the city was size 2, so I could take it without destroying it. Also, my third or fourth city was all the way across the map! It was an advanced tribe that I found with my fast horsemen. I think that game was one of the fastest early growth games I had!
 
Originally posted by Thunderfall:
It looks like we are on the same boat, Mr. Bond. I finished the game around 1850

Yeah, but I'm traveling 3rd class... My current estimated finish date is around 1950!

THe only good thing about this game was discovering that there's a Viking city named "Ribblehead"!
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Hey TFall, can I change my username to Ribblehead? Pretty please??
 
<FONT size="5"><u>Spoiler alert!</u></FONT s>

I'm in 1760AD at the moment.
At 400BC I destroyed the Sioux:
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Now, I'm still colonizing all the islands surrounding the main island. But the Persians, Greek and especially the barbarians are bugging me! At one time, the Greek destroyed the defence of one city of mine (his elephant against my pikeman), and the city was his to take. Then I was my turn - I discovered gunpowder, so that he could steal it from me! And the Persians have the Great Library, so they got it as well. <IMG SRC="http://forums.civfanatics.com/ubb/mad.gif" border=0> Bad situation.

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<IMG SRC="http://home.hetnet.nl/~maartencl/tmp/MatrixBW.gif" border=0>
<FONT size="1">Studying chemistry means: having fun, drinking beer, having more fun, drinking more beer, hang above the toilet and have a good night sleep!

And each time Pedro says: "Aaaaaaaaaaaaaaarrggh", I feel so good!!!</FONT s>

[This message has been edited by Matrix (edited April 16, 2001).]
 
Oh dear.That is going to bog you down big time.Time to raise taxes and get the diplomats out?
 
Game finished too...
Around 1880 as far as I remember (I am at work :-)), could have been much much easier if I had looked carefully and didn't forget an undefended city next too where, just like magic, a Zulu unsinkable trireme arrived with a explorer and took my city and GUNPOWDER while they were still with phalanx. I recaptured the city the following turn but capturing the Zulu Capitol with musketeer (at least 5, probably vet.) fortified on a river with City Walls was quite bloody and had to wait until Riflemen and Cavalery... for some reason my diplomats were unable to blow the walls up ...
Sometimes it is really difficult to resist reloading...

For the stats :
- finish year around 1880
- finish score around 200%
- number of city can't remember (I had to change the 5/6 last cities to avoid having 2 with the same name)

--> won't be in the top again this time

I was a strange game anyway : the barbs destroyed the Perse early and the Zulu did the same to the Aztecs. BUT I never saw a game with so much barbs activity : they manage to prevent the Zulu to build any city south of the former capitol of the Aztec (can remember the name Technisomething) and prevent me from really building anything south that the 2 persians city. When I was abble to see those to islands (continents ?),
there was around 4 elephants/bowmen coming every turn.
Does anyone notice so much barbs activity on his/her game.

BTW, is it my version (MPE Gold french) or was it always like that, when you bribed an Elephant and have Leo Workshop, the Elephant get upgraded only when you make a new discovery and only for one upgrade. So Elephants took year turning into Cavalery
(AFAIR Elephant -> Crusader -> Dragoons -> Cavalery)
I thought I remember (maybe in CivII 2.42) that the upgrade were checked more often).

Jabah
 
Originally posted by Matrix:
<FONT size="5"><u>Spoiler alert!</u></FONT s>

Now, I'm still colonizing all the islands surrounding the main island. But the Persians, Greek and especially the barbarians are bugging me! At one time, the Greek destroyed the defence of one city of mine (his elephant against my pikeman), and the city was his to take. Then I was my turn - I discovered gunpowder, so that he could steal it from me! And the Persians have the Great Library, so they got it as well.

Funny, in my game, the barbs killed the Perse and the Zulu killed the Greek and Aztec before I met them. So as soon as I finished the Sioux, it was just my, the Zulu and the Barbs (who could have been more annoying than the Zulu had these xxxxxx Zulu not manage to steal Gunpower from me).

Jabah
 
Nice one Jabah! The early finish bonus should take you ahead of me.

I've just finished too. As far as I can remember (I'm at work too!) the results are:
* around 240%
* around year 1982
* around 65 cities

Since I knew in advance what the scoring formula was going to be (see another thread for discussions on this), I chose the following strategy:
* Take a completely peaceful route, staying on main island plus a few nearby smaller ones to the north;
* Develop as a Democracy until I discover Mobile Warfare;
* Change to Fundamentalism and wipe out everyone simultaneously bar one city;
* Create a spreadsheet to plot progress of GOTM score and perfect a little under Democracy until it peaks.

Thus I ended up being at peace until the 1920s, I'd finished taking over the whole world in the 1940s, and sent the spy in to subvert the final city after about 30 turns of final growth.

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Smash, I just submitted my GOTMIII and came to look at your game. Thanks for going to all the time and effort to keep such a log. It's interesting, though some of your tactics seem obfuscated. (Intentionally?)

I'm particularly fascinated by your entry for 825BC. Double pheasants have never ocurred on one of my maps, nor have I ever successfully mined a forest. Would you care to explain?
 
I've definitely had two pheasant specials available to one city before (without any mining etc) and even named the city "Two Pheasants" as a result. Also "Two Whales" and "Two Silks" have been frequent city names...

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You just have to know where to look.
hidden specials will be on grass squares.Sheilded or unsheilded.Silk or pheasant.

Use map editor to make a small all forest or plains.Anything but grass.You will see a pattern.Change a special square to grass.When you see less than four specials in the pattern and one is grass try mining it.Doesn't work everytime but more often than not.

You might as well study the hut pattern while you have that map made up.
 
Thanks much, I have been enlightened, but answers only create more questions: When is it worth tying up a settler for ten turns to mine grass in the hopes of creating one additional resource?
 
You can make bad terrain into a lush silk and buffalo rich paradise....2 settlers faster.Engineers real quick.

when there is nothing better left to do.

..always road the square first
 
Originally posted by Cactus Pete:
Thanks much, I have been enlightened, but answers only create more questions: When is it worth tying up a settler for ten turns to mine grass in the hopes of creating one additional resource?

Personally I would say "only very rarely", like when you're playing on a small map. Otherwise get that guy making a new city!



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Finished game in AD940

My score was 1540 too!!! (154%)
Population 3,180,000
15 cities
22 items researched/stolen

Had 5 Wonders:
* Pyramids
* Colussus
* Lighthouse (Captured Zulu city)
* Great Wall
* Sun Tzu's War Academy

Got Monarchy 3100BC

Order of Victories.
* Got rid of Sioux First
(captured their only city)
* Barbarians got Aztecs
* Zulus got Greeks
* Then I got Persians
(only ever had 2 cities)
* Then Zulus.

Made extensive use of Knights & Triremes. See my tip on Daisy chaining for quick victories...

Made emphasis to research all the military units and was going for navigation when game ended.

My first three three cities were same as Smashes. But I then captured Little BigHorn and then lucked out sending my first Trireme around coastline . First saw Persian unit and concentrated on that island. Then uncovered Zulu capital too. Way too easy
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[This message has been edited by CivGuru (edited April 23, 2001).]
 
Just sent my game in to matrix last night. I really need to work on playing faster!

When I started, I made the mistake of exploring East instead of south so by the time I went south the Sioux were a real nuisance (but only ever 2 cities). I had to fight a defensive war for some time before I could sail a couple triremes with units around to Little Big Horn to outflank them.

I also went Isolationist once I got the island secure. Even though it was Bloodlust I wanted to experiment with a more perfectionist/republican approach so I built up my civ.

The Greeks were beaten early by the zulus and the aztecs were a complete non-factor (one puny city) They were fighting barbs and zulus all game. I built up some cash and rush built about 15 Super Ironclads when I saw the Zulus were researching magnetism. I then went fundamentalist for a while and had a blast killing off a few coastal cities and stray units. My diplomats did most of the work on the persians and zulus over the course of about 5 turns because I didn't want to rebuild defenders in all those cities.

I toyed with the aztecs, bombarding their only city with the ironclads, then letting the barbs take it (hoping to get more units from them...they were all over that area!), but when I bribed it away, it only had one unit
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Zimbabwe was inland so I couldn't bombard it, it was the capital, so I couldn't bribe it. So rather than assemble a sufficient army to take it, I made it my pet, even though it had 2 wonders. I then built up the civ score some in democracy, although I learned (too late) how I could have grown faster now by building more engineers.

When I went republican, I suddenly realized the magic of trade caravans. I never realized how much they can help cash/science and growth (with "we love to make babies" days).

But I have to admit, spending turn after turn rushbuilding caravans, banks, stock exchanges and colosseums gets REALLY tedious. The barbs were what kept my interest.

About the barb activity, it was VERY active in this game for some reason. I saw four main hot-spots for barbs in this game. They didn't go away until I built a city right on top of the hotspots:

(1)The East end of the starting continent, especially the "cape-cod" like peninsula in the SE. I tried to grow this area early and ended up spending ALL my resources from those cities fighting Malibu Barbie for centuries.
(2)The Southern end of the Zulu/greek/aztec continent. I think the barb activity is probably part of what kept the Aztecs down - that and crappy terrain.
(3)The Northern peninsula of the Persian continent.
(4) A smallish island South of the SE'ern end of Persian continent. I got an advanced tribe down there and eventually had 2 cities and late in the game I kept getting 15 barbs with muskets and cannons popping up in the middle of the island.

Other islands had significant unclaimed territory, but the revolts just kept coming in these spots over and over again.

Anyway: Finally decided to finish the zulus off in 1894, Score 2024 (202%) in MGE.


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DEATH awaits you all...with nasty, big, pointy teeth.
 
I noticed that barb activity was quite high in my game as well - I wonder if it was a product of being "bloodlust".

I came accross the Souix fairly early, and was quick to send a few chariots and a horsemen in to stomp them before they got going. Then, like Tim, I played a bit isolationist as I build my civ (though I did try to expand to some of the other uninhabited islands to the South especially).

In my game, it reads that the Carthaginians were killed off by the Zulus, as were quite quickly the Aztecs. I ended up building all of the wonders except for the Lighthouse (Zimbabwe - which I eventually took), and made use of one that I often don't use very much: Marco Polo's Embassy. With Marco's, I was able to see the Zulus as the main enemy to deal with, and when I found them I built in the far northern part of the continent and bribed some of the former Aztec cities in the South to get a foothold. Then, while keeping peace with the Persians (they were in despotism nearly the whole game) I set up a strike on the Zulu capital - I wanted to do this early before they got (stole) democracy or gunpowder.

When I finally had leadership and a bunch of diplomats, I sent the dips against Zimbabwe and the walls finally fell (the last thing to be destroyed of course). I attacked early enough so the Zulus did not have gunpowder and my dragoons killed two phalanx and a legion. I went shopping and over several turns (where I went to fundy for a brief period to raise cash) I basically bought the Zulus.

The Persians were easier as their capital was on the coast and were WAY behind in tech. Ironclads took care of the capital, but before I could buy too many cities, they reestablished their capital in the city just to the East (which was not a coastal one). No matter, just built up the dips and did the same thing, and finally just had a single pet Persian.

I put the rest of my efforts to getting techs that would lead to wonders and buying harbors, aqueducts and sewers for my cities. Once I had the ability to build all of the wonders (I think that spce flight was the last tech I studied), I stopped science cold and built up my cash in fundy for a brief period once again and bought the main improvements and speed-bought all of the wonders.

Then to Democracy and celebrated until I thought it would do the most good. Then Subverted the last Persian city so I kept my 100 points for peace.

Strange game for me as I was not used to medium maps nor bloodlust, but interesting as well. Don't know if I'll be medal-worthy this month, but my score wasn't bad considering.

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Diplomacy - the art of
saying "Good Doggie"
until you can find a rock
 
Many have commented on the barb activity, but I did not find it particularly troublesome at all, for some reason. I"ve had games on restless tribes that were more of a barb problem than this one. The spots Tim mentioned were hotspots in my game, too, but I didn't seem to get the hordes or advanced barbs everyone else did. They were producing Crusaders by the end, but that was it. Not that it helped my game any, of course
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I've never played bloodlust before, so was really floundering around for awhile. I think I would know what to do a little better now (I hope
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)
 
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